battle.cpp 464 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "battle.hpp"
  4. #include <cmath>
  5. #include <cstdlib>
  6. #include <common/cbasetypes.hpp>
  7. #include <common/ers.hpp>
  8. #include <common/malloc.hpp>
  9. #include <common/nullpo.hpp>
  10. #include <common/random.hpp>
  11. #include <common/showmsg.hpp>
  12. #include <common/socket.hpp>
  13. #include <common/strlib.hpp>
  14. #include <common/timer.hpp>
  15. #include <common/utils.hpp>
  16. #include "atcommand.hpp"
  17. #include "battleground.hpp"
  18. #include "chrif.hpp"
  19. #include "clif.hpp"
  20. #include "elemental.hpp"
  21. #include "guild.hpp"
  22. #include "homunculus.hpp"
  23. #include "log.hpp"
  24. #include "map.hpp"
  25. #include "mercenary.hpp"
  26. #include "mob.hpp"
  27. #include "party.hpp"
  28. #include "path.hpp"
  29. #include "pc.hpp"
  30. #include "pc_groups.hpp"
  31. #include "pet.hpp"
  32. using namespace rathena;
  33. struct Battle_Config battle_config;
  34. static struct eri *delay_damage_ers; //For battle delay damage structures.
  35. // Early declaration
  36. int32 battle_get_weapon_element(struct Damage *wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int16 weapon_position, bool calc_for_damage_only);
  37. int32 battle_get_magic_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int32 mflag);
  38. int32 battle_get_misc_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int32 mflag);
  39. static void battle_calc_defense_reduction(struct Damage* wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv);
  40. /**
  41. * Returns the current/list skill used by the bl
  42. * @param bl
  43. * @return skill_id
  44. */
  45. uint16 battle_getcurrentskill(struct block_list *bl)
  46. {
  47. struct unit_data *ud;
  48. if( bl->type == BL_SKILL ) {
  49. struct skill_unit *su = (struct skill_unit*)bl;
  50. return (su && su->group?su->group->skill_id:0);
  51. }
  52. ud = unit_bl2ud(bl);
  53. return (ud?ud->skill_id:0);
  54. }
  55. /**
  56. * Get random targeting enemy
  57. * @param bl
  58. * @param ap
  59. * @return Found target (1) or not found (0)
  60. */
  61. static int32 battle_gettargeted_sub(struct block_list *bl, va_list ap)
  62. {
  63. struct block_list **bl_list;
  64. struct unit_data *ud;
  65. int32 target_id;
  66. int32 *c;
  67. bl_list = va_arg(ap, struct block_list **);
  68. c = va_arg(ap, int32 *);
  69. target_id = va_arg(ap, int32);
  70. if (bl->id == target_id)
  71. return 0;
  72. if (*c >= 24)
  73. return 0;
  74. if ( !(ud = unit_bl2ud(bl)) )
  75. return 0;
  76. if (ud->target == target_id || ud->skilltarget == target_id) {
  77. bl_list[(*c)++] = bl;
  78. return 1;
  79. }
  80. return 0;
  81. }
  82. /**
  83. * Returns list of targets
  84. * @param target
  85. * @return Target list
  86. */
  87. struct block_list* battle_gettargeted(struct block_list *target)
  88. {
  89. struct block_list *bl_list[24];
  90. int32 c = 0;
  91. nullpo_retr(nullptr, target);
  92. memset(bl_list, 0, sizeof(bl_list));
  93. map_foreachinallrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  94. if ( c == 0 )
  95. return nullptr;
  96. if( c > 24 )
  97. c = 24;
  98. return bl_list[rnd()%c];
  99. }
  100. /**
  101. * Returns the ID of the current targeted character of the passed bl
  102. * @param bl
  103. * @return Target Unit ID
  104. * @author [Skotlex]
  105. */
  106. int32 battle_gettarget(struct block_list* bl)
  107. {
  108. switch (bl->type) {
  109. case BL_PC: return ((map_session_data*)bl)->ud.target;
  110. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  111. case BL_PET: return ((struct pet_data*)bl)->target_id;
  112. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  113. case BL_MER: return ((s_mercenary_data*)bl)->ud.target;
  114. case BL_ELEM: return ((s_elemental_data*)bl)->ud.target;
  115. }
  116. return 0;
  117. }
  118. /**
  119. * Get random enemy
  120. * @param bl
  121. * @param ap
  122. * @return Found target (1) or not found (0)
  123. */
  124. static int32 battle_getenemy_sub(struct block_list *bl, va_list ap)
  125. {
  126. struct block_list **bl_list;
  127. struct block_list *target;
  128. int32 *c;
  129. bl_list = va_arg(ap, struct block_list **);
  130. c = va_arg(ap, int32 *);
  131. target = va_arg(ap, struct block_list *);
  132. if (bl->id == target->id)
  133. return 0;
  134. if (*c >= 24)
  135. return 0;
  136. if (status_isdead(*bl))
  137. return 0;
  138. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  139. bl_list[(*c)++] = bl;
  140. return 1;
  141. }
  142. return 0;
  143. }
  144. /**
  145. * Returns list of enemies within given range
  146. * @param target
  147. * @param type
  148. * @param range
  149. * @return Target list
  150. * @author [Skotlex]
  151. */
  152. struct block_list* battle_getenemy(struct block_list *target, int32 type, int32 range)
  153. {
  154. struct block_list *bl_list[24];
  155. int32 c = 0;
  156. memset(bl_list, 0, sizeof(bl_list));
  157. map_foreachinallrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  158. if ( c == 0 )
  159. return nullptr;
  160. if( c > 24 )
  161. c = 24;
  162. return bl_list[rnd()%c];
  163. }
  164. /**
  165. * Get random enemy within area
  166. * @param bl
  167. * @param ap
  168. * @return Found target (1) or not found (0)
  169. */
  170. static int32 battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  171. {
  172. struct block_list **bl_list, *src;
  173. int32 *c, ignore_id;
  174. bl_list = va_arg(ap, struct block_list **);
  175. c = va_arg(ap, int32 *);
  176. src = va_arg(ap, struct block_list *);
  177. ignore_id = va_arg(ap, int32);
  178. if( bl->id == src->id || bl->id == ignore_id )
  179. return 0; // Ignores Caster and a possible pre-target
  180. if( *c >= 23 )
  181. return 0;
  182. if( status_isdead(*bl) )
  183. return 0;
  184. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  185. bl_list[(*c)++] = bl;
  186. return 1;
  187. }
  188. return 0;
  189. }
  190. /**
  191. * Returns list of enemies within an area
  192. * @param src
  193. * @param x
  194. * @param y
  195. * @param range
  196. * @param type
  197. * @param ignore_id
  198. * @return Target list
  199. */
  200. struct block_list* battle_getenemyarea(struct block_list *src, int32 x, int32 y, int32 range, int32 type, int32 ignore_id)
  201. {
  202. struct block_list *bl_list[24];
  203. int32 c = 0;
  204. memset(bl_list, 0, sizeof(bl_list));
  205. map_foreachinallarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  206. if( c == 0 )
  207. return nullptr;
  208. if( c >= 24 )
  209. c = 23;
  210. return bl_list[rnd()%c];
  211. }
  212. /**
  213. * Deals damage without delay, applies additional effects and triggers monster events
  214. * This function is called from battle_delay_damage or battle_delay_damage_sub
  215. * All other instances of battle damage should also go through this function (i.e. anything that displays a damage number)
  216. * Consider calling this function or battle_fix_damage instead status_fix_damage directly
  217. * @param src: Source of damage
  218. * @param target: Target of damage
  219. * @param damage: Damage to be dealt
  220. * @param delay: Damage delay
  221. * @param skill_lv: Level of skill used
  222. * @param skill_id: ID of skill used
  223. * @param dmg_lv: State of the attack (miss, etc.)
  224. * @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC)
  225. * @param additional_effects: Whether additional effects should be applied (otherwise it's just damage+coma)
  226. * @param isspdamage: If the damage is done to SP
  227. * @param tick: Current tick
  228. * @return HP+SP+AP (0 if HP/SP/AP remained unchanged)
  229. */
  230. int32 battle_damage(struct block_list *src, struct block_list *target, int64 damage, t_tick delay, uint16 skill_lv, uint16 skill_id, enum damage_lv dmg_lv, uint16 attack_type, bool additional_effects, t_tick tick, bool isspdamage) {
  231. int32 dmg_change;
  232. map_session_data* sd = nullptr;
  233. if (src)
  234. sd = BL_CAST(BL_PC, src);
  235. map_freeblock_lock();
  236. if (isspdamage)
  237. dmg_change = status_fix_spdamage(src, target, damage, delay, skill_id);
  238. else if (sd && battle_check_coma(*sd, *target, (e_battle_flag)attack_type))
  239. dmg_change = status_damage(src, target, damage, 0, delay, 16, skill_id); // Coma attack
  240. else
  241. dmg_change = status_fix_damage(src, target, damage, delay, skill_id);
  242. if (attack_type && !status_isdead(*target) && additional_effects)
  243. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick);
  244. if (dmg_lv > ATK_BLOCK && attack_type && additional_effects)
  245. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick);
  246. // 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
  247. if (target->type == BL_MOB && additional_effects) {
  248. mob_data *md = BL_CAST(BL_MOB, target);
  249. if (md != nullptr) {
  250. // Trigger monster skill condition for non-skill attacks.
  251. if (!status_isdead(*target) && src != target) {
  252. if (damage > 0)
  253. mobskill_event(md, src, tick, attack_type, damage);
  254. if (skill_id > 0)
  255. mobskill_event(md, src, tick, MSC_SKILLUSED | (skill_id << 16));
  256. }
  257. // Monsters differentiate whether they have been attacked by a skill or a normal attack
  258. if (damage > 0 && (attack_type & BF_NORMAL))
  259. md->norm_attacked_id = md->attacked_id;
  260. }
  261. }
  262. map_freeblock_unlock();
  263. return dmg_change;
  264. }
  265. /// Damage Delayed Structure
  266. struct delay_damage {
  267. int32 src_id;
  268. int32 target_id;
  269. int64 damage;
  270. t_tick delay;
  271. uint16 distance;
  272. uint16 skill_lv;
  273. uint16 skill_id;
  274. enum damage_lv dmg_lv;
  275. uint16 attack_type;
  276. bool additional_effects;
  277. enum bl_type src_type;
  278. bool isspdamage;
  279. };
  280. TIMER_FUNC(battle_delay_damage_sub){
  281. struct delay_damage *dat = (struct delay_damage *)data;
  282. if ( dat ) {
  283. struct block_list* src = map_id2bl(dat->src_id);
  284. struct block_list* target = map_id2bl(dat->target_id);
  285. if (target && !status_isdead(*target)) {
  286. if( src && target->m == src->m &&
  287. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  288. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  289. {
  290. //Deal damage
  291. 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);
  292. } 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
  293. battle_fix_damage(target, target, dat->damage, dat->delay, dat->skill_id);
  294. }
  295. }
  296. map_session_data *sd = BL_CAST(BL_PC, src);
  297. if (sd && --sd->delayed_damage == 0 && sd->state.hold_recalc) {
  298. sd->state.hold_recalc = false;
  299. status_calc_pc(sd, SCO_FORCE);
  300. }
  301. }
  302. ers_free(delay_damage_ers, dat);
  303. return 0;
  304. }
  305. int32 battle_delay_damage(t_tick tick, int32 amotion, struct block_list *src, struct block_list *target, int32 attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, t_tick ddelay, bool additional_effects, bool isspdamage)
  306. {
  307. struct delay_damage *dat;
  308. status_change *sc;
  309. struct block_list *d_tbl = nullptr;
  310. struct block_list *e_tbl = nullptr;
  311. nullpo_ret(src);
  312. nullpo_ret(target);
  313. sc = status_get_sc(target);
  314. if (sc) {
  315. if (sc->getSCE(SC_DEVOTION) && sc->getSCE(SC_DEVOTION)->val1)
  316. d_tbl = map_id2bl(sc->getSCE(SC_DEVOTION)->val1);
  317. if (sc->getSCE(SC_WATER_SCREEN_OPTION) && sc->getSCE(SC_WATER_SCREEN_OPTION)->val1)
  318. e_tbl = map_id2bl(sc->getSCE(SC_WATER_SCREEN_OPTION)->val1);
  319. }
  320. if( ((d_tbl && check_distance_bl(target, d_tbl, sc->getSCE(SC_DEVOTION)->val3)) || e_tbl) &&
  321. damage > 0 && skill_id != CR_REFLECTSHIELD
  322. #ifndef RENEWAL
  323. && skill_id != PA_PRESSURE
  324. #endif
  325. ) {
  326. map_session_data* tsd = BL_CAST( BL_PC, target );
  327. if( tsd && pc_issit( tsd ) && battle_config.devotion_standup_fix ){
  328. pc_setstand( tsd, true );
  329. skill_sit( tsd, 0 );
  330. }
  331. damage = 0;
  332. }
  333. // The client refuses to display animations slower than 1x speed
  334. // So we need to shorten AttackMotion to be in-sync with the client in this case
  335. if (battle_config.synchronize_damage && skill_id == 0 && src->type == BL_MOB && amotion > status_get_clientamotion(src))
  336. amotion = status_get_clientamotion(src);
  337. // Check for delay battle damage config
  338. else if (!battle_config.delay_battle_damage)
  339. amotion = 1;
  340. // Aegis places a damage-delay cap of 1 sec to non player attacks
  341. // We only want to apply this cap if damage was not synchronized
  342. else if (src->type != BL_PC && amotion > 1000)
  343. amotion = 1000;
  344. // Skip creation of timer
  345. if (amotion <= 1) {
  346. //Deal damage
  347. battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage);
  348. return 0;
  349. }
  350. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  351. dat->src_id = src->id;
  352. dat->target_id = target->id;
  353. dat->skill_id = skill_id;
  354. dat->skill_lv = skill_lv;
  355. dat->attack_type = attack_type;
  356. dat->damage = damage;
  357. dat->dmg_lv = dmg_lv;
  358. dat->delay = ddelay;
  359. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
  360. dat->additional_effects = additional_effects;
  361. dat->src_type = src->type;
  362. dat->isspdamage = isspdamage;
  363. if( src->type == BL_PC )
  364. ((TBL_PC*)src)->delayed_damage++;
  365. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  366. return 0;
  367. }
  368. int32 battle_fix_damage(struct block_list* src, struct block_list* target, int64 damage, t_tick walkdelay, uint16 skill_id) {
  369. return battle_damage(src, target, damage, walkdelay, 0, skill_id, ATK_DEF, BF_MISC, false, gettick(), false);
  370. }
  371. /**
  372. * Does attribute fix modifiers.
  373. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  374. * Note: Passing src/target == nullptr is perfectly valid, it skips SC_ checks.
  375. * @param src
  376. * @param target
  377. * @param damage
  378. * @param atk_elem
  379. * @param def_type
  380. * @param def_lv
  381. * @param flag 0x1 = allow to return negative values even if config for healing through negative resist is disabled
  382. * @return damage
  383. */
  384. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int32 atk_elem,int32 def_type, int32 def_lv, int32 flag)
  385. {
  386. status_change *sc = nullptr, *tsc = nullptr;
  387. int32 ratio;
  388. if (src) sc = status_get_sc(src);
  389. if (target) tsc = status_get_sc(target);
  390. if (!CHK_ELEMENT(atk_elem))
  391. atk_elem = rnd()%ELE_ALL;
  392. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  393. ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  394. return damage;
  395. }
  396. ratio = elemental_attribute_db.getAttribute(def_lv, atk_elem, def_type);
  397. if (sc != nullptr && !sc->empty()) { //increase dmg by src status
  398. switch(atk_elem){
  399. case ELE_FIRE:
  400. if (sc->getSCE(SC_VOLCANO))
  401. #ifdef RENEWAL
  402. ratio += sc->getSCE(SC_VOLCANO)->val3;
  403. #else
  404. damage += (int64)((damage*sc->getSCE(SC_VOLCANO)->val3) / 100);
  405. #endif
  406. break;
  407. case ELE_WIND:
  408. if (sc->getSCE(SC_VIOLENTGALE))
  409. #ifdef RENEWAL
  410. ratio += sc->getSCE(SC_VIOLENTGALE)->val3;
  411. #else
  412. damage += (int64)((damage*sc->getSCE(SC_VIOLENTGALE)->val3) / 100);
  413. #endif
  414. break;
  415. case ELE_WATER:
  416. if (sc->getSCE(SC_DELUGE))
  417. #ifdef RENEWAL
  418. ratio += sc->getSCE(SC_DELUGE)->val3;
  419. #else
  420. damage += (int64)((damage*sc->getSCE(SC_DELUGE)->val3) / 100);
  421. #endif
  422. break;
  423. case ELE_GHOST:
  424. if (sc->getSCE(SC_TELEKINESIS_INTENSE)) {
  425. // At least for SC_TELEKINESIS_INTENSE:
  426. // damage after elemental_attribute_db should be calculated first to avoid rounding issues
  427. damage = damage - (int64)((damage * (100 - ratio)) / 100);
  428. // Initialize ratio to 100 (default)
  429. ratio = 100;
  430. ratio += ratio * sc->getSCE(SC_TELEKINESIS_INTENSE)->val3 / 100;
  431. }
  432. break;
  433. }
  434. }
  435. if( target && target->type == BL_SKILL ) {
  436. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  437. struct skill_unit *su = (struct skill_unit*)target;
  438. std::shared_ptr<s_skill_unit_group> sg;
  439. struct block_list *src2;
  440. if( !su || !su->alive || (sg = su->group) == nullptr || !sg || sg->val3 == -1 ||
  441. (src2 = map_id2bl(sg->src_id)) == nullptr || status_isdead(*src2) )
  442. return 0;
  443. if( sg->unit_id != UNT_FIREWALL ) {
  444. int32 x,y;
  445. x = sg->val3 >> 16;
  446. y = sg->val3 & 0xffff;
  447. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  448. sg->val3 = -1;
  449. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  450. }
  451. }
  452. }
  453. if (tsc != nullptr && !tsc->empty()) { //increase dmg by target status
  454. switch(atk_elem) {
  455. case ELE_FIRE:
  456. if (tsc->getSCE(SC_SPIDERWEB)) { //Double damage
  457. #ifdef RENEWAL
  458. ratio += 100;
  459. #else
  460. damage *= 2;
  461. #endif
  462. //Remove a unit group or end whole status change
  463. status_change_end(target, SC_SPIDERWEB);
  464. }
  465. if (tsc->getSCE(SC_THORNSTRAP) && battle_getcurrentskill(src) != GN_CARTCANNON)
  466. status_change_end(target, SC_THORNSTRAP);
  467. if (tsc->getSCE(SC_CRYSTALIZE))
  468. status_change_end(target, SC_CRYSTALIZE);
  469. if (tsc->getSCE(SC_EARTH_INSIGNIA))
  470. #ifdef RENEWAL
  471. ratio += 50;
  472. #else
  473. damage += (int64)(damage * 50 / 100);
  474. #endif
  475. if( tsc->getSCE(SC_WIDEWEB) ) {
  476. #ifdef RENEWAL
  477. ratio += 100;
  478. #else
  479. damage *= 2;
  480. #endif
  481. status_change_end(target,SC_WIDEWEB);
  482. }
  483. if( tsc->getSCE(SC_BURNT) ) {
  484. #ifdef RENEWAL
  485. ratio += 400;
  486. #else
  487. damage += (int64)(damage * 400 / 100);
  488. #endif
  489. }
  490. break;
  491. case ELE_HOLY:
  492. if (tsc->getSCE(SC_ORATIO))
  493. #ifdef RENEWAL
  494. ratio += tsc->getSCE(SC_ORATIO)->val1 * 2;
  495. #else
  496. damage += (int64)(damage * (tsc->getSCE(SC_ORATIO)->val1 * 2) / 100);
  497. #endif
  498. break;
  499. case ELE_POISON:
  500. if (tsc->getSCE(SC_VENOMIMPRESS))
  501. #ifdef RENEWAL
  502. ratio += tsc->getSCE(SC_VENOMIMPRESS)->val2;
  503. #else
  504. damage += (int64)(damage * tsc->getSCE(SC_VENOMIMPRESS)->val2 / 100);
  505. #endif
  506. break;
  507. case ELE_WIND:
  508. if (tsc->getSCE(SC_WATER_INSIGNIA))
  509. #ifdef RENEWAL
  510. ratio += 50;
  511. #else
  512. damage += (int64)(damage * 50 / 100);
  513. #endif
  514. if (tsc->getSCE(SC_CRYSTALIZE)) {
  515. uint16 skill_id = battle_getcurrentskill(src);
  516. if (skill_get_type(skill_id)&BF_MAGIC)
  517. #ifdef RENEWAL
  518. ratio += 50;
  519. #else
  520. damage += (int64)(damage * 50 / 100);
  521. #endif
  522. }
  523. break;
  524. case ELE_WATER:
  525. if (tsc->getSCE(SC_FIRE_INSIGNIA))
  526. #ifdef RENEWAL
  527. ratio += 50;
  528. #else
  529. damage += (int64)(damage * 50 / 100);
  530. #endif
  531. break;
  532. case ELE_EARTH:
  533. if (tsc->getSCE(SC_WIND_INSIGNIA))
  534. #ifdef RENEWAL
  535. ratio += 50;
  536. #else
  537. damage += (int64)(damage * 50 / 100);
  538. #endif
  539. status_change_end(target, SC_MAGNETICFIELD); //freed if received earth dmg
  540. break;
  541. case ELE_NEUTRAL:
  542. if (tsc->getSCE(SC_ANTI_M_BLAST))
  543. #ifdef RENEWAL
  544. ratio += tsc->getSCE(SC_ANTI_M_BLAST)->val2;
  545. #else
  546. damage += (int64)(damage * tsc->getSCE(SC_ANTI_M_BLAST)->val2 / 100);
  547. #endif
  548. break;
  549. case ELE_DARK:
  550. if (tsc->getSCE(SC_SOULCURSE)) {
  551. if (status_get_class_(target) == CLASS_BOSS)
  552. #ifdef RENEWAL
  553. ratio += 20;
  554. #else
  555. damage += (int64)(damage * 20 / 100);
  556. #endif
  557. else
  558. #ifdef RENEWAL
  559. ratio += 100;
  560. #else
  561. damage *= 2;
  562. #endif
  563. }
  564. break;
  565. }
  566. }
  567. if (battle_config.attr_recover == 0 && !(flag & 1) && ratio < 0)
  568. ratio = 0;
  569. #ifdef RENEWAL
  570. //In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0
  571. damage = damage - (int64)((damage * (100 - ratio)) / 100);
  572. #else
  573. damage = (int64)((damage*ratio)/100);
  574. #endif
  575. //Damage can be negative, see battle_config.attr_recover
  576. return damage;
  577. }
  578. /**
  579. * Statuses that affect the target's element in battle_calc_cardfix.
  580. * @param tsc Target status change
  581. * @param rh_ele Right-hand weapon element
  582. * @return ele_fix ratio affecting damage
  583. */
  584. static int32 battle_calc_cardfix_debuff( status_change& tsc, int32 rh_ele ){
  585. int32 ele_fix = 0;
  586. if (tsc.getSCE(SC_MAGIC_POISON))
  587. ele_fix += 50;
  588. // !TODO: unknown how it should work for physical damage, lh_ele is ignored for now
  589. switch(rh_ele) {
  590. case ELE_FIRE:
  591. if (tsc.getSCE(SC_CLIMAX_BLOOM))
  592. ele_fix += 100;
  593. break;
  594. case ELE_EARTH:
  595. if (tsc.getSCE(SC_CLIMAX_EARTH))
  596. ele_fix += 100;
  597. break;
  598. case ELE_WATER:
  599. if (tsc.getSCE(SC_MISTYFROST))
  600. ele_fix += 15;
  601. break;
  602. case ELE_POISON:
  603. if (tsc.getSCE(SC_CLOUD_POISON))
  604. ele_fix += 5 * tsc.getSCE(SC_CLOUD_POISON)->val1;
  605. break;
  606. }
  607. return ele_fix;
  608. }
  609. /**
  610. * Calculates card bonuses damage adjustments.
  611. * @param attack_type @see enum e_battle_flag
  612. * @param src Attacker
  613. * @param target Target
  614. * @param nk Skill's nk @see enum e_skill_nk [NK_IGNOREATKCARD|NK_IGNOREELEMENT|NK_IGNOREDEFCARD]
  615. * @param rh_ele Right-hand weapon element
  616. * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
  617. * @param damage Original damage
  618. * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
  619. * 3: Calculates attacker bonuses in both hands.
  620. * 2: Calculates attacker bonuses in right-hand only.
  621. * 0 or 1: Only calculates target bonuses.
  622. * @param flag Misc value of skill & damage flags
  623. * @return damage Damage diff between original damage and after calculation
  624. */
  625. int32 battle_calc_cardfix(int32 attack_type, struct block_list *src, struct block_list *target, std::bitset<NK_MAX> nk, int32 rh_ele, int32 lh_ele, int64 damage, int32 left, int32 flag){
  626. map_session_data *sd, ///< Attacker session data if BL_PC
  627. *tsd; ///< Target session data if BL_PC
  628. int32 cardfix = 1000;
  629. int32 s_class, ///< Attacker class
  630. t_class; ///< Target class
  631. std::vector<e_race2> s_race2, /// Attacker Race2
  632. t_race2; ///< Target Race2
  633. enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
  634. int64 original_damage;
  635. if( !damage )
  636. return 0;
  637. original_damage = damage;
  638. sd = BL_CAST(BL_PC, src);
  639. tsd = BL_CAST(BL_PC, target);
  640. t_class = status_get_class(target);
  641. s_class = status_get_class(src);
  642. ///< Attacker status data
  643. status_data* sstatus = status_get_status_data(*src);
  644. ///< Target status data
  645. status_data* tstatus = status_get_status_data(*target);
  646. status_change *tsc = status_get_sc(target);
  647. s_race2 = status_get_race2(src);
  648. t_race2 = status_get_race2(target);
  649. s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
  650. // When the attacker is a monster, then all bonuses on BF_WEAPON will work and no bonuses on BF_MAGIC
  651. // Does not impact the attack type
  652. if (src && src->type == BL_MOB && battle_config.cardfix_monster_physical) {
  653. flag |= BF_WEAPON;
  654. flag &= ~BF_MAGIC;
  655. }
  656. //Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase
  657. #define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - max(0, fix))) / 1000); }
  658. switch( attack_type ) {
  659. case BF_MAGIC:
  660. // Affected by attacker ATK bonuses
  661. if( sd && !nk[NK_IGNOREATKCARD] ) {
  662. int32 race2_val = 0;
  663. #ifdef RENEWAL
  664. // Simplified formula to round down the damage
  665. #define APPLY_CARDFIX_RE(damage, fix) { (damage) = (damage) - (int64)(((damage) * (100 - max(0, 100+(fix)))) / 100); }
  666. // On (at least) BF_MAGIC, damages are calculated consecutively and rounded down in the following order to match official damage :
  667. // size, race2, ele, atk_ele, race, class
  668. APPLY_CARDFIX_RE( damage, sd->indexed_bonus.magic_addsize[tstatus->size] + sd->indexed_bonus.magic_addsize[SZ_ALL] );
  669. // race2 is the same as the bonus per class ID
  670. for (const auto &raceit : t_race2)
  671. race2_val += sd->indexed_bonus.magic_addrace2[raceit];
  672. for (const auto &it : sd->add_mdmg) {
  673. if (it.id == t_class) {
  674. race2_val += it.val;
  675. break;
  676. }
  677. }
  678. APPLY_CARDFIX_RE( damage, race2_val );
  679. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  680. APPLY_CARDFIX_RE( damage, sd->indexed_bonus.magic_addele[tstatus->def_ele] + sd->indexed_bonus.magic_addele[ELE_ALL] +
  681. sd->indexed_bonus.magic_addele_script[tstatus->def_ele] + sd->indexed_bonus.magic_addele_script[ELE_ALL] );
  682. }
  683. }
  684. // Statuses that affect the target's element and should be calculated right after magic_addele, independently of it
  685. if (tsc != nullptr && !nk[NK_IGNOREDEFCARD] && !nk[NK_IGNOREELEMENT]) {
  686. APPLY_CARDFIX_RE( damage, battle_calc_cardfix_debuff( *tsc, rh_ele ) );
  687. }
  688. if( sd && !nk[NK_IGNOREATKCARD] ) {
  689. if( !nk[NK_IGNOREELEMENT] ) {
  690. APPLY_CARDFIX_RE( damage, sd->indexed_bonus.magic_atk_ele[rh_ele] + sd->indexed_bonus.magic_atk_ele[ELE_ALL] );
  691. }
  692. APPLY_CARDFIX_RE( damage, sd->indexed_bonus.magic_addrace[tstatus->race] + sd->indexed_bonus.magic_addrace[RC_ALL] );
  693. APPLY_CARDFIX_RE( damage, sd->indexed_bonus.magic_addclass[tstatus->class_] + sd->indexed_bonus.magic_addclass[CLASS_ALL] );
  694. #undef APPLY_CARDFIX_RE
  695. // Pre-renewal / old renewal behaviour
  696. #else
  697. for (const auto &raceit : t_race2)
  698. race2_val += sd->indexed_bonus.magic_addrace2[raceit];
  699. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addrace[tstatus->race] + sd->indexed_bonus.magic_addrace[RC_ALL] + race2_val) / 100;
  700. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  701. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addele[tstatus->def_ele] + sd->indexed_bonus.magic_addele[ELE_ALL] +
  702. sd->indexed_bonus.magic_addele_script[tstatus->def_ele] + sd->indexed_bonus.magic_addele_script[ELE_ALL]) / 100;
  703. cardfix = cardfix * (100 + sd->indexed_bonus.magic_atk_ele[rh_ele] + sd->indexed_bonus.magic_atk_ele[ELE_ALL]) / 100;
  704. }
  705. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addsize[tstatus->size] + sd->indexed_bonus.magic_addsize[SZ_ALL]) / 100;
  706. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addclass[tstatus->class_] + sd->indexed_bonus.magic_addclass[CLASS_ALL]) / 100;
  707. for (const auto &it : sd->add_mdmg) {
  708. if (it.id == t_class) {
  709. cardfix = cardfix * (100 + it.val) / 100;
  710. break;
  711. }
  712. }
  713. APPLY_CARDFIX(damage, cardfix);
  714. #endif
  715. }
  716. // Affected by target DEF bonuses
  717. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  718. cardfix = 1000; // reset var for target
  719. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  720. int32 ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  721. for (const auto &it : tsd->subele2) {
  722. if (it.ele != ELE_ALL && it.ele != rh_ele)
  723. continue;
  724. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  725. ((it.flag)&flag)&BF_RANGEMASK &&
  726. ((it.flag)&flag)&BF_SKILLMASK))
  727. continue;
  728. ele_fix += it.rate;
  729. }
  730. if (s_defele != ELE_NONE)
  731. ele_fix += tsd->indexed_bonus.magic_subdefele[s_defele] + tsd->indexed_bonus.magic_subdefele[ELE_ALL];
  732. #ifndef RENEWAL
  733. // Custom to follow SC_ debuff renewal behavior
  734. if (tsc != nullptr)
  735. ele_fix += battle_calc_cardfix_debuff( *tsc, rh_ele );
  736. #endif
  737. cardfix = cardfix * (100 - ele_fix) / 100;
  738. }
  739. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  740. cardfix = cardfix * (100 - tsd->indexed_bonus.magic_subsize[sstatus->size] - tsd->indexed_bonus.magic_subsize[SZ_ALL]) / 100;
  741. int32 race_fix = 0;
  742. for (const auto &raceit : s_race2)
  743. race_fix += tsd->indexed_bonus.subrace2[raceit];
  744. cardfix = cardfix * (100 - race_fix) / 100;
  745. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  746. for (const auto &it : tsd->subrace3) {
  747. if (it.race != RC_ALL && it.race != sstatus->race)
  748. continue;
  749. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  750. ((it.flag)&flag)&BF_RANGEMASK &&
  751. ((it.flag)&flag)&BF_SKILLMASK))
  752. continue;
  753. race_fix += it.rate;
  754. }
  755. cardfix = cardfix * (100 - race_fix) / 100;
  756. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  757. for (const auto &it : tsd->add_mdef) {
  758. if (it.id == s_class) {
  759. cardfix = cardfix * (100 - it.val) / 100;
  760. break;
  761. }
  762. }
  763. #ifndef RENEWAL
  764. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  765. if( flag&BF_SHORT )
  766. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  767. else if (!nk[NK_IGNORELONGCARD])
  768. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  769. #endif
  770. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  771. if( tsc->getSCE(SC_MDEF_RATE) )
  772. cardfix = cardfix * (100 - tsc->getSCE(SC_MDEF_RATE)->val1) / 100;
  773. APPLY_CARDFIX(damage, cardfix);
  774. }
  775. break;
  776. case BF_WEAPON:
  777. // Affected by attacker ATK bonuses
  778. if( sd && !nk[NK_IGNOREATKCARD] && (left&2) ) {
  779. int16 cardfix_ = 1000;
  780. if( sd->state.arrow_atk ) { // Ranged attack
  781. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->indexed_bonus.arrow_addrace[tstatus->race] +
  782. sd->right_weapon.addrace[RC_ALL] + sd->indexed_bonus.arrow_addrace[RC_ALL]) / 100;
  783. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  784. int32 ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->indexed_bonus.arrow_addele[tstatus->def_ele] +
  785. sd->right_weapon.addele[ELE_ALL] + sd->indexed_bonus.arrow_addele[ELE_ALL];
  786. for (const auto &it : sd->right_weapon.addele2) {
  787. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  788. continue;
  789. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  790. ((it.flag)&flag)&BF_RANGEMASK &&
  791. ((it.flag)&flag)&BF_SKILLMASK))
  792. continue;
  793. ele_fix += it.rate;
  794. }
  795. cardfix = cardfix * (100 + ele_fix) / 100;
  796. }
  797. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->indexed_bonus.arrow_addsize[tstatus->size] +
  798. sd->right_weapon.addsize[SZ_ALL] + sd->indexed_bonus.arrow_addsize[SZ_ALL]) / 100;
  799. int32 race_fix = 0;
  800. for (const auto &raceit : t_race2)
  801. race_fix += sd->right_weapon.addrace2[raceit];
  802. cardfix = cardfix * (100 + race_fix) / 100;
  803. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->indexed_bonus.arrow_addclass[tstatus->class_] +
  804. sd->right_weapon.addclass[CLASS_ALL] + sd->indexed_bonus.arrow_addclass[CLASS_ALL]) / 100;
  805. } else { // Melee attack
  806. int32 skill = 0;
  807. // Calculates each right & left hand weapon bonuses separatedly
  808. if( !battle_config.left_cardfix_to_right ) {
  809. // Right-handed weapon
  810. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  811. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  812. int32 ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  813. for (const auto &it : sd->right_weapon.addele2) {
  814. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  815. continue;
  816. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  817. ((it.flag)&flag)&BF_RANGEMASK &&
  818. ((it.flag)&flag)&BF_SKILLMASK))
  819. continue;
  820. ele_fix += it.rate;
  821. }
  822. cardfix = cardfix * (100 + ele_fix) / 100;
  823. }
  824. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  825. for (const auto &raceit : t_race2)
  826. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit]) / 100;
  827. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  828. if( left&1 ) { // Left-handed weapon
  829. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  830. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  831. int32 ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  832. for (const auto &it : sd->left_weapon.addele2) {
  833. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  834. continue;
  835. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  836. ((it.flag)&flag)&BF_RANGEMASK &&
  837. ((it.flag)&flag)&BF_SKILLMASK))
  838. continue;
  839. ele_fix_lh += it.rate;
  840. }
  841. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  842. }
  843. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  844. for (const auto &raceit : t_race2)
  845. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[raceit]) / 100;
  846. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  847. }
  848. }
  849. // Calculates right & left hand weapon as unity
  850. else {
  851. //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_IGNOREELEMENT?
  852. //if( !nk[&]K_IGNOREELEMENT) ) { // Affected by Element modifier bonuses
  853. int32 ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  854. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  855. for (const auto &it : sd->right_weapon.addele2) {
  856. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  857. continue;
  858. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  859. ((it.flag)&flag)&BF_RANGEMASK &&
  860. ((it.flag)&flag)&BF_SKILLMASK))
  861. continue;
  862. ele_fix += it.rate;
  863. }
  864. for (const auto &it : sd->left_weapon.addele2) {
  865. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  866. continue;
  867. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  868. ((it.flag)&flag)&BF_RANGEMASK &&
  869. ((it.flag)&flag)&BF_SKILLMASK))
  870. continue;
  871. ele_fix += it.rate;
  872. }
  873. cardfix = cardfix * (100 + ele_fix) / 100;
  874. //}
  875. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  876. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  877. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  878. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  879. for (const auto &raceit : t_race2)
  880. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit] + sd->left_weapon.addrace2[raceit]) / 100;
  881. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  882. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  883. }
  884. #ifndef RENEWAL
  885. 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]
  886. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  887. #endif
  888. }
  889. //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
  890. for (const auto &it : sd->right_weapon.add_dmg) {
  891. if (it.id == t_class) {
  892. cardfix = cardfix * (100 + it.val) / 100;
  893. break;
  894. }
  895. }
  896. if( left&1 ) {
  897. for (const auto &it : sd->left_weapon.add_dmg) {
  898. if (it.id == t_class) {
  899. cardfix_ = cardfix_ * (100 + it.val) / 100;
  900. break;
  901. }
  902. }
  903. }
  904. #ifndef RENEWAL
  905. if (flag & BF_SHORT)
  906. cardfix = cardfix * (100 + sd->bonus.short_attack_atk_rate) / 100;
  907. if( flag&BF_LONG )
  908. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  909. #endif
  910. if (left&1) {
  911. APPLY_CARDFIX(damage, cardfix_);
  912. } else {
  913. APPLY_CARDFIX(damage, cardfix);
  914. }
  915. }
  916. // Affected by target DEF bonuses
  917. else if( tsd && !nk[NK_IGNOREDEFCARD] && !(left&2) ) {
  918. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  919. int32 ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  920. for (const auto &it : tsd->subele2) {
  921. if (it.ele != ELE_ALL && it.ele != rh_ele)
  922. continue;
  923. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  924. ((it.flag)&flag)&BF_RANGEMASK &&
  925. ((it.flag)&flag)&BF_SKILLMASK))
  926. continue;
  927. ele_fix += it.rate;
  928. }
  929. cardfix = cardfix * (100 - ele_fix) / 100;
  930. if( left&1 && lh_ele != rh_ele ) {
  931. int32 ele_fix_lh = tsd->indexed_bonus.subele[lh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[lh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  932. for (const auto &it : tsd->subele2) {
  933. if (it.ele != ELE_ALL && it.ele != lh_ele)
  934. continue;
  935. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  936. ((it.flag)&flag)&BF_RANGEMASK &&
  937. ((it.flag)&flag)&BF_SKILLMASK))
  938. continue;
  939. ele_fix_lh += it.rate;
  940. }
  941. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  942. }
  943. cardfix = cardfix * (100 - tsd->indexed_bonus.subdefele[s_defele] - tsd->indexed_bonus.subdefele[ELE_ALL]) / 100;
  944. }
  945. int32 race_fix = 0;
  946. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  947. cardfix = cardfix * (100 - tsd->indexed_bonus.weapon_subsize[sstatus->size] - tsd->indexed_bonus.weapon_subsize[SZ_ALL]) / 100;
  948. for (const auto &raceit : s_race2)
  949. race_fix += tsd->indexed_bonus.subrace2[raceit];
  950. cardfix = cardfix * (100 - race_fix) / 100;
  951. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  952. for (const auto &it : tsd->subrace3) {
  953. if (it.race != RC_ALL && it.race != sstatus->race)
  954. continue;
  955. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  956. ((it.flag)&flag)&BF_RANGEMASK &&
  957. ((it.flag)&flag)&BF_SKILLMASK))
  958. continue;
  959. race_fix += it.rate;
  960. }
  961. cardfix = cardfix * (100 - race_fix) / 100;
  962. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  963. for (const auto &it : tsd->add_def) {
  964. if (it.id == s_class) {
  965. cardfix = cardfix * (100 - it.val) / 100;
  966. break;
  967. }
  968. }
  969. if( flag&BF_SHORT )
  970. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  971. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  972. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  973. if( tsc->getSCE(SC_DEF_RATE) )
  974. cardfix = cardfix * (100 - tsc->getSCE(SC_DEF_RATE)->val1) / 100;
  975. APPLY_CARDFIX(damage, cardfix);
  976. }
  977. // Custom on BF_WEAPON to follow SC_ debuff BF_MAGIC renewal behavior
  978. if (tsc != nullptr && !nk[NK_IGNOREDEFCARD] && !nk[NK_IGNOREELEMENT]) {
  979. cardfix = 1000;
  980. cardfix = cardfix * (100 + battle_calc_cardfix_debuff( *tsc, rh_ele )) / 100;
  981. APPLY_CARDFIX(damage, cardfix);
  982. }
  983. break;
  984. case BF_MISC:
  985. // Affected by target DEF bonuses
  986. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  987. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  988. int32 ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  989. for (const auto &it : tsd->subele2) {
  990. if (it.ele != rh_ele)
  991. continue;
  992. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  993. ((it.flag)&flag)&BF_RANGEMASK &&
  994. ((it.flag)&flag)&BF_SKILLMASK))
  995. continue;
  996. ele_fix += it.rate;
  997. }
  998. if (s_defele != ELE_NONE)
  999. ele_fix += tsd->indexed_bonus.subdefele[s_defele] + tsd->indexed_bonus.subdefele[ELE_ALL];
  1000. cardfix = cardfix * (100 - ele_fix) / 100;
  1001. }
  1002. int32 race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  1003. for (const auto &it : tsd->subrace3) {
  1004. if (it.race != RC_ALL && it.race != sstatus->race)
  1005. continue;
  1006. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  1007. ((it.flag)&flag)&BF_RANGEMASK &&
  1008. ((it.flag)&flag)&BF_SKILLMASK))
  1009. continue;
  1010. race_fix += it.rate;
  1011. }
  1012. cardfix = cardfix * (100 - race_fix) / 100;
  1013. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  1014. race_fix = 0;
  1015. for (const auto &raceit : s_race2)
  1016. race_fix += tsd->indexed_bonus.subrace2[raceit];
  1017. cardfix = cardfix * (100 - race_fix) / 100;
  1018. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  1019. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  1020. if( flag&BF_SHORT )
  1021. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  1022. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  1023. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  1024. APPLY_CARDFIX(damage, cardfix);
  1025. }
  1026. // Custom on BF_MISC to follow SC_ debuff BF_MAGIC renewal behavior
  1027. if (tsc != nullptr && !nk[NK_IGNOREDEFCARD] && !nk[NK_IGNOREELEMENT]) {
  1028. cardfix = 1000;
  1029. cardfix = cardfix * (100 + battle_calc_cardfix_debuff( *tsc, rh_ele )) / 100;
  1030. APPLY_CARDFIX(damage, cardfix);
  1031. }
  1032. break;
  1033. }
  1034. #undef APPLY_CARDFIX
  1035. return (int32)cap_value(damage - original_damage, INT_MIN, INT_MAX);
  1036. }
  1037. /**
  1038. * Absorb damage based on criteria
  1039. * @param bl
  1040. * @param d Damage
  1041. **/
  1042. static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
  1043. int64 dmg_ori = 0, dmg_new = 0;
  1044. nullpo_retv(bl);
  1045. nullpo_retv(d);
  1046. if (!d->damage && !d->damage2)
  1047. return;
  1048. switch (bl->type) {
  1049. case BL_PC:
  1050. {
  1051. map_session_data *sd = BL_CAST(BL_PC, bl);
  1052. if (!sd)
  1053. return;
  1054. dmg_ori = dmg_new = d->damage + d->damage2;
  1055. if (sd->bonus.absorb_dmg_maxhp) {
  1056. int32 hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
  1057. if (dmg_ori > hp)
  1058. dmg_new = dmg_ori - hp;
  1059. }
  1060. if (sd->bonus.absorb_dmg_maxhp2) {
  1061. int32 hp = sd->bonus.absorb_dmg_maxhp2 * status_get_max_hp(bl) / 100;
  1062. if (dmg_ori > hp) {
  1063. dmg_new = hp;
  1064. }
  1065. }
  1066. }
  1067. break;
  1068. }
  1069. if (dmg_ori == dmg_new)
  1070. return;
  1071. if (!d->damage2)
  1072. d->damage = dmg_new;
  1073. else if (!d->damage)
  1074. d->damage2 = dmg_new;
  1075. else {
  1076. d->damage = dmg_new;
  1077. d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
  1078. if (d->damage2 < 1)
  1079. d->damage2 = 1;
  1080. d->damage = d->damage - d->damage2;
  1081. }
  1082. }
  1083. /**
  1084. * Check for active statuses that block damage
  1085. * @param src: Attacker
  1086. * @param target: Target of attack
  1087. * @param sc: Status Change data
  1088. * @param d: Damage data
  1089. * @param damage: Damage received as a reference
  1090. * @param skill_id: Skill ID
  1091. * @param skill_lv: Skill level
  1092. * @return True: Damage inflicted, False: Missed
  1093. **/
  1094. bool battle_status_block_damage(struct block_list *src, struct block_list *target, status_change *sc, struct Damage *d, int64 &damage, uint16 skill_id, uint16 skill_lv) {
  1095. if (!src || !target || !sc || !d)
  1096. return true;
  1097. status_change_entry *sce;
  1098. int32 flag = d->flag;
  1099. // SC Types that must be first because they may or may not block damage
  1100. if ((sce = sc->getSCE(SC_KYRIE)) && damage > 0) {
  1101. sce->val2 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
  1102. if (flag & BF_WEAPON || skill_id == TF_THROWSTONE) {
  1103. if (sce->val2 >= 0)
  1104. damage = 0;
  1105. else
  1106. damage = -sce->val2;
  1107. }
  1108. if ((--sce->val3) <= 0 || (sce->val2 <= 0) || skill_id == AL_HOLYLIGHT)
  1109. status_change_end(target, SC_KYRIE);
  1110. }
  1111. int32 element;
  1112. if (flag & BF_WEAPON) {
  1113. status_data* sstatus = status_get_status_data(*src);
  1114. if(sstatus->rhw.ele == ELE_NEUTRAL && sstatus->lhw.ele > sstatus->rhw.ele)
  1115. element = battle_get_weapon_element(d, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  1116. else
  1117. element = battle_get_weapon_element(d, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  1118. } else if(flag & BF_MAGIC)
  1119. element = battle_get_magic_element(src, target, skill_id, skill_lv, d->miscflag);
  1120. else
  1121. element = battle_get_misc_element(src, target, skill_id, skill_lv, d->miscflag);
  1122. switch( element ){
  1123. case ELE_NEUTRAL:
  1124. if( sc->getSCE( SC_IMMUNE_PROPERTY_NOTHING ) ){
  1125. damage = 0;
  1126. return false;
  1127. }
  1128. break;
  1129. case ELE_WATER:
  1130. if( sc->getSCE( SC_IMMUNE_PROPERTY_WATER ) ){
  1131. damage = 0;
  1132. return false;
  1133. }
  1134. break;
  1135. case ELE_EARTH:
  1136. if( sc->getSCE( SC_IMMUNE_PROPERTY_GROUND ) ){
  1137. damage = 0;
  1138. return false;
  1139. }
  1140. break;
  1141. case ELE_FIRE:
  1142. if( sc->getSCE( SC_IMMUNE_PROPERTY_FIRE ) ){
  1143. damage = 0;
  1144. return false;
  1145. }
  1146. break;
  1147. case ELE_WIND:
  1148. if( sc->getSCE( SC_IMMUNE_PROPERTY_WIND ) ){
  1149. damage = 0;
  1150. return false;
  1151. }
  1152. break;
  1153. case ELE_DARK:
  1154. if( sc->getSCE( SC_IMMUNE_PROPERTY_DARKNESS ) ){
  1155. damage = 0;
  1156. return false;
  1157. }
  1158. break;
  1159. case ELE_HOLY:
  1160. if( sc->getSCE( SC_IMMUNE_PROPERTY_SAINT ) ){
  1161. damage = 0;
  1162. return false;
  1163. }
  1164. break;
  1165. case ELE_POISON:
  1166. if( sc->getSCE( SC_IMMUNE_PROPERTY_POISON ) ){
  1167. damage = 0;
  1168. return false;
  1169. }
  1170. break;
  1171. case ELE_GHOST:
  1172. if( sc->getSCE( SC_IMMUNE_PROPERTY_TELEKINESIS ) ){
  1173. damage = 0;
  1174. return false;
  1175. }
  1176. break;
  1177. case ELE_UNDEAD:
  1178. if( sc->getSCE( SC_IMMUNE_PROPERTY_UNDEAD ) ){
  1179. damage = 0;
  1180. return false;
  1181. }
  1182. break;
  1183. }
  1184. if ((sce = sc->getSCE(SC_P_ALTER)) && damage > 0) {
  1185. clif_specialeffect(target, EF_GUARD, AREA);
  1186. sce->val3 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
  1187. if (sce->val3 >= 0)
  1188. damage = 0;
  1189. else
  1190. damage = -sce->val3;
  1191. if (sce->val3 <= 0)
  1192. status_change_end(target, SC_P_ALTER);
  1193. }
  1194. if ((sce = sc->getSCE(SC_TUNAPARTY)) && damage > 0) {
  1195. sce->val2 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
  1196. if (sce->val2 >= 0)
  1197. damage = 0;
  1198. else
  1199. damage = -sce->val2;
  1200. if (sce->val2 <= 0)
  1201. status_change_end(target, SC_TUNAPARTY);
  1202. }
  1203. if ((sce = sc->getSCE(SC_DIMENSION1)) && damage > 0) {
  1204. sce->val2 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
  1205. if (sce->val2 <= 0)
  1206. status_change_end(target, SC_DIMENSION1);
  1207. return false;
  1208. }
  1209. if ((sce = sc->getSCE(SC_DIMENSION2)) && damage > 0) {
  1210. sce->val2 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
  1211. if (sce->val2 <= 0)
  1212. status_change_end(target, SC_DIMENSION2);
  1213. return false;
  1214. }
  1215. if ((sce = sc->getSCE(SC_GUARDIAN_S)) && damage > 0) {
  1216. clif_specialeffect(target, EF_GUARD3, AREA);// Not official but we gotta show some way the barrier is working. [Rytech]
  1217. sce->val2 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
  1218. if (flag & BF_WEAPON) {
  1219. if (sce->val2 >= 0)
  1220. damage = 0;
  1221. else
  1222. damage = -sce->val2;
  1223. }
  1224. if (sce->val2 <= 0)
  1225. status_change_end(target, SC_GUARDIAN_S);
  1226. }
  1227. // Weapon Blocking can be triggered while the above statuses are active.
  1228. if ((sce = sc->getSCE(SC_WEAPONBLOCKING)) && flag & (BF_SHORT | BF_WEAPON) && rnd() % 100 < sce->val2) {
  1229. clif_skill_nodamage(target, *src, GC_WEAPONBLOCKING, sce->val1);
  1230. sc_start(src, target, SC_WEAPONBLOCK_ON, 100, src->id, skill_get_time2(GC_WEAPONBLOCKING, sce->val1));
  1231. d->dmg_lv = ATK_BLOCK;
  1232. return false;
  1233. }
  1234. if (damage == 0)
  1235. return false;
  1236. // ATK_BLOCK Type
  1237. if ((sce = sc->getSCE(SC_SAFETYWALL)) && (flag&(BF_SHORT | BF_MAGIC)) == BF_SHORT) {
  1238. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  1239. if (group) {
  1240. d->dmg_lv = ATK_BLOCK;
  1241. switch (sce->val2) {
  1242. case MG_SAFETYWALL:
  1243. if (--group->val2 <= 0) {
  1244. skill_delunitgroup(group);
  1245. break;
  1246. }
  1247. #ifdef RENEWAL
  1248. if (group->val3 - damage > 0)
  1249. group->val3 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
  1250. else
  1251. skill_delunitgroup(group);
  1252. #endif
  1253. break;
  1254. case MH_STEINWAND:
  1255. if (--group->val2 <= 0) {
  1256. skill_delunitgroup(group);
  1257. break;
  1258. }
  1259. if (group->val3 - damage > 0)
  1260. group->val3 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
  1261. else
  1262. skill_delunitgroup(group);
  1263. break;
  1264. }
  1265. return false;
  1266. }
  1267. status_change_end(target, SC_SAFETYWALL);
  1268. }
  1269. if ((sc->getSCE(SC_PNEUMA) && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1270. #ifdef RENEWAL
  1271. (sc->getSCE(SC_BASILICA_CELL)
  1272. #else
  1273. (sc->getSCE(SC_BASILICA)
  1274. #endif
  1275. && !status_bl_has_mode(src, MD_STATUSIMMUNE) && skill_id != SP_SOULEXPLOSION) ||
  1276. (sc->getSCE(SC_ZEPHYR) && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL | INF_SELF_SKILL))) ||
  1277. sc->getSCE(SC__MANHOLE) ||
  1278. sc->getSCE(SC_KINGS_GRACE) ||
  1279. sc->getSCE(SC_GRAVITYCONTROL)
  1280. )
  1281. {
  1282. d->dmg_lv = ATK_BLOCK;
  1283. return false;
  1284. }
  1285. if (sc->getSCE(SC_WHITEIMPRISON)) { // Gravitation and Pressure do damage without removing the effect
  1286. if (skill_id == MG_NAPALMBEAT ||
  1287. skill_id == MG_SOULSTRIKE ||
  1288. skill_id == WL_SOULEXPANSION ||
  1289. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  1290. (skill_id == 0 && (status_get_status_data(*src))->rhw.ele == ELE_GHOST))
  1291. {
  1292. if (skill_id == WL_SOULEXPANSION)
  1293. damage *= 2; // If used against a player in White Imprison, the skill deals double damage.
  1294. status_change_end(target, SC_WHITEIMPRISON); // Those skills do damage and removes effect
  1295. } else {
  1296. d->dmg_lv = ATK_BLOCK;
  1297. return false;
  1298. }
  1299. }
  1300. if ((sce = sc->getSCE(SC_MILLENNIUMSHIELD)) && sce->val2 > 0 && damage > 0) {
  1301. sce->val3 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX)); // absorb damage
  1302. d->dmg_lv = ATK_BLOCK;
  1303. if (sce->val3 <= 0) { // Shield Down
  1304. sce->val2--;
  1305. if (sce->val2 > 0) {
  1306. clif_millenniumshield( *target, sce->val2 );
  1307. sce->val3 = 1000; // Next shield
  1308. } else
  1309. status_change_end(target, SC_MILLENNIUMSHIELD); // All shields down
  1310. status_change_start(src, target, SC_STUN, 10000, 0, 0, 0, 0, 1000, SCSTART_NOTICKDEF);
  1311. }
  1312. return false;
  1313. }
  1314. // ATK_MISS Type
  1315. if ((sce = sc->getSCE(SC_AUTOGUARD)) && flag&BF_WEAPON && rnd() % 100 < sce->val2 && !skill_get_inf2(skill_id, INF2_IGNOREAUTOGUARD)) {
  1316. status_change_entry *sce_d = sc->getSCE(SC_DEVOTION);
  1317. block_list *d_bl;
  1318. int32 delay;
  1319. // different delay depending on skill level [celest]
  1320. if (sce->val1 <= 5)
  1321. delay = 300;
  1322. else if (sce->val1 > 5 && sce->val1 <= 9)
  1323. delay = 200;
  1324. else
  1325. delay = 100;
  1326. map_session_data *sd = map_id2sd(target->id);
  1327. if (sd && pc_issit(sd))
  1328. pc_setstand(sd, true);
  1329. if (sce_d && (d_bl = map_id2bl(sce_d->val1)) &&
  1330. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  1331. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == target->id)) &&
  1332. check_distance_bl(target, d_bl, sce_d->val3))
  1333. { //If player is target of devotion, show guard effect on the devotion caster rather than the target
  1334. clif_skill_nodamage(d_bl, *d_bl, CR_AUTOGUARD, sce->val1);
  1335. unit_set_walkdelay(d_bl, gettick(), delay, 1);
  1336. d->dmg_lv = ATK_MISS;
  1337. return false;
  1338. } else {
  1339. clif_skill_nodamage(target, *target, CR_AUTOGUARD, sce->val1);
  1340. unit_set_walkdelay(target, gettick(), delay, 1);
  1341. #ifdef RENEWAL
  1342. if (sc->getSCE(SC_SHRINK))
  1343. sc_start(target, src, SC_STUN, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1344. #else
  1345. if (sc->getSCE(SC_SHRINK) && rnd() % 100 < 5 * sce->val1)
  1346. skill_blown(target, src, skill_get_blewcount(CR_SHRINK, 1), -1, BLOWN_NONE);
  1347. #endif
  1348. d->dmg_lv = ATK_MISS;
  1349. return false;
  1350. }
  1351. }
  1352. if (sc->getSCE(SC_NEUTRALBARRIER) && ((flag&(BF_LONG|BF_MAGIC)) == BF_LONG
  1353. #ifndef RENEWAL
  1354. || skill_id == CR_ACIDDEMONSTRATION
  1355. #endif
  1356. )) {
  1357. d->dmg_lv = ATK_MISS;
  1358. return false;
  1359. }
  1360. // ATK_DEF Type
  1361. if ((sce = sc->getSCE(SC_LIGHTNINGWALK)) && !(flag & BF_MAGIC) && flag&BF_LONG && rnd() % 100 < sce->val1) {
  1362. uint8 dir = map_calc_dir(target, src->x, src->y);
  1363. if (unit_movepos(target, src->x - dirx[dir], src->y - diry[dir], 1, 1)) {
  1364. clif_blown(target);
  1365. unit_setdir(target, dir);
  1366. }
  1367. d->dmg_lv = ATK_DEF;
  1368. status_change_end(target, SC_LIGHTNINGWALK);
  1369. return false;
  1370. }
  1371. // Other
  1372. if ((sc->getSCE(SC_HERMODE) && flag&BF_MAGIC) ||
  1373. (sc->getSCE(SC_TATAMIGAESHI) && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1374. (sc->getSCE(SC_MEIKYOUSISUI) && rnd() % 100 < 40)) // custom value
  1375. return false;
  1376. if ((sce = sc->getSCE(SC_PARRYING)) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd() % 100 < sce->val2) {
  1377. clif_skill_nodamage(target, *target, LK_PARRYING, sce->val1);
  1378. unit_set_attackdelay(*target, gettick());
  1379. return false;
  1380. }
  1381. if (sc->getSCE(SC_DODGE) && (flag&BF_LONG || sc->getSCE(SC_SPURT)) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < 20) {
  1382. map_session_data *sd = map_id2sd(target->id);
  1383. if (sd && pc_issit(sd))
  1384. pc_setstand(sd, true); //Stand it to dodge.
  1385. clif_skill_nodamage(target, *target, TK_DODGE, 1);
  1386. sc_start4(src, target, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  1387. return false;
  1388. }
  1389. if ((sce = sc->getSCE(SC_KAUPE)) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < sce->val2) { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  1390. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1391. //Shouldn't end until Breaker's non-weapon part connects.
  1392. #ifndef RENEWAL
  1393. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  1394. #endif
  1395. if (--sce->val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  1396. status_change_end(target, SC_KAUPE);
  1397. return false;
  1398. }
  1399. if (flag&BF_MAGIC && (sce = sc->getSCE(SC_PRESTIGE)) && rnd() % 100 < sce->val2) {
  1400. clif_specialeffect(target, EF_STORMKICK4, AREA); // Still need confirm it.
  1401. return false;
  1402. }
  1403. if (((sce = sc->getSCE(SC_UTSUSEMI)) || sc->getSCE(SC_BUNSINJYUTSU)) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNORECICADA)) {
  1404. skill_additional_effect(src, target, skill_id, skill_lv, flag, ATK_BLOCK, gettick());
  1405. if (!status_isdead(*src))
  1406. skill_counter_additional_effect(src, target, skill_id, skill_lv, flag, gettick());
  1407. if (sce) {
  1408. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1409. skill_blown(src, target, sce->val3, -1, BLOWN_NONE);
  1410. }
  1411. //Both need to be consumed if they are active.
  1412. if (sce && --sce->val2 <= 0)
  1413. status_change_end(target, SC_UTSUSEMI);
  1414. if ((sce = sc->getSCE(SC_BUNSINJYUTSU)) && --sce->val2 <= 0)
  1415. status_change_end(target, SC_BUNSINJYUTSU);
  1416. return false;
  1417. }
  1418. if ((sce = sc->getSCE(SC_DAMAGE_HEAL))) {
  1419. if (damage > 0 && (flag & sce->val2)) {
  1420. int32 heal = static_cast<int32>( i64min( damage, INT32_MAX ) );
  1421. if(flag & BF_WEAPON) {
  1422. clif_specialeffect_value(target, EF_HEAL, heal, AREA);
  1423. } else {
  1424. clif_specialeffect_value(target, 1143, heal, AREA);
  1425. }
  1426. clif_specialeffect_value(target, EF_GREEN_NUMBER, heal, AREA);
  1427. status_heal(target, damage, 0, 0);
  1428. damage = 0;
  1429. return false;
  1430. }
  1431. }
  1432. return true;
  1433. }
  1434. /**
  1435. * Check damage through status.
  1436. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
  1437. * After this we apply bg/gvg reduction
  1438. * @param src
  1439. * @param bl
  1440. * @param d
  1441. * @param damage
  1442. * @param skill_id
  1443. * @param skill_lv
  1444. * @return damage
  1445. */
  1446. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  1447. {
  1448. map_session_data *sd = nullptr, *tsd = BL_CAST(BL_PC, src);
  1449. struct status_change_entry *sce;
  1450. int32 div_ = d->div_, flag = d->flag;
  1451. nullpo_ret(bl);
  1452. if( !damage )
  1453. return 0;
  1454. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  1455. return 0;
  1456. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_id && skill_get_type(skill_id) != BF_MISC
  1457. && skill_get_casttype(skill_id) == CAST_GROUND )
  1458. return 0;
  1459. if (bl->type == BL_PC) {
  1460. sd=(map_session_data *)bl;
  1461. //Special no damage states
  1462. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  1463. damage -= damage * sd->special_state.no_weapon_damage / 100;
  1464. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  1465. damage -= damage * sd->special_state.no_magic_damage / 100;
  1466. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  1467. damage -= damage * sd->special_state.no_misc_damage / 100;
  1468. if(!damage)
  1469. return 0;
  1470. }
  1471. switch (skill_id) {
  1472. #ifndef RENEWAL
  1473. case PA_PRESSURE:
  1474. case HW_GRAVITATION:
  1475. #endif
  1476. case SP_SOULEXPLOSION:
  1477. // Adjust these based on any possible PK damage rates.
  1478. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1479. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1480. return damage; //These skills bypass everything else.
  1481. }
  1482. status_change* tsc = status_get_sc(bl); //check target status
  1483. // Nothing can reduce the damage, but Safety Wall and Millennium Shield can block it completely.
  1484. // So can defense sphere's but what the heck is that??? [Rytech]
  1485. if (skill_id == SJ_NOVAEXPLOSING && !(tsc && (tsc->getSCE(SC_SAFETYWALL) || tsc->getSCE(SC_MILLENNIUMSHIELD)))) {
  1486. // Adjust this based on any possible PK damage rates.
  1487. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1488. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1489. return damage;
  1490. }
  1491. if( tsc != nullptr && !tsc->empty() ) {
  1492. // Damage increasing effects
  1493. #ifdef RENEWAL // Flat +400% damage from melee
  1494. if (tsc->getSCE(SC_KAITE) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  1495. damage *= 4;
  1496. #endif
  1497. if (tsc->getSCE(SC_GROUNDGRAVITY) && flag&(BF_MAGIC|BF_WEAPON))
  1498. damage += damage * 10 / 100;
  1499. if (tsc->getSCE(SC_SHIELDCHAINRUSH))
  1500. damage += damage / 10;
  1501. if (tsc->getSCE(SC_AETERNA) && skill_id != PF_SOULBURN) {
  1502. if (src->type != BL_MER || !skill_id)
  1503. damage *= 2; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  1504. #ifndef RENEWAL
  1505. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  1506. #endif
  1507. status_change_end(bl, SC_AETERNA); //Shouldn't end until Breaker's non-weapon part connects.
  1508. }
  1509. #ifdef RENEWAL
  1510. if( tsc->getSCE(SC_RAID) ) {
  1511. if (status_get_class_(bl) == CLASS_BOSS)
  1512. damage += damage * 15 / 100;
  1513. else
  1514. damage += damage * 30 / 100;
  1515. }
  1516. #endif
  1517. if( damage ) {
  1518. if( tsc->getSCE(SC_DEEPSLEEP) ) {
  1519. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  1520. status_change_end(bl,SC_DEEPSLEEP);
  1521. }
  1522. if( tsd && sd && tsc->getSCE(SC_CRYSTALIZE) && flag&BF_WEAPON ) {
  1523. switch(tsd->status.weapon) {
  1524. case W_MACE:
  1525. case W_2HMACE:
  1526. case W_1HAXE:
  1527. case W_2HAXE:
  1528. damage += damage / 2;
  1529. break;
  1530. case W_MUSICAL:
  1531. case W_WHIP:
  1532. if(!tsd->state.arrow_atk)
  1533. break;
  1534. [[fallthrough]];
  1535. case W_BOW:
  1536. case W_REVOLVER:
  1537. case W_RIFLE:
  1538. case W_GATLING:
  1539. case W_SHOTGUN:
  1540. case W_GRENADE:
  1541. case W_DAGGER:
  1542. case W_1HSWORD:
  1543. case W_2HSWORD:
  1544. damage -= damage / 2;
  1545. break;
  1546. }
  1547. }
  1548. if( tsc->getSCE(SC_VOICEOFSIREN) )
  1549. status_change_end(bl,SC_VOICEOFSIREN);
  1550. }
  1551. if (tsc->getSCE(SC_SOUNDOFDESTRUCTION))
  1552. damage *= 2;
  1553. if (tsc->getSCE(SC_DARKCROW) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
  1554. int32 bonus = tsc->getSCE(SC_DARKCROW)->val2;
  1555. if( tsc->getSCE(SC_BURNT) && status_get_element(src) == ELE_FIRE )
  1556. damage += damage * 666 / 100; //Custom value
  1557. if (status_get_class_(bl) == CLASS_BOSS)
  1558. bonus /= 2;
  1559. damage += damage * bonus / 100;
  1560. }
  1561. if (tsc->getSCE(SC_HOLY_OIL) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1562. damage += damage * (3 * tsc->getSCE(SC_HOLY_OIL)->val1) / 100;
  1563. if( tsc->getSCE( SC_RUSH_QUAKE1 ) && ( flag&BF_WEAPON ) == BF_WEAPON ){
  1564. damage += damage * 50 / 100;
  1565. }
  1566. if (tsc->getSCE(SC_SHADOW_SCAR)) // !TODO: Need official adjustment for this too.
  1567. damage += damage * (3 * tsc->getSCE(SC_SHADOW_SCAR)->val1) / 100;
  1568. // Damage reductions
  1569. // Assumptio increases DEF on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  1570. #ifndef RENEWAL
  1571. if( tsc->getSCE(SC_ASSUMPTIO) ) {
  1572. if( map_flag_vs(bl->m) )
  1573. damage = (int64)damage*2/3; //Receive 66% damage
  1574. else
  1575. damage /= 2; //Receive 50% damage
  1576. }
  1577. #endif
  1578. if( tsc->getSCE( SC_SHADOW_CLOCK ) != nullptr && ( flag&(BF_WEAPON|BF_MAGIC) ) ){
  1579. damage = damage * 85 / 100;
  1580. }
  1581. if (tsc->getSCE(SC_DEFENDER) &&
  1582. skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE &&
  1583. #ifdef RENEWAL
  1584. ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == GN_FIRE_EXPANSION_ACID))
  1585. #else
  1586. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1587. #endif
  1588. damage -= damage * tsc->getSCE(SC_DEFENDER)->val2 / 100;
  1589. if(tsc->getSCE(SC_ADJUSTMENT) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1590. damage -= damage * 20 / 100;
  1591. if(tsc->getSCE(SC_FOGWALL) && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER && skill_id != NPC_DRAGONBREATH) {
  1592. if(flag&BF_SKILL) //25% reduction
  1593. damage -= damage * 25 / 100;
  1594. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1595. damage /= 4; //75% reduction
  1596. }
  1597. if (tsc->getSCE(SC_SPORE_EXPLOSION) && (flag & BF_LONG) == BF_LONG)
  1598. damage += damage * (status_get_class(bl) == CLASS_BOSS ? 5 : 10) / 100;
  1599. if(tsc->getSCE(SC_ARMORCHANGE)) {
  1600. //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
  1601. if(flag&BF_WEAPON)
  1602. damage -= damage * tsc->getSCE(SC_ARMORCHANGE)->val2 / 100;
  1603. else if(flag&BF_MAGIC)
  1604. damage -= damage * tsc->getSCE(SC_ARMORCHANGE)->val3 / 100;
  1605. }
  1606. if(tsc->getSCE(SC_SMOKEPOWDER)) {
  1607. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  1608. damage -= damage * 15 / 100; // 15% reduction to physical melee attacks
  1609. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  1610. damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks
  1611. }
  1612. if (tsc->getSCE(SC_WATER_BARRIER))
  1613. damage = damage * 80 / 100; // 20% reduction to all type attacks
  1614. if (tsc->getSCE(SC_SU_STOOP))
  1615. damage -= damage * 90 / 100;
  1616. if((sce=tsc->getSCE(SC_ARMOR)) && //NPC_DEFENDER
  1617. sce->val3&flag && sce->val4&flag)
  1618. damage /= tsc->getSCE(SC_ARMOR)->val2;
  1619. if( tsc->getSCE(SC_ENERGYCOAT) && (skill_id == GN_HELLS_PLANT_ATK ||
  1620. #ifdef RENEWAL
  1621. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  1622. #else
  1623. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  1624. #endif
  1625. ) )
  1626. {
  1627. status_data* status = status_get_status_data(*bl);
  1628. int32 per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  1629. per /=20; //Uses 20% SP intervals.
  1630. //SP Cost: 1% + 0.5% per every 20% SP
  1631. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  1632. status_change_end(bl, SC_ENERGYCOAT);
  1633. damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20%
  1634. }
  1635. if(tsc->getSCE(SC_GRANITIC_ARMOR))
  1636. damage -= damage * tsc->getSCE(SC_GRANITIC_ARMOR)->val2 / 100;
  1637. if(tsc->getSCE(SC_PAIN_KILLER)) {
  1638. damage -= tsc->getSCE(SC_PAIN_KILLER)->val2;
  1639. damage = i64max(damage, 1);
  1640. }
  1641. if( (sce=tsc->getSCE(SC_MAGMA_FLOW)) && (rnd()%100 <= sce->val2) )
  1642. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  1643. if( damage > 0 && (sce = tsc->getSCE(SC_STONEHARDSKIN)) ) {
  1644. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  1645. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  1646. else if (flag&(BF_WEAPON|BF_SHORT))
  1647. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  1648. }
  1649. if (src->type == BL_PC && tsc->getSCE(SC_GVG_GOLEM)) {
  1650. if (flag&BF_WEAPON)
  1651. damage -= damage * tsc->getSCE(SC_GVG_GOLEM)->val3 / 100;
  1652. if (flag&BF_MAGIC)
  1653. damage -= damage * tsc->getSCE(SC_GVG_GOLEM)->val4 / 100;
  1654. }
  1655. #ifdef RENEWAL
  1656. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  1657. if( tsc->getSCE(SC_STEELBODY) )
  1658. damage = damage > 10 ? damage / 10 : 1;
  1659. #endif
  1660. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  1661. if( skill_id == RA_AIMEDBOLT && (tsc->getSCE(SC_BITE) || tsc->getSCE(SC_ANKLE) || tsc->getSCE(SC_ELECTRICSHOCKER)) ) {
  1662. status_change_end(bl, SC_BITE);
  1663. status_change_end(bl, SC_ANKLE);
  1664. status_change_end(bl, SC_ELECTRICSHOCKER);
  1665. }
  1666. if (!damage)
  1667. return 0;
  1668. if( sd && (sce = tsc->getSCE(SC_FORCEOFVANGUARD)) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1669. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1670. if( sd && (sce = tsc->getSCE(SC_GT_ENERGYGAIN)) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
  1671. int32 spheres = 5;
  1672. if( tsc->getSCE(SC_RAISINGDRAGON) )
  1673. spheres += tsc->getSCE(SC_RAISINGDRAGON)->val1;
  1674. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1675. }
  1676. if (tsc->getSCE(SC_STYLE_CHANGE) && tsc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING) {
  1677. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1678. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1679. hom_addspiritball(hd, 10);
  1680. }
  1681. if( tsc->getSCE(SC__DEADLYINFECT) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * tsc->getSCE(SC__DEADLYINFECT)->val1 )
  1682. status_change_spread(bl, src);
  1683. } //End of target SC_ check
  1684. //SC effects from caster side.
  1685. status_change* sc = status_get_sc(src);
  1686. if (sc != nullptr && !sc->empty()) {
  1687. if (sc->getSCE(SC_BREAKINGLIMIT)) {
  1688. switch (skill_id) {
  1689. case HN_SHIELD_CHAIN_RUSH:
  1690. case HN_DOUBLEBOWLINGBASH:
  1691. damage += damage * 120 / 100;
  1692. break;
  1693. case HN_MEGA_SONIC_BLOW:
  1694. case HN_SPIRAL_PIERCE_MAX:
  1695. damage *= 2;
  1696. break;
  1697. }
  1698. }
  1699. if ((sce = sc->getSCE(SC_BLOODLUST)) && flag & BF_WEAPON && damage > 0 && rnd_chance(sce->val3, 100))
  1700. status_heal(src, damage * sce->val4 / 100, 0, 1);
  1701. if ((sce = sc->getSCE(SC_BLOODSUCKER)) && flag & BF_WEAPON && damage > 0 && rnd() % 100 < (2 * sce->val1 - 1))
  1702. status_heal(src, damage * sce->val1 / 100, 0, 3);
  1703. if (flag&BF_MAGIC && bl->type == BL_PC && sc->getSCE(SC_GVG_GIANT) && sc->getSCE(SC_GVG_GIANT)->val4)
  1704. damage += damage * sc->getSCE(SC_GVG_GIANT)->val4 / 100;
  1705. if (sc->getSCE(SC_POISONINGWEAPON) && flag&BF_SHORT && damage > 0) {
  1706. damage += damage * 10 / 100;
  1707. if (rnd() % 100 < sc->getSCE(SC_POISONINGWEAPON)->val3)
  1708. sc_start4(src, bl, (sc_type)sc->getSCE(SC_POISONINGWEAPON)->val2, 100, sc->getSCE(SC_POISONINGWEAPON)->val1, 0, 1, 0, (sc->getSCE(SC_POISONINGWEAPON)->val2 == SC_VENOMBLEED ? skill_get_time2(GC_POISONINGWEAPON, 1) : skill_get_time2(GC_POISONINGWEAPON, 2)));
  1709. }
  1710. if( sc->getSCE(SC__DEADLYINFECT) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->getSCE(SC__DEADLYINFECT)->val1 )
  1711. status_change_spread(src, bl);
  1712. if (sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING) {
  1713. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1714. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1715. }
  1716. if (flag & BF_WEAPON && (sce = sc->getSCE(SC_ADD_ATK_DAMAGE)))
  1717. damage += damage * sce->val1 / 100;
  1718. if (flag & BF_MAGIC && (sce = sc->getSCE(SC_ADD_MATK_DAMAGE)))
  1719. damage += damage * sce->val1 / 100;
  1720. if (sc->getSCE(SC_DANCEWITHWUG) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1721. damage += damage * sc->getSCE(SC_DANCEWITHWUG)->val1 / 100;
  1722. if (sc->getSCE(SC_UNLIMITEDHUMMINGVOICE) && flag&BF_MAGIC)
  1723. damage += damage * sc->getSCE(SC_UNLIMITEDHUMMINGVOICE)->val3 / 100;
  1724. if (tsd && (sce = sc->getSCE(SC_SOULREAPER))) {
  1725. if (rnd()%100 < sce->val2 && tsd->soulball < MAX_SOUL_BALL) {
  1726. clif_specialeffect(src, 1208, AREA);
  1727. pc_addsoulball( *tsd, 1, 5 + 3 * pc_checkskill(tsd, SP_SOULENERGY) );
  1728. }
  1729. }
  1730. } //End of caster SC_ check
  1731. //PK damage rates
  1732. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1733. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1734. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1735. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1736. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1737. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1738. )
  1739. damage = div_;
  1740. }
  1741. if (sd && pc_ismadogear(sd)) {
  1742. pc_overheat(*sd, (battle_get_weapon_element(d, src, bl, skill_id, skill_lv, EQI_HAND_R, false) == ELE_FIRE ? 3 : 1));
  1743. }
  1744. // Target status (again), required for RELIEVE
  1745. sc = status_get_sc(bl);
  1746. // !TODO: Should RELIEVE needed to be down here or after some other check? Should the skill be independent of damagetaken from mob_db.yml?
  1747. if (sc != nullptr && !sc->empty()) {
  1748. if ((sce = sc->getSCE(SC_RELIEVE_ON)) && !sc->getSCE(SC_RELIEVE_OFF))
  1749. damage = i64max((damage - damage * sce->val2 / 100), 1);
  1750. }
  1751. if (bl->type == BL_MOB) { // Reduces damage received for Green Aura MVP
  1752. mob_data *md = BL_CAST(BL_MOB, bl);
  1753. if (md && md->damagetaken != 100)
  1754. damage = i64max(damage * md->damagetaken / 100, 1);
  1755. }
  1756. if (tsc != nullptr && !tsc->empty()) {
  1757. if (!battle_status_block_damage(src, bl, tsc, d, damage, skill_id, skill_lv)) // Statuses that reduce damage to 0.
  1758. return 0;
  1759. }
  1760. return damage;
  1761. }
  1762. /**
  1763. * Determines whether battleground target can be hit
  1764. * @param src: Source of attack
  1765. * @param bl: Target of attack
  1766. * @param skill_id: Skill ID used
  1767. * @param flag: Special flags
  1768. * @return Can be hit (true) or can't be hit (false)
  1769. */
  1770. bool battle_can_hit_bg_target(struct block_list *src, struct block_list *bl, uint16 skill_id, int32 flag)
  1771. {
  1772. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1773. struct unit_data *ud = unit_bl2ud(bl);
  1774. if (ud && ud->immune_attack)
  1775. return false;
  1776. if (md && md->bg_id) {
  1777. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) && flag&BF_SKILL) //Skill immunity.
  1778. return false;
  1779. if (src->type == BL_PC) {
  1780. map_session_data *sd = map_id2sd(src->id);
  1781. if (sd && sd->bg_id == md->bg_id)
  1782. return false;
  1783. }
  1784. }
  1785. return true;
  1786. }
  1787. /**
  1788. * Calculates BG related damage adjustments.
  1789. * @param src
  1790. * @param bl
  1791. * @param damage
  1792. * @param skill_id
  1793. * @param flag
  1794. * @return damage
  1795. * Credits:
  1796. * Original coder Skotlex
  1797. * Initial refactoring by Baalberith
  1798. * Refined and optimized by helvetica
  1799. */
  1800. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int32 flag)
  1801. {
  1802. if( !damage )
  1803. return 0;
  1804. if (!battle_can_hit_bg_target(src, bl, skill_id, flag))
  1805. return 0;
  1806. if(skill_get_inf2(skill_id, INF2_IGNOREBGREDUCTION))
  1807. return damage; //skill that ignore bg map reduction
  1808. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1809. if( flag&BF_WEAPON )
  1810. damage = damage * battle_config.bg_weapon_damage_rate / 100;
  1811. if( flag&BF_MAGIC )
  1812. damage = damage * battle_config.bg_magic_damage_rate / 100;
  1813. if( flag&BF_MISC )
  1814. damage = damage * battle_config.bg_misc_damage_rate / 100;
  1815. } else { //Normal attacks get reductions based on range.
  1816. if( flag&BF_SHORT )
  1817. damage = damage * battle_config.bg_short_damage_rate / 100;
  1818. if( flag&BF_LONG )
  1819. damage = damage * battle_config.bg_long_damage_rate / 100;
  1820. }
  1821. damage = i64max(damage,1); //min 1 damage
  1822. return damage;
  1823. }
  1824. /**
  1825. * Determines whether target can be hit
  1826. * @param src
  1827. * @param bl
  1828. * @param skill_id
  1829. * @param flag
  1830. * @return Can be hit (true) or can't be hit (false)
  1831. */
  1832. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int32 flag)
  1833. {
  1834. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1835. struct unit_data *ud = unit_bl2ud(bl);
  1836. int32 class_ = status_get_class(bl);
  1837. if (ud && ud->immune_attack)
  1838. return false;
  1839. if(md && (md->guardian_data || md->special_state.ai == AI_GUILD)) {
  1840. if ((status_bl_has_mode(bl,MD_SKILLIMMUNE) || (class_ == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM))) && flag&BF_SKILL) //Skill immunity.
  1841. return false;
  1842. if( src->type != BL_MOB || mob_is_clone( ((struct mob_data*)src)->mob_id ) ){
  1843. auto g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1844. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g->guild, GD_APPROVAL) <= 0 ))
  1845. return false;
  1846. if (g != nullptr) {
  1847. if (battle_config.guild_max_castles && guild_checkcastles(g->guild)>=battle_config.guild_max_castles)
  1848. return false; // [MouseJstr]
  1849. if (md->special_state.ai == AI_GUILD && g->guild.guild_id == md->master_id)
  1850. return false;
  1851. }
  1852. }
  1853. }
  1854. return true;
  1855. }
  1856. /**
  1857. * Calculates GVG related damage adjustments.
  1858. * @param src
  1859. * @param bl
  1860. * @param damage
  1861. * @param skill_id
  1862. * @param flag
  1863. * @return damage
  1864. */
  1865. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int32 flag)
  1866. {
  1867. if (!damage) //No reductions to make.
  1868. return 0;
  1869. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1870. return 0;
  1871. if (skill_get_inf2(skill_id, INF2_IGNOREGVGREDUCTION)) //Skills with no gvg damage reduction.
  1872. return damage;
  1873. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1874. if (flag&BF_WEAPON)
  1875. damage = damage * battle_config.gvg_weapon_damage_rate / 100;
  1876. if (flag&BF_MAGIC)
  1877. damage = damage * battle_config.gvg_magic_damage_rate / 100;
  1878. if (flag&BF_MISC)
  1879. damage = damage * battle_config.gvg_misc_damage_rate / 100;
  1880. } else { //Normal attacks get reductions based on range.
  1881. if (flag & BF_SHORT)
  1882. damage = damage * battle_config.gvg_short_damage_rate / 100;
  1883. if (flag & BF_LONG)
  1884. damage = damage * battle_config.gvg_long_damage_rate / 100;
  1885. }
  1886. damage = i64max(damage,1);
  1887. return damage;
  1888. }
  1889. /**
  1890. * Calculates PK related damage adjustments (between players only).
  1891. * @param src: Source object
  1892. * @param bl: Target object
  1893. * @param damage: Damage being done
  1894. * @param skill_id: Skill used
  1895. * @param flag: Battle flag type
  1896. * @return Modified damage
  1897. */
  1898. int64 battle_calc_pk_damage(block_list &src, block_list &bl, int64 damage, uint16 skill_id, int32 flag) {
  1899. if (damage == 0) // No reductions to make.
  1900. return 0;
  1901. if (battle_config.pk_mode == 0) // PK mode is disabled.
  1902. return damage;
  1903. if (src.type == BL_PC && bl.type == BL_PC) {
  1904. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1905. if (flag & BF_WEAPON)
  1906. damage = damage * battle_config.pk_weapon_damage_rate / 100;
  1907. if (flag & BF_MAGIC)
  1908. damage = damage * battle_config.pk_magic_damage_rate / 100;
  1909. if (flag & BF_MISC)
  1910. damage = damage * battle_config.pk_misc_damage_rate / 100;
  1911. } else { //Normal attacks get reductions based on range.
  1912. if (flag & BF_SHORT)
  1913. damage = damage * battle_config.pk_short_damage_rate / 100;
  1914. if (flag & BF_LONG)
  1915. damage = damage * battle_config.pk_long_damage_rate / 100;
  1916. }
  1917. }
  1918. return i64max(damage, 1);
  1919. }
  1920. /**
  1921. * HP/SP drain calculation
  1922. * @param damage Damage inflicted to the enemy
  1923. * @param rate Success chance 1000 = 100%
  1924. * @param per HP/SP drained
  1925. * @return diff
  1926. */
  1927. static int32 battle_calc_drain(int64 damage, int32 rate, int32 per)
  1928. {
  1929. int64 diff = 0;
  1930. if (per && (rate > 1000 || rnd()%1000 < rate)) {
  1931. diff = (damage * per) / 100;
  1932. if (diff == 0) {
  1933. if (per > 0)
  1934. diff = 1;
  1935. else
  1936. diff = -1;
  1937. }
  1938. }
  1939. return (int32)cap_value(diff, INT_MIN, INT_MAX);
  1940. }
  1941. /**
  1942. * Passive skill damage increases
  1943. * @param sd
  1944. * @param target
  1945. * @param dmg
  1946. * @param type
  1947. * @return damage
  1948. */
  1949. int64 battle_addmastery(map_session_data *sd,struct block_list *target,int64 dmg,int32 type)
  1950. {
  1951. int64 damage;
  1952. status_data* status = status_get_status_data(*target);
  1953. int32 weapon, skill;
  1954. #ifdef RENEWAL
  1955. damage = 0;
  1956. #else
  1957. damage = dmg;
  1958. #endif
  1959. nullpo_ret(sd);
  1960. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1961. target->type == BL_MOB && //This bonus doesn't work against players.
  1962. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) )
  1963. damage += (skill*(int32)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1964. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM || status->race == RC_PLANT || status->race == RC_FISH) )
  1965. damage += (skill * 5);
  1966. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1967. damage += (skill * 10);
  1968. damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear
  1969. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_INSECT || status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM) ) {
  1970. damage += (skill * 4);
  1971. if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_HUNTER)
  1972. damage += sd->status.str;
  1973. }
  1974. #ifdef RENEWAL
  1975. //Weapon Research bonus applies to all weapons
  1976. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1977. damage += (skill * 2);
  1978. #endif
  1979. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  1980. damage += 15 * skill + (skill > 4 ? 25 : 0);
  1981. // Kagerou/Oboro Spirit Charm bonus
  1982. if (sd->spiritcharm >= MAX_SPIRITCHARM) {
  1983. if ((sd->spiritcharm_type == CHARM_TYPE_FIRE && status->def_ele == ELE_EARTH) ||
  1984. (sd->spiritcharm_type == CHARM_TYPE_WATER && status->def_ele == ELE_FIRE) ||
  1985. (sd->spiritcharm_type == CHARM_TYPE_LAND && status->def_ele == ELE_WIND) ||
  1986. (sd->spiritcharm_type == CHARM_TYPE_WIND && status->def_ele == ELE_WATER))
  1987. damage += damage * 30 / 100;
  1988. }
  1989. if(type == 0)
  1990. weapon = sd->weapontype1;
  1991. else
  1992. weapon = sd->weapontype2;
  1993. switch(weapon) {
  1994. case W_1HSWORD:
  1995. #ifdef RENEWAL
  1996. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1997. damage += (skill * 3);
  1998. #endif
  1999. case W_DAGGER:
  2000. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  2001. damage += (skill * 4);
  2002. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  2003. damage += skill * 10;
  2004. break;
  2005. case W_2HSWORD:
  2006. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  2007. damage += (skill * 4);
  2008. break;
  2009. case W_1HSPEAR:
  2010. case W_2HSPEAR:
  2011. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  2012. if(!pc_isriding(sd) && !pc_isridingdragon(sd))
  2013. damage += (skill * 4);
  2014. else
  2015. damage += (skill * 5);
  2016. // Increase damage by level of KN_SPEARMASTERY * 10
  2017. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  2018. damage += (skill * 10);
  2019. }
  2020. break;
  2021. case W_1HAXE:
  2022. case W_2HAXE:
  2023. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  2024. damage += (skill * 3);
  2025. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  2026. damage += (skill * 5);
  2027. break;
  2028. case W_MACE:
  2029. case W_2HMACE:
  2030. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  2031. damage += (skill * 3);
  2032. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  2033. damage += (skill * 4);
  2034. break;
  2035. case W_FIST:
  2036. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  2037. damage += (skill * 10);
  2038. [[fallthrough]];
  2039. case W_KNUCKLE:
  2040. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  2041. damage += (skill * 3);
  2042. break;
  2043. case W_MUSICAL:
  2044. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  2045. damage += (skill * 3);
  2046. break;
  2047. case W_WHIP:
  2048. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  2049. damage += (skill * 3);
  2050. break;
  2051. case W_BOOK:
  2052. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  2053. damage += (skill * 3);
  2054. break;
  2055. case W_KATAR:
  2056. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  2057. damage += (skill * 3);
  2058. break;
  2059. }
  2060. return damage;
  2061. }
  2062. /** Calculates overrefine damage bonus and weapon related bonuses (unofficial)
  2063. * @param sd Player
  2064. * @param damage Current damage
  2065. * @param lr_type EQI_HAND_L:left-hand weapon, EQI_HAND_R:right-hand weapon
  2066. */
  2067. static void battle_add_weapon_damage(map_session_data *sd, int64 *damage, int32 lr_type) {
  2068. if (!sd)
  2069. return;
  2070. //rodatazone says that Overrefine bonuses are part of baseatk
  2071. //Here we also apply the weapon_damage_rate bonus so it is correctly applied on left/right hands.
  2072. if (lr_type == EQI_HAND_L) {
  2073. if (sd->left_weapon.overrefine)
  2074. (*damage) = (*damage) + rnd() % sd->left_weapon.overrefine + 1;
  2075. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype2])
  2076. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype2] / 100;
  2077. }
  2078. else if (lr_type == EQI_HAND_R) {
  2079. if (sd->right_weapon.overrefine)
  2080. (*damage) = (*damage) + rnd() % sd->right_weapon.overrefine + 1;
  2081. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype1])
  2082. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype1] / 100;
  2083. }
  2084. }
  2085. #ifdef RENEWAL
  2086. static int32 battle_calc_sizefix(int64 damage, map_session_data *sd, unsigned char t_size, unsigned char weapon_type, int16 flag)
  2087. {
  2088. if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players
  2089. damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  2090. return (int32)cap_value(damage, INT_MIN, INT_MAX);
  2091. }
  2092. /**
  2093. * Calculates renewal Variance, OverUpgradeBonus, and SizePenaltyMultiplier of weapon damage parts for player
  2094. * @param src Block list of attacker
  2095. * @param tstatus Target's status data
  2096. * @param wa Weapon attack data
  2097. * @param sd Player
  2098. * @return Base weapon damage
  2099. */
  2100. static int32 battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, map_session_data *sd, bool critical)
  2101. {
  2102. status_data* status = status_get_status_data(*src);
  2103. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  2104. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  2105. uint16 atkmax = atkmin;
  2106. int64 damage = atkmin;
  2107. bool weapon_perfection = false;
  2108. status_change *sc = status_get_sc(src);
  2109. if (sd && sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  2110. int16 base_stat;
  2111. switch (sd->status.weapon) {
  2112. case W_BOW:
  2113. case W_MUSICAL:
  2114. case W_WHIP:
  2115. case W_REVOLVER:
  2116. case W_RIFLE:
  2117. case W_GATLING:
  2118. case W_SHOTGUN:
  2119. case W_GRENADE:
  2120. if (pc_checkskill(sd, SU_SOULATTACK) > 0)
  2121. base_stat = status->str;
  2122. else
  2123. base_stat = status->dex;
  2124. break;
  2125. default:
  2126. base_stat = status->str;
  2127. break;
  2128. }
  2129. float variance = 5.0f * wa->atk * wa->wlv / 100.0f;
  2130. float base_stat_bonus = wa->atk * base_stat / 200.0f;
  2131. atkmin = max(0, (int32)(atkmin - variance + base_stat_bonus));
  2132. atkmax = min(UINT16_MAX, (int32)(atkmax + variance + base_stat_bonus));
  2133. if ((sc && sc->getSCE(SC_MAXIMIZEPOWER)) || critical == true)
  2134. damage = atkmax;
  2135. else
  2136. damage = rnd_value(atkmin, atkmax);
  2137. }
  2138. if (sc && sc->getSCE(SC_WEAPONPERFECTION))
  2139. weapon_perfection = true;
  2140. battle_add_weapon_damage(sd, &damage, type);
  2141. damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  2142. return (int32)cap_value(damage, INT_MIN, INT_MAX);
  2143. }
  2144. #endif
  2145. /*==========================================
  2146. * Calculates the standard damage of a normal attack assuming it hits
  2147. * This applies to pre-renewal and non-sd in renewal
  2148. *------------------------------------------
  2149. * Pass damage2 as nullptr to not calc it.
  2150. * Flag values (see e_base_damage_flag):
  2151. * &1 : Critical hit
  2152. * &2 : Arrow attack
  2153. * &4 : Skill is Magic Crasher
  2154. * &8 : Skip target size adjustment (Weapon Perfection)
  2155. * &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)
  2156. *
  2157. * Credits:
  2158. * Original coder Skotlex
  2159. * Initial refactoring by Baalberith
  2160. * Refined and optimized by helvetica
  2161. */
  2162. static int64 battle_calc_base_damage(struct block_list *src, struct status_data *status, struct weapon_atk *wa, status_change *sc, uint16 t_size, int32 flag)
  2163. {
  2164. uint32 atkmin = 0, atkmax = 0;
  2165. int16 type = 0;
  2166. int64 damage = 0;
  2167. map_session_data *sd = nullptr;
  2168. nullpo_retr(damage, src);
  2169. sd = BL_CAST(BL_PC, src);
  2170. if (!sd) { //Mobs/Pets
  2171. #ifndef RENEWAL
  2172. if (sc != nullptr && sc->getSCE(SC_CHANGE) != nullptr)
  2173. return status->matk_max; // [Aegis] simply uses raw max matk for base damage when Mental Charge active
  2174. #endif
  2175. if(flag&BDMG_MAGIC) {
  2176. atkmin = status->matk_min;
  2177. atkmax = status->matk_max;
  2178. } else {
  2179. atkmin = wa->atk;
  2180. atkmax = wa->atk2;
  2181. }
  2182. if (atkmin > atkmax)
  2183. atkmin = atkmax;
  2184. } else { //PCs
  2185. atkmax = wa->atk;
  2186. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  2187. if (!(flag&BDMG_CRIT) || (flag&BDMG_ARROW)) { //Normal attacks
  2188. atkmin = status->dex;
  2189. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]] && sd->inventory_data[sd->equip_index[type]]->type == IT_WEAPON)
  2190. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->weapon_level*20)/100;
  2191. if (atkmin > atkmax)
  2192. atkmin = atkmax;
  2193. if(flag&BDMG_ARROW) { //Bows
  2194. atkmin = atkmin*atkmax/100;
  2195. if (atkmin > atkmax)
  2196. atkmax = atkmin;
  2197. }
  2198. }
  2199. }
  2200. if (sc && sc->getSCE(SC_MAXIMIZEPOWER))
  2201. atkmin = atkmax;
  2202. //Weapon Damage calculation
  2203. if (!(flag&BDMG_CRIT))
  2204. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  2205. else
  2206. damage = atkmax;
  2207. if (sd) {
  2208. //rodatazone says the range is 0~arrow_atk-1 for non crit
  2209. if (flag&BDMG_ARROW && sd->bonus.arrow_atk)
  2210. damage += ( (flag&BDMG_CRIT) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  2211. // Size fix only for players
  2212. if (!(sd->special_state.no_sizefix || (flag&BDMG_NOSIZE)))
  2213. damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  2214. } else if (src->type == BL_ELEM) {
  2215. status_change *ele_sc = status_get_sc(src);
  2216. int32 ele_class = status_get_class(src);
  2217. if (ele_sc) {
  2218. switch (ele_class) {
  2219. case ELEMENTALID_AGNI_S:
  2220. case ELEMENTALID_AGNI_M:
  2221. case ELEMENTALID_AGNI_L:
  2222. case ELEMENTALID_ARDOR:
  2223. if (ele_sc->getSCE(SC_FIRE_INSIGNIA) && ele_sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 1)
  2224. damage += damage * 20 / 100;
  2225. break;
  2226. case ELEMENTALID_AQUA_S:
  2227. case ELEMENTALID_AQUA_M:
  2228. case ELEMENTALID_AQUA_L:
  2229. case ELEMENTALID_DILUVIO:
  2230. if (ele_sc->getSCE(SC_WATER_INSIGNIA) && ele_sc->getSCE(SC_WATER_INSIGNIA)->val1 == 1)
  2231. damage += damage * 20 / 100;
  2232. break;
  2233. case ELEMENTALID_VENTUS_S:
  2234. case ELEMENTALID_VENTUS_M:
  2235. case ELEMENTALID_VENTUS_L:
  2236. case ELEMENTALID_PROCELLA:
  2237. if (ele_sc->getSCE(SC_WIND_INSIGNIA) && ele_sc->getSCE(SC_WIND_INSIGNIA)->val1 == 1)
  2238. damage += damage * 20 / 100;
  2239. break;
  2240. case ELEMENTALID_TERA_S:
  2241. case ELEMENTALID_TERA_M:
  2242. case ELEMENTALID_TERA_L:
  2243. case ELEMENTALID_TERREMOTUS:
  2244. case ELEMENTALID_SERPENS:
  2245. if (ele_sc->getSCE(SC_EARTH_INSIGNIA) && ele_sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 1)
  2246. damage += damage * 20 / 100;
  2247. break;
  2248. }
  2249. }
  2250. }
  2251. //Finally, add baseatk
  2252. if(flag&BDMG_MAGIC)
  2253. damage += status->matk_min;
  2254. else
  2255. damage += status->batk;
  2256. if (sd)
  2257. battle_add_weapon_damage(sd, &damage, type);
  2258. #ifdef RENEWAL
  2259. if (flag&BDMG_CRIT)
  2260. damage = (damage * 14) / 10;
  2261. #endif
  2262. return damage;
  2263. }
  2264. /*==========================================
  2265. * Consumes ammo for the given skill.
  2266. *------------------------------------------
  2267. * Credits:
  2268. * Original coder Skotlex
  2269. * Initial refactoring by Baalberith
  2270. * Refined and optimized by helvetica
  2271. */
  2272. void battle_consume_ammo(map_session_data*sd, int32 skill, int32 lv)
  2273. {
  2274. int32 qty = 1;
  2275. if( sd == nullptr ){
  2276. return;
  2277. }
  2278. if (!battle_config.arrow_decrement)
  2279. return;
  2280. if (skill) {
  2281. qty = skill_get_ammo_qty(skill, lv);
  2282. if (!qty) qty = 1;
  2283. if( skill == NW_MAGAZINE_FOR_ONE && sd->weapontype1 == W_GATLING ){
  2284. qty += 4;
  2285. }
  2286. }
  2287. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  2288. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  2289. sd->state.arrow_atk = 0;
  2290. }
  2291. static int32 battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2292. {
  2293. // [Akinari] , [Xynvaroth]: Traps are always short range.
  2294. if (skill_get_inf2(skill_id, INF2_ISTRAP))
  2295. return BF_SHORT;
  2296. switch (skill_id) {
  2297. case AC_SHOWER:
  2298. case AM_DEMONSTRATION:
  2299. // When monsters use Arrow Shower or Bomb, it is always short range
  2300. if (src->type == BL_MOB)
  2301. return BF_SHORT;
  2302. break;
  2303. #ifdef RENEWAL
  2304. case KN_BRANDISHSPEAR:
  2305. // Renewal changes to ranged physical damage
  2306. #endif
  2307. case SR_RAMPAGEBLASTER:
  2308. case BO_ACIDIFIED_ZONE_WATER_ATK:
  2309. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  2310. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  2311. case BO_ACIDIFIED_ZONE_WIND_ATK:
  2312. case NW_THE_VIGILANTE_AT_NIGHT:
  2313. case SS_FUUMAKOUCHIKU:
  2314. case SS_KUNAIKAITEN:
  2315. case SS_KUNAIKUSSETSU:
  2316. case SS_HITOUAKUMU:
  2317. return BF_LONG;
  2318. case NJ_KIRIKAGE: // Cast range mimics NJ_SHADOWJUMP but damage is considered melee
  2319. case GC_CROSSIMPACT: // Cast range is 7 cells and player jumps to target but skill is considered melee
  2320. case DK_SERVANT_W_PHANTOM: // 9 cell cast range.
  2321. case SHC_SAVAGE_IMPACT: // 7 cell cast range.
  2322. case SHC_FATAL_SHADOW_CROW: // 9 cell cast range.
  2323. case MT_RUSH_QUAKE: // 9 cell cast range.
  2324. case MT_RUSH_STRIKE: // 7 cell cast range.
  2325. case ABC_UNLUCKY_RUSH: // 7 cell cast range.
  2326. case MH_THE_ONE_FIGHTER_RISES: // 7 cell cast range.
  2327. //case ABC_DEFT_STAB: // 2 cell cast range???
  2328. case NPC_MAXPAIN_ATK:
  2329. case SS_SHIMIRU: // 11 cell cast range.
  2330. return BF_SHORT;
  2331. case CD_PETITIO: { // Skill range is 2 but damage is melee with books and ranged with mace.
  2332. map_session_data *sd = BL_CAST(BL_PC, src);
  2333. if (sd && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
  2334. return BF_LONG;
  2335. break;
  2336. }
  2337. case DK_HACKANDSLASHER:
  2338. case DK_HACKANDSLASHER_ATK: {
  2339. map_session_data* sd = BL_CAST( BL_PC, src );
  2340. if( sd != nullptr && ( sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR ) ){
  2341. return BF_LONG;
  2342. }
  2343. break;
  2344. }
  2345. }
  2346. //Skill Range Criteria
  2347. if (battle_config.skillrange_by_distance &&
  2348. (src->type&battle_config.skillrange_by_distance)
  2349. ) { //based on distance between src/target [Skotlex]
  2350. if (check_distance_bl(src, target, 3))
  2351. return BF_SHORT;
  2352. return BF_LONG;
  2353. }
  2354. //based on used skill's range
  2355. if (skill_get_range2(src, skill_id, skill_lv, true) < 4)
  2356. return BF_SHORT;
  2357. return BF_LONG;
  2358. }
  2359. static int32 battle_blewcount_bonus(map_session_data *sd, uint16 skill_id)
  2360. {
  2361. if (sd->skillblown.empty())
  2362. return 0;
  2363. //Apply the bonus blewcount. [Skotlex]
  2364. for (const auto &it : sd->skillblown) {
  2365. if (it.id == skill_id)
  2366. return it.val;
  2367. }
  2368. return 0;
  2369. }
  2370. static enum e_skill_damage_type battle_skill_damage_type( struct block_list* bl ){
  2371. switch( bl->type ){
  2372. case BL_PC:
  2373. return SKILLDMG_PC;
  2374. case BL_MOB:
  2375. if( status_get_class_(bl) == CLASS_BOSS ){
  2376. return SKILLDMG_BOSS;
  2377. }else{
  2378. return SKILLDMG_MOB;
  2379. }
  2380. default:
  2381. return SKILLDMG_OTHER;
  2382. }
  2383. }
  2384. /**
  2385. * Gets skill damage rate from a skill (based on skill_damage_db.txt)
  2386. * @param src
  2387. * @param target
  2388. * @param skill_id
  2389. * @return Skill damage rate
  2390. */
  2391. static int32 battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2392. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  2393. if (!skill || !skill->damage.map)
  2394. return 0;
  2395. s_skill_damage *damage = &skill->damage;
  2396. //check the adjustment works for specified type
  2397. if (!(damage->caster&src->type))
  2398. return 0;
  2399. map_data *mapdata = map_getmapdata(src->m);
  2400. if ((damage->map&1 && (!mapdata->getMapFlag(MF_PVP) && !mapdata_flag_gvg2(mapdata) && !mapdata->getMapFlag(MF_BATTLEGROUND) && !mapdata->getMapFlag(MF_SKILL_DAMAGE) && !mapdata->getMapFlag(MF_RESTRICTED))) ||
  2401. (damage->map&2 && mapdata->getMapFlag(MF_PVP)) ||
  2402. (damage->map&4 && mapdata_flag_gvg2(mapdata)) ||
  2403. (damage->map&8 && mapdata->getMapFlag(MF_BATTLEGROUND)) ||
  2404. (damage->map&16 && mapdata->getMapFlag(MF_SKILL_DAMAGE)) ||
  2405. (damage->map&mapdata->zone && mapdata->getMapFlag(MF_RESTRICTED)))
  2406. {
  2407. return damage->rate[battle_skill_damage_type(target)];
  2408. }
  2409. return 0;
  2410. }
  2411. /**
  2412. * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  2413. * @param src
  2414. * @param target
  2415. * @param skill_id
  2416. * @return Skill damage rate
  2417. */
  2418. static int32 battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2419. map_data *mapdata = map_getmapdata(src->m);
  2420. if (!mapdata || !mapdata->getMapFlag(MF_SKILL_DAMAGE))
  2421. return 0;
  2422. int32 rate = 0;
  2423. // Damage rate for all skills at this map
  2424. if (mapdata->damage_adjust.caster&src->type)
  2425. rate = mapdata->damage_adjust.rate[battle_skill_damage_type(target)];
  2426. if (mapdata->skill_damage.empty())
  2427. return rate;
  2428. // Damage rate for specified skill at this map
  2429. if (mapdata->skill_damage.find(skill_id) != mapdata->skill_damage.end() && mapdata->skill_damage[skill_id].caster&src->type) {
  2430. rate += mapdata->skill_damage[skill_id].rate[battle_skill_damage_type(target)];
  2431. }
  2432. return rate;
  2433. }
  2434. /**
  2435. * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  2436. * @param src
  2437. * @param target
  2438. * @param skill_id
  2439. * @return Total damage rate
  2440. */
  2441. static int32 battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2442. nullpo_ret(src);
  2443. if (!target || !skill_id)
  2444. return 0;
  2445. skill_id = skill_dummy2skill_id(skill_id);
  2446. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  2447. }
  2448. /**
  2449. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  2450. * @param sd: Player who has Chorus skill active
  2451. * @return Bonus value based on party count
  2452. */
  2453. int32 battle_calc_chorusbonus(map_session_data *sd) {
  2454. #ifdef RENEWAL // No bonus in renewal
  2455. return 0;
  2456. #endif
  2457. int32 members = 0;
  2458. if (!sd || !sd->status.party_id)
  2459. return 0;
  2460. members = party_foreachsamemap(party_sub_count_class, sd, 0, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  2461. if (members < 3)
  2462. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  2463. if (members > 7)
  2464. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  2465. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  2466. }
  2467. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int32 mflag);
  2468. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int32 mflag);
  2469. /*=======================================================
  2470. * Should infinite defense be applied on target? (plant)
  2471. *-------------------------------------------------------
  2472. * Credits:
  2473. * Original coder Skotlex
  2474. * Initial refactoring by Baalberith
  2475. * Refined and optimized by helvetica
  2476. * flag - see e_battle_flag
  2477. */
  2478. bool is_infinite_defense(struct block_list *target, int32 flag)
  2479. {
  2480. status_data* tstatus = status_get_status_data(*target);
  2481. if(target->type == BL_SKILL) {
  2482. TBL_SKILL *su = ((TBL_SKILL*)target);
  2483. if (su && su->group && (su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  2484. return true;
  2485. }
  2486. if(status_has_mode(tstatus,MD_IGNOREMELEE) && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
  2487. return true;
  2488. if(status_has_mode(tstatus,MD_IGNOREMAGIC) && flag&(BF_MAGIC) )
  2489. return true;
  2490. if(status_has_mode(tstatus,MD_IGNORERANGED) && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
  2491. return true;
  2492. if(status_has_mode(tstatus,MD_IGNOREMISC) && flag&(BF_MISC) )
  2493. return true;
  2494. status_change* tsc = status_get_sc(target);
  2495. if (tsc && tsc->getSCE(SC_INVINCIBLE))
  2496. return true;
  2497. return false;
  2498. }
  2499. /*========================
  2500. * Is attack arrow based?
  2501. *------------------------
  2502. * Credits:
  2503. * Original coder Skotlex
  2504. * Initial refactoring by Baalberith
  2505. * Refined and optimized by helvetica
  2506. */
  2507. static bool is_skill_using_arrow(struct block_list *src, int32 skill_id)
  2508. {
  2509. if (src == nullptr)
  2510. return false;
  2511. map_session_data *sd = BL_CAST(BL_PC, src);
  2512. if( sd != nullptr ){
  2513. if( sd->state.arrow_atk ){
  2514. return true;
  2515. }
  2516. }else{
  2517. if( skill_id != 0 && skill_get_ammotype( skill_id ) != AMMO_NONE ){
  2518. return true;
  2519. }
  2520. status_data* sstatus = status_get_status_data(*src);
  2521. if( sstatus != nullptr && sstatus->rhw.range > 3 ){
  2522. return true;
  2523. }
  2524. }
  2525. switch( skill_id ) {
  2526. case HT_FREEZINGTRAP:
  2527. case HT_PHANTASMIC:
  2528. case GS_GROUNDDRIFT:
  2529. case SS_KUNAIKUSSETSU:
  2530. case SS_KUNAIKAITEN:
  2531. return true;
  2532. }
  2533. return false;
  2534. }
  2535. /*=========================================
  2536. * Is attack right handed? By default yes.
  2537. *-----------------------------------------
  2538. * Credits:
  2539. * Original coder Skotlex
  2540. * Initial refactoring by Baalberith
  2541. * Refined and optimized by helvetica
  2542. */
  2543. static bool is_attack_right_handed(struct block_list *src, int32 skill_id)
  2544. {
  2545. if(src != nullptr) {
  2546. map_session_data *sd = BL_CAST(BL_PC, src);
  2547. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2548. if(!skill_id && sd && sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2549. return false;
  2550. }
  2551. return true;
  2552. }
  2553. /*=======================================
  2554. * Is attack left handed? By default no.
  2555. *---------------------------------------
  2556. * Credits:
  2557. * Original coder Skotlex
  2558. * Initial refactoring by Baalberith
  2559. * Refined and optimized by helvetica
  2560. */
  2561. static bool is_attack_left_handed(struct block_list *src, int32 skill_id)
  2562. {
  2563. if(src != nullptr) {
  2564. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2565. if(!skill_id) {
  2566. map_session_data *sd = BL_CAST(BL_PC, src);
  2567. if (sd) {
  2568. if (sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2569. return true;
  2570. if (sd->status.weapon == W_KATAR)
  2571. return true;
  2572. }
  2573. struct status_data *sstatus = status_get_status_data(*src);
  2574. if (sstatus->lhw.atk)
  2575. return true;
  2576. }
  2577. }
  2578. return false;
  2579. }
  2580. /*=============================
  2581. * Do we score a critical hit?
  2582. *-----------------------------
  2583. * Credits:
  2584. * Original coder Skotlex
  2585. * Initial refactoring by Baalberith
  2586. * Refined and optimized by helvetica
  2587. */
  2588. static bool is_attack_critical(struct Damage* wd, struct block_list *src, struct block_list *target, int32 skill_id, int32 skill_lv, bool first_call)
  2589. {
  2590. if (!first_call)
  2591. return (wd->type == DMG_CRITICAL || wd->type == DMG_MULTI_HIT_CRITICAL);
  2592. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  2593. return true;
  2594. if( skill_id && !skill_get_nk(skill_id,NK_CRITICAL) )
  2595. return false;
  2596. status_data* sstatus = status_get_status_data(*src);
  2597. if( sstatus->cri )
  2598. {
  2599. map_session_data *sd = BL_CAST(BL_PC, src);
  2600. if(wd->type == DMG_MULTI_HIT){ //Multiple Hit Attack Skills.
  2601. if(pc_checkskill(sd,GS_CHAINACTION) && !skill_get_nk(GS_CHAINACTION,NK_CRITICAL)) //Chain Action
  2602. return false;
  2603. if(pc_checkskill(sd,TF_DOUBLE) && !skill_get_nk(TF_DOUBLE,NK_CRITICAL)) //Double Attack
  2604. return false;
  2605. }
  2606. status_data* tstatus = status_get_status_data(*target);
  2607. status_change *sc = status_get_sc(src);
  2608. status_change *tsc = status_get_sc(target);
  2609. map_session_data *tsd = BL_CAST(BL_PC, target);
  2610. int16 cri = sstatus->cri;
  2611. if (sd) {
  2612. cri += sd->indexed_bonus.critaddrace[tstatus->race] + sd->indexed_bonus.critaddrace[RC_ALL];
  2613. if(!skill_id && is_skill_using_arrow(src, skill_id)) {
  2614. cri += sd->bonus.arrow_cri;
  2615. cri += sd->bonus.critical_rangeatk;
  2616. }
  2617. }
  2618. if(sc && sc->getSCE(SC_CAMOUFLAGE))
  2619. cri += 100 * min(10,sc->getSCE(SC_CAMOUFLAGE)->val3); //max 100% (1K)
  2620. //The official equation is *2, but that only applies when sd's do critical.
  2621. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  2622. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  2623. if( tsc && tsc->getSCE(SC_SLEEP) )
  2624. cri *= 2;
  2625. switch(skill_id) {
  2626. case 0:
  2627. if(sc && !sc->getSCE(SC_AUTOCOUNTER))
  2628. break;
  2629. clif_specialeffect(src, EF_AUTOCOUNTER, AREA);
  2630. status_change_end(src, SC_AUTOCOUNTER);
  2631. [[fallthrough]];
  2632. case KN_AUTOCOUNTER:
  2633. if(battle_config.auto_counter_type &&
  2634. (battle_config.auto_counter_type&src->type))
  2635. return true;
  2636. else
  2637. cri *= 2;
  2638. break;
  2639. case SN_SHARPSHOOTING:
  2640. case MA_SHARPSHOOTING:
  2641. #ifdef RENEWAL
  2642. cri += 300; // !TODO: Confirm new bonus
  2643. #else
  2644. cri += 200;
  2645. #endif
  2646. break;
  2647. case NJ_KIRIKAGE:
  2648. cri += 250 + 50*skill_lv;
  2649. break;
  2650. #ifdef RENEWAL
  2651. case ASC_BREAKER:
  2652. #endif
  2653. case GC_CROSSIMPACT:
  2654. case SHC_SAVAGE_IMPACT:
  2655. case SHC_ETERNAL_SLASH:
  2656. case SHC_IMPACT_CRATER:
  2657. case SHC_CROSS_SLASH:
  2658. cri /= 2;
  2659. break;
  2660. case WH_GALESTORM:
  2661. if (sc && !sc->getSCE(SC_CALAMITYGALE))
  2662. return false;
  2663. break;
  2664. case NW_ONLY_ONE_BULLET:
  2665. case NW_SPIRAL_SHOOTING:
  2666. if( sd == nullptr || sd->weapontype1 != W_RIFLE ){
  2667. return false;
  2668. }
  2669. break;
  2670. case NW_MAGAZINE_FOR_ONE:
  2671. if( sd == nullptr || sd->weapontype1 != W_REVOLVER ){
  2672. return false;
  2673. }
  2674. break;
  2675. case SH_CHUL_HO_SONIC_CLAW:
  2676. if( pc_checkskill( sd, SH_COMMUNE_WITH_CHUL_HO ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
  2677. break;
  2678. }
  2679. return false;
  2680. case SKE_NOON_BLAST:
  2681. if( sc == nullptr ){
  2682. return false;
  2683. }
  2684. if( sc->getSCE( SC_NOON_SUN ) == nullptr && sc->getSCE( SC_SKY_ENCHANT ) == nullptr ){
  2685. return false;
  2686. }
  2687. break;
  2688. case SKE_SUNSET_BLAST:
  2689. if( sc == nullptr ){
  2690. return false;
  2691. }
  2692. if( sc->getSCE( SC_SUNSET_SUN ) == nullptr && sc->getSCE( SC_SKY_ENCHANT ) == nullptr ){
  2693. return false;
  2694. }
  2695. break;
  2696. }
  2697. if(tsd && tsd->bonus.critical_def)
  2698. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  2699. return (rnd()%1000 < cri);
  2700. }
  2701. return false;
  2702. }
  2703. /*==========================================================
  2704. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  2705. *----------------------------------------------------------
  2706. * Credits:
  2707. * Original coder Skotlex
  2708. * Initial refactoring by Baalberith
  2709. * Refined and optimized by helvetica
  2710. */
  2711. static int32 is_attack_piercing(struct Damage* wd, struct block_list *src, struct block_list *target, int32 skill_id, int32 skill_lv, int16 weapon_position)
  2712. {
  2713. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  2714. return 2;
  2715. if(src != nullptr) {
  2716. map_session_data *sd = BL_CAST(BL_PC, src);
  2717. status_data* tstatus = status_get_status_data(*target);
  2718. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI
  2719. #ifndef RENEWAL
  2720. && !is_attack_critical(wd, src, target, skill_id, skill_lv, false)
  2721. #endif
  2722. )
  2723. { //Elemental/Racial adjustments
  2724. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2725. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2726. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2727. )
  2728. if (weapon_position == EQI_HAND_R)
  2729. return 1;
  2730. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2731. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2732. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2733. )
  2734. { //Pass effect onto right hand if configured so. [Skotlex]
  2735. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  2736. if (weapon_position == EQI_HAND_R)
  2737. return 1;
  2738. }
  2739. else if (weapon_position == EQI_HAND_L)
  2740. return 1;
  2741. }
  2742. }
  2743. }
  2744. return 0;
  2745. }
  2746. static std::bitset<NK_MAX> battle_skill_get_damage_properties(uint16 skill_id, int32 is_splash)
  2747. {
  2748. if (skill_id == 0) {
  2749. if (is_splash) {
  2750. std::bitset<NK_MAX> tmp_nk;
  2751. tmp_nk.set(NK_IGNOREATKCARD);
  2752. tmp_nk.set(NK_IGNOREFLEE);
  2753. return tmp_nk;
  2754. } else
  2755. return 0;
  2756. } else
  2757. return skill_db.find(skill_id)->nk;
  2758. }
  2759. /*=============================
  2760. * Checks if attack is hitting
  2761. *-----------------------------
  2762. * Credits:
  2763. * Original coder Skotlex
  2764. * Initial refactoring by Baalberith
  2765. * Refined and optimized by helvetica
  2766. */
  2767. static bool is_attack_hitting(struct Damage* wd, struct block_list *src, struct block_list *target, int32 skill_id, int32 skill_lv, bool first_call)
  2768. {
  2769. status_data* sstatus = status_get_status_data(*src);
  2770. status_data* tstatus = status_get_status_data(*target);
  2771. status_change *sc = status_get_sc(src);
  2772. status_change *tsc = status_get_sc(target);
  2773. map_session_data *sd = BL_CAST(BL_PC, src);
  2774. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2775. int16 flee, hitrate;
  2776. if (!first_call)
  2777. return (wd->dmg_lv != ATK_FLEE);
  2778. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2779. return true;
  2780. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  2781. return true;
  2782. else if (sc && sc->getSCE(SC_FUSION))
  2783. return true;
  2784. else if ((skill_id == AS_SPLASHER || skill_id == GN_SPORE_EXPLOSION) && !wd->miscflag)
  2785. return true;
  2786. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER )
  2787. return true;
  2788. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  2789. return true;
  2790. else if (nk[NK_IGNOREFLEE])
  2791. return true;
  2792. if( tsc && tsc->getSCE(SC_NEUTRALBARRIER) && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
  2793. return false;
  2794. flee = tstatus->flee;
  2795. #ifdef RENEWAL
  2796. hitrate = 0; //Default hitrate
  2797. #else
  2798. hitrate = 80; //Default hitrate
  2799. #endif
  2800. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  2801. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  2802. if(attacker_count >= battle_config.agi_penalty_count) {
  2803. if (battle_config.agi_penalty_type == 1)
  2804. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  2805. else //assume type 2: absolute reduction
  2806. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  2807. if(flee < 1)
  2808. flee = 1;
  2809. }
  2810. }
  2811. hitrate += sstatus->hit - flee;
  2812. //Fogwall's hit penalty is only for normal ranged attacks.
  2813. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->getSCE(SC_FOGWALL))
  2814. hitrate -= 50;
  2815. if(sd && is_skill_using_arrow(src, skill_id))
  2816. hitrate += sd->bonus.arrow_hit;
  2817. #ifdef RENEWAL
  2818. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  2819. hitrate += pc_checkskill(sd,AC_VULTURE);
  2820. #endif
  2821. if(skill_id) {
  2822. switch(skill_id) { //Hit skill modifiers
  2823. //It is proven that bonus is applied on final hitrate, not hit.
  2824. case SM_BASH:
  2825. case MS_BASH:
  2826. hitrate += hitrate * 5 * skill_lv / 100;
  2827. break;
  2828. case MS_MAGNUM:
  2829. case SM_MAGNUM:
  2830. hitrate += hitrate * 10 * skill_lv / 100;
  2831. break;
  2832. case KN_AUTOCOUNTER:
  2833. case NPC_WATERATTACK:
  2834. case NPC_GROUNDATTACK:
  2835. case NPC_FIREATTACK:
  2836. case NPC_WINDATTACK:
  2837. case NPC_POISONATTACK:
  2838. case NPC_HOLYATTACK:
  2839. case NPC_DARKNESSATTACK:
  2840. case NPC_TELEKINESISATTACK:
  2841. case NPC_UNDEADATTACK:
  2842. case NPC_CHANGEUNDEAD:
  2843. case NPC_EARTHQUAKE:
  2844. case NPC_POISON:
  2845. case NPC_BLINDATTACK:
  2846. case NPC_SILENCEATTACK:
  2847. case NPC_STUNATTACK:
  2848. case NPC_PETRIFYATTACK:
  2849. case NPC_CURSEATTACK:
  2850. case NPC_SLEEPATTACK:
  2851. case NPC_BLEEDING:
  2852. case NPC_BLEEDING2:
  2853. hitrate += hitrate * 20 / 100;
  2854. break;
  2855. case NPC_FIREBREATH:
  2856. case NPC_ICEBREATH:
  2857. case NPC_ICEBREATH2:
  2858. case NPC_THUNDERBREATH:
  2859. case NPC_ACIDBREATH:
  2860. case NPC_DARKNESSBREATH:
  2861. hitrate *= 2;
  2862. break;
  2863. case KN_PIERCE:
  2864. case ML_PIERCE:
  2865. hitrate += hitrate * 5 * skill_lv / 100;
  2866. break;
  2867. case AS_SONICBLOW:
  2868. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  2869. #ifdef RENEWAL
  2870. hitrate += hitrate * 90 / 100;
  2871. #else
  2872. hitrate += hitrate * 50 / 100;
  2873. #endif
  2874. break;
  2875. #ifdef RENEWAL
  2876. case RG_BACKSTAP:
  2877. hitrate += skill_lv; // !TODO: What's the rate increase?
  2878. break;
  2879. #endif
  2880. case RK_SONICWAVE:
  2881. hitrate += hitrate * 3 * skill_lv / 100; // !TODO: Confirm the hitrate bonus
  2882. break;
  2883. case MC_CARTREVOLUTION:
  2884. case GN_CART_TORNADO:
  2885. case GN_CARTCANNON:
  2886. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  2887. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  2888. break;
  2889. case LG_BANISHINGPOINT:
  2890. hitrate += 5 * skill_lv;
  2891. break;
  2892. case GC_VENOMPRESSURE:
  2893. hitrate += 10 + 4 * skill_lv;
  2894. break;
  2895. case SC_FATALMENACE:
  2896. if (skill_lv < 6)
  2897. hitrate -= 35 - 5 * skill_lv;
  2898. else if (skill_lv > 6)
  2899. hitrate += 5 * skill_lv - 30;
  2900. break;
  2901. case RL_SLUGSHOT:
  2902. {
  2903. int8 dist = distance_bl(src, target);
  2904. if (dist > 3) {
  2905. // Reduce n hitrate for each cell after initial 3 cells. Different each level
  2906. // -10:-9:-8:-7:-6
  2907. dist -= 3;
  2908. hitrate -= ((11 - skill_lv) * dist);
  2909. }
  2910. }
  2911. break;
  2912. }
  2913. } 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]
  2914. hitrate += pc_checkskill(sd,TF_DOUBLE);
  2915. if (sd) {
  2916. int32 skill = 0;
  2917. // Weaponry Research hidden bonus
  2918. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2919. hitrate += hitrate * ( 2 * skill ) / 100;
  2920. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  2921. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  2922. hitrate += 3 * skill;
  2923. }
  2924. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2925. if(skill_id == PA_SHIELDCHAIN)
  2926. hitrate += 20; //Rapid Smiting gives a flat +20 hit after the hitrate was capped
  2927. return (rnd()%100 < hitrate);
  2928. }
  2929. /*==========================================
  2930. * If attack ignores def.
  2931. *------------------------------------------
  2932. * Credits:
  2933. * Original coder Skotlex
  2934. * Initial refactoring by Baalberith
  2935. * Refined and optimized by helvetica
  2936. */
  2937. static bool attack_ignores_def(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int16 weapon_position)
  2938. {
  2939. status_data* tstatus = status_get_status_data(*target);
  2940. status_change *sc = status_get_sc(src);
  2941. map_session_data *sd = BL_CAST(BL_PC, src);
  2942. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2943. #ifndef RENEWAL
  2944. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2945. return true;
  2946. else
  2947. #endif
  2948. if (sc && sc->getSCE(SC_FUSION))
  2949. return true;
  2950. if( sd != nullptr ){
  2951. switch( skill_id ){
  2952. case RK_WINDCUTTER:
  2953. if( sd->status.weapon == W_2HSWORD ){
  2954. return true;
  2955. }
  2956. break;
  2957. case NW_THE_VIGILANTE_AT_NIGHT:
  2958. if( sd->status.weapon == W_GATLING ){
  2959. return true;
  2960. }
  2961. break;
  2962. case NW_ONLY_ONE_BULLET:
  2963. if( sd->status.weapon == W_REVOLVER ){
  2964. return true;
  2965. }
  2966. break;
  2967. }
  2968. }
  2969. if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2970. { //Ignore Defense?
  2971. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2972. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2973. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2974. if (weapon_position == EQI_HAND_R)
  2975. return true;
  2976. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2977. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2978. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2979. {
  2980. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2981. if (weapon_position == EQI_HAND_R)
  2982. return true;
  2983. } else if (weapon_position == EQI_HAND_L)
  2984. return true;
  2985. }
  2986. }
  2987. return nk[NK_IGNOREDEFENSE] != 0;
  2988. }
  2989. /**
  2990. * This function lists which skills are unaffected by refine bonus, masteries, Star Crumbs and Spirit Spheres
  2991. * This function is also used to determine if atkpercent applies
  2992. * @param skill_id: Skill being used
  2993. * @param chk_flag: The bonus that is currently being checked for, see e_bonus_chk_flag
  2994. * @return true = bonus applies; false = bonus does not apply
  2995. */
  2996. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id, e_bonus_chk_flag chk_flag)
  2997. {
  2998. switch (skill_id) {
  2999. // PC skills that are unaffected
  3000. case PA_SHIELDCHAIN:
  3001. case CR_SHIELDBOOMERANG:
  3002. case AM_ACIDTERROR:
  3003. case MO_INVESTIGATE:
  3004. case MO_EXTREMITYFIST:
  3005. case PA_SACRIFICE:
  3006. case RK_DRAGONBREATH:
  3007. case RK_DRAGONBREATH_WATER:
  3008. case NC_SELFDESTRUCTION:
  3009. case LG_SHIELDPRESS:
  3010. case LG_EARTHDRIVE:
  3011. case NPC_DRAGONBREATH:
  3012. return false;
  3013. #ifndef RENEWAL
  3014. case LK_SPIRALPIERCE:
  3015. // In Pre-Renewal Spiral Pierce is influenced only by refine bonus and Star Crumbs for players
  3016. if (chk_flag != BCHK_REFINE && chk_flag != BCHK_STAR)
  3017. return false;
  3018. #endif
  3019. break;
  3020. }
  3021. return true;
  3022. }
  3023. #ifdef RENEWAL
  3024. /*========================================
  3025. * Calculate equipment ATK for renewal ATK
  3026. *----------------------------------------
  3027. * Credits:
  3028. * Original coder Skotlex
  3029. * Initial refactoring by Baalberith
  3030. * Refined and optimized by helvetica
  3031. */
  3032. static int32 battle_calc_equip_attack(struct block_list *src, int32 skill_id)
  3033. {
  3034. if(src != nullptr) {
  3035. int32 eatk = 0;
  3036. status_data* status = status_get_status_data(*src);
  3037. map_session_data *sd = BL_CAST(BL_PC, src);
  3038. // Add arrow atk if using an applicable skill
  3039. if (sd != nullptr && is_skill_using_arrow(src, skill_id)) {
  3040. int16 ammo_idx = sd->equip_index[EQI_AMMO];
  3041. // Attack of cannon balls is not added to equip attack, it needs to be added by the skills that use them
  3042. if (ammo_idx >= 0 && sd->inventory_data[ammo_idx] != nullptr && sd->inventory_data[ammo_idx]->subtype != AMMO_CANNONBALL)
  3043. eatk += sd->bonus.arrow_atk;
  3044. }
  3045. return eatk + status->eatk;
  3046. }
  3047. return 0; // shouldn't happen but just in case
  3048. }
  3049. #endif
  3050. /*========================================
  3051. * Returns the element type of attack
  3052. *----------------------------------------
  3053. * Credits:
  3054. * Original coder Skotlex
  3055. * Initial refactoring by Baalberith
  3056. * Refined and optimized by helvetica
  3057. */
  3058. int32 battle_get_weapon_element(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int16 weapon_position, bool calc_for_damage_only)
  3059. {
  3060. map_session_data *sd = BL_CAST(BL_PC, src);
  3061. status_change *sc = status_get_sc(src);
  3062. status_data* sstatus = status_get_status_data(*src);
  3063. int32 element = skill_get_ele(skill_id, skill_lv);
  3064. //Take weapon's element
  3065. if( !skill_id || element == ELE_WEAPON ) {
  3066. if (weapon_position == EQI_HAND_R)
  3067. element = sstatus->rhw.ele;
  3068. else
  3069. element = sstatus->lhw.ele;
  3070. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  3071. element = sd->bonus.arrow_ele;
  3072. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  3073. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  3074. // on official endows override all other elements [helvetica]
  3075. if(sc && sc->getSCE(SC_ENCHANTARMS)) // Check for endows
  3076. element = sc->getSCE(SC_ENCHANTARMS)->val1;
  3077. } else if( element == ELE_ENDOWED ) //Use enchantment's element
  3078. element = status_get_attack_sc_element(src,sc);
  3079. else if( element == ELE_RANDOM ) //Use random element
  3080. element = rnd()%ELE_ALL;
  3081. switch( skill_id ) {
  3082. case GS_GROUNDDRIFT:
  3083. element = wd->miscflag; //element comes in flag.
  3084. break;
  3085. case LK_SPIRALPIERCE:
  3086. if (!sd)
  3087. element = ELE_NEUTRAL; //forced neutral for monsters
  3088. break;
  3089. case RK_DRAGONBREATH:
  3090. if (sc) {
  3091. if (sc->getSCE(SC_LUXANIMA)) // Lux Anima has priority over Giant Growth
  3092. element = ELE_DARK;
  3093. else if (sc->getSCE(SC_GIANTGROWTH))
  3094. element = ELE_HOLY;
  3095. }
  3096. break;
  3097. case RK_DRAGONBREATH_WATER:
  3098. if (sc) {
  3099. if (sc->getSCE(SC_LUXANIMA)) // Lux Anima has priority over Fighting Spirit
  3100. element = ELE_NEUTRAL;
  3101. else if (sc->getSCE(SC_FIGHTINGSPIRIT))
  3102. element = ELE_GHOST;
  3103. }
  3104. break;
  3105. case LG_HESPERUSLIT:
  3106. if (sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 4)
  3107. element = ELE_HOLY;
  3108. break;
  3109. case GN_CARTCANNON:
  3110. case NC_ARMSCANNON:
  3111. if (sd && sd->state.arrow_atk > 0)
  3112. element = sd->bonus.arrow_ele;
  3113. break;
  3114. case SJ_PROMINENCEKICK:
  3115. element = ELE_FIRE;
  3116. break;
  3117. case RL_H_MINE:
  3118. if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  3119. element = ELE_FIRE;
  3120. break;
  3121. case NW_BASIC_GRENADE:
  3122. case NW_HASTY_FIRE_IN_THE_HOLE:
  3123. case NW_GRENADES_DROPPING:
  3124. case NW_MISSION_BOMBARD:
  3125. // Night Watch Grenade Fragment elementals affecting those skills.
  3126. if( sc != nullptr ){
  3127. if( sc->getSCE( SC_GRENADE_FRAGMENT_1 ) != nullptr ){
  3128. element = ELE_WATER;
  3129. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_2 ) != nullptr ){
  3130. element = ELE_WIND;
  3131. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_3 ) != nullptr ){
  3132. element = ELE_EARTH;
  3133. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_4 ) != nullptr ){
  3134. element = ELE_FIRE;
  3135. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_5 ) != nullptr ){
  3136. element = ELE_DARK;
  3137. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_6 ) != nullptr ){
  3138. element = ELE_HOLY;
  3139. }
  3140. }
  3141. break;
  3142. case SS_FUUMASHOUAKU:
  3143. case SS_FUUMAKOUCHIKU:
  3144. if( sd != nullptr ){
  3145. element = sd->bonus.arrow_ele;
  3146. }
  3147. break;
  3148. }
  3149. if (sc && sc->getSCE(SC_GOLDENE_FERSE) && ((!skill_id && (rnd() % 100 < sc->getSCE(SC_GOLDENE_FERSE)->val4)) || skill_id == MH_STAHL_HORN))
  3150. element = ELE_HOLY;
  3151. // calc_flag means the element should be calculated for damage only
  3152. if (calc_for_damage_only)
  3153. return element;
  3154. #ifdef RENEWAL
  3155. if (skill_id == CR_SHIELDBOOMERANG)
  3156. element = ELE_NEUTRAL;
  3157. #endif
  3158. return element;
  3159. }
  3160. int32 battle_get_magic_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int32 mflag) {
  3161. int32 element = skill_get_ele(skill_id, skill_lv);
  3162. map_session_data *sd = BL_CAST(BL_PC, src);
  3163. status_change *sc = status_get_sc(src);
  3164. status_data* sstatus = status_get_status_data(*src);
  3165. if (element == ELE_WEAPON) { // pl=-1 : the skill takes the weapon's element
  3166. element = sstatus->rhw.ele;
  3167. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  3168. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  3169. } else if (element == ELE_ENDOWED) //Use status element
  3170. element = status_get_attack_sc_element(src,status_get_sc(src));
  3171. else if (element == ELE_RANDOM) //Use random element
  3172. element = rnd()%ELE_ALL;
  3173. switch(skill_id) {
  3174. case NPC_EARTHQUAKE:
  3175. element = ELE_NEUTRAL;
  3176. break;
  3177. case WL_HELLINFERNO:
  3178. if (mflag & 2) { // ELE_DARK
  3179. element = ELE_DARK;
  3180. }
  3181. break;
  3182. case NPC_PSYCHIC_WAVE:
  3183. case SO_PSYCHIC_WAVE:
  3184. if( sc != nullptr && !sc->empty() ) {
  3185. static const std::vector<sc_type> types = {
  3186. SC_HEATER_OPTION,
  3187. SC_COOLER_OPTION,
  3188. SC_BLAST_OPTION,
  3189. SC_CURSED_SOIL_OPTION,
  3190. SC_FLAMETECHNIC_OPTION,
  3191. SC_COLD_FORCE_OPTION,
  3192. SC_GRACE_BREEZE_OPTION,
  3193. SC_EARTH_CARE_OPTION,
  3194. SC_DEEP_POISONING_OPTION
  3195. };
  3196. for( sc_type type : types ){
  3197. if( sc->getSCE( type ) ){
  3198. element = sc->getSCE( type )->val3;
  3199. break;
  3200. }
  3201. }
  3202. }
  3203. break;
  3204. case KO_KAIHOU:
  3205. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
  3206. element = sd->spiritcharm_type;
  3207. break;
  3208. case AB_ADORAMUS:
  3209. if (sc && sc->getSCE(SC_ANCILLA))
  3210. element = ELE_NEUTRAL;
  3211. break;
  3212. case LG_RAYOFGENESIS:
  3213. if (sc && sc->getSCE(SC_INSPIRATION))
  3214. element = ELE_NEUTRAL;
  3215. break;
  3216. case WM_REVERBERATION:
  3217. case TR_METALIC_FURY:
  3218. case TR_SOUNDBLEND:
  3219. if (sd)
  3220. element = sd->bonus.arrow_ele;
  3221. break;
  3222. case SU_CN_METEOR:
  3223. case SU_CN_METEOR2:
  3224. case SH_HYUN_ROKS_BREEZE:
  3225. case SH_HYUN_ROK_CANNON:
  3226. if( sc != nullptr && sc->count > 0 ){
  3227. if( sc->getSCE( SC_COLORS_OF_HYUN_ROK_1 ) != nullptr ){
  3228. element = ELE_WATER;
  3229. }else if( sc->getSCE( SC_COLORS_OF_HYUN_ROK_2 ) != nullptr ){
  3230. element = ELE_WIND;
  3231. }else if( sc->getSCE( SC_COLORS_OF_HYUN_ROK_3 ) != nullptr ){
  3232. element = ELE_EARTH;
  3233. }else if( sc->getSCE( SC_COLORS_OF_HYUN_ROK_4 ) != nullptr ){
  3234. element = ELE_FIRE;
  3235. }else if( sc->getSCE( SC_COLORS_OF_HYUN_ROK_5 ) != nullptr ){
  3236. element = ELE_DARK;
  3237. }else if( sc->getSCE( SC_COLORS_OF_HYUN_ROK_6 ) != nullptr ){
  3238. element = ELE_HOLY;
  3239. }
  3240. }
  3241. break;
  3242. case SS_ANKOKURYUUAKUMU:
  3243. if (mflag & SKILL_ALTDMG_FLAG)
  3244. element = ELE_FIRE;
  3245. break;
  3246. }
  3247. return element;
  3248. }
  3249. int32 battle_get_misc_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int32 mflag) {
  3250. int32 element = skill_get_ele(skill_id, skill_lv);
  3251. if (element == ELE_WEAPON || element == ELE_ENDOWED) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  3252. element = ELE_NEUTRAL;
  3253. else if (element == ELE_RANDOM) //Use random element
  3254. element = rnd()%ELE_ALL;
  3255. return element;
  3256. }
  3257. #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);
  3258. #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);
  3259. #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; }
  3260. #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; }
  3261. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  3262. #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);
  3263. #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);
  3264. //Adds an absolute value to damage. 100 = +100 damage
  3265. #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0);
  3266. #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);
  3267. #ifdef RENEWAL
  3268. #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);
  3269. #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);
  3270. #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);
  3271. #else
  3272. #define RE_ALLATK_ADD(wd, a) {;}
  3273. #define RE_ALLATK_RATE(wd, a) {;}
  3274. #define RE_ALLATK_ADDRATE(wd, a) {;}
  3275. #endif
  3276. /**
  3277. * Cap both damage and basedamage of damage struct to a minimum value
  3278. * @param wd: Weapon damage structure
  3279. * @param src: Source of the attack
  3280. * @param skill_id: Skill ID of the skill used by source
  3281. * @param min: Minimum value to which damage should be capped
  3282. */
  3283. static void battle_min_damage(struct Damage &wd, struct block_list &src, uint16 skill_id, int64 min) {
  3284. if (is_attack_right_handed(&src, skill_id)) {
  3285. wd.damage = cap_value(wd.damage, min, INT64_MAX);
  3286. #ifndef RENEWAL
  3287. wd.basedamage = cap_value(wd.basedamage, min, INT64_MAX);
  3288. #endif
  3289. }
  3290. // Left-hand damage is always capped to 0
  3291. if (is_attack_left_handed(&src, skill_id)) {
  3292. wd.damage2 = cap_value(wd.damage2, 0, INT64_MAX);
  3293. }
  3294. }
  3295. /**
  3296. * Returns the bonus damage granted by Spirit Spheres
  3297. * As we delete the spheres before calculating the damage, we need some kind of logic to figure out how many were available
  3298. * Each skill handles this in its own way, this function handles the different cases
  3299. * @param wd: Weapon damage structure
  3300. * @param src: Source of the attack
  3301. * @param skill_id: Skill ID of the skill used by source
  3302. * @param min: Minimum value to which damage should be capped
  3303. */
  3304. static int32 battle_get_spiritball_damage(struct Damage& wd, struct block_list& src, uint16 skill_id) {
  3305. map_session_data* sd = BL_CAST(BL_PC, &src);
  3306. // Return 0 for non-players
  3307. if (!sd)
  3308. return 0;
  3309. int32 damage = 0;
  3310. switch (skill_id) {
  3311. case MO_INVESTIGATE:
  3312. #ifndef RENEWAL
  3313. case MO_FINGEROFFENSIVE:
  3314. #endif
  3315. // These skills used as many spheres as they do hits
  3316. damage = (wd.div_ + sd->spiritball) * 3;
  3317. break;
  3318. #ifdef RENEWAL
  3319. case MO_FINGEROFFENSIVE:
  3320. // These skills store the spheres used in spiritball_old
  3321. damage = (sd->spiritball_old + sd->spiritball) * 3;
  3322. break;
  3323. #endif
  3324. case MO_EXTREMITYFIST:
  3325. // These skills store the number of spheres the player had before cast
  3326. damage = sd->spiritball_old * 3;
  3327. break;
  3328. default:
  3329. // Any skills that do not consume spheres or do not care
  3330. damage = sd->spiritball * 3;
  3331. break;
  3332. }
  3333. return damage;
  3334. }
  3335. /*========================================
  3336. * Do element damage modifier calculation
  3337. *----------------------------------------
  3338. * Credits:
  3339. * Original coder Skotlex
  3340. * Initial refactoring by Baalberith
  3341. * Refined and optimized by helvetica
  3342. */
  3343. static void battle_calc_element_damage(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3344. {
  3345. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  3346. map_session_data* sd = BL_CAST(BL_PC, src);
  3347. status_change* sc = status_get_sc(src);
  3348. status_data* sstatus = status_get_status_data(*src);
  3349. status_data* tstatus = status_get_status_data(*target);
  3350. int32 right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  3351. // Elemental attribute fix
  3352. if(!nk[NK_IGNOREELEMENT] && (wd->damage > 0 || wd->damage2 > 0)) {
  3353. int32 left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  3354. switch (skill_id) {
  3355. case PA_SACRIFICE:
  3356. case RK_DRAGONBREATH:
  3357. case RK_DRAGONBREATH_WATER:
  3358. case NC_SELFDESTRUCTION:
  3359. case HFLI_SBR44:
  3360. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv, 1);
  3361. if (is_attack_left_handed(src, skill_id))
  3362. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv, 1);
  3363. break;
  3364. default:
  3365. if (skill_id == 0 && (battle_config.attack_attr_none & src->type))
  3366. return; // Non-player basic attacks are non-elemental, they deal 100% against all defense elements
  3367. #ifdef RENEWAL
  3368. if (sd == nullptr) { // Renewal player's elemental damage calculation is already done before this point, only calculate for everything else
  3369. #endif
  3370. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv, 1);
  3371. if (is_attack_left_handed(src, skill_id))
  3372. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv, 1);
  3373. #ifdef RENEWAL
  3374. }
  3375. #endif
  3376. break;
  3377. }
  3378. // Forced to neutral skills [helvetica]
  3379. // Skills forced to neutral gain benefits from weapon element but final damage is considered "neutral" and resistances are applied again
  3380. switch (skill_id) {
  3381. #ifdef RENEWAL
  3382. case MO_INVESTIGATE:
  3383. case MO_EXTREMITYFIST:
  3384. case CR_SHIELDBOOMERANG:
  3385. case PA_SHIELDCHAIN:
  3386. #endif
  3387. case MC_CARTREVOLUTION:
  3388. case HW_MAGICCRASHER:
  3389. case SR_FALLENEMPIRE:
  3390. case SR_CRESCENTELBOW_AUTOSPELL:
  3391. case SR_GATEOFHELL:
  3392. case GN_FIRE_EXPANSION_ACID:
  3393. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1);
  3394. if (is_attack_left_handed(src, skill_id))
  3395. wd->damage2 = battle_attr_fix(src, target, wd->damage2, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1);
  3396. break;
  3397. }
  3398. }
  3399. #ifndef RENEWAL
  3400. // These mastery bonuses are non-elemental and should apply even if the attack misses
  3401. // They are still increased by the EDP/Magnum Break bonus damage (WATK_ELEMENT)
  3402. // In renewal these bonuses do not apply when the attack misses
  3403. if (sd && battle_skill_stacks_masteries_vvs(skill_id, BCHK_STAR)) {
  3404. // Star Crumb bonus damage
  3405. ATK_ADD2(wd->damage, wd->damage2, sd->right_weapon.star, sd->left_weapon.star);
  3406. }
  3407. // Check if general mastery bonuses apply (above check is only for Star Crumb)
  3408. if (battle_skill_stacks_masteries_vvs(skill_id, BCHK_ALL)) {
  3409. // Spirit Sphere bonus damage
  3410. ATK_ADD(wd->damage, wd->damage2, battle_get_spiritball_damage(*wd, *src, skill_id));
  3411. // Skill-specific bonuses
  3412. switch(skill_id) {
  3413. case TF_POISON:
  3414. ATK_ADD(wd->damage, wd->damage2, 15 * skill_lv);
  3415. // Envenom applies the attribute table to the base damage and then again to the final damage
  3416. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv, 1);
  3417. break;
  3418. case NJ_SYURIKEN:
  3419. ATK_ADD(wd->damage, wd->damage2, 4 * skill_lv);
  3420. if (sd) {
  3421. ATK_ADD(wd->damage, wd->damage2, 3 * pc_checkskill(sd, NJ_TOBIDOUGU));
  3422. ATK_ADD(wd->damage, wd->damage2, sd->bonus.arrow_atk);
  3423. }
  3424. // Applies attribute table on neutral element to the final damage
  3425. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1);
  3426. break;
  3427. case NJ_KUNAI:
  3428. if (sd) {
  3429. ATK_ADD(wd->damage, wd->damage2, 3 * sd->bonus.arrow_atk);
  3430. }
  3431. // Applies attribute table on neutral element to the final damage
  3432. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1);
  3433. break;
  3434. }
  3435. }
  3436. // These bonuses do not apply to skills that ignore +% damage cards
  3437. // If damage was reduced below 0 and was not increased again to a positive value through mastery bonuses, these bonuses are ignored
  3438. // Any of these are only applied to your right hand weapon in pre-renewal
  3439. if (!nk[NK_IGNOREELEMENT] && !nk[NK_IGNOREATKCARD] && (wd->damage > 0 || wd->damage2 > 0) && sc) {
  3440. // EDP bonus damage
  3441. // This has to be applied after mastery bonuses but still before the elemental extra damage
  3442. if (sc->getSCE(SC_EDP))
  3443. wd->damage += (wd->damage * sc->getSCE(SC_EDP)->val3) / 100;
  3444. // This adds a percentual damage bonus based on the damage you would deal with a normal attack
  3445. // Applies only to player damage; monsters and mercenaries don't get this damage boost
  3446. if (sd && sc->getSCE(SC_WATK_ELEMENT)) {
  3447. // Pretend the normal attack was of the element stored in the status change
  3448. wd->basedamage = battle_attr_fix(src, target, wd->basedamage, sc->getSCE(SC_WATK_ELEMENT)->val1, tstatus->def_ele, tstatus->ele_lv, 1);
  3449. // Star Crumb bonus damage
  3450. wd->basedamage += sd->right_weapon.star;
  3451. // Spirit Sphere bonus damage
  3452. wd->basedamage += battle_get_spiritball_damage(*wd, *src, skill_id);
  3453. // Add percent of the base damage to the damage
  3454. wd->damage += (wd->basedamage * sc->getSCE(SC_WATK_ELEMENT)->val2) / 100;
  3455. }
  3456. }
  3457. #endif
  3458. // Cap damage to 0
  3459. if (battle_config.attr_recover == 0)
  3460. battle_min_damage(*wd, *src, skill_id, 0);
  3461. }
  3462. /*==================================
  3463. * Calculate weapon mastery damages
  3464. *----------------------------------
  3465. * Credits:
  3466. * Original coder Skotlex
  3467. * Initial refactoring by Baalberith
  3468. * Refined and optimized by helvetica
  3469. */
  3470. static void battle_calc_attack_masteries(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3471. {
  3472. map_session_data *sd = BL_CAST(BL_PC, src);
  3473. status_change *sc = status_get_sc(src);
  3474. status_data* sstatus = status_get_status_data(*src);
  3475. int32 t_class = status_get_class(target);
  3476. #ifndef RENEWAL
  3477. if (sd) {
  3478. wd->basedamage = battle_addmastery(sd, target, wd->basedamage, 0);
  3479. }
  3480. #endif
  3481. // Check if mastery damage applies to current skill
  3482. if (sd && battle_skill_stacks_masteries_vvs(skill_id, BCHK_ALL))
  3483. { //Add mastery damage
  3484. uint16 skill;
  3485. wd->damage = battle_addmastery(sd,target,wd->damage,0);
  3486. #ifdef RENEWAL
  3487. wd->masteryAtk = battle_addmastery(sd,target,wd->weaponAtk,0);
  3488. #endif
  3489. if (is_attack_left_handed(src, skill_id)) {
  3490. wd->damage2 = battle_addmastery(sd,target,wd->damage2,1);
  3491. #ifdef RENEWAL
  3492. wd->masteryAtk2 = battle_addmastery(sd,target,wd->weaponAtk2,1);
  3493. #endif
  3494. }
  3495. #ifdef RENEWAL
  3496. //General skill masteries
  3497. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  3498. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv);
  3499. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  3500. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 4);
  3501. // Star Crumb bonus damage
  3502. ATK_ADD2(wd->masteryAtk, wd->masteryAtk2, sd->right_weapon.star, sd->left_weapon.star);
  3503. // Spirit Sphere bonus damage
  3504. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, battle_get_spiritball_damage(*wd, *src, skill_id));
  3505. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) {
  3506. ATK_ADD(wd->damage, wd->damage2, 3 * skill);
  3507. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 3 * skill);
  3508. }
  3509. #endif
  3510. switch(skill_id) {
  3511. case RA_WUGDASH:
  3512. case RA_WUGSTRIKE:
  3513. case RA_WUGBITE:
  3514. if (sd) {
  3515. skill = pc_checkskill(sd, RA_TOOTHOFWUG);
  3516. ATK_ADD(wd->damage, wd->damage2, 30 * skill);
  3517. #ifdef RENEWAL
  3518. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * skill);
  3519. #endif
  3520. }
  3521. break;
  3522. #ifdef RENEWAL
  3523. case GN_CARTCANNON:
  3524. case NC_ARMSCANNON:
  3525. // Arrow attack of these skills is not influenced by P.ATK so we add it as mastery attack
  3526. if (sd != nullptr) {
  3527. status_data* tstatus = status_get_status_data(*target);
  3528. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, battle_attr_fix(src, target, sd->bonus.arrow_atk, sd->bonus.arrow_ele, tstatus->def_ele, tstatus->ele_lv));
  3529. }
  3530. break;
  3531. #endif
  3532. }
  3533. if (sc) { // Status change considered as masteries
  3534. #ifdef RENEWAL
  3535. if (sc->getSCE(SC_NIBELUNGEN)) // With renewal, the level 4 weapon limitation has been removed
  3536. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->getSCE(SC_NIBELUNGEN)->val2);
  3537. #endif
  3538. if(sc->getSCE(SC_CAMOUFLAGE)) {
  3539. ATK_ADD(wd->damage, wd->damage2, 30 * min(10, sc->getSCE(SC_CAMOUFLAGE)->val3));
  3540. #ifdef RENEWAL
  3541. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * min(10, sc->getSCE(SC_CAMOUFLAGE)->val3));
  3542. #endif
  3543. }
  3544. if(sc->getSCE(SC_GN_CARTBOOST)) {
  3545. ATK_ADD(wd->damage, wd->damage2, 10 * sc->getSCE(SC_GN_CARTBOOST)->val1);
  3546. #ifdef RENEWAL
  3547. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 10 * sc->getSCE(SC_GN_CARTBOOST)->val1);
  3548. #endif
  3549. }
  3550. if (sc->getSCE(SC_P_ALTER)) {
  3551. ATK_ADD(wd->damage, wd->damage2, sc->getSCE(SC_P_ALTER)->val2);
  3552. #ifdef RENEWAL
  3553. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->getSCE(SC_P_ALTER)->val2);
  3554. #endif
  3555. }
  3556. }
  3557. }
  3558. }
  3559. #ifdef RENEWAL
  3560. /*=========================================
  3561. * Calculate the various Renewal ATK parts
  3562. *-----------------------------------------
  3563. * Credits:
  3564. * Original coder Skotlex
  3565. * Initial refactoring by Baalberith
  3566. * Refined and optimized by helvetica
  3567. */
  3568. static void battle_calc_damage_parts(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3569. {
  3570. status_data* sstatus = status_get_status_data(*src);
  3571. status_data* tstatus = status_get_status_data(*target);
  3572. map_session_data *sd = BL_CAST(BL_PC, src);
  3573. bool critical = false;
  3574. int32 right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  3575. int32 left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  3576. wd->statusAtk += sstatus->batk;
  3577. wd->statusAtk2 += sstatus->batk;
  3578. if (sd && sd->sc.getSCE(SC_SEVENWIND)) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  3579. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, sstatus->rhw.ele, tstatus->def_ele, tstatus->ele_lv);
  3580. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk2, sstatus->lhw.ele, tstatus->def_ele, tstatus->ele_lv);
  3581. } else { // status atk is considered neutral on normal attacks [helvetica]
  3582. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3583. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk2, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3584. }
  3585. // Right-hand status attack is doubled after elemental adjustments
  3586. wd->statusAtk *= 2;
  3587. // Check critical
  3588. if (wd->type == DMG_MULTI_HIT_CRITICAL || wd->type == DMG_CRITICAL)
  3589. critical = true;
  3590. wd->weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd, critical);
  3591. wd->weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd, critical);
  3592. // Weapon ATK gain bonus from SC_SUB_WEAPONPROPERTY here ( +x% pseudo element damage)
  3593. if (sd && sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)) {
  3594. int64 bonus_atk = (int64)floor((float)( wd->weaponAtk * sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val2 / 100));
  3595. int64 bonus_atk2 = (int64)floor((float)( wd->weaponAtk2 * sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val2 / 100));
  3596. bonus_atk = battle_attr_fix(src, target, bonus_atk, sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val1, tstatus->def_ele, tstatus->ele_lv);
  3597. bonus_atk2 = battle_attr_fix(src, target, bonus_atk2, sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val1, tstatus->def_ele, tstatus->ele_lv);
  3598. wd->weaponAtk += bonus_atk;
  3599. wd->weaponAtk2 += bonus_atk2;
  3600. }
  3601. wd->weaponAtk = battle_attr_fix(src, target, wd->weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3602. wd->weaponAtk2 = battle_attr_fix(src, target, wd->weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3603. wd->equipAtk += battle_calc_equip_attack(src, skill_id);
  3604. wd->equipAtk = battle_attr_fix(src, target, wd->equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3605. wd->equipAtk2 += battle_calc_equip_attack(src, skill_id);
  3606. wd->equipAtk2 = battle_attr_fix(src, target, wd->equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3607. // AtkRate gives a static bonus from (W.ATK + E.ATK)
  3608. if (sd && sd->bonus.atk_rate) {
  3609. wd->percentAtk = (wd->weaponAtk + wd->equipAtk) * sd->bonus.atk_rate / 100;
  3610. wd->percentAtk2 = (wd->weaponAtk2 + wd->equipAtk2) * sd->bonus.atk_rate / 100;
  3611. }
  3612. //Mastery ATK is a special kind of ATK that has no elemental properties
  3613. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  3614. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  3615. wd->damage = 0;
  3616. wd->damage2 = 0;
  3617. }
  3618. #endif
  3619. /*==========================================================
  3620. * Calculate basic ATK that goes into the skill ATK formula
  3621. *----------------------------------------------------------
  3622. * Credits:
  3623. * Original coder Skotlex
  3624. * Initial refactoring by Baalberith
  3625. * Refined and optimized by helvetica
  3626. */
  3627. static void battle_calc_skill_base_damage(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3628. {
  3629. status_change *sc = status_get_sc(src);
  3630. status_data* sstatus = status_get_status_data(*src);
  3631. status_data* tstatus = status_get_status_data(*target);
  3632. map_session_data *sd = BL_CAST(BL_PC, src);
  3633. map_session_data *tsd = BL_CAST(BL_PC, target);
  3634. uint16 bflag = BDMG_NONE;
  3635. #ifndef RENEWAL
  3636. uint16 i;
  3637. #endif
  3638. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  3639. switch (skill_id) { //Calc base damage according to skill
  3640. case PA_SACRIFICE:
  3641. wd->damage = sstatus->max_hp* 9/100;
  3642. wd->damage2 = 0;
  3643. #ifdef RENEWAL
  3644. wd->weaponAtk = wd->damage;
  3645. wd->weaponAtk2 = wd->damage2;
  3646. #endif
  3647. break;
  3648. #ifdef RENEWAL
  3649. case LK_SPIRALPIERCE:
  3650. case ML_SPIRALPIERCE:
  3651. if (sd) {
  3652. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3653. // Officially statusAtk + weaponAtk + equipAtk make base attack
  3654. // We simulate this here by adding them all into equip attack
  3655. ATK_ADD2(wd->equipAtk, wd->equipAtk2, wd->statusAtk + wd->weaponAtk, wd->statusAtk2 + wd->weaponAtk2);
  3656. // Set statusAtk and weaponAtk to 0
  3657. ATK_RATE(wd->statusAtk, wd->statusAtk2, 0);
  3658. ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 0);
  3659. // Add weight
  3660. int16 index = sd->equip_index[EQI_HAND_R];
  3661. if (index >= 0 &&
  3662. sd->inventory_data[index] &&
  3663. sd->inventory_data[index]->type == IT_WEAPON)
  3664. wd->equipAtk += sd->inventory_data[index]->weight / 10;
  3665. // 70% damage modifier is applied to base attack + weight
  3666. ATK_RATE(wd->equipAtk, wd->equipAtk2, 70);
  3667. // Additional skill-specific size fix
  3668. switch (tstatus->size) {
  3669. case SZ_SMALL: //Small: 130%
  3670. ATK_RATE(wd->equipAtk, wd->equipAtk2, 130);
  3671. break;
  3672. case SZ_MEDIUM: //Medium: 115%
  3673. ATK_RATE(wd->equipAtk, wd->equipAtk2, 115);
  3674. break;
  3675. //case SZ_BIG: //Large: 100%
  3676. }
  3677. } else {
  3678. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3679. }
  3680. #else
  3681. case NJ_ISSEN:
  3682. wd->damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100;
  3683. wd->damage2 = 0;
  3684. break;
  3685. case LK_SPIRALPIERCE:
  3686. case ML_SPIRALPIERCE:
  3687. if (sd) {
  3688. int16 index = sd->equip_index[EQI_HAND_R];
  3689. if (index >= 0 &&
  3690. sd->inventory_data[index] &&
  3691. sd->inventory_data[index]->type == IT_WEAPON)
  3692. wd->damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  3693. ATK_ADDRATE(wd->damage, wd->damage2, 50*skill_lv); //Skill modifier applies to weight only.
  3694. } else {
  3695. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3696. }
  3697. i = sstatus->str/10;
  3698. i*=i;
  3699. ATK_ADD(wd->damage, wd->damage2, i); //Add str bonus.
  3700. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  3701. case SZ_SMALL: //Small: 125%
  3702. ATK_RATE(wd->damage, wd->damage2, 125);
  3703. break;
  3704. //case SZ_MEDIUM: //Medium: 100%
  3705. case SZ_BIG: //Large: 75%
  3706. ATK_RATE(wd->damage, wd->damage2, 75);
  3707. break;
  3708. }
  3709. #endif
  3710. break;
  3711. case CR_SHIELDBOOMERANG:
  3712. case PA_SHIELDCHAIN:
  3713. wd->damage = sstatus->batk;
  3714. if (sd) {
  3715. int16 index = sd->equip_index[EQI_HAND_L];
  3716. //Base damage of shield skills is [batk + 4*refine + weight]
  3717. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  3718. ATK_ADD(wd->damage, wd->damage2, 4 * sd->inventory.u.items_inventory[index].refine);
  3719. ATK_ADD(wd->damage, wd->damage2, sd->inventory_data[index]->weight / 10);
  3720. #ifdef RENEWAL
  3721. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, 4 * sd->inventory.u.items_inventory[index].refine);
  3722. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, sd->inventory_data[index]->weight / 10);
  3723. #endif
  3724. }
  3725. #ifndef RENEWAL
  3726. // Shield Boomerang and Rapid Smiting calculate DEF before the skill ratio
  3727. battle_calc_defense_reduction(wd, src, target, skill_id, skill_lv);
  3728. #endif
  3729. } else
  3730. ATK_ADD(wd->damage, wd->damage2, sstatus->rhw.atk2); //Else use Atk2
  3731. break;
  3732. case RK_DRAGONBREATH:
  3733. case RK_DRAGONBREATH_WATER:
  3734. {
  3735. int32 damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
  3736. if(status_get_lv(src) > 100)
  3737. damagevalue = damagevalue * status_get_lv(src) / 100;
  3738. if(sd) {
  3739. if (pc_checkskill( sd, DK_DRAGONIC_AURA ) >= 1) {
  3740. damagevalue = damagevalue * (90 + 10 * pc_checkskill( sd, RK_DRAGONTRAINING ) + sstatus->pow / 5 ) / 100;
  3741. } else {
  3742. damagevalue = damagevalue * (90 + 10 * pc_checkskill( sd, RK_DRAGONTRAINING )) / 100;
  3743. }
  3744. }
  3745. if (sc && sc->getSCE(SC_DRAGONIC_AURA))
  3746. damagevalue += damagevalue * sc->getSCE(SC_DRAGONIC_AURA)->val1 * 10 / 100;
  3747. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3748. #ifdef RENEWAL
  3749. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3750. #endif
  3751. wd->flag |= BF_LONG;
  3752. }
  3753. break;
  3754. case NC_SELFDESTRUCTION: {
  3755. int32 damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  3756. if(status_get_lv(src) > 100)
  3757. damagevalue = damagevalue * status_get_lv(src) / 100;
  3758. damagevalue = damagevalue + sstatus->hp;
  3759. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3760. #ifdef RENEWAL
  3761. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3762. #endif
  3763. }
  3764. break;
  3765. case KO_HAPPOKUNAI:
  3766. if(sd) {
  3767. int16 index = sd->equip_index[EQI_AMMO];
  3768. int32 damagevalue = 3 * (
  3769. #ifdef RENEWAL
  3770. 2 *
  3771. #endif
  3772. sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ?
  3773. sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5;
  3774. if (sc && sc->getSCE(SC_KAGEMUSYA))
  3775. damagevalue += damagevalue * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  3776. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3777. #ifdef RENEWAL
  3778. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3779. #endif
  3780. } else
  3781. ATK_ADD(wd->damage, wd->damage2, 5000);
  3782. break;
  3783. case HFLI_SBR44: //[orn]
  3784. if(src->type == BL_HOM)
  3785. wd->damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  3786. break;
  3787. default:
  3788. // Flags that apply to both pre-renewal and renewal
  3789. bflag = BDMG_NONE;
  3790. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false)) bflag |= BDMG_CRIT;
  3791. if (!skill_id && sc && sc->getSCE(SC_CHANGE)) bflag |= BDMG_MAGIC;
  3792. #ifdef RENEWAL
  3793. if (sd)
  3794. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3795. else {
  3796. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, bflag);
  3797. if (is_attack_left_handed(src, skill_id))
  3798. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, bflag);
  3799. }
  3800. #else
  3801. // Pre-renewal exclusive flags
  3802. if (skill_id == HW_MAGICCRASHER) bflag |= BDMG_MAGIC;
  3803. if (sc && sc->getSCE(SC_WEAPONPERFECTION)) bflag |= BDMG_NOSIZE;
  3804. if (is_skill_using_arrow(src, skill_id) && sd) {
  3805. switch(sd->status.weapon) {
  3806. case W_BOW:
  3807. bflag |= BDMG_ARROW;
  3808. break;
  3809. case W_REVOLVER:
  3810. case W_RIFLE:
  3811. case W_GATLING:
  3812. case W_SHOTGUN:
  3813. case W_GRENADE:
  3814. // Criticals with any guns are calculated like melee criticals
  3815. if (!(bflag & BDMG_CRIT)) {
  3816. bflag |= BDMG_ARROW;
  3817. }
  3818. break;
  3819. default:
  3820. // Attacks that use ammo are calculated like melee attacks as long as no ranged weapon is equipped
  3821. // Some skills manually add arrow_atk as mastery bonus later (e.g. Throw Shuriken, Throw Kunai)
  3822. break;
  3823. }
  3824. }
  3825. if (skill_id == SN_SHARPSHOOTING || skill_id == MA_SHARPSHOOTING)
  3826. bflag &= ~(BDMG_CRIT); // Sharpshooting just ignores DEF/FLEE but damage is like a normal attack
  3827. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, bflag);
  3828. if (is_attack_left_handed(src, skill_id))
  3829. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, bflag);
  3830. #endif
  3831. if (nk[NK_SPLASHSPLIT]){ // Divide ATK among targets
  3832. if(wd->miscflag > 0) {
  3833. wd->damage /= wd->miscflag;
  3834. #ifdef RENEWAL
  3835. wd->statusAtk /= wd->miscflag;
  3836. wd->weaponAtk /= wd->miscflag;
  3837. wd->equipAtk /= wd->miscflag;
  3838. wd->masteryAtk /= wd->miscflag;
  3839. #endif
  3840. } else
  3841. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  3842. }
  3843. //Add any bonuses that modify the base atk (pre-skills)
  3844. if(sd) {
  3845. int32 skill;
  3846. #ifndef RENEWAL
  3847. if (sd->bonus.crit_atk_rate && (bflag & BDMG_CRIT)) { // add +crit damage bonuses here in pre-renewal mode [helvetica]
  3848. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.crit_atk_rate);
  3849. }
  3850. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  3851. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  3852. // Reduce count by one (self) [Tydus1]
  3853. i -= 1;
  3854. ATK_ADDRATE(wd->damage, wd->damage2, 2*skill*i);
  3855. }
  3856. }
  3857. #else
  3858. if ((skill = pc_checkskill(sd, TK_POWER)) > 0) {
  3859. int32 dmg_bonus = 20 * skill;
  3860. ATK_ADDRATE(wd->damage, wd->damage2, dmg_bonus);
  3861. RE_ALLATK_ADDRATE(wd, dmg_bonus);
  3862. }
  3863. #endif
  3864. }
  3865. #ifndef RENEWAL
  3866. if (tsd != nullptr && tsd->bonus.crit_def_rate != 0 && !skill_id && (bflag & BDMG_CRIT)) {
  3867. ATK_ADDRATE(wd->damage, wd->damage2, -tsd->bonus.crit_def_rate);
  3868. }
  3869. //Acid Terror ignores DEF but will substract VIT from base attack value instead
  3870. if (skill_id == AM_ACIDTERROR)
  3871. ATK_ADD(wd->damage, wd->damage2, -tstatus->def2);
  3872. #endif
  3873. break;
  3874. } //End switch(skill_id)
  3875. }
  3876. //For quick div adjustment.
  3877. #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); }
  3878. #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; }
  3879. /*================================================= [Playtester]
  3880. * Applies DAMAGE_DIV_FIX and checks for min damage
  3881. * @param d: Damage struct to apply DAMAGE_DIV_FIX to
  3882. * @param skill_id: ID of the skill that deals damage
  3883. * @return Modified damage struct
  3884. *------------------------------------------------*/
  3885. static void battle_apply_div_fix(struct Damage* d, uint16 skill_id)
  3886. {
  3887. if(d->damage) {
  3888. DAMAGE_DIV_FIX(d->damage, d->div_);
  3889. //Min damage
  3890. if(d->damage < d->div_ && (skill_id == SU_LUNATICCARROTBEAT || skill_id == SU_LUNATICCARROTBEAT2 || skill_id == SU_CN_METEOR || skill_id == SU_CN_METEOR2 || (battle_config.skill_min_damage&d->flag)))
  3891. d->damage = d->div_;
  3892. } else if (d->div_ < 0) {
  3893. d->div_ *= -1;
  3894. }
  3895. }
  3896. /*=======================================
  3897. * Check for and calculate multi attacks
  3898. *---------------------------------------
  3899. * Credits:
  3900. * Original coder Skotlex
  3901. * Initial refactoring by Baalberith
  3902. * Refined and optimized by helvetica
  3903. */
  3904. static void battle_calc_multi_attack(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3905. {
  3906. map_session_data *sd = BL_CAST(BL_PC, src);
  3907. status_change *sc = status_get_sc(src);
  3908. status_change *tsc = status_get_sc(target);
  3909. status_data* tstatus = status_get_status_data(*target);
  3910. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  3911. int16 i;
  3912. if(sc && sc->getSCE(SC_FEARBREEZE) && sd->weapontype1==W_BOW
  3913. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->inventory.u.items_inventory[i].amount > 1)
  3914. {
  3915. int32 chance = rnd()%100;
  3916. switch(sc->getSCE(SC_FEARBREEZE)->val1) {
  3917. case 5:
  3918. if (chance < 4) {
  3919. wd->div_ = 5;
  3920. break;
  3921. } // 3 % chance to attack 5 times.
  3922. [[fallthrough]];
  3923. case 4:
  3924. if (chance < 7) {
  3925. wd->div_ = 4;
  3926. break;
  3927. } // 6 % chance to attack 4 times.
  3928. [[fallthrough]];
  3929. case 3:
  3930. if (chance < 10) {
  3931. wd->div_ = 3;
  3932. break;
  3933. } // 9 % chance to attack 3 times.
  3934. [[fallthrough]];
  3935. case 2:
  3936. case 1:
  3937. if (chance < 13) {
  3938. wd->div_ = 2;
  3939. break;
  3940. } // 12 % chance to attack 2 times.
  3941. }
  3942. wd->div_ = min(wd->div_,sd->inventory.u.items_inventory[i].amount);
  3943. sc->getSCE(SC_FEARBREEZE)->val4 = wd->div_-1;
  3944. if (wd->div_ > 1)
  3945. wd->type = DMG_MULTI_HIT;
  3946. }
  3947. if( wd->div_ == 1 && ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  3948. || ( pc_checkskill_flag(*sd, TF_DOUBLE) > SKILL_FLAG_PERMANENT && sd->weapontype1 != W_FIST )
  3949. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) // Will fail bare-handed
  3950. || ( sc && sc->getSCE(SC_KAGEMUSYA) && sd->weapontype1 != W_FIST )) // Will fail bare-handed
  3951. { //Success chance is not added, the higher one is used [Skotlex]
  3952. int32 max_rate = 0;
  3953. if (sc && sc->getSCE(SC_KAGEMUSYA))
  3954. max_rate = sc->getSCE(SC_KAGEMUSYA)->val1 * 10; // Same rate as even levels of TF_DOUBLE
  3955. else
  3956. #ifdef RENEWAL
  3957. max_rate = max(7 * skill_lv, sd->bonus.double_rate);
  3958. #else
  3959. max_rate = max(5 * skill_lv, sd->bonus.double_rate);
  3960. #endif
  3961. if( rnd()%100 < max_rate ) {
  3962. wd->div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  3963. wd->type = DMG_MULTI_HIT;
  3964. }
  3965. }
  3966. if( wd->div_ == 1 && ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  3967. || (sc != nullptr && !sc->empty() && sc->getSCE(SC_E_CHAIN) && (skill_lv = sc->getSCE(SC_E_CHAIN)->val1) > 0)) //Chain Action of ETERNAL_CHAIN
  3968. && rnd()%100 < 5*skill_lv ) //Success rate
  3969. {
  3970. wd->div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  3971. wd->type = DMG_MULTI_HIT;
  3972. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  3973. }
  3974. }
  3975. switch (skill_id) {
  3976. case RK_WINDCUTTER:
  3977. if (sd && sd->weapontype1 == W_2HSWORD)
  3978. wd->div_ = 2;
  3979. break;
  3980. case SC_FATALMENACE:
  3981. if (sd && sd->weapontype1 == W_DAGGER)
  3982. wd->div_++;
  3983. break;
  3984. case SR_RIDEINLIGHTNING:
  3985. wd->div_ = (sd ? max(1, skill_lv) : 1);
  3986. break;
  3987. case RL_QD_SHOT:
  3988. wd->div_ = 1 + (sd ? sd->status.job_level : 1) / 20 + (tsc && tsc->getSCE(SC_C_MARKER) ? 2 : 0);
  3989. break;
  3990. case KO_JYUMONJIKIRI:
  3991. if( tsc && tsc->getSCE(SC_JYUMONJIKIRI) )
  3992. wd->div_ = wd->div_ * -1;// needs more info
  3993. break;
  3994. case MH_BLAZING_AND_FURIOUS: {
  3995. struct homun_data *hd = BL_CAST(BL_HOM, src);
  3996. if (hd) {
  3997. wd->div_ = hd->homunculus.spiritball;
  3998. hom_delspiritball(hd, MAX_SPIRITBALL, 1);
  3999. }
  4000. break;
  4001. }
  4002. case ABC_FRENZY_SHOT:
  4003. if( rnd_chance( 5 * skill_lv, 100 ) ){
  4004. wd->div_ = 3;
  4005. }
  4006. break;
  4007. #ifdef RENEWAL
  4008. case AS_POISONREACT:
  4009. skill_lv = pc_checkskill(sd, TF_DOUBLE);
  4010. if (skill_lv > 0) {
  4011. if(rnd()%100 < (7 * skill_lv)) {
  4012. wd->div_++;
  4013. }
  4014. }
  4015. break;
  4016. #endif
  4017. case NW_SPIRAL_SHOOTING:
  4018. if (sd && sd->weapontype1 == W_GRENADE)
  4019. wd->div_ += 1;
  4020. break;
  4021. case NW_MAGAZINE_FOR_ONE:
  4022. if (sd && sd->weapontype1 == W_GATLING)
  4023. wd->div_ += 4;
  4024. break;
  4025. case NW_THE_VIGILANTE_AT_NIGHT:
  4026. if (sd && sd->weapontype1 == W_GATLING)
  4027. wd->div_ += 3;
  4028. break;
  4029. }
  4030. }
  4031. /**
  4032. * Calculates the percentual attack modificator (ATKpercent) based on status changes
  4033. * These bonuses are added together and the percent is applied to the damage before the defense reduction in pre-renewal
  4034. * In renewal this simply sets the base skillratio before the actual skill ratio of the skill used is added
  4035. * This bonus works as a separate unit to the rest (e.g., if one of these is not applied to a skill, then we know none are)
  4036. * Do not add additional status changes here unless they are confirmed to use ATKpercent
  4037. * @param bl: Object to calc atkpercent for
  4038. * @param skill_id: Skill used by object
  4039. * @param sc: Object's status change information
  4040. * @return atkpercent with cap_value(watk,0,USHRT_MAX)
  4041. */
  4042. static uint16 battle_get_atkpercent(struct block_list& bl, uint16 skill_id, status_change& sc)
  4043. {
  4044. if (bl.type == BL_PC && !battle_skill_stacks_masteries_vvs(skill_id, BCHK_ALL))
  4045. return 100;
  4046. int32 atkpercent = 100;
  4047. if (sc.getSCE(SC_CURSE))
  4048. atkpercent -= 25;
  4049. if (sc.getSCE(SC_PROVOKE))
  4050. atkpercent += sc.getSCE(SC_PROVOKE)->val2;
  4051. if (sc.getSCE(SC_STRIPWEAPON) && bl.type != BL_PC)
  4052. atkpercent -= sc.getSCE(SC_STRIPWEAPON)->val2;
  4053. if (sc.getSCE(SC_CONCENTRATION))
  4054. atkpercent += sc.getSCE(SC_CONCENTRATION)->val2;
  4055. if (sc.getSCE(SC_TRUESIGHT))
  4056. atkpercent += 2 * sc.getSCE(SC_TRUESIGHT)->val1;
  4057. if (sc.getSCE(SC_JOINTBEAT) && sc.getSCE(SC_JOINTBEAT)->val2 & BREAK_WAIST)
  4058. atkpercent -= 25;
  4059. if (sc.getSCE(SC_INCATKRATE))
  4060. atkpercent += sc.getSCE(SC_INCATKRATE)->val1;
  4061. if (sc.getSCE(SC_POWERUP))
  4062. atkpercent += sc.getSCE(SC_POWERUP)->val1;
  4063. if (sc.getSCE(SC_SKE))
  4064. atkpercent += 300;
  4065. if (sc.getSCE(SC_BLOODLUST))
  4066. atkpercent += sc.getSCE(SC_BLOODLUST)->val2;
  4067. if (sc.getSCE(SC_FLEET))
  4068. atkpercent += sc.getSCE(SC_FLEET)->val3;
  4069. if (sc.getSCE(SC_INVINCIBLE))
  4070. atkpercent += sc.getSCE(SC_INVINCIBLE)->val2;
  4071. /* Only few selected skills should use this function, DO NOT ADD any that are not caused by the skills listed below
  4072. * TODO:
  4073. * GD_GUARDUP (2*skLevel+8)
  4074. * EL_WATERBARRIER (-3)
  4075. * SC_ENERVATION (-30/-40/-50)
  4076. * MH_EQC (skLevel*5)
  4077. * MH_VOLCANIC_ASH (-50)
  4078. */
  4079. return (uint16)cap_value(atkpercent, 0, USHRT_MAX);
  4080. }
  4081. /*======================================================
  4082. * Calculate skill level ratios for weapon-based skills
  4083. *------------------------------------------------------
  4084. * Credits:
  4085. * Original coder Skotlex
  4086. * Initial refactoring by Baalberith
  4087. * Refined and optimized by helvetica
  4088. */
  4089. static int32 battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4090. {
  4091. map_session_data *sd = BL_CAST(BL_PC, src);
  4092. map_session_data *tsd = BL_CAST(BL_PC, target);
  4093. status_change *sc = status_get_sc(src);
  4094. status_change *tsc = status_get_sc(target);
  4095. status_data* sstatus = status_get_status_data(*src);
  4096. status_data* tstatus = status_get_status_data(*target);
  4097. int32 skillratio = 100;
  4098. int32 i;
  4099. //Skill damage modifiers that stack linearly
  4100. if(sc && skill_id != PA_SACRIFICE) {
  4101. #ifdef RENEWAL
  4102. //ATK percent modifier (in renewal, it's applied before the skillratio)
  4103. skillratio = battle_get_atkpercent(*src, skill_id, *sc);
  4104. #endif
  4105. if(sc->getSCE(SC_OVERTHRUST))
  4106. skillratio += sc->getSCE(SC_OVERTHRUST)->val3;
  4107. if(sc->getSCE(SC_MAXOVERTHRUST))
  4108. skillratio += sc->getSCE(SC_MAXOVERTHRUST)->val2;
  4109. if(sc->getSCE(SC_BERSERK))
  4110. #ifndef RENEWAL
  4111. skillratio += 100;
  4112. #else
  4113. skillratio += 200;
  4114. #endif
  4115. if (!skill_id || skill_id == KN_AUTOCOUNTER) {
  4116. if (sc->getSCE(SC_CRUSHSTRIKE)) {
  4117. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  4118. int16 index = sd->equip_index[EQI_HAND_R];
  4119. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  4120. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sd->inventory_data[index]->atk +
  4121. 100 * sd->inventory_data[index]->weapon_level * (sd->inventory.u.items_inventory[index].refine + 6);
  4122. }
  4123. status_change_end(src,SC_CRUSHSTRIKE);
  4124. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  4125. } else {
  4126. if (sc->getSCE(SC_GIANTGROWTH) && (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) { // Increase damage again if Crush Strike is not active
  4127. if (map_flag_vs(src->m)) // Only half of the 2.5x increase on versus-type maps
  4128. skillratio += 125;
  4129. else
  4130. skillratio += 250;
  4131. }
  4132. }
  4133. }
  4134. }
  4135. switch(skill_id) {
  4136. case SM_BASH:
  4137. case MS_BASH:
  4138. skillratio += 30 * skill_lv;
  4139. break;
  4140. case SM_MAGNUM:
  4141. case MS_MAGNUM:
  4142. if(wd->miscflag == 1)
  4143. skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester]
  4144. else
  4145. skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester]
  4146. break;
  4147. case MC_MAMMONITE:
  4148. skillratio += 50 * skill_lv;
  4149. break;
  4150. case HT_POWER:
  4151. skillratio += -50 + 8 * sstatus->str;
  4152. break;
  4153. case AC_DOUBLE:
  4154. case MA_DOUBLE:
  4155. skillratio += 10 * (skill_lv - 1);
  4156. break;
  4157. case AC_SHOWER:
  4158. case MA_SHOWER:
  4159. #ifdef RENEWAL
  4160. skillratio += 50 + 10 * skill_lv;
  4161. #else
  4162. skillratio += -25 + 5 * skill_lv;
  4163. #endif
  4164. break;
  4165. case AC_CHARGEARROW:
  4166. case MA_CHARGEARROW:
  4167. skillratio += 50;
  4168. break;
  4169. case KN_PIERCE:
  4170. skillratio += 10 * skill_lv;
  4171. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  4172. skillratio *= 2;
  4173. break;
  4174. case ML_PIERCE:
  4175. skillratio += 10 * skill_lv;
  4176. break;
  4177. case MER_CRASH:
  4178. skillratio += 10 * skill_lv;
  4179. break;
  4180. case KN_SPEARSTAB:
  4181. skillratio += 20 * skill_lv;
  4182. break;
  4183. case KN_SPEARBOOMERANG:
  4184. skillratio += 50 * skill_lv;
  4185. break;
  4186. #ifdef RENEWAL
  4187. case KN_BRANDISHSPEAR:
  4188. skillratio += -100 + 400 + 100 * skill_lv + sstatus->str * 3;
  4189. break;
  4190. #else
  4191. case KN_BRANDISHSPEAR:
  4192. #endif
  4193. case ML_BRANDISH:
  4194. {
  4195. int32 ratio = 100 + 20 * skill_lv;
  4196. skillratio += -100 + ratio;
  4197. if(skill_lv > 3 && wd->miscflag == 0)
  4198. skillratio += ratio / 2;
  4199. if(skill_lv > 6 && wd->miscflag == 0)
  4200. skillratio += ratio / 4;
  4201. if(skill_lv > 9 && wd->miscflag == 0)
  4202. skillratio += ratio / 8;
  4203. if(skill_lv > 6 && wd->miscflag == 1)
  4204. skillratio += ratio / 2;
  4205. if(skill_lv > 9 && wd->miscflag == 1)
  4206. skillratio += ratio / 4;
  4207. if(skill_lv > 9 && wd->miscflag == 2)
  4208. skillratio += ratio / 2;
  4209. }
  4210. break;
  4211. case KN_BOWLINGBASH:
  4212. case MS_BOWLINGBASH:
  4213. skillratio += 40 * skill_lv;
  4214. break;
  4215. case AS_GRIMTOOTH:
  4216. skillratio += 20 * skill_lv;
  4217. break;
  4218. case AS_POISONREACT:
  4219. skillratio += 30 * skill_lv;
  4220. break;
  4221. case AS_SONICBLOW:
  4222. #ifdef RENEWAL
  4223. skillratio += 100 + 100 * skill_lv;
  4224. if (tstatus->hp < (tstatus->max_hp / 2))
  4225. skillratio += skillratio / 2;
  4226. #else
  4227. skillratio += 200 + 50 * skill_lv;
  4228. if (sd && pc_checkskill(sd, AS_SONICACCEL) > 0)
  4229. skillratio += skillratio / 10;
  4230. #endif
  4231. break;
  4232. case TF_SPRINKLESAND:
  4233. skillratio += 30;
  4234. break;
  4235. case MC_CARTREVOLUTION:
  4236. skillratio += 50;
  4237. if(sd && sd->cart_weight)
  4238. skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
  4239. else if (!sd)
  4240. skillratio += 100; //Max damage for non players.
  4241. break;
  4242. case NPC_PIERCINGATT:
  4243. skillratio += -25; //75% base damage
  4244. break;
  4245. case NPC_COMBOATTACK:
  4246. skillratio += 25 * skill_lv;
  4247. break;
  4248. case NPC_RANDOMATTACK:
  4249. case NPC_WATERATTACK:
  4250. case NPC_GROUNDATTACK:
  4251. case NPC_FIREATTACK:
  4252. case NPC_WINDATTACK:
  4253. case NPC_POISONATTACK:
  4254. case NPC_HOLYATTACK:
  4255. case NPC_DARKNESSATTACK:
  4256. case NPC_UNDEADATTACK:
  4257. case NPC_TELEKINESISATTACK:
  4258. case NPC_BLOODDRAIN:
  4259. case NPC_ACIDBREATH:
  4260. case NPC_DARKNESSBREATH:
  4261. case NPC_FIREBREATH:
  4262. case NPC_ICEBREATH:
  4263. case NPC_ICEBREATH2:
  4264. case NPC_THUNDERBREATH:
  4265. case NPC_HELLJUDGEMENT:
  4266. case NPC_HELLJUDGEMENT2:
  4267. case NPC_PULSESTRIKE:
  4268. skillratio += 100 * (skill_lv - 1);
  4269. break;
  4270. case NPC_REVERBERATION_ATK:
  4271. skillratio += 400 + 200 * skill_lv;
  4272. break;
  4273. case RG_BACKSTAP:
  4274. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  4275. skillratio += (200 + 40 * skill_lv) / 2;
  4276. else
  4277. skillratio += 200 + 40 * skill_lv;
  4278. break;
  4279. case RG_RAID:
  4280. #ifdef RENEWAL
  4281. skillratio += -100 + 50 + skill_lv * 150;
  4282. #else
  4283. skillratio += 40 * skill_lv;
  4284. #endif
  4285. break;
  4286. case RG_INTIMIDATE:
  4287. skillratio += 30 * skill_lv;
  4288. break;
  4289. case CR_SHIELDCHARGE:
  4290. skillratio += 20 * skill_lv;
  4291. break;
  4292. case CR_SHIELDBOOMERANG:
  4293. #ifdef RENEWAL
  4294. skillratio += -100 + skill_lv * 80;
  4295. #else
  4296. skillratio += 30 * skill_lv;
  4297. #endif
  4298. break;
  4299. case NPC_DARKCROSS:
  4300. case CR_HOLYCROSS:
  4301. #ifdef RENEWAL
  4302. if(sd && sd->status.weapon == W_2HSPEAR)
  4303. skillratio += 70 * skill_lv;
  4304. else
  4305. #endif
  4306. skillratio += 35 * skill_lv;
  4307. break;
  4308. case AM_DEMONSTRATION:
  4309. skillratio += 20 * skill_lv;
  4310. break;
  4311. case AM_ACIDTERROR:
  4312. #ifdef RENEWAL
  4313. skillratio += -100 + 200 * skill_lv;
  4314. if (sd && pc_checkskill(sd, AM_LEARNINGPOTION))
  4315. skillratio += 100; // !TODO: What's this bonus increase?
  4316. #else
  4317. skillratio += -50 + 50 * skill_lv;
  4318. #endif
  4319. break;
  4320. case MO_FINGEROFFENSIVE:
  4321. #ifdef RENEWAL
  4322. skillratio += 500 + skill_lv * 200;
  4323. if (tsc && tsc->getSCE(SC_BLADESTOP))
  4324. skillratio += skillratio / 2;
  4325. #else
  4326. skillratio += 50 * skill_lv;
  4327. #endif
  4328. break;
  4329. case MO_INVESTIGATE:
  4330. #ifdef RENEWAL
  4331. skillratio += -100 + 100 * skill_lv;
  4332. if (tsc && tsc->getSCE(SC_BLADESTOP))
  4333. skillratio += skillratio / 2;
  4334. #else
  4335. skillratio += 75 * skill_lv;
  4336. #endif
  4337. break;
  4338. case MO_EXTREMITYFIST:
  4339. skillratio += 700 + sstatus->sp * 10;
  4340. #ifdef RENEWAL
  4341. if (wd->miscflag&1)
  4342. skillratio *= 2; // More than 5 spirit balls active
  4343. #endif
  4344. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  4345. break;
  4346. case MO_TRIPLEATTACK:
  4347. skillratio += 20 * skill_lv;
  4348. break;
  4349. case MO_CHAINCOMBO:
  4350. #ifdef RENEWAL
  4351. skillratio += 150 + 50 * skill_lv;
  4352. if (sd && sd->status.weapon == W_KNUCKLE)
  4353. skillratio *= 2;
  4354. #else
  4355. skillratio += 50 + 50 * skill_lv;
  4356. #endif
  4357. break;
  4358. case MO_COMBOFINISH:
  4359. #ifdef RENEWAL
  4360. skillratio += 450 + 50 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  4361. #else
  4362. skillratio += 140 + 60 * skill_lv;
  4363. #endif
  4364. if (sc->getSCE(SC_GT_ENERGYGAIN))
  4365. skillratio += skillratio * 50 / 100;
  4366. break;
  4367. case BA_MUSICALSTRIKE:
  4368. case DC_THROWARROW:
  4369. #ifdef RENEWAL
  4370. skillratio += 10 + 40 * skill_lv;
  4371. #else
  4372. skillratio += 25 + 25 * skill_lv;
  4373. #endif
  4374. break;
  4375. case CH_TIGERFIST:
  4376. #ifdef RENEWAL
  4377. skillratio += 400 + 150 * skill_lv;
  4378. RE_LVL_DMOD(100);
  4379. #else
  4380. skillratio += -60 + 100 * skill_lv;
  4381. #endif
  4382. if (sc->getSCE(SC_GT_ENERGYGAIN))
  4383. skillratio += skillratio * 50 / 100;
  4384. break;
  4385. case CH_CHAINCRUSH:
  4386. #ifdef RENEWAL
  4387. skillratio += -100 + 200 * skill_lv;
  4388. RE_LVL_DMOD(100);
  4389. #else
  4390. skillratio += 300 + 100 * skill_lv;
  4391. #endif
  4392. if (sc->getSCE(SC_GT_ENERGYGAIN))
  4393. skillratio += skillratio * 50 / 100;
  4394. break;
  4395. case CH_PALMSTRIKE:
  4396. #ifdef RENEWAL
  4397. skillratio += 100 + 100 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  4398. RE_LVL_DMOD(100);
  4399. #else
  4400. skillratio += 100 + 100 * skill_lv;
  4401. #endif
  4402. break;
  4403. case LK_HEADCRUSH:
  4404. skillratio += 40 * skill_lv;
  4405. break;
  4406. case LK_JOINTBEAT:
  4407. skillratio += 10 * skill_lv - 50;
  4408. if (wd->miscflag & BREAK_NECK || (tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)) // The 2x damage is only for the BREAK_NECK ailment.
  4409. skillratio *= 2;
  4410. break;
  4411. #ifdef RENEWAL
  4412. // Renewal: skill ratio applies to entire damage [helvetica]
  4413. case LK_SPIRALPIERCE:
  4414. skillratio += 50 + 50 * skill_lv;
  4415. RE_LVL_DMOD(100);
  4416. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  4417. skillratio *= 2;
  4418. break;
  4419. case ML_SPIRALPIERCE:
  4420. skillratio += 50 + 50 * skill_lv;
  4421. RE_LVL_DMOD(100);
  4422. break;
  4423. #endif
  4424. case ASC_METEORASSAULT:
  4425. #ifdef RENEWAL
  4426. skillratio += 100 + 120 * skill_lv;
  4427. RE_LVL_DMOD(100);
  4428. #else
  4429. skillratio += -60 + 40 * skill_lv;
  4430. #endif
  4431. break;
  4432. case SN_SHARPSHOOTING:
  4433. if (src->type == BL_MOB) { // TODO: Did these formulas change in the renewal balancing?
  4434. if (wd->miscflag & 2) // Splash damage bonus
  4435. skillratio += -100 + 140 * skill_lv;
  4436. else
  4437. skillratio += 100 + 50 * skill_lv;
  4438. break;
  4439. }
  4440. [[fallthrough]];
  4441. case MA_SHARPSHOOTING:
  4442. #ifdef RENEWAL
  4443. skillratio += -100 + 300 + 300 * skill_lv;
  4444. RE_LVL_DMOD(100);
  4445. #else
  4446. skillratio += 100 + 50 * skill_lv;
  4447. #endif
  4448. break;
  4449. #ifdef RENEWAL
  4450. case CR_ACIDDEMONSTRATION:
  4451. skillratio += -100 + 200 * skill_lv + sstatus->int_ + tstatus->vit; // !TODO: Confirm status bonus
  4452. if (target->type == BL_PC)
  4453. skillratio /= 2;
  4454. break;
  4455. #endif
  4456. case CG_ARROWVULCAN:
  4457. #ifdef RENEWAL
  4458. skillratio += 400 + 100 * skill_lv;
  4459. RE_LVL_DMOD(100);
  4460. #else
  4461. skillratio += 100 + 100 * skill_lv;
  4462. #endif
  4463. break;
  4464. case AS_SPLASHER:
  4465. #ifdef RENEWAL
  4466. skillratio += -100 + 400 + 100 * skill_lv;
  4467. #else
  4468. skillratio += 400 + 50 * skill_lv;
  4469. #endif
  4470. if(sd)
  4471. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  4472. break;
  4473. case ASC_BREAKER:
  4474. #ifdef RENEWAL
  4475. skillratio += -100 + 150 * skill_lv + sstatus->str + sstatus->int_; // !TODO: Confirm stat modifier
  4476. RE_LVL_DMOD(100);
  4477. #else
  4478. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  4479. skillratio += -100 + 100 * skill_lv;
  4480. #endif
  4481. break;
  4482. case PA_SACRIFICE:
  4483. skillratio += -10 + 10 * skill_lv;
  4484. break;
  4485. case PA_SHIELDCHAIN:
  4486. #ifdef RENEWAL
  4487. skillratio = -100 + 300 + 200 * skill_lv;
  4488. if( sd != nullptr ){
  4489. int16 index = sd->equip_index[EQI_HAND_L];
  4490. // Damage affected by the shield's weight and refine.
  4491. if( index >= 0 && sd->inventory_data[index] != nullptr && sd->inventory_data[index]->type == IT_ARMOR ){
  4492. skillratio += sd->inventory_data[index]->weight / 10 + 4 * sd->inventory.u.items_inventory[index].refine;
  4493. }
  4494. // Damage affected by shield mastery
  4495. if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
  4496. skillratio += skill_lv * 14 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  4497. }
  4498. }
  4499. RE_LVL_DMOD(100);
  4500. #else
  4501. skillratio += 30 * skill_lv;
  4502. #endif
  4503. if (sc && sc->getSCE(SC_SHIELD_POWER))// Whats the official increase? [Rytech]
  4504. skillratio += skillratio * 50 / 100;
  4505. break;
  4506. case WS_CARTTERMINATION:
  4507. i = 10 * (16 - skill_lv);
  4508. if (i < 1) i = 1;
  4509. //Preserve damage ratio when max cart weight is changed.
  4510. if (sd && sd->cart_weight)
  4511. skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100;
  4512. else if (!sd)
  4513. skillratio += 80000 / i - 100;
  4514. break;
  4515. case TK_DOWNKICK:
  4516. case TK_STORMKICK:
  4517. skillratio += 60 + 20 * skill_lv;
  4518. break;
  4519. case TK_TURNKICK:
  4520. case TK_COUNTER:
  4521. skillratio += 90 + 30 * skill_lv;
  4522. break;
  4523. case TK_JUMPKICK:
  4524. //Different damage formulas depending on damage trigger
  4525. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
  4526. skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
  4527. else if (wd->miscflag) {
  4528. skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
  4529. if (sc && sc->getSCE(SC_SPURT)) //Spurt formula [8%*baselevel]
  4530. skillratio *= 2;
  4531. }
  4532. else
  4533. skillratio += -70 + 10 * skill_lv;
  4534. break;
  4535. case GS_TRIPLEACTION:
  4536. skillratio += 50 * skill_lv;
  4537. break;
  4538. case GS_BULLSEYE:
  4539. //Only works well against brute/demihumans non bosses.
  4540. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM) && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  4541. skillratio += 400;
  4542. break;
  4543. case GS_TRACKING:
  4544. skillratio += 100 * (skill_lv + 1);
  4545. break;
  4546. case GS_PIERCINGSHOT:
  4547. #ifdef RENEWAL
  4548. if (sd && sd->weapontype1 == W_RIFLE)
  4549. skillratio += 150 + 30 * skill_lv;
  4550. else
  4551. skillratio += 100 + 20 * skill_lv;
  4552. #else
  4553. skillratio += 20 * skill_lv;
  4554. #endif
  4555. break;
  4556. case GS_RAPIDSHOWER:
  4557. skillratio += 400 + 50 * skill_lv;
  4558. break;
  4559. case GS_DESPERADO:
  4560. skillratio += 50 * (skill_lv - 1);
  4561. if (sc && sc->getSCE(SC_FALLEN_ANGEL))
  4562. skillratio *= 2;
  4563. break;
  4564. case GS_DUST:
  4565. skillratio += 50 * skill_lv;
  4566. break;
  4567. case GS_FULLBUSTER:
  4568. skillratio += 100 * (skill_lv + 2);
  4569. break;
  4570. case GS_SPREADATTACK:
  4571. #ifdef RENEWAL
  4572. skillratio += 30 * skill_lv;
  4573. #else
  4574. skillratio += 20 * (skill_lv - 1);
  4575. #endif
  4576. break;
  4577. #ifdef RENEWAL
  4578. case GS_GROUNDDRIFT:
  4579. skillratio += 100 + 20 * skill_lv;
  4580. break;
  4581. #endif
  4582. case NJ_HUUMA:
  4583. #ifdef RENEWAL
  4584. skillratio += -150 + 250 * skill_lv;
  4585. #else
  4586. skillratio += 50 + 150 * skill_lv;
  4587. #endif
  4588. break;
  4589. case NJ_TATAMIGAESHI:
  4590. skillratio += 10 * skill_lv;
  4591. #ifdef RENEWAL
  4592. skillratio *= 2;
  4593. #endif
  4594. break;
  4595. case NJ_KASUMIKIRI:
  4596. #ifdef RENEWAL
  4597. skillratio += 20 * skill_lv;
  4598. #else
  4599. skillratio += 10 * skill_lv;
  4600. #endif
  4601. break;
  4602. case NJ_KIRIKAGE:
  4603. #ifdef RENEWAL
  4604. skillratio += -50 + 150 * skill_lv;
  4605. #else
  4606. skillratio += 100 * (skill_lv - 1);
  4607. #endif
  4608. break;
  4609. #ifdef RENEWAL
  4610. case NJ_SYURIKEN:
  4611. skillratio += 5 * skill_lv;
  4612. break;
  4613. case NJ_KUNAI:
  4614. skillratio += -100 + 100 * skill_lv;
  4615. break;
  4616. case KN_CHARGEATK:
  4617. skillratio += 600;
  4618. break;
  4619. case AS_VENOMKNIFE:
  4620. skillratio += 400;
  4621. break;
  4622. #else
  4623. case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500%
  4624. int32 k = (wd->miscflag-1)/3;
  4625. if (k < 0)
  4626. k = 0;
  4627. else if (k > 4)
  4628. k = 4;
  4629. skillratio += 100 * k;
  4630. }
  4631. break;
  4632. #endif
  4633. case HT_PHANTASMIC:
  4634. #ifdef RENEWAL
  4635. skillratio += 400;
  4636. #else
  4637. skillratio += 50;
  4638. #endif
  4639. break;
  4640. case MO_BALKYOUNG:
  4641. #ifdef RENEWAL
  4642. skillratio += 700;
  4643. #else
  4644. skillratio += 200;
  4645. #endif
  4646. break;
  4647. case HFLI_MOON: //[orn]
  4648. skillratio += 10 + 110 * skill_lv;
  4649. break;
  4650. case HFLI_SBR44: //[orn]
  4651. skillratio += 100 * (skill_lv - 1);
  4652. break;
  4653. case NPC_VAMPIRE_GIFT:
  4654. skillratio += ((skill_lv - 1) % 5 + 1) * 100;
  4655. break;
  4656. case RK_SONICWAVE:
  4657. skillratio += -100 + 1050 + 150 * skill_lv;
  4658. RE_LVL_DMOD(100);
  4659. break;
  4660. case RK_HUNDREDSPEAR:
  4661. skillratio += -100 + 600 + 200 * skill_lv;
  4662. if (sd)
  4663. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  4664. if (sc) {
  4665. if( sc->getSCE( SC_DRAGONIC_AURA ) ){
  4666. skillratio += sc->getSCE( SC_DRAGONIC_AURA )->val1 * 160;
  4667. }
  4668. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  4669. skillratio *= 2;
  4670. }
  4671. RE_LVL_DMOD(100);
  4672. break;
  4673. case RK_WINDCUTTER:
  4674. if (sd) {
  4675. if (sd->weapontype1 == W_2HSWORD)
  4676. skillratio += -100 + 250 * skill_lv;
  4677. else if (sd->weapontype1 == W_1HSPEAR || sd->weapontype1 == W_2HSPEAR)
  4678. skillratio += -100 + 400 * skill_lv;
  4679. else
  4680. skillratio += -100 + 300 * skill_lv;
  4681. } else
  4682. skillratio += -100 + 300 * skill_lv;
  4683. RE_LVL_DMOD(100);
  4684. break;
  4685. case RK_IGNITIONBREAK:
  4686. skillratio += -100 + 450 * skill_lv;
  4687. RE_LVL_DMOD(100);
  4688. break;
  4689. case NPC_IGNITIONBREAK:
  4690. // 3x3 cell Damage = 1000 1500 2000 2500 3000 %
  4691. // 7x7 cell Damage = 750 1250 1750 2250 2750 %
  4692. // 11x11 cell Damage = 500 1000 1500 2000 2500 %
  4693. i = distance_bl(src,target);
  4694. if (i < 2)
  4695. skillratio += -100 + 500 * (skill_lv + 1);
  4696. else if (i < 4)
  4697. skillratio += -100 + 250 + 500 * skill_lv;
  4698. else
  4699. skillratio += -100 + 500 * skill_lv;
  4700. break;
  4701. case RK_STORMBLAST:
  4702. skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + sstatus->str / 6) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's STR / 6)} x 100] %
  4703. RE_LVL_DMOD(100);
  4704. break;
  4705. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  4706. skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  4707. RE_LVL_DMOD(150); // Base level bonus.
  4708. break;
  4709. // case NPC_PHANTOMTHRUST: // ATK = 100% for all level
  4710. case GC_CROSSIMPACT:
  4711. skillratio += -100 + 1400 + 150 * skill_lv;
  4712. RE_LVL_DMOD(100);
  4713. break;
  4714. case GC_COUNTERSLASH:
  4715. //ATK [{(Skill Level x 150) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  4716. skillratio += -100 + 300 + 150 * skill_lv;
  4717. RE_LVL_DMOD(120);
  4718. skillratio += sstatus->agi * 2;
  4719. // If 4th job, job level of your 3rd job counts
  4720. skillratio += (sd ? (sd->class_&JOBL_FOURTH ? sd->change_level_4th : sd->status.job_level) * 4 : 0);
  4721. break;
  4722. case GC_VENOMPRESSURE:
  4723. skillratio += 900;
  4724. break;
  4725. case GC_PHANTOMMENACE:
  4726. skillratio += 200;
  4727. break;
  4728. case GC_ROLLINGCUTTER:
  4729. skillratio += -100 + 50 + 80 * skill_lv;
  4730. RE_LVL_DMOD(100);
  4731. break;
  4732. case GC_CROSSRIPPERSLASHER:
  4733. skillratio += -100 + 80 * skill_lv + (sstatus->agi * 3);
  4734. RE_LVL_DMOD(100);
  4735. if (sc && sc->getSCE(SC_ROLLINGCUTTER))
  4736. skillratio += sc->getSCE(SC_ROLLINGCUTTER)->val1 * 200;
  4737. break;
  4738. case GC_DARKCROW:
  4739. skillratio += 100 * (skill_lv - 1);
  4740. break;
  4741. case AB_DUPLELIGHT_MELEE:
  4742. skillratio += 50 + 15 * skill_lv;
  4743. break;
  4744. case NPC_ARROWSTORM:
  4745. if (skill_lv > 4)
  4746. skillratio += 1900;
  4747. else
  4748. skillratio += 900;
  4749. break;
  4750. case NPC_DRAGONBREATH:
  4751. if (skill_lv > 5)
  4752. skillratio += 500 + 500 * (skill_lv - 5); // Level 6-10 is using water element, like RK_DRAGONBREATH_WATER
  4753. else
  4754. skillratio += 500 + 500 * skill_lv; // Level 1-5 is using fire element, like RK_DRAGONBREATH
  4755. break;
  4756. case RA_ARROWSTORM:
  4757. if (sc && sc->getSCE(SC_FEARBREEZE))
  4758. skillratio += -100 + 200 + 250 * skill_lv;
  4759. else
  4760. skillratio += -100 + 200 + 180 * skill_lv;
  4761. RE_LVL_DMOD(100);
  4762. break;
  4763. case RA_AIMEDBOLT:
  4764. if (sc && sc->getSCE(SC_FEARBREEZE))
  4765. skillratio += -100 + 800 + 35 * skill_lv;
  4766. else
  4767. skillratio += -100 + 500 + 20 * skill_lv;
  4768. RE_LVL_DMOD(100);
  4769. break;
  4770. case RA_CLUSTERBOMB:
  4771. skillratio += 100 + 100 * skill_lv;
  4772. break;
  4773. case RA_WUGDASH:// ATK 300%
  4774. skillratio += 200;
  4775. break;
  4776. case RA_WUGSTRIKE:
  4777. skillratio += -100 + 200 * skill_lv;
  4778. break;
  4779. case RA_WUGBITE:
  4780. skillratio += 300 + 200 * skill_lv;
  4781. if (skill_lv == 5)
  4782. skillratio += 100;
  4783. break;
  4784. case RA_SENSITIVEKEEN:
  4785. skillratio += 50 * skill_lv;
  4786. break;
  4787. case NC_BOOSTKNUCKLE:
  4788. skillratio += -100 + 260 * skill_lv + sstatus->dex; // !TODO: What's the DEX bonus?
  4789. RE_LVL_DMOD(100);
  4790. break;
  4791. case NC_PILEBUNKER:
  4792. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  4793. RE_LVL_DMOD(100);
  4794. break;
  4795. case NC_VULCANARM:
  4796. skillratio += -100 + 230 * skill_lv + sstatus->dex; // !TODO: What's the DEX bonus?
  4797. RE_LVL_DMOD(100);
  4798. break;
  4799. case NC_FLAMELAUNCHER:
  4800. case NC_COLDSLOWER:
  4801. skillratio += 200 + 300 * skill_lv;
  4802. RE_LVL_DMOD(150);
  4803. break;
  4804. case NC_ARMSCANNON:
  4805. skillratio += -100 + 400 + 350 * skill_lv;
  4806. RE_LVL_DMOD(100);
  4807. break;
  4808. case NC_AXEBOOMERANG:
  4809. skillratio += 150 + 50 * skill_lv;
  4810. if (sd) {
  4811. int16 index = sd->equip_index[EQI_HAND_R];
  4812. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  4813. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  4814. }
  4815. RE_LVL_DMOD(100);
  4816. break;
  4817. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  4818. skillratio += -100 + ((sstatus->str + sstatus->dex)/ 2) + 300 + 100 * skill_lv;
  4819. RE_LVL_DMOD(100);
  4820. if (sc && sc->getSCE(SC_ABR_BATTLE_WARIOR))
  4821. skillratio *= 2;
  4822. break;
  4823. case NC_MAGMA_ERUPTION: // 'Slam' damage
  4824. skillratio += 350 + 50 * skill_lv;
  4825. break;
  4826. case NC_AXETORNADO:
  4827. skillratio += -100 + 200 + 180 * skill_lv + sstatus->vit * 2;
  4828. if (sc && sc->getSCE(SC_AXE_STOMP))
  4829. skillratio += 380;
  4830. RE_LVL_DMOD(100);
  4831. break;
  4832. case SC_FATALMENACE:
  4833. skillratio += 120 * skill_lv + sstatus->agi; // !TODO: What's the AGI bonus?
  4834. if( sc != nullptr && sc->getSCE( SC_ABYSS_DAGGER ) ){
  4835. skillratio += 30 * skill_lv;
  4836. }
  4837. RE_LVL_DMOD(100);
  4838. break;
  4839. case SC_TRIANGLESHOT:
  4840. skillratio += -100 + 230 * skill_lv + 3 * sstatus->agi;
  4841. RE_LVL_DMOD(100);
  4842. break;
  4843. case SC_FEINTBOMB:
  4844. skillratio += -100 + (skill_lv + 1) * sstatus->dex / 2 * ((sd) ? sd->status.job_level / 10 : 1);
  4845. RE_LVL_DMOD(120);
  4846. break;
  4847. case LG_CANNONSPEAR:
  4848. skillratio += -100 + skill_lv * ( 120 + sstatus->str );
  4849. if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) ){
  4850. skillratio += 400;
  4851. }
  4852. RE_LVL_DMOD(100);
  4853. break;
  4854. case LG_BANISHINGPOINT:
  4855. skillratio += -100 + ( 100 * skill_lv );
  4856. if( sd != nullptr ){
  4857. skillratio += pc_checkskill( sd, SM_BASH ) * 70;
  4858. }
  4859. if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) ){
  4860. skillratio += 800;
  4861. }
  4862. RE_LVL_DMOD(100);
  4863. break;
  4864. case LG_SHIELDPRESS:
  4865. skillratio += -100 + 200 * skill_lv;
  4866. if (sd) {
  4867. // Shield Press only considers base STR without job bonus
  4868. skillratio += sd->status.str;
  4869. if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
  4870. skillratio += skill_lv * 15 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  4871. }
  4872. int16 index = sd->equip_index[EQI_HAND_L];
  4873. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4874. skillratio += sd->inventory_data[index]->weight / 10;
  4875. }
  4876. RE_LVL_DMOD(100);
  4877. break;
  4878. case LG_PINPOINTATTACK:
  4879. skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src);
  4880. RE_LVL_DMOD(120);
  4881. break;
  4882. case LG_RAGEBURST:
  4883. if (sd && sd->spiritball_old)
  4884. skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  4885. else
  4886. skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src));
  4887. RE_LVL_DMOD(100);
  4888. break;
  4889. case LG_MOONSLASHER:
  4890. skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0);
  4891. RE_LVL_DMOD(100);
  4892. break;
  4893. case LG_OVERBRAND:
  4894. if(sc && sc->getSCE(SC_OVERBRANDREADY))
  4895. skillratio += -100 + 500 * skill_lv;
  4896. else
  4897. skillratio += -100 + 350 * skill_lv;
  4898. skillratio += ((sd) ? pc_checkskill(sd, CR_SPEARQUICKEN) * 50 : 0);
  4899. RE_LVL_DMOD(100);
  4900. break;
  4901. case LG_EARTHDRIVE:
  4902. skillratio += -100 + 380 * skill_lv + sstatus->str + sstatus->vit; // !TODO: What's the STR/VIT bonus?
  4903. if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
  4904. skillratio += skill_lv * 37 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  4905. }
  4906. RE_LVL_DMOD(100);
  4907. break;
  4908. case LG_HESPERUSLIT:
  4909. if (sc && sc->getSCE(SC_INSPIRATION))
  4910. skillratio += -100 + 450 * skill_lv;
  4911. else
  4912. skillratio += -100 + 300 * skill_lv;
  4913. skillratio += sstatus->vit / 6; // !TODO: What's the VIT bonus?
  4914. RE_LVL_DMOD(100);
  4915. break;
  4916. case SR_EARTHSHAKER:
  4917. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD) || tsc->getSCE(SC__SHADOWFORM))) {
  4918. //[(Skill Level x 300) x (Caster Base Level / 100) + (Caster STR x 3)] %
  4919. skillratio += -100 + 300 * skill_lv;
  4920. RE_LVL_DMOD(100);
  4921. skillratio += status_get_str(src) * 3;
  4922. } else { //[(Skill Level x 400) x (Caster Base Level / 100) + (Caster STR x 2)] %
  4923. skillratio += -100 + 400 * skill_lv;
  4924. RE_LVL_DMOD(100);
  4925. skillratio += status_get_str(src) * 2;
  4926. }
  4927. break;
  4928. case SR_DRAGONCOMBO:
  4929. skillratio += 100 + 80 * skill_lv;
  4930. RE_LVL_DMOD(100);
  4931. break;
  4932. case SR_FALLENEMPIRE:
  4933. // ATK [(Skill Level x 300 + 100) x Caster Base Level / 150] %
  4934. skillratio += 300 * skill_lv;
  4935. RE_LVL_DMOD(150);
  4936. break;
  4937. case SR_TIGERCANNON:
  4938. {
  4939. uint32 hp = sstatus->max_hp * (10 + (skill_lv * 2)) / 100,
  4940. sp = sstatus->max_sp * (5 + skill_lv) / 100;
  4941. if (wd->miscflag&8)
  4942. // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  4943. skillratio += -100 + (hp + sp) / 2;
  4944. else
  4945. // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  4946. skillratio += -100 + (hp + sp) / 4;
  4947. RE_LVL_DMOD(100);
  4948. }
  4949. if (sc->getSCE(SC_GT_REVITALIZE))
  4950. skillratio += skillratio * 30 / 100;
  4951. break;
  4952. case SR_SKYNETBLOW:
  4953. //ATK [{(Skill Level x 200) + (Caster AGI)} x Caster Base Level / 100] %
  4954. skillratio += -100 + 200 * skill_lv + sstatus->agi / 6; // !TODO: Confirm AGI bonus
  4955. RE_LVL_DMOD(100);
  4956. break;
  4957. case SR_RAMPAGEBLASTER:
  4958. if (tsc && tsc->getSCE(SC_EARTHSHAKER)) {
  4959. skillratio += 1400 + 550 * skill_lv;
  4960. RE_LVL_DMOD(120);
  4961. } else {
  4962. skillratio += 900 + 350 * skill_lv;
  4963. RE_LVL_DMOD(150);
  4964. }
  4965. if (sc->getSCE(SC_GT_CHANGE))
  4966. skillratio += skillratio * 30 / 100;
  4967. break;
  4968. case SR_KNUCKLEARROW:
  4969. 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)] %
  4970. skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5;
  4971. if (tsd && tsd->weight)
  4972. skillratio += 100 * tsd->weight / tsd->max_weight;
  4973. RE_LVL_DMOD(150);
  4974. } else {
  4975. if (status_get_class_(target) == CLASS_BOSS)
  4976. skillratio += 400 + 200 * skill_lv;
  4977. else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  4978. skillratio += 400 + 100 * skill_lv;
  4979. RE_LVL_DMOD(100);
  4980. }
  4981. if (sc->getSCE(SC_GT_CHANGE))
  4982. skillratio += skillratio * 30 / 100;
  4983. break;
  4984. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  4985. skillratio += -100 + status_get_lv(src) + sstatus->dex;
  4986. RE_LVL_DMOD(100);
  4987. break;
  4988. case SR_GATEOFHELL:
  4989. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE)
  4990. skillratio += -100 + 800 * skill_lv;
  4991. else
  4992. skillratio += -100 + 500 * skill_lv;
  4993. RE_LVL_DMOD(100);
  4994. if (sc->getSCE(SC_GT_REVITALIZE))
  4995. skillratio += skillratio * 30 / 100;
  4996. break;
  4997. case SR_GENTLETOUCH_QUIET:
  4998. skillratio += -100 + 100 * skill_lv + sstatus->dex;
  4999. RE_LVL_DMOD(100);
  5000. break;
  5001. case SR_HOWLINGOFLION:
  5002. skillratio += -100 + 500 * skill_lv;
  5003. RE_LVL_DMOD(100);
  5004. break;
  5005. case SR_RIDEINLIGHTNING:
  5006. skillratio += -100 + 40 * skill_lv;
  5007. if (sd && sd->status.weapon == W_KNUCKLE)
  5008. skillratio += 50 * skill_lv;
  5009. RE_LVL_DMOD(100);
  5010. break;
  5011. case WM_SEVERE_RAINSTORM_MELEE:
  5012. //ATK [{(Caster DEX / 300 + AGI / 200)} x Caster Base Level / 100] %
  5013. skillratio += -100 + 100 * skill_lv + (sstatus->dex / 300 + sstatus->agi / 200);
  5014. if (wd->miscflag&4) // Whip/Instrument equipped
  5015. skillratio += 20 * skill_lv;
  5016. RE_LVL_DMOD(100);
  5017. break;
  5018. case WM_GREAT_ECHO:
  5019. skillratio += -100 + 250 + 500 * skill_lv;
  5020. if (sd) {
  5021. skillratio += pc_checkskill(sd, WM_LESSON) * 50; // !TODO: Confirm bonus
  5022. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  5023. skillratio *= 2;
  5024. }
  5025. RE_LVL_DMOD(100);
  5026. break;
  5027. case GN_CART_TORNADO: { // ATK [( Skill Level x 200 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  5028. skillratio += -100 + 200 * skill_lv;
  5029. if(sd && sd->cart_weight)
  5030. skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  5031. if (sc && sc->getSCE(SC_BIONIC_WOODENWARRIOR))
  5032. skillratio *= 2;
  5033. }
  5034. break;
  5035. case GN_CARTCANNON:
  5036. skillratio += -100 + (250 + 20 * pc_checkskill(sd, GN_REMODELING_CART)) * skill_lv + 2 * sstatus->int_ / (6 - pc_checkskill(sd, GN_REMODELING_CART));
  5037. RE_LVL_DMOD(100);
  5038. break;
  5039. case GN_SPORE_EXPLOSION:
  5040. skillratio += -100 + 400 + 200 * skill_lv;
  5041. RE_LVL_DMOD(100);
  5042. if (sc && sc->getSCE(SC_BIONIC_WOODEN_FAIRY))
  5043. skillratio *= 2;
  5044. break;
  5045. case GN_WALLOFTHORN:
  5046. skillratio += 10 * skill_lv;
  5047. break;
  5048. case GN_CRAZYWEED_ATK:
  5049. skillratio += -100 + 700 + 100 * skill_lv;
  5050. RE_LVL_DMOD(100);
  5051. break;
  5052. case GN_SLINGITEM_RANGEMELEEATK:
  5053. if( sd ) {
  5054. switch( sd->itemid ) {
  5055. case ITEMID_APPLE_BOMB:
  5056. skillratio += 200 + status_get_str(src) + status_get_dex(src);
  5057. break;
  5058. case ITEMID_COCONUT_BOMB:
  5059. case ITEMID_PINEAPPLE_BOMB:
  5060. skillratio += 700 + status_get_str(src) + status_get_dex(src);
  5061. break;
  5062. case ITEMID_MELON_BOMB:
  5063. skillratio += 400 + status_get_str(src) + status_get_dex(src);
  5064. break;
  5065. case ITEMID_BANANA_BOMB:
  5066. skillratio += 777 + status_get_str(src) + status_get_dex(src);
  5067. break;
  5068. case ITEMID_BLACK_LUMP:
  5069. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
  5070. break;
  5071. case ITEMID_BLACK_HARD_LUMP:
  5072. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
  5073. break;
  5074. case ITEMID_VERY_HARD_LUMP:
  5075. skillratio += -100 + status_get_str(src) + status_get_agi(src) + status_get_dex(src);
  5076. break;
  5077. }
  5078. RE_LVL_DMOD(100);
  5079. }
  5080. break;
  5081. case GN_HELLS_PLANT_ATK:
  5082. skillratio += -100 + 100 * skill_lv + sstatus->int_ * (sd ? pc_checkskill(sd, AM_CANNIBALIZE) : 5); // !TODO: Confirm INT and Cannibalize bonus
  5083. RE_LVL_DMOD(100);
  5084. break;
  5085. // Physical Elemantal Spirits Attack Skills
  5086. case EL_CIRCLE_OF_FIRE:
  5087. case EL_FIRE_BOMB_ATK:
  5088. case EL_STONE_RAIN:
  5089. skillratio += 200;
  5090. break;
  5091. case EL_FIRE_WAVE_ATK:
  5092. skillratio += 500;
  5093. break;
  5094. case EL_TIDAL_WEAPON:
  5095. skillratio += 1400;
  5096. break;
  5097. case EL_WIND_SLASH:
  5098. skillratio += 100;
  5099. break;
  5100. case EL_HURRICANE:
  5101. skillratio += 600;
  5102. break;
  5103. case EL_TYPOON_MIS:
  5104. case EL_WATER_SCREW_ATK:
  5105. skillratio += 900;
  5106. break;
  5107. case EL_STONE_HAMMER:
  5108. skillratio += 400;
  5109. break;
  5110. case EL_ROCK_CRUSHER:
  5111. skillratio += 700;
  5112. break;
  5113. case KO_JYUMONJIKIRI:
  5114. skillratio += -100 + 200 * skill_lv;
  5115. RE_LVL_DMOD(120);
  5116. if(tsc && tsc->getSCE(SC_JYUMONJIKIRI))
  5117. skillratio += skill_lv * status_get_lv(src);
  5118. if (sc && sc->getSCE(SC_KAGEMUSYA))
  5119. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  5120. break;
  5121. case KO_HUUMARANKA:
  5122. skillratio += -100 + 150 * skill_lv + sstatus->str + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  5123. RE_LVL_DMOD(100);
  5124. if (sc && sc->getSCE(SC_KAGEMUSYA))
  5125. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  5126. break;
  5127. case KO_SETSUDAN:
  5128. skillratio += 100 * (skill_lv - 1);
  5129. RE_LVL_DMOD(100);
  5130. if (tsc) {
  5131. struct status_change_entry *sce;
  5132. if ((sce = tsc->getSCE(SC_SPIRIT)) || (sce = tsc->getSCE(SC_SOULGOLEM)) || (sce = tsc->getSCE(SC_SOULSHADOW)) || (sce = tsc->getSCE(SC_SOULFALCON)) || (sce = tsc->getSCE(SC_SOULFAIRY))) // Bonus damage added when target is soul linked.
  5133. skillratio += 200 * sce->val1;
  5134. }
  5135. break;
  5136. case KO_BAKURETSU:
  5137. skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  5138. RE_LVL_DMOD(120);
  5139. skillratio += 10 * (sd ? sd->status.job_level : 1);
  5140. if (sc && sc->getSCE(SC_KAGEMUSYA))
  5141. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  5142. break;
  5143. case KO_MAKIBISHI:
  5144. skillratio += -100 + 20 * skill_lv;
  5145. break;
  5146. case MH_NEEDLE_OF_PARALYZE:
  5147. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  5148. break;
  5149. case MH_TOXIN_OF_MANDARA:
  5150. skillratio += -100 + 400 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  5151. break;
  5152. case MH_NEEDLE_STINGER:
  5153. skillratio += -100 + 200 + 500 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  5154. break;
  5155. case MH_STAHL_HORN:
  5156. skillratio += -100 + 1000 + 300 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
  5157. break;
  5158. case MH_GLANZEN_SPIES:
  5159. skillratio += -100 + 300 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->vit; // !TODO: Confirm VIT bonus
  5160. break;
  5161. case MH_LAVA_SLIDE:
  5162. skillratio += -100 + 50 * skill_lv;
  5163. break;
  5164. case MH_BLAST_FORGE:
  5165. skillratio += -100 + 70 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
  5166. break;
  5167. case MH_SONIC_CRAW:
  5168. skillratio += -100 + 60 * skill_lv * status_get_lv(src) / 150;
  5169. break;
  5170. case MH_BLAZING_AND_FURIOUS:
  5171. skillratio += -100 + 80 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
  5172. break;
  5173. case MH_THE_ONE_FIGHTER_RISES:
  5174. skillratio += -100 + 580 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
  5175. break;
  5176. case MH_SILVERVEIN_RUSH:
  5177. skillratio += -100 + 250 * skill_lv * status_get_lv(src) / 100 + sstatus->str; // !TODO: Confirm STR bonus
  5178. break;
  5179. case MH_MIDNIGHT_FRENZY:
  5180. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 150 + sstatus->str; // !TODO: Confirm STR bonus
  5181. break;
  5182. case MH_MAGMA_FLOW:
  5183. skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120;
  5184. break;
  5185. case RL_MASS_SPIRAL:
  5186. skillratio += -100 + 200 * skill_lv;
  5187. break;
  5188. case RL_FIREDANCE:
  5189. skillratio += 100 + 100 * skill_lv;
  5190. skillratio += (sd ? pc_checkskill(sd, GS_DESPERADO) * 20 : 0);
  5191. RE_LVL_DMOD(100);
  5192. break;
  5193. case RL_BANISHING_BUSTER:
  5194. skillratio += -100 + 1000 + 200 * skill_lv;
  5195. RE_LVL_DMOD(100);
  5196. break;
  5197. case RL_S_STORM:
  5198. skillratio += -100 + 1700 + 200 * skill_lv;
  5199. break;
  5200. case RL_SLUGSHOT:
  5201. if (target->type == BL_MOB)
  5202. skillratio += -100 + 1200 * skill_lv;
  5203. else
  5204. skillratio += -100 + 2000 * skill_lv;
  5205. skillratio *= 2 + tstatus->size;
  5206. break;
  5207. case RL_D_TAIL:
  5208. skillratio += -100 + 500 + 200 * skill_lv;
  5209. if (sd && (wd->miscflag & 8))
  5210. skillratio *= 2;
  5211. RE_LVL_DMOD(100);
  5212. break;
  5213. case RL_R_TRIP:
  5214. skillratio += -100 + 350 * skill_lv;
  5215. RE_LVL_DMOD(100);
  5216. break;
  5217. case RL_R_TRIP_PLUSATK:
  5218. skillratio += -100 + 300 + 300 * skill_lv;
  5219. break;
  5220. case RL_H_MINE:
  5221. if (sd && sd->flicker) // Flicker explosion damage: 500 + 300 * SkillLv
  5222. skillratio += -100 + 500 + 300 * skill_lv;
  5223. else // 200 + 200 * SkillLv
  5224. skillratio += -100 + 200 + 200 * skill_lv;
  5225. break;
  5226. case RL_HAMMER_OF_GOD:
  5227. skillratio += -100 + 100 * skill_lv;
  5228. if (sd) {
  5229. if (wd->miscflag & 8)
  5230. skillratio += 400 * sd->spiritball_old;
  5231. else
  5232. skillratio += 150 * sd->spiritball_old;
  5233. }
  5234. RE_LVL_DMOD(100);
  5235. break;
  5236. case RL_FIRE_RAIN:
  5237. case RL_AM_BLAST:
  5238. skillratio += -100 + 3500 + 300 * skill_lv;
  5239. break;
  5240. case SU_BITE:
  5241. skillratio += 100;
  5242. break;
  5243. case SU_SCRATCH:
  5244. skillratio += -50 + 50 * skill_lv;
  5245. break;
  5246. case SU_SCAROFTAROU:
  5247. skillratio += -100 + 100 * skill_lv;
  5248. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  5249. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  5250. break;
  5251. case SU_PICKYPECK:
  5252. case SU_PICKYPECK_DOUBLE_ATK:
  5253. skillratio += 100 + 100 * skill_lv;
  5254. if (status_get_hp(target) < (status_get_max_hp(target) / 2))
  5255. skillratio *= 2;
  5256. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  5257. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  5258. break;
  5259. case SU_LUNATICCARROTBEAT:
  5260. case SU_LUNATICCARROTBEAT2:
  5261. skillratio += 100 + 100 * skill_lv;
  5262. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  5263. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  5264. if (status_get_lv(src) > 99)
  5265. skillratio += sstatus->str;
  5266. RE_LVL_DMOD(100);
  5267. break;
  5268. case SU_SVG_SPIRIT:
  5269. skillratio += 150 + 150 * skill_lv;
  5270. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  5271. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  5272. break;
  5273. case SJ_FULLMOONKICK:
  5274. skillratio += 1000 + 100 * skill_lv;
  5275. RE_LVL_DMOD(100);
  5276. if (sc && sc->getSCE(SC_LIGHTOFMOON))
  5277. skillratio += skillratio * sc->getSCE(SC_LIGHTOFMOON)->val2 / 100;
  5278. break;
  5279. case SJ_NEWMOONKICK:
  5280. skillratio += 600 + 100 * skill_lv;
  5281. break;
  5282. case SJ_STAREMPEROR:
  5283. skillratio += 700 + 200 * skill_lv;
  5284. break;
  5285. case SJ_SOLARBURST:
  5286. skillratio += 900 + 220 * skill_lv;
  5287. RE_LVL_DMOD(100);
  5288. if (sc && sc->getSCE(SC_LIGHTOFSUN))
  5289. skillratio += skillratio * sc->getSCE(SC_LIGHTOFSUN)->val2 / 100;
  5290. break;
  5291. case SJ_PROMINENCEKICK:
  5292. skillratio += 50 + 50 * skill_lv;
  5293. break;
  5294. case SJ_FALLINGSTAR_ATK:
  5295. case SJ_FALLINGSTAR_ATK2:
  5296. skillratio += 100 * skill_lv;
  5297. RE_LVL_DMOD(100);
  5298. if (sc && sc->getSCE(SC_LIGHTOFSTAR))
  5299. skillratio += skillratio * sc->getSCE(SC_LIGHTOFSTAR)->val2 / 100;
  5300. break;
  5301. case DK_SERVANTWEAPON_ATK:
  5302. skillratio += -100 + 600 + 850 * skill_lv;
  5303. skillratio += 5 * sstatus->pow;
  5304. RE_LVL_DMOD(100);
  5305. break;
  5306. case DK_SERVANT_W_PHANTOM:
  5307. skillratio += -100 + 200 + 300 * skill_lv + 5 * sstatus->pow;
  5308. RE_LVL_DMOD(100);
  5309. break;
  5310. case DK_SERVANT_W_DEMOL:
  5311. skillratio += -100 + 500 * skill_lv;
  5312. RE_LVL_DMOD(100);
  5313. break;
  5314. case DK_HACKANDSLASHER:
  5315. case DK_HACKANDSLASHER_ATK:
  5316. skillratio += -100 + 350 + 820 * skill_lv;
  5317. skillratio += 7 * sstatus->pow;
  5318. RE_LVL_DMOD(100);
  5319. break;
  5320. case DK_DRAGONIC_AURA:
  5321. skillratio += 3650 * skill_lv + 10 * sstatus->pow;
  5322. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  5323. skillratio += 150 * skill_lv;
  5324. RE_LVL_DMOD(100);
  5325. break;
  5326. case DK_MADNESS_CRUSHER:
  5327. skillratio += -100 + 1000 + 3800 * skill_lv;
  5328. skillratio += 10 * sstatus->pow;
  5329. if( sd != nullptr ){
  5330. int16 index = sd->equip_index[EQI_HAND_R];
  5331. if( index >= 0 && sd->inventory_data[index] != nullptr ){
  5332. skillratio += sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->weapon_level;
  5333. }
  5334. }
  5335. RE_LVL_DMOD(100);
  5336. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  5337. skillratio *= 2;
  5338. break;
  5339. case DK_STORMSLASH:
  5340. skillratio += -100 + 300 + 750 * skill_lv;
  5341. skillratio += 5 * sstatus->pow;
  5342. RE_LVL_DMOD(100);
  5343. if (sc && sc->getSCE(SC_GIANTGROWTH) && rnd_chance(60, 100))
  5344. skillratio *= 2;
  5345. break;
  5346. case DK_DRAGONIC_BREATH:
  5347. skillratio += -100 + 50 + 350 * skill_lv;
  5348. skillratio += 7 * sstatus->pow;
  5349. if (sc && sc->getSCE(SC_DRAGONIC_AURA)) {
  5350. skillratio += 3 * sstatus->pow;
  5351. skillratio += (skill_lv * (sstatus->max_hp * 25 / 100) * 7) / 100; // Skill level x 0.07 x ((MaxHP / 4) + (MaxSP / 2))
  5352. skillratio += (skill_lv * (sstatus->max_sp * 50 / 100) * 7) / 100;
  5353. } else {
  5354. skillratio += (skill_lv * (sstatus->max_hp * 25 / 100) * 5) / 100; // Skill level x 0.05 x ((MaxHP / 4) + (MaxSP / 2))
  5355. skillratio += (skill_lv * (sstatus->max_sp * 50 / 100) * 5) / 100;
  5356. }
  5357. RE_LVL_DMOD(100);
  5358. break;
  5359. case IQ_OLEUM_SANCTUM:
  5360. skillratio += -100 + 500 + 2000 * skill_lv + 5 * sstatus->pow;
  5361. RE_LVL_DMOD(100);
  5362. break;
  5363. case IQ_MASSIVE_F_BLASTER:
  5364. skillratio += -100 + 2300 * skill_lv + 15 * sstatus->pow;
  5365. if (tstatus->race == RC_BRUTE || tstatus->race == RC_DEMON)
  5366. skillratio += 150 * skill_lv;
  5367. RE_LVL_DMOD(100);
  5368. break;
  5369. case IQ_EXPOSION_BLASTER:
  5370. skillratio += -100 + 450 + 2600 * skill_lv;
  5371. skillratio += 10 * sstatus->pow;
  5372. if( tsc != nullptr && tsc->getSCE( SC_HOLY_OIL ) ){
  5373. skillratio += 950 * skill_lv;
  5374. }
  5375. RE_LVL_DMOD(100);
  5376. break;
  5377. case IQ_FIRST_BRAND:
  5378. skillratio += -100 + 1200 * skill_lv + 5 * sstatus->pow;
  5379. RE_LVL_DMOD(100);
  5380. break;
  5381. case IQ_SECOND_FLAME:
  5382. skillratio += -100 + 200 + 2900 * skill_lv + 9 * sstatus->pow;
  5383. RE_LVL_DMOD(100);
  5384. break;
  5385. case IQ_SECOND_FAITH:
  5386. skillratio += -100 + 100 + 2300 * skill_lv + 5 * sstatus->pow;
  5387. RE_LVL_DMOD(100);
  5388. break;
  5389. case IQ_SECOND_JUDGEMENT:
  5390. skillratio += -100 + 150 + 2600 * skill_lv + 7 * sstatus->pow;
  5391. RE_LVL_DMOD(100);
  5392. break;
  5393. case IQ_THIRD_PUNISH:
  5394. skillratio += -100 + 450 + 1800 * skill_lv;
  5395. skillratio += 10 * sstatus->pow;
  5396. RE_LVL_DMOD(100);
  5397. break;
  5398. case IQ_THIRD_FLAME_BOMB:
  5399. skillratio += -100 + 650 * skill_lv + 10 * sstatus->pow;
  5400. skillratio += sstatus->max_hp * 20 / 100;
  5401. RE_LVL_DMOD(100);
  5402. break;
  5403. case IQ_THIRD_CONSECRATION:
  5404. skillratio += -100 + 700 * skill_lv + 10 * sstatus->pow;
  5405. RE_LVL_DMOD(100);
  5406. break;
  5407. case IG_GRAND_JUDGEMENT:
  5408. skillratio += -100 + 250 + 1500 * skill_lv + 10 * sstatus->pow;
  5409. if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
  5410. skillratio += 100 + 150 * skill_lv;
  5411. RE_LVL_DMOD(100);
  5412. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  5413. skillratio += skillratio * i / 100;
  5414. break;
  5415. case IG_SHIELD_SHOOTING:
  5416. skillratio += -100 + 1000 + 3500 * skill_lv;
  5417. skillratio += 10 * sstatus->pow;
  5418. skillratio += skill_lv * 150 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  5419. if (sd) { // Damage affected by the shield's weight and refine. Need official formula. [Rytech]
  5420. int16 index = sd->equip_index[EQI_HAND_L];
  5421. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  5422. skillratio += (sd->inventory_data[index]->weight * 7 / 6) / 10;
  5423. skillratio += sd->inventory.u.items_inventory[index].refine * 100;
  5424. }
  5425. }
  5426. RE_LVL_DMOD(100);
  5427. break;
  5428. case IG_OVERSLASH:
  5429. skillratio += -100 + 220 * skill_lv;
  5430. skillratio += pc_checkskill(sd, IG_SPEAR_SWORD_M) * 50 * skill_lv;
  5431. skillratio += 7 * sstatus->pow;
  5432. RE_LVL_DMOD(100);
  5433. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  5434. skillratio += skillratio * i / 100;
  5435. break;
  5436. case IG_RADIANT_SPEAR:
  5437. skillratio += -100 + 3500 + 1150 * skill_lv;
  5438. skillratio += pc_checkskill(sd, IG_SPEAR_SWORD_M) * 50;
  5439. skillratio += 5 * sstatus->pow; // !TODO: check POW ratio
  5440. if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) )
  5441. skillratio += 250 * skill_lv;
  5442. RE_LVL_DMOD(100);
  5443. break;
  5444. case IG_IMPERIAL_CROSS:
  5445. skillratio += -100 + 1650 + 1350 * skill_lv;
  5446. skillratio += pc_checkskill(sd, IG_SPEAR_SWORD_M) * 25;
  5447. skillratio += 5 * sstatus->pow; // !TODO: check POW ratio
  5448. if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) )
  5449. skillratio += 100 + 300 * skill_lv;
  5450. RE_LVL_DMOD(100);
  5451. break;
  5452. case CD_EFFLIGO:
  5453. skillratio += -100 + 1650 * skill_lv + 7 * sstatus->pow;
  5454. skillratio += 8 * pc_checkskill( sd, CD_MACE_BOOK_M );
  5455. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON) {
  5456. skillratio += 150 * skill_lv;
  5457. skillratio += 7 * pc_checkskill( sd, CD_MACE_BOOK_M );
  5458. }
  5459. RE_LVL_DMOD(100);
  5460. break;
  5461. case CD_PETITIO:
  5462. skillratio += -100 + (1050 + pc_checkskill(sd,CD_MACE_BOOK_M) * 50) * skill_lv + 5 * sstatus->pow;
  5463. RE_LVL_DMOD(100);
  5464. break;
  5465. case SHC_DANCING_KNIFE:
  5466. skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow;
  5467. RE_LVL_DMOD(100);
  5468. break;
  5469. case SHC_SAVAGE_IMPACT:
  5470. skillratio += -100 + 105 * skill_lv + 5 * sstatus->pow;
  5471. if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ){
  5472. skillratio += 20 * skill_lv + 3 * sstatus->pow; // !TODO: check POW ratio
  5473. }
  5474. RE_LVL_DMOD(100);
  5475. break;
  5476. case SHC_ETERNAL_SLASH:
  5477. skillratio += -100 + 300 * skill_lv + 2 * sstatus->pow;
  5478. if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ){
  5479. skillratio += 120 * skill_lv + sstatus->pow;
  5480. }
  5481. RE_LVL_DMOD(100);
  5482. break;
  5483. case SHC_SHADOW_STAB:
  5484. skillratio += -100 + 550 * skill_lv;
  5485. skillratio += 5 * sstatus->pow;
  5486. if (wd->miscflag & SKILL_ALTDMG_FLAG) {
  5487. skillratio += 100 * skill_lv + 2 * sstatus->pow;
  5488. }
  5489. RE_LVL_DMOD(100);
  5490. break;
  5491. case SHC_IMPACT_CRATER:
  5492. skillratio += -100 + 80 * skill_lv + 5 * sstatus->pow;
  5493. RE_LVL_DMOD(100);
  5494. break;
  5495. case SHC_FATAL_SHADOW_CROW:
  5496. skillratio += -100 + 1300 * skill_lv + 10 * sstatus->pow;
  5497. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_DRAGON)
  5498. skillratio += 150 * skill_lv;
  5499. RE_LVL_DMOD(100);
  5500. break;
  5501. case SHC_CROSS_SLASH:
  5502. skillratio += -100 + 300 * skill_lv;
  5503. skillratio += 5 * sstatus->pow;
  5504. if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ) {
  5505. skillratio += 60 * skill_lv;
  5506. skillratio += 2 * sstatus->pow;
  5507. }
  5508. RE_LVL_DMOD(100);
  5509. break;
  5510. case MT_AXE_STOMP:
  5511. skillratio += -100 + 450 + 1150 * skill_lv;
  5512. skillratio += 5 * sstatus->pow;
  5513. RE_LVL_DMOD(100);
  5514. break;
  5515. case MT_MIGHTY_SMASH:
  5516. skillratio += -100 + 80 + 240 * skill_lv;
  5517. skillratio += 5 * sstatus->pow;
  5518. if (sc && sc->getSCE(SC_AXE_STOMP)) {
  5519. skillratio += 20;
  5520. skillratio += 5 * sstatus->pow;
  5521. }
  5522. RE_LVL_DMOD(100);
  5523. break;
  5524. case MT_RUSH_QUAKE:
  5525. skillratio += -100 + 3600 * skill_lv + 10 * sstatus->pow;
  5526. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_INSECT)
  5527. skillratio += 150 * skill_lv;
  5528. RE_LVL_DMOD(100);
  5529. break;
  5530. case MT_A_MACHINE:// Formula unknown. Using Dancing Knife's formula for now. [Rytech]
  5531. skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow;
  5532. RE_LVL_DMOD(100);
  5533. break;
  5534. case MT_SPARK_BLASTER:
  5535. skillratio += -100 + 600 + 1400 * skill_lv;
  5536. skillratio += 5 * sstatus->pow;
  5537. RE_LVL_DMOD(100);
  5538. break;
  5539. case MT_TRIPLE_LASER:
  5540. skillratio += -100 + 650 + 1150 * skill_lv;
  5541. skillratio += 12 * sstatus->pow;
  5542. RE_LVL_DMOD(100);
  5543. break;
  5544. case MT_RUSH_STRIKE:
  5545. skillratio += -100 + 3500 * skill_lv;
  5546. skillratio += 5 * sstatus->pow; // !TODO: check POW ratio
  5547. RE_LVL_DMOD(100);
  5548. break;
  5549. case MT_POWERFUL_SWING:
  5550. skillratio += -100 + 300 + 850 * skill_lv;
  5551. skillratio += 5 * sstatus->pow; // !TODO: check POW ratio
  5552. if (sc && sc->getSCE(SC_AXE_STOMP))
  5553. skillratio += 100 + 100 * skill_lv;
  5554. RE_LVL_DMOD(100);
  5555. break;
  5556. case MT_ENERGY_CANNONADE:
  5557. skillratio += -100 + 250 + 750 * skill_lv;
  5558. skillratio += 5 * sstatus->pow; // !TODO: check POW ratio
  5559. RE_LVL_DMOD(100);
  5560. break;
  5561. case ABC_ABYSS_DAGGER:
  5562. skillratio += -100 + 350 + 1400 * skill_lv;
  5563. skillratio += 5 * sstatus->pow;
  5564. RE_LVL_DMOD(100);
  5565. break;
  5566. case ABC_UNLUCKY_RUSH:
  5567. skillratio += -100 + 100 + 300 * skill_lv + 5 * sstatus->pow;
  5568. RE_LVL_DMOD(100);
  5569. break;
  5570. case ABC_CHAIN_REACTION_SHOT:
  5571. skillratio += -100 + 850 * skill_lv;
  5572. skillratio += 15 * sstatus->con;
  5573. RE_LVL_DMOD(100);
  5574. break;
  5575. case ABC_CHAIN_REACTION_SHOT_ATK:
  5576. skillratio += -100 + 800 + 2550 * skill_lv;
  5577. skillratio += 15 * sstatus->con;
  5578. RE_LVL_DMOD(100);
  5579. break;
  5580. case ABC_DEFT_STAB:
  5581. skillratio += -100 + 700 + 550 * skill_lv;
  5582. skillratio += 7 * sstatus->pow;
  5583. RE_LVL_DMOD(100);
  5584. break;
  5585. case ABC_FRENZY_SHOT:
  5586. skillratio += -100 + 250 + 800 * skill_lv;
  5587. skillratio += 15 * sstatus->con;
  5588. RE_LVL_DMOD(100);
  5589. break;
  5590. case WH_HAWKRUSH:
  5591. skillratio += -100 + 500 * skill_lv + 5 * sstatus->con;
  5592. if (sd)
  5593. skillratio += skillratio * pc_checkskill(sd, WH_NATUREFRIENDLY) / 10;
  5594. RE_LVL_DMOD(100);
  5595. break;
  5596. case WH_HAWKBOOMERANG:
  5597. skillratio += -100 + 600 * skill_lv + 10 * sstatus->con;
  5598. if (sd)
  5599. skillratio += skillratio * pc_checkskill(sd, WH_NATUREFRIENDLY) / 10;
  5600. if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)
  5601. skillratio += skillratio * 50 / 100;
  5602. RE_LVL_DMOD(100);
  5603. break;
  5604. case WH_GALESTORM:
  5605. skillratio += -100 + 1350 * skill_lv;
  5606. skillratio += 10 * sstatus->con;
  5607. RE_LVL_DMOD(100);
  5608. if (sc && sc->getSCE(SC_CALAMITYGALE) && (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH))
  5609. skillratio += skillratio * 50 / 100;
  5610. break;
  5611. case WH_CRESCIVE_BOLT:
  5612. skillratio += -100 + 500 + 1300 * skill_lv;
  5613. skillratio += 5 * sstatus->con;
  5614. RE_LVL_DMOD(100);
  5615. if (sc) {
  5616. if (sc->getSCE(SC_CRESCIVEBOLT))
  5617. skillratio += skillratio * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
  5618. if (sc->getSCE(SC_CALAMITYGALE)) {
  5619. skillratio += skillratio * 20 / 100;
  5620. if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)
  5621. skillratio += skillratio * 50 / 100;
  5622. }
  5623. }
  5624. break;
  5625. case WH_DEEPBLINDTRAP:
  5626. case WH_SOLIDTRAP:
  5627. case WH_SWIFTTRAP:
  5628. case WH_FLAMETRAP:
  5629. skillratio += -100 + 850 * skill_lv + 5 * sstatus->con;
  5630. RE_LVL_DMOD(100);
  5631. skillratio += skillratio * (20 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5)) / 100;
  5632. break;
  5633. case WH_WILD_WALK:
  5634. skillratio += -100 + 1800 + 2800 * skill_lv;
  5635. // !TODO: unknown con and WH_NATUREFRIENDLY/HT_STEELCROW skills ratio
  5636. skillratio += 5 * sstatus->con;
  5637. skillratio += skillratio * pc_checkskill(sd, WH_NATUREFRIENDLY) / 10;
  5638. skillratio += skillratio * pc_checkskill(sd, HT_STEELCROW) / 10;
  5639. RE_LVL_DMOD(100);
  5640. break;
  5641. case BO_ACIDIFIED_ZONE_WATER:
  5642. case BO_ACIDIFIED_ZONE_GROUND:
  5643. case BO_ACIDIFIED_ZONE_WIND:
  5644. case BO_ACIDIFIED_ZONE_FIRE:
  5645. case BO_ACIDIFIED_ZONE_WATER_ATK:// These deal the same damage? [Rytech]
  5646. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  5647. case BO_ACIDIFIED_ZONE_WIND_ATK:
  5648. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  5649. skillratio += -100 + 400 * skill_lv + 5 * sstatus->pow;
  5650. if( sc != nullptr && sc->getSCE( SC_RESEARCHREPORT ) ){
  5651. skillratio += skillratio * 50 / 100;
  5652. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_PLANT)
  5653. skillratio += skillratio * 50 / 100;
  5654. }
  5655. RE_LVL_DMOD(100);
  5656. break;
  5657. case BO_EXPLOSIVE_POWDER:
  5658. skillratio += -100 + 500 + 650 * skill_lv;
  5659. skillratio += 5 * sstatus->pow;
  5660. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  5661. skillratio += 100 * skill_lv;
  5662. RE_LVL_DMOD(100);
  5663. break;
  5664. case BO_MAYHEMIC_THORNS:
  5665. skillratio += -100 + 200 + 300 * skill_lv;
  5666. skillratio += 5 * sstatus->pow;
  5667. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  5668. skillratio += 150;
  5669. RE_LVL_DMOD(100);
  5670. break;
  5671. case BO_MYSTERY_POWDER:
  5672. skillratio += -100 + 1500 + 4000 * skill_lv;
  5673. skillratio += 5 * sstatus->pow; // !TODO: check POW ratio
  5674. RE_LVL_DMOD(100);
  5675. break;
  5676. case BO_DUST_EXPLOSION:
  5677. skillratio += -100 + 450 + 600 * skill_lv;
  5678. skillratio += 5 * sstatus->pow; // !TODO: check POW ratio
  5679. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  5680. skillratio += 200 * skill_lv;
  5681. RE_LVL_DMOD(100);
  5682. break;
  5683. case TR_ROSEBLOSSOM:
  5684. skillratio += -100 + 200 + 2000 * skill_lv;
  5685. if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
  5686. skillratio += 3 * sstatus->con;
  5687. if( tsc != nullptr && tsc->getSCE( SC_SOUNDBLEND ) ){
  5688. skillratio += 200 * skill_lv;
  5689. }
  5690. RE_LVL_DMOD(100);
  5691. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  5692. skillratio *= 2;
  5693. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  5694. skillratio += skillratio * 50 / 100;
  5695. }
  5696. break;
  5697. case TR_ROSEBLOSSOM_ATK:
  5698. skillratio += -100 + 250 + 2800 * skill_lv;
  5699. if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
  5700. skillratio += 3 * sstatus->con;
  5701. if( tsc != nullptr && tsc->getSCE( SC_SOUNDBLEND ) ){
  5702. skillratio += 200 * skill_lv;
  5703. }
  5704. RE_LVL_DMOD(100);
  5705. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  5706. skillratio *= 2;
  5707. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  5708. skillratio += skillratio * 50 / 100;
  5709. }
  5710. break;
  5711. case TR_RHYTHMSHOOTING:
  5712. skillratio += -100 + 550 + 950 * skill_lv;
  5713. if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
  5714. skillratio += 5 * sstatus->con;
  5715. if (tsc && tsc->getSCE(SC_SOUNDBLEND)) {
  5716. skillratio += 300 + 100 * skill_lv;
  5717. skillratio += 2 * sstatus->con;
  5718. }
  5719. RE_LVL_DMOD(100);
  5720. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  5721. skillratio *= 2;
  5722. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  5723. skillratio += skillratio * 50 / 100;
  5724. }
  5725. break;
  5726. case ABR_BATTLE_BUSTER:// Need official formula.
  5727. case ABR_DUAL_CANNON_FIRE:// Need official formula.
  5728. skillratio += -100 + 8000;
  5729. break;
  5730. case ABR_INFINITY_BUSTER:// Need official formula.
  5731. skillratio += -100 + 50000;
  5732. break;
  5733. case HN_SPIRAL_PIERCE_MAX:
  5734. skillratio += -100 + 1000 + 1500 * skill_lv;
  5735. skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 3 * skill_lv;
  5736. skillratio += 5 * sstatus->pow;
  5737. switch (status_get_size(target)){
  5738. case SZ_SMALL:
  5739. skillratio = skillratio * 150 / 100;
  5740. break;
  5741. case SZ_MEDIUM:
  5742. skillratio = skillratio * 130 / 100;
  5743. break;
  5744. case SZ_BIG:
  5745. skillratio = skillratio * 120 / 100;
  5746. break;
  5747. }
  5748. RE_LVL_DMOD(100);
  5749. break;
  5750. case HN_SHIELD_CHAIN_RUSH:
  5751. skillratio += -100 + 850 + 1050 * skill_lv;
  5752. skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 3 * skill_lv;
  5753. skillratio += 5 * sstatus->pow;
  5754. RE_LVL_DMOD(100);
  5755. break;
  5756. case HN_MEGA_SONIC_BLOW:
  5757. skillratio += -100 + 900 + 750 * skill_lv;
  5758. skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 5 * skill_lv;
  5759. skillratio += 5 * sstatus->pow;
  5760. if (status_get_hp(target) < status_get_max_hp(target) / 2)
  5761. skillratio *= 2;
  5762. RE_LVL_DMOD(100);
  5763. break;
  5764. case HN_DOUBLEBOWLINGBASH:
  5765. skillratio += -100 + 250 + 400 * skill_lv;
  5766. skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 3 * skill_lv;
  5767. skillratio += 5 * sstatus->pow;
  5768. RE_LVL_DMOD(100);
  5769. break;
  5770. case NW_HASTY_FIRE_IN_THE_HOLE:
  5771. skillratio += -100 + 1500 + 1500 * skill_lv;
  5772. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 20;
  5773. skillratio += 5 * sstatus->con;
  5774. RE_LVL_DMOD(100);
  5775. break;
  5776. case NW_BASIC_GRENADE:
  5777. skillratio += -100 + 1500 + 2100 * skill_lv;
  5778. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 50;
  5779. skillratio += 5 * sstatus->con;
  5780. RE_LVL_DMOD(100);
  5781. break;
  5782. case NW_GRENADES_DROPPING:
  5783. skillratio += -100 + 550 + 850 * skill_lv;
  5784. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 30;
  5785. skillratio += 5 * sstatus->con;
  5786. RE_LVL_DMOD(100);
  5787. break;
  5788. case NW_WILD_FIRE:
  5789. skillratio += -100 + 1500 + 3000 * skill_lv;
  5790. skillratio += 5 * sstatus->con;
  5791. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5792. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 500 * skill_lv;
  5793. if (sd && sd->weapontype1 == W_SHOTGUN)
  5794. skillratio += 200 * skill_lv;
  5795. RE_LVL_DMOD(100);
  5796. break;
  5797. case NW_MAGAZINE_FOR_ONE:
  5798. skillratio += -100 + 250 + 500 * skill_lv;
  5799. skillratio += 5 * sstatus->con;
  5800. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5801. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 100 * skill_lv;
  5802. if (sd && sd->weapontype1 == W_REVOLVER)
  5803. skillratio += 50 + 300 * skill_lv;
  5804. RE_LVL_DMOD(100);
  5805. break;
  5806. case NW_SPIRAL_SHOOTING:
  5807. skillratio += -100 + 1200 + 1700 * skill_lv;
  5808. skillratio += 5 * sstatus->con;
  5809. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5810. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 150 * skill_lv;
  5811. if (sd && sd->weapontype1 == W_RIFLE)
  5812. skillratio += 200 + 1100 * skill_lv;
  5813. RE_LVL_DMOD(100);
  5814. break;
  5815. case NW_ONLY_ONE_BULLET:
  5816. skillratio += -100 + 1200 + 3000 * skill_lv;
  5817. skillratio += 5 * sstatus->con;
  5818. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5819. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 350 * skill_lv;
  5820. if (sd && sd->weapontype1 == W_REVOLVER) {
  5821. skillratio += 400 * skill_lv;
  5822. }
  5823. RE_LVL_DMOD(100);
  5824. break;
  5825. case NW_THE_VIGILANTE_AT_NIGHT:
  5826. if (sd && sd->weapontype1 == W_GATLING) {
  5827. skillratio += -100 + 300 * skill_lv;
  5828. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5829. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 100 * skill_lv;
  5830. } else {
  5831. skillratio += -100 + 800 + 700 * skill_lv;
  5832. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5833. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 200 * skill_lv;
  5834. }
  5835. skillratio += 5 * sstatus->con;
  5836. RE_LVL_DMOD(100);
  5837. break;
  5838. case NW_MISSION_BOMBARD:
  5839. if( wd->miscflag&SKILL_ALTDMG_FLAG ){
  5840. skillratio += -100 + 5000 + 1800 * skill_lv;
  5841. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 100;
  5842. }else{
  5843. skillratio += -100 + 800 + 200 * skill_lv;
  5844. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 30;
  5845. }
  5846. skillratio += 5 * sstatus->con;
  5847. RE_LVL_DMOD(100);
  5848. break;
  5849. case SH_CHUL_HO_SONIC_CLAW:
  5850. skillratio += -100 + 1100 + 2200 * skill_lv;
  5851. skillratio += 50 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
  5852. skillratio += 5 * sstatus->pow;
  5853. if( pc_checkskill( sd, SH_COMMUNE_WITH_CHUL_HO ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
  5854. skillratio += 400 * skill_lv;
  5855. skillratio += 50 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
  5856. }
  5857. RE_LVL_DMOD(100);
  5858. break;
  5859. case SH_HOWLING_OF_CHUL_HO:
  5860. skillratio += -100 + 600 + 1050 * skill_lv;
  5861. skillratio += 50 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
  5862. skillratio += 5 * sstatus->pow;
  5863. if( pc_checkskill( sd, SH_COMMUNE_WITH_CHUL_HO ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
  5864. skillratio += 100 + 100 * skill_lv;
  5865. skillratio += 50 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
  5866. }
  5867. RE_LVL_DMOD(100);
  5868. break;
  5869. case SH_HOGOGONG_STRIKE:
  5870. skillratio += -100 + 180 + 200 * skill_lv;
  5871. skillratio += 10 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
  5872. skillratio += 5 * sstatus->pow;
  5873. if( pc_checkskill( sd, SH_COMMUNE_WITH_CHUL_HO ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
  5874. skillratio += 70 + 150 * skill_lv;
  5875. skillratio += 10 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
  5876. }
  5877. RE_LVL_DMOD(100);
  5878. break;
  5879. case SKE_MIDNIGHT_KICK:
  5880. skillratio += -100 + 800 + 1500 * skill_lv;
  5881. skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv;
  5882. skillratio += 5 * sstatus->pow;
  5883. if( sc != nullptr && ( sc->getSCE( SC_MIDNIGHT_MOON ) != nullptr || sc->getSCE( SC_SKY_ENCHANT ) != nullptr ) ){
  5884. skillratio += 950 + 250 * skill_lv;
  5885. }
  5886. RE_LVL_DMOD(100);
  5887. break;
  5888. case SKE_ALL_IN_THE_SKY:
  5889. skillratio += -100 + 250 + 1200 * skill_lv;
  5890. skillratio += 5 * sstatus->pow;
  5891. if (status_get_race(target) == RC_DEMIHUMAN || status_get_race(target) == RC_DEMON)
  5892. wd->div_ = 3;
  5893. break;
  5894. case SKE_TWINKLING_GALAXY:
  5895. skillratio += -100 + 300 + 500 * skill_lv;
  5896. skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 3 * skill_lv;
  5897. skillratio += 5 * sstatus->pow;
  5898. RE_LVL_DMOD(100);
  5899. break;
  5900. case SKE_STAR_CANNON:
  5901. skillratio += -100 + 250 + 550 * skill_lv;
  5902. skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv;
  5903. skillratio += 5 * sstatus->pow;
  5904. RE_LVL_DMOD(100);
  5905. break;
  5906. case SKE_STAR_BURST:
  5907. skillratio += -100 + 500 + 400 * skill_lv;
  5908. skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 3 * skill_lv;
  5909. skillratio += 5 * sstatus->pow;
  5910. RE_LVL_DMOD(100);
  5911. break;
  5912. case SKE_DAWN_BREAK:
  5913. skillratio += -100 + 600 + 700 * skill_lv;
  5914. skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv;
  5915. skillratio += 5 * sstatus->pow;
  5916. if( sc != nullptr && ( sc->getSCE( SC_DAWN_MOON ) != nullptr || sc->getSCE( SC_SKY_ENCHANT ) != nullptr ) ){
  5917. skillratio += 200 * skill_lv;
  5918. }
  5919. RE_LVL_DMOD(100);
  5920. break;
  5921. case SKE_SUNSET_BLAST:
  5922. skillratio += -100 + 950 + 400 * skill_lv;
  5923. skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv;
  5924. skillratio += 5 * sstatus->pow;
  5925. RE_LVL_DMOD(100);
  5926. break;
  5927. case SKE_RISING_MOON:
  5928. skillratio += -100 + 700 + 450 * skill_lv;
  5929. skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv;
  5930. skillratio += 5 * sstatus->pow;
  5931. RE_LVL_DMOD(100);
  5932. break;
  5933. case SKE_NOON_BLAST:
  5934. skillratio += -100 + 1500 + 1250 * skill_lv;
  5935. skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv;
  5936. skillratio += 5 * sstatus->pow;
  5937. RE_LVL_DMOD(100);
  5938. break;
  5939. case SKE_RISING_SUN:
  5940. skillratio += -100 + 500 + 600 * skill_lv;
  5941. skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv;
  5942. skillratio += 5 * sstatus->pow;
  5943. RE_LVL_DMOD(100);
  5944. break;
  5945. case SS_SHIMIRU:
  5946. skillratio += -100 + 700 * skill_lv;
  5947. skillratio += 5 * sstatus->con;
  5948. RE_LVL_DMOD(100);
  5949. break;
  5950. case SS_KAGEGARI:
  5951. skillratio += -100 + 500 + 400 * skill_lv;
  5952. skillratio += pc_checkskill( sd, SS_KAGEGISSEN ) * 5 * skill_lv;
  5953. skillratio += 5 * sstatus->pow;
  5954. RE_LVL_DMOD(100);
  5955. break;
  5956. case SS_KAGEAKUMU:
  5957. case SS_HITOUAKUMU:
  5958. skillratio += -100 + 18000 + 5 * sstatus->pow;
  5959. if( tsc != nullptr && tsc->getSCE( SC_NIGHTMARE ) != nullptr ){
  5960. skillratio += skillratio / 2;
  5961. }
  5962. RE_LVL_DMOD(100);
  5963. break;
  5964. case SS_KAGENOMAI:
  5965. skillratio += -100 + 400 + 550 * skill_lv;
  5966. skillratio += pc_checkskill( sd, SS_KAGEGARI ) * 50 * skill_lv;
  5967. skillratio += 5 * sstatus->pow;
  5968. RE_LVL_DMOD(100);
  5969. if (wd->miscflag & SKILL_ALTDMG_FLAG)
  5970. skillratio = skillratio * 3 / 10;
  5971. break;
  5972. case SS_FUUMASHOUAKU:
  5973. skillratio += -100 + 700 + 200 * skill_lv;
  5974. skillratio += pc_checkskill( sd, SS_FUUMAKOUCHIKU ) * 5 * skill_lv;
  5975. skillratio += 5 * sstatus->pow;
  5976. RE_LVL_DMOD(100);
  5977. break;
  5978. case SS_FUUMAKOUCHIKU:
  5979. skillratio += -100 + 600 + 400 * skill_lv;
  5980. if( wd->miscflag&SKILL_ALTDMG_FLAG ){
  5981. skillratio += 200;
  5982. }
  5983. skillratio += pc_checkskill( sd, SS_FUUMASHOUAKU ) * 30 * skill_lv;
  5984. skillratio += 5 * sstatus->pow;
  5985. RE_LVL_DMOD(100);
  5986. break;
  5987. case SS_KUNAIWAIKYOKU:
  5988. skillratio += -100 + 300 + 600 * skill_lv;
  5989. skillratio += pc_checkskill( sd, SS_KUNAIKUSSETSU ) * 10 * skill_lv;
  5990. skillratio += 5 * sstatus->pow;
  5991. RE_LVL_DMOD(100);
  5992. if (wd->miscflag & SKILL_ALTDMG_FLAG)
  5993. skillratio = skillratio * 3 / 10;
  5994. break;
  5995. case SS_KUNAIKUSSETSU:
  5996. skillratio += -100 + 200 + 360 * skill_lv;
  5997. skillratio += pc_checkskill( sd, SS_KUNAIKAITEN ) * 10 * skill_lv;
  5998. skillratio += 5 * sstatus->pow;
  5999. RE_LVL_DMOD(100);
  6000. break;
  6001. case SS_KUNAIKAITEN:
  6002. skillratio += -100 + 800 + 700 * skill_lv;
  6003. skillratio += pc_checkskill( sd, SS_KUNAIWAIKYOKU ) * 70 * skill_lv;
  6004. skillratio += 5 * sstatus->pow;
  6005. RE_LVL_DMOD(100);
  6006. break;
  6007. case SS_KAGEGISSEN:
  6008. skillratio += -100 + 1600 + 700 * skill_lv;
  6009. skillratio += pc_checkskill( sd, SS_KAGENOMAI ) * 100 * skill_lv;
  6010. skillratio += 5 * sstatus->pow;
  6011. RE_LVL_DMOD(100);
  6012. if (wd->miscflag & SKILL_ALTDMG_FLAG)
  6013. skillratio = skillratio * 3 / 10;
  6014. break;
  6015. }
  6016. return skillratio;
  6017. }
  6018. /*==================================================================================================
  6019. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  6020. *--------------------------------------------------------------------------------------------------*
  6021. * Credits:
  6022. * Original coder Skotlex
  6023. * Initial refactoring by Baalberith
  6024. * Refined and optimized by helvetica
  6025. */
  6026. static int64 battle_calc_skill_constant_addition(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  6027. {
  6028. map_session_data *sd = BL_CAST(BL_PC, src);
  6029. map_session_data *tsd = BL_CAST(BL_PC, target);
  6030. status_data* sstatus = status_get_status_data(*src);
  6031. status_data* tstatus = status_get_status_data(*target);
  6032. int64 atk = 0;
  6033. //Constant/misc additions from skills
  6034. switch (skill_id) {
  6035. case MO_EXTREMITYFIST:
  6036. atk = 250 + 150 * skill_lv;
  6037. break;
  6038. case PA_SHIELDCHAIN:
  6039. if (sd) {
  6040. int16 index = sd->equip_index[EQI_HAND_L];
  6041. // Bonus damage: [max(100, Random(100, 0.7*weight + pow(skill level + refine)))]
  6042. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  6043. // First calculate the random part of the bonus
  6044. int32 bonus = (7 * sd->inventory_data[index]->weight) / 100;
  6045. bonus += static_cast<decltype(bonus)>(pow(skill_lv + sd->inventory.u.items_inventory[index].refine, 2));
  6046. // Now get a random value between 100 and the random part
  6047. atk = max(100, rnd_value(100, bonus));
  6048. }
  6049. }
  6050. break;
  6051. #ifndef RENEWAL
  6052. case GS_MAGICALBULLET:
  6053. if (sstatus->matk_max > sstatus->matk_min)
  6054. atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min);
  6055. else
  6056. atk = sstatus->matk_min;
  6057. break;
  6058. #endif
  6059. #ifdef RENEWAL
  6060. case HT_FREEZINGTRAP:
  6061. if(sd)
  6062. atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP);
  6063. break;
  6064. #endif
  6065. }
  6066. return atk;
  6067. }
  6068. /*==============================================================
  6069. * Stackable SC bonuses added on top of calculated skill damage
  6070. *--------------------------------------------------------------
  6071. * Credits:
  6072. * Original coder Skotlex
  6073. * Initial refactoring by Baalberith
  6074. * Refined and optimized by helvetica
  6075. */
  6076. static void battle_attack_sc_bonus(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  6077. {
  6078. map_session_data *sd = BL_CAST(BL_PC, src);
  6079. status_change *sc = status_get_sc(src);
  6080. status_data* sstatus = status_get_status_data(*src);
  6081. status_data* tstatus = status_get_status_data(*target);
  6082. uint8 anger_id = 0; // SLS Anger
  6083. // Kagerou/Oboro Earth Charm effect +15% wATK
  6084. if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  6085. ATK_ADDRATE(wd->damage, wd->damage2, 15 * sd->spiritcharm);
  6086. #ifdef RENEWAL
  6087. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, 15 * sd->spiritcharm);
  6088. #endif
  6089. }
  6090. //The following are applied on top of current damage and are stackable.
  6091. if (sc) {
  6092. #ifdef RENEWAL
  6093. if (sc->getSCE(SC_WATK_ELEMENT) && skill_id != ASC_METEORASSAULT)
  6094. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, sc->getSCE(SC_WATK_ELEMENT)->val2);
  6095. if (sc->getSCE(SC_DRUMBATTLE))
  6096. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_DRUMBATTLE)->val2);
  6097. if (sc->getSCE(SC_MADNESSCANCEL))
  6098. ATK_ADD(wd->equipAtk, wd->equipAtk2, 100);
  6099. if (sc->getSCE(SC_MAGICALBULLET)) {
  6100. int16 tmdef = tstatus->mdef + tstatus->mdef2;
  6101. if (sstatus->matk_min > tmdef && sstatus->matk_max > sstatus->matk_min) {
  6102. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max((sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min)) - tmdef, 0));
  6103. } else {
  6104. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max(sstatus->matk_min - tmdef, 0));
  6105. }
  6106. }
  6107. if (sc->getSCE(SC_GATLINGFEVER))
  6108. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_GATLINGFEVER)->val3);
  6109. #else
  6110. //ATK percent modifier (in pre-renewal, it's applied multiplicatively after the skill ratio)
  6111. ATK_RATE(wd->damage, wd->damage2, battle_get_atkpercent(*src, skill_id, *sc));
  6112. ATK_RATER(wd->basedamage, battle_get_atkpercent(*src, 0, *sc));
  6113. #endif
  6114. if (sc->getSCE(SC_SPIRIT)) {
  6115. if (skill_id == AS_SONICBLOW && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN) {
  6116. ATK_ADDRATE(wd->damage, wd->damage2, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  6117. RE_ALLATK_ADDRATE(wd, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  6118. } else if (skill_id == CR_SHIELDBOOMERANG && sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER) {
  6119. ATK_ADDRATE(wd->damage, wd->damage2, 100);
  6120. RE_ALLATK_ADDRATE(wd, 100);
  6121. }
  6122. }
  6123. if (sc->getSCE(SC_GT_CHANGE))
  6124. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_GT_CHANGE)->val1);
  6125. #ifdef RENEWAL
  6126. if (sc->getSCE(SC_EDP)) {
  6127. switch(skill_id) {
  6128. // Renewal: Venom Splasher, Meteor Assault, Grimtooth and Venom Knife ignore EDP
  6129. case TF_SPRINKLESAND:
  6130. case AS_SPLASHER:
  6131. case ASC_METEORASSAULT:
  6132. case AS_GRIMTOOTH:
  6133. case AS_VENOMKNIFE:
  6134. break; // skills above have no effect with EDP
  6135. default: // fall through to apply EDP bonuses
  6136. // Renewal EDP formula [helvetica]
  6137. // weapon atk * (2.5 + (edp level * .3))
  6138. // equip atk * (2.5 + (edp level * .3))
  6139. ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 250 + (sc->getSCE(SC_EDP)->val1 * 30));
  6140. ATK_RATE(wd->equipAtk, wd->equipAtk2, 250 + (sc->getSCE(SC_EDP)->val1 * 30));
  6141. break;
  6142. }
  6143. }
  6144. #endif
  6145. if (sc->getSCE(SC_DANCEWITHWUG)) {
  6146. if (skill_get_inf2(skill_id, INF2_INCREASEDANCEWITHWUGDAMAGE)) {
  6147. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 10 * battle_calc_chorusbonus(sd));
  6148. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_DANCEWITHWUG)->val1 * 10 * battle_calc_chorusbonus(sd));
  6149. }
  6150. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 2 * battle_calc_chorusbonus(sd));
  6151. #ifdef RENEWAL
  6152. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 2 * battle_calc_chorusbonus(sd));
  6153. #endif
  6154. }
  6155. if(sc->getSCE(SC_ZENKAI) && sstatus->rhw.ele == sc->getSCE(SC_ZENKAI)->val2) {
  6156. ATK_ADD(wd->damage, wd->damage2, 200);
  6157. #ifdef RENEWAL
  6158. ATK_ADD(wd->equipAtk, wd->equipAtk2, 200);
  6159. #endif
  6160. }
  6161. if (sc->getSCE(SC_EQC)) {
  6162. ATK_ADDRATE(wd->damage, wd->damage2, -sc->getSCE(SC_EQC)->val2);
  6163. #ifdef RENEWAL
  6164. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, -sc->getSCE(SC_EQC)->val2);
  6165. #endif
  6166. }
  6167. if(sc->getSCE(SC_STYLE_CHANGE)) {
  6168. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6169. if(hd) {
  6170. ATK_ADD(wd->damage, wd->damage2, hd->homunculus.spiritball * 3);
  6171. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  6172. }
  6173. }
  6174. if(sc->getSCE(SC_UNLIMIT) && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  6175. switch(skill_id) {
  6176. case RA_WUGDASH:
  6177. case RA_WUGSTRIKE:
  6178. case RA_WUGBITE:
  6179. break;
  6180. default:
  6181. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_UNLIMIT)->val2);
  6182. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_UNLIMIT)->val2);
  6183. break;
  6184. }
  6185. }
  6186. if (sc->getSCE(SC_HEAT_BARREL)) {
  6187. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_HEAT_BARREL)->val3);
  6188. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_HEAT_BARREL)->val3);
  6189. }
  6190. if((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  6191. if (sc->getSCE(SC_ARCLOUSEDASH) && sc->getSCE(SC_ARCLOUSEDASH)->val4) {
  6192. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_ARCLOUSEDASH)->val4);
  6193. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_ARCLOUSEDASH)->val4);
  6194. }
  6195. }
  6196. if (sd && wd->flag&BF_WEAPON && sc->getSCE(SC_GVG_GIANT) && sc->getSCE(SC_GVG_GIANT)->val3) {
  6197. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_GVG_GIANT)->val3);
  6198. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_GVG_GIANT)->val3);
  6199. }
  6200. if (skill_id == 0 && sc->getSCE(SC_EXEEDBREAK)) {
  6201. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_EXEEDBREAK)->val2);
  6202. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_EXEEDBREAK)->val2);
  6203. }
  6204. if (sc->getSCE(SC_PYREXIA) && sc->getSCE(SC_PYREXIA)->val3 == 0 && skill_id == 0) {
  6205. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_PYREXIA)->val2);
  6206. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_PYREXIA)->val2);
  6207. }
  6208. if (sc->getSCE(SC_MIRACLE))
  6209. anger_id = 2; // Always treat all monsters as star flagged monster when in miracle state
  6210. if (sc->getSCE(SC_HIDDEN_CARD) && (wd->flag&BF_LONG) == BF_LONG)
  6211. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_HIDDEN_CARD)->val3);
  6212. }
  6213. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  6214. if (sd && pc_checkskill(sd, SU_POWEROFLIFE) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LIFE) >= 20) {
  6215. ATK_ADDRATE(wd->damage, wd->damage2, 20);
  6216. RE_ALLATK_ADDRATE(wd, 20);
  6217. }
  6218. }
  6219. if (sd != nullptr && !anger_id)
  6220. ARR_FIND(0, MAX_PC_FEELHATE, anger_id, status_get_class(target) == sd->hate_mob[anger_id]);
  6221. uint16 anger_level;
  6222. if (sd != nullptr && anger_id < MAX_PC_FEELHATE && (anger_level = pc_checkskill(sd, sg_info[anger_id].anger_id))) {
  6223. int32 skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  6224. if (anger_id == 2)
  6225. skillratio += sstatus->str; // SG_STAR_ANGER additionally has STR added in its formula.
  6226. if (anger_level < 4)
  6227. skillratio /= 12 - 3 * anger_level;
  6228. #ifdef RENEWAL
  6229. // (renewal) maximum damage bonus limit : (skill level x 25)%
  6230. skillratio = min( skillratio, 25 * anger_level );
  6231. #endif
  6232. ATK_ADDRATE(wd->damage, wd->damage2, skillratio);
  6233. #ifdef RENEWAL
  6234. RE_ALLATK_ADDRATE(wd, skillratio);
  6235. #endif
  6236. }
  6237. }
  6238. /*====================================
  6239. * Calc defense damage reduction
  6240. *------------------------------------
  6241. * Credits:
  6242. * Original coder Skotlex
  6243. * Initial refactoring by Baalberith
  6244. * Refined and optimized by helvetica
  6245. */
  6246. static void battle_calc_defense_reduction(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  6247. {
  6248. map_session_data *sd = BL_CAST(BL_PC, src);
  6249. map_session_data *tsd = BL_CAST(BL_PC, target);
  6250. status_change *sc = status_get_sc(src);
  6251. status_change *tsc = status_get_sc(target);
  6252. status_data* sstatus = status_get_status_data(*src);
  6253. status_data* tstatus = status_get_status_data(*target);
  6254. //Defense reduction
  6255. int16 vit_def;
  6256. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  6257. int16 def2 = tstatus->def2;
  6258. if (sd) {
  6259. int32 i = sd->indexed_bonus.ignore_def_by_race[tstatus->race] + sd->indexed_bonus.ignore_def_by_race[RC_ALL];
  6260. i += sd->indexed_bonus.ignore_def_by_class[tstatus->class_] + sd->indexed_bonus.ignore_def_by_class[CLASS_ALL];
  6261. if (i) {
  6262. i = min(i,100); //cap it to 100 for 0 def min
  6263. def1 -= def1 * i / 100;
  6264. def2 -= def2 * i / 100;
  6265. }
  6266. //Kagerou/Oboro Earth Charm effect +10% eDEF
  6267. if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  6268. int16 si = 10 * sd->spiritcharm;
  6269. def1 = (def1 * (100 + si)) / 100;
  6270. }
  6271. }
  6272. if (sc && sc->getSCE(SC_EXPIATIO)) {
  6273. int16 i = 5 * sc->getSCE(SC_EXPIATIO)->val1; // 5% per level
  6274. i = min(i,100); //cap it to 100 for 0 def min
  6275. def1 = (def1*(100-i))/100;
  6276. def2 = (def2*(100-i))/100;
  6277. }
  6278. if (tsc) {
  6279. if (tsc->getSCE(SC_FORCEOFVANGUARD)) {
  6280. int16 i = 2 * tsc->getSCE(SC_FORCEOFVANGUARD)->val1;
  6281. def1 = (def1 * (100 + i)) / 100;
  6282. }
  6283. if( tsc->getSCE(SC_CAMOUFLAGE) ){
  6284. int16 i = 5 * tsc->getSCE(SC_CAMOUFLAGE)->val3; //5% per second
  6285. i = min(i,100); //cap it to 100 for 0 def min
  6286. def1 = (def1*(100-i))/100;
  6287. def2 = (def2*(100-i))/100;
  6288. }
  6289. if (tsc->getSCE(SC_GT_REVITALIZE))
  6290. def1 += tsc->getSCE(SC_GT_REVITALIZE)->val4;
  6291. if (tsc->getSCE(SC_OVERED_BOOST) && target->type == BL_PC)
  6292. def1 = (def1 * tsc->getSCE(SC_OVERED_BOOST)->val4) / 100;
  6293. }
  6294. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  6295. unsigned char target_count; //256 max targets should be a sane max
  6296. //Official servers limit the count to 22 targets
  6297. target_count = min(unit_counttargeted(target), (100 / battle_config.vit_penalty_num) + (battle_config.vit_penalty_count - 1));
  6298. if(target_count >= battle_config.vit_penalty_count) {
  6299. if(battle_config.vit_penalty_type == 1) {
  6300. if( !tsc || !tsc->getSCE(SC_STEELBODY) )
  6301. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  6302. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  6303. } else { //Assume type 2
  6304. if( !tsc || !tsc->getSCE(SC_STEELBODY) )
  6305. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  6306. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  6307. }
  6308. }
  6309. if(def2 < 1)
  6310. def2 = 1;
  6311. }
  6312. #ifdef RENEWAL
  6313. if (skill_id == AM_ACIDTERROR)
  6314. def2 = 0; // Ignore only status defense.
  6315. #endif
  6316. //Damage reduction based on vitality
  6317. if (tsd) { //Sd vit-eq
  6318. int32 skill;
  6319. #ifndef RENEWAL
  6320. //Damage reduction: [VIT*0.3] + RND(0, [VIT^2/150] - [VIT*0.3] - 1) + [VIT*0.5]
  6321. vit_def = ((3 * def2) / 10);
  6322. vit_def += rnd_value(0, max(0, (def2 * def2) / 150 - ((3 * def2) / 10) - 1));
  6323. vit_def += (def2 / 2);
  6324. #else
  6325. vit_def = def2;
  6326. #endif
  6327. 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
  6328. (skill = pc_checkskill(tsd, AL_DP)) > 0)
  6329. vit_def += (int32)(((float)tsd->status.base_level / 25.0 + 3.0) * skill + 0.5);
  6330. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  6331. (sstatus->race == RC_BRUTE || sstatus->race == RC_PLAYER_DORAM || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  6332. vit_def += skill*5;
  6333. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  6334. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  6335. vit_def += skill * 10;
  6336. } else { //Mob-Pet vit-eq
  6337. #ifndef RENEWAL
  6338. //VIT + rnd(0,[VIT/20]^2-1)
  6339. if (tsc && tsc->getSCE(SC_SKA))
  6340. vit_def = 90; //Eska sets the random part of the formula to 90
  6341. else
  6342. vit_def = (def2 / 20) * (def2 / 20);
  6343. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  6344. #else
  6345. //SoftDEF of monsters is floor((BaseLevel+Vit)/2)
  6346. vit_def = def2;
  6347. #endif
  6348. }
  6349. if (battle_config.weapon_defense_type) {
  6350. vit_def += def1*battle_config.weapon_defense_type;
  6351. def1 = 0;
  6352. }
  6353. #ifdef RENEWAL
  6354. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  6355. if (nk[NK_SIMPLEDEFENSE]) {
  6356. // Defense reduction by flat value.
  6357. // This completely bypasses the normal RE DEF Reduction formula.
  6358. wd->damage -= (def1 + vit_def);
  6359. if (is_attack_left_handed(src, skill_id))
  6360. wd->damage2 -= (def1 + vit_def);
  6361. }
  6362. else {
  6363. /**
  6364. * RE DEF Reduction
  6365. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  6366. * Pierce defence gains 1 atk per def/2
  6367. */
  6368. if (def1 == -400) /* -400 creates a division by 0 and subsequently crashes */
  6369. def1 = -399;
  6370. ATK_ADD2(wd->damage, wd->damage2,
  6371. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1 * battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv)) / 200 : 0,
  6372. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1 * battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv)) / 200 : 0
  6373. );
  6374. 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))
  6375. wd->damage = wd->damage * (4000 + def1) / (4000 + 10 * def1) - vit_def;
  6376. 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))
  6377. wd->damage2 = wd->damage2 * (4000 + def1) / (4000 + 10 * def1) - vit_def;
  6378. }
  6379. #else
  6380. if (def1 > 100) def1 = 100;
  6381. ATK_RATE2(wd->damage, wd->damage2,
  6382. 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)),
  6383. 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))
  6384. );
  6385. ATK_RATER(wd->basedamage, 100 - def1);
  6386. ATK_ADD2(wd->damage, wd->damage2,
  6387. 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,
  6388. 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
  6389. );
  6390. wd->basedamage -= vit_def;
  6391. #endif
  6392. }
  6393. /*====================================
  6394. * Modifiers ignoring DEF
  6395. *------------------------------------
  6396. * Credits:
  6397. * Original coder Skotlex
  6398. * Initial refactoring by Baalberith
  6399. * Refined and optimized by helvetica
  6400. */
  6401. static void battle_calc_attack_post_defense(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  6402. {
  6403. map_session_data *sd = BL_CAST(BL_PC, src);
  6404. status_change *sc = status_get_sc(src);
  6405. status_data* sstatus = status_get_status_data(*src);
  6406. // Post skill/vit reduction damage increases
  6407. #ifndef RENEWAL
  6408. //Refine bonus
  6409. if (sd) {
  6410. if (battle_skill_stacks_masteries_vvs(skill_id, BCHK_REFINE)) {
  6411. ATK_ADD2(wd->damage, wd->damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  6412. }
  6413. wd->basedamage += sstatus->rhw.atk2;
  6414. }
  6415. //After DEF reduction, damage can be negative, refine bonus works against that value
  6416. //After refinement bonus was applied, damage is capped to 1, then masteries are applied
  6417. battle_min_damage(*wd, *src, skill_id, 1);
  6418. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  6419. #endif
  6420. if (sc) { // SC skill damages
  6421. if (sc->getSCE(SC_AURABLADE)
  6422. #ifndef RENEWAL
  6423. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  6424. #endif
  6425. ) {
  6426. #ifdef RENEWAL
  6427. ATK_ADD(wd->damage, wd->damage2, (3 + sc->getSCE(SC_AURABLADE)->val1) * status_get_lv(src)); // !TODO: Confirm formula
  6428. #else
  6429. ATK_ADD(wd->damage, wd->damage2, 20 * sc->getSCE(SC_AURABLADE)->val1);
  6430. #endif
  6431. }
  6432. }
  6433. //Set to min of 1
  6434. battle_min_damage(*wd, *src, skill_id, 1);
  6435. #ifdef RENEWAL
  6436. switch (skill_id) {
  6437. case AS_SONICBLOW:
  6438. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  6439. ATK_ADDRATE(wd->damage, wd->damage2, 90);
  6440. break;
  6441. }
  6442. #endif
  6443. }
  6444. /*=================================================================================
  6445. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  6446. *---------------------------------------------------------------------------------
  6447. * Credits:
  6448. * Original coder Skotlex
  6449. * Initial refactoring by Baalberith
  6450. * Refined and optimized by helvetica
  6451. */
  6452. static void battle_calc_attack_plant(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  6453. {
  6454. status_data* tstatus = status_get_status_data(*target);
  6455. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  6456. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  6457. status_change_end(src, SC_CAMOUFLAGE);
  6458. //Plants receive 1 damage when hit
  6459. if( attack_hits || wd->damage > 0 )
  6460. wd->damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
  6461. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd->damage2 > 0) ) {
  6462. map_session_data *sd = BL_CAST(BL_PC, src);
  6463. if (sd && sd->status.weapon == W_KATAR)
  6464. wd->damage2 = 0; //No backhand damage against plants
  6465. else
  6466. wd->damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
  6467. }
  6468. if (attack_hits && target->type == BL_MOB) {
  6469. status_change *sc = status_get_sc(target);
  6470. int64 damage_dummy = 1;
  6471. if (sc && !battle_status_block_damage(src, target, sc, wd, damage_dummy, skill_id, skill_lv)) { // Statuses that reduce damage to 0.
  6472. wd->damage = wd->damage2 = 0;
  6473. return;
  6474. }
  6475. }
  6476. if( attack_hits && status_get_class(target) == MOBID_EMPERIUM ) {
  6477. if(target && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0) && map_flag_gvg2(target->m)) {
  6478. wd->damage = wd->damage2 = 0;
  6479. return;
  6480. }
  6481. const int32 right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  6482. const int32 left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  6483. if (wd->damage > 0) {
  6484. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  6485. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  6486. } else if (wd->damage2 > 0) {
  6487. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  6488. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  6489. }
  6490. return;
  6491. }
  6492. // Triple Attack and Finger Offensive have a special property, they do not split damage on plant mode
  6493. // In pre-renewal, it requires the monster to have exactly 100 def
  6494. if ((skill_id == MO_TRIPLEATTACK || skill_id == MO_FINGEROFFENSIVE) && wd->div_ < 0
  6495. #ifndef RENEWAL
  6496. && tstatus->def == 100
  6497. #endif
  6498. )
  6499. wd->div_ *= -1;
  6500. //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
  6501. battle_apply_div_fix(wd, skill_id);
  6502. //If there is left hand damage, total damage can never exceed 2, even on multiple hits
  6503. if(wd->damage > 1 && wd->damage2 > 0) {
  6504. wd->damage = 1;
  6505. wd->damage2 = 1;
  6506. }
  6507. }
  6508. /*========================================================================================
  6509. * Perform left/right hand weapon damage calculation based on previously calculated damage
  6510. *----------------------------------------------------------------------------------------
  6511. * Credits:
  6512. * Original coder Skotlex
  6513. * Initial refactoring by Baalberith
  6514. * Refined and optimized by helvetica
  6515. */
  6516. static void battle_calc_attack_left_right_hands(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  6517. {
  6518. map_session_data *sd = BL_CAST(BL_PC, src);
  6519. if (sd) {
  6520. int32 skill;
  6521. if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  6522. skill = pc_checkskill(sd,TF_DOUBLE);
  6523. wd->damage2 = (int64)wd->damage * (1 + (skill * 2))/100;
  6524. #ifdef RENEWAL
  6525. } else if(is_attack_left_handed(src, skill_id) && sd->status.weapon != W_KATAR) { //Dual-wield
  6526. #else
  6527. } else if(is_attack_left_handed(src, skill_id)) { //Dual-wield
  6528. #endif
  6529. // If you only have a weapon in the left hand, then your main hand damage will be identical to an unarmed attack
  6530. if (is_attack_right_handed(src, skill_id) && wd->damage) {
  6531. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  6532. skill = pc_checkskill(sd,AS_RIGHT);
  6533. ATK_RATER(wd->damage, 50 + (skill * 10))
  6534. }
  6535. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  6536. skill = pc_checkskill(sd,KO_RIGHT);
  6537. ATK_RATER(wd->damage, 70 + (skill * 10))
  6538. }
  6539. if(wd->damage < 1)
  6540. wd->damage = 1;
  6541. }
  6542. // Left hand damage will always be adjusted, even if you don't have a weapon in the main hand
  6543. if (wd->damage2) {
  6544. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  6545. skill = pc_checkskill(sd,AS_LEFT);
  6546. ATK_RATEL(wd->damage2, 30 + (skill * 10))
  6547. }
  6548. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  6549. skill = pc_checkskill(sd,KO_LEFT);
  6550. ATK_RATEL(wd->damage2, 50 + (skill * 10))
  6551. }
  6552. if(wd->damage2 < 1)
  6553. wd->damage2 = 1;
  6554. }
  6555. }
  6556. }
  6557. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd->damage)
  6558. wd->damage=0;
  6559. if(!is_attack_left_handed(src, skill_id) && wd->damage2)
  6560. wd->damage2=0;
  6561. }
  6562. /**
  6563. * Check if bl is devoted by someone
  6564. * @param bl
  6565. * @return 'd_bl' if devoted or nullptr if not devoted
  6566. */
  6567. struct block_list *battle_check_devotion(struct block_list *bl) {
  6568. struct block_list *d_bl = nullptr;
  6569. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) {
  6570. status_change *sc = status_get_sc(bl);
  6571. if (sc && sc->getSCE(SC_DEVOTION))
  6572. d_bl = map_id2bl(sc->getSCE(SC_DEVOTION)->val1);
  6573. }
  6574. return d_bl;
  6575. }
  6576. /*==========================================
  6577. * BG/GvG attack modifiers
  6578. *------------------------------------------
  6579. * Credits:
  6580. * Original coder Skotlex
  6581. * Initial refactoring by Baalberith
  6582. * Refined and optimized by helvetica
  6583. */
  6584. static void battle_calc_attack_gvg_bg(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  6585. {
  6586. if( wd->damage + wd->damage2 ) { //There is a total damage value
  6587. if( src != target && //Don't reflect your own damage (Grand Cross)
  6588. (!skill_id || skill_id ||
  6589. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
  6590. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  6591. map_session_data *tsd = BL_CAST(BL_PC, target);
  6592. status_data* sstatus = status_get_status_data(*src);
  6593. t_tick tick = gettick(), rdelay = 0;
  6594. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, false);
  6595. if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
  6596. struct block_list *d_bl = battle_check_devotion(src);
  6597. rdelay = clif_damage(*src, (d_bl == nullptr) ? *src : *d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  6598. if( tsd )
  6599. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  6600. //Use Reflect Shield to signal this kind of skill trigger [Skotlex]
  6601. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true, false);
  6602. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  6603. }
  6604. }
  6605. struct map_data *mapdata = map_getmapdata(target->m);
  6606. if(!wd->damage2) {
  6607. wd->damage = battle_calc_damage(src,target,wd,wd->damage,skill_id,skill_lv);
  6608. if( mapdata_flag_gvg2(mapdata) )
  6609. wd->damage=battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  6610. else if( mapdata->getMapFlag(MF_BATTLEGROUND) )
  6611. wd->damage=battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  6612. }
  6613. else if(!wd->damage) {
  6614. wd->damage2 = battle_calc_damage(src,target,wd,wd->damage2,skill_id,skill_lv);
  6615. if( mapdata_flag_gvg2(mapdata) )
  6616. wd->damage2 = battle_calc_gvg_damage(src,target,wd->damage2,skill_id,wd->flag);
  6617. else if( mapdata->getMapFlag(MF_BATTLEGROUND) )
  6618. wd->damage2 = battle_calc_bg_damage(src,target,wd->damage2,skill_id,wd->flag);
  6619. }
  6620. else {
  6621. wd->damage = battle_calc_damage(src, target, wd, wd->damage, skill_id, skill_lv);
  6622. wd->damage2 = battle_calc_damage(src, target, wd, wd->damage2, skill_id, skill_lv);
  6623. if (mapdata_flag_gvg2(mapdata)) {
  6624. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  6625. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  6626. }
  6627. else if (mapdata->getMapFlag(MF_BATTLEGROUND)) {
  6628. wd->damage = battle_calc_bg_damage(src, target, wd->damage, skill_id, wd->flag);
  6629. wd->damage2 = battle_calc_bg_damage(src, target, wd->damage2, skill_id, wd->flag);
  6630. }
  6631. if(wd->damage > 1 && wd->damage2 < 1) wd->damage2 = 1;
  6632. }
  6633. }
  6634. }
  6635. /*==========================================
  6636. * final ATK modifiers - after BG/GvG calc
  6637. *------------------------------------------
  6638. * Credits:
  6639. * Original coder Skotlex
  6640. * Initial refactoring by Baalberith
  6641. * Refined and optimized by helvetica
  6642. */
  6643. static void battle_calc_weapon_final_atk_modifiers(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  6644. {
  6645. map_session_data *sd = BL_CAST(BL_PC, src);
  6646. map_session_data *tsd = BL_CAST(BL_PC, target);
  6647. status_change *sc = status_get_sc(src);
  6648. status_change *tsc = status_get_sc(target);
  6649. status_data* sstatus = status_get_status_data(*src);
  6650. status_data* tstatus = status_get_status_data(*target);
  6651. int32 skill_damage = 0;
  6652. //Reject Sword bugreport:4493 by Daegaladh
  6653. if(wd->damage && tsc && tsc->getSCE(SC_REJECTSWORD) &&
  6654. (src->type!=BL_PC || (
  6655. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  6656. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  6657. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  6658. )) &&
  6659. rnd()%100 < tsc->getSCE(SC_REJECTSWORD)->val2
  6660. )
  6661. {
  6662. ATK_RATER(wd->damage, 50)
  6663. clif_skill_nodamage(target, *target,ST_REJECTSWORD, tsc->getSCE(SC_REJECTSWORD)->val1);
  6664. battle_fix_damage(target,src,wd->damage,clif_damage(*target,*src,gettick(),0,0,wd->damage,0,DMG_NORMAL,0,false),ST_REJECTSWORD);
  6665. if (status_isdead(*target))
  6666. return;
  6667. if( --(tsc->getSCE(SC_REJECTSWORD)->val3) <= 0 )
  6668. status_change_end(target, SC_REJECTSWORD);
  6669. }
  6670. if( tsc && tsc->getSCE(SC_CRESCENTELBOW) && wd->flag&BF_SHORT && rnd()%100 < tsc->getSCE(SC_CRESCENTELBOW)->val2 ) {
  6671. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  6672. int64 rdamage = 0;
  6673. int32 ratio = (int64)(status_get_hp(src) / 100) * tsc->getSCE(SC_CRESCENTELBOW)->val1 * status_get_lv(target) / 125;
  6674. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  6675. rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0);
  6676. rdamage = (int64)rdamage * ratio / 100 + wd->damage * (10 + tsc->getSCE(SC_CRESCENTELBOW)->val1 * 20 / 10) / 10;
  6677. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->getSCE(SC_CRESCENTELBOW)->val1), unit_getdir(src), BLOWN_NONE);
  6678. clif_skill_damage( *target, *src, gettick(), status_get_amotion(src), 0, rdamage,
  6679. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->getSCE(SC_CRESCENTELBOW)->val1, DMG_SINGLE ); // This is how official does
  6680. clif_damage(*src, *target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false);
  6681. battle_fix_damage(target, src, rdamage, 0, SR_CRESCENTELBOW);
  6682. status_damage(src, target, rdamage/10, 0, 0, 1, 0);
  6683. status_change_end(target, SC_CRESCENTELBOW);
  6684. }
  6685. if( sc ) {
  6686. //SC_FUSION hp penalty [Komurka]
  6687. if (sc->getSCE(SC_FUSION)) {
  6688. uint32 hp = sstatus->max_hp;
  6689. if (sd && tsd) {
  6690. hp = hp / 13;
  6691. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  6692. hp = sstatus->hp;
  6693. } else
  6694. hp = 2*hp/100; //2% hp loss per hit
  6695. status_zap(src, hp, 0);
  6696. }
  6697. if (sc->getSCE(SC_VIGOR))
  6698. status_zap(src, sc->getSCE(SC_VIGOR)->val2, 0);
  6699. // Only affecting non-skills
  6700. if (!skill_id && wd->dmg_lv > ATK_BLOCK) {
  6701. if (sc->getSCE(SC_ENCHANTBLADE)) {
  6702. //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2
  6703. int64 enchant_dmg = sc->getSCE(SC_ENCHANTBLADE)->val2;
  6704. if (sstatus->matk_max > sstatus->matk_min)
  6705. enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min);
  6706. else
  6707. enchant_dmg = enchant_dmg + sstatus->matk_min;
  6708. enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2);
  6709. if (enchant_dmg > 0)
  6710. ATK_ADD(wd->damage, wd->damage2, enchant_dmg);
  6711. }
  6712. }
  6713. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  6714. status_change_end(src, SC_CAMOUFLAGE);
  6715. }
  6716. #ifndef RENEWAL
  6717. if (skill_id == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
  6718. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd->miscflag);
  6719. wd->damage += md.damage;
  6720. }
  6721. #endif
  6722. // Skill damage adjustment
  6723. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  6724. ATK_ADDRATE(wd->damage, wd->damage2, skill_damage);
  6725. }
  6726. /*====================================================
  6727. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  6728. *----------------------------------------------------
  6729. * Credits:
  6730. * Original coder Skotlex
  6731. * Initial refactoring by Baalberith
  6732. * Refined and optimized by helvetica
  6733. */
  6734. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int32 wflag)
  6735. {
  6736. status_data* sstatus = status_get_status_data(*src);
  6737. status_data* tstatus = status_get_status_data(*target);
  6738. status_change *sc = status_get_sc(src);
  6739. map_session_data *sd = BL_CAST(BL_PC, src);
  6740. struct Damage wd;
  6741. wd.type = DMG_NORMAL; //Normal attack
  6742. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  6743. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  6744. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  6745. /*if(skill_id == KN_AUTOCOUNTER)
  6746. wd.amotion /= 2; */
  6747. wd.dmotion = tstatus->dmotion;
  6748. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  6749. wd.miscflag = wflag;
  6750. wd.flag = BF_WEAPON; //Initial Flag
  6751. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  6752. wd.isspdamage = false;
  6753. wd.damage = wd.damage2 =
  6754. #ifdef RENEWAL
  6755. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  6756. wd.percentAtk = wd.percentAtk2 =
  6757. #else
  6758. wd.basedamage =
  6759. #endif
  6760. 0;
  6761. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  6762. if(sd)
  6763. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  6764. if (skill_id) {
  6765. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  6766. switch(skill_id)
  6767. {
  6768. #ifdef RENEWAL
  6769. case RG_BACKSTAP:
  6770. if (sd && sd->status.weapon == W_DAGGER)
  6771. wd.div_ = 2;
  6772. break;
  6773. case MO_CHAINCOMBO:
  6774. if (sd && sd->status.weapon == W_KNUCKLE)
  6775. wd.div_ = -6;
  6776. break;
  6777. #endif
  6778. case MH_SONIC_CRAW:{
  6779. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6780. wd.div_ = hd->homunculus.spiritball;
  6781. }
  6782. break;
  6783. case MO_FINGEROFFENSIVE:
  6784. if (sd) {
  6785. if (battle_config.finger_offensive_type)
  6786. wd.div_ = 1;
  6787. #ifndef RENEWAL
  6788. else if ((sd->spiritball + sd->spiritball_old) < wd.div_)
  6789. wd.div_ = sd->spiritball + sd->spiritball_old;
  6790. #endif
  6791. }
  6792. break;
  6793. case KN_PIERCE:
  6794. case ML_PIERCE:
  6795. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  6796. break;
  6797. case TF_DOUBLE: //For NPC used skill.
  6798. case GS_CHAINACTION:
  6799. wd.type = DMG_MULTI_HIT;
  6800. break;
  6801. case GS_GROUNDDRIFT:
  6802. wd.amotion = sstatus->amotion;
  6803. [[fallthrough]];
  6804. case KN_SPEARSTAB:
  6805. #ifndef RENEWAL
  6806. case KN_BOWLINGBASH:
  6807. #endif
  6808. case MS_BOWLINGBASH:
  6809. case MO_BALKYOUNG:
  6810. case TK_TURNKICK:
  6811. wd.blewcount = 0;
  6812. break;
  6813. case SG_SUN_WARM:
  6814. case SG_MOON_WARM:
  6815. case SG_STAR_WARM:
  6816. // A random 0~3 knockback bonus is added to the base knockback
  6817. wd.blewcount += rnd_value(0, 3);
  6818. break;
  6819. #ifdef RENEWAL
  6820. case KN_BOWLINGBASH:
  6821. if (sd && sd->status.weapon == W_2HSWORD) {
  6822. if (wd.miscflag >= 2 && wd.miscflag <= 3)
  6823. wd.div_ = 3;
  6824. else if (wd.miscflag >= 4)
  6825. wd.div_ = 4;
  6826. }
  6827. break;
  6828. #endif
  6829. case KN_AUTOCOUNTER:
  6830. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  6831. break;
  6832. case LK_SPIRALPIERCE:
  6833. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  6834. break;
  6835. case RK_WINDCUTTER:
  6836. if (sd && (sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR))
  6837. wd.flag |= BF_LONG;
  6838. break;
  6839. case NC_BOOSTKNUCKLE:
  6840. case NC_VULCANARM:
  6841. case NC_ARMSCANNON:
  6842. if (sc && sc->getSCE(SC_ABR_DUAL_CANNON))
  6843. wd.div_ = 2;
  6844. break;
  6845. case NC_POWERSWING:
  6846. if (sc && sc->getSCE(SC_ABR_BATTLE_WARIOR))
  6847. wd.div_ = -2;
  6848. break;
  6849. case GN_CARTCANNON:
  6850. if (sc && sc->getSCE(SC_BIONIC_WOODENWARRIOR))
  6851. wd.div_ = 2;
  6852. break;
  6853. case DK_SERVANT_W_PHANTOM:
  6854. case DK_SERVANT_W_DEMOL:
  6855. if (sd && (sd->servantball + sd->servantball_old) < wd.div_)
  6856. wd.div_ = sd->servantball + sd->servantball_old;
  6857. break;
  6858. case IQ_THIRD_FLAME_BOMB:
  6859. wd.div_ = min(wd.div_ + wd.miscflag, 3); // Number of hits doesn't go above 3.
  6860. break;
  6861. case IG_OVERSLASH:
  6862. if( wd.miscflag >= 4 ){
  6863. wd.div_ = 7;
  6864. }else if( wd.miscflag >= 2 ){
  6865. wd.div_ = 5;
  6866. }
  6867. break;
  6868. case SHC_ETERNAL_SLASH:
  6869. if (sc && sc->getSCE(SC_E_SLASH_COUNT))
  6870. wd.div_ = sc->getSCE(SC_E_SLASH_COUNT)->val1;
  6871. break;
  6872. case SHC_IMPACT_CRATER:
  6873. if (sc && sc->getSCE(SC_ROLLINGCUTTER))
  6874. wd.div_ = sc->getSCE(SC_ROLLINGCUTTER)->val1;
  6875. break;
  6876. case MT_AXE_STOMP:
  6877. if (sd && sd->status.weapon == W_2HAXE)
  6878. wd.div_ = 3;
  6879. break;
  6880. case SHC_SAVAGE_IMPACT:
  6881. wd.div_ = wd.div_ + wd.miscflag;
  6882. break;
  6883. case MT_MIGHTY_SMASH:
  6884. if (sc && sc->getSCE(SC_AXE_STOMP))
  6885. wd.div_ = 7;
  6886. break;
  6887. case BO_EXPLOSIVE_POWDER:
  6888. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  6889. wd.div_ = 5;
  6890. break;
  6891. case BO_MAYHEMIC_THORNS:
  6892. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  6893. wd.div_ = 4;
  6894. break;
  6895. case HN_DOUBLEBOWLINGBASH:
  6896. if (wd.miscflag > 1)
  6897. wd.div_ += min(4, wd.miscflag);
  6898. break;
  6899. }
  6900. } else {
  6901. bool is_long = false;
  6902. if (is_skill_using_arrow(src, skill_id) || (sc && sc->getSCE(SC_SOULATTACK)))
  6903. is_long = true;
  6904. wd.flag |= is_long ? BF_LONG : BF_SHORT;
  6905. }
  6906. return wd;
  6907. }
  6908. /**
  6909. * Check if we should reflect the damage and calculate it if so
  6910. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  6911. * @param wd : weapon damage
  6912. * @param src : bl who did the attack
  6913. * @param target : target of the attack
  6914. * @param skill_id : id of casted skill, 0 = basic atk
  6915. * @param skill_lv : lvl of skill casted
  6916. */
  6917. void battle_do_reflect(int32 attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv)
  6918. {
  6919. // Don't reflect your own damage (Grand Cross)
  6920. if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL ||
  6921. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ))))
  6922. {
  6923. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  6924. map_session_data *tsd = BL_CAST(BL_PC, target);
  6925. status_change *tsc = status_get_sc(target);
  6926. status_data* sstatus = status_get_status_data(*src);
  6927. struct unit_data *ud = unit_bl2ud(target);
  6928. t_tick tick = gettick(), rdelay = 0;
  6929. if (!tsc)
  6930. return;
  6931. auto * sce = tsc->getSCE(SC_MAXPAIN);
  6932. if (sce) {
  6933. sce->val2 = (int32)damage;
  6934. if (!tsc->getSCE(SC_KYOMU) && !(tsc->getSCE(SC_DARKCROW) && (wd->flag&BF_SHORT))) //SC_KYOMU invalidates reflecting ability. SC_DARKCROW also does, but only for short weapon attack.
  6935. skill_castend_damage_id(target, src, NPC_MAXPAIN_ATK, sce->val1, tick, ((wd->flag & 1) ? wd->flag - 1 : wd->flag));
  6936. }
  6937. // Calculate skill reflect damage separately
  6938. if ((ud && !ud->immune_attack) || !status_bl_has_mode(target, MD_SKILLIMMUNE))
  6939. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
  6940. if( rdamage > 0 ) {
  6941. struct block_list *d_bl = battle_check_devotion(src);
  6942. status_change *sc = status_get_sc(src);
  6943. if (sc && sc->getSCE(SC_VITALITYACTIVATION))
  6944. rdamage /= 2;
  6945. if( attack_type == BF_WEAPON && tsc->getSCE(SC_REFLECTDAMAGE) ) // Don't reflect your own damage (Grand Cross)
  6946. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag);
  6947. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  6948. rdelay = clif_damage(*src, (d_bl == nullptr) ? *src : *d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  6949. if( tsd )
  6950. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  6951. // It appears that official servers give skill reflect damage a longer delay
  6952. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true, false);
  6953. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  6954. }
  6955. }
  6956. }
  6957. }
  6958. /*============================================
  6959. * Calculate "weapon"-type attacks and skills
  6960. *--------------------------------------------
  6961. * Credits:
  6962. * Original coder Skotlex
  6963. * Initial refactoring by Baalberith
  6964. * Refined and optimized by helvetica
  6965. */
  6966. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int32 wflag)
  6967. {
  6968. map_session_data *sd, *tsd;
  6969. struct Damage wd;
  6970. status_change *sc = status_get_sc(src);
  6971. status_change *tsc = status_get_sc(target);
  6972. status_data* sstatus = status_get_status_data(*src);
  6973. status_data* tstatus = status_get_status_data(*target);
  6974. int32 right_element, left_element;
  6975. bool infdef = false;
  6976. memset(&wd,0,sizeof(wd));
  6977. if (src == nullptr || target == nullptr) {
  6978. nullpo_info(NLP_MARK);
  6979. return wd;
  6980. }
  6981. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  6982. right_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  6983. left_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  6984. if (sc != nullptr && sc->empty())
  6985. sc = nullptr; //Skip checking as there are no status changes active.
  6986. if (tsc != nullptr && tsc->empty())
  6987. tsc = nullptr; //Skip checking as there are no status changes active.
  6988. sd = BL_CAST(BL_PC, src);
  6989. tsd = BL_CAST(BL_PC, target);
  6990. //Check for Lucky Dodge
  6991. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  6992. wd.type = DMG_LUCY_DODGE;
  6993. wd.dmg_lv = ATK_LUCKY;
  6994. if(wd.div_ < 0)
  6995. wd.div_ *= -1;
  6996. return wd;
  6997. }
  6998. // on official check for multi hit first so we can override crit on double attack [helvetica]
  6999. battle_calc_multi_attack(&wd, src, target, skill_id, skill_lv);
  7000. // crit check is next since crits always hit on official [helvetica]
  7001. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, true)) {
  7002. #if PACKETVER >= 20161207
  7003. if (wd.type&DMG_MULTI_HIT)
  7004. wd.type = DMG_MULTI_HIT_CRITICAL;
  7005. else
  7006. wd.type = DMG_CRITICAL;
  7007. #else
  7008. wd.type = DMG_CRITICAL;
  7009. #endif
  7010. }
  7011. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  7012. // check if we're landing a hit
  7013. if(!is_attack_hitting(&wd, src, target, skill_id, skill_lv, true))
  7014. wd.dmg_lv = ATK_FLEE;
  7015. else if(!(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants
  7016. #ifndef RENEWAL
  7017. // First call function with skill_id 0 to get base damage of a normal attack
  7018. battle_calc_skill_base_damage(&wd, src, target, 0, 0); // base damage
  7019. wd.basedamage = wd.damage;
  7020. // Now get actual skill damage
  7021. if (skill_id != 0)
  7022. #endif
  7023. battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv); // base skill damage
  7024. #ifndef RENEWAL
  7025. // Skill ratio
  7026. ATK_RATE(wd.damage, wd.damage2, battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv));
  7027. // Additive damage bonus
  7028. ATK_ADD(wd.damage, wd.damage2, battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv));
  7029. #endif
  7030. #ifdef RENEWAL
  7031. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  7032. status_data* sstatus = status_get_status_data(*src);
  7033. if (sstatus->matk_max > sstatus->matk_min) {
  7034. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  7035. } else
  7036. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  7037. }
  7038. #endif
  7039. int32 i = 0;
  7040. #ifndef RENEWAL
  7041. // add any miscellaneous player ATK bonuses
  7042. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id)))
  7043. ATK_ADDRATE(wd.damage, wd.damage2, i);
  7044. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  7045. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  7046. #endif
  7047. #ifdef RENEWAL
  7048. // In Renewal we only cardfix to the weapon and equip ATK
  7049. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  7050. if (sd) {
  7051. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 2, wd.flag);
  7052. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 2, wd.flag);
  7053. if (is_attack_left_handed(src, skill_id)) {
  7054. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  7055. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 3, wd.flag);
  7056. }
  7057. }
  7058. //Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  7059. if (tsd && skill_id != NJ_ISSEN && skill_id != GN_FIRE_EXPANSION_ACID) { // These skills will do a card fix later
  7060. std::bitset<NK_MAX> ignoreele_nk = nk;
  7061. ignoreele_nk.set(NK_IGNOREELEMENT);
  7062. wd.statusAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk, 0, wd.flag);
  7063. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 0, wd.flag);
  7064. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 0, wd.flag);
  7065. wd.masteryAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk, 0, wd.flag);
  7066. if (is_attack_left_handed(src, skill_id)) {
  7067. wd.statusAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk2, 1, wd.flag);
  7068. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 1, wd.flag);
  7069. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 1, wd.flag);
  7070. wd.masteryAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk2, 1, wd.flag);
  7071. }
  7072. }
  7073. // final attack bonuses that aren't affected by cards
  7074. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  7075. if (sd) { //monsters, homuns and pets have their damage computed directly
  7076. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.percentAtk;
  7077. if( is_attack_left_handed( src, skill_id ) ){
  7078. wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.percentAtk2;
  7079. }
  7080. // Apply P.ATK mod
  7081. // But for Dragonbreaths it only applies if Dragonic Aura is skilled
  7082. if( ( skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER ) || pc_checkskill( sd, DK_DRAGONIC_AURA ) > 0 ){
  7083. wd.damage = (int64)floor( (float)( wd.damage * ( 100 + sstatus->patk ) / 100 ) );
  7084. if( is_attack_left_handed( src, skill_id ) ){
  7085. wd.damage2 = (int64)floor( (float)( wd.damage2 * ( 100 + sstatus->patk ) / 100 ) );
  7086. }
  7087. }
  7088. // Apply MasteryATK
  7089. wd.damage += wd.masteryAtk;
  7090. if( is_attack_left_handed( src, skill_id ) ){
  7091. wd.damage2 += wd.masteryAtk2;
  7092. }
  7093. // CritAtkRate modifier
  7094. if (wd.type == DMG_CRITICAL || wd.type == DMG_MULTI_HIT_CRITICAL) {
  7095. if (skill_id > 0) {
  7096. wd.damage += (int64)floor((float)(wd.damage * sd->bonus.crit_atk_rate / 200));
  7097. if (is_attack_left_handed(src, skill_id))
  7098. wd.damage2 += (int64)floor((float)(wd.damage2 * sd->bonus.crit_atk_rate / 200));
  7099. }
  7100. else {
  7101. wd.damage += (int64)floor((float)(wd.damage * sd->bonus.crit_atk_rate / 100));
  7102. if (is_attack_left_handed(src, skill_id))
  7103. wd.damage2 += (int64)floor((float)(wd.damage2 * sd->bonus.crit_atk_rate / 100));
  7104. }
  7105. }
  7106. if (wd.flag & BF_SHORT)
  7107. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.short_attack_atk_rate);
  7108. if(wd.flag&BF_LONG && (skill_id != RA_WUGBITE && skill_id != RA_WUGSTRIKE)) //Long damage rate addition doesn't use weapon + equip attack
  7109. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  7110. }
  7111. // Skill ratio
  7112. ATK_RATE(wd.damage, wd.damage2, battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv));
  7113. // Additive damage bonus
  7114. ATK_ADD(wd.damage, wd.damage2, battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv));
  7115. // Advance Katar Mastery
  7116. if (sd) {
  7117. uint16 katar_skill;
  7118. if (sd->status.weapon == W_KATAR && (katar_skill = pc_checkskill(sd, ASC_KATAR)) > 0) // Adv. Katar Mastery applied after calculate with skillratio.
  7119. ATK_ADDRATE(wd.damage, wd.damage2, (10 + 2 * katar_skill));
  7120. }
  7121. // Res reduces physical damage by a percentage and
  7122. // is calculated before DEF and other reductions.
  7123. // All skills that use the simple defense formula (damage substracted by DEF+DEF2) ignore Res
  7124. // TODO: Res formula probably should be: (2000+x)/(2000+5x), but with the reduction rounded down
  7125. if ((wd.damage + wd.damage2) && tstatus->res > 0 && !nk[NK_SIMPLEDEFENSE]) {
  7126. int16 res = tstatus->res;
  7127. int16 ignore_res = 0;// Value used as a percentage.
  7128. if (sd)
  7129. ignore_res += sd->indexed_bonus.ignore_res_by_race[tstatus->race] + sd->indexed_bonus.ignore_res_by_race[RC_ALL];
  7130. // Attacker status's that pierce Res.
  7131. if (sc) {
  7132. if (sc->getSCE(SC_A_TELUM))
  7133. ignore_res += sc->getSCE(SC_A_TELUM)->val2;
  7134. if (sc->getSCE(SC_POTENT_VENOM))
  7135. ignore_res += sc->getSCE(SC_POTENT_VENOM)->val2;
  7136. }
  7137. ignore_res = min(ignore_res, battle_config.max_res_mres_ignored);
  7138. if (ignore_res > 0)
  7139. res -= res * ignore_res / 100;
  7140. // Apply damage reduction.
  7141. wd.damage = wd.damage * (5000 + res) / (5000 + 10 * res);
  7142. wd.damage2 = wd.damage2 * (5000 + res) / (5000 + 10 * res);
  7143. }
  7144. #else
  7145. // final attack bonuses that aren't affected by cards
  7146. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  7147. #endif
  7148. if (wd.damage + wd.damage2) {
  7149. #ifdef RENEWAL
  7150. // Check if attack ignores DEF (in pre-renewal we need to update base damage even when the skill ignores DEF)
  7151. 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))
  7152. #else
  7153. // Shield Boomerang and Rapid Smiting already calculated the defense before the skill ratio was applied
  7154. if(skill_id != PA_SHIELDCHAIN && skill_id != CR_SHIELDBOOMERANG)
  7155. #endif
  7156. battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv);
  7157. battle_calc_attack_post_defense(&wd, src, target, skill_id, skill_lv);
  7158. }
  7159. #ifdef RENEWAL
  7160. // add any miscellaneous player ATK bonuses
  7161. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  7162. ATK_ADDRATE(wd.damage, wd.damage2, i);
  7163. RE_ALLATK_ADDRATE(&wd, i);
  7164. }
  7165. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) {
  7166. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  7167. RE_ALLATK_ADDRATE(&wd, -i);
  7168. }
  7169. #endif
  7170. }
  7171. battle_calc_element_damage(&wd, src, target, skill_id, skill_lv);
  7172. #ifdef RENEWAL
  7173. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, false)) {
  7174. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  7175. wd.damage = (int64)floor((float)((wd.damage * (1.4f + (0.01f * sstatus->crate)))));
  7176. if (is_attack_left_handed(src, skill_id))
  7177. wd.damage2 = (int64)floor((float)((wd.damage2 * (1.4f + (0.01f * sstatus->crate)))));
  7178. } else
  7179. wd.damage = (int64)floor((float)(wd.damage * 1.4f));
  7180. if (tsd && tsd->bonus.crit_def_rate != 0)
  7181. ATK_ADDRATE(wd.damage, wd.damage2, -tsd->bonus.crit_def_rate);
  7182. }
  7183. #endif
  7184. switch (skill_id) {
  7185. case TK_DOWNKICK:
  7186. case TK_STORMKICK:
  7187. case TK_TURNKICK:
  7188. case TK_COUNTER:
  7189. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  7190. ATK_ADD(wd.damage, wd.damage2, 10 * pc_checkskill(sd, TK_RUN));
  7191. break;
  7192. case LG_SHIELDPRESS:
  7193. if (sd) {
  7194. int32 damagevalue = 0;
  7195. int16 index = sd->equip_index[EQI_HAND_L];
  7196. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  7197. damagevalue = sstatus->vit * sd->inventory.u.items_inventory[index].refine;
  7198. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  7199. }
  7200. break;
  7201. case SR_TIGERCANNON:
  7202. // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  7203. if (wd.miscflag&8) {
  7204. ATK_ADD(wd.damage, wd.damage2, skill_lv * 500 + status_get_lv(target) * 40);
  7205. } else
  7206. ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40);
  7207. break;
  7208. case SR_GATEOFHELL: {
  7209. status_data* sstatus = status_get_status_data(*src);
  7210. double bonus = 1 + skill_lv * 2 / 10;
  7211. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - sstatus->hp);
  7212. if(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE) {
  7213. ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->max_sp * bonus) + 40 * status_get_lv(src));
  7214. } else
  7215. ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->sp * bonus) + 10 * status_get_lv(src));
  7216. }
  7217. break;
  7218. case MH_TINDER_BREAKER:
  7219. ATK_ADD(wd.damage, wd.damage2, 2500 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  7220. break;
  7221. case MH_CBC:
  7222. ATK_ADD(wd.damage, wd.damage2, 4000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  7223. break;
  7224. case MH_EQC:
  7225. ATK_ADD(wd.damage, wd.damage2, 6000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  7226. break;
  7227. case NPC_MAXPAIN_ATK:
  7228. if (sc) {
  7229. auto * sce = sc->getSCE(SC_MAXPAIN);
  7230. if (sce) {
  7231. if (sce->val2)
  7232. wd.damage = sce->val2 * skill_lv / 10;
  7233. else if (sce->val3)
  7234. wd.damage = sce->val3 * skill_lv / 10;
  7235. }
  7236. }
  7237. else
  7238. wd.damage = 0;
  7239. break;
  7240. }
  7241. if(sd) {
  7242. #ifndef RENEWAL
  7243. uint16 skill;
  7244. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  7245. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  7246. if (skill_id == GS_GROUNDDRIFT)
  7247. ATK_ADD(wd.damage, wd.damage2, 50 * skill_lv);
  7248. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  7249. ATK_ADD(wd.damage, wd.damage2, 4);
  7250. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  7251. switch(skill_id) {
  7252. case RK_DRAGONBREATH:
  7253. case RK_DRAGONBREATH_WATER:
  7254. if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
  7255. wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
  7256. if(is_attack_left_handed(src, skill_id))
  7257. wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
  7258. }
  7259. break;
  7260. default:
  7261. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 2, wd.flag);
  7262. if( is_attack_left_handed(src, skill_id ))
  7263. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 3, wd.flag);
  7264. break;
  7265. }
  7266. #endif
  7267. }
  7268. #ifdef RENEWAL
  7269. // In renewal only do it for non player attacks
  7270. if( tsd && !sd ){
  7271. #else
  7272. if( tsd ){
  7273. #endif
  7274. // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  7275. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 0, wd.flag);
  7276. if(is_attack_left_handed(src, skill_id))
  7277. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 1, wd.flag);
  7278. }
  7279. // only do 1 dmg to plant, no need to calculate rest
  7280. if(infdef){
  7281. battle_calc_attack_plant(&wd, src, target, skill_id, skill_lv);
  7282. return wd;
  7283. }
  7284. //Apply DAMAGE_DIV_FIX and check for min damage
  7285. battle_apply_div_fix(&wd, skill_id);
  7286. battle_calc_attack_left_right_hands(&wd, src, target, skill_id, skill_lv);
  7287. #ifdef RENEWAL
  7288. switch (skill_id) {
  7289. case NJ_ISSEN:
  7290. case GN_FIRE_EXPANSION_ACID:
  7291. return wd; //These skills will do a GVG fix later
  7292. default:
  7293. #endif
  7294. battle_calc_attack_gvg_bg(&wd, src, target, skill_id, skill_lv);
  7295. #ifdef RENEWAL
  7296. break;
  7297. }
  7298. #endif
  7299. battle_calc_weapon_final_atk_modifiers(&wd, src, target, skill_id, skill_lv);
  7300. battle_absorb_damage(target, &wd);
  7301. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  7302. return wd;
  7303. }
  7304. /*==========================================
  7305. * Calculate "magic"-type attacks and skills
  7306. *------------------------------------------
  7307. * Credits:
  7308. * Original coder DracoRPG
  7309. * Refined and optimized by helvetica
  7310. */
  7311. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int32 mflag)
  7312. {
  7313. int32 i, skill_damage = 0;
  7314. int16 s_ele = 0;
  7315. TBL_PC *sd;
  7316. TBL_PC *tsd;
  7317. status_change *sc, *tsc;
  7318. struct Damage ad;
  7319. struct {
  7320. unsigned imdef : 1;
  7321. unsigned infdef : 1;
  7322. } flag;
  7323. memset(&ad,0,sizeof(ad));
  7324. memset(&flag,0,sizeof(flag));
  7325. if (src == nullptr || target == nullptr) {
  7326. nullpo_info(NLP_MARK);
  7327. return ad;
  7328. }
  7329. status_data* sstatus = status_get_status_data(*src);
  7330. status_data* tstatus = status_get_status_data(*target);
  7331. // Initial Values
  7332. // Set to 1 because magic damage on plants is 1 per hit; if target is not a plant this gets reinitialized to 0 later
  7333. ad.damage = 1;
  7334. ad.div_ = skill_get_num(skill_id,skill_lv);
  7335. ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills.
  7336. ad.dmotion = tstatus->dmotion;
  7337. ad.blewcount = skill_get_blewcount(skill_id, skill_lv);
  7338. ad.flag = BF_MAGIC|BF_SKILL;
  7339. ad.miscflag = mflag;
  7340. ad.dmg_lv = ATK_DEF;
  7341. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  7342. std::bitset<NK_MAX> nk;
  7343. if (skill)
  7344. nk = skill->nk;
  7345. flag.imdef = nk[NK_IGNOREDEFENSE] ? 1 : 0;
  7346. sd = BL_CAST(BL_PC, src);
  7347. tsd = BL_CAST(BL_PC, target);
  7348. s_elemental_data* ed = BL_CAST(BL_ELEM, src);
  7349. sc = status_get_sc(src);
  7350. tsc = status_get_sc(target);
  7351. //Initialize variables that will be used afterwards
  7352. s_ele = battle_get_magic_element(src, target, skill_id, skill_lv, mflag);
  7353. switch(skill_id) {
  7354. case WL_HELLINFERNO:
  7355. if (mflag & 2) { // ELE_DARK
  7356. ad.div_ = -3;
  7357. }
  7358. break;
  7359. case NPC_PSYCHIC_WAVE:
  7360. case SO_PSYCHIC_WAVE:
  7361. if (sd && (sd->weapontype1 == W_STAFF || sd->weapontype1 == W_2HSTAFF || sd->weapontype1 == W_BOOK))
  7362. ad.div_ = 2;
  7363. break;
  7364. case AG_DESTRUCTIVE_HURRICANE:
  7365. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  7366. ad.blewcount = 2;
  7367. break;
  7368. case AG_CRYSTAL_IMPACT:
  7369. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  7370. ad.div_ = 2;
  7371. break;
  7372. case ABC_ABYSS_SQUARE:
  7373. if (mflag == 2)
  7374. ad.div_ = 2;
  7375. break;
  7376. case AG_CRIMSON_ARROW_ATK:
  7377. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  7378. ad.div_ = 2;
  7379. }
  7380. break;
  7381. case SOA_TALISMAN_OF_FOUR_BEARING_GOD:
  7382. if (sc != nullptr){
  7383. if (sc->getSCE(SC_T_FIRST_GOD) != nullptr)
  7384. ad.div_ = 2;
  7385. else if (sc->getSCE(SC_T_SECOND_GOD) != nullptr)
  7386. ad.div_ = 3;
  7387. else if (sc->getSCE(SC_T_THIRD_GOD) != nullptr)
  7388. ad.div_ = 4;
  7389. else if (sc->getSCE(SC_T_FOURTH_GOD) != nullptr)
  7390. ad.div_ = 5;
  7391. else if (sc->getSCE(SC_T_FIFTH_GOD) != nullptr)
  7392. ad.div_ = 7;
  7393. }
  7394. break;
  7395. }
  7396. //Set miscellaneous data that needs be filled
  7397. if(sd) {
  7398. sd->state.arrow_atk = 0;
  7399. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  7400. }
  7401. //Skill Range Criteria
  7402. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  7403. //Infinite defense (plant mode)
  7404. flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
  7405. switch(skill_id) {
  7406. case MG_FIREWALL:
  7407. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  7408. ad.blewcount = 0; //No knockback
  7409. [[fallthrough]];
  7410. case NJ_KAENSIN:
  7411. case PR_SANCTUARY:
  7412. ad.dmotion = 1; //No flinch animation.
  7413. break;
  7414. }
  7415. if (!flag.infdef) { //No need to do the math for plants
  7416. uint32 skillratio = 100; //Skill dmg modifiers.
  7417. #ifdef RENEWAL
  7418. // Some skills do not use S.MATK and skillratio
  7419. bool has_skillratio = false;
  7420. #endif
  7421. //Damage was set to 1 to simulate plant damage; if not plant, need to reinitialize damage with 0
  7422. ad.damage = 0;
  7423. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  7424. #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; }
  7425. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  7426. #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; }
  7427. //Adds an absolute value to damage. 100 = +100 damage
  7428. #define MATK_ADD(a) { ad.damage += a; }
  7429. //Calc base damage according to skill
  7430. switch (skill_id) {
  7431. case AL_HEAL:
  7432. case PR_BENEDICTIO:
  7433. case PR_SANCTUARY:
  7434. case AB_HIGHNESSHEAL:
  7435. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  7436. break;
  7437. case PR_ASPERSIO:
  7438. ad.damage = 40;
  7439. break;
  7440. case ALL_RESURRECTION:
  7441. case PR_TURNUNDEAD:
  7442. //Undead check is on skill_castend_damageid code.
  7443. #ifdef RENEWAL
  7444. i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  7445. + 300 - 300 * tstatus->hp / tstatus->max_hp;
  7446. #else
  7447. i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  7448. + 200 - 200 * tstatus->hp / tstatus->max_hp;
  7449. #endif
  7450. if(i > 700)
  7451. i = 700;
  7452. if(rnd()%1000 < i && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  7453. ad.damage = tstatus->hp;
  7454. else {
  7455. #ifdef RENEWAL
  7456. if (sstatus->matk_max > sstatus->matk_min) {
  7457. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  7458. } else {
  7459. MATK_ADD(sstatus->matk_min);
  7460. }
  7461. MATK_RATE(skill_lv);
  7462. #else
  7463. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  7464. #endif
  7465. }
  7466. break;
  7467. case NPC_DARKBREATH:
  7468. ad.damage = tstatus->hp * (skill_lv <= 5 ? 100 / (2 * (6 - skill_lv)) : 50) / 100;
  7469. break;
  7470. case PF_SOULBURN:
  7471. ad.damage = tstatus->sp * 2;
  7472. break;
  7473. case AB_RENOVATIO:
  7474. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  7475. break;
  7476. case NPC_EARTHQUAKE:
  7477. if (mflag & NPC_EARTHQUAKE_FLAG) {
  7478. ad.flag |= NPC_EARTHQUAKE_FLAG; // Pass flag to battle_calc_damage
  7479. mflag &= ~NPC_EARTHQUAKE_FLAG; // Remove before NK_SPLASHSPLIT check
  7480. }
  7481. if (src->type == BL_PC)
  7482. ad.damage = sstatus->str * 2 + battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag).damage;
  7483. else
  7484. ad.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0);
  7485. MATK_RATE(200 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0));
  7486. if (nk[NK_SPLASHSPLIT] && mflag > 1)
  7487. ad.damage /= mflag;
  7488. break;
  7489. case NPC_ICEMINE:
  7490. case NPC_FLAMECROSS:
  7491. ad.damage = static_cast<int64>( sstatus->rhw.atk ) * static_cast<int64>( 20 ) * static_cast<int64>( skill_lv );
  7492. break;
  7493. default: {
  7494. if (sstatus->matk_max > sstatus->matk_min) {
  7495. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  7496. } else {
  7497. MATK_ADD(sstatus->matk_min);
  7498. }
  7499. if (nk[NK_SPLASHSPLIT]) { // Divide MATK in case of multiple targets skill
  7500. if (mflag>0)
  7501. ad.damage /= mflag;
  7502. else
  7503. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  7504. }
  7505. switch(skill_id) {
  7506. case MG_NAPALMBEAT:
  7507. skillratio += -30 + 10 * skill_lv;
  7508. break;
  7509. case MG_FIREBALL:
  7510. #ifdef RENEWAL
  7511. skillratio += 40 + 20 * skill_lv;
  7512. if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage
  7513. skillratio = skillratio * 3 / 4;
  7514. #else
  7515. skillratio += -30 + 10 * skill_lv;
  7516. #endif
  7517. break;
  7518. case MG_SOULSTRIKE:
  7519. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  7520. skillratio += 5 * skill_lv;
  7521. break;
  7522. case MG_FIREWALL:
  7523. skillratio -= 50;
  7524. break;
  7525. case MG_FIREBOLT:
  7526. case MG_COLDBOLT:
  7527. case MG_LIGHTNINGBOLT:
  7528. if (sc) {
  7529. if ((skill_id == MG_FIREBOLT && sc->getSCE(SC_FLAMETECHNIC_OPTION)) ||
  7530. (skill_id == MG_COLDBOLT && sc->getSCE(SC_COLD_FORCE_OPTION)) ||
  7531. (skill_id == MG_LIGHTNINGBOLT && sc->getSCE(SC_GRACE_BREEZE_OPTION)))
  7532. skillratio *= 5;
  7533. if (sc->getSCE(SC_SPELLFIST) && mflag & BF_SHORT) {
  7534. skillratio += (sc->getSCE(SC_SPELLFIST)->val3 * 100) + (sc->getSCE(SC_SPELLFIST)->val1 * 50 - 50) - 100; // val3 = used bolt level, val1 = used spellfist level. [Rytech]
  7535. ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
  7536. ad.flag = BF_WEAPON | BF_SHORT;
  7537. ad.type = DMG_NORMAL;
  7538. }
  7539. }
  7540. break;
  7541. case MG_THUNDERSTORM:
  7542. // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  7543. #ifndef RENEWAL
  7544. skillratio -= 20;
  7545. #endif
  7546. break;
  7547. case MG_FROSTDIVER:
  7548. skillratio += 10 * skill_lv;
  7549. break;
  7550. case AL_HOLYLIGHT:
  7551. skillratio += 25;
  7552. if (sd && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
  7553. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  7554. break;
  7555. case AL_RUWACH:
  7556. skillratio += 45;
  7557. break;
  7558. case WZ_FROSTNOVA:
  7559. #ifndef RENEWAL
  7560. skillratio += -100 + (100 + skill_lv * 10) * 2 / 3;
  7561. #else
  7562. // In renewal the damage formula is identical to MG_FROSTDIVER
  7563. skillratio += 10 * skill_lv;
  7564. #endif
  7565. break;
  7566. case WZ_FIREPILLAR:
  7567. if (sd && ad.div_ > 0)
  7568. ad.div_ *= -1; //For players, damage is divided by number of hits
  7569. skillratio += -60 + 20 * skill_lv; //20% MATK each hit
  7570. break;
  7571. case WZ_SIGHTRASHER:
  7572. skillratio += 20 * skill_lv;
  7573. break;
  7574. case WZ_WATERBALL:
  7575. skillratio += 30 * skill_lv;
  7576. break;
  7577. case WZ_STORMGUST:
  7578. #ifdef RENEWAL
  7579. skillratio -= 30; // Offset only once
  7580. skillratio += 50 * skill_lv;
  7581. #else
  7582. skillratio += 40 * skill_lv;
  7583. #endif
  7584. break;
  7585. #ifdef RENEWAL
  7586. case WZ_EARTHSPIKE:
  7587. skillratio += 100;
  7588. if (sc && sc->getSCE(SC_EARTH_CARE_OPTION))
  7589. skillratio += skillratio * 800 / 100;
  7590. break;
  7591. #endif
  7592. case HW_NAPALMVULCAN:
  7593. #ifdef RENEWAL
  7594. skillratio += -100 + 70 * skill_lv;
  7595. RE_LVL_DMOD(100);
  7596. #else
  7597. skillratio += 25;
  7598. #endif
  7599. break;
  7600. case SL_STIN: //Target size must be small (0) for full damage
  7601. skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv);
  7602. break;
  7603. case SL_STUN:
  7604. skillratio += 5 * skill_lv;
  7605. break;
  7606. case SL_SMA: //Base damage is 40% + lv%
  7607. skillratio += -60 + status_get_lv(src);
  7608. break;
  7609. case NJ_KOUENKA:
  7610. skillratio -= 10;
  7611. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  7612. skillratio += 10 * sd->spiritcharm;
  7613. break;
  7614. case NJ_KAENSIN:
  7615. skillratio -= 50;
  7616. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  7617. skillratio += 20 * sd->spiritcharm;
  7618. break;
  7619. case NJ_BAKUENRYU:
  7620. skillratio += 50 + 150 * skill_lv;
  7621. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  7622. skillratio += 100 * sd->spiritcharm;
  7623. break;
  7624. case NJ_HYOUSENSOU:
  7625. #ifdef RENEWAL
  7626. skillratio -= 30;
  7627. if (sc && sc->getSCE(SC_SUITON))
  7628. skillratio += 2 * skill_lv;
  7629. #endif
  7630. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  7631. skillratio += 20 * sd->spiritcharm;
  7632. break;
  7633. case NJ_HYOUSYOURAKU:
  7634. skillratio += 50 * skill_lv;
  7635. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  7636. skillratio += 100 * sd->spiritcharm;
  7637. break;
  7638. case NJ_RAIGEKISAI:
  7639. #ifdef RENEWAL
  7640. skillratio += 100 * skill_lv;
  7641. #else
  7642. skillratio += 60 + 40 * skill_lv;
  7643. #endif
  7644. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  7645. skillratio += 20 * sd->spiritcharm;
  7646. break;
  7647. case NJ_KAMAITACHI:
  7648. skillratio += 100 * skill_lv;
  7649. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  7650. skillratio += 100 * sd->spiritcharm;
  7651. break;
  7652. case NJ_HUUJIN:
  7653. #ifdef RENEWAL
  7654. skillratio += 50;
  7655. #endif
  7656. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  7657. skillratio += 10 * sd->spiritcharm;
  7658. break;
  7659. case NPC_ENERGYDRAIN:
  7660. skillratio += 100 * skill_lv;
  7661. break;
  7662. #ifdef RENEWAL
  7663. case WZ_HEAVENDRIVE:
  7664. case NPC_GROUNDDRIVE:
  7665. skillratio += 25;
  7666. break;
  7667. case WZ_METEOR:
  7668. skillratio += 25;
  7669. break;
  7670. case WZ_VERMILION:
  7671. if(sd)
  7672. skillratio += 300 + skill_lv * 100;
  7673. else
  7674. skillratio += 20 * skill_lv - 20; //Monsters use old formula
  7675. break;
  7676. case PR_MAGNUS:
  7677. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  7678. skillratio += 30;
  7679. break;
  7680. case BA_DISSONANCE:
  7681. skillratio += skill_lv * 10;
  7682. if (sd)
  7683. skillratio += 3 * pc_checkskill(sd, BA_MUSICALLESSON);
  7684. break;
  7685. case HW_GRAVITATION:
  7686. skillratio += -100 + 100 * skill_lv;
  7687. RE_LVL_DMOD(100);
  7688. break;
  7689. case PA_PRESSURE:
  7690. skillratio += -100 + 500 + 150 * skill_lv;
  7691. RE_LVL_DMOD(100);
  7692. break;
  7693. case WZ_SIGHTBLASTER:
  7694. skillratio += 500;
  7695. break;
  7696. #else
  7697. case WZ_VERMILION:
  7698. skillratio += 20 * skill_lv - 20;
  7699. break;
  7700. #endif
  7701. case AB_JUDEX:
  7702. skillratio += -100 + 300 + 70 * skill_lv;
  7703. RE_LVL_DMOD(100);
  7704. break;
  7705. case AB_ADORAMUS:
  7706. skillratio += - 100 + 300 + 250 * skill_lv;
  7707. RE_LVL_DMOD(100);
  7708. break;
  7709. case AB_DUPLELIGHT_MAGIC:
  7710. skillratio += 300 + 40 * skill_lv;
  7711. break;
  7712. case WL_SOULEXPANSION:
  7713. skillratio += -100 + 1000 + skill_lv * 200;
  7714. skillratio += sstatus->int_;
  7715. RE_LVL_DMOD(100);
  7716. break;
  7717. case WL_FROSTMISTY:
  7718. skillratio += -100 + 200 + 100 * skill_lv;
  7719. RE_LVL_DMOD(100);
  7720. break;
  7721. case NPC_JACKFROST:
  7722. if (tsc && tsc->getSCE(SC_FREEZING)) {
  7723. skillratio += 900 + 300 * skill_lv;
  7724. RE_LVL_DMOD(100);
  7725. } else {
  7726. skillratio += 400 + 100 * skill_lv;
  7727. RE_LVL_DMOD(150);
  7728. }
  7729. break;
  7730. case WL_JACKFROST:
  7731. if (tsc && tsc->getSCE(SC_MISTY_FROST))
  7732. skillratio += -100 + 1200 + 600 * skill_lv;
  7733. else
  7734. skillratio += -100 + 1000 + 300 * skill_lv;
  7735. RE_LVL_DMOD(100);
  7736. break;
  7737. case WL_DRAINLIFE:
  7738. skillratio += -100 + 200 * skill_lv + sstatus->int_;
  7739. RE_LVL_DMOD(100);
  7740. break;
  7741. case WL_CRIMSONROCK:
  7742. skillratio += -100 + 700 + 600 * skill_lv;
  7743. RE_LVL_DMOD(100);
  7744. break;
  7745. case WL_HELLINFERNO:
  7746. skillratio += -100 + 400 * skill_lv;
  7747. if (mflag & 2) // ELE_DARK
  7748. skillratio += 200 * skill_lv;
  7749. RE_LVL_DMOD(100);
  7750. break;
  7751. case WL_COMET:
  7752. skillratio += -100 + 2500 + 700 * skill_lv;
  7753. RE_LVL_DMOD(100);
  7754. break;
  7755. case WL_CHAINLIGHTNING_ATK:
  7756. skillratio += 400 + 100 * skill_lv;
  7757. RE_LVL_DMOD(100);
  7758. if (mflag > 0)
  7759. skillratio += 100 * mflag;
  7760. break;
  7761. case WL_EARTHSTRAIN:
  7762. skillratio += -100 + 1000 + 600 * skill_lv;
  7763. RE_LVL_DMOD(100);
  7764. break;
  7765. case WL_TETRAVORTEX_FIRE:
  7766. case WL_TETRAVORTEX_WATER:
  7767. case WL_TETRAVORTEX_WIND:
  7768. case WL_TETRAVORTEX_GROUND:
  7769. skillratio += -100 + 800 + 400 * skill_lv;
  7770. break;
  7771. case WL_SUMMON_ATK_FIRE:
  7772. case WL_SUMMON_ATK_WATER:
  7773. case WL_SUMMON_ATK_WIND:
  7774. case WL_SUMMON_ATK_GROUND:
  7775. skillratio += 200;
  7776. RE_LVL_DMOD(100);
  7777. break;
  7778. case LG_RAYOFGENESIS:
  7779. skillratio += -100 + 350 * skill_lv + sstatus->int_; // !TODO: What's the INT bonus?
  7780. RE_LVL_DMOD(100);
  7781. break;
  7782. case NPC_RAYOFGENESIS:
  7783. skillratio += -100 + 200 * skill_lv;
  7784. break;
  7785. case WM_METALICSOUND:
  7786. skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1);
  7787. if (tsc && tsc->getSCE(SC_SLEEP))
  7788. skillratio += 100; // !TODO: Confirm target sleeping bonus
  7789. RE_LVL_DMOD(100);
  7790. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  7791. skillratio += skillratio * 50 / 100;
  7792. break;
  7793. case WM_REVERBERATION:
  7794. // MATK [{(Skill Level x 300) + 400} x Casters Base Level / 100] %
  7795. skillratio += -100 + 700 + 300 * skill_lv;
  7796. RE_LVL_DMOD(100);
  7797. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  7798. skillratio += skillratio * 50 / 100;
  7799. break;
  7800. case SO_FIREWALK:
  7801. skillratio += -100 + 60 * skill_lv;
  7802. RE_LVL_DMOD(100);
  7803. if( sc && sc->getSCE(SC_HEATER_OPTION) )
  7804. skillratio += (sd ? sd->status.job_level / 2 : 0);
  7805. break;
  7806. case SO_ELECTRICWALK:
  7807. skillratio += -100 + 60 * skill_lv;
  7808. RE_LVL_DMOD(100);
  7809. if( sc && sc->getSCE(SC_BLAST_OPTION) )
  7810. skillratio += (sd ? sd->status.job_level / 2 : 0);
  7811. break;
  7812. case NPC_FIREWALK:
  7813. case NPC_ELECTRICWALK:
  7814. skillratio += -100 + 100 * skill_lv;
  7815. break;
  7816. case SO_EARTHGRAVE:
  7817. skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_SEISMICWEAPON) + sstatus->int_ * skill_lv;
  7818. RE_LVL_DMOD(100);
  7819. if( sc && sc->getSCE(SC_CURSED_SOIL_OPTION) )
  7820. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7821. break;
  7822. case SO_DIAMONDDUST:
  7823. skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_FROSTWEAPON) + sstatus->int_ * skill_lv;
  7824. RE_LVL_DMOD(100);
  7825. if( sc && sc->getSCE(SC_COOLER_OPTION) )
  7826. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7827. break;
  7828. case SO_POISON_BUSTER:
  7829. skillratio += -100 + 1000 + 300 * skill_lv;
  7830. skillratio += sstatus->int_;
  7831. if( tsc && tsc->getSCE(SC_CLOUD_POISON) )
  7832. skillratio += 200 * skill_lv;
  7833. RE_LVL_DMOD(100);
  7834. if( sc && sc->getSCE(SC_CURSED_SOIL_OPTION) )
  7835. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7836. break;
  7837. case NPC_POISON_BUSTER:
  7838. skillratio += -100 + 1500 * skill_lv;
  7839. break;
  7840. case SO_PSYCHIC_WAVE:
  7841. skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_;
  7842. RE_LVL_DMOD(100);
  7843. if (sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) ||
  7844. sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION)))
  7845. skillratio += 20;
  7846. break;
  7847. case NPC_PSYCHIC_WAVE:
  7848. skillratio += -100 + 500 * skill_lv;
  7849. break;
  7850. case SO_CLOUD_KILL:
  7851. skillratio += -100 + 40 * skill_lv;
  7852. skillratio += sstatus->int_ * 3;
  7853. RE_LVL_DMOD(100);
  7854. if (sc) {
  7855. if (sc->getSCE(SC_CURSED_SOIL_OPTION))
  7856. skillratio += (sd ? sd->status.job_level : 0);
  7857. if (sc->getSCE(SC_DEEP_POISONING_OPTION))
  7858. skillratio += skillratio * 1500 / 100;
  7859. }
  7860. break;
  7861. case NPC_CLOUD_KILL:
  7862. skillratio += -100 + 50 * skill_lv;
  7863. break;
  7864. case SO_VARETYR_SPEAR:
  7865. skillratio += -100 + (2 * sstatus->int_ + 150 * (pc_checkskill(sd, SO_STRIKING) + pc_checkskill(sd, SA_LIGHTNINGLOADER)) + sstatus->int_ * skill_lv / 2) / 3;
  7866. RE_LVL_DMOD(100);
  7867. if (sc && sc->getSCE(SC_BLAST_OPTION))
  7868. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7869. break;
  7870. case GN_DEMONIC_FIRE:
  7871. if (skill_lv > 20) // Fire expansion Lv.2
  7872. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  7873. else if (skill_lv > 10) { // Fire expansion Lv.1
  7874. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  7875. RE_LVL_DMOD(100);
  7876. } else
  7877. skillratio += 10 + 20 * skill_lv;
  7878. break;
  7879. case KO_KAIHOU:
  7880. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  7881. skillratio += -100 + 200 * sd->spiritcharm;
  7882. RE_LVL_DMOD(100);
  7883. pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
  7884. }
  7885. break;
  7886. // Magical Elemental Spirits Attack Skills
  7887. case EL_FIRE_MANTLE:
  7888. case EL_WATER_SCREW:
  7889. skillratio += 900;
  7890. break;
  7891. case EL_FIRE_ARROW:
  7892. case EL_ROCK_CRUSHER_ATK:
  7893. skillratio += 200;
  7894. break;
  7895. case EL_FIRE_BOMB:
  7896. case EL_ICE_NEEDLE:
  7897. case EL_HURRICANE_ATK:
  7898. skillratio += 400;
  7899. break;
  7900. case EL_FIRE_WAVE:
  7901. case EL_TYPOON_MIS_ATK:
  7902. skillratio += 1100;
  7903. break;
  7904. case MH_ERASER_CUTTER:
  7905. case MH_XENO_SLASHER:
  7906. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  7907. break;
  7908. case MH_TWISTER_CUTTER:
  7909. skillratio += -100 + 480 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  7910. break;
  7911. case MH_ABSOLUTE_ZEPHYR:
  7912. skillratio += -100 + 1000 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  7913. break;
  7914. case MH_HEILIGE_STANGE:
  7915. skillratio += -100 + 1500 + 250 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
  7916. break;
  7917. case MH_HEILIGE_PFERD:
  7918. skillratio += -100 + 1200 + 350 * skill_lv * status_get_lv(src) / 100 + sstatus->vit; // !TODO: Confirm VIT bonus
  7919. break;
  7920. case MH_POISON_MIST:
  7921. skillratio += -100 + 200 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // ! TODO: Confirm DEX bonus
  7922. break;
  7923. case SU_SV_STEMSPEAR:
  7924. skillratio += 600;
  7925. break;
  7926. case SU_CN_METEOR:
  7927. case SU_CN_METEOR2:
  7928. skillratio += -100 + 200 + 100 * skill_lv;
  7929. if (status_get_lv(src) > 99) {
  7930. skillratio += sstatus->int_ * 5;
  7931. }
  7932. RE_LVL_DMOD(100);
  7933. break;
  7934. case NPC_VENOMFOG:
  7935. skillratio += 600 + 100 * skill_lv;
  7936. break;
  7937. case NPC_COMET:
  7938. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8) / 2;
  7939. i = cap_value(i, 1, 4);
  7940. skillratio = 2500 + ((skill_lv - i + 1) * 500);
  7941. break;
  7942. case NPC_FIRESTORM:
  7943. skillratio += 200;
  7944. break;
  7945. case NPC_HELLBURNING:
  7946. skillratio += 900;
  7947. break;
  7948. case NPC_PULSESTRIKE2:
  7949. skillratio += 100;
  7950. break;
  7951. case SP_CURSEEXPLOSION:
  7952. if (tsc && tsc->getSCE(SC_SOULCURSE))
  7953. skillratio += -100 + 1200 + 300 * skill_lv;
  7954. else
  7955. skillratio += -100 + 400 + 100 * skill_lv;
  7956. RE_LVL_DMOD(100);
  7957. break;
  7958. case SP_SPA:
  7959. skillratio += 400 + 250 * skill_lv;
  7960. RE_LVL_DMOD(100);
  7961. break;
  7962. case SP_SHA:
  7963. skillratio += -100 + 5 * skill_lv;
  7964. break;
  7965. case SP_SWHOO:
  7966. skillratio += 1000 + 200 * skill_lv;
  7967. RE_LVL_DMOD(100);
  7968. break;
  7969. case NPC_STORMGUST2:
  7970. skillratio += 200 * skill_lv;
  7971. break;
  7972. case AG_DEADLY_PROJECTION:
  7973. skillratio += -100 + 2800 * skill_lv + 5 * sstatus->spl;
  7974. RE_LVL_DMOD(100);
  7975. break;
  7976. case AG_DESTRUCTIVE_HURRICANE:
  7977. skillratio += -100 + 600 + 2850 * skill_lv + 5 * sstatus->spl;
  7978. // (climax buff applied with pc_skillatk_bonus)
  7979. RE_LVL_DMOD(100);
  7980. break;
  7981. case AG_RAIN_OF_CRYSTAL:
  7982. skillratio += -100 + 180 + 760 * skill_lv + 5 * sstatus->spl;
  7983. RE_LVL_DMOD(100);
  7984. break;
  7985. case AG_MYSTERY_ILLUSION:
  7986. skillratio += -100 + 950 * skill_lv + 5 * sstatus->spl;
  7987. RE_LVL_DMOD(100);
  7988. break;
  7989. case AG_VIOLENT_QUAKE_ATK:
  7990. skillratio += -100 + 200 + 1200 * skill_lv + 5 * sstatus->spl;
  7991. // (climax buff applied with pc_skillatk_bonus)
  7992. RE_LVL_DMOD(100);
  7993. break;
  7994. case AG_SOUL_VC_STRIKE:
  7995. skillratio += -100 + 300 * skill_lv + 3 * sstatus->spl;
  7996. RE_LVL_DMOD(100);
  7997. break;
  7998. case AG_STRANTUM_TREMOR:
  7999. skillratio += -100 + 100 + 730 * skill_lv + 5 * sstatus->spl;
  8000. RE_LVL_DMOD(100);
  8001. break;
  8002. case AG_ALL_BLOOM_ATK:
  8003. skillratio += -100 + 200 + 1200 * skill_lv + 5 * sstatus->spl;
  8004. // (climax buff applied with pc_skillatk_bonus)
  8005. RE_LVL_DMOD(100);
  8006. break;
  8007. case AG_ALL_BLOOM_ATK2:
  8008. skillratio += -100 + 85000;
  8009. // Skill not affected by Baselevel and SPL
  8010. break;
  8011. case AG_CRYSTAL_IMPACT:
  8012. skillratio += -100 + 250 + 1300 * skill_lv + 5 * sstatus->spl;
  8013. // (climax buff applied with pc_skillatk_bonus)
  8014. RE_LVL_DMOD(100);
  8015. break;
  8016. case AG_CRYSTAL_IMPACT_ATK:
  8017. skillratio += -100 + 250 + 1300 * skill_lv + 5 * sstatus->spl;
  8018. // (climax buff applied with pc_skillatk_bonus)
  8019. RE_LVL_DMOD(100);
  8020. break;
  8021. case AG_TORNADO_STORM:
  8022. skillratio += -100 + 100 + 760 * skill_lv + 5 * sstatus->spl;
  8023. RE_LVL_DMOD(100);
  8024. break;
  8025. case AG_FLORAL_FLARE_ROAD:
  8026. skillratio += -100 + 50 + 740 * skill_lv + 5 * sstatus->spl;
  8027. RE_LVL_DMOD(100);
  8028. break;
  8029. case AG_ASTRAL_STRIKE:
  8030. skillratio += -100 + 300 + 1800 * skill_lv + 10 * sstatus->spl;
  8031. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DRAGON)
  8032. skillratio += 400 * skill_lv;
  8033. RE_LVL_DMOD(100);
  8034. break;
  8035. case AG_ASTRAL_STRIKE_ATK:
  8036. skillratio += -100 + 650 * skill_lv + 10 * sstatus->spl;
  8037. RE_LVL_DMOD(100);
  8038. break;
  8039. case AG_ROCK_DOWN:
  8040. skillratio += -100 + 1550 * skill_lv + 5 * sstatus->spl;
  8041. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  8042. skillratio += 300 * skill_lv;
  8043. }
  8044. RE_LVL_DMOD(100);
  8045. break;
  8046. case AG_STORM_CANNON:
  8047. skillratio += -100 + 1550 * skill_lv + 5 * sstatus->spl;
  8048. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  8049. skillratio += 300 * skill_lv;
  8050. }
  8051. RE_LVL_DMOD(100);
  8052. break;
  8053. case AG_CRIMSON_ARROW:
  8054. skillratio += -100 + 400 * skill_lv + 3 * sstatus->spl;
  8055. RE_LVL_DMOD(100);
  8056. break;
  8057. case AG_CRIMSON_ARROW_ATK:
  8058. skillratio += -100 + 750 * skill_lv + 5 * sstatus->spl;
  8059. RE_LVL_DMOD(100);
  8060. break;
  8061. case AG_FROZEN_SLASH:
  8062. skillratio += -100 + 450 + 950 * skill_lv + 5 * sstatus->spl;
  8063. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  8064. skillratio += 150 + 350 * skill_lv;
  8065. }
  8066. RE_LVL_DMOD(100);
  8067. break;
  8068. case IG_JUDGEMENT_CROSS:
  8069. skillratio += -100 + 1950 * skill_lv + 10 * sstatus->spl;
  8070. if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
  8071. skillratio += 150 * skill_lv;
  8072. RE_LVL_DMOD(100);
  8073. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  8074. skillratio += skillratio * i / 100;
  8075. break;
  8076. case IG_CROSS_RAIN:
  8077. if( sc && sc->getSCE( SC_HOLY_S ) ){
  8078. skillratio += -100 + ( 650 + 15 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
  8079. }else{
  8080. skillratio += -100 + ( 450 + 10 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
  8081. }
  8082. skillratio += 7 * sstatus->spl;
  8083. RE_LVL_DMOD(100);
  8084. break;
  8085. case CD_ARBITRIUM:
  8086. skillratio += -100 + 1000 * skill_lv + 10 * sstatus->spl;
  8087. skillratio += 10 * pc_checkskill( sd, CD_FIDUS_ANIMUS ) * skill_lv;
  8088. RE_LVL_DMOD(100);
  8089. break;
  8090. case CD_ARBITRIUM_ATK:
  8091. skillratio += -100 + 1750 * skill_lv + 10 * sstatus->spl;
  8092. skillratio += 50 * pc_checkskill( sd, CD_FIDUS_ANIMUS ) * skill_lv;
  8093. RE_LVL_DMOD(100);
  8094. break;
  8095. case CD_PNEUMATICUS_PROCELLA:
  8096. skillratio += -100 + 150 + 2100 * skill_lv + 10 * sstatus->spl;
  8097. skillratio += 3 * pc_checkskill( sd, CD_FIDUS_ANIMUS );
  8098. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON) {
  8099. skillratio += 50 + 150 * skill_lv;
  8100. skillratio += 2 * pc_checkskill( sd, CD_FIDUS_ANIMUS );
  8101. }
  8102. RE_LVL_DMOD(100);
  8103. break;
  8104. case CD_FRAMEN:
  8105. skillratio += -100 + 1300 * skill_lv;
  8106. skillratio += 5 * pc_checkskill(sd,CD_FIDUS_ANIMUS) * skill_lv;
  8107. skillratio += 5 * sstatus->spl;
  8108. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON)
  8109. skillratio += 50 * skill_lv;
  8110. RE_LVL_DMOD(100);
  8111. break;
  8112. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  8113. skillratio += -100 + 12500;
  8114. // Skill not affected by Baselevel and SPL
  8115. break;
  8116. case ABC_ABYSS_STRIKE:
  8117. skillratio += -100 + 2650 * skill_lv;
  8118. skillratio += 10 * sstatus->spl;
  8119. if (tstatus->race == RC_DEMON || tstatus->race == RC_ANGEL)
  8120. skillratio += 200 * skill_lv;
  8121. RE_LVL_DMOD(100);
  8122. break;
  8123. case ABC_ABYSS_SQUARE:
  8124. skillratio += -100 + 750 * skill_lv;
  8125. skillratio += 40 * pc_checkskill( sd, ABC_MAGIC_SWORD_M ) * skill_lv;
  8126. skillratio += 5 * sstatus->spl;
  8127. RE_LVL_DMOD(100);
  8128. break;
  8129. case TR_METALIC_FURY:
  8130. skillratio += -100 + 3850 * skill_lv;
  8131. // !Todo: skill affected by SPL (without SC_SOUNDBLEND) as well?
  8132. if (tsc && tsc->getSCE(SC_SOUNDBLEND)) {
  8133. skillratio += 800 * skill_lv;
  8134. skillratio += 2 * pc_checkskill(sd, TR_STAGE_MANNER) * sstatus->spl;
  8135. }
  8136. RE_LVL_DMOD(100);
  8137. break;
  8138. case TR_SOUNDBLEND:
  8139. skillratio += -100 + 120 * skill_lv + 5 * sstatus->spl;
  8140. RE_LVL_DMOD(100);
  8141. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  8142. skillratio += skillratio * 100 / 100;
  8143. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  8144. skillratio += skillratio * 50 / 100;
  8145. }
  8146. break;
  8147. case EM_DIAMOND_STORM:
  8148. skillratio += -100 + 500 + 2400 * skill_lv;
  8149. skillratio += 5 * sstatus->spl;
  8150. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_DILUVIO ) ){
  8151. skillratio += 7300 + 200 * skill_lv;
  8152. skillratio += 5 * sstatus->spl;
  8153. }
  8154. RE_LVL_DMOD(100);
  8155. break;
  8156. case EM_LIGHTNING_LAND:
  8157. skillratio += -100 + 700 + 1100 * skill_lv;
  8158. skillratio += 5 * sstatus->spl;
  8159. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_PROCELLA ) ){
  8160. skillratio += 200 * skill_lv;
  8161. }
  8162. RE_LVL_DMOD(100);
  8163. break;
  8164. case EM_VENOM_SWAMP:
  8165. skillratio += -100 + 700 + 1100 * skill_lv;
  8166. skillratio += 5 * sstatus->spl;
  8167. if( sc && sc->getSCE( SC_SUMMON_ELEMENTAL_SERPENS ) ){
  8168. skillratio += 200 * skill_lv;
  8169. }
  8170. RE_LVL_DMOD(100);
  8171. break;
  8172. case EM_CONFLAGRATION:
  8173. skillratio += -100 + 700 + 1100 * skill_lv;
  8174. skillratio += 5 * sstatus->spl;
  8175. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_ARDOR ) ){
  8176. skillratio += 200 * skill_lv;
  8177. }
  8178. RE_LVL_DMOD(100);
  8179. break;
  8180. case EM_TERRA_DRIVE:
  8181. skillratio += -100 + 500 + 2400 * skill_lv;
  8182. skillratio += 5 * sstatus->spl;
  8183. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_TERREMOTUS ) ){
  8184. skillratio += 7300 + 200 * skill_lv;
  8185. skillratio += 5 * sstatus->spl;
  8186. }
  8187. RE_LVL_DMOD(100);
  8188. break;
  8189. case ABC_FROM_THE_ABYSS_ATK:
  8190. skillratio += -100 + 150 + 650 * skill_lv;
  8191. skillratio += 5 * sstatus->spl;
  8192. RE_LVL_DMOD(100);
  8193. break;
  8194. case EM_ELEMENTAL_BUSTER_FIRE:
  8195. case EM_ELEMENTAL_BUSTER_WATER:
  8196. case EM_ELEMENTAL_BUSTER_WIND:
  8197. case EM_ELEMENTAL_BUSTER_GROUND:
  8198. case EM_ELEMENTAL_BUSTER_POISON:
  8199. skillratio += -100 + 550 + 2650 * skill_lv;
  8200. skillratio += 10 * sstatus->spl;
  8201. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_DRAGON)
  8202. skillratio += 150 * skill_lv;
  8203. RE_LVL_DMOD(100);
  8204. break;
  8205. case EM_EL_FLAMEROCK:
  8206. skillratio += -100 + 2400;
  8207. if (ed)
  8208. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  8209. break;
  8210. case EM_EL_AGE_OF_ICE:
  8211. skillratio += -100 + 3700;
  8212. if (ed)
  8213. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  8214. break;
  8215. case EM_EL_STORM_WIND:
  8216. skillratio += -100 + 2600;
  8217. if (ed)
  8218. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  8219. break;
  8220. case EM_EL_AVALANCHE:
  8221. skillratio += -100 + 450;
  8222. if (ed)
  8223. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  8224. break;
  8225. case EM_EL_DEADLY_POISON:
  8226. skillratio += -100 + 700;
  8227. if (ed)
  8228. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  8229. break;
  8230. case NPC_RAINOFMETEOR:
  8231. skillratio += 350; // unknown ratio
  8232. break;
  8233. case HN_NAPALM_VULCAN_STRIKE:
  8234. skillratio += -100 + 350 + 650 * skill_lv;
  8235. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 4 * skill_lv;
  8236. skillratio += 3 * sstatus->spl;
  8237. RE_LVL_DMOD(100);
  8238. // After RE_LVL_DMOD calculation, HN_SELFSTUDY_SOCERY amplifies the skill ratio of HN_NAPALM_VULCAN_STRIKE by (2x skill level)%
  8239. skillratio += skillratio * 2 * pc_checkskill(sd, HN_SELFSTUDY_SOCERY) / 100;
  8240. // SC_RULEBREAK increases the skill ratio after HN_SELFSTUDY_SOCERY
  8241. if (sc && sc->getSCE(SC_RULEBREAK))
  8242. skillratio += skillratio * 40 / 100;
  8243. break;
  8244. case HN_JUPITEL_THUNDER_STORM:
  8245. skillratio += -100 + 1800 * skill_lv;
  8246. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 3 * skill_lv;
  8247. skillratio += 3 * sstatus->spl;
  8248. RE_LVL_DMOD(100);
  8249. // After RE_LVL_DMOD calculation, HN_SELFSTUDY_SOCERY amplifies the skill ratio of HN_JUPITEL_THUNDER_STORM by (skill level)%
  8250. skillratio += skillratio * pc_checkskill(sd, HN_SELFSTUDY_SOCERY) / 100;
  8251. // SC_RULEBREAK increases the skill ratio after HN_SELFSTUDY_SOCERY
  8252. if (sc && sc->getSCE(SC_RULEBREAK))
  8253. skillratio += skillratio * 70 / 100;
  8254. break;
  8255. case HN_HELLS_DRIVE:
  8256. skillratio += -100 + 1700 + 900 * skill_lv;
  8257. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 4 * skill_lv;
  8258. skillratio += 3 * sstatus->spl;
  8259. RE_LVL_DMOD(100);
  8260. // After RE_LVL_DMOD calculation, HN_SELFSTUDY_SOCERY amplifies the skill ratio of HN_HELLS_DRIVE by (skill level)%
  8261. skillratio += skillratio * pc_checkskill(sd, HN_SELFSTUDY_SOCERY) / 100;
  8262. // SC_RULEBREAK increases the skill ratio after HN_SELFSTUDY_SOCERY
  8263. if (sc && sc->getSCE(SC_RULEBREAK))
  8264. skillratio += skillratio * 70 / 100;
  8265. break;
  8266. case HN_GROUND_GRAVITATION:
  8267. if (mflag & SKILL_ALTDMG_FLAG) {
  8268. // Initial damage
  8269. skillratio += -100 + 3000 + 1500 * skill_lv;
  8270. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 4 * skill_lv;
  8271. skillratio += 5 * sstatus->spl;
  8272. ad.div_ = -2;
  8273. } else {
  8274. // Gravitational field damage
  8275. skillratio += -100 + 800 + 700 * skill_lv;
  8276. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 2 * skill_lv;
  8277. skillratio += 2 * sstatus->spl;
  8278. }
  8279. RE_LVL_DMOD(100);
  8280. // After RE_LVL_DMOD calculation, HN_SELFSTUDY_SOCERY amplifies the skill ratio of HN_GROUND_GRAVITATION (gravity field damage) by (skill level)%
  8281. if (!(mflag & SKILL_ALTDMG_FLAG))
  8282. skillratio += skillratio * pc_checkskill(sd, HN_SELFSTUDY_SOCERY) / 100;
  8283. // SC_RULEBREAK increases the skill ratio after HN_SELFSTUDY_SOCERY
  8284. if (sc && sc->getSCE(SC_RULEBREAK))
  8285. skillratio += skillratio * 50 / 100;
  8286. break;
  8287. case HN_JACK_FROST_NOVA:
  8288. if (mflag & SKILL_ALTDMG_FLAG) {
  8289. // Initial damage
  8290. skillratio += -100 + 200 * skill_lv;
  8291. skillratio += 2 * sstatus->spl;
  8292. ad.div_ = 1; // 1 hit
  8293. } else {
  8294. // Explosion damage
  8295. skillratio += -100 + 400 + 500 * skill_lv;
  8296. skillratio += 4 * sstatus->spl;
  8297. }
  8298. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 3 * skill_lv;
  8299. RE_LVL_DMOD(100);
  8300. // After RE_LVL_DMOD calculation, HN_SELFSTUDY_SOCERY amplifies the skill ratio of HN_JACK_FROST_NOVA (explosion damage) by (skill level)%
  8301. if (!(mflag & SKILL_ALTDMG_FLAG))
  8302. skillratio += skillratio * pc_checkskill(sd, HN_SELFSTUDY_SOCERY) / 100;
  8303. // SC_RULEBREAK increases the skill ratio after HN_SELFSTUDY_SOCERY
  8304. if (sc && sc->getSCE(SC_RULEBREAK))
  8305. skillratio += skillratio * 70 / 100;
  8306. break;
  8307. case HN_METEOR_STORM_BUSTER:
  8308. if (mflag & SKILL_ALTDMG_FLAG) {
  8309. // Fall damage
  8310. skillratio += -100 + 300 + 320 * skill_lv;
  8311. ad.div_ = -3;
  8312. } else {
  8313. // Explosion damage
  8314. skillratio += -100 + 450 + 160 * skill_lv;
  8315. }
  8316. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 5 * skill_lv;
  8317. skillratio += 3 * sstatus->spl;
  8318. RE_LVL_DMOD(100);
  8319. // After RE_LVL_DMOD calculation, HN_SELFSTUDY_SOCERY amplifies the skill ratio of HN_METEOR_STORM_BUSTER (fall damage) by (skill level)%
  8320. if (mflag & SKILL_ALTDMG_FLAG)
  8321. skillratio += skillratio * pc_checkskill(sd, HN_SELFSTUDY_SOCERY) / 100;
  8322. // SC_RULEBREAK increases the skill ratio after HN_SELFSTUDY_SOCERY
  8323. if (sc && sc->getSCE(SC_RULEBREAK))
  8324. skillratio += skillratio * 50 / 100;
  8325. break;
  8326. case SOA_EXORCISM_OF_MALICIOUS_SOUL:
  8327. skillratio += -100 + 150 * skill_lv;
  8328. skillratio += pc_checkskill(sd, SOA_SOUL_MASTERY) * 2;
  8329. skillratio += 1 * sstatus->spl;
  8330. if ((tsc != nullptr && tsc->getSCE(SC_SOULCURSE) != nullptr) || (sc != nullptr && sc->getSCE(SC_TOTEM_OF_TUTELARY) != nullptr))
  8331. skillratio += 100 * skill_lv;
  8332. if (sd != nullptr)
  8333. skillratio *= sd->soulball_old;
  8334. RE_LVL_DMOD(100);
  8335. break;
  8336. case SOA_TALISMAN_OF_BLUE_DRAGON:
  8337. skillratio += -100 + 850 + 2250 * skill_lv;
  8338. skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 15 * skill_lv;
  8339. skillratio += 5 * sstatus->spl;
  8340. if (sc != nullptr && sc->getSCE(SC_T_FIFTH_GOD) != nullptr)
  8341. skillratio += 100 + 700 * skill_lv;
  8342. RE_LVL_DMOD(100);
  8343. break;
  8344. case SOA_TALISMAN_OF_WHITE_TIGER:
  8345. skillratio += -100 + 400 + 1000 * skill_lv;
  8346. skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 15 * skill_lv;
  8347. skillratio += 5 * sstatus->spl;
  8348. if (sc != nullptr && sc->getSCE(SC_T_FIFTH_GOD) != nullptr)
  8349. skillratio += 400 * skill_lv;
  8350. RE_LVL_DMOD(100);
  8351. break;
  8352. case SOA_TALISMAN_OF_RED_PHOENIX:
  8353. skillratio += -100 + 1400 + 1450 * skill_lv;
  8354. skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 15 * skill_lv;
  8355. skillratio += 5 * sstatus->spl;
  8356. if (sc != nullptr && sc->getSCE(SC_T_FIFTH_GOD) != nullptr)
  8357. skillratio += 200 + 400 * skill_lv;
  8358. RE_LVL_DMOD(100);
  8359. break;
  8360. case SOA_TALISMAN_OF_BLACK_TORTOISE:
  8361. skillratio += -100 + 2150 + 1600 * skill_lv;
  8362. skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 15 * skill_lv;
  8363. skillratio += 5 * sstatus->spl;
  8364. if (sc != nullptr && sc->getSCE(SC_T_FIFTH_GOD) != nullptr)
  8365. skillratio += 150 + 500 * skill_lv;
  8366. RE_LVL_DMOD(100);
  8367. break;
  8368. case SOA_CIRCLE_OF_DIRECTIONS_AND_ELEMENTALS:
  8369. skillratio += -100 + 500 + 2000 * skill_lv;
  8370. skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 15 * skill_lv;
  8371. skillratio += pc_checkskill(sd, SOA_SOUL_MASTERY) * 15 * skill_lv;
  8372. skillratio += 5 * sstatus->spl;
  8373. RE_LVL_DMOD(100);
  8374. break;
  8375. case SOA_TALISMAN_OF_FOUR_BEARING_GOD:
  8376. skillratio += -100 + 50 + 250 * skill_lv;
  8377. skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 15 * skill_lv;
  8378. skillratio += 5 * sstatus->spl;
  8379. RE_LVL_DMOD(100);
  8380. break;
  8381. case SOA_TALISMAN_OF_SOUL_STEALING:
  8382. skillratio += -100 + 500 + 1250 * skill_lv;
  8383. skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 7 * skill_lv;
  8384. skillratio += pc_checkskill(sd, SOA_SOUL_MASTERY) * 7 * skill_lv;
  8385. skillratio += 3 * sstatus->spl;
  8386. RE_LVL_DMOD(100);
  8387. break;
  8388. case SH_HYUN_ROKS_BREEZE:
  8389. skillratio += -100 + 650 + 750 * skill_lv;
  8390. skillratio += 20 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
  8391. skillratio += 5 * sstatus->spl;
  8392. if( pc_checkskill( sd, SH_COMMUNE_WITH_HYUN_ROK ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
  8393. skillratio += 100 + 200 * skill_lv;
  8394. skillratio += 20 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
  8395. }
  8396. RE_LVL_DMOD(100);
  8397. break;
  8398. case SH_HYUN_ROK_CANNON:
  8399. skillratio += -100 + 1100 + 2050 * skill_lv;
  8400. skillratio += 50 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
  8401. skillratio += 5 * sstatus->spl;
  8402. if( pc_checkskill( sd, SH_COMMUNE_WITH_HYUN_ROK ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
  8403. skillratio += 400 * skill_lv;
  8404. skillratio += 25 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
  8405. }
  8406. RE_LVL_DMOD(100);
  8407. break;
  8408. case SS_TOKEDASU:
  8409. skillratio += -100 + 700 * skill_lv;
  8410. skillratio += 5 * sstatus->con;
  8411. RE_LVL_DMOD(100);
  8412. break;
  8413. case SS_SEKIENHOU:
  8414. skillratio += -100 + 850 + 1250 * skill_lv;
  8415. skillratio += 70 * pc_checkskill( sd, SS_ANTENPOU ) * skill_lv;
  8416. skillratio += 5 * sstatus->spl;
  8417. RE_LVL_DMOD(100);
  8418. break;
  8419. case SS_REIKETSUHOU:
  8420. skillratio += -100 + 250 + 550 * skill_lv;
  8421. skillratio += 40 * pc_checkskill( sd, SS_ANTENPOU ) * skill_lv;
  8422. skillratio += 5 * sstatus->spl;
  8423. RE_LVL_DMOD(100);
  8424. break;
  8425. case SS_KINRYUUHOU:
  8426. skillratio += -100 + 300 + 400 * skill_lv;
  8427. skillratio += 15 * pc_checkskill( sd, SS_ANTENPOU ) * skill_lv;
  8428. skillratio += 5 * sstatus->spl;
  8429. RE_LVL_DMOD(100);
  8430. break;
  8431. case SS_ANKOKURYUUAKUMU:
  8432. skillratio += -100 + 15500 * skill_lv;
  8433. skillratio += 5 * sstatus->spl;
  8434. RE_LVL_DMOD(100);
  8435. break;
  8436. case SS_RAIDENPOU:
  8437. skillratio += -100 + 600 + 1300 * skill_lv;
  8438. skillratio += 70 * pc_checkskill( sd, SS_ANTENPOU ) * skill_lv;
  8439. skillratio += 5 * sstatus->spl;
  8440. RE_LVL_DMOD(100);
  8441. break;
  8442. case SS_ANTENPOU:
  8443. skillratio += -100 + 450 + 950 * skill_lv;
  8444. skillratio += 5 * sstatus->spl;
  8445. RE_LVL_DMOD(100);
  8446. if (mflag & SKILL_ALTDMG_FLAG)
  8447. skillratio = skillratio * 3 / 10;
  8448. break;
  8449. }
  8450. if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element.
  8451. if ((sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3 && s_ele == ELE_FIRE) ||
  8452. (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && s_ele == ELE_WATER) ||
  8453. (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && s_ele == ELE_WIND) ||
  8454. (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3 && s_ele == ELE_EARTH))
  8455. skillratio += 25;
  8456. }
  8457. #ifdef RENEWAL
  8458. has_skillratio = true;
  8459. #else
  8460. MATK_RATE(skillratio);
  8461. #endif
  8462. //Constant/misc additions from skills
  8463. if (skill_id == WZ_FIREPILLAR)
  8464. MATK_ADD(100 + 50 * skill_lv);
  8465. break;
  8466. }
  8467. }
  8468. #ifdef RENEWAL
  8469. // Damage modifier need to be applied before SMATK
  8470. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  8471. // Additionnal damage from W_2HSTAFF
  8472. // Must be before smatk and after battle_calc_cardfix
  8473. if (sd != nullptr && sd->status.weapon == W_2HSTAFF && (i = pc_checkskill(sd, AG_TWOHANDSTAFF)) > 0) {
  8474. ad.damage += ad.damage * i / 100;
  8475. }
  8476. if (has_skillratio) {
  8477. // S.MATK needs to be applied before the skill ratio to prevent rounding issues
  8478. if (sd && sstatus->smatk > 0)
  8479. ad.damage += ad.damage * sstatus->smatk / 100;
  8480. MATK_RATE(skillratio);
  8481. }
  8482. #endif
  8483. if(sd) {
  8484. #ifndef RENEWAL
  8485. //Damage bonuses
  8486. if ((i = pc_skillatk_bonus(sd, skill_id)))
  8487. ad.damage += (int64)ad.damage*i/100;
  8488. #endif
  8489. //Ignore Defense?
  8490. if (!flag.imdef && (
  8491. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  8492. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  8493. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  8494. ))
  8495. flag.imdef = 1;
  8496. }
  8497. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  8498. ad.damage -= (int64)ad.damage*i/100;
  8499. #ifdef RENEWAL
  8500. // MRes reduces magical damage by a percentage and
  8501. // is calculated before MDEF and other reductions.
  8502. // TODO: MRes formula probably should be: (2000+x)/(2000+5x), but with the reduction rounded down
  8503. if (ad.damage && tstatus->mres > 0) {
  8504. int16 mres = tstatus->mres;
  8505. int16 ignore_mres = 0;// Value used as percentage.
  8506. if (sd)
  8507. ignore_mres += sd->indexed_bonus.ignore_mres_by_race[tstatus->race] + sd->indexed_bonus.ignore_mres_by_race[RC_ALL];
  8508. // Attacker status's that pierce MRes.
  8509. if (sc && sc->getSCE(SC_A_VITA))
  8510. ignore_mres += sc->getSCE(SC_A_VITA)->val2;
  8511. ignore_mres = min(ignore_mres, battle_config.max_res_mres_ignored);
  8512. if (ignore_mres > 0)
  8513. mres -= mres * ignore_mres / 100;
  8514. // Apply damage reduction.
  8515. ad.damage = ad.damage * (5000 + mres) / (5000 + 10 * mres);
  8516. }
  8517. #endif
  8518. if(!flag.imdef){
  8519. // Bonuses ignoring Mdef are added together
  8520. defType mdef = tstatus->mdef;
  8521. int32 mdef2 = tstatus->mdef2;
  8522. i = 0; // Bonus ratio that ignores Mdef
  8523. if (sc != nullptr && sc->getSCE(SC_EXPIATIO))
  8524. i += 5 * sc->getSCE(SC_EXPIATIO)->val1;
  8525. if (sd != nullptr) {
  8526. i += sd->indexed_bonus.ignore_mdef_by_race[tstatus->race] + sd->indexed_bonus.ignore_mdef_by_race[RC_ALL] +
  8527. sd->indexed_bonus.ignore_mdef_by_class[tstatus->class_] + sd->indexed_bonus.ignore_mdef_by_class[CLASS_ALL];
  8528. std::vector<e_race2> race2 = status_get_race2(target);
  8529. for (const auto &raceit : race2)
  8530. i += sd->indexed_bonus.ignore_mdef_by_race2[raceit];
  8531. }
  8532. i = cap_value(i, 0, 100);
  8533. #ifdef RENEWAL
  8534. // On renewal, Mdef is rounded after calculation
  8535. if (i > 0) {
  8536. mdef = (defType)( (float)(mdef - mdef * i / 100.) );
  8537. }
  8538. /**
  8539. * RE MDEF Reduction
  8540. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  8541. */
  8542. if (mdef < 0)
  8543. mdef = 0; // Negative eMDEF is treated as 0 on official
  8544. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  8545. #else
  8546. // On pre-renewal, Mdef reduction is rounded down before being subtracted from Mdef
  8547. if (i > 0)
  8548. mdef -= mdef * i / 100;
  8549. if(battle_config.magic_defense_type)
  8550. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  8551. else
  8552. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  8553. #endif
  8554. }
  8555. i = 0; // pc_skillatk_bonus ratio
  8556. #ifdef RENEWAL
  8557. // pc_skillatk_bonus must be after def reduction and before the damages applied when the target is hit (at least on renewal)
  8558. if (sd != nullptr)
  8559. i += pc_skillatk_bonus(sd, skill_id);
  8560. #endif
  8561. // Buffs added to pc_skillatk_bonus (renewal) ratio
  8562. switch (skill_id) {
  8563. case AG_DESTRUCTIVE_HURRICANE:
  8564. if (sc->getSCE(SC_CLIMAX)) {
  8565. if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  8566. i += 150;
  8567. else if (sc->getSCE(SC_CLIMAX)->val1 == 5)
  8568. i -= 20;
  8569. }
  8570. break;
  8571. case AG_VIOLENT_QUAKE_ATK:
  8572. if (sc->getSCE(SC_CLIMAX)) {
  8573. if (sc->getSCE(SC_CLIMAX)->val1 == 1)
  8574. i -= 50;
  8575. else if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  8576. i += 200;
  8577. }
  8578. break;
  8579. case AG_ALL_BLOOM_ATK:
  8580. if (sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 3)
  8581. i += 300;
  8582. break;
  8583. case AG_CRYSTAL_IMPACT:
  8584. if (sc->getSCE(SC_CLIMAX)) {
  8585. if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  8586. i += 50;
  8587. else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
  8588. i -= 50;
  8589. }
  8590. break;
  8591. case AG_CRYSTAL_IMPACT_ATK:
  8592. if (sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 4)
  8593. i += 150;
  8594. break;
  8595. case SU_CN_METEOR:
  8596. case SU_CN_METEOR2:
  8597. if (sc->getSCE(SC_COLORS_OF_HYUN_ROK_BUFF) != nullptr)
  8598. i += sc->getSCE(SC_COLORS_OF_HYUN_ROK_BUFF)->val2;
  8599. break;
  8600. }
  8601. if (i != 0)
  8602. ad.damage = (int64)( (double)( ad.damage + ad.damage * i / 100. ) );
  8603. //Apply the physical part of the skill's damage. [Skotlex]
  8604. switch (skill_id) {
  8605. case CR_GRANDCROSS:
  8606. case NPC_GRANDDARKNESS: {
  8607. // Pre-re ATK = Take atk, apply def reduction and add refine bonus
  8608. // Final Damage = (ATK+MATK)*RATIO
  8609. // Renewal ATK = Take total atk
  8610. // Final Damage = ((ATK+MATK)/2)*RATIO - (tDEF + tMDEF)
  8611. // No need to go through the whole physical damage code
  8612. struct Damage wd = initialize_weapon_data(src, target, skill_id, skill_lv, mflag);
  8613. battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv);
  8614. // Calculate ATK
  8615. #ifdef RENEWAL
  8616. if (sd)
  8617. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.percentAtk;
  8618. #else
  8619. battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv);
  8620. if (sd) {
  8621. wd.damage += sstatus->rhw.atk2;
  8622. }
  8623. #endif
  8624. // Combine ATK and MATK
  8625. #ifdef RENEWAL
  8626. ad.damage = (wd.damage + ad.damage) / 2;
  8627. #else
  8628. ad.damage = std::max((int64)1, wd.damage + ad.damage);
  8629. #endif
  8630. // Ratio
  8631. skillratio += 40 * skill_lv;
  8632. MATK_RATE(skillratio);
  8633. #ifdef RENEWAL
  8634. // Total defense reduction (renewal only)
  8635. battle_calc_defense_reduction(&ad, src, target, skill_id, skill_lv);
  8636. ad.damage -= (tstatus->mdef + tstatus->mdef2);
  8637. #endif
  8638. }
  8639. break;
  8640. }
  8641. if(ad.damage<1)
  8642. ad.damage=1;
  8643. else if(sc) { //only applies when hit
  8644. // !TODO: shouldn't they be with pc_skillatk_bonus?
  8645. switch(skill_id) {
  8646. case MG_LIGHTNINGBOLT:
  8647. case MG_THUNDERSTORM:
  8648. if(sc->getSCE(SC_GUST_OPTION))
  8649. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  8650. break;
  8651. case MG_FIREBOLT:
  8652. case MG_FIREWALL:
  8653. if(sc->getSCE(SC_PYROTECHNIC_OPTION))
  8654. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  8655. break;
  8656. case MG_COLDBOLT:
  8657. case MG_FROSTDIVER:
  8658. if(sc->getSCE(SC_AQUAPLAY_OPTION))
  8659. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  8660. break;
  8661. case WZ_EARTHSPIKE:
  8662. case WZ_HEAVENDRIVE:
  8663. if(sc->getSCE(SC_PETROLOGY_OPTION))
  8664. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  8665. break;
  8666. }
  8667. }
  8668. if (!nk[NK_IGNOREELEMENT])
  8669. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  8670. #ifndef RENEWAL
  8671. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  8672. #endif
  8673. switch (skill_id) {
  8674. case CR_GRANDCROSS:
  8675. case NPC_GRANDDARKNESS:
  8676. if (src == target) {
  8677. // Grand Cross on self first applies attr_fix, then cardfix and finally halves the damage
  8678. if (src->type == BL_PC)
  8679. ad.damage = ad.damage / 2;
  8680. else
  8681. ad.damage = 0;
  8682. }
  8683. else
  8684. // Grand Cross on target applies attr_fix, then cardfix and then attr_fix a second time
  8685. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  8686. break;
  8687. }
  8688. } //Hint: Against plants damage will still be 1 at this point
  8689. //Apply DAMAGE_DIV_FIX and check for min damage
  8690. battle_apply_div_fix(&ad, skill_id);
  8691. struct map_data *mapdata = map_getmapdata(target->m);
  8692. ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  8693. if (mapdata_flag_gvg2(mapdata))
  8694. ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  8695. else if (mapdata->getMapFlag(MF_BATTLEGROUND))
  8696. ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  8697. // Skill damage adjustment
  8698. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  8699. MATK_ADDRATE(skill_damage);
  8700. battle_absorb_damage(target, &ad);
  8701. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  8702. return ad;
  8703. }
  8704. /*==========================================
  8705. * Calculate "misc"-type attacks and skills
  8706. *------------------------------------------
  8707. * Credits:
  8708. * Original coder Skotlex
  8709. * Refined and optimized by helvetica
  8710. */
  8711. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int32 mflag)
  8712. {
  8713. int32 skill_damage = 0;
  8714. int16 i, s_ele;
  8715. map_session_data *sd, *tsd;
  8716. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  8717. status_change *ssc = status_get_sc(src);
  8718. memset(&md,0,sizeof(md));
  8719. if (src == nullptr || target == nullptr) {
  8720. nullpo_info(NLP_MARK);
  8721. return md;
  8722. }
  8723. status_data* sstatus = status_get_status_data(*src);
  8724. status_data* tstatus = status_get_status_data(*target);
  8725. //Some initial values
  8726. md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion);
  8727. md.dmotion = tstatus->dmotion;
  8728. md.div_ = skill_get_num(skill_id,skill_lv);
  8729. md.blewcount = skill_get_blewcount(skill_id,skill_lv);
  8730. md.dmg_lv = ATK_DEF;
  8731. md.flag = BF_MISC|BF_SKILL;
  8732. md.miscflag = mflag;
  8733. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  8734. std::bitset<NK_MAX> nk;
  8735. if (skill)
  8736. nk = skill->nk;
  8737. sd = BL_CAST(BL_PC, src);
  8738. tsd = BL_CAST(BL_PC, target);
  8739. if(sd) {
  8740. sd->state.arrow_atk = 0;
  8741. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  8742. }
  8743. s_ele = battle_get_misc_element(src, target, skill_id, skill_lv, mflag);
  8744. //Skill Range Criteria
  8745. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  8746. switch (skill_id) {
  8747. case TF_THROWSTONE:
  8748. if (sd)
  8749. md.damage = 50;
  8750. else
  8751. md.damage = 30;
  8752. md.flag |= BF_WEAPON;
  8753. break;
  8754. case NPC_KILLING_AURA:
  8755. md.damage = 10000;
  8756. break;
  8757. #ifdef RENEWAL
  8758. case HT_LANDMINE:
  8759. case MA_LANDMINE:
  8760. case HT_BLASTMINE:
  8761. case HT_CLAYMORETRAP:
  8762. md.damage = (int64)(skill_lv * sstatus->dex * (3.0 + (float)status_get_lv(src) / 100.0) * (1.0 + (float)sstatus->int_ / 35.0));
  8763. md.damage += md.damage * (rnd()%20 - 10) / 100;
  8764. md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0);
  8765. break;
  8766. #else
  8767. case HT_LANDMINE:
  8768. case MA_LANDMINE:
  8769. md.damage = static_cast<decltype(md.damage)>(skill_lv * (sstatus->dex + 75.0) * (100.0 + sstatus->int_) / 100.0);
  8770. break;
  8771. case HT_BLASTMINE:
  8772. md.damage = static_cast<decltype(md.damage)>(skill_lv * (sstatus->dex / 2.0 + 50.0) * (100.0 + sstatus->int_) / 100.0);
  8773. break;
  8774. case HT_CLAYMORETRAP:
  8775. md.damage = static_cast<decltype(md.damage)>(skill_lv * (sstatus->dex / 2.0 + 75.0) * (100.0 + sstatus->int_) / 100.0);
  8776. break;
  8777. #endif
  8778. case HT_BLITZBEAT:
  8779. case SN_FALCONASSAULT:
  8780. {
  8781. uint16 skill;
  8782. //Blitz-beat Damage
  8783. if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW)))
  8784. skill = 0;
  8785. #ifdef RENEWAL
  8786. md.damage = (sstatus->dex / 10 + sstatus->agi / 2 + skill * 3 + 40) * 2;
  8787. RE_LVL_MDMOD(100);
  8788. #else
  8789. md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2;
  8790. if(mflag > 1) //Autocasted Blitz
  8791. nk.set(NK_SPLASHSPLIT);
  8792. #endif
  8793. if (skill_id == SN_FALCONASSAULT) {
  8794. //Div fix of Blitzbeat
  8795. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  8796. //Falcon Assault Modifier
  8797. md.damage = md.damage * (150 + 70 * skill_lv) / 100;
  8798. }
  8799. }
  8800. break;
  8801. #ifndef RENEWAL
  8802. case BA_DISSONANCE:
  8803. md.damage = 30 + skill_lv * 10;
  8804. if (sd)
  8805. md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON);
  8806. break;
  8807. #endif
  8808. case NPC_SELFDESTRUCTION:
  8809. md.damage = sstatus->hp;
  8810. break;
  8811. case NPC_SMOKING:
  8812. md.damage = 3;
  8813. break;
  8814. case NPC_EVILLAND:
  8815. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  8816. break;
  8817. #ifndef RENEWAL
  8818. case ASC_BREAKER:
  8819. md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_;
  8820. nk.set(NK_IGNOREFLEE);
  8821. nk.set(NK_IGNOREELEMENT); //These two are not properties of the weapon based part.
  8822. break;
  8823. case HW_GRAVITATION:
  8824. md.damage = 200 + 200 * skill_lv;
  8825. md.dmotion = 0; //No flinch animation
  8826. break;
  8827. case PA_PRESSURE:
  8828. md.damage = 500 + 300 * skill_lv;
  8829. break;
  8830. #endif
  8831. case PA_GOSPEL:
  8832. if (mflag > 0)
  8833. md.damage = (rnd() % 4000) + 1500;
  8834. else {
  8835. md.damage = (rnd() % 5000) + 3000;
  8836. #ifdef RENEWAL
  8837. md.damage -= (int64)status_get_def(target);
  8838. #else
  8839. md.damage -= (md.damage * (int64)status_get_def(target)) / 100;
  8840. #endif
  8841. md.damage -= tstatus->def2;
  8842. if (md.damage < 0)
  8843. md.damage = 0;
  8844. }
  8845. break;
  8846. case GN_FIRE_EXPANSION_ACID:
  8847. #ifdef RENEWAL
  8848. // Official Renewal formula [helvetica]
  8849. // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
  8850. // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
  8851. // is considered "neutral" for purposes of resistances
  8852. {
  8853. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  8854. struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  8855. md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
  8856. // AD benefits from endow/element but damage is forced back to neutral
  8857. md.damage = battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  8858. }
  8859. // Fall through
  8860. #else
  8861. case CR_ACIDDEMONSTRATION:
  8862. if(tstatus->vit+sstatus->int_) //crash fix
  8863. md.damage = (int32)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  8864. else
  8865. md.damage = 0;
  8866. if (tsd)
  8867. md.damage /= 2;
  8868. #endif
  8869. break;
  8870. case NJ_ZENYNAGE:
  8871. md.damage = skill_get_zeny( skill_id, skill_lv );
  8872. if( md.damage == 0 ){
  8873. md.damage = 2;
  8874. }
  8875. md.damage += rnd_value( static_cast<decltype(md.damage)>( 0 ), md.damage );
  8876. // Specific to Boss Class
  8877. if( status_get_class_( target ) == CLASS_BOSS ){
  8878. md.damage /= 3;
  8879. }
  8880. if( tsd != nullptr ){
  8881. md.damage /= 2;
  8882. }
  8883. break;
  8884. case KO_MUCHANAGE:
  8885. md.damage = skill_get_zeny( skill_id, skill_lv );
  8886. if( md.damage == 0 ){
  8887. md.damage = 10;
  8888. }
  8889. md.damage = rnd_value( md.damage / 2, md.damage );
  8890. if( pc_checkskill( sd, NJ_TOBIDOUGU ) == 0 ){
  8891. md.damage /= 2;
  8892. }
  8893. // Specific to Boss Class
  8894. if( status_get_class_( target ) == CLASS_BOSS ){
  8895. md.damage /= 2;
  8896. }
  8897. break;
  8898. #ifdef RENEWAL
  8899. case NJ_ISSEN:
  8900. // Official Renewal formula [helvetica]
  8901. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  8902. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  8903. // modified def formula
  8904. {
  8905. int16 totaldef;
  8906. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  8907. status_change *sc = status_get_sc(src);
  8908. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  8909. if (sc && sc->getSCE(SC_BUNSINJYUTSU) && (i = sc->getSCE(SC_BUNSINJYUTSU)->val2) > 0) { // mirror image bonus only occurs if active
  8910. md.div_ = -(i + 2); // mirror image count + 2
  8911. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  8912. }
  8913. // modified def reduction, final damage = base damage - (edef + sdef)
  8914. totaldef = tstatus->def2 + (int16)status_get_def(target);
  8915. md.damage -= totaldef;
  8916. md.flag |= BF_WEAPON;
  8917. }
  8918. break;
  8919. #endif
  8920. case GS_FLING:
  8921. md.damage = (sd ? sd->status.job_level : status_get_lv(src));
  8922. break;
  8923. case HVAN_EXPLOSION: //[orn]
  8924. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  8925. break;
  8926. case RA_CLUSTERBOMB:
  8927. case RA_FIRINGTRAP:
  8928. case RA_ICEBOUNDTRAP:
  8929. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  8930. RE_LVL_TMDMOD();
  8931. if(sd) {
  8932. int32 researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  8933. if(researchskill_lv)
  8934. md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  8935. else
  8936. md.damage = 0;
  8937. } else
  8938. md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  8939. nk.set(NK_IGNOREELEMENT);
  8940. nk.set(NK_IGNOREFLEE);
  8941. nk.set(NK_IGNOREDEFCARD);
  8942. break;
  8943. case NC_MAGMA_ERUPTION_DOTDAMAGE: // 'Eruption' damage
  8944. md.damage = 800 + 200 * skill_lv;
  8945. break;
  8946. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  8947. md.damage = 1000 * skill_lv;
  8948. break;
  8949. case GN_THORNS_TRAP:
  8950. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  8951. break;
  8952. case RL_B_TRAP:
  8953. // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
  8954. md.damage = status_get_dex(src) * 10 + (skill_lv * 3 * status_get_hp(target)) / 100;
  8955. if (status_bl_has_mode(target, MD_STATUSIMMUNE))
  8956. md.damage /= 10;
  8957. break;
  8958. case NPC_WIDESUCK:
  8959. md.damage = tstatus->max_hp * 15 / 100;
  8960. break;
  8961. case SU_SV_ROOTTWIST_ATK:
  8962. md.damage = 100;
  8963. break;
  8964. case SP_SOULEXPLOSION:
  8965. md.damage = tstatus->hp * (20 + 10 * skill_lv) / 100;
  8966. break;
  8967. case SJ_NOVAEXPLOSING:
  8968. // (Base ATK + Weapon ATK) * Ratio
  8969. md.damage = (sstatus->batk + sstatus->rhw.atk) * (200 + 100 * skill_lv) / 100;
  8970. // Additional Damage
  8971. md.damage += sstatus->max_hp / (6 - min(5, skill_lv)) + status_get_max_sp(src) * (2 * skill_lv);
  8972. break;
  8973. case NPC_CANE_OF_EVIL_EYE:
  8974. md.damage = 15000;
  8975. break;
  8976. }
  8977. if (nk[NK_SPLASHSPLIT]) { // Divide ATK among targets
  8978. if(mflag > 0)
  8979. md.damage /= mflag;
  8980. else
  8981. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  8982. }
  8983. if (!nk[NK_IGNOREFLEE]) {
  8984. status_change *sc = status_get_sc(target);
  8985. i = 0; //Temp for "hit or no hit"
  8986. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  8987. i = 1;
  8988. else {
  8989. int16
  8990. flee = tstatus->flee,
  8991. #ifdef RENEWAL
  8992. hitrate = 0; //Default hitrate
  8993. #else
  8994. hitrate = 80; //Default hitrate
  8995. #endif
  8996. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  8997. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  8998. if(attacker_count >= battle_config.agi_penalty_count) {
  8999. if (battle_config.agi_penalty_type == 1)
  9000. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  9001. else //assume type 2: absolute reduction
  9002. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  9003. if(flee < 1)
  9004. flee = 1;
  9005. }
  9006. }
  9007. hitrate += sstatus->hit - flee;
  9008. #ifdef RENEWAL
  9009. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  9010. hitrate += pc_checkskill(sd,AC_VULTURE);
  9011. #endif
  9012. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  9013. if(rnd()%100 < hitrate)
  9014. i = 1;
  9015. }
  9016. if (!i) {
  9017. md.damage = 0;
  9018. md.dmg_lv = ATK_FLEE;
  9019. }
  9020. }
  9021. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  9022. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  9023. md.damage += (int64)md.damage*i/100;
  9024. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  9025. md.damage -= (int64)md.damage*i/100;
  9026. if(!nk[NK_IGNOREELEMENT])
  9027. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  9028. //Plant damage
  9029. if(md.damage < 0)
  9030. md.damage = 0;
  9031. else if(md.damage && is_infinite_defense(target, md.flag)) {
  9032. md.damage = 1;
  9033. }
  9034. //Apply DAMAGE_DIV_FIX and check for min damage
  9035. battle_apply_div_fix(&md, skill_id);
  9036. switch(skill_id) {
  9037. case RA_FIRINGTRAP:
  9038. case RA_ICEBOUNDTRAP:
  9039. if (md.damage == 1)
  9040. break;
  9041. [[fallthrough]];
  9042. case RA_CLUSTERBOMB:
  9043. {
  9044. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  9045. md.damage += wd.damage;
  9046. }
  9047. break;
  9048. case NJ_ZENYNAGE:
  9049. if (sd) {
  9050. if (md.damage > sd->status.zeny)
  9051. md.damage = sd->status.zeny;
  9052. pc_payzeny( sd, static_cast<int32>( md.damage ), LOG_TYPE_CONSUME );
  9053. }
  9054. break;
  9055. }
  9056. struct map_data *mapdata = map_getmapdata(target->m);
  9057. md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  9058. if(mapdata_flag_gvg2(mapdata))
  9059. md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  9060. else if(mapdata->getMapFlag(MF_BATTLEGROUND))
  9061. md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  9062. // Skill damage adjustment
  9063. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  9064. md.damage += (int64)md.damage * skill_damage / 100;
  9065. battle_absorb_damage(target, &md);
  9066. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  9067. return md;
  9068. }
  9069. /**
  9070. * Calculate vanish damage on a target
  9071. * @param sd: Player with vanish item
  9072. * @param target: Target to vanish HP/SP
  9073. * @param flag: Damage struct battle flag
  9074. */
  9075. void battle_vanish_damage(map_session_data *sd, struct block_list *target, int32 flag)
  9076. {
  9077. nullpo_retv(sd);
  9078. nullpo_retv(target);
  9079. // bHPVanishRate
  9080. int16 vanish_hp = 0;
  9081. if (!sd->hp_vanish.empty()) {
  9082. for (auto &it : sd->hp_vanish) {
  9083. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  9084. ((it.flag)&flag)&BF_RANGEMASK &&
  9085. ((it.flag)&flag)&BF_SKILLMASK))
  9086. continue;
  9087. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  9088. vanish_hp += it.per;
  9089. }
  9090. }
  9091. // bSPVanishRate
  9092. int16 vanish_sp = 0;
  9093. if (!sd->sp_vanish.empty()) {
  9094. for (auto &it : sd->sp_vanish) {
  9095. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  9096. ((it.flag)&flag)&BF_RANGEMASK &&
  9097. ((it.flag)&flag)&BF_SKILLMASK))
  9098. continue;
  9099. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  9100. vanish_sp += it.per;
  9101. }
  9102. }
  9103. if (vanish_hp > 0 || vanish_sp > 0)
  9104. status_percent_damage(&sd->bl, target, -vanish_hp, -vanish_sp, false); // Damage HP/SP applied once
  9105. }
  9106. /*==========================================
  9107. * Battle main entry, from skill_attack
  9108. *------------------------------------------
  9109. * Credits:
  9110. * Original coder unknown
  9111. * Initial refactoring by Baalberith
  9112. * Refined and optimized by helvetica
  9113. */
  9114. struct Damage battle_calc_attack(int32 attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int32 flag)
  9115. {
  9116. struct Damage d;
  9117. switch(attack_type) {
  9118. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  9119. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  9120. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  9121. default:
  9122. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  9123. memset(&d,0,sizeof(d));
  9124. break;
  9125. }
  9126. if( d.damage + d.damage2 < 1 )
  9127. { //Miss/Absorbed
  9128. //Weapon attacks should go through to cause additional effects.
  9129. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  9130. d.dmg_lv = ATK_MISS;
  9131. d.dmotion = 0;
  9132. if(bl->type == BL_PC)
  9133. d.div_ = 1;
  9134. status_change *tsc = status_get_sc(target);
  9135. // Weapon Blocking has the ability to trigger on ATK_MISS as well.
  9136. if (tsc != nullptr && tsc->getSCE(SC_WEAPONBLOCKING)) {
  9137. status_change_entry *tsce = tsc->getSCE(SC_WEAPONBLOCKING);
  9138. if (attack_type == BF_WEAPON && rnd() % 100 < tsce->val2) {
  9139. clif_skill_nodamage(target, *bl, GC_WEAPONBLOCKING, tsce->val1);
  9140. sc_start(bl, target, SC_WEAPONBLOCK_ON, 100, bl->id, skill_get_time2(GC_WEAPONBLOCKING, tsce->val1));
  9141. }
  9142. }
  9143. }
  9144. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  9145. d.dmg_lv = ATK_DEF;
  9146. map_session_data *sd = BL_CAST(BL_PC, bl);
  9147. if (sd && d.damage + d.damage2 > 1)
  9148. battle_vanish_damage(sd, target, d.flag);
  9149. return d;
  9150. }
  9151. /*==========================================
  9152. * Final damage return function
  9153. *------------------------------------------
  9154. * Credits:
  9155. * Original coder unknown
  9156. * Initial refactoring by Baalberith
  9157. * Refined and optimized by helvetica
  9158. */
  9159. int64 battle_calc_return_damage(struct block_list* tbl, struct block_list *src, int64 *dmg, int32 flag, uint16 skill_id, bool status_reflect){
  9160. status_change *tsc = status_get_sc(tbl);
  9161. if (tsc) { // These statuses do not reflect any damage (off the target)
  9162. if (tsc->getSCE(SC_WHITEIMPRISON) || tsc->getSCE(SC_DARKCROW) || tsc->getSCE(SC_KYOMU))
  9163. return 0;
  9164. }
  9165. status_change *sc = status_get_sc(src);
  9166. if (sc) {
  9167. if (skill_id == GN_HELLS_PLANT_ATK && sc->getSCE(SC_HELLS_PLANT))
  9168. return 0;
  9169. }
  9170. map_session_data *tsd = BL_CAST(BL_PC, tbl);
  9171. int64 rdamage = 0, damage = *dmg;
  9172. if (flag & BF_SHORT) {//Bounces back part of the damage.
  9173. if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && tsd && tsd->bonus.short_weapon_damage_return ) {
  9174. rdamage += damage * tsd->bonus.short_weapon_damage_return / 100;
  9175. } else if( status_reflect && tsc != nullptr && !tsc->empty() ) {
  9176. if( tsc->getSCE(SC_REFLECTSHIELD) ) {
  9177. status_change_entry *sce_d;
  9178. block_list *d_bl;
  9179. if( (sce_d = tsc->getSCE(SC_DEVOTION)) && (d_bl = map_id2bl(sce_d->val1)) &&
  9180. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == tbl->id) ||
  9181. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == tbl->id)) )
  9182. { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  9183. if( (!skill_id && battle_config.devotion_rdamage_skill_only && tsc->getSCE(SC_REFLECTSHIELD)->val4) ||
  9184. !check_distance_bl(tbl,d_bl,sce_d->val3) )
  9185. return 0;
  9186. }
  9187. }
  9188. if ( tsc->getSCE(SC_REFLECTSHIELD) && skill_id != WS_CARTTERMINATION && skill_id != NPC_MAXPAIN_ATK ) {
  9189. // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  9190. if (!skill_id && battle_config.devotion_rdamage_skill_only && tsc->getSCE(SC_REFLECTSHIELD)->val4)
  9191. rdamage = 0;
  9192. else {
  9193. rdamage += damage * tsc->getSCE(SC_REFLECTSHIELD)->val2 / 100;
  9194. }
  9195. }
  9196. if (tsc->getSCE(SC_DEATHBOUND) && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUSIMMUNE)) {
  9197. if (distance_bl(src,tbl) <= 0 || !map_check_dir(map_calc_dir(tbl,src->x,src->y), unit_getdir(tbl))) {
  9198. int64 rd1 = i64min(damage, status_get_max_hp(tbl)) * tsc->getSCE(SC_DEATHBOUND)->val2 / 100; // Amplify damage.
  9199. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  9200. clif_skill_damage( *src, *tbl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, tsc->getSCE(SC_DEATHBOUND)->val1, DMG_SINGLE );
  9201. skill_blown(tbl, src, skill_get_blewcount(RK_DEATHBOUND, tsc->getSCE(SC_DEATHBOUND)->val1), unit_getdir(src), BLOWN_NONE);
  9202. status_change_end(tbl, SC_DEATHBOUND);
  9203. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  9204. }
  9205. }
  9206. }
  9207. } else {
  9208. if (!status_reflect && tsd && tsd->bonus.long_weapon_damage_return) {
  9209. rdamage += damage * tsd->bonus.long_weapon_damage_return / 100;
  9210. }
  9211. }
  9212. // Config damage adjustment
  9213. map_data *mapdata = map_getmapdata(src->m);
  9214. if (mapdata_flag_gvg2(mapdata))
  9215. rdamage = battle_calc_gvg_damage(src, tbl, rdamage, skill_id, flag);
  9216. else if (mapdata->getMapFlag(MF_BATTLEGROUND))
  9217. rdamage = battle_calc_bg_damage(src, tbl, rdamage, skill_id, flag);
  9218. else if (mapdata->getMapFlag(MF_PVP))
  9219. rdamage = battle_calc_pk_damage(*src, *tbl, rdamage, skill_id, flag);
  9220. // Skill damage adjustment
  9221. int32 skill_damage = battle_skill_damage(src, tbl, skill_id);
  9222. if (skill_damage != 0) {
  9223. rdamage += rdamage * skill_damage / 100;
  9224. }
  9225. int64 reduce = 0;
  9226. map_session_data* sd = BL_CAST(BL_PC, src);
  9227. if (sd && sd->bonus.reduce_damage_return != 0) {
  9228. reduce += (sd->bonus.reduce_damage_return);
  9229. }
  9230. if (sc) {
  9231. if (status_reflect && sc->getSCE(SC_REFLECTDAMAGE)) {
  9232. reduce += sc->getSCE(SC_REFLECTDAMAGE)->val2;
  9233. }
  9234. if (sc->getSCE(SC_VENOMBLEED) && sc->getSCE(SC_VENOMBLEED)->val3 == 0) {
  9235. reduce += sc->getSCE(SC_VENOMBLEED)->val2;
  9236. }
  9237. if (sc->getSCE(SC_REF_T_POTION))
  9238. reduce += 100;
  9239. }
  9240. if (rdamage > 0) {
  9241. rdamage -= rdamage * i64min(100, reduce) / 100;
  9242. rdamage = i64max(rdamage, 1);
  9243. }
  9244. if (rdamage == 0)
  9245. return 0; // No reflecting damage calculated.
  9246. else
  9247. return cap_value(rdamage, 1, status_get_max_hp(tbl));
  9248. }
  9249. /** Check for Coma damage
  9250. * @param sd: Source player
  9251. * @param bl: Target
  9252. * @param attack_type: Attack type
  9253. * @return True if Coma applies, false if Coma does not apply
  9254. */
  9255. bool battle_check_coma(map_session_data& sd, struct block_list& target, e_battle_flag attack_type)
  9256. {
  9257. status_data* tstatus = status_get_status_data(target);
  9258. mob_data* dstmd = BL_CAST(BL_MOB, &target);
  9259. // Coma
  9260. if (sd.special_state.bonus_coma && (!dstmd || (!util::vector_exists(status_get_race2(&dstmd->bl), RC2_GVG) && status_get_class(&dstmd->bl) != CLASS_BATTLEFIELD))) {
  9261. int32 rate = 0;
  9262. rate += sd.indexed_bonus.coma_class[tstatus->class_] + sd.indexed_bonus.coma_class[CLASS_ALL];
  9263. if(!status_bl_has_mode(&target, MD_STATUSIMMUNE))
  9264. rate += sd.indexed_bonus.coma_race[tstatus->race] + sd.indexed_bonus.coma_race[RC_ALL];
  9265. if (attack_type&BF_WEAPON) {
  9266. rate += sd.indexed_bonus.weapon_coma_class[tstatus->class_] + sd.indexed_bonus.weapon_coma_class[CLASS_ALL];
  9267. if (!status_bl_has_mode(&target, MD_STATUSIMMUNE)) {
  9268. rate += sd.indexed_bonus.weapon_coma_ele[tstatus->def_ele] + sd.indexed_bonus.weapon_coma_ele[ELE_ALL];
  9269. rate += sd.indexed_bonus.weapon_coma_race[tstatus->race] + sd.indexed_bonus.weapon_coma_race[RC_ALL];
  9270. }
  9271. }
  9272. if (rate > 0 && rnd_chance(rate, 10000))
  9273. return true;
  9274. }
  9275. return false;
  9276. }
  9277. /**
  9278. * Calculate Vellum damage on a target
  9279. * @param sd: Player with vanish item
  9280. * @param target: Target to vanish HP/SP
  9281. * @param wd: Damage struct reference
  9282. * @return True on damage done or false if not
  9283. */
  9284. bool battle_vellum_damage(map_session_data *sd, struct block_list *target, struct Damage *wd)
  9285. {
  9286. nullpo_retr(false, sd);
  9287. nullpo_retr(false, target);
  9288. nullpo_retr(false, wd);
  9289. status_data* tstatus = status_get_status_data(*target);
  9290. // bHPVanishRaceRate
  9291. int16 vellum_rate_hp = cap_value(sd->hp_vanish_race[tstatus->race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  9292. int8 vellum_hp = cap_value(sd->hp_vanish_race[tstatus->race].per + sd->hp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  9293. // bSPVanishRaceRate
  9294. int16 vellum_rate_sp = cap_value(sd->sp_vanish_race[tstatus->race].rate + sd->sp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  9295. int8 vellum_sp = cap_value(sd->sp_vanish_race[tstatus->race].per + sd->sp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  9296. // The HP and SP damage bonus from these items don't stack because of the special damage display for SP.
  9297. // Vellum damage overrides any other damage done as well.
  9298. if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 1000 || rnd() % 1000 < vellum_rate_hp)) {
  9299. wd->damage = apply_rate(tstatus->max_hp, vellum_hp);
  9300. wd->damage2 = 0;
  9301. } else if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 1000 || rnd() % 1000 < vellum_rate_sp)) {
  9302. wd->damage = apply_rate(tstatus->max_sp, vellum_sp);
  9303. wd->damage2 = 0;
  9304. wd->isspdamage = true;
  9305. } else
  9306. return false;
  9307. return true;
  9308. }
  9309. /*===========================================
  9310. * Perform battle drain effects (HP/SP loss)
  9311. *-------------------------------------------*/
  9312. void battle_drain(map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int32 race, int32 class_)
  9313. {
  9314. struct weapon_data *wd;
  9315. int64 *damage;
  9316. int32 thp = 0, // HP gained
  9317. tsp = 0, // SP gained
  9318. //rhp = 0, // HP reduced from target
  9319. //rsp = 0, // SP reduced from target
  9320. hp = 0, sp = 0;
  9321. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  9322. return;
  9323. for (int32 i = 0; i < 4; i++) {
  9324. //First two iterations: Right hand
  9325. if (i < 2) {
  9326. wd = &sd->right_weapon;
  9327. damage = &rdamage;
  9328. } else {
  9329. wd = &sd->left_weapon;
  9330. damage = &ldamage;
  9331. }
  9332. if (*damage <= 0)
  9333. continue;
  9334. if (i == 1 || i == 3) {
  9335. hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL];
  9336. hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per);
  9337. sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL];
  9338. sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per);
  9339. if( hp ) {
  9340. //rhp += hp;
  9341. thp += hp;
  9342. }
  9343. if( sp ) {
  9344. //rsp += sp;
  9345. tsp += sp;
  9346. }
  9347. } else {
  9348. hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL];
  9349. sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL];
  9350. if( hp ) {
  9351. //rhp += hp;
  9352. thp += hp;
  9353. }
  9354. if( sp ) {
  9355. //rsp += sp;
  9356. tsp += sp;
  9357. }
  9358. }
  9359. }
  9360. if (!thp && !tsp)
  9361. return;
  9362. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  9363. //if (rhp || rsp)
  9364. // status_zap(tbl, rhp, rsp);
  9365. }
  9366. /*===========================================
  9367. * Deals the same damage to targets in area.
  9368. *-------------------------------------------
  9369. * Credits:
  9370. * Original coder pakpil
  9371. */
  9372. int32 battle_damage_area(struct block_list *bl, va_list ap) {
  9373. t_tick tick;
  9374. int64 damage;
  9375. int32 amotion, dmotion;
  9376. struct block_list *src;
  9377. nullpo_ret(bl);
  9378. tick = va_arg(ap, t_tick);
  9379. src = va_arg(ap,struct block_list *);
  9380. amotion = va_arg(ap,int32);
  9381. dmotion = va_arg(ap,int32);
  9382. damage = va_arg(ap,int32);
  9383. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) || status_get_class(bl) == MOBID_EMPERIUM)
  9384. return 0;
  9385. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  9386. map_freeblock_lock();
  9387. if( src->type == BL_PC )
  9388. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  9389. if( amotion )
  9390. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false);
  9391. else
  9392. battle_fix_damage(src,bl,damage,0,LG_REFLECTDAMAGE);
  9393. clif_damage(*bl,*bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false);
  9394. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  9395. map_freeblock_unlock();
  9396. }
  9397. return 0;
  9398. }
  9399. /**
  9400. * Triggers aftercast delay for autocasted skills.
  9401. * @param src: Source data
  9402. * @param skill_id: Skill used
  9403. * @param skill_lv: Skill level used
  9404. * @param tick: Server tick
  9405. */
  9406. void battle_autocast_aftercast(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  9407. {
  9408. unit_data *ud = unit_bl2ud(src);
  9409. if (ud) {
  9410. int32 autocast_tick = skill_delayfix(src, skill_id, skill_lv);
  9411. if (DIFF_TICK(ud->canact_tick, tick + autocast_tick) < 0) {
  9412. ud->canact_tick = i64max(tick + autocast_tick, ud->canact_tick);
  9413. if (battle_config.display_status_timers && src->type == BL_PC)
  9414. clif_status_change(src, EFST_POSTDELAY, 1, autocast_tick, 0, 0, 0);
  9415. }
  9416. }
  9417. }
  9418. /**
  9419. * Triggers autocasted skills from super elemental supportive buffs.
  9420. * @param sd: Player data
  9421. * @param target: Target data
  9422. * @param skill_id: Skill used
  9423. * @param tick: Server tick
  9424. * @param flag: Special skill flags
  9425. */
  9426. void battle_autocast_elembuff_skill(map_session_data* sd, struct block_list* target, uint16 skill_id, t_tick tick, int32 flag)
  9427. {
  9428. uint16 skill_lv = pc_checkskill(sd, skill_id);
  9429. skill_lv = max(1, skill_lv);
  9430. sd->state.autocast = 1;
  9431. if (status_charge(&sd->bl, 0, skill_get_sp(skill_id, skill_lv))) {
  9432. skill_castend_damage_id(&sd->bl, target, skill_id, skill_lv, tick, flag);
  9433. battle_autocast_aftercast(&sd->bl, skill_id, skill_lv, tick);
  9434. }
  9435. sd->state.autocast = 0;
  9436. }
  9437. /*==========================================
  9438. * Do a basic physical attack (call through unit_attack_timer)
  9439. *------------------------------------------*/
  9440. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, t_tick tick, int32 flag) {
  9441. map_session_data *sd = nullptr, *tsd = nullptr;
  9442. status_change *sc, *tsc;
  9443. int64 damage;
  9444. int32 skillv;
  9445. struct Damage wd;
  9446. bool vellum_damage = false;
  9447. nullpo_retr(ATK_NONE, src);
  9448. nullpo_retr(ATK_NONE, target);
  9449. if (src->prev == nullptr || target->prev == nullptr)
  9450. return ATK_NONE;
  9451. sd = BL_CAST(BL_PC, src);
  9452. tsd = BL_CAST(BL_PC, target);
  9453. status_data* sstatus = status_get_status_data(*src);
  9454. status_data* tstatus = status_get_status_data(*target);
  9455. sc = status_get_sc(src);
  9456. tsc = status_get_sc(target);
  9457. if (sc != nullptr && sc->empty()) //Avoid sc checks when there's none to check for. [Skotlex]
  9458. sc = nullptr;
  9459. if (tsc != nullptr && tsc->empty())
  9460. tsc = nullptr;
  9461. if (sd)
  9462. {
  9463. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  9464. if (sd->state.arrow_atk)
  9465. {
  9466. int16 index = sd->equip_index[EQI_AMMO];
  9467. if (index < 0) {
  9468. if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA)
  9469. clif_skill_fail( *sd, 0, USESKILL_FAIL_NEED_MORE_BULLET );
  9470. else
  9471. clif_arrow_fail( *sd, ARROWFAIL_NO_AMMO );
  9472. return ATK_NONE;
  9473. }
  9474. //Ammo check by Ishizu-chan
  9475. if (sd->inventory_data[index]) {
  9476. switch (sd->status.weapon) {
  9477. case W_BOW:
  9478. if (sd->inventory_data[index]->subtype != AMMO_ARROW) {
  9479. clif_arrow_fail( *sd, ARROWFAIL_NO_AMMO );
  9480. return ATK_NONE;
  9481. }
  9482. break;
  9483. case W_REVOLVER:
  9484. case W_RIFLE:
  9485. case W_GATLING:
  9486. case W_SHOTGUN:
  9487. if (sd->inventory_data[index]->subtype != AMMO_BULLET) {
  9488. clif_skill_fail( *sd, 0, USESKILL_FAIL_NEED_MORE_BULLET );
  9489. return ATK_NONE;
  9490. }
  9491. break;
  9492. case W_GRENADE:
  9493. if (sd->inventory_data[index]->subtype !=
  9494. #ifdef RENEWAL
  9495. AMMO_BULLET) {
  9496. #else
  9497. AMMO_GRENADE) {
  9498. #endif
  9499. clif_skill_fail( *sd, 0, USESKILL_FAIL_NEED_MORE_BULLET );
  9500. return ATK_NONE;
  9501. }
  9502. break;
  9503. }
  9504. }
  9505. }
  9506. }
  9507. if (sc != nullptr && !sc->empty()) {
  9508. if (sc->getSCE(SC_CLOAKING) && !(sc->getSCE(SC_CLOAKING)->val4 & 2))
  9509. status_change_end(src, SC_CLOAKING);
  9510. else if (sc->getSCE(SC_CLOAKINGEXCEED) && !(sc->getSCE(SC_CLOAKINGEXCEED)->val4 & 2))
  9511. status_change_end(src, SC_CLOAKINGEXCEED);
  9512. else if (sc->getSCE(SC_NEWMOON) && --(sc->getSCE(SC_NEWMOON)->val2) <= 0)
  9513. status_change_end(src, SC_NEWMOON);
  9514. }
  9515. if (tsc && tsc->getSCE(SC_AUTOCOUNTER) && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  9516. uint8 dir = map_calc_dir(target,src->x,src->y);
  9517. int32 t_dir = unit_getdir(target);
  9518. int32 dist = distance_bl(src, target);
  9519. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  9520. uint16 skill_lv = tsc->getSCE(SC_AUTOCOUNTER)->val1;
  9521. clif_skillcastcancel( *target ); //Remove the casting bar. [Skotlex]
  9522. clif_damage(*src, *target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  9523. status_change_end(target, SC_AUTOCOUNTER);
  9524. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  9525. return ATK_BLOCK;
  9526. }
  9527. }
  9528. if( tsc && tsc->getSCE(SC_BLADESTOP_WAIT) &&
  9529. #ifndef RENEWAL
  9530. status_get_class_(src) != CLASS_BOSS &&
  9531. #endif
  9532. (src->type == BL_PC || tsd == nullptr || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  9533. {
  9534. uint16 skill_lv = tsc->getSCE(SC_BLADESTOP_WAIT)->val1;
  9535. int32 duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  9536. #ifdef RENEWAL
  9537. if (status_get_class_(src) == CLASS_BOSS)
  9538. duration = 2000; // Only lasts 2 seconds for Boss monsters
  9539. #endif
  9540. status_change_end(target, SC_BLADESTOP_WAIT);
  9541. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  9542. { //Target locked.
  9543. clif_damage(*src, *target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  9544. clif_bladestop( *target, src->id, true );
  9545. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  9546. return ATK_BLOCK;
  9547. }
  9548. }
  9549. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  9550. #ifdef RENEWAL
  9551. int32 triple_rate = 30; //Base Rate
  9552. #else
  9553. int32 triple_rate = 30 - skillv; //Base Rate
  9554. #endif
  9555. if (sc && sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == MO_TRIPLEATTACK) {
  9556. triple_rate+= triple_rate*(sc->getSCE(SC_SKILLRATE_UP)->val2)/100;
  9557. status_change_end(src, SC_SKILLRATE_UP);
  9558. }
  9559. if (rnd()%100 < triple_rate) {
  9560. //Need to apply canact_tick here because it doesn't go through skill_castend_id
  9561. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv), sd->ud.canact_tick);
  9562. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  9563. return ATK_DEF;
  9564. return ATK_MISS;
  9565. }
  9566. }
  9567. if (sc) {
  9568. if (sc->getSCE(SC_SACRIFICE)) {
  9569. uint16 skill_lv = sc->getSCE(SC_SACRIFICE)->val1;
  9570. damage_lv ret_val;
  9571. if( --sc->getSCE(SC_SACRIFICE)->val2 <= 0 )
  9572. status_change_end(src, SC_SACRIFICE);
  9573. /**
  9574. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  9575. * For further information: bugreport:4950
  9576. */
  9577. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  9578. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  9579. if( ret_val == ATK_NONE )
  9580. return ATK_MISS;
  9581. return ret_val;
  9582. }
  9583. if (sc->getSCE(SC_MAGICALATTACK)) {
  9584. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->getSCE(SC_MAGICALATTACK)->val1,tick,0) )
  9585. return ATK_DEF;
  9586. return ATK_MISS;
  9587. }
  9588. if( sc->getSCE(SC_GT_ENERGYGAIN) ) {
  9589. int32 spheres = 5;
  9590. if( sc->getSCE(SC_RAISINGDRAGON) )
  9591. spheres += sc->getSCE(SC_RAISINGDRAGON)->val1;
  9592. if( sd && rnd()%100 < sc->getSCE(SC_GT_ENERGYGAIN)->val2 )
  9593. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->getSCE(SC_GT_ENERGYGAIN)->val1), spheres);
  9594. }
  9595. }
  9596. if( tsc && tsc->getSCE(SC_GT_ENERGYGAIN) ) {
  9597. int32 spheres = 5;
  9598. if( tsc->getSCE(SC_RAISINGDRAGON) )
  9599. spheres += tsc->getSCE(SC_RAISINGDRAGON)->val1;
  9600. if( tsd && rnd()%100 < tsc->getSCE(SC_GT_ENERGYGAIN)->val2 )
  9601. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->getSCE(SC_GT_ENERGYGAIN)->val1), spheres);
  9602. }
  9603. if(tsc && tsc->getSCE(SC_KAAHI) && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->getSCE(SC_KAAHI)->val3)) {
  9604. int32 hp_heal = tstatus->max_hp - tstatus->hp;
  9605. if (hp_heal > tsc->getSCE(SC_KAAHI)->val2)
  9606. hp_heal = tsc->getSCE(SC_KAAHI)->val2;
  9607. if (hp_heal)
  9608. status_heal(target, hp_heal, 0, 2);
  9609. }
  9610. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  9611. if (sd && wd.damage + wd.damage2 > 0 && battle_vellum_damage(sd, target, &wd))
  9612. vellum_damage = true;
  9613. if( sc != nullptr && !sc->empty() ) {
  9614. if (sc->getSCE(SC_EXEEDBREAK))
  9615. status_change_end(src, SC_EXEEDBREAK);
  9616. if( sc->getSCE(SC_SPELLFIST) && !vellum_damage ){
  9617. if (status_charge(src, 0, 20)) {
  9618. if (!is_infinite_defense(target, wd.flag)) {
  9619. struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->getSCE(SC_SPELLFIST)->val2, sc->getSCE(SC_SPELLFIST)->val3, flag | BF_SHORT);
  9620. wd.damage = ad.damage;
  9621. DAMAGE_DIV_FIX(wd.damage, wd.div_); // Double the damage for multiple hits.
  9622. } else {
  9623. wd.damage = 1;
  9624. DAMAGE_DIV_FIX(wd.damage, wd.div_);
  9625. }
  9626. } else
  9627. status_change_end(src,SC_SPELLFIST);
  9628. }
  9629. if (sc->getSCE(SC_GIANTGROWTH) && (wd.flag&BF_SHORT) && rnd()%100 < sc->getSCE(SC_GIANTGROWTH)->val2 && !is_infinite_defense(target, wd.flag) && !vellum_damage)
  9630. wd.damage += wd.damage * 150 / 100; // 2.5 times damage
  9631. if( sc->getSCE( SC_VIGOR ) && ( wd.flag&BF_SHORT ) && !is_infinite_defense( target, wd.flag ) && !vellum_damage ){
  9632. int32 mod = 100 + sc->getSCE(SC_VIGOR)->val1 * 15;
  9633. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  9634. mod += sc->getSCE(SC_VIGOR)->val1 * 10;
  9635. wd.damage += wd.damage * mod / 100;
  9636. }
  9637. if( sd && battle_config.arrow_decrement && sc->getSCE(SC_FEARBREEZE) && sc->getSCE(SC_FEARBREEZE)->val4 > 0) {
  9638. int16 idx = sd->equip_index[EQI_AMMO];
  9639. if (idx >= 0 && sd->inventory.u.items_inventory[idx].amount >= sc->getSCE(SC_FEARBREEZE)->val4) {
  9640. pc_delitem(sd,idx,sc->getSCE(SC_FEARBREEZE)->val4,0,1,LOG_TYPE_CONSUME);
  9641. sc->getSCE(SC_FEARBREEZE)->val4 = 0;
  9642. }
  9643. }
  9644. }
  9645. if (sd && sd->state.arrow_atk) //Consume arrow.
  9646. battle_consume_ammo(sd, 0, 0);
  9647. damage = wd.damage + wd.damage2;
  9648. if( damage > 0 && src != target )
  9649. {
  9650. if (sc && sc->getSCE(SC_DUPLELIGHT) && (wd.flag & BF_SHORT)) { // Activates only from regular melee damage. Success chance is seperate for both duple light attacks.
  9651. uint16 duple_rate = 10 + 2 * sc->getSCE(SC_DUPLELIGHT)->val1;
  9652. if (rand() % 100 < duple_rate)
  9653. skill_castend_damage_id(src, target, AB_DUPLELIGHT_MELEE, sc->getSCE(SC_DUPLELIGHT)->val1, tick, flag | SD_LEVEL);
  9654. if (rand() % 100 < duple_rate)
  9655. skill_castend_damage_id(src, target, AB_DUPLELIGHT_MAGIC, sc->getSCE(SC_DUPLELIGHT)->val1, tick, flag | SD_LEVEL);
  9656. }
  9657. }
  9658. wd.dmotion = clif_damage(*src, *target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
  9659. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  9660. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  9661. if ( target->type == BL_SKILL && damage > 0 ) {
  9662. TBL_SKILL *su = (TBL_SKILL*)target;
  9663. if (su && su->group) {
  9664. if (su->group->skill_id == HT_BLASTMINE)
  9665. skill_blown(src, target, 3, -1, BLOWN_NONE);
  9666. if (su->group->skill_id == GN_WALLOFTHORN) {
  9667. if (--su->val2 <= 0)
  9668. skill_delunit(su);
  9669. }
  9670. }
  9671. }
  9672. map_freeblock_lock();
  9673. if( !(tsc && tsc->getSCE(SC_DEVOTION)) && !vellum_damage && skill_check_shadowform(target, damage, wd.div_) ) {
  9674. if( !status_isdead(*target) )
  9675. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  9676. if( wd.dmg_lv > ATK_BLOCK )
  9677. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  9678. } else
  9679. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true, wd.isspdamage);
  9680. if( tsc ) {
  9681. if( tsc->getSCE(SC_DEVOTION) ) {
  9682. struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
  9683. struct block_list *d_bl = map_id2bl(sce->val1);
  9684. if( d_bl && (
  9685. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  9686. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  9687. ) && check_distance_bl(target, d_bl, sce->val3) )
  9688. {
  9689. // Only trigger if the devoted player was hit
  9690. if( damage > 0 ){
  9691. int64 devotion_damage = damage;
  9692. map_session_data* dsd = BL_CAST( BL_PC, d_bl );
  9693. // Needed to check the devotion master for Rebound Shield status.
  9694. status_change *d_sc = status_get_sc(d_bl);
  9695. // The devoting player needs to stand up
  9696. if( dsd && pc_issit( dsd ) ){
  9697. pc_setstand( dsd, true );
  9698. skill_sit( dsd, 0 );
  9699. }
  9700. if (d_sc && d_sc->getSCE(SC_REBOUND_S))
  9701. devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
  9702. clif_damage(*d_bl, *d_bl, gettick(), wd.amotion, wd.dmotion, devotion_damage, 1, DMG_NORMAL, 0, false);
  9703. battle_fix_damage(src, d_bl, devotion_damage, 0, CR_DEVOTION);
  9704. }
  9705. }
  9706. else
  9707. status_change_end(target, SC_DEVOTION);
  9708. }
  9709. if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)) {
  9710. s_elemental_data *ed = ((TBL_PC*)target)->ed;
  9711. if (ed) {
  9712. clif_skill_damage( ed->bl, *target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)->val1, DMG_SINGLE );
  9713. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)->val1,tick,wd.flag);
  9714. }
  9715. }
  9716. if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
  9717. struct block_list *e_bl = map_id2bl(tsc->getSCE(SC_WATER_SCREEN_OPTION)->val1);
  9718. if (e_bl && !status_isdead(*e_bl)) {
  9719. clif_damage(*e_bl, *e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false);
  9720. battle_fix_damage(src, e_bl, damage, 0, EL_WATER_SCREEN);
  9721. }
  9722. }
  9723. }
  9724. if (sc && sc->getSCE(SC_AUTOSPELL) && rnd()%100 < sc->getSCE(SC_AUTOSPELL)->val4) {
  9725. int32 sp = 0;
  9726. uint16 skill_id = sc->getSCE(SC_AUTOSPELL)->val2;
  9727. uint16 skill_lv = sc->getSCE(SC_AUTOSPELL)->val3;
  9728. int32 i = rnd()%100;
  9729. if (sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  9730. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  9731. //reduction only for skill_lv > 1
  9732. if (skill_lv > 1) {
  9733. if (i >= 50) skill_lv /= 2;
  9734. else if (i >= 15) skill_lv--;
  9735. }
  9736. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  9737. if (status_charge(src, 0, sp)) {
  9738. struct unit_data *ud = unit_bl2ud(src);
  9739. switch (skill_get_casttype(skill_id)) {
  9740. case CAST_GROUND:
  9741. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  9742. break;
  9743. case CAST_NODAMAGE:
  9744. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  9745. break;
  9746. case CAST_DAMAGE:
  9747. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  9748. break;
  9749. }
  9750. if (ud) {
  9751. int32 autospell_tick = skill_delayfix(src, skill_id, skill_lv);
  9752. if (DIFF_TICK(ud->canact_tick, tick + autospell_tick) < 0) {
  9753. ud->canact_tick = i64max(tick + autospell_tick, ud->canact_tick);
  9754. if (battle_config.display_status_timers && sd)
  9755. clif_status_change(src, EFST_POSTDELAY, 1, autospell_tick, 0, 0, 0);
  9756. }
  9757. }
  9758. }
  9759. }
  9760. if (sd) {
  9761. uint16 r_skill = 0, sk_idx = 0;
  9762. if( wd.flag&BF_WEAPON && sc && sc->getSCE(SC__AUTOSHADOWSPELL) && rnd()%100 < sc->getSCE(SC__AUTOSHADOWSPELL)->val3 &&
  9763. (r_skill = (uint16)sc->getSCE(SC__AUTOSHADOWSPELL)->val1) && (sk_idx = skill_get_index(r_skill)) &&
  9764. sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED )
  9765. {
  9766. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  9767. int32 r_lv = sc->getSCE(SC__AUTOSHADOWSPELL)->val2, type;
  9768. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  9769. int32 maxcount = 0;
  9770. std::shared_ptr<s_skill_db> skill = skill_db.find(r_skill);
  9771. if( !(BL_PC&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] )
  9772. type = -1;
  9773. if( BL_PC&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] )
  9774. type = -1;
  9775. if( BL_PC&battle_config.land_skill_limit &&
  9776. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  9777. ) {
  9778. unit_skillunit_maxcount(sd->ud, r_skill, maxcount);
  9779. if( maxcount == 0 )
  9780. type = -1;
  9781. }
  9782. if( type != CAST_GROUND ){
  9783. clif_skill_fail( *sd, r_skill );
  9784. map_freeblock_unlock();
  9785. return wd.dmg_lv;
  9786. }
  9787. }
  9788. if (sd->state.autocast == 0) {
  9789. sd->state.autocast = 1;
  9790. skill_consume_requirement(sd, r_skill, r_lv, 3);
  9791. switch (type) {
  9792. case CAST_GROUND:
  9793. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  9794. break;
  9795. case CAST_NODAMAGE:
  9796. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  9797. break;
  9798. case CAST_DAMAGE:
  9799. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  9800. break;
  9801. }
  9802. }
  9803. sd->state.autocast = 0;
  9804. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, r_skill, r_lv), sd->ud.canact_tick);
  9805. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  9806. }
  9807. }
  9808. if (wd.flag&BF_WEAPON && sc && sc->getSCE(SC_FALLINGSTAR) && rand()%100 < sc->getSCE(SC_FALLINGSTAR)->val2) {
  9809. if (sd)
  9810. sd->state.autocast = 1;
  9811. if (status_charge(src, 0, skill_get_sp(SJ_FALLINGSTAR_ATK, sc->getSCE(SC_FALLINGSTAR)->val1)))
  9812. skill_castend_nodamage_id(src, src, SJ_FALLINGSTAR_ATK, sc->getSCE(SC_FALLINGSTAR)->val1, tick, flag);
  9813. if (sd)
  9814. sd->state.autocast = 0;
  9815. }
  9816. if( sc ){
  9817. if( sc->getSCE( SC_SERVANTWEAPON ) && sd->servantball > 0 && rnd_chance( 5 * sc->getSCE( SC_SERVANTWEAPON )->val1, 100 ) ){
  9818. uint16 skill_id = DK_SERVANTWEAPON_ATK;
  9819. uint16 skill_lv = sc->getSCE(SC_SERVANTWEAPON)->val1;
  9820. sd->state.autocast = 1;
  9821. pc_delservantball( *sd );
  9822. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  9823. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9824. sd->state.autocast = 0;
  9825. }
  9826. // TODO: Whats the official success chance? Is SP consumed for every autocast? [Rytech]
  9827. if( sc->getSCE(SC_DUPLELIGHT) && pc_checkskill(sd, CD_PETITIO) > 0 && rnd() % 100 < 20 ){
  9828. uint16 skill_id = CD_PETITIO;
  9829. uint16 skill_lv = pc_checkskill( sd, CD_PETITIO );
  9830. sd->state.autocast = 1;
  9831. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  9832. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9833. sd->state.autocast = 0;
  9834. }
  9835. if( sc->getSCE(SC_ABYSSFORCEWEAPON) && sd->abyssball > 0 && rnd_chance( 25, 100 ) ){
  9836. uint16 skill_id = ABC_FROM_THE_ABYSS_ATK;
  9837. uint16 skill_lv = sc->getSCE(SC_ABYSSFORCEWEAPON)->val1;
  9838. sd->state.autocast = 1;
  9839. pc_delabyssball( *sd );
  9840. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  9841. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9842. sd->state.autocast = 0;
  9843. }
  9844. // It has a success chance of triggering even tho the description says nothing about it.
  9845. // TODO: Need to find out what the official success chance is. [Rytech]
  9846. if( sc->getSCE(SC_ABYSSFORCEWEAPON) && rnd() % 100 < 20 ){
  9847. uint16 skill_id = ABC_ABYSS_SQUARE;
  9848. uint16 skill_lv = pc_checkskill(sd, ABC_ABYSS_SQUARE);
  9849. sd->state.autocast = 1;
  9850. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9851. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9852. sd->state.autocast = 0;
  9853. }
  9854. if( sc->getSCE( SC_AUTO_FIRING_LAUNCHER ) ){
  9855. uint16 skill_id;
  9856. uint16 skill_lv;
  9857. switch( sc->getSCE( SC_AUTO_FIRING_LAUNCHER )->val1 ){
  9858. case 1:
  9859. skill_id = NW_BASIC_GRENADE;
  9860. skill_lv = pc_checkskill( sd, skill_id );
  9861. if( skill_lv > 0 && rnd_chance( 6, 100 ) ){
  9862. sd->state.autocast = 1;
  9863. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9864. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9865. sd->state.autocast = 0;
  9866. }
  9867. break;
  9868. case 2:
  9869. skill_id = NW_BASIC_GRENADE;
  9870. skill_lv = pc_checkskill( sd, skill_id );
  9871. if( skill_lv > 0 && rnd_chance( 7, 100 ) ){
  9872. sd->state.autocast = 1;
  9873. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9874. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9875. sd->state.autocast = 0;
  9876. }
  9877. break;
  9878. case 3:
  9879. skill_id = NW_HASTY_FIRE_IN_THE_HOLE;
  9880. skill_lv = pc_checkskill( sd, skill_id );
  9881. if( skill_lv > 0 && rnd_chance( 3, 100 ) ){
  9882. sd->state.autocast = 1;
  9883. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9884. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9885. sd->state.autocast = 0;
  9886. }
  9887. skill_id = NW_BASIC_GRENADE;
  9888. skill_lv = pc_checkskill( sd, skill_id );
  9889. if( skill_lv > 0 && rnd_chance( 8, 100 ) ){
  9890. sd->state.autocast = 1;
  9891. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9892. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9893. sd->state.autocast = 0;
  9894. }
  9895. break;
  9896. case 4:
  9897. skill_id = NW_HASTY_FIRE_IN_THE_HOLE;
  9898. skill_lv = pc_checkskill( sd, skill_id );
  9899. if( skill_lv > 0 && rnd_chance( 5, 100 ) ){
  9900. sd->state.autocast = 1;
  9901. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9902. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9903. sd->state.autocast = 0;
  9904. }
  9905. skill_id = NW_BASIC_GRENADE;
  9906. skill_lv = pc_checkskill( sd, skill_id );
  9907. if( skill_lv > 0 && rnd_chance( 9, 100 ) ){
  9908. sd->state.autocast = 1;
  9909. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9910. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9911. sd->state.autocast = 0;
  9912. }
  9913. break;
  9914. case 5:
  9915. skill_id = NW_GRENADES_DROPPING;
  9916. skill_lv = pc_checkskill( sd, skill_id );
  9917. if( skill_lv > 0 && rnd_chance( 3, 100 ) ){
  9918. sd->state.autocast = 1;
  9919. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9920. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9921. sd->state.autocast = 0;
  9922. }
  9923. skill_id = NW_HASTY_FIRE_IN_THE_HOLE;
  9924. skill_lv = pc_checkskill( sd, skill_id );
  9925. if( skill_lv > 0 && rnd_chance( 7, 100 ) ){
  9926. sd->state.autocast = 1;
  9927. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9928. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9929. sd->state.autocast = 0;
  9930. }
  9931. skill_id = NW_BASIC_GRENADE;
  9932. skill_lv = pc_checkskill( sd, skill_id );
  9933. if( skill_lv > 0 && rnd_chance( 10, 100 ) ){
  9934. sd->state.autocast = 1;
  9935. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9936. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9937. sd->state.autocast = 0;
  9938. }
  9939. break;
  9940. }
  9941. }
  9942. // Autocasted skills from super elemental supportive buffs.
  9943. if (sc->getSCE(SC_FLAMETECHNIC_OPTION) && rnd() % 100 < 7)
  9944. battle_autocast_elembuff_skill(sd, target, MG_FIREBOLT, tick, flag);
  9945. if (sc->getSCE(SC_COLD_FORCE_OPTION) && rnd() % 100 < 7)
  9946. battle_autocast_elembuff_skill(sd, target, MG_COLDBOLT, tick, flag);
  9947. if (sc->getSCE(SC_GRACE_BREEZE_OPTION) && rnd() % 100 < 7)
  9948. battle_autocast_elembuff_skill(sd, target, MG_LIGHTNINGBOLT, tick, flag);
  9949. if (sc->getSCE(SC_EARTH_CARE_OPTION) && rnd() % 100 < 7)
  9950. battle_autocast_elembuff_skill(sd, target, WZ_EARTHSPIKE, tick, flag);
  9951. if (sc->getSCE(SC_DEEP_POISONING_OPTION) && rnd() % 100 < 7)
  9952. battle_autocast_elembuff_skill(sd, target, SO_POISON_BUSTER, tick, flag);
  9953. }
  9954. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  9955. if (battle_config.left_cardfix_to_right)
  9956. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  9957. else
  9958. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  9959. }
  9960. }
  9961. if (tsc) {
  9962. if (damage > 0 && tsc->getSCE(SC_POISONREACT) &&
  9963. (rnd()%100 < tsc->getSCE(SC_POISONREACT)->val3
  9964. || sstatus->def_ele == ELE_POISON) &&
  9965. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  9966. status_check_skilluse(target, src, TF_POISON, 0)
  9967. ) { //Poison React
  9968. struct status_change_entry *sce = tsc->getSCE(SC_POISONREACT);
  9969. if (sstatus->def_ele == ELE_POISON) {
  9970. sce->val2 = 0;
  9971. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  9972. } else {
  9973. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  9974. --sce->val2;
  9975. }
  9976. if (sce->val2 <= 0)
  9977. status_change_end(target, SC_POISONREACT);
  9978. }
  9979. }
  9980. if (sd && tsc && wd.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
  9981. status_heal(src, 0, 0, 1, 0);
  9982. map_freeblock_unlock();
  9983. return wd.dmg_lv;
  9984. }
  9985. /*=========================
  9986. * Check for undead status
  9987. *-------------------------
  9988. * Credits:
  9989. * Original coder Skotlex
  9990. * Refactored by Baalberith
  9991. */
  9992. int32 battle_check_undead(int32 race,int32 element)
  9993. {
  9994. if(battle_config.undead_detect_type == 0) {
  9995. if(element == ELE_UNDEAD)
  9996. return 1;
  9997. }
  9998. else if(battle_config.undead_detect_type == 1) {
  9999. if(race == RC_UNDEAD)
  10000. return 1;
  10001. }
  10002. else {
  10003. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  10004. return 1;
  10005. }
  10006. return 0;
  10007. }
  10008. /*================================================================
  10009. * Returns the upmost level master starting with the given object
  10010. *----------------------------------------------------------------*/
  10011. struct block_list* battle_get_master(struct block_list *src)
  10012. {
  10013. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  10014. do {
  10015. prev = src;
  10016. switch (src->type) {
  10017. case BL_PET:
  10018. if (((TBL_PET*)src)->master)
  10019. src = (struct block_list*)((TBL_PET*)src)->master;
  10020. break;
  10021. case BL_MOB:
  10022. if (((TBL_MOB*)src)->master_id)
  10023. src = map_id2bl(((TBL_MOB*)src)->master_id);
  10024. break;
  10025. case BL_HOM:
  10026. if (((TBL_HOM*)src)->master)
  10027. src = (struct block_list*)((TBL_HOM*)src)->master;
  10028. break;
  10029. case BL_MER:
  10030. if (((TBL_MER*)src)->master)
  10031. src = (struct block_list*)((TBL_MER*)src)->master;
  10032. break;
  10033. case BL_ELEM:
  10034. if (((TBL_ELEM*)src)->master)
  10035. src = (struct block_list*)((TBL_ELEM*)src)->master;
  10036. break;
  10037. case BL_SKILL:
  10038. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  10039. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  10040. break;
  10041. }
  10042. } while (src && src != prev);
  10043. return prev;
  10044. }
  10045. bool battle_get_exception_ai(block_list &src) {
  10046. mob_data *md = BL_CAST(BL_MOB, &src);
  10047. if (!md)
  10048. return false;
  10049. switch (md->special_state.ai) {
  10050. case AI_ABR:
  10051. case AI_ATTACK:
  10052. case AI_BIONIC:
  10053. case AI_ZANZOU:
  10054. return true;
  10055. }
  10056. return false;
  10057. }
  10058. /*==========================================
  10059. * Checks the state between two targets
  10060. * (enemy, friend, party, guild, etc)
  10061. *------------------------------------------
  10062. * Usage:
  10063. * See battle.hpp for possible values/combinations
  10064. * to be used here (BCT_* constants)
  10065. * Return value is:
  10066. * 1: flag holds true (is enemy, party, etc)
  10067. * -1: flag fails
  10068. * 0: Invalid target (non-targetable ever)
  10069. *
  10070. * Credits:
  10071. * Original coder unknown
  10072. * Rewritten by Skotlex
  10073. */
  10074. int32 battle_check_target( struct block_list *src, struct block_list *target,int32 flag)
  10075. {
  10076. int16 m; //map
  10077. int32 state = 0; //Initial state none
  10078. int32 strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  10079. struct block_list *s_bl = src, *t_bl = target;
  10080. struct unit_data *ud = nullptr;
  10081. nullpo_ret(src);
  10082. nullpo_ret(target);
  10083. ud = unit_bl2ud(target);
  10084. m = target->m;
  10085. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  10086. //objects involved.
  10087. if( (t_bl = battle_get_master(target)) == nullptr )
  10088. t_bl = target;
  10089. if( (s_bl = battle_get_master(src)) == nullptr )
  10090. s_bl = src;
  10091. // Can't hit self and master, but can hit other slaves
  10092. if (flag&BCT_WOS && (src == target || s_bl == target))
  10093. return -1;
  10094. if ( s_bl->type == BL_PC ) {
  10095. switch( t_bl->type ) {
  10096. case BL_MOB: // Source => PC, Target => MOB
  10097. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  10098. return 0;
  10099. break;
  10100. case BL_PC:
  10101. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  10102. return 0;
  10103. break;
  10104. default:/* anything else goes */
  10105. break;
  10106. }
  10107. }
  10108. struct map_data *mapdata = map_getmapdata(m);
  10109. switch( target->type ) { // Checks on actual target
  10110. case BL_PC: {
  10111. status_change* sc = status_get_sc(src);
  10112. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  10113. return -1; //Cannot be targeted yet.
  10114. if( sc != nullptr && !sc->empty() ) {
  10115. if( sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == target->id )
  10116. return -1;
  10117. }
  10118. }
  10119. break;
  10120. case BL_MOB:
  10121. {
  10122. struct mob_data *md = ((TBL_MOB*)target);
  10123. if (ud && ud->immune_attack)
  10124. return 0;
  10125. if((((md->special_state.ai == AI_SPHERE && battle_config.alchemist_summon_setting&2) || //Marine Spheres
  10126. (md->special_state.ai == AI_FLORA && battle_config.alchemist_summon_setting&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  10127. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou
  10128. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  10129. ){ //Targettable by players
  10130. state |= BCT_ENEMY;
  10131. strip_enemy = 0;
  10132. }
  10133. break;
  10134. }
  10135. case BL_SKILL:
  10136. {
  10137. TBL_SKILL *su = (TBL_SKILL*)target;
  10138. uint16 skill_id = battle_getcurrentskill(src);
  10139. if( !su || !su->group)
  10140. return 0;
  10141. if( skill_get_inf2(su->group->skill_id, INF2_ISTRAP) && su->group->unit_id != UNT_USED_TRAPS) {
  10142. if (!skill_id || su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) {
  10143. ;
  10144. }
  10145. else if (skill_get_inf2(skill_id, INF2_TARGETTRAP)) { // Only a few skills can target traps
  10146. switch (skill_id) {
  10147. case RK_DRAGONBREATH:
  10148. case RK_DRAGONBREATH_WATER:
  10149. case NC_SELFDESTRUCTION:
  10150. case NC_AXETORNADO:
  10151. case SR_SKYNETBLOW:
  10152. // Can only hit traps in PVP/GVG maps
  10153. if (!mapdata->getMapFlag(MF_PVP) && !mapdata->getMapFlag(MF_GVG))
  10154. return 0;
  10155. break;
  10156. }
  10157. }
  10158. else
  10159. return 0;
  10160. state |= BCT_ENEMY;
  10161. strip_enemy = 0;
  10162. } else if (su->group->skill_id == WZ_ICEWALL || (su->group->skill_id == GN_WALLOFTHORN && skill_id != GN_CARTCANNON)) {
  10163. switch (skill_id) {
  10164. case RK_DRAGONBREATH:
  10165. case RK_DRAGONBREATH_WATER:
  10166. case NC_SELFDESTRUCTION:
  10167. case NC_AXETORNADO:
  10168. case SR_SKYNETBLOW:
  10169. // Can only hit icewall in PVP/GVG maps
  10170. if (!mapdata->getMapFlag(MF_PVP) && !mapdata->getMapFlag(MF_GVG))
  10171. return 0;
  10172. break;
  10173. case HT_CLAYMORETRAP:
  10174. // Can't hit icewall
  10175. return 0;
  10176. default:
  10177. // Usually BCT_ALL stands for only hitting chars, but skills specifically set to hit traps also hit icewall
  10178. if ((flag&BCT_ALL) == BCT_ALL && !skill_get_inf2(skill_id, INF2_TARGETTRAP))
  10179. return -1;
  10180. }
  10181. state |= BCT_ENEMY;
  10182. strip_enemy = 0;
  10183. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  10184. return 0;
  10185. }
  10186. break;
  10187. case BL_MER:
  10188. case BL_HOM:
  10189. case BL_ELEM:
  10190. if (ud && ud->immune_attack)
  10191. return 0;
  10192. break;
  10193. //All else not specified is an invalid target.
  10194. default:
  10195. return 0;
  10196. } //end switch actual target
  10197. switch( t_bl->type ) { //Checks on target master
  10198. case BL_PC: {
  10199. map_session_data *sd;
  10200. status_change *sc = nullptr;
  10201. if( t_bl == s_bl )
  10202. break;
  10203. sd = BL_CAST(BL_PC, t_bl);
  10204. sc = status_get_sc(t_bl);
  10205. if( ((sd->state.block_action & PCBLOCK_IMMUNE) || (sc->getSCE(SC_KINGS_GRACE) && s_bl->type != BL_PC)) && flag&BCT_ENEMY )
  10206. return 0; // Global immunity only to Attacks
  10207. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  10208. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  10209. if( sd->state.killable ) {
  10210. state |= BCT_ENEMY; // Everything can kill it
  10211. strip_enemy = 0;
  10212. }
  10213. break;
  10214. }
  10215. case BL_MOB:
  10216. {
  10217. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  10218. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  10219. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  10220. break;
  10221. }
  10222. default: break; //other type doesn't have slave yet
  10223. } //end switch master target
  10224. switch( src->type ) { //Checks on actual src type
  10225. case BL_PET:
  10226. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  10227. return 0; //Pet may not attack non-mobs.
  10228. if (t_bl->type == BL_MOB && flag & BCT_ENEMY) {
  10229. mob_data *md = BL_CAST(BL_MOB, t_bl);
  10230. if (md->guardian_data || md->special_state.ai == AI_GUILD)
  10231. return 0; //pet may not attack Guardians/Emperium
  10232. }
  10233. break;
  10234. case BL_SKILL: {
  10235. struct skill_unit *su = (struct skill_unit *)src;
  10236. status_change* sc = status_get_sc(target);
  10237. if (!su || !su->group)
  10238. return 0;
  10239. std::bitset<INF2_MAX> inf2 = skill_db.find(su->group->skill_id)->inf2;
  10240. if (su->group->src_id == target->id) {
  10241. if (inf2[INF2_NOTARGETSELF])
  10242. return -1;
  10243. if (inf2[INF2_TARGETSELF])
  10244. return 1;
  10245. }
  10246. //Status changes that prevent traps from triggering
  10247. if (sc != nullptr && !sc->empty() && inf2[INF2_ISTRAP]) {
  10248. if( sc->getSCE(SC_SIGHTBLASTER) && sc->getSCE(SC_SIGHTBLASTER)->val2 > 0 && sc->getSCE(SC_SIGHTBLASTER)->val4%2 == 0)
  10249. return -1;
  10250. }
  10251. }
  10252. break;
  10253. case BL_MER:
  10254. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  10255. return 0; //mercenary may not attack Emperium
  10256. break;
  10257. } //end switch actual src
  10258. switch( s_bl->type )
  10259. { //Checks on source master
  10260. case BL_PC:
  10261. {
  10262. map_session_data *sd = BL_CAST(BL_PC, s_bl);
  10263. if( s_bl != t_bl )
  10264. {
  10265. if( sd->state.killer )
  10266. {
  10267. state |= BCT_ENEMY; // Can kill anything
  10268. strip_enemy = 0;
  10269. }
  10270. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && mapdata->getMapFlag(MF_PVP)) || (!battle_config.duel_allow_gvg && mapdata_flag_gvg(mapdata))) )
  10271. {
  10272. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  10273. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  10274. else
  10275. return 0; // You can't target anything out of your duel
  10276. }
  10277. }
  10278. if( !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && mapdata_flag_gvg(mapdata) )
  10279. return 0; //If you don't belong to a guild, can't target emperium.
  10280. if( t_bl->type != BL_PC )
  10281. state |= BCT_ENEMY; //Natural enemy.
  10282. break;
  10283. }
  10284. case BL_MOB:
  10285. {
  10286. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  10287. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  10288. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  10289. if( !md->special_state.ai )
  10290. { //Normal mobs
  10291. if(
  10292. ( target->type == BL_MOB && t_bl->type == BL_PC && !battle_get_exception_ai(*target) ) ||
  10293. ( t_bl->type == BL_MOB && (((TBL_MOB*)t_bl)->special_state.ai == AI_NONE || ((TBL_MOB*)t_bl)->special_state.ai == AI_WAVEMODE ))
  10294. )
  10295. state |= BCT_PARTY; //Normal mobs with no ai or with AI_WAVEMODE are friends.
  10296. else
  10297. state |= BCT_ENEMY; //However, all else are enemies.
  10298. }
  10299. else
  10300. {
  10301. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  10302. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  10303. }
  10304. break;
  10305. }
  10306. default:
  10307. //Need some sort of default behaviour for unhandled types.
  10308. if (t_bl->type != s_bl->type)
  10309. state |= BCT_ENEMY;
  10310. break;
  10311. } //end switch on src master
  10312. if( (flag&BCT_ALL) == BCT_ALL )
  10313. { //All actually stands for all attackable chars, icewall and traps
  10314. if(target->type&(BL_CHAR|BL_SKILL))
  10315. return 1;
  10316. else
  10317. return -1;
  10318. }
  10319. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  10320. return -1;
  10321. if( t_bl == s_bl )
  10322. { //No need for further testing.
  10323. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  10324. if( state&BCT_ENEMY && strip_enemy )
  10325. state&=~BCT_ENEMY;
  10326. return (flag&state)?1:-1;
  10327. }
  10328. if( mapdata_flag_vs(mapdata) )
  10329. { //Check rivalry settings.
  10330. int32 sbg_id = 0, tbg_id = 0;
  10331. if(mapdata->getMapFlag(MF_BATTLEGROUND) )
  10332. {
  10333. sbg_id = bg_team_get_id(s_bl);
  10334. tbg_id = bg_team_get_id(t_bl);
  10335. }
  10336. if( flag&(BCT_PARTY|BCT_ENEMY) )
  10337. {
  10338. int32 s_party = status_get_party_id(s_bl);
  10339. if( s_party && s_party == status_get_party_id(t_bl) && !(mapdata->getMapFlag(MF_PVP) && mapdata->getMapFlag(MF_PVP_NOPARTY)) && !(mapdata_flag_gvg(mapdata) && mapdata->getMapFlag(MF_GVG_NOPARTY)) && (!mapdata->getMapFlag(MF_BATTLEGROUND) || sbg_id == tbg_id) )
  10340. state |= BCT_PARTY;
  10341. else
  10342. state |= BCT_ENEMY;
  10343. }
  10344. if( flag&(BCT_GUILD|BCT_ENEMY) )
  10345. {
  10346. int32 s_guild = status_get_guild_id(s_bl);
  10347. int32 t_guild = status_get_guild_id(t_bl);
  10348. if( !(mapdata->getMapFlag(MF_PVP) && mapdata->getMapFlag(MF_PVP_NOGUILD)) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!mapdata->getMapFlag(MF_BATTLEGROUND) || sbg_id == tbg_id) )
  10349. state |= BCT_GUILD;
  10350. else
  10351. state |= BCT_ENEMY;
  10352. }
  10353. if( state&BCT_ENEMY && mapdata->getMapFlag(MF_BATTLEGROUND) && sbg_id && sbg_id == tbg_id )
  10354. state &= ~BCT_ENEMY;
  10355. if( state&BCT_ENEMY && battle_config.pk_mode && !mapdata_flag_gvg(mapdata) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  10356. { // Prevent novice engagement on pk_mode (feature by Valaris)
  10357. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  10358. if (
  10359. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  10360. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  10361. (int32)sd->status.base_level < battle_config.pk_min_level ||
  10362. (int32)sd2->status.base_level < battle_config.pk_min_level ||
  10363. (battle_config.pk_level_range && abs((int32)sd->status.base_level - (int32)sd2->status.base_level) > battle_config.pk_level_range)
  10364. )
  10365. state &= ~BCT_ENEMY;
  10366. }
  10367. }//end map_flag_vs chk rivality
  10368. else
  10369. { //Non pvp/gvg, check party/guild settings.
  10370. if( flag&BCT_PARTY || state&BCT_ENEMY )
  10371. {
  10372. int32 s_party = status_get_party_id(s_bl);
  10373. if(s_party && s_party == status_get_party_id(t_bl))
  10374. state |= BCT_PARTY;
  10375. }
  10376. if( flag&BCT_GUILD || state&BCT_ENEMY )
  10377. {
  10378. int32 s_guild = status_get_guild_id(s_bl);
  10379. int32 t_guild = status_get_guild_id(t_bl);
  10380. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  10381. state |= BCT_GUILD;
  10382. }
  10383. } //end non pvp/gvg chk rivality
  10384. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  10385. state = BCT_NEUTRAL;
  10386. //Alliance state takes precedence over enemy one.
  10387. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  10388. state&=~BCT_ENEMY;
  10389. return (flag&state)?1:-1;
  10390. }
  10391. /*==========================================
  10392. * Check if can attack from this range
  10393. * Basic check then calling path_search for obstacle etc..
  10394. *------------------------------------------
  10395. */
  10396. bool battle_check_range(struct block_list *src, struct block_list *bl, int32 range)
  10397. {
  10398. int32 d;
  10399. nullpo_retr(false, src);
  10400. nullpo_retr(false, bl);
  10401. if( src->m != bl->m )
  10402. return false;
  10403. #ifndef CIRCULAR_AREA
  10404. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  10405. if ( !check_distance_client_bl(src, bl, range) )
  10406. return false;
  10407. } else
  10408. #endif
  10409. if( !check_distance_bl(src, bl, range) )
  10410. return false;
  10411. if( (d = distance_bl(src, bl)) < 2 )
  10412. return true; // No need for path checking.
  10413. if( d > AREA_SIZE )
  10414. return false; // Avoid targetting objects beyond your range of sight.
  10415. return path_search_long(nullptr,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  10416. }
  10417. /*=============================================
  10418. * Battle.conf settings and default/max values
  10419. *---------------------------------------------
  10420. */
  10421. static const struct _battle_data {
  10422. const char* str;
  10423. int32* val;
  10424. int32 defval;
  10425. int32 min;
  10426. int32 max;
  10427. } battle_data[] = {
  10428. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  10429. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  10430. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  10431. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  10432. { "enable_baseatk", &battle_config.enable_baseatk, BL_CHAR|BL_HOM, BL_NUL, BL_ALL, },
  10433. { "enable_baseatk_renewal", &battle_config.enable_baseatk_renewal, BL_ALL, BL_NUL, BL_ALL, },
  10434. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  10435. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  10436. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  10437. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  10438. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  10439. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  10440. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  10441. { "cardfix_monster_physical", &battle_config.cardfix_monster_physical, 1, 0, 1, },
  10442. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  10443. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  10444. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  10445. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  10446. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  10447. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  10448. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  10449. #ifdef RENEWAL
  10450. { "traps_setting", &battle_config.traps_setting, 2, 0, 2, },
  10451. #else
  10452. { "traps_setting", &battle_config.traps_setting, 0, 0, 2, },
  10453. #endif
  10454. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  10455. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  10456. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  10457. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  10458. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  10459. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  10460. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  10461. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  10462. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  10463. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  10464. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  10465. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  10466. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  10467. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  10468. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  10469. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  10470. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  10471. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  10472. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  10473. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  10474. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  10475. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  10476. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  10477. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  10478. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  10479. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  10480. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  10481. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  10482. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  10483. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  10484. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  10485. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  10486. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  10487. #ifdef RENEWAL
  10488. { "guild_skill_relog_type", &battle_config.guild_skill_relog_type, 0, 0, 1, },
  10489. #else
  10490. { "guild_skill_relog_type", &battle_config.guild_skill_relog_type, 1, 0, 1, },
  10491. #endif
  10492. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  10493. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  10494. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  10495. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  10496. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  10497. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  10498. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  10499. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  10500. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  10501. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  10502. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  10503. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  10504. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  10505. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  10506. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  10507. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  10508. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  10509. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  10510. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  10511. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  10512. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 4, 0, 4, },
  10513. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  10514. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  10515. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  10516. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  10517. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  10518. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  10519. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  10520. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  10521. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  10522. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  10523. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  10524. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  10525. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  10526. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  10527. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  10528. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  10529. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  10530. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  10531. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  10532. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  10533. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  10534. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  10535. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  10536. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  10537. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  10538. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  10539. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  10540. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  10541. { "pet_master_dead", &battle_config.pet_master_dead, 0, 0, 1, },
  10542. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  10543. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  10544. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  10545. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  10546. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  10547. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  10548. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  10549. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  10550. { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, },
  10551. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  10552. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  10553. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  10554. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  10555. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  10556. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  10557. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  10558. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  10559. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  10560. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  10561. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  10562. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 0, 100 },
  10563. { "natural_heal_weight_rate_renewal", &battle_config.natural_heal_weight_rate_renewal,70, 0, 100 },
  10564. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  10565. { "ammo_unequip", &battle_config.ammo_unequip, 1, 0, 1, },
  10566. { "ammo_check_weapon", &battle_config.ammo_check_weapon, 1, 0, 1, },
  10567. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  10568. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  10569. { "max_summoner_aspd", &battle_config.max_summoner_aspd, 193, 100, 199, },
  10570. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  10571. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  10572. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  10573. { "max_hp_lv99", &battle_config.max_hp_lv99, 330000, 100, 1000000000, },
  10574. { "max_hp_lv150", &battle_config.max_hp_lv150, 660000, 100, 1000000000, },
  10575. { "max_hp", &battle_config.max_hp, 1100000, 100, 1000000000, },
  10576. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  10577. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  10578. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  10579. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  10580. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  10581. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  10582. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  10583. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  10584. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  10585. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  10586. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  10587. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  10588. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  10589. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  10590. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  10591. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  10592. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  10593. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  10594. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  10595. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  10596. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  10597. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 1, INT_MAX, },
  10598. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  10599. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  10600. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  10601. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  10602. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  10603. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  10604. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  10605. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  10606. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  10607. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  10608. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  10609. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  10610. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  10611. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  10612. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  10613. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  10614. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  10615. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  10616. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  10617. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  10618. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  10619. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  10620. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  10621. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  10622. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  10623. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4|8, },
  10624. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  10625. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  10626. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  10627. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  10628. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  10629. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  10630. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  10631. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  10632. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  10633. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  10634. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  10635. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  10636. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  10637. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  10638. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  10639. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  10640. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  10641. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  10642. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  10643. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  10644. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  10645. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
  10646. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  10647. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  10648. // eAthena additions
  10649. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  10650. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 0, 10000, },
  10651. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  10652. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 0, 10000, },
  10653. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  10654. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 0, 10000, },
  10655. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  10656. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 0, 10000, },
  10657. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  10658. { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
  10659. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 0, 10000, },
  10660. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  10661. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 0, 10000, },
  10662. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  10663. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 0, 10000, },
  10664. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  10665. { "item_group_drop_min", &battle_config.item_group_drop_min, 1, 0, 10000, },
  10666. { "item_group_drop_max", &battle_config.item_group_drop_max, 10000, 1, 10000, },
  10667. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 0, 10000, },
  10668. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  10669. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  10670. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  10671. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  10672. { "item_rate_common_mvp", &battle_config.item_rate_common_mvp, 100, 0, 1000000, },
  10673. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  10674. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  10675. { "item_rate_equip_mvp", &battle_config.item_rate_equip_mvp, 100, 0, 1000000, },
  10676. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  10677. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  10678. { "item_rate_card_mvp", &battle_config.item_rate_card_mvp, 100, 0, 1000000, },
  10679. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  10680. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  10681. { "item_rate_heal_mvp", &battle_config.item_rate_heal_mvp, 100, 0, 1000000, },
  10682. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  10683. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  10684. { "item_rate_use_mvp", &battle_config.item_rate_use_mvp, 100, 0, 1000000, },
  10685. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  10686. { "item_group_rate", &battle_config.item_group_rate, 100, 0, 1000000, },
  10687. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  10688. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  10689. { "prevent_logout_trigger", &battle_config.prevent_logout_trigger, 0xE, 0, 0xF, },
  10690. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  10691. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  10692. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  10693. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  10694. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  10695. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  10696. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  10697. { "pk_mode_mes", &battle_config.pk_mode_mes, 1, 0, 1, },
  10698. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  10699. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  10700. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  10701. { "pet_unequip_destroy", &battle_config.pet_unequip_destroy, 1, 0, 1, },
  10702. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  10703. { "multi_level_up_base", &battle_config.multi_level_up_base, 0, 0, MAX_LEVEL, },
  10704. { "multi_level_up_job", &battle_config.multi_level_up_job, 0, 0, MAX_LEVEL, },
  10705. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  10706. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  10707. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  10708. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  10709. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  10710. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  10711. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  10712. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  10713. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  10714. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  10715. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  10716. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  10717. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  10718. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  10719. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  10720. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  10721. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  10722. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  10723. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  10724. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  10725. { "skill_steal_random_options", &battle_config.skill_steal_random_options, 0, 0, 1, },
  10726. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  10727. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 2, },
  10728. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  10729. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  10730. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  10731. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  10732. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  10733. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  10734. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  10735. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  10736. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  10737. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  10738. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  10739. { "display_version", &battle_config.display_version, 1, 0, 1, },
  10740. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  10741. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  10742. { "debuff_on_logout", &battle_config.debuff_on_logout, 0, 0, 1|2, },
  10743. { "monster_ai", &battle_config.mob_ai, 0x0000, 0x0000, 0x1FFF, },
  10744. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  10745. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  10746. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  10747. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  10748. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  10749. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  10750. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  10751. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, },
  10752. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  10753. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  10754. { "drop_rate_cap", &battle_config.drop_rate_cap, 9000, 0, 10000, },
  10755. { "drop_rate_cap_vip", &battle_config.drop_rate_cap_vip, 9000, 0, 10000, },
  10756. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  10757. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  10758. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  10759. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  10760. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  10761. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  10762. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  10763. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  10764. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  10765. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  10766. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  10767. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  10768. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  10769. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  10770. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  10771. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 20000, },
  10772. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  10773. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  10774. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  10775. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  10776. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  10777. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  10778. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  10779. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  10780. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  10781. { "vending_tax_min", &battle_config.vending_tax_min, 0, 0, MAX_ZENY, },
  10782. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  10783. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  10784. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  10785. { "mob_active_time", &battle_config.mob_active_time, 5000, 0, INT_MAX, },
  10786. { "boss_active_time", &battle_config.boss_active_time, 5000, 0, INT_MAX, },
  10787. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  10788. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  10789. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  10790. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  10791. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  10792. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  10793. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  10794. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  10795. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  10796. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  10797. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  10798. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 80, 0, 100, },
  10799. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  10800. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 487, 0, INT_MAX, },
  10801. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  10802. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  10803. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  10804. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  10805. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  10806. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  10807. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  10808. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  10809. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  10810. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  10811. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  10812. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  10813. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  10814. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  10815. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  10816. { "land_protector_behavior", &battle_config.land_protector_behavior, 0, 0, 1, },
  10817. { "npc_emotion_behavior", &battle_config.npc_emotion_behavior, 0, 0, 1, },
  10818. // BattleGround Settings
  10819. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  10820. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  10821. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  10822. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  10823. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  10824. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  10825. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  10826. // rAthena
  10827. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  10828. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  10829. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  10830. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  10831. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  10832. { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, SHRT_MAX, },
  10833. { "max_fourth_parameter", &battle_config.max_fourth_parameter, 135, 10, SHRT_MAX, },
  10834. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 0, 0, 300 },
  10835. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  10836. { "mvp_tomb_delay", &battle_config.mvp_tomb_delay, 9000, 0, INT_MAX, },
  10837. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  10838. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  10839. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  10840. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  10841. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  10842. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  10843. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
  10844. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  10845. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  10846. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  10847. #ifdef RENEWAL
  10848. { "item_enabled_npc", &battle_config.item_enabled_npc, 0, 0, 1, },
  10849. #else
  10850. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  10851. #endif
  10852. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  10853. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  10854. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  10855. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  10856. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  10857. #ifdef VIP_ENABLE
  10858. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE-MIN_STORAGE, },
  10859. #else
  10860. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE, },
  10861. #endif
  10862. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 50, 0, INT_MAX, },
  10863. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 50, 0, INT_MAX, },
  10864. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 100, 0, INT_MAX, },
  10865. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 100, 0, INT_MAX, },
  10866. { "vip_zeny_penalty", &battle_config.vip_zeny_penalty, 0, 0, INT_MAX, },
  10867. { "vip_bm_increase", &battle_config.vip_bm_increase, 2, 0, INT_MAX, },
  10868. { "vip_drop_increase", &battle_config.vip_drop_increase, 50, 0, INT_MAX, },
  10869. { "vip_gemstone", &battle_config.vip_gemstone, 2, 0, 2, },
  10870. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  10871. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  10872. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  10873. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  10874. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  10875. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  10876. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  10877. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  10878. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  10879. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  10880. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  10881. { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, },
  10882. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  10883. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  10884. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  10885. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  10886. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  10887. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  10888. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  10889. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  10890. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  10891. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  10892. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  10893. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  10894. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  10895. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  10896. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  10897. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  10898. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  10899. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  10900. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  10901. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  10902. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  10903. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  10904. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  10905. { "idletime_option", &battle_config.idletime_option, 0x7C1F, 1, 0xFFFF, },
  10906. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  10907. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  10908. { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
  10909. { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
  10910. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 32, 0, MAX_WALKPATH, },
  10911. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  10912. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  10913. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  10914. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  10915. { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, },
  10916. { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, },
  10917. { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, },
  10918. { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, },
  10919. { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, },
  10920. { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, },
  10921. { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
  10922. { "feature.roulette_bonus_reward", &battle_config.feature_roulette_bonus_reward, 1, 0, 1, },
  10923. { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, },
  10924. { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
  10925. { "max_body_style", &battle_config.max_body_style, 1, 0, SHRT_MAX, },
  10926. { "save_body_style", &battle_config.save_body_style, 1, 0, 1, },
  10927. { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, },
  10928. { "monster_stuck_warning", &battle_config.mob_stuck_warning, 0, 0, 1, },
  10929. { "skill_eightpath_algorithm", &battle_config.skill_eightpath_algorithm, 1, 0, 1, },
  10930. { "skill_eightpath_same_cell", &battle_config.skill_eightpath_same_cell, 1, 0, 1, },
  10931. { "death_penalty_maxlv", &battle_config.death_penalty_maxlv, 0, 0, 3, },
  10932. { "exp_cost_redemptio", &battle_config.exp_cost_redemptio, 1, 0, 100, },
  10933. { "exp_cost_redemptio_limit", &battle_config.exp_cost_redemptio_limit, 5, 0, MAX_PARTY, },
  10934. { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, },
  10935. { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, },
  10936. { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, },
  10937. { "atcommand_disable_npc", &battle_config.atcommand_disable_npc, 1, 0, 1, },
  10938. { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, },
  10939. { "tarotcard_equal_chance", &battle_config.tarotcard_equal_chance, 0, 0, 1, },
  10940. { "change_party_leader_samemap", &battle_config.change_party_leader_samemap, 1, 0, 1, },
  10941. { "dispel_song", &battle_config.dispel_song, 0, 0, 1, },
  10942. { "guild_maprespawn_clones", &battle_config.guild_maprespawn_clones, 0, 0, 1, },
  10943. { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, },
  10944. { "mail_daily_count", &battle_config.mail_daily_count, 100, 0, INT32_MAX, },
  10945. { "mail_zeny_fee", &battle_config.mail_zeny_fee, 2, 0, 100, },
  10946. { "mail_attachment_price", &battle_config.mail_attachment_price, 2500, 0, INT32_MAX, },
  10947. { "mail_attachment_weight", &battle_config.mail_attachment_weight, 2000, 0, INT32_MAX, },
  10948. { "banana_bomb_duration", &battle_config.banana_bomb_duration, 0, 0, UINT16_MAX, },
  10949. { "guild_leaderchange_delay", &battle_config.guild_leaderchange_delay, 1440, 0, INT32_MAX, },
  10950. { "guild_leaderchange_woe", &battle_config.guild_leaderchange_woe, 0, 0, 1, },
  10951. { "guild_alliance_onlygm", &battle_config.guild_alliance_onlygm, 0, 0, 1, },
  10952. { "feature.achievement", &battle_config.feature_achievement, 1, 0, 1, },
  10953. { "allow_bound_sell", &battle_config.allow_bound_sell, 0, 0, 0xF, },
  10954. { "autoloot_adjust", &battle_config.autoloot_adjust, 0, 0, 1, },
  10955. { "feature.petevolution", &battle_config.feature_petevolution, 1, 0, 1, },
  10956. { "feature.petautofeed", &battle_config.feature_pet_autofeed, 1, 0, 1, },
  10957. { "feature.pet_autofeed_rate", &battle_config.feature_pet_autofeed_rate, 89, 0, 100, },
  10958. { "pet_autofeed_always", &battle_config.pet_autofeed_always, 1, 0, 1, },
  10959. { "broadcast_hide_name", &battle_config.broadcast_hide_name, 2, 0, NAME_LENGTH, },
  10960. { "skill_drop_items_full", &battle_config.skill_drop_items_full, 0, 0, 1, },
  10961. { "switch_remove_edp", &battle_config.switch_remove_edp, 2, 0, 3, },
  10962. { "feature.homunculus_autofeed", &battle_config.feature_homunculus_autofeed, 1, 0, 1, },
  10963. { "feature.homunculus_autofeed_rate", &battle_config.feature_homunculus_autofeed_rate,30, 0, 100, },
  10964. { "summoner_race", &battle_config.summoner_race, RC_PLAYER_DORAM, RC_FORMLESS, RC_PLAYER_DORAM, },
  10965. { "summoner_size", &battle_config.summoner_size, SZ_SMALL, SZ_SMALL, SZ_BIG, },
  10966. { "homunculus_autofeed_always", &battle_config.homunculus_autofeed_always, 1, 0, 1, },
  10967. { "feature.attendance", &battle_config.feature_attendance, 1, 0, 1, },
  10968. { "feature.privateairship", &battle_config.feature_privateairship, 1, 0, 1, },
  10969. { "rental_transaction", &battle_config.rental_transaction, 1, 0, 1, },
  10970. { "min_shop_buy", &battle_config.min_shop_buy, 1, 0, INT_MAX, },
  10971. { "min_shop_sell", &battle_config.min_shop_sell, 0, 0, INT_MAX, },
  10972. { "feature.equipswitch", &battle_config.feature_equipswitch, 1, 0, 1, },
  10973. { "pet_walk_speed", &battle_config.pet_walk_speed, 1, 1, 3, },
  10974. { "blacksmith_fame_refine_threshold", &battle_config.blacksmith_fame_refine_threshold,10, 1, MAX_REFINE, },
  10975. { "mob_nopc_idleskill_rate", &battle_config.mob_nopc_idleskill_rate, 100, 0, 100, },
  10976. { "mob_nopc_move_rate", &battle_config.mob_nopc_move_rate, 100, 0, 100, },
  10977. { "boss_nopc_idleskill_rate", &battle_config.boss_nopc_idleskill_rate, 100, 0, 100, },
  10978. { "boss_nopc_move_rate", &battle_config.boss_nopc_move_rate, 100, 0, 100, },
  10979. { "hom_idle_no_share", &battle_config.hom_idle_no_share, 0, 0, INT_MAX, },
  10980. { "idletime_hom_option", &battle_config.idletime_hom_option, 0x1F, 0x1, 0xFFF, },
  10981. { "devotion_standup_fix", &battle_config.devotion_standup_fix, 1, 0, 1, },
  10982. { "feature.bgqueue", &battle_config.feature_bgqueue, 1, 0, 1, },
  10983. { "bgqueue_nowarp_mapflag", &battle_config.bgqueue_nowarp_mapflag, 0, 0, 1, },
  10984. { "homunculus_exp_gain", &battle_config.homunculus_exp_gain, 10, 0, 100, },
  10985. { "rental_item_novalue", &battle_config.rental_item_novalue, 1, 0, 1, },
  10986. { "ping_timer_inverval", &battle_config.ping_timer_interval, 30, 0, 99999999, },
  10987. { "ping_time", &battle_config.ping_time, 20, 0, 99999999, },
  10988. { "show_skill_scale", &battle_config.show_skill_scale, 1, 0, 1, },
  10989. { "achievement_mob_share", &battle_config.achievement_mob_share, 0, 0, 1, },
  10990. { "slave_stick_with_master", &battle_config.slave_stick_with_master, 0, 0, 1, },
  10991. { "slave_active_with_master", &battle_config.slave_active_with_master, 0, 0, 1, },
  10992. { "at_logout_event", &battle_config.at_logout_event, 1, 0, 1, },
  10993. { "homunculus_starving_rate", &battle_config.homunculus_starving_rate, 10, 0, 100, },
  10994. { "homunculus_starving_delay", &battle_config.homunculus_starving_delay, 20000, 0, INT_MAX, },
  10995. { "drop_connection_on_quit", &battle_config.drop_connection_on_quit, 0, 0, 1, },
  10996. { "mob_spawn_variance", &battle_config.mob_spawn_variance, 1, 0, 3, },
  10997. { "mercenary_autoloot", &battle_config.mercenary_autoloot, 0, 0, 1, },
  10998. { "mer_idle_no_share" , &battle_config.mer_idle_no_share, 0, 0, INT_MAX, },
  10999. { "idletime_mer_option", &battle_config.idletime_mer_option, 0x1F, 0x1, 0xFFF, },
  11000. { "feature.refineui", &battle_config.feature_refineui, 1, 0, 1, },
  11001. { "rndopt_drop_pillar", &battle_config.rndopt_drop_pillar, 1, 0, 1, },
  11002. { "pet_legacy_formula", &battle_config.pet_legacy_formula, 0, 0, 1, },
  11003. { "pet_distance_check", &battle_config.pet_distance_check, 5, 0, 50, },
  11004. { "pet_hide_check", &battle_config.pet_hide_check, 1, 0, 1, },
  11005. { "instance_block_leave", &battle_config.instance_block_leave, 1, 0, 1, },
  11006. { "instance_block_leaderchange", &battle_config.instance_block_leaderchange, 1, 0, 1, },
  11007. { "instance_block_invite", &battle_config.instance_block_invite, 1, 0, 1, },
  11008. { "instance_block_expulsion", &battle_config.instance_block_expulsion, 1, 0, 1, },
  11009. // 4th Job Stuff
  11010. { "use_traitpoint_table", &battle_config.use_traitpoint_table, 1, 0, 1, },
  11011. { "trait_points_job_change", &battle_config.trait_points_job_change, 7, 1, 1000, },
  11012. { "max_trait_parameter", &battle_config.max_trait_parameter, 100, 10, SHRT_MAX, },
  11013. { "max_res_mres_ignored", &battle_config.max_res_mres_ignored, 50, 0, 100, },
  11014. { "max_ap", &battle_config.max_ap, 200, 100, 1000000000, },
  11015. { "ap_rate", &battle_config.ap_rate, 100, 1, INT_MAX, },
  11016. { "restart_ap_rate", &battle_config.restart_ap_rate, 0, 0, 100, },
  11017. { "loose_ap_on_death", &battle_config.loose_ap_on_death, 1, 0, 1, },
  11018. { "loose_ap_on_map", &battle_config.loose_ap_on_map, 1, 0, 1, },
  11019. { "keep_ap_on_logout", &battle_config.keep_ap_on_logout, 1, 0, 1, },
  11020. { "attack_machine_level_difference", &battle_config.attack_machine_level_difference, 15, 0, INT_MAX, },
  11021. { "feature.barter", &battle_config.feature_barter, 1, 0, 1, },
  11022. { "feature.barter_extended", &battle_config.feature_barter_extended, 1, 0, 1, },
  11023. { "feature.itemlink", &battle_config.feature_itemlink, 1, 0, 1, },
  11024. { "feature.mesitemlink", &battle_config.feature_mesitemlink, 1, 0, 1, },
  11025. { "feature.mesitemlink_brackets", &battle_config.feature_mesitemlink_brackets, 0, 0, 1, },
  11026. { "feature.mesitemlink_dbname", &battle_config.feature_mesitemlink_dbname, 0, 0, 1, },
  11027. { "feature.mesitemicon", &battle_config.feature_mesitemicon, 1, 0, 1, },
  11028. { "feature.mesitemicon_dbname", &battle_config.feature_mesitemicon_dbname, 0, 0, 1, },
  11029. { "break_mob_equip", &battle_config.break_mob_equip, 0, 0, 1, },
  11030. { "macro_detection_retry", &battle_config.macro_detection_retry, 3, 1, INT_MAX, },
  11031. { "macro_detection_timeout", &battle_config.macro_detection_timeout, 60000, 0, INT_MAX, },
  11032. { "macro_detection_punishment", &battle_config.macro_detection_punishment, 0, 0, 1, },
  11033. { "macro_detection_punishment_time", &battle_config.macro_detection_punishment_time, 0, 0, INT_MAX, },
  11034. { "macrochecker_delay", &battle_config.macrochecker_delay, 600000, 0, INT_MAX, },
  11035. { "feature.dynamicnpc_timeout", &battle_config.feature_dynamicnpc_timeout, 1000, 60000, INT_MAX, },
  11036. { "feature.dynamicnpc_rangex", &battle_config.feature_dynamicnpc_rangex, 2, 0, INT_MAX, },
  11037. { "feature.dynamicnpc_rangey", &battle_config.feature_dynamicnpc_rangey, 2, 0, INT_MAX, },
  11038. { "feature.dynamicnpc_direction", &battle_config.feature_dynamicnpc_direction, 0, 0, 1, },
  11039. { "mob_respawn_time", &battle_config.mob_respawn_time, 1000, 1000, INT_MAX, },
  11040. { "mob_unlock_time", &battle_config.mob_unlock_time, 2000, 0, INT_MAX, },
  11041. { "map_edge_size", &battle_config.map_edge_size, 15, 1, 40, },
  11042. { "randomize_center_cell", &battle_config.randomize_center_cell, 1, 0, 1, },
  11043. { "feature.stylist", &battle_config.feature_stylist, 1, 0, 1, },
  11044. { "feature.banking_state_enforce", &battle_config.feature_banking_state_enforce, 0, 0, 1, },
  11045. #ifdef RENEWAL
  11046. { "feature.instance_allow_reconnect", &battle_config.instance_allow_reconnect, 1, 0, 1, },
  11047. #else
  11048. { "feature.instance_allow_reconnect", &battle_config.instance_allow_reconnect, 0, 0, 1, },
  11049. #endif
  11050. { "synchronize_damage", &battle_config.synchronize_damage, 0, 0, 1, },
  11051. { "item_stacking", &battle_config.item_stacking, 1, 0, 1, },
  11052. #ifdef RENEWAL
  11053. { "hom_delay_reset_vaporize", &battle_config.hom_delay_reset_vaporize, 0, 0, 1, },
  11054. { "hom_delay_reset_warp", &battle_config.hom_delay_reset_warp, 0, 0, 1, },
  11055. { "alchemist_summon_setting", &battle_config.alchemist_summon_setting, 12, 0, 15, },
  11056. #else
  11057. { "hom_delay_reset_vaporize", &battle_config.hom_delay_reset_vaporize, 1, 0, 1, },
  11058. { "hom_delay_reset_warp", &battle_config.hom_delay_reset_warp, 1, 0, 1, },
  11059. { "alchemist_summon_setting", &battle_config.alchemist_summon_setting, 15, 0, 15, },
  11060. #endif
  11061. { "loot_range", &battle_config.loot_range, 12, 1, MAX_WALKPATH, },
  11062. { "assist_range", &battle_config.assist_range, 11, 1, MAX_WALKPATH, },
  11063. #include <custom/battle_config_init.inc>
  11064. };
  11065. /*==========================
  11066. * Set battle settings
  11067. *--------------------------*/
  11068. int32 battle_set_value(const char* w1, const char* w2)
  11069. {
  11070. int32 val = config_switch(w2);
  11071. int32 i;
  11072. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  11073. if (i == ARRAYLENGTH(battle_data))
  11074. return 0; // not found
  11075. if (val < battle_data[i].min || val > battle_data[i].max) {
  11076. 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);
  11077. val = battle_data[i].defval;
  11078. }
  11079. *battle_data[i].val = val;
  11080. return 1;
  11081. }
  11082. /*===========================
  11083. * Get battle settings
  11084. *---------------------------*/
  11085. int32 battle_get_value(const char* w1)
  11086. {
  11087. int32 i;
  11088. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  11089. if (i == ARRAYLENGTH(battle_data))
  11090. return 0; // not found
  11091. else
  11092. return *battle_data[i].val;
  11093. }
  11094. /*======================
  11095. * Set default settings
  11096. *----------------------*/
  11097. void battle_set_defaults()
  11098. {
  11099. int32 i;
  11100. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  11101. *battle_data[i].val = battle_data[i].defval;
  11102. }
  11103. /*==================================
  11104. * Cap certain battle.conf settings
  11105. *----------------------------------*/
  11106. void battle_adjust_conf()
  11107. {
  11108. // Effectively we calculate the minimum delay between attacks here
  11109. battle_config.max_aspd = (AMOTION_ZERO_ASPD - battle_config.max_aspd * AMOTION_INTERVAL) * AMOTION_DIVIDER_PC;
  11110. battle_config.max_third_aspd = (AMOTION_ZERO_ASPD - battle_config.max_third_aspd * AMOTION_INTERVAL) * AMOTION_DIVIDER_PC;
  11111. battle_config.max_summoner_aspd = (AMOTION_ZERO_ASPD - battle_config.max_summoner_aspd * AMOTION_INTERVAL) * AMOTION_DIVIDER_PC;
  11112. battle_config.max_extended_aspd = (AMOTION_ZERO_ASPD - battle_config.max_extended_aspd * AMOTION_INTERVAL) * AMOTION_DIVIDER_PC;
  11113. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  11114. battle_config.max_cart_weight *= 10;
  11115. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  11116. battle_config.max_def = 100;
  11117. if (battle_config.min_hitrate > battle_config.max_hitrate)
  11118. battle_config.min_hitrate = battle_config.max_hitrate;
  11119. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  11120. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  11121. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  11122. battle_config.day_duration = 60000;
  11123. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  11124. battle_config.night_duration = 60000;
  11125. #if PACKETVER < 20100000
  11126. if( battle_config.feature_mesitemlink ){
  11127. ShowWarning( "conf/battle/feature.conf:mesitemlink is enabled but it requires PACKETVER 2010-01-01 or newer, disabling...\n" );
  11128. battle_config.feature_mesitemlink = 0;
  11129. }
  11130. #elif PACKETVER == 20151029 || PACKETVER == 20151104
  11131. // The feature is broken on those two clients or maybe even more. For more details check ItemDatabase::create_item_link_for_mes [Lemongrass]
  11132. if( battle_config.feature_mesitemlink ){
  11133. ShowWarning( "conf/battle/feature.conf:mesitemlink is enabled but it is broken on this specific PACKETVER, disabling...\n" );
  11134. battle_config.feature_mesitemlink = 0;
  11135. }
  11136. #endif
  11137. #if PACKETVER < 20100427
  11138. if (battle_config.feature_buying_store) {
  11139. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  11140. battle_config.feature_buying_store = 0;
  11141. }
  11142. #endif
  11143. #if PACKETVER < 20100803
  11144. if (battle_config.feature_search_stores) {
  11145. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  11146. battle_config.feature_search_stores = 0;
  11147. }
  11148. #endif
  11149. #if PACKETVER < 20120101
  11150. if (battle_config.feature_bgqueue) {
  11151. ShowWarning("conf/battle/feature.conf:bgqueue is enabled but it requires PACKETVER 2012-01-01 or newer, disabling...\n");
  11152. battle_config.feature_bgqueue = 0;
  11153. }
  11154. #endif
  11155. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  11156. if (battle_config.feature_auction) {
  11157. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER " EXPAND_AND_QUOTE(PACKETVER) ", disabling...\n");
  11158. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  11159. battle_config.feature_auction = 0;
  11160. }
  11161. #elif PACKETVER >= 20141112
  11162. if (battle_config.feature_auction) {
  11163. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n");
  11164. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  11165. battle_config.feature_auction = 0;
  11166. }
  11167. #endif
  11168. #if PACKETVER < 20130724
  11169. if (battle_config.feature_banking) {
  11170. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  11171. battle_config.feature_banking = 0;
  11172. }
  11173. #endif
  11174. #if PACKETVER < 20131223
  11175. if (battle_config.mvp_exp_reward_message) {
  11176. ShowWarning("conf/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n");
  11177. battle_config.mvp_exp_reward_message = 0;
  11178. }
  11179. #endif
  11180. #if PACKETVER < 20141022
  11181. if (battle_config.feature_roulette) {
  11182. ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
  11183. battle_config.feature_roulette = 0;
  11184. }
  11185. #endif
  11186. #if PACKETVER < 20150513
  11187. if (battle_config.feature_achievement) {
  11188. ShowWarning("conf/battle/feature.conf achievement is enabled but it requires PACKETVER 2015-05-13 or newer, disabling...\n");
  11189. battle_config.feature_achievement = 0;
  11190. }
  11191. #endif
  11192. #if PACKETVER < 20151104
  11193. if( battle_config.feature_itemlink ){
  11194. ShowWarning( "conf/battle/feature.conf:itemlink is enabled but it requires PACKETVER 2015-11-04 or newer, disabling...\n" );
  11195. battle_config.feature_itemlink = 0;
  11196. }
  11197. #endif
  11198. #if PACKETVER < 20151104
  11199. if( battle_config.feature_stylist ){
  11200. ShowWarning("conf/battle/feature.conf stylist is enabled but it requires PACKETVER 2015-11-04 or newer, disabling...\n");
  11201. battle_config.feature_stylist = 0;
  11202. }
  11203. #endif
  11204. #if PACKETVER < 20141008
  11205. if (battle_config.feature_petevolution) {
  11206. ShowWarning("conf/battle/feature.conf petevolution is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  11207. battle_config.feature_petevolution = 0;
  11208. }
  11209. if (battle_config.feature_pet_autofeed) {
  11210. ShowWarning("conf/battle/feature.conf pet auto feed is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  11211. battle_config.feature_pet_autofeed = 0;
  11212. }
  11213. #endif
  11214. #if PACKETVER < 20161012
  11215. if (battle_config.feature_refineui) {
  11216. ShowWarning("conf/battle/feature.conf refine UI is enabled but it requires PACKETVER 2016-10-12 or newer, disabling...\n");
  11217. battle_config.feature_refineui = 0;
  11218. }
  11219. #endif
  11220. #if PACKETVER < 20170208
  11221. if (battle_config.feature_equipswitch) {
  11222. ShowWarning("conf/battle/feature.conf equip switch is enabled but it requires PACKETVER 2017-02-08 or newer, disabling...\n");
  11223. battle_config.feature_equipswitch = 0;
  11224. }
  11225. #endif
  11226. #if PACKETVER < 20170920
  11227. if( battle_config.feature_homunculus_autofeed ){
  11228. ShowWarning("conf/battle/feature.conf homunculus autofeeding is enabled but it requires PACKETVER 2017-09-20 or newer, disabling...\n");
  11229. battle_config.feature_homunculus_autofeed = 0;
  11230. }
  11231. #endif
  11232. #if PACKETVER < 20180307
  11233. if( battle_config.feature_attendance ){
  11234. ShowWarning("conf/battle/feature.conf attendance system is enabled but it requires PACKETVER 2018-03-07 or newer, disabling...\n");
  11235. battle_config.feature_attendance = 0;
  11236. }
  11237. #endif
  11238. #if PACKETVER < 20180321
  11239. if( battle_config.feature_privateairship ){
  11240. ShowWarning("conf/battle/feature.conf private airship system is enabled but it requires PACKETVER 2018-03-21 or newer, disabling...\n");
  11241. battle_config.feature_privateairship = 0;
  11242. }
  11243. #endif
  11244. #if !( PACKETVER_MAIN_NUM >= 20190116 || PACKETVER_RE_NUM >= 20190116 || PACKETVER_ZERO_NUM >= 20181226 )
  11245. if( battle_config.feature_barter ){
  11246. ShowWarning("conf/battle/feature.conf barter shop system is enabled but it requires PACKETVER 2019-01-16 or newer, disabling...\n");
  11247. battle_config.feature_barter = 0;
  11248. }
  11249. #endif
  11250. #if !( PACKETVER_MAIN_NUM >= 20191120 || PACKETVER_RE_NUM >= 20191106 || PACKETVER_ZERO_NUM >= 20191127 )
  11251. if( battle_config.feature_barter_extended ){
  11252. ShowWarning("conf/battle/feature.conf extended barter shop system is enabled but it requires PACKETVER 2019-11-06 or newer, disabling...\n");
  11253. battle_config.feature_barter_extended = 0;
  11254. }
  11255. #endif
  11256. #if PACKETVER < 20230302
  11257. if( battle_config.feature_mesitemicon ){
  11258. #if !defined(BUILDBOT)
  11259. ShowWarning( "conf/battle/feature.conf:mesitemicon is enabled but it requires PACKETVER 2023-03-02 or newer, disabling...\n" );
  11260. #endif
  11261. battle_config.feature_mesitemicon = 0;
  11262. }
  11263. #endif
  11264. #ifndef CELL_NOSTACK
  11265. if (battle_config.custom_cell_stack_limit != 1)
  11266. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  11267. #endif
  11268. #ifdef MAP_GENERATOR
  11269. battle_config.dynamic_mobs = 1;
  11270. #endif
  11271. }
  11272. /*=====================================
  11273. * Read battle.conf settings from file
  11274. *-------------------------------------*/
  11275. int32 battle_config_read(const char* cfgName)
  11276. {
  11277. FILE* fp;
  11278. static int32 count = 0;
  11279. if (count == 0)
  11280. battle_set_defaults();
  11281. count++;
  11282. fp = fopen(cfgName,"r");
  11283. if (fp == nullptr)
  11284. ShowError("File not found: %s\n", cfgName);
  11285. else {
  11286. char line[1024], w1[1024], w2[1024];
  11287. while(fgets(line, sizeof(line), fp)) {
  11288. if (line[0] == '/' && line[1] == '/')
  11289. continue;
  11290. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  11291. continue;
  11292. if (strcmpi(w1, "import") == 0)
  11293. battle_config_read(w2);
  11294. else if( strcmpi( w1, "atcommand_symbol" ) == 0 ){
  11295. const char* symbol = &w2[0];
  11296. if (ISPRINT(*symbol) && // no control characters
  11297. *symbol != '/' && // symbol of client commands
  11298. *symbol != '%' && // symbol of party chat
  11299. *symbol != '$' && // symbol of guild chat
  11300. *symbol != charcommand_symbol)
  11301. atcommand_symbol = *symbol;
  11302. }else if( strcmpi( w1, "charcommand_symbol" ) == 0 ){
  11303. const char* symbol = &w2[0];
  11304. if (ISPRINT(*symbol) && // no control characters
  11305. *symbol != '/' && // symbol of client commands
  11306. *symbol != '%' && // symbol of party chat
  11307. *symbol != '$' && // symbol of guild chat
  11308. *symbol != atcommand_symbol)
  11309. charcommand_symbol = *symbol;
  11310. }else if( battle_set_value(w1, w2) == 0 )
  11311. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  11312. }
  11313. fclose(fp);
  11314. }
  11315. count--;
  11316. if (count == 0)
  11317. battle_adjust_conf();
  11318. return 0;
  11319. }
  11320. /*==========================
  11321. * initialize battle timer
  11322. *--------------------------*/
  11323. void do_init_battle(void)
  11324. {
  11325. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.cpp::delay_damage_ers",ERS_OPT_CLEAR);
  11326. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  11327. }
  11328. /*==================
  11329. * end battle timer
  11330. *------------------*/
  11331. void do_final_battle(void)
  11332. {
  11333. ers_destroy(delay_damage_ers);
  11334. }