battle.c 150 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include <stdio.h>
  4. #include <stdlib.h>
  5. #include <string.h>
  6. #include <math.h>
  7. #include <limits.h>
  8. #include "battle.h"
  9. #include "../common/timer.h"
  10. #include "../common/nullpo.h"
  11. #include "../common/malloc.h"
  12. #include "../common/showmsg.h"
  13. #include "../common/ers.h"
  14. #include "map.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "mob.h"
  19. #include "itemdb.h"
  20. #include "clif.h"
  21. #include "pet.h"
  22. #include "guild.h"
  23. #include "party.h"
  24. // Recursive master check to prevent custom AIs from messing with each other.
  25. // #define RECURSIVE_MASTER_CHECK
  26. #define is_boss(bl) status_get_mexp(bl) // Can refine later [Aru]
  27. int attr_fix_table[4][ELE_MAX][ELE_MAX];
  28. struct Battle_Config battle_config;
  29. static struct eri *delay_damage_ers; //For battle delay damage structures.
  30. int battle_getcurrentskill(struct block_list *bl)
  31. { //Returns the current/last skill in use by this bl.
  32. struct unit_data *ud;
  33. if (bl->type == BL_SKILL) {
  34. struct skill_unit * su = (struct skill_unit*)bl;
  35. return su->group?su->group->skill_id:0;
  36. }
  37. ud = unit_bl2ud(bl);
  38. return ud?ud->skillid:0;
  39. }
  40. /*==========================================
  41. * Get random targetting enemy
  42. *------------------------------------------
  43. */
  44. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  45. {
  46. struct block_list **bl_list;
  47. struct unit_data *ud;
  48. int target_id;
  49. int *c;
  50. nullpo_retr(0, bl);
  51. nullpo_retr(0, ap);
  52. bl_list = va_arg(ap, struct block_list **);
  53. c = va_arg(ap, int *);
  54. target_id = va_arg(ap, int);
  55. if (bl->id == target_id)
  56. return 0;
  57. if (*c >= 24)
  58. return 0;
  59. ud = unit_bl2ud(bl);
  60. if (!ud) return 0;
  61. if (ud->target == target_id || ud->skilltarget == target_id) {
  62. bl_list[(*c)++] = bl;
  63. return 1;
  64. }
  65. return 0;
  66. }
  67. struct block_list* battle_gettargeted(struct block_list *target)
  68. {
  69. struct block_list *bl_list[24];
  70. int c = 0;
  71. nullpo_retr(NULL, target);
  72. memset(bl_list, 0, sizeof(bl_list));
  73. map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  74. if (c == 0 || c > 24)
  75. return NULL;
  76. return bl_list[rand()%c];
  77. }
  78. //Returns the id of the current targetted character of the passed bl. [Skotlex]
  79. int battle_gettarget(struct block_list *bl)
  80. {
  81. switch (bl->type)
  82. {
  83. case BL_PC:
  84. return ((struct map_session_data*)bl)->ud.target;
  85. case BL_MOB:
  86. return ((struct mob_data*)bl)->target_id;
  87. case BL_PET:
  88. return ((struct pet_data*)bl)->target_id;
  89. }
  90. return 0;
  91. }
  92. // ƒ_ƒ??[ƒW‚Ì’x‰„
  93. struct delay_damage {
  94. struct block_list *src;
  95. int target;
  96. int damage;
  97. int delay;
  98. unsigned short distance;
  99. unsigned short skill_lv;
  100. unsigned short skill_id;
  101. unsigned short dmg_lv;
  102. unsigned char attack_type;
  103. };
  104. int battle_delay_damage_sub (int tid, unsigned int tick, int id, int data)
  105. {
  106. struct delay_damage *dat = (struct delay_damage *)data;
  107. struct block_list *target = map_id2bl(dat->target);
  108. if (target && dat && map_id2bl(id) == dat->src && target->prev != NULL && !status_isdead(target) &&
  109. target->m == dat->src->m && check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex]
  110. {
  111. status_fix_damage(dat->src, target, dat->damage, dat->delay);
  112. if ((dat->dmg_lv == ATK_DEF || dat->damage > 0) && dat->attack_type)
  113. {
  114. if (!status_isdead(target))
  115. skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type, tick);
  116. skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  117. }
  118. }
  119. ers_free(delay_damage_ers, dat);
  120. return 0;
  121. }
  122. int battle_delay_damage (unsigned int tick, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, int dmg_lv, int ddelay)
  123. {
  124. struct delay_damage *dat;
  125. nullpo_retr(0, src);
  126. nullpo_retr(0, target);
  127. if (!battle_config.delay_battle_damage) {
  128. status_fix_damage(src, target, damage, ddelay);
  129. if ((damage > 0 || dmg_lv == ATK_DEF) && attack_type)
  130. {
  131. if (!status_isdead(target))
  132. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  133. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  134. }
  135. return 0;
  136. }
  137. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  138. dat->src = src;
  139. dat->target = target->id;
  140. dat->skill_id = skill_id;
  141. dat->skill_lv = skill_lv;
  142. dat->attack_type = attack_type;
  143. dat->damage = damage;
  144. dat->dmg_lv = dmg_lv;
  145. dat->delay = ddelay;
  146. dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
  147. add_timer(tick, battle_delay_damage_sub, src->id, (int)dat);
  148. return 0;
  149. }
  150. /*==========================================
  151. * Does attribute fix modifiers.
  152. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  153. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  154. *------------------------------------------
  155. */
  156. int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv)
  157. {
  158. struct status_change *sc=NULL, *tsc=NULL;
  159. int ratio;
  160. if (src) sc = status_get_sc(src);
  161. if (target) tsc = status_get_sc(target);
  162. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  163. atk_elem = rand()%ELE_MAX;
  164. if (def_type < 0 || def_type > ELE_MAX ||
  165. def_lv < 1 || def_lv > 4) {
  166. if (battle_config.error_log)
  167. ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  168. return damage;
  169. }
  170. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  171. if (sc && sc->count)
  172. {
  173. if(sc->data[SC_VOLCANO].timer!=-1 && atk_elem == 3)
  174. ratio += enchant_eff[sc->data[SC_VOLCANO].val1-1];
  175. if(sc->data[SC_VIOLENTGALE].timer!=-1 && atk_elem == 4)
  176. ratio += enchant_eff[sc->data[SC_VIOLENTGALE].val1-1];
  177. if(sc->data[SC_DELUGE].timer!=-1 && atk_elem == 1)
  178. ratio += enchant_eff[sc->data[SC_DELUGE].val1-1];
  179. }
  180. if (tsc && tsc->count)
  181. {
  182. if(tsc->data[SC_ARMOR_ELEMENT].timer!=-1)
  183. {
  184. if (tsc->data[SC_ARMOR_ELEMENT].val1 == atk_elem)
  185. ratio -= tsc->data[SC_ARMOR_ELEMENT].val2;
  186. else
  187. if (tsc->data[SC_ARMOR_ELEMENT].val3 == atk_elem)
  188. ratio -= tsc->data[SC_ARMOR_ELEMENT].val4;
  189. }
  190. }
  191. return damage*ratio/100;
  192. }
  193. /*==========================================
  194. * ƒ_ƒ??[ƒW?Å?IŒvŽZ
  195. *------------------------------------------
  196. */
  197. int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
  198. {
  199. struct map_session_data *sd = NULL;
  200. struct mob_data *md = NULL;
  201. struct status_change *sc;
  202. struct status_change_entry *sci;
  203. nullpo_retr(0, bl);
  204. if (!damage)
  205. return 0;
  206. if (bl->type == BL_MOB) {
  207. md=(struct mob_data *)bl;
  208. } else if (bl->type == BL_PC) {
  209. sd=(struct map_session_data *)bl;
  210. //Special no damage states
  211. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  212. damage -= damage*sd->special_state.no_weapon_damage/100;
  213. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  214. damage -= damage*sd->special_state.no_magic_damage/100;
  215. if(!damage) return 0;
  216. }
  217. sc = status_get_sc(bl);
  218. if(flag&BF_LONG && map_getcell(bl->m, bl->x, bl->y, CELL_CHKPNEUMA) &&
  219. ((flag&BF_WEAPON && skill_num != NPC_GUIDEDATTACK) ||
  220. (flag&BF_MISC && skill_num != PA_PRESSURE)
  221. )){
  222. return 0;
  223. }
  224. if (sc && sc->count) {
  225. //First, sc_*'s that reduce damage to 0.
  226. if (sc->data[SC_SAFETYWALL].timer!=-1 && flag&BF_SHORT && (skill_num != NPC_GUIDEDATTACK && skill_num != AM_DEMONSTRATION)
  227. ) {
  228. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[SC_SAFETYWALL].val3;
  229. if (group) {
  230. if (--group->val2<=0)
  231. skill_delunitgroup(NULL,group);
  232. return 0;
  233. }
  234. status_change_end(bl,SC_SAFETYWALL,-1);
  235. }
  236. if(sc->data[SC_LANDPROTECTOR].timer!=-1 && flag&BF_MAGIC)
  237. return 0;
  238. if(sc->data[SC_AUTOGUARD].timer != -1 && flag&BF_WEAPON &&
  239. rand()%100 < sc->data[SC_AUTOGUARD].val2) {
  240. int delay;
  241. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sc->data[SC_AUTOGUARD].val1,1);
  242. // different delay depending on skill level [celest]
  243. if (sc->data[SC_AUTOGUARD].val1 <= 5)
  244. delay = 300;
  245. else if (sc->data[SC_AUTOGUARD].val1 > 5 && sc->data[SC_AUTOGUARD].val1 <= 9)
  246. delay = 200;
  247. else
  248. delay = 100;
  249. unit_set_walkdelay(bl, gettick(), delay, 1);
  250. if(sc->data[SC_SHRINK].timer != -1 && rand()%100<5*sc->data[SC_AUTOGUARD].val1)
  251. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1));
  252. return 0;
  253. }
  254. // -- moonsoul (chance to block attacks with new Lord Knight skill parrying)
  255. //
  256. if(sc->data[SC_PARRYING].timer != -1 && flag&BF_WEAPON &&
  257. rand()%100 < sc->data[SC_PARRYING].val2) {
  258. clif_skill_nodamage(bl,bl,LK_PARRYING,sc->data[SC_PARRYING].val1,1);
  259. return 0;
  260. }
  261. if(sc->data[SC_DODGE].timer != -1 && !sc->opt1 &&
  262. (flag&BF_LONG || sc->data[SC_SPURT].timer != -1)
  263. && rand()%100 < 20) {
  264. clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
  265. if (sc->data[SC_COMBO].timer == -1)
  266. sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 0, 0, 2000);
  267. return 0;
  268. }
  269. if(sc->data[SC_HERMODE].timer != -1 && flag&BF_MAGIC)
  270. return 0;
  271. if(sc->data[SC_FOGWALL].timer != -1 && flag&BF_MAGIC
  272. && rand()%100 < 75 && !(skill_get_inf(skill_num)&INF_GROUND_SKILL))
  273. return 0;
  274. if(sc->data[SC_TATAMIGAESHI].timer != -1 && !flag&BF_MAGIC && flag&BF_LONG)
  275. return 0;
  276. if(sc->data[SC_KAUPE].timer != -1 &&
  277. rand()%100 < sc->data[SC_KAUPE].val2 &&
  278. (src->type == BL_PC || !skill_num))
  279. { //Kaupe only blocks all skills of players.
  280. clif_skill_nodamage(bl,bl,SL_KAUPE,1,1);
  281. if (--sc->data[SC_KAUPE].val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  282. status_change_end(bl, SC_KAUPE, -1);
  283. return 0;
  284. }
  285. //Now damage increasing effects
  286. if(sc->data[SC_AETERNA].timer!=-1 && skill_num != PA_PRESSURE && skill_num != PF_SOULBURN){
  287. damage<<=1;
  288. status_change_end( bl,SC_AETERNA,-1 );
  289. }
  290. if(sc->data[SC_SPIDERWEB].timer!=-1) // [Celest]
  291. if ((flag&BF_SKILL && skill_get_pl(skill_num)==ELE_FIRE) ||
  292. (!flag&BF_SKILL && status_get_attack_element(src)==ELE_FIRE)) {
  293. damage<<=1;
  294. status_change_end(bl, SC_SPIDERWEB, -1);
  295. }
  296. //Finally damage reductions....
  297. if(sc->data[SC_ASSUMPTIO].timer != -1){
  298. if(map_flag_vs(bl->m))
  299. damage=damage*2/3; //Receive 66% damage
  300. else
  301. damage>>=1; //Receive 50% damage
  302. }
  303. if(sc->data[SC_DEFENDER].timer != -1 && flag&BF_LONG && flag&BF_WEAPON)
  304. damage=damage*(100-sc->data[SC_DEFENDER].val2)/100;
  305. if(sc->data[SC_FOGWALL].timer != -1 && flag&BF_LONG && flag&BF_WEAPON)
  306. damage >>=1;
  307. if(sc->data[SC_ENERGYCOAT].timer!=-1 && flag&BF_WEAPON){
  308. struct status_data *status = status_get_status_data(bl);
  309. int per = 100*status->sp / status->max_sp;
  310. per /=20; //Uses 20% SP intervals.
  311. //SP Cost: 1% + 0.5% per every 20% SP
  312. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/10000))
  313. status_change_end( bl,SC_ENERGYCOAT,-1 );
  314. //Reduction: 6% + 6% every 20%
  315. damage -= damage * 6 * (1+per) / 100;
  316. }
  317. if(sc->data[SC_REJECTSWORD].timer!=-1 && flag&BF_WEAPON &&
  318. // Fixed the condition check [Aalye]
  319. (src->type!=BL_PC || (
  320. ((TBL_PC *)src)->status.weapon == W_DAGGER ||
  321. ((TBL_PC *)src)->status.weapon == W_1HSWORD ||
  322. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  323. ))
  324. ){
  325. if(rand()%100 < sc->data[SC_REJECTSWORD].val2){
  326. damage = damage*50/100;
  327. status_fix_damage(bl,src,damage,clif_damage(bl,src,gettick(),0,0,damage,0,0,0));
  328. clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sc->data[SC_REJECTSWORD].val1,1);
  329. if((--sc->data[SC_REJECTSWORD].val3)<=0)
  330. status_change_end(bl, SC_REJECTSWORD, -1);
  331. }
  332. }
  333. //Finally Kyrie because it may, or not, reduce damage to 0.
  334. if(sc->data[SC_KYRIE].timer!=-1 && damage > 0){
  335. sci=&sc->data[SC_KYRIE];
  336. sci->val2-=damage;
  337. if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){
  338. if(sci->val2>=0)
  339. damage=0;
  340. else
  341. damage=-sci->val2;
  342. }
  343. if((--sci->val3)<=0 || (sci->val2<=0) || skill_num == AL_HOLYLIGHT)
  344. status_change_end(bl, SC_KYRIE, -1);
  345. }
  346. if (!damage) return 0;
  347. }
  348. //SC effects from caster side.
  349. sc = status_get_sc(src);
  350. if (sc && sc->count) {
  351. if(sc->data[SC_FOGWALL].timer != -1 && flag&(BF_LONG|BF_MAGIC)) {
  352. if (flag&BF_MAGIC) {
  353. if(!(skill_get_inf(skill_num)&INF_GROUND_SKILL) && rand()%100 < 75)
  354. return 0;
  355. } else if (flag&BF_WEAPON)
  356. damage >>=1;
  357. }
  358. }
  359. if (battle_config.pk_mode && sd && damage)
  360. {
  361. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  362. if (flag&BF_WEAPON)
  363. damage = damage * battle_config.pk_weapon_damage_rate/100;
  364. if (flag&BF_MAGIC)
  365. damage = damage * battle_config.pk_magic_damage_rate/100;
  366. if (flag&BF_MISC)
  367. damage = damage * battle_config.pk_misc_damage_rate/100;
  368. } else { //Normal attacks get reductions based on range.
  369. if (flag & BF_SHORT)
  370. damage = damage * battle_config.pk_short_damage_rate/100;
  371. if (flag & BF_LONG)
  372. damage = damage * battle_config.pk_long_damage_rate/100;
  373. }
  374. if(!damage) damage = 1;
  375. }
  376. if(battle_config.skill_min_damage && damage > 0 && damage < div_)
  377. {
  378. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  379. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  380. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  381. )
  382. damage = div_;
  383. }
  384. if( md && !status_isdead(bl) && src != bl) {
  385. if (damage > 0 )
  386. mobskill_event(md,src,gettick(),flag);
  387. if (skill_num)
  388. mobskill_event(md,src,gettick(),MSC_SKILLUSED|(skill_num<<16));
  389. }
  390. return damage;
  391. }
  392. /*==========================================
  393. * Calculates GVG related damage adjustments.
  394. *------------------------------------------
  395. */
  396. int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
  397. {
  398. struct mob_data *md = NULL;
  399. int class_;
  400. if (!damage) //No reductions to make.
  401. return 0;
  402. class_ = status_get_class(bl);
  403. if (bl->type == BL_MOB)
  404. md=(struct mob_data *)bl;
  405. if(md && md->guardian_data) {
  406. if(class_ == MOBID_EMPERIUM && flag&BF_SKILL)
  407. //SKill inmunity.
  408. switch (skill_num) {
  409. case PA_PRESSURE:
  410. case MO_TRIPLEATTACK:
  411. case HW_GRAVITATION:
  412. break;
  413. default:
  414. return 0;
  415. }
  416. if(src->type != BL_MOB) {
  417. struct guild *g=guild_search(status_get_guild_id(src));
  418. if (!g) return 0;
  419. if (class_ == MOBID_EMPERIUM && guild_checkskill(g,GD_APPROVAL) <= 0)
  420. return 0;
  421. if (battle_config.guild_max_castles &&
  422. guild_checkcastles(g)>=battle_config.guild_max_castles)
  423. return 0; // [MouseJstr]
  424. }
  425. }
  426. switch (skill_num) {
  427. //Skills with no damage reduction.
  428. case PA_PRESSURE:
  429. case HW_GRAVITATION:
  430. break;
  431. default:
  432. if (md && md->guardian_data) {
  433. damage -= damage
  434. * (md->guardian_data->castle->defense/100)
  435. * (battle_config.castle_defense_rate/100);
  436. }
  437. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  438. if (flag&BF_WEAPON)
  439. damage = damage * battle_config.gvg_weapon_damage_rate/100;
  440. if (flag&BF_MAGIC)
  441. damage = damage * battle_config.gvg_magic_damage_rate/100;
  442. if (flag&BF_MISC)
  443. damage = damage * battle_config.gvg_misc_damage_rate/100;
  444. } else { //Normal attacks get reductions based on range.
  445. if (flag & BF_SHORT)
  446. damage = damage * battle_config.gvg_short_damage_rate/100;
  447. if (flag & BF_LONG)
  448. damage = damage * battle_config.gvg_long_damage_rate/100;
  449. }
  450. if(!damage) damage = 1;
  451. }
  452. return damage;
  453. }
  454. /*==========================================
  455. * HP/SP‹zŽû‚ÌŒvŽZ
  456. *------------------------------------------
  457. */
  458. static int battle_calc_drain(int damage, int rate, int per)
  459. {
  460. int diff = 0;
  461. if (per && rand()%1000 < rate) {
  462. diff = (damage * per) / 100;
  463. if (diff == 0) {
  464. if (per > 0)
  465. diff = 1;
  466. else
  467. diff = -1;
  468. }
  469. }
  470. return diff;
  471. }
  472. /*==========================================
  473. * ?C—ûƒ_ƒ??[ƒW
  474. *------------------------------------------
  475. */
  476. int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
  477. {
  478. int damage,skill;
  479. struct status_data *status = status_get_status_data(target);
  480. int weapon;
  481. damage = dmg;
  482. nullpo_retr(0, sd);
  483. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  484. (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
  485. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  486. //damage += (skill * 3);
  487. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
  488. damage += (skill * 4);
  489. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_HUNTER)
  490. damage += sd->status.str;
  491. }
  492. if(type == 0)
  493. weapon = sd->weapontype1;
  494. else
  495. weapon = sd->weapontype2;
  496. switch(weapon)
  497. {
  498. case W_DAGGER:
  499. case W_1HSWORD:
  500. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  501. damage += (skill * 4);
  502. break;
  503. case W_2HSWORD:
  504. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  505. damage += (skill * 4);
  506. break;
  507. case W_1HSPEAR:
  508. case W_2HSPEAR:
  509. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  510. if(!pc_isriding(sd))
  511. damage += (skill * 4);
  512. else
  513. damage += (skill * 5);
  514. }
  515. break;
  516. case W_1HAXE:
  517. case W_2HAXE:
  518. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  519. damage += (skill * 3);
  520. break;
  521. case W_MACE:
  522. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  523. damage += (skill * 3);
  524. break;
  525. case W_FIST:
  526. case W_KNUCKLE:
  527. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  528. damage += (skill * 3);
  529. break;
  530. case W_MUSICAL:
  531. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  532. damage += (skill * 3);
  533. break;
  534. case W_WHIP:
  535. // Dance Lesson Skill Effect(+3 damage for every lvl = +30)
  536. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  537. damage += (skill * 3);
  538. break;
  539. case W_BOOK:
  540. // Advance Book Skill Effect(+3 damage for every lvl = +30)
  541. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  542. damage += (skill * 3);
  543. break;
  544. case W_KATAR:
  545. if((skill = pc_checkskill(sd,ASC_KATAR)) > 0)
  546. //Advanced Katar Research by zanetheinsane
  547. damage += damage*(10 +skill * 2)/100;
  548. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  549. damage += (skill * 3);
  550. break;
  551. }
  552. /*//need to add this on shuriken skills.
  553. if((skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) {
  554. damage += (skill * 3);
  555. }
  556. */
  557. return damage;
  558. }
  559. /*==========================================
  560. * Calculates the standard damage of a normal attack assuming it hits,
  561. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  562. *------------------------------------------
  563. * Pass damage2 as NULL to not calc it.
  564. * Flag values:
  565. * &1: Critical hit
  566. * &2: Arrow attack
  567. * &4: Skill is Magic Crasher
  568. * &8: Skip target size adjustment (Extremity Fist?)
  569. */
  570. static int battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
  571. {
  572. unsigned short atkmin=0, atkmax=0;
  573. short type;
  574. int damage = 0;
  575. if (!sd)
  576. { //Mobs/Pets
  577. if(flag&4)
  578. {
  579. atkmin = status->matk_min;
  580. atkmax = status->matk_max;
  581. } else {
  582. atkmin = wa->atk;
  583. atkmax = wa->atk2;
  584. }
  585. if (atkmin > atkmax)
  586. atkmin = atkmax;
  587. } else { //PCs
  588. atkmax = wa->atk;
  589. if (!(flag&1) || (flag&2))
  590. { //Normal attacks
  591. atkmin = status->dex;
  592. type = (wa == status->lhw)?8:9;
  593. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  594. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  595. if (atkmin > atkmax)
  596. atkmin = atkmax;
  597. if(flag&2)
  598. { //Bows
  599. atkmin = atkmin*atkmax/100;
  600. if (atkmin > atkmax)
  601. atkmax = atkmin;
  602. }
  603. }
  604. }
  605. if (sc && sc->data[SC_MAXIMIZEPOWER].timer!=-1)
  606. atkmin = atkmax;
  607. //Weapon Damage calculation
  608. if (!(flag&1))
  609. damage = (atkmax>atkmin? rand()%(atkmax-atkmin):0)+atkmin;
  610. else
  611. damage = atkmax;
  612. if (sd)
  613. {
  614. //rodatazone says the range is 0~arrow_atk-1 for non crit
  615. if (flag&2 && sd->arrow_atk)
  616. damage += ((flag&1)?sd->arrow_atk:rand()%sd->arrow_atk);
  617. //SizeFix only for players
  618. if (!(
  619. sd->special_state.no_sizefix ||
  620. (sc && sc->data[SC_WEAPONPERFECTION].timer!=-1) ||
  621. (pc_isriding(sd) && (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR) && t_size==1) ||
  622. (flag&8)
  623. ))
  624. damage = damage*(sd->right_weapon.atkmods[t_size])/100;
  625. }
  626. //Finally, add baseatk
  627. if(flag&4)
  628. damage += status->matk_min;
  629. else
  630. damage += status->batk;
  631. //rodatazone says that Overrefine bonuses are part of baseatk
  632. if(sd) {
  633. type = (wa == status->lhw)?sd->left_weapon.overrefine:sd->right_weapon.overrefine;
  634. if (type > 0)
  635. damage += rand()%type+1;
  636. }
  637. return damage;
  638. }
  639. /*==========================================
  640. * Consumes ammo for the given skill.
  641. *------------------------------------------
  642. */
  643. void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
  644. {
  645. int qty=1;
  646. if (!battle_config.arrow_decrement)
  647. return;
  648. if (skill)
  649. {
  650. qty = skill_get_ammo_qty(skill, lv);
  651. if (!qty) { //Generic skill that consumes ammo?
  652. qty = skill_get_num(skill, lv);
  653. if (qty < 0) qty *= -1;
  654. else
  655. if (qty == 0) qty = 1;
  656. }
  657. }
  658. if(sd->equip_index[10]>=0) //Qty check should have been done in skill_check_condition
  659. pc_delitem(sd,sd->equip_index[10],qty,0);
  660. }
  661. //For quick div adjustment.
  662. #define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
  663. /*==========================================
  664. * battle_calc_weapon_attack (by Skotlex)
  665. *------------------------------------------
  666. */
  667. static struct Damage battle_calc_weapon_attack(
  668. struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
  669. {
  670. unsigned short skillratio = 100; //Skill dmg modifiers.
  671. short skill=0;
  672. short s_ele, s_ele_, t_class;
  673. short i;
  674. struct map_session_data *sd, *tsd;
  675. struct Damage wd;
  676. struct status_change *sc = status_get_sc(src);
  677. struct status_change *tsc = status_get_sc(target);
  678. struct status_data *sstatus = status_get_status_data(src);
  679. struct status_data *tstatus = status_get_status_data(target);
  680. struct {
  681. unsigned hit : 1; //the attack Hit? (not a miss)
  682. unsigned cri : 1; //Critical hit
  683. unsigned idef : 1; //Ignore defense
  684. unsigned idef2 : 1; //Ignore defense (left weapon)
  685. unsigned pdef : 2; //Pierces defense (Investigate/Ice Pick)
  686. unsigned pdef2 : 2; //1: Use def+def2/100, 2: Use def+def2/50
  687. unsigned infdef : 1; //Infinite defense (plants)
  688. unsigned arrow : 1; //Attack is arrow-based
  689. unsigned rh : 1; //Attack considers right hand (wd.damage)
  690. unsigned lh : 1; //Attack considers left hand (wd.damage2)
  691. unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
  692. unsigned cardfix : 1;
  693. } flag;
  694. memset(&wd,0,sizeof(wd));
  695. memset(&flag,0,sizeof(flag));
  696. if(src==NULL || target==NULL)
  697. {
  698. nullpo_info(NLP_MARK);
  699. return wd;
  700. }
  701. //Initial flag
  702. flag.rh=1;
  703. flag.weapon=1;
  704. flag.cardfix=1;
  705. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  706. //Initial Values
  707. wd.type=0; //Normal attack
  708. wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1;
  709. wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  710. if(skill_num == KN_AUTOCOUNTER)
  711. wd.amotion >>= 1;
  712. wd.dmotion=tstatus->dmotion;
  713. wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
  714. wd.flag=BF_SHORT|BF_WEAPON|BF_NORMAL; //Initial Flag
  715. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  716. if (sc && !sc->count)
  717. sc = NULL; //Skip checking as there are no status changes active.
  718. if (tsc && !tsc->count)
  719. tsc = NULL; //Skip checking as there are no status changes active.
  720. BL_CAST(BL_PC, src, sd);
  721. BL_CAST(BL_PC, target, tsd);
  722. if(sd) {
  723. if (sd->skillblown[0].id != 0)
  724. { //Apply the bonus blewcount. [Skotlex]
  725. for (i = 0; i < 5 && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
  726. if (i < 5 && sd->skillblown[i].id == skill_num)
  727. wd.blewcount += sd->skillblown[i].val;
  728. }
  729. }
  730. //Set miscellaneous data that needs be filled regardless of hit/miss
  731. if(
  732. (sd && sd->state.arrow_atk) ||
  733. (!sd && ((skill_num && skill_get_ammotype(skill_num)) || status_get_range(src)>3))
  734. ) {
  735. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  736. flag.arrow = 1;
  737. }
  738. if(skill_num){
  739. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_SKILL;
  740. switch(skill_num)
  741. {
  742. case MO_FINGEROFFENSIVE:
  743. if(sd) {
  744. if (battle_config.finger_offensive_type)
  745. wd.div_ = 1;
  746. else
  747. wd.div_ = sd->spiritball_old;
  748. }
  749. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  750. break;
  751. case GS_MAGICALBULLET:
  752. case HT_PHANTASMIC:
  753. //Since these do not consume ammo, they need to be explicitly set as arrow attacks.
  754. flag.arrow = 1;
  755. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  756. break;
  757. case CR_SHIELDBOOMERANG:
  758. case PA_SHIELDCHAIN:
  759. flag.weapon = 0;
  760. case AS_GRIMTOOTH:
  761. case KN_SPEARBOOMERANG:
  762. case NPC_RANGEATTACK:
  763. case LK_SPIRALPIERCE:
  764. case ASC_BREAKER:
  765. case AM_ACIDTERROR:
  766. case ITM_TOMAHAWK: //Tomahawk is a ranged attack! [Skotlex]
  767. case CR_GRANDCROSS:
  768. case NPC_GRANDDARKNESS:
  769. case NJ_TATAMIGAESHI:
  770. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  771. break;
  772. case KN_PIERCE:
  773. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  774. break;
  775. case TF_DOUBLE: //For NPC used skill.
  776. wd.type = 0x08;
  777. break;
  778. case KN_SPEARSTAB:
  779. case KN_BOWLINGBASH:
  780. case MO_BALKYOUNG:
  781. case TK_TURNKICK:
  782. wd.blewcount=0;
  783. break;
  784. case CR_SHIELDCHARGE:
  785. // flag.weapon = 0;
  786. case NPC_PIERCINGATT:
  787. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT;
  788. break;
  789. case KN_AUTOCOUNTER:
  790. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  791. break;
  792. }
  793. }
  794. if (skill_num && battle_config.skillrange_by_distance &&
  795. (src->type&battle_config.skillrange_by_distance)
  796. ) { //Skill range based on distance between src/target [Skotlex]
  797. if (check_distance_bl(src, target, 3))
  798. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT;
  799. else
  800. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  801. }
  802. if(is_boss(target)) //Bosses can't be knocked-back
  803. wd.blewcount = 0;
  804. /* Apparently counter attack no longer causes you to be critical'ed by mobs. [Skotlex]
  805. //Check for counter
  806. if(!skill_num)
  807. {
  808. if(tsc && tsc->data[SC_AUTOCOUNTER].timer != -1)
  809. //If it got here and you had autocounter active, then the direction/range does not matches: critical
  810. flag.cri = 1;
  811. } //End counter-check
  812. */
  813. if (!skill_num && tstatus->flee2 && rand()%1000 < tstatus->flee2)
  814. { //Check for Lucky Dodge
  815. wd.type=0x0b;
  816. wd.dmg_lv=ATK_LUCKY;
  817. if (wd.div_ < 0) wd.div_*=-1;
  818. return wd;
  819. }
  820. t_class = status_get_class(target);
  821. s_ele = s_ele_ = skill_get_pl(skill_num);
  822. if (!skill_num || s_ele == -1) { //Take weapon's element
  823. s_ele = sstatus->rhw.ele;
  824. s_ele_ = sstatus->lhw?sstatus->lhw->ele:0;
  825. if (flag.arrow && sd && sd->arrow_ele)
  826. s_ele = sd->arrow_ele;
  827. } else if (s_ele == -2) { //Use enchantment's element
  828. s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
  829. }
  830. if (skill_num == GS_GROUNDDRIFT)
  831. s_ele = s_ele_ = wflag; //element comes in flag.
  832. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  833. {
  834. flag.rh=0;
  835. flag.lh=1;
  836. }
  837. if (sstatus->lhw && sstatus->lhw->atk)
  838. flag.lh=1;
  839. if (skill_num == ASC_BREAKER)
  840. { //Soul Breaker disregards dual-wielding.
  841. flag.rh = 1; flag.lh = 0;
  842. }
  843. //Check for critical
  844. if(!flag.cri && sstatus->cri &&
  845. (!skill_num || skill_num == KN_AUTOCOUNTER || skill_num == SN_SHARPSHOOTING || skill_num == NJ_KIRIKAGE))
  846. {
  847. short cri = sstatus->cri;
  848. if (sd)
  849. {
  850. cri+= sd->critaddrace[tstatus->race];
  851. if(flag.arrow)
  852. cri += sd->arrow_cri;
  853. if(sd->status.weapon == W_KATAR)
  854. cri <<=1;
  855. }
  856. //The official equation is *2, but that only applies when sd's do critical.
  857. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  858. cri -= tstatus->luk*(!sd&&tsd?3:2);
  859. if(tsc)
  860. {
  861. if (tsc->data[SC_SLEEP].timer!=-1 )
  862. cri <<=1;
  863. if(tsc->data[SC_JOINTBEAT].timer != -1 &&
  864. tsc->data[SC_JOINTBEAT].val2 == 6) // Always take crits with Neck broken by Joint Beat [DracoRPG]
  865. flag.cri=1;
  866. }
  867. switch (skill_num)
  868. {
  869. case KN_AUTOCOUNTER:
  870. if(battle_config.auto_counter_type &&
  871. (battle_config.auto_counter_type&src->type))
  872. flag.cri = 1;
  873. else
  874. cri <<= 1;
  875. break;
  876. case SN_SHARPSHOOTING:
  877. cri += 200;
  878. break;
  879. case NJ_KIRIKAGE:
  880. cri += 250 + 50*skill_lv;
  881. break;
  882. }
  883. if(tsd && tsd->critical_def)
  884. cri = cri*(100-tsd->critical_def)/100;
  885. if (rand()%1000 < cri)
  886. flag.cri= 1;
  887. }
  888. if (flag.cri)
  889. {
  890. wd.type = 0x0a;
  891. flag.idef = flag.idef2 = flag.hit = 1;
  892. } else { //Check for Perfect Hit
  893. if(sd && sd->perfect_hit > 0 && rand()%100 < sd->perfect_hit)
  894. flag.hit = 1;
  895. if (sc && sc->data[SC_FUSION].timer != -1) {
  896. flag.hit = 1; //SG_FUSION always hit [Komurka]
  897. flag.idef = flag.idef2 = 1; //def ignore [Komurka]
  898. }
  899. if (skill_num && !flag.hit)
  900. switch(skill_num)
  901. {
  902. case AS_SPLASHER: //Reports say it always hits?
  903. if (wflag) //Only if you were the one exploding.
  904. break;
  905. case NPC_GUIDEDATTACK:
  906. case RG_BACKSTAP:
  907. case HT_FREEZINGTRAP:
  908. case AM_ACIDTERROR:
  909. case MO_INVESTIGATE:
  910. case MO_EXTREMITYFIST:
  911. case CR_GRANDCROSS:
  912. case NPC_GRANDDARKNESS:
  913. case PA_SACRIFICE:
  914. case TK_COUNTER:
  915. case SG_SUN_WARM:
  916. case SG_MOON_WARM:
  917. case SG_STAR_WARM:
  918. case NPC_BLOODDRAIN:
  919. case NPC_ENERGYDRAIN:
  920. case NPC_MENTALBREAKER:
  921. case GS_GROUNDDRIFT:
  922. case NJ_TATAMIGAESHI:
  923. flag.hit = 1;
  924. break;
  925. case CR_SHIELDBOOMERANG:
  926. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  927. flag.hit = 1;
  928. break;
  929. }
  930. if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT)
  931. flag.hit = 1;
  932. }
  933. if (!flag.hit)
  934. { //Hit/Flee calculation
  935. short
  936. flee = tstatus->flee,
  937. hitrate=80; //Default hitrate
  938. if(battle_config.agi_penalty_type)
  939. {
  940. unsigned char target_count; //256 max targets should be a sane max
  941. target_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
  942. if(target_count >= battle_config.agi_penalty_count)
  943. {
  944. if (battle_config.agi_penalty_type == 1)
  945. flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  946. else //asume type 2: absolute reduction
  947. flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  948. if(flee < 1) flee = 1;
  949. }
  950. }
  951. hitrate+= sstatus->hit - flee;
  952. if(wd.flag&BF_LONG && (
  953. (sc && sc->data[SC_FOGWALL].timer!=-1) ||
  954. (tsc && tsc->data[SC_FOGWALL].timer!=-1)))
  955. hitrate-=50;
  956. if(sd && flag.arrow)
  957. hitrate += sd->arrow_hit;
  958. if(skill_num)
  959. switch(skill_num)
  960. { //Hit skill modifiers
  961. case SM_BASH:
  962. hitrate += 5*skill_lv;
  963. break;
  964. case SM_MAGNUM:
  965. hitrate += 10*skill_lv;
  966. break;
  967. case KN_AUTOCOUNTER:
  968. hitrate += 20;
  969. break;
  970. case KN_PIERCE:
  971. hitrate += hitrate*(5*skill_lv)/100;
  972. break;
  973. case PA_SHIELDCHAIN:
  974. hitrate += 20;
  975. break;
  976. case AS_SONICBLOW:
  977. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  978. hitrate += 50;
  979. break;
  980. }
  981. // Weaponry Research hidden bonus
  982. if (sd && (skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  983. hitrate += hitrate*(2*skill)/100;
  984. if (hitrate > battle_config.max_hitrate)
  985. hitrate = battle_config.max_hitrate;
  986. else if (hitrate < battle_config.min_hitrate)
  987. hitrate = battle_config.min_hitrate;
  988. if(rand()%100 >= hitrate)
  989. wd.dmg_lv = ATK_FLEE;
  990. else
  991. flag.hit =1;
  992. } //End hit/miss calculation
  993. if (flag.hit && !flag.infdef) //No need to do the math for plants
  994. { //Hitting attack
  995. //Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
  996. //ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  997. #define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
  998. #define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
  999. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  1000. #define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
  1001. #define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
  1002. //Adds an absolute value to damage. 100 = +100 damage
  1003. #define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
  1004. #define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
  1005. switch (skill_num)
  1006. { //Calc base damage according to skill
  1007. case PA_SACRIFICE:
  1008. skill = sstatus->max_hp* 9/100;
  1009. status_zap(src, skill, 0);//Damage to self is always 9%
  1010. clif_damage(src,src, gettick(), 0, 0, skill, 0 , 0, 0);
  1011. wd.damage = skill;
  1012. wd.damage2 = 0;
  1013. if (sc && sc->data[SC_SACRIFICE].timer != -1)
  1014. {
  1015. if (--sc->data[SC_SACRIFICE].val2 <= 0)
  1016. status_change_end(src, SC_SACRIFICE,-1);
  1017. }
  1018. break;
  1019. case LK_SPIRALPIERCE:
  1020. if (sd) {
  1021. short index = sd->equip_index[9];
  1022. if (index >= 0 &&
  1023. sd->inventory_data[index] &&
  1024. sd->inventory_data[index]->type == 4)
  1025. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  1026. ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
  1027. index = sstatus->str/10;
  1028. index = index*index;
  1029. ATK_ADD(index); //Add str bonus.
  1030. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  1031. case 0: //Small: 125%
  1032. ATK_RATE(125);
  1033. break;
  1034. //case 1: //Medium: 100%
  1035. case 2: //Large: 75%
  1036. ATK_RATE(75);
  1037. break;
  1038. }
  1039. break;
  1040. }
  1041. case CR_SHIELDBOOMERANG:
  1042. case PA_SHIELDCHAIN:
  1043. if (sd) {
  1044. short index = sd->equip_index[8];
  1045. wd.damage = sstatus->batk;
  1046. if (flag.lh) wd.damage2 = wd.damage;
  1047. if (index >= 0 &&
  1048. sd->inventory_data[index] &&
  1049. sd->inventory_data[index]->type == 5)
  1050. ATK_ADD(sd->inventory_data[index]->weight/10);
  1051. break;
  1052. }
  1053. default:
  1054. {
  1055. i = (flag.cri?1:0)|(flag.arrow?2:0)|(skill_num == HW_MAGICCRASHER?4:0)|(skill_num == MO_EXTREMITYFIST?8:0);
  1056. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  1057. if (sstatus->lhw)
  1058. wd.damage2 = battle_calc_base_damage(sstatus, sstatus->lhw, sc, tstatus->size, sd, i);
  1059. //Add any bonuses that modify the base baseatk+watk (pre-skills)
  1060. if(sd)
  1061. {
  1062. if (sd->status.weapon < MAX_WEAPON_TYPE && (sd->atk_rate != 100 || sd->weapon_atk_rate[sd->status.weapon] != 0))
  1063. ATK_RATE(sd->atk_rate + sd->weapon_atk_rate[sd->status.weapon]);
  1064. if(flag.cri && sd->crit_atk_rate)
  1065. ATK_ADDRATE(sd->crit_atk_rate);
  1066. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){
  1067. i = party_foreachsamemap(party_sub_count, sd, 0);
  1068. ATK_ADDRATE(2*skill*i);
  1069. }
  1070. }
  1071. break;
  1072. } //End default case
  1073. } //End switch(skill_num)
  1074. //Skill damage modifiers that stack linearly
  1075. if(sc && skill_num != PA_SACRIFICE)
  1076. {
  1077. if(sc->data[SC_OVERTHRUST].timer != -1)
  1078. skillratio += 5*sc->data[SC_OVERTHRUST].val1;
  1079. if(sc->data[SC_MAXOVERTHRUST].timer != -1)
  1080. skillratio += 20*sc->data[SC_MAXOVERTHRUST].val1;
  1081. if(sc->data[SC_BERSERK].timer != -1)
  1082. skillratio += 100;
  1083. }
  1084. if (!skill_num)
  1085. {
  1086. // Random chance to deal multiplied damage - Consider it as part of skill-based-damage
  1087. if(sd &&
  1088. sd->random_attack_increase_add > 0 &&
  1089. sd->random_attack_increase_per &&
  1090. rand()%100 < sd->random_attack_increase_per
  1091. )
  1092. skillratio += sd->random_attack_increase_add;
  1093. ATK_RATE(skillratio);
  1094. } else { //Skills
  1095. switch( skill_num )
  1096. {
  1097. case SM_BASH:
  1098. skillratio += 30*skill_lv;
  1099. break;
  1100. case SM_MAGNUM:
  1101. skillratio += 20*skill_lv;
  1102. break;
  1103. case MC_MAMMONITE:
  1104. skillratio += 50*skill_lv;
  1105. break;
  1106. case HT_POWER: //FIXME: How exactly is the STR based damage supposed to be done? [Skotlex]
  1107. skillratio += 5*sstatus->str;
  1108. break;
  1109. case AC_DOUBLE:
  1110. skillratio += 10*(skill_lv-1);
  1111. break;
  1112. case AC_SHOWER:
  1113. skillratio += 5*skill_lv-25;
  1114. break;
  1115. case AC_CHARGEARROW:
  1116. skillratio += 50;
  1117. break;
  1118. case HT_FREEZINGTRAP:
  1119. skillratio += -50+10*skill_lv;
  1120. break;
  1121. case KN_PIERCE:
  1122. skillratio += 10*skill_lv;
  1123. break;
  1124. case KN_SPEARSTAB:
  1125. skillratio += 15*skill_lv;
  1126. break;
  1127. case KN_SPEARBOOMERANG:
  1128. skillratio += 50*skill_lv;
  1129. break;
  1130. case KN_BRANDISHSPEAR:
  1131. {
  1132. int ratio = 100+20*skill_lv;
  1133. skillratio += ratio-100;
  1134. if(skill_lv>3 && wflag==1) skillratio += ratio/2;
  1135. if(skill_lv>6 && wflag==1) skillratio += ratio/4;
  1136. if(skill_lv>9 && wflag==1) skillratio += ratio/8;
  1137. if(skill_lv>6 && wflag==2) skillratio += ratio/2;
  1138. if(skill_lv>9 && wflag==2) skillratio += ratio/4;
  1139. if(skill_lv>9 && wflag==3) skillratio += ratio/2;
  1140. break;
  1141. }
  1142. case KN_BOWLINGBASH:
  1143. skillratio+= 40*skill_lv;
  1144. break;
  1145. case KN_AUTOCOUNTER:
  1146. case LK_SPIRALPIERCE:
  1147. case NPC_CRITICALSLASH:
  1148. flag.idef= flag.idef2= 1;
  1149. break;
  1150. case AS_GRIMTOOTH:
  1151. skillratio += 20*skill_lv;
  1152. break;
  1153. case AS_POISONREACT:
  1154. skillratio += 30*skill_lv;
  1155. break;
  1156. case AS_SONICBLOW:
  1157. skillratio += -50+5*skill_lv;
  1158. break;
  1159. case TF_SPRINKLESAND:
  1160. skillratio += 30;
  1161. break;
  1162. case MC_CARTREVOLUTION:
  1163. skillratio += 50;
  1164. if(sd && sd->cart_max_weight > 0 && sd->cart_weight > 0)
  1165. skillratio += 100*sd->cart_weight/sd->cart_max_weight; // +1% every 1% weight
  1166. else if (!sd)
  1167. skillratio += 150; //Max damage for non players.
  1168. break;
  1169. case NPC_RANDOMATTACK:
  1170. skillratio += rand()%150-50;
  1171. break;
  1172. case NPC_WATERATTACK:
  1173. case NPC_GROUNDATTACK:
  1174. case NPC_FIREATTACK:
  1175. case NPC_WINDATTACK:
  1176. case NPC_POISONATTACK:
  1177. case NPC_HOLYATTACK:
  1178. case NPC_DARKNESSATTACK:
  1179. case NPC_UNDEADATTACK:
  1180. case NPC_TELEKINESISATTACK:
  1181. skillratio += 25*skill_lv;
  1182. break;
  1183. case RG_BACKSTAP:
  1184. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  1185. skillratio += (200+40*skill_lv)/2;
  1186. else
  1187. skillratio += 200+40*skill_lv;
  1188. break;
  1189. case RG_RAID:
  1190. skillratio += 40*skill_lv;
  1191. break;
  1192. case RG_INTIMIDATE:
  1193. skillratio += 30*skill_lv;
  1194. break;
  1195. case CR_SHIELDCHARGE:
  1196. skillratio += 20*skill_lv;
  1197. break;
  1198. case CR_SHIELDBOOMERANG:
  1199. skillratio += 30*skill_lv;
  1200. break;
  1201. case NPC_DARKCROSS:
  1202. case CR_HOLYCROSS:
  1203. skillratio += 35*skill_lv;
  1204. break;
  1205. case CR_GRANDCROSS:
  1206. case NPC_GRANDDARKNESS:
  1207. flag.cardfix = 0;
  1208. break;
  1209. case AM_DEMONSTRATION:
  1210. skillratio += 20*skill_lv;
  1211. flag.cardfix = 0;
  1212. break;
  1213. case AM_ACIDTERROR:
  1214. skillratio += 40*skill_lv;
  1215. flag.cardfix = 0;
  1216. break;
  1217. case MO_FINGEROFFENSIVE:
  1218. skillratio+= 50 * skill_lv;
  1219. break;
  1220. case MO_INVESTIGATE:
  1221. skillratio += 75*skill_lv;
  1222. flag.pdef = flag.pdef2 = 2;
  1223. break;
  1224. case MO_EXTREMITYFIST:
  1225. { //Overflow check. [Skotlex]
  1226. unsigned int ratio = skillratio + 100*(8 + sstatus->sp/10);
  1227. //You'd need something like 6K SP to reach this max, so should be fine for most purposes.
  1228. if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
  1229. skillratio = (unsigned short)ratio;
  1230. status_zap(src, 0, sstatus->sp);
  1231. flag.idef= flag.idef2= 1;
  1232. }
  1233. break;
  1234. case MO_TRIPLEATTACK:
  1235. skillratio += 20*skill_lv;
  1236. break;
  1237. case MO_CHAINCOMBO:
  1238. skillratio += 50+50*skill_lv;
  1239. break;
  1240. case MO_COMBOFINISH:
  1241. skillratio += 140+60*skill_lv;
  1242. break;
  1243. case BA_MUSICALSTRIKE:
  1244. case DC_THROWARROW:
  1245. skillratio += 50*skill_lv;
  1246. break;
  1247. case CH_TIGERFIST:
  1248. skillratio += 100*skill_lv-60;
  1249. break;
  1250. case CH_CHAINCRUSH:
  1251. skillratio += 300+100*skill_lv;
  1252. break;
  1253. case CH_PALMSTRIKE:
  1254. skillratio += 100+100*skill_lv;
  1255. break;
  1256. case LK_HEADCRUSH:
  1257. skillratio += 40*skill_lv;
  1258. break;
  1259. case LK_JOINTBEAT:
  1260. skillratio += 10*skill_lv-50;
  1261. break;
  1262. case ASC_METEORASSAULT:
  1263. skillratio += 40*skill_lv-60;
  1264. flag.cardfix = 0;
  1265. break;
  1266. case SN_SHARPSHOOTING:
  1267. skillratio += 50*skill_lv;
  1268. break;
  1269. case CG_ARROWVULCAN:
  1270. skillratio += 100+100*skill_lv;
  1271. break;
  1272. case AS_SPLASHER:
  1273. skillratio += 400+50*skill_lv;
  1274. if (sd)
  1275. skillratio += 20*pc_checkskill(sd,AS_POISONREACT);
  1276. if(wflag>1) //FIXME: Splash damage... is this the correct method? [Skotlex]
  1277. skillratio /= wflag;
  1278. flag.cardfix = 0;
  1279. break;
  1280. case ASC_BREAKER:
  1281. skillratio += 100*skill_lv-100;
  1282. flag.cardfix = 0;
  1283. break;
  1284. case PA_SACRIFICE:
  1285. //40% less effective on siege maps. [Skotlex]
  1286. skillratio += 10*skill_lv-10;
  1287. flag.idef = flag.idef2 = 1;
  1288. break;
  1289. case PA_SHIELDCHAIN:
  1290. skillratio += 30*skill_lv;
  1291. break;
  1292. case WS_CARTTERMINATION:
  1293. i = 10 * (16 - skill_lv);
  1294. if (i < 1) i = 1;
  1295. //Preserve damage ratio when max cart weight is changed.
  1296. if(sd && sd->cart_weight && sd->cart_max_weight)
  1297. skillratio += (sd->cart_weight * 80000) / (i * sd->cart_max_weight) - 100;
  1298. else if (!sd)
  1299. skillratio += 80000 / i - 100;
  1300. flag.cardfix = 0;
  1301. break;
  1302. case TK_DOWNKICK:
  1303. skillratio += 60 + 20*skill_lv;
  1304. break;
  1305. case TK_STORMKICK:
  1306. skillratio += 60 + 20*skill_lv;
  1307. break;
  1308. case TK_TURNKICK:
  1309. skillratio += 90 + 30*skill_lv;
  1310. break;
  1311. case TK_COUNTER:
  1312. skillratio += 90 + 30*skill_lv;
  1313. break;
  1314. case TK_JUMPKICK:
  1315. skillratio += -70 + 10*skill_lv;
  1316. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
  1317. skillratio += 10*status_get_lv(src)/3;
  1318. break;
  1319. case GS_BULLSEYE:
  1320. skillratio += 400;
  1321. break;
  1322. case GS_TRACKING:
  1323. skillratio += 60*skill_lv;
  1324. if (skill_lv == 2) skillratio += 20;
  1325. if (skill_lv == 3) skillratio += 80;
  1326. if (skill_lv >= 4) skillratio += 60*(skill_lv-3);
  1327. if (skill_lv == 10) skillratio += 80;
  1328. break;
  1329. case GS_PIERCINGSHOT:
  1330. skillratio += 20*skill_lv;
  1331. break;
  1332. case GS_RAPIDSHOWER:
  1333. skillratio += 10*skill_lv;
  1334. break;
  1335. case GS_DESPERADO:
  1336. skillratio += 50*skill_lv - 50;
  1337. break;
  1338. case GS_DUST:
  1339. skillratio += 50*skill_lv;
  1340. break;
  1341. case GS_FULLBUSTER:
  1342. skillratio += 200 + 100*skill_lv;
  1343. break;
  1344. case GS_SPREADATTACK:
  1345. skillratio += 20*skill_lv-20;
  1346. break;
  1347. case NJ_HUUMA:
  1348. skillratio += 50 + 150*skill_lv;
  1349. break;
  1350. case NJ_TATAMIGAESHI:
  1351. skillratio += 10*skill_lv;
  1352. break;
  1353. case NJ_KASUMIKIRI:
  1354. skillratio += 10*skill_lv;
  1355. break;
  1356. case NJ_KIRIKAGE:
  1357. skillratio += 100*skill_lv-100;
  1358. break;
  1359. case KN_CHARGEATK:
  1360. skillratio += wflag*15; //FIXME: How much is the actual bonus? [Skotlex]
  1361. break;
  1362. case HT_PHANTASMIC:
  1363. skillratio += 50;
  1364. break;
  1365. case MO_BALKYOUNG:
  1366. skillratio += 200;
  1367. break;
  1368. }
  1369. ATK_RATE(skillratio);
  1370. //Constant/misc additions from skills
  1371. switch (skill_num) {
  1372. case MO_EXTREMITYFIST:
  1373. ATK_ADD(250 + 150*skill_lv);
  1374. break;
  1375. case GS_GROUNDDRIFT:
  1376. ATK_ADD(50*skill_lv);
  1377. break;
  1378. case TK_DOWNKICK:
  1379. case TK_STORMKICK:
  1380. case TK_TURNKICK:
  1381. case TK_COUNTER:
  1382. case TK_JUMPKICK:
  1383. //TK_RUN kick damage bonus.
  1384. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  1385. ATK_ADD(10*pc_checkskill(sd, TK_RUN));
  1386. break;
  1387. case GS_MAGICALBULLET:
  1388. if(sstatus->matk_max>sstatus->matk_min) {
  1389. ATK_ADD(sstatus->matk_min+rand()%(sstatus->matk_max-sstatus->matk_min));
  1390. } else {
  1391. ATK_ADD(sstatus->matk_min);
  1392. }
  1393. break;
  1394. }
  1395. }
  1396. //Div fix.
  1397. damage_div_fix(wd.damage, wd.div_);
  1398. //Here comes a second pass for skills that stack to the previously defined % damage. [Skotlex]
  1399. skillratio = 100;
  1400. //Skill damage modifiers that affect linearly stacked damage.
  1401. if (sc && skill_num != PA_SACRIFICE) {
  1402. if(sc->data[SC_TRUESIGHT].timer != -1)
  1403. skillratio += 2*sc->data[SC_TRUESIGHT].val1;
  1404. // It is still not quite decided whether it works on bosses or not...
  1405. if(sc->data[SC_EDP].timer != -1 /*&& !(t_mode&MD_BOSS)*/ && skill_num != ASC_BREAKER && skill_num != ASC_METEORASSAULT)
  1406. skillratio += 150 +50*sc->data[SC_EDP].val1;
  1407. }
  1408. switch (skill_num) {
  1409. case AS_SONICBLOW:
  1410. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  1411. skillratio += (map_flag_gvg(src->m))?25:100; //+25% dmg on woe/+100% dmg on nonwoe
  1412. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1413. skillratio += 10;
  1414. break;
  1415. case CR_SHIELDBOOMERANG:
  1416. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  1417. skillratio += 100;
  1418. break;
  1419. }
  1420. if (sd && sd->skillatk[0].id != 0)
  1421. {
  1422. for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++);
  1423. if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
  1424. //May seem wrong as it also applies on top of other modifiers, but adding, say, 10%
  1425. //to 800% dmg -> 810% would make the bonus a little lame. [Skotlex]
  1426. skillratio += sd->skillatk[i].val;
  1427. }
  1428. if (skillratio != 100)
  1429. ATK_RATE(skillratio);
  1430. if(sd)
  1431. {
  1432. if (skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE
  1433. && skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS
  1434. && !flag.cri)
  1435. { //Elemental/Racial adjustments
  1436. if(sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  1437. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  1438. sd->right_weapon.def_ratio_atk_race & (is_boss(target)?1<<10:1<<11)
  1439. )
  1440. flag.pdef = 1;
  1441. if(sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  1442. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  1443. sd->left_weapon.def_ratio_atk_race & (is_boss(target)?1<<10:1<<11)
  1444. ) { //Pass effect onto right hand if configured so. [Skotlex]
  1445. if (battle_config.left_cardfix_to_right && flag.rh)
  1446. flag.pdef = 1;
  1447. else
  1448. flag.pdef2 = 1;
  1449. }
  1450. }
  1451. if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS)
  1452. { //Ignore Defense?
  1453. if (!flag.idef && (
  1454. (target->type == BL_MOB && sd->right_weapon.ignore_def_mob & (is_boss(target)?2:1)) ||
  1455. sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  1456. sd->right_weapon.ignore_def_race & (1<<tstatus->race) ||
  1457. sd->right_weapon.ignore_def_race & (is_boss(target)?1<<10:1<<11)
  1458. ))
  1459. flag.idef = 1;
  1460. if (!flag.idef2 && (
  1461. (target->type == BL_MOB && sd->left_weapon.ignore_def_mob & (is_boss(target)?2:1)) ||
  1462. sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  1463. sd->left_weapon.ignore_def_race & (1<<tstatus->race) ||
  1464. sd->left_weapon.ignore_def_race & (is_boss(target)?1<<10:1<<11)
  1465. )) {
  1466. if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
  1467. flag.idef = 1;
  1468. else
  1469. flag.idef2 = 1;
  1470. }
  1471. }
  1472. }
  1473. if (!flag.idef || !flag.idef2)
  1474. { //Defense reduction
  1475. short vit_def;
  1476. signed char def1 = (signed char)status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  1477. short def2 = (short)tstatus->def2;
  1478. if(battle_config.vit_penalty_type)
  1479. {
  1480. unsigned char target_count; //256 max targets should be a sane max
  1481. target_count = unit_counttargeted(target,battle_config.vit_penalty_count_lv);
  1482. if(target_count >= battle_config.vit_penalty_count) {
  1483. if(battle_config.vit_penalty_type == 1) {
  1484. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1485. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1486. } else { //Assume type 2
  1487. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1488. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1489. }
  1490. }
  1491. if(def1 < 0 || skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
  1492. if(def2 < 1) def2 = 1;
  1493. }
  1494. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  1495. if (tsd) //Sd vit-eq
  1496. { //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  1497. vit_def = def2*(def2-15)/150;
  1498. vit_def = def2/2 + (vit_def>0?rand()%vit_def:0);
  1499. if((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) &&
  1500. (skill=pc_checkskill(tsd,AL_DP)) >0)
  1501. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  1502. } else { //Mob-Pet vit-eq
  1503. //VIT + rnd(0,[VIT/20]^2-1)
  1504. vit_def = (def2/20)*(def2/20);
  1505. vit_def = def2 + (vit_def>0?rand()%vit_def:0);
  1506. }
  1507. if (battle_config.weapon_defense_type) {
  1508. vit_def += def1*battle_config.weapon_defense_type;
  1509. def1 = 0;
  1510. }
  1511. if (def1 > 100) def1 = 100;
  1512. ATK_RATE2(
  1513. flag.idef ?100:
  1514. (flag.pdef ?flag.pdef *(def1 + vit_def):
  1515. 100-def1),
  1516. flag.idef2?100:
  1517. (flag.pdef2?flag.pdef2*(def1 + vit_def):
  1518. 100-def1)
  1519. );
  1520. ATK_ADD2(
  1521. flag.idef ||flag.pdef ?0:-vit_def,
  1522. flag.idef2||flag.pdef2?0:-vit_def
  1523. );
  1524. }
  1525. //Post skill/vit reduction damage increases
  1526. if (sc && skill_num != LK_SPIRALPIERCE)
  1527. { //SC skill damages
  1528. if(sc->data[SC_AURABLADE].timer!=-1)
  1529. ATK_ADD(20*sc->data[SC_AURABLADE].val1);
  1530. }
  1531. //Refine bonus
  1532. if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST) {
  1533. if (skill_num == MO_FINGEROFFENSIVE) //Counts refine bonus multiple times
  1534. {
  1535. ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw->atk2);
  1536. } else {
  1537. ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw->atk2);
  1538. }
  1539. }
  1540. //Set to min of 1
  1541. if (flag.rh && wd.damage < 1) wd.damage = 1;
  1542. if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
  1543. if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST
  1544. && skill_num != CR_GRANDCROSS)
  1545. { //Add mastery damage
  1546. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  1547. if (flag.lh) wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  1548. if((skill=pc_checkskill(sd,SG_STAR_ANGER)) >0 && (t_class == sd->hate_mob[2] || (sc && sc->data[SC_MIRACLE].timer!=-1)))
  1549. {
  1550. skillratio = (sd->status.base_level + sstatus->str + sstatus->dex + sstatus->luk)/(skill<4?12-3*skill:1);
  1551. ATK_ADDRATE(skillratio);
  1552. } else
  1553. if(
  1554. ((skill=pc_checkskill(sd,SG_SUN_ANGER)) >0 && t_class == sd->hate_mob[0]) ||
  1555. ((skill=pc_checkskill(sd,SG_MOON_ANGER)) >0 && t_class == sd->hate_mob[1])
  1556. ) {
  1557. skillratio = (sd->status.base_level + sstatus->dex+ sstatus->luk)/(skill<4?12-3*skill:1);
  1558. ATK_ADDRATE(skillratio);
  1559. }
  1560. }
  1561. } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
  1562. else if(wd.div_ < 0) //Since the attack missed...
  1563. wd.div_ *= -1;
  1564. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  1565. return wd; //Enough, rest is not needed.
  1566. if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1567. ATK_ADD(skill*2);
  1568. if(skill_num==TF_POISON)
  1569. ATK_ADD(15*skill_lv);
  1570. if (skill_num || !(battle_config.attack_attr_none&src->type))
  1571. { //Elemental attribute fix
  1572. if (!(!sd && tsd && battle_config.mob_ghostring_fix && tstatus->def_ele==ELE_GHOST))
  1573. {
  1574. if (wd.damage > 0)
  1575. {
  1576. wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv);
  1577. if(skill_num==MC_CARTREVOLUTION) //Cart Revolution applies the element fix once more with neutral element
  1578. wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  1579. }
  1580. if (flag.lh && wd.damage2 > 0)
  1581. wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  1582. }
  1583. if(sc && sc->data[SC_WATK_ELEMENT].timer != -1)
  1584. { //Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  1585. int damage= battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (flag.arrow?2:0));
  1586. damage = damage*sc->data[SC_WATK_ELEMENT].val2/100;
  1587. damage = battle_attr_fix(src,target,damage,sc->data[SC_WATK_ELEMENT].val1,tstatus->def_ele, tstatus->ele_lv);
  1588. ATK_ADD(damage);
  1589. }
  1590. }
  1591. //Breaker's int-based damage (applies after attribute modifiers)
  1592. if(skill_num==ASC_BREAKER)
  1593. ATK_ADD(rand()%500 + 500 + skill_lv * sstatus->int_ * 5);
  1594. if ((!flag.rh || !wd.damage) && (!flag.lh || !wd.damage2))
  1595. flag.cardfix = 0; //When the attack does no damage, avoid doing %bonuses
  1596. if (sd)
  1597. {
  1598. if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  1599. ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
  1600. if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  1601. ATK_ADD(wd.div_*sd->spiritball_old*3);
  1602. } else {
  1603. ATK_ADD(wd.div_*sd->spiritball*3);
  1604. }
  1605. //Card Fix, sd side
  1606. if (flag.cardfix)
  1607. {
  1608. short cardfix = 1000, cardfix_ = 1000;
  1609. short t_race2 = status_get_race2(target);
  1610. if(sd->state.arrow_atk)
  1611. {
  1612. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
  1613. cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele]+sd->arrow_addele[tstatus->def_ele])/100;
  1614. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100;
  1615. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  1616. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1617. } else { //Melee attack
  1618. if(!battle_config.left_cardfix_to_right)
  1619. {
  1620. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
  1621. cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele])/100;
  1622. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100;
  1623. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  1624. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1625. if (flag.lh)
  1626. {
  1627. cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
  1628. cardfix_=cardfix_*(100+sd->left_weapon.addele[tstatus->def_ele])/100;
  1629. cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100;
  1630. cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
  1631. cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1632. }
  1633. } else {
  1634. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100;
  1635. cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele]+sd->left_weapon.addele[tstatus->def_ele])/100;
  1636. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100;
  1637. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
  1638. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1639. }
  1640. }
  1641. for(i=0;i<sd->right_weapon.add_damage_class_count;i++) {
  1642. if(sd->right_weapon.add_damage_classid[i] == t_class) {
  1643. cardfix=cardfix*(100+sd->right_weapon.add_damage_classrate[i])/100;
  1644. break;
  1645. }
  1646. }
  1647. if (flag.lh)
  1648. {
  1649. for(i=0;i<sd->left_weapon.add_damage_class_count;i++) {
  1650. if(sd->left_weapon.add_damage_classid[i] == t_class) {
  1651. cardfix_=cardfix_*(100+sd->left_weapon.add_damage_classrate[i])/100;
  1652. break;
  1653. }
  1654. }
  1655. }
  1656. if(wd.flag&BF_LONG)
  1657. cardfix=cardfix*(100+sd->long_attack_atk_rate)/100;
  1658. if (cardfix != 1000 || cardfix_ != 1000)
  1659. ATK_RATE2(cardfix/10, cardfix_/10); //What happens if you use right-to-left and there's no right weapon, only left?
  1660. }
  1661. if (skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN) { //Refine bonus applies after cards and elements.
  1662. short index= sd->equip_index[8];
  1663. if (index >= 0 &&
  1664. sd->inventory_data[index] &&
  1665. sd->inventory_data[index]->type == 5)
  1666. ATK_ADD(10*sd->status.inventory[index].refine);
  1667. }
  1668. } //if (sd)
  1669. //Card Fix, tsd side - Cards always apply on the target. [Skotlex]
  1670. if (tsd) {
  1671. short s_race2,s_class;
  1672. short cardfix=1000;
  1673. s_race2 = status_get_race2(src);
  1674. s_class = status_get_class(src);
  1675. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  1676. if (flag.lh && s_ele_ != s_ele)
  1677. cardfix=cardfix*(100-tsd->subele[s_ele_])/100;
  1678. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  1679. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  1680. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  1681. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  1682. for(i=0;i<tsd->add_dmg_count;i++) {
  1683. if(tsd->add_dmg[i].class_ == s_class) {
  1684. cardfix=cardfix*(100+tsd->add_dmg[i].rate)/100;
  1685. break;
  1686. }
  1687. }
  1688. if(wd.flag&BF_SHORT)
  1689. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  1690. else // BF_LONG (there's no other choice)
  1691. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  1692. if (cardfix != 1000)
  1693. ATK_RATE(cardfix/10);
  1694. }
  1695. if(flag.infdef)
  1696. { //Plants receive 1 damage when hit
  1697. if (flag.rh && (flag.hit || wd.damage>0))
  1698. wd.damage = 1;
  1699. if (flag.lh && (flag.hit || wd.damage2>0))
  1700. wd.damage2 = 1;
  1701. if (!(battle_config.skill_min_damage&1))
  1702. //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
  1703. return wd;
  1704. }
  1705. if(sd && !skill_num && !flag.cri)
  1706. { //Check for double attack.
  1707. if(( (skill_lv = 5*pc_checkskill(sd,TF_DOUBLE)) > 0 && sd->weapontype1 == W_DAGGER) ||
  1708. sd->double_rate > 0) //Success chance is not added, the higher one is used? [Skotlex]
  1709. {
  1710. if (rand()%100 < (skill_lv>sd->double_rate?skill_lv:sd->double_rate))
  1711. {
  1712. wd.div_=skill_get_num(TF_DOUBLE,skill_lv?skill_lv/5:1);
  1713. damage_div_fix(wd.damage, wd.div_);
  1714. wd.type = 0x08;
  1715. }
  1716. } else if ((skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 && sd->weapontype1 == W_REVOLVER)
  1717. {
  1718. if (rand()%100 < 5*skill_lv)
  1719. {
  1720. wd.div_=skill_get_num(GS_CHAINACTION,skill_lv);
  1721. damage_div_fix(wd.damage, wd.div_);
  1722. wd.type = 0x08;
  1723. }
  1724. }
  1725. }
  1726. if (sd)
  1727. {
  1728. if (!flag.rh && flag.lh)
  1729. { //Move lh damage to the rh
  1730. wd.damage = wd.damage2;
  1731. wd.damage2 = 0;
  1732. flag.rh=1;
  1733. flag.lh=0;
  1734. } else if(flag.rh && flag.lh)
  1735. { //Dual-wield
  1736. if (wd.damage)
  1737. {
  1738. skill = pc_checkskill(sd,AS_RIGHT);
  1739. wd.damage = wd.damage * (50 + (skill * 10))/100;
  1740. if(wd.damage < 1) wd.damage = 1;
  1741. }
  1742. if (wd.damage2)
  1743. {
  1744. skill = pc_checkskill(sd,AS_LEFT);
  1745. wd.damage2 = wd.damage2 * (30 + (skill * 10))/100;
  1746. if(wd.damage2 < 1) wd.damage2 = 1;
  1747. }
  1748. } else if(sd->status.weapon == W_KATAR)
  1749. { //Katars
  1750. skill = pc_checkskill(sd,TF_DOUBLE);
  1751. wd.damage2 = wd.damage * (1 + (skill * 2))/100;
  1752. if(wd.damage && !wd.damage2) wd.damage2 = 1;
  1753. flag.lh = 1;
  1754. }
  1755. }
  1756. if(!flag.rh && wd.damage)
  1757. wd.damage=0;
  1758. if(!flag.lh && wd.damage2)
  1759. wd.damage2=0;
  1760. if(wd.damage > 0 || wd.damage2 > 0)
  1761. {
  1762. if(!wd.damage2) {
  1763. wd.damage=battle_calc_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1764. if (map_flag_gvg(target->m))
  1765. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1766. } else
  1767. if(!wd.damage) {
  1768. wd.damage2=battle_calc_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  1769. if (map_flag_gvg(target->m))
  1770. wd.damage2=battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  1771. }
  1772. else
  1773. {
  1774. int d1=wd.damage+wd.damage2,d2=wd.damage2;
  1775. wd.damage=battle_calc_damage(src,target,d1,wd.div_,skill_num,skill_lv,wd.flag);
  1776. if (map_flag_gvg(target->m))
  1777. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1778. wd.damage2=(d2*100/d1)*wd.damage/100;
  1779. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2=1;
  1780. wd.damage-=wd.damage2;
  1781. }
  1782. }
  1783. if(sd && sd->classchange && target->type == BL_MOB && !(tstatus->mode&MD_BOSS) && (rand()%10000 < sd->classchange))
  1784. {
  1785. struct mob_data *tmd = (TBL_MOB*)target;
  1786. if (!tmd->guardian_data && (tmd->class_ < 1324 || tmd->class_ > 1363) && !mob_is_clone(tmd->class_))
  1787. { //Classchange:
  1788. struct mob_db *mob;
  1789. int k, class_;
  1790. i = 0;
  1791. do {
  1792. do {
  1793. class_ = rand() % MAX_MOB_DB;
  1794. } while (!mobdb_checkid(class_));
  1795. k = rand() % 1000000;
  1796. mob = mob_db(class_);
  1797. } while ((mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= k) && (i++) < 2000);
  1798. if (i< 2000)
  1799. mob_class_change(tmd,class_);
  1800. }
  1801. }
  1802. if (wd.damage || wd.damage2) {
  1803. if (sd && battle_config.equip_self_break_rate)
  1804. { // Self weapon breaking
  1805. int breakrate = battle_config.equip_natural_break_rate;
  1806. if (sc) {
  1807. if(sc->data[SC_OVERTHRUST].timer!=-1)
  1808. breakrate += 10;
  1809. if(sc->data[SC_MAXOVERTHRUST].timer!=-1)
  1810. breakrate += 10;
  1811. }
  1812. if (breakrate)
  1813. skill_break_equip(src, EQP_WEAPON, breakrate, BCT_SELF);
  1814. }
  1815. if (battle_config.equip_skill_break_rate)
  1816. { // Target equipment breaking
  1817. int breakrate[2] = {0,0}; // weapon = 0, armor = 1
  1818. if (sd) { // Break rate from equipment
  1819. breakrate[0] += sd->break_weapon_rate;
  1820. breakrate[1] += sd->break_armor_rate;
  1821. }
  1822. if (sc) {
  1823. if (sc->data[SC_MELTDOWN].timer!=-1) {
  1824. breakrate[0] += sc->data[SC_MELTDOWN].val2;
  1825. breakrate[1] += sc->data[SC_MELTDOWN].val3;
  1826. }
  1827. }
  1828. if (breakrate[0])
  1829. skill_break_equip(target, EQP_WEAPON, breakrate[0], BCT_ENEMY);
  1830. if (breakrate[1])
  1831. skill_break_equip(target, EQP_ARMOR, breakrate[1], BCT_ENEMY);
  1832. }
  1833. }
  1834. //SG_FUSION hp penalty [Komurka]
  1835. if (sc && sc->data[SC_FUSION].timer!=-1)
  1836. {
  1837. int hp= sstatus->max_hp;
  1838. if (sd && tsd) {
  1839. hp = 8*hp/100;
  1840. if (100*sstatus->hp <= 20*sstatus->max_hp)
  1841. hp = sstatus->hp;
  1842. } else
  1843. hp = 5*hp/1000;
  1844. status_zap(src, hp, 0);
  1845. }
  1846. return wd;
  1847. }
  1848. /*==========================================
  1849. * battle_calc_magic_attack [DracoRPG]
  1850. *------------------------------------------
  1851. */
  1852. struct Damage battle_calc_magic_attack(
  1853. struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  1854. {
  1855. short i;
  1856. short s_ele;
  1857. unsigned short skillratio = 100; //Skill dmg modifiers.
  1858. struct map_session_data *sd, *tsd;
  1859. struct Damage ad;
  1860. struct status_data *sstatus = status_get_status_data(src);
  1861. struct status_data *tstatus = status_get_status_data(target);
  1862. struct {
  1863. unsigned imdef : 1;
  1864. unsigned infdef : 1;
  1865. unsigned elefix : 1;
  1866. unsigned cardfix : 1;
  1867. } flag;
  1868. memset(&ad,0,sizeof(ad));
  1869. memset(&flag,0,sizeof(flag));
  1870. if(src==NULL || target==NULL)
  1871. {
  1872. nullpo_info(NLP_MARK);
  1873. return ad;
  1874. }
  1875. //Initial flag
  1876. flag.elefix=1;
  1877. flag.cardfix=1;
  1878. //Initial Values
  1879. ad.damage = 1;
  1880. ad.div_=skill_get_num(skill_num,skill_lv);
  1881. ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:status_get_amotion(src); //Amotion should be 0 for ground skills.
  1882. ad.dmotion=tstatus->dmotion;
  1883. ad.blewcount = skill_get_blewcount(skill_num,skill_lv);
  1884. ad.flag=BF_MAGIC|BF_LONG|BF_SKILL;
  1885. ad.dmg_lv=ATK_DEF;
  1886. BL_CAST(BL_PC, src, sd);
  1887. BL_CAST(BL_PC, target, tsd);
  1888. //Initialize variables that will be used afterwards
  1889. s_ele = skill_get_pl(skill_num);
  1890. if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
  1891. s_ele = sstatus->rhw.ele;
  1892. else if (s_ele == -2) //Use status element
  1893. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  1894. //Set miscellaneous data that needs be filled
  1895. if(sd) {
  1896. sd->state.arrow_atk = 0;
  1897. if (sd->skillblown[0].id != 0)
  1898. { //Apply the bonus blewcount. [Skotlex]
  1899. for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
  1900. if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num)
  1901. ad.blewcount += sd->skillblown[i].val;
  1902. }
  1903. }
  1904. if (battle_config.skillrange_by_distance &&
  1905. (src->type&battle_config.skillrange_by_distance)
  1906. ) { //Skill range based on distance between src/target [Skotlex]
  1907. if (check_distance_bl(src, target, 3))
  1908. ad.flag=(ad.flag&~BF_RANGEMASK)|BF_SHORT;
  1909. else
  1910. ad.flag=(ad.flag&~BF_RANGEMASK)|BF_LONG;
  1911. }
  1912. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  1913. switch(skill_num)
  1914. {
  1915. case MG_FIREWALL:
  1916. if(mflag) //mflag has a value when it was checked against an undead in skill.c [Skotlex]
  1917. ad.blewcount = 0; //No knockback
  1918. else
  1919. ad.blewcount |= 0x10000;
  1920. ad.dmotion = 0; //No flinch animation.
  1921. break;
  1922. case WZ_STORMGUST: //Should knockback randomly.
  1923. ad.blewcount|=0x40000;
  1924. break;
  1925. case PR_SANCTUARY:
  1926. ad.blewcount|=0x10000;
  1927. ad.dmotion = 0; //No flinch animation.
  1928. case AL_HEAL:
  1929. case PR_BENEDICTIO:
  1930. case WZ_FIREPILLAR:
  1931. flag.imdef = 1;
  1932. break;
  1933. case HW_GRAVITATION:
  1934. flag.imdef = 1;
  1935. flag.elefix = 0;
  1936. break;
  1937. case PR_ASPERSIO:
  1938. flag.imdef = 1;
  1939. case PF_SOULBURN: //Does not ignores mdef
  1940. flag.elefix = 0;
  1941. flag.cardfix = 0;
  1942. break;
  1943. case PR_TURNUNDEAD:
  1944. flag.imdef = 1;
  1945. flag.cardfix = 0;
  1946. break;
  1947. case NPC_GRANDDARKNESS:
  1948. case CR_GRANDCROSS:
  1949. flag.cardfix = 0;
  1950. break;
  1951. }
  1952. if(is_boss(target)) //Bosses can't be knocked-back
  1953. ad.blewcount = 0;
  1954. if (!flag.infdef) //No need to do the math for plants
  1955. {
  1956. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  1957. #define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
  1958. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  1959. #define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
  1960. //Adds an absolute value to damage. 100 = +100 damage
  1961. #define MATK_ADD( a ) { ad.damage+= a; }
  1962. switch (skill_num)
  1963. { //Calc base damage according to skill
  1964. case AL_HEAL:
  1965. case PR_BENEDICTIO:
  1966. ad.damage = skill_calc_heal(src,skill_lv)/2;
  1967. break;
  1968. case PR_ASPERSIO:
  1969. ad.damage = 40;
  1970. break;
  1971. case PR_SANCTUARY:
  1972. ad.damage = (skill_lv>6)?388:skill_lv*50;
  1973. break;
  1974. case ALL_RESURRECTION:
  1975. case PR_TURNUNDEAD:
  1976. //Undead check is on skill_castend_damageid code.
  1977. i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  1978. + 200 - 200*tstatus->hp/tstatus->max_hp;
  1979. if(i > 700) i = 700;
  1980. if(rand()%1000 < i && !(tstatus->mode&MD_BOSS))
  1981. ad.damage = tstatus->hp;
  1982. else
  1983. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  1984. break;
  1985. case PF_SOULBURN:
  1986. ad.damage = tstatus->sp * 2;
  1987. break;
  1988. case HW_GRAVITATION:
  1989. ad.damage = 200+200*skill_lv;
  1990. break;
  1991. default:
  1992. {
  1993. if (sstatus->matk_max > sstatus->matk_min) {
  1994. MATK_ADD(sstatus->matk_min+rand()%(1+sstatus->matk_max-sstatus->matk_min));
  1995. } else {
  1996. MATK_ADD(sstatus->matk_min);
  1997. }
  1998. if(skill_num == MG_NAPALMBEAT || skill_num == HW_NAPALMVULCAN){ // Divide MATK in case of multiple targets skill
  1999. if(mflag>0)
  2000. ad.damage/= mflag;
  2001. else if(battle_config.error_log)
  2002. ShowError("0 enemies targeted by Napalm Beat/Vulcan, divide per 0 avoided!\n");
  2003. }
  2004. switch(skill_num){
  2005. case MG_NAPALMBEAT:
  2006. skillratio += skill_lv*10-30;
  2007. break;
  2008. case MG_SOULSTRIKE:
  2009. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  2010. skillratio += 5*skill_lv;
  2011. break;
  2012. case MG_FIREBALL:
  2013. if(mflag>2)
  2014. ad.damage = 0;
  2015. else {
  2016. int drate[]={100,90,70};
  2017. MATK_RATE(drate[mflag]);
  2018. skillratio += 70+10*skill_lv;
  2019. }
  2020. break;
  2021. case MG_FIREWALL:
  2022. skillratio -= 50;
  2023. break;
  2024. case MG_THUNDERSTORM:
  2025. skillratio -= 20;
  2026. break;
  2027. case MG_FROSTDIVER:
  2028. skillratio += 10*skill_lv;
  2029. break;
  2030. case AL_HOLYLIGHT:
  2031. skillratio += 25;
  2032. if (sd && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_PRIEST)
  2033. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  2034. break;
  2035. case AL_RUWACH:
  2036. skillratio += 45;
  2037. break;
  2038. case WZ_FROSTNOVA:
  2039. skillratio += (100+skill_lv*10)*2/3-100;
  2040. break;
  2041. case WZ_FIREPILLAR:
  2042. if (skill_lv > 10)
  2043. skillratio += 100;
  2044. else
  2045. skillratio -= 80;
  2046. break;
  2047. case WZ_SIGHTRASHER:
  2048. skillratio += 20*skill_lv;
  2049. break;
  2050. case WZ_VERMILION:
  2051. skillratio += 20*skill_lv-20;
  2052. break;
  2053. case WZ_WATERBALL:
  2054. skillratio += 30*skill_lv;
  2055. break;
  2056. case WZ_STORMGUST:
  2057. skillratio += 40*skill_lv;
  2058. break;
  2059. case HW_NAPALMVULCAN:
  2060. skillratio += 10*skill_lv-30;
  2061. break;
  2062. case SL_STIN:
  2063. skillratio += (tstatus->size?-99:10*skill_lv); //target size must be small (0) for full damage.
  2064. break;
  2065. case SL_STUN:
  2066. skillratio += (tstatus->size!=2?5*skill_lv:-99); //Full damage is dealt on small/medium targets
  2067. break;
  2068. case SL_SMA:
  2069. skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
  2070. break;
  2071. case NJ_KOUENKA:
  2072. skillratio -= 10;
  2073. break;
  2074. case NJ_BAKUENRYU:
  2075. skillratio += 50*(skill_lv-1);
  2076. break;
  2077. case NJ_HYOUSYOURAKU:
  2078. skillratio += 50*skill_lv;
  2079. break;
  2080. case NJ_RAIGEKISAI:
  2081. skillratio += 60 + 40*skill_lv;
  2082. break;
  2083. case NJ_KAMAITACHI:
  2084. skillratio += 100*skill_lv;
  2085. break;
  2086. }
  2087. if (sd && sd->skillatk[0].id != 0)
  2088. {
  2089. for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++)
  2090. if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
  2091. //If we apply skillatk[] as ATK_RATE, it will also affect other skills,
  2092. //unfortunately this way ignores a skill's constant modifiers...
  2093. skillratio += sd->skillatk[i].val;
  2094. }
  2095. MATK_RATE(skillratio);
  2096. //Constant/misc additions from skills
  2097. if (skill_num == WZ_FIREPILLAR)
  2098. MATK_ADD(50);
  2099. }
  2100. }
  2101. if(sd) {
  2102. //Ignore Defense?
  2103. if (!flag.imdef && (
  2104. sd->ignore_mdef_ele & (1<<tstatus->def_ele) ||
  2105. sd->ignore_mdef_race & (1<<tstatus->race) ||
  2106. sd->ignore_mdef_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  2107. ))
  2108. flag.imdef = 1;
  2109. }
  2110. if(!flag.imdef){
  2111. if(battle_config.magic_defense_type)
  2112. ad.damage = ad.damage - tstatus->mdef*battle_config.magic_defense_type - tstatus->mdef2;
  2113. else
  2114. ad.damage = ad.damage * (100-tstatus->mdef)/100 - tstatus->mdef2;
  2115. }
  2116. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  2117. { //Apply the physical part of the skill's damage. [Skotlex]
  2118. struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  2119. ad.damage = (wd.damage + ad.damage) * (100 + 40*skill_lv)/100;
  2120. if(src==target)
  2121. {
  2122. if (src->type == BL_PC)
  2123. ad.damage = ad.damage/2;
  2124. else
  2125. ad.damage = 0;
  2126. }
  2127. }
  2128. if(ad.damage<1)
  2129. ad.damage=1;
  2130. if (flag.elefix)
  2131. ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  2132. if (sd && flag.cardfix) {
  2133. short cardfix=100;
  2134. short t_class = status_get_class(target);
  2135. cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
  2136. if (flag.elefix)
  2137. cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
  2138. cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
  2139. cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2140. for(i=0;i<sd->add_mdmg_count;i++) {
  2141. if(sd->add_mdmg[i].class_ == t_class) {
  2142. cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
  2143. continue;
  2144. }
  2145. }
  2146. MATK_RATE(cardfix);
  2147. }
  2148. if (tsd && skill_num != HW_GRAVITATION && skill_num != PF_SOULBURN)
  2149. { //Card fixes always apply on the target side. [Skotlex]
  2150. short s_race2=status_get_race2(src);
  2151. short s_class= status_get_class(src);
  2152. short cardfix=100;
  2153. if (flag.elefix)
  2154. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  2155. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  2156. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  2157. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  2158. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  2159. for(i=0;i<tsd->add_mdef_count;i++) {
  2160. if(tsd->add_mdef[i].class_ == s_class) {
  2161. cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
  2162. continue;
  2163. }
  2164. }
  2165. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  2166. if (ad.flag&BF_SHORT)
  2167. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2168. else
  2169. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2170. cardfix=cardfix*(100-tsd->magic_def_rate)/100;
  2171. MATK_RATE(cardfix);
  2172. }
  2173. }
  2174. damage_div_fix(ad.damage, ad.div_);
  2175. if (flag.infdef && ad.damage)
  2176. ad.damage/= ad.damage; //Why this? Because, well, if damage is absorbed, it should heal 1, not do 1 dmg.
  2177. ad.damage=battle_calc_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  2178. if (map_flag_gvg(target->m))
  2179. ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  2180. return ad;
  2181. }
  2182. /*==========================================
  2183. * ‚»‚Ì‘¼ƒ_ƒ??[ƒWŒvŽZ
  2184. *------------------------------------------
  2185. */
  2186. struct Damage battle_calc_misc_attack(
  2187. struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  2188. {
  2189. int skill;
  2190. short i;
  2191. short s_ele;
  2192. struct map_session_data *sd, *tsd;
  2193. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  2194. struct status_data *sstatus = status_get_status_data(src);
  2195. struct status_data *tstatus = status_get_status_data(target);
  2196. struct {
  2197. unsigned hit : 1;
  2198. unsigned idef : 1;
  2199. unsigned elefix : 1;
  2200. unsigned cardfix : 1;
  2201. } flag;
  2202. memset(&md,0,sizeof(md));
  2203. memset(&flag,0,sizeof(flag));
  2204. if( src == NULL || target == NULL ){
  2205. nullpo_info(NLP_MARK);
  2206. return md;
  2207. }
  2208. //Some initial values
  2209. md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion;
  2210. md.dmotion=tstatus->dmotion;
  2211. md.div_=skill_get_num( skill_num,skill_lv );
  2212. md.blewcount=skill_get_blewcount(skill_num,skill_lv);
  2213. md.dmg_lv=ATK_DEF;
  2214. md.flag=BF_MISC|BF_SHORT|BF_SKILL;
  2215. flag.cardfix = flag.elefix = flag.hit = 1;
  2216. BL_CAST(BL_PC, src, sd);
  2217. BL_CAST(BL_PC, target, tsd);
  2218. if(sd) {
  2219. sd->state.arrow_atk = 0;
  2220. if (sd->skillblown[0].id != 0)
  2221. { //Apply the bonus blewcount. [Skotlex]
  2222. for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
  2223. if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num)
  2224. md.blewcount += sd->skillblown[i].val;
  2225. }
  2226. }
  2227. if(is_boss(target))
  2228. md.blewcount = 0;
  2229. s_ele = skill_get_pl(skill_num);
  2230. if (s_ele < 0) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  2231. s_ele = ELE_NEUTRAL;
  2232. //Misc Settings
  2233. switch(skill_num){
  2234. case PA_PRESSURE:
  2235. case GS_FLING:
  2236. flag.elefix = flag.cardfix = 0;
  2237. case HT_BLITZBEAT:
  2238. case TF_THROWSTONE:
  2239. case SN_FALCONASSAULT:
  2240. case PA_GOSPEL:
  2241. case CR_ACIDDEMONSTRATION:
  2242. md.flag = (md.flag&~BF_RANGEMASK)|BF_LONG;
  2243. break;
  2244. case NPC_SELFDESTRUCTION:
  2245. case NPC_SMOKING:
  2246. flag.elefix = flag.cardfix = 0;
  2247. break;
  2248. case NPC_DARKBREATH:
  2249. flag.hit = 0;
  2250. break;
  2251. }
  2252. if (battle_config.skillrange_by_distance &&
  2253. (src->type&battle_config.skillrange_by_distance)
  2254. ) { //Skill range based on distance between src/target [Skotlex]
  2255. if (check_distance_bl(src, target, 3))
  2256. md.flag=(md.flag&~BF_RANGEMASK)|BF_SHORT;
  2257. else
  2258. md.flag=(md.flag&~BF_RANGEMASK)|BF_LONG;
  2259. }
  2260. switch(skill_num){
  2261. case HT_LANDMINE:
  2262. md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
  2263. break;
  2264. case HT_BLASTMINE:
  2265. md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
  2266. break;
  2267. case HT_CLAYMORETRAP:
  2268. md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
  2269. break;
  2270. case HT_BLITZBEAT:
  2271. case SN_FALCONASSAULT:
  2272. //Blitz-beat Damage.
  2273. if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  2274. skill=0;
  2275. md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2;
  2276. if(mflag > 1)
  2277. md.damage /= mflag;
  2278. if (skill_num == HT_BLITZBEAT)
  2279. break;
  2280. //Div fix of Blitzbeat
  2281. skill = skill_get_num(HT_BLITZBEAT, 5);
  2282. damage_div_fix(md.damage, skill);
  2283. //Falcon Assault Modifier
  2284. md.damage=md.damage*(150+70*skill_lv)/100;
  2285. break;
  2286. case TF_THROWSTONE:
  2287. md.damage=50;
  2288. break;
  2289. case BA_DISSONANCE:
  2290. md.damage=30+skill_lv*10;
  2291. if (sd)
  2292. md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
  2293. break;
  2294. case NPC_SELFDESTRUCTION:
  2295. md.damage = sstatus->hp;
  2296. break;
  2297. case NPC_SMOKING:
  2298. md.damage=3;
  2299. break;
  2300. case NPC_DARKBREATH:
  2301. md.damage = 500 + (skill_lv-1)*1000 + rand()%1000;
  2302. if(md.damage > 9999) md.damage = 9999;
  2303. break;
  2304. case PA_PRESSURE:
  2305. md.damage=500+300*skill_lv;
  2306. break;
  2307. case PA_GOSPEL:
  2308. md.damage = 1+rand()%9999;
  2309. break;
  2310. case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen]
  2311. md.damage = 7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_));
  2312. if (tsd) md.damage>>=1;
  2313. break;
  2314. case NJ_ZENYNAGE:
  2315. md.damage = skill_get_zeny(skill_num ,skill_lv);
  2316. if (!md.damage) md.damage = 2;
  2317. md.damage = md.damage/2 + rand()%md.damage;
  2318. if (sd) pc_payzeny(sd, md.damage);
  2319. if(map_flag_vs(target->m) || is_boss(target))
  2320. md.damage>>=1; //temp value
  2321. break;
  2322. case GS_FLING:
  2323. md.damage = sd?sd->status.job_level:status_get_lv(src);
  2324. break;
  2325. }
  2326. damage_div_fix(md.damage, md.div_);
  2327. if (!flag.hit)
  2328. {
  2329. struct status_change *sc = status_get_sc(target);
  2330. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT)
  2331. flag.hit = 1;
  2332. else {
  2333. short
  2334. flee = tstatus->flee,
  2335. hitrate=80; //Default hitrate
  2336. if(battle_config.agi_penalty_type)
  2337. {
  2338. unsigned char target_count; //256 max targets should be a sane max
  2339. target_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
  2340. if(target_count >= battle_config.agi_penalty_count)
  2341. {
  2342. if (battle_config.agi_penalty_type == 1)
  2343. flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  2344. else //asume type 2: absolute reduction
  2345. flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  2346. if(flee < 1) flee = 1;
  2347. }
  2348. }
  2349. hitrate+= sstatus->hit - flee;
  2350. if (hitrate > battle_config.max_hitrate)
  2351. hitrate = battle_config.max_hitrate;
  2352. else if (hitrate < battle_config.min_hitrate)
  2353. hitrate = battle_config.min_hitrate;
  2354. if(rand()%100 >= hitrate)
  2355. flag.hit = 1;
  2356. }
  2357. if (!flag.hit) {
  2358. md.damage = 0;
  2359. md.dmg_lv=ATK_FLEE;
  2360. }
  2361. }
  2362. if(md.damage && flag.cardfix && tsd){
  2363. int cardfix = 10000;
  2364. int race2 = status_get_race(src);
  2365. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  2366. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  2367. cardfix=cardfix*(100-tsd->subrace2[race2])/100;
  2368. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  2369. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  2370. cardfix=cardfix*(100-tsd->misc_def_rate)/100;
  2371. if(md.flag&BF_SHORT)
  2372. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2373. else // BF_LONG (there's no other choice)
  2374. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2375. if (cardfix != 10000)
  2376. md.damage=md.damage*cardfix/10000;
  2377. }
  2378. if (sd && skill_num > 0 && sd->skillatk[0].id != 0)
  2379. {
  2380. for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++);
  2381. if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
  2382. md.damage += md.damage*sd->skillatk[i].val/100;
  2383. }
  2384. if(md.damage < 0)
  2385. md.damage = 0;
  2386. else if(md.damage && tstatus->mode&MD_PLANT && skill_num != PA_PRESSURE) //Pressure can vaporize plants.
  2387. md.damage = 1;
  2388. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  2389. if (skill_num != PA_PRESSURE) //Pressure ignores all these things...
  2390. md.damage=battle_calc_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  2391. if (map_flag_gvg(target->m))
  2392. md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  2393. return md;
  2394. }
  2395. /*==========================================
  2396. * ƒ_ƒ??[ƒWŒvŽZˆêЇ?ˆ—?—p
  2397. *------------------------------------------
  2398. */
  2399. struct Damage battle_calc_attack( int attack_type,
  2400. struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag)
  2401. {
  2402. struct Damage d;
  2403. switch(attack_type){
  2404. case BF_WEAPON:
  2405. d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,flag);
  2406. break;
  2407. case BF_MAGIC:
  2408. d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,flag);
  2409. break;
  2410. case BF_MISC:
  2411. d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,flag);
  2412. break;
  2413. default:
  2414. if (battle_config.error_log)
  2415. ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
  2416. memset(&d,0,sizeof(d));
  2417. break;
  2418. }
  2419. if (d.damage + d.damage2 < 1 && d.dmg_lv != ATK_LUCKY)
  2420. { //Miss/Absorbed
  2421. d.dmg_lv = ATK_FLEE;
  2422. d.dmotion = 0;
  2423. }
  2424. return d;
  2425. }
  2426. int battle_calc_return_damage(struct block_list *bl, int *damage, int flag) {
  2427. struct map_session_data *sd=NULL;
  2428. struct status_change *sc;
  2429. int rdamage = 0;
  2430. if (bl->type == BL_PC) sd = (struct map_session_data*)bl;
  2431. sc = status_get_sc(bl);
  2432. if(flag&BF_WEAPON) {
  2433. //Bounces back part of the damage.
  2434. if (flag & BF_SHORT) {
  2435. if (sd && sd->short_weapon_damage_return)
  2436. {
  2437. rdamage += *damage * sd->short_weapon_damage_return / 100;
  2438. if(rdamage < 1) rdamage = 1;
  2439. }
  2440. if (sc && sc->data[SC_REFLECTSHIELD].timer != -1)
  2441. {
  2442. rdamage += *damage * sc->data[SC_REFLECTSHIELD].val2 / 100;
  2443. if (rdamage < 1) rdamage = 1;
  2444. }
  2445. } else if (flag & BF_LONG) {
  2446. if (sd && sd->long_weapon_damage_return)
  2447. {
  2448. rdamage += *damage * sd->long_weapon_damage_return / 100;
  2449. if (rdamage < 1) rdamage = 1;
  2450. }
  2451. }
  2452. } else
  2453. // magic_damage_return by [AppleGirl] and [Valaris]
  2454. if(flag&BF_MAGIC)
  2455. {
  2456. if(sd && sd->magic_damage_return && rand()%100 < sd->magic_damage_return)
  2457. { //Bounces back full damage, you take none.
  2458. rdamage = *damage;
  2459. *damage = 0;
  2460. }
  2461. }
  2462. return rdamage;
  2463. }
  2464. void battle_drain(TBL_PC *sd, TBL_PC* tsd, int rdamage, int ldamage, int race, int boss)
  2465. {
  2466. struct weapon_data *wd;
  2467. int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage;
  2468. for (i = 0; i < 4; i++) {
  2469. //First two iterations: Right hand
  2470. if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
  2471. else { wd = &sd->left_weapon; damage = &ldamage; }
  2472. if (*damage <= 0) continue;
  2473. //First and Third iterations: race, other two boss/nonboss state
  2474. if (i == 0 || i == 2)
  2475. type = race;
  2476. else
  2477. type = boss?RC_BOSS:RC_NONBOSS;
  2478. hp = wd->hp_drain[type].value;
  2479. if (wd->hp_drain[type].rate)
  2480. hp += battle_calc_drain(*damage,
  2481. wd->hp_drain[type].rate,
  2482. wd->hp_drain[type].per);
  2483. sp = wd->sp_drain[type].value;
  2484. if (wd->sp_drain[type].rate)
  2485. sp += battle_calc_drain(*damage,
  2486. wd->sp_drain[type].rate,
  2487. wd->sp_drain[type].per);
  2488. if (hp) {
  2489. if (wd->hp_drain[type].type)
  2490. rhp += hp;
  2491. thp += hp;
  2492. }
  2493. if (sp) {
  2494. if (wd->sp_drain[type].type)
  2495. rsp += sp;
  2496. tsp += sp;
  2497. }
  2498. }
  2499. if (!thp && !tsp) return;
  2500. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  2501. if (tsd) {
  2502. if (rhp || rsp)
  2503. status_zap(&tsd->bl, rhp, rsp);
  2504. if (rand()%1000 < sd->sp_vanish_rate)
  2505. status_percent_damage(&sd->bl, &tsd->bl, 0, (unsigned char)sd->sp_vanish_per);
  2506. }
  2507. }
  2508. /*==========================================
  2509. * ’Ê?í?UŒ‚?ˆ—?‚܂Ƃß
  2510. *------------------------------------------
  2511. */
  2512. int battle_weapon_attack( struct block_list *src,struct block_list *target,
  2513. unsigned int tick,int flag)
  2514. {
  2515. struct map_session_data *sd = NULL, *tsd = NULL;
  2516. struct status_data *sstatus, *tstatus;
  2517. struct status_change *sc, *tsc;
  2518. int damage,rdamage=0,rdelay=0;
  2519. struct Damage wd;
  2520. nullpo_retr(0, src);
  2521. nullpo_retr(0, target);
  2522. if (src->prev == NULL || target->prev == NULL)
  2523. return 0;
  2524. BL_CAST(BL_PC, src, sd);
  2525. BL_CAST(BL_PC, target, tsd);
  2526. sstatus = status_get_status_data(src);
  2527. tstatus = status_get_status_data(target);
  2528. sc = status_get_sc(src);
  2529. tsc = status_get_sc(target);
  2530. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  2531. sc = NULL;
  2532. if (tsc && !tsc->count)
  2533. tsc = NULL;
  2534. if (sd)
  2535. {
  2536. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  2537. if (sd->state.arrow_atk && sd->equip_index[10]<0) {
  2538. clif_arrow_fail(sd,0);
  2539. return 0;
  2540. }
  2541. }
  2542. if (sc && sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&1))
  2543. status_change_end(src,SC_CLOAKING,-1);
  2544. //Check for counter attacks that block your attack. [Skotlex]
  2545. if(tsc)
  2546. {
  2547. if(tsc->data[SC_AUTOCOUNTER].timer != -1 &&
  2548. (!sc || sc->data[SC_AUTOCOUNTER].timer == -1) &&
  2549. status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)
  2550. ) {
  2551. int dir = map_calc_dir(target,src->x,src->y);
  2552. int t_dir = unit_getdir(target);
  2553. int dist = distance_bl(src, target);
  2554. if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
  2555. {
  2556. int skilllv = tsc->data[SC_AUTOCOUNTER].val1;
  2557. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  2558. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  2559. status_change_end(target,SC_AUTOCOUNTER,-1);
  2560. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
  2561. return 0;
  2562. }
  2563. }
  2564. if (tsc->data[SC_BLADESTOP_WAIT].timer != -1 && !is_boss(src)) {
  2565. int skilllv = tsc->data[SC_BLADESTOP_WAIT].val1;
  2566. int duration = skill_get_time2(MO_BLADESTOP,skilllv);
  2567. status_change_end(target, SC_BLADESTOP_WAIT, -1);
  2568. if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, (int)target, duration))
  2569. { //Target locked.
  2570. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  2571. clif_bladestop(target,src,1);
  2572. sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0,(int)src, duration);
  2573. return 0;
  2574. }
  2575. }
  2576. }
  2577. //Recycled the damage variable rather than use a new one... [Skotlex]
  2578. if(sd && (damage = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0)
  2579. {
  2580. int triple_rate= 30 - damage; //Base Rate
  2581. if (sc && sc->data[SC_SKILLRATE_UP].timer!=-1 && sc->data[SC_SKILLRATE_UP].val1 == MO_TRIPLEATTACK)
  2582. {
  2583. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP].val2)/100;
  2584. status_change_end(src,SC_SKILLRATE_UP,-1);
  2585. }
  2586. if (rand()%100 < triple_rate)
  2587. return skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,damage,tick,0);
  2588. }
  2589. else if (sc && sc->data[SC_SACRIFICE].timer != -1)
  2590. return skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,sc->data[SC_SACRIFICE].val1,tick,0);
  2591. wd = battle_calc_weapon_attack(src,target, 0, 0,0);
  2592. if (sd && sd->state.arrow_atk) //Consume arrow.
  2593. battle_consume_ammo(sd, 0, 0);
  2594. damage = wd.damage + wd.damage2;
  2595. if (damage > 0 && src != target) {
  2596. rdamage = battle_calc_return_damage(target, &damage, wd.flag);
  2597. if (rdamage > 0) {
  2598. rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
  2599. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2600. skill_additional_effect(target,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  2601. }
  2602. }
  2603. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
  2604. // Eh, battle_calc_damage should take care of not making the off-hand dmg miss.
  2605. // if(sd && sd->status.weapon > MAX_WEAPON_TYPE && wd.damage2 == 0)
  2606. // clif_damage(src, target, tick+10, wd.amotion, wd.dmotion,0, 1, 0, 0);
  2607. if (sd && sd->splash_range > 0 && damage > 0)
  2608. skill_castend_damage_id(src, target, 0, -1, tick, 0);
  2609. map_freeblock_lock();
  2610. battle_delay_damage(tick+wd.amotion, src, target, BF_WEAPON, 0, 0, damage, wd.dmg_lv, wd.dmotion);
  2611. if (!status_isdead(target) && damage > 0) {
  2612. if (sd) {
  2613. int rate = 0;
  2614. if (sd->weapon_coma_ele[tstatus->def_ele] > 0)
  2615. rate += sd->weapon_coma_ele[tstatus->def_ele];
  2616. if (sd->weapon_coma_race[tstatus->race] > 0)
  2617. rate += sd->weapon_coma_race[tstatus->race];
  2618. if (sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS] > 0)
  2619. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  2620. if (rate)
  2621. status_change_start(target, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  2622. }
  2623. }
  2624. if (sc && sc->data[SC_AUTOSPELL].timer != -1 && rand()%100 < sc->data[SC_AUTOSPELL].val4) {
  2625. int sp = 0;
  2626. int skillid = sc->data[SC_AUTOSPELL].val2;
  2627. int skilllv = sc->data[SC_AUTOSPELL].val3;
  2628. int i = rand()%100;
  2629. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_SAGE)
  2630. i = 0; //Max chance, no skilllv reduction. [Skotlex]
  2631. if (i >= 50) skilllv -= 2;
  2632. else if (i >= 15) skilllv--;
  2633. if (skilllv < 1) skilllv = 1;
  2634. sp = skill_get_sp(skillid,skilllv) * 2 / 3;
  2635. if (status_charge(src, 0, sp)) {
  2636. switch (skill_get_casttype(skillid)) {
  2637. case CAST_GROUND:
  2638. skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag);
  2639. break;
  2640. case CAST_NODAMAGE:
  2641. skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag);
  2642. break;
  2643. case CAST_DAMAGE:
  2644. skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
  2645. break;
  2646. }
  2647. }
  2648. }
  2649. if (sd) {
  2650. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  2651. if (battle_config.left_cardfix_to_right)
  2652. battle_drain(sd, tsd, wd.damage, wd.damage, tstatus->race, is_boss(target));
  2653. else
  2654. battle_drain(sd, tsd, wd.damage, wd.damage2, tstatus->race, is_boss(target));
  2655. }
  2656. }
  2657. if (rdamage > 0) //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
  2658. battle_delay_damage(tick+wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, rdelay);
  2659. if (tsc) {
  2660. if (tsc->data[SC_POISONREACT].timer != -1 &&
  2661. check_distance_bl(src, target, tstatus->rhw.range+1) &&
  2662. status_check_skilluse(target, src, TF_POISON, 0)
  2663. ) { //Poison React
  2664. if (sstatus->def_ele == ELE_POISON) {
  2665. tsc->data[SC_POISONREACT].val2 = 0;
  2666. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,tsc->data[SC_POISONREACT].val1,tick,0);
  2667. } else {
  2668. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, flag);
  2669. --tsc->data[SC_POISONREACT].val2;
  2670. }
  2671. if (tsc->data[SC_POISONREACT].val2 <= 0)
  2672. status_change_end(target, SC_POISONREACT, -1);
  2673. }
  2674. }
  2675. map_freeblock_unlock();
  2676. return wd.dmg_lv;
  2677. }
  2678. int battle_check_undead(int race,int element)
  2679. {
  2680. if(battle_config.undead_detect_type == 0) {
  2681. if(element == ELE_UNDEAD)
  2682. return 1;
  2683. }
  2684. else if(battle_config.undead_detect_type == 1) {
  2685. if(race == RC_UNDEAD)
  2686. return 1;
  2687. }
  2688. else {
  2689. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  2690. return 1;
  2691. }
  2692. return 0;
  2693. }
  2694. /*==========================================
  2695. * Checks the state between two targets (rewritten by Skotlex)
  2696. * (enemy, friend, party, guild, etc)
  2697. * See battle.h for possible values/combinations
  2698. * to be used here (BCT_* constants)
  2699. * Return value is:
  2700. * 1: flag holds true (is enemy, party, etc)
  2701. * -1: flag fails
  2702. * 0: Invalid target (non-targetable ever)
  2703. *------------------------------------------
  2704. */
  2705. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  2706. {
  2707. int m,state = 0; //Initial state none
  2708. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  2709. struct block_list *s_bl= src, *t_bl= target;
  2710. nullpo_retr(0, src);
  2711. nullpo_retr(0, target);
  2712. m = target->m;
  2713. if (flag&BCT_ENEMY && !map_flag_gvg(m) && !(status_get_mode(src)&MD_BOSS))
  2714. { //No offensive stuff while in Basilica.
  2715. if (map_getcell(m,src->x,src->y,CELL_CHKBASILICA) ||
  2716. map_getcell(m,target->x,target->y,CELL_CHKBASILICA))
  2717. return -1;
  2718. }
  2719. if (target->type == BL_SKILL) //Needed out of the switch in case the ownership needs to be passed skill->mob->master
  2720. {
  2721. struct skill_unit *su = (struct skill_unit *)target;
  2722. if (!su->group)
  2723. return 0;
  2724. if (skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2725. { //Only a few skills can target traps...
  2726. switch (battle_getcurrentskill(src))
  2727. {
  2728. case HT_REMOVETRAP:
  2729. case AC_SHOWER:
  2730. case WZ_HEAVENDRIVE:
  2731. state |= BCT_ENEMY;
  2732. strip_enemy = 0;
  2733. break;
  2734. default:
  2735. return 0;
  2736. }
  2737. } else if (su->group->skill_id==WZ_ICEWALL)
  2738. { //Icewall can be hit by anything except skills.
  2739. if (src->type == BL_SKILL)
  2740. return 0;
  2741. state |= BCT_ENEMY;
  2742. strip_enemy = 0;
  2743. } else //Excepting traps and icewall, you should not be able to target skills.
  2744. return 0;
  2745. if ((t_bl = map_id2bl(su->group->src_id)) == NULL)
  2746. t_bl = target; //Fallback on the trap itself, otherwise consider this a "versus caster" scenario.
  2747. }
  2748. switch (t_bl->type)
  2749. {
  2750. case BL_PC:
  2751. {
  2752. TBL_PC *sd = (TBL_PC*)t_bl;
  2753. if (sd->invincible_timer != -1 || pc_isinvisible(sd))
  2754. return -1; //Cannot be targeted yet.
  2755. if (sd->state.monster_ignore && t_bl != s_bl && flag&BCT_ENEMY)
  2756. return 0; //Global inmunity to attacks.
  2757. if (sd->special_state.killable && t_bl != s_bl)
  2758. {
  2759. state |= BCT_ENEMY; //Universal Victim
  2760. strip_enemy = 0;
  2761. }
  2762. break;
  2763. }
  2764. case BL_MOB:
  2765. {
  2766. TBL_MOB *md = (TBL_MOB*)t_bl;
  2767. if(md->state.killer) //Enable retaliation
  2768. state |= BCT_ENEMY;
  2769. if (!agit_flag && md->guardian_data && md->guardian_data->guild_id)
  2770. return 0; //Disable guardians/emperiums owned by Guilds on non-woe times.
  2771. if (md->special_state.ai == 2)
  2772. { //Mines are sort of universal enemies.
  2773. state |= BCT_ENEMY;
  2774. strip_enemy = 0;
  2775. }
  2776. if (md->master_id && (t_bl = map_id2bl(md->master_id)) == NULL)
  2777. t_bl = &md->bl; //Fallback on the mob itself, otherwise consider this a "versus master" scenario.
  2778. break;
  2779. }
  2780. case BL_PET:
  2781. {
  2782. return 0; //Pets cannot be targetted.
  2783. }
  2784. case BL_HOMUNCULUS:
  2785. { //Just fallback on master.
  2786. t_bl=(struct block_list *)((TBL_HOMUNCULUS*)target)->master;
  2787. break;
  2788. }
  2789. case BL_SKILL: //Skill with no owner? Kinda odd... but.. let it through.
  2790. break;
  2791. default: //Invalid target
  2792. return 0;
  2793. }
  2794. if (src->type == BL_SKILL)
  2795. {
  2796. struct skill_unit *su = (struct skill_unit *)src;
  2797. if (!su->group)
  2798. return 0;
  2799. if (su->group->src_id == target->id)
  2800. {
  2801. int inf2;
  2802. inf2 = skill_get_inf2(su->group->skill_id);
  2803. if (inf2&INF2_NO_TARGET_SELF)
  2804. return -1;
  2805. if (inf2&INF2_TARGET_SELF)
  2806. return 1;
  2807. }
  2808. if ((s_bl = map_id2bl(su->group->src_id)) == NULL)
  2809. s_bl = src; //Fallback on the trap itself, otherwise consider this a "caster versus enemy" scenario.
  2810. }
  2811. switch (s_bl->type)
  2812. {
  2813. case BL_PC:
  2814. {
  2815. TBL_PC *sd = (TBL_PC*) s_bl;
  2816. if (sd->special_state.killer && s_bl != t_bl)
  2817. {
  2818. state |= BCT_ENEMY; //Is on a killing rampage :O
  2819. strip_enemy = 0;
  2820. } else
  2821. if (sd->duel_group && t_bl != s_bl && // Duel [LuzZza]
  2822. !(
  2823. (!battle_config.duel_allow_pvp && map[m].flag.pvp) ||
  2824. (!battle_config.duel_allow_gvg && map_flag_gvg(m))
  2825. ))
  2826. {
  2827. if (t_bl->type == BL_PC &&
  2828. (sd->duel_group == ((TBL_PC*)t_bl)->duel_group))
  2829. //Duel targets can ONLY be your enemy, nothing else.
  2830. return (BCT_ENEMY&flag)?1:-1;
  2831. else // You can't target anything out of your duel
  2832. return 0;
  2833. }
  2834. if (map_flag_gvg(m) && !sd->status.guild_id &&
  2835. t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data)
  2836. return 0; //If you don't belong to a guild, can't target guardians/emperium.
  2837. if (t_bl->type != BL_PC)
  2838. state |= BCT_ENEMY; //Natural enemy.
  2839. break;
  2840. }
  2841. case BL_MOB:
  2842. {
  2843. TBL_MOB*md = (TBL_MOB*)s_bl;
  2844. #ifdef RECURSIVE_MASTER_CHECK
  2845. struct block_list *tmp_bl = NULL;
  2846. TBL_MOB *tmp_md = NULL;
  2847. #endif
  2848. if (!agit_flag && md->guardian_data && md->guardian_data->guild_id)
  2849. return 0; //Disable guardians/emperium owned by Guilds on non-woe times.
  2850. #ifdef RECURSIVE_MASTER_CHECK
  2851. tmp_md = md;
  2852. while(tmp_md->master_id && (tmp_bl = map_id2bl(tmp_md->master_id))){
  2853. if(t_bl->id == tmp_bl->id){
  2854. state |= BCT_PARTY;
  2855. break;
  2856. }
  2857. if(tmp_bl->type != BL_MOB)
  2858. break;
  2859. tmp_md = (TBL_MOB *)tmp_bl;
  2860. }
  2861. #endif
  2862. if(md->state.killer) // Is on a rampage too :D
  2863. state |= BCT_ENEMY;
  2864. else if (!md->special_state.ai) { //Normal mobs.
  2865. if (t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai)
  2866. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  2867. else
  2868. state |= BCT_ENEMY; //However, all else are enemies.
  2869. } else {
  2870. if (t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai)
  2871. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  2872. }
  2873. if (md->master_id && (s_bl = map_id2bl(md->master_id)) == NULL)
  2874. s_bl = &md->bl; //Fallback on the mob itself, otherwise consider this a "from master" scenario.
  2875. break;
  2876. }
  2877. case BL_HOMUNCULUS:
  2878. {
  2879. //[blackhole89] -- check homunculus' targeting by their masters.
  2880. if (t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai)
  2881. state |= BCT_ENEMY; //Default enemy. Normal mobs.
  2882. //Pass on to master.
  2883. s_bl=(struct block_list *)((struct homun_data*)src)->master;
  2884. break;
  2885. }
  2886. case BL_PET:
  2887. {
  2888. TBL_PET *pd = (TBL_PET*)s_bl;
  2889. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  2890. return 0; //Pet may not attack non-mobs.
  2891. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  2892. return 0; //pet may not attack Guardians/Emperium
  2893. if (t_bl->type != BL_PC)
  2894. state |= BCT_ENEMY; //Stock enemy type.
  2895. if (pd->msd)
  2896. s_bl = &pd->msd->bl; //"My master's enemies are my enemies..."
  2897. break;
  2898. }
  2899. case BL_SKILL: //Skill with no owner? Fishy, but let it through.
  2900. break;
  2901. case BL_NPC: // allows NPC-set skill units to proceed [blackhole89]
  2902. break;
  2903. default: //Invalid source of attack?
  2904. return 0;
  2905. }
  2906. if ((flag&BCT_ALL) == BCT_ALL) { //All actually stands for all attackable chars
  2907. if (target->type&BL_CHAR)
  2908. return 1;
  2909. else
  2910. return -1;
  2911. } else if (flag == BCT_NOONE) //Why would someone use this? no clue.
  2912. return -1;
  2913. if (t_bl == s_bl)
  2914. { //No need for further testing.
  2915. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  2916. if (state&BCT_ENEMY && strip_enemy)
  2917. state&=~BCT_ENEMY;
  2918. return (flag&state)?1:-1;
  2919. }
  2920. if (map_flag_vs(m)) { //Check rivalry settings.
  2921. if (flag&(BCT_PARTY|BCT_ENEMY)) {
  2922. int s_party = status_get_party_id(s_bl);
  2923. if (
  2924. !(map[m].flag.pvp && map[m].flag.pvp_noparty) &&
  2925. !(map_flag_gvg(m) && map[m].flag.gvg_noparty) &&
  2926. s_party && s_party == status_get_party_id(t_bl)
  2927. )
  2928. state |= BCT_PARTY;
  2929. else
  2930. state |= BCT_ENEMY;
  2931. }
  2932. if (flag&(BCT_GUILD|BCT_ENEMY)) {
  2933. int s_guild = status_get_guild_id(s_bl);
  2934. int t_guild = status_get_guild_id(t_bl);
  2935. if (
  2936. !(map[m].flag.pvp && map[m].flag.pvp_noguild) &&
  2937. s_guild && t_guild && (s_guild == t_guild || guild_idisallied(s_guild, t_guild))
  2938. )
  2939. state |= BCT_GUILD;
  2940. else
  2941. state |= BCT_ENEMY;
  2942. }
  2943. if (state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) &&
  2944. s_bl->type == BL_PC && t_bl->type == BL_PC)
  2945. { //Prevent novice engagement on pk_mode (feature by Valaris)
  2946. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  2947. if (
  2948. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  2949. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  2950. sd->status.base_level < battle_config.pk_min_level ||
  2951. sd2->status.base_level < battle_config.pk_min_level ||
  2952. (battle_config.pk_level_range && (
  2953. sd->status.base_level > sd2->status.base_level ?
  2954. sd->status.base_level - sd2->status.base_level :
  2955. sd2->status.base_level - sd->status.base_level )
  2956. > battle_config.pk_level_range)
  2957. )
  2958. state&=~BCT_ENEMY;
  2959. }
  2960. } else { //Non pvp/gvg, check party/guild settings.
  2961. if (flag&BCT_PARTY || state&BCT_ENEMY) {
  2962. int s_party = status_get_party_id(s_bl);
  2963. if(s_party && s_party == status_get_party_id(t_bl))
  2964. state |= BCT_PARTY;
  2965. }
  2966. if (flag&BCT_GUILD || state&BCT_ENEMY) {
  2967. int s_guild = status_get_guild_id(s_bl);
  2968. int t_guild = status_get_guild_id(t_bl);
  2969. if(s_guild && t_guild && (s_guild == t_guild || guild_idisallied(s_guild, t_guild)))
  2970. state |= BCT_GUILD;
  2971. }
  2972. }
  2973. if (!state) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  2974. state = BCT_NEUTRAL;
  2975. //Alliance state takes precedence over enemy one.
  2976. else if (state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD))
  2977. state&=~BCT_ENEMY;
  2978. return (flag&state)?1:-1;
  2979. }
  2980. /*==========================================
  2981. * ŽË’ö”»’è
  2982. *------------------------------------------
  2983. */
  2984. int battle_check_range(struct block_list *src,struct block_list *bl,int range)
  2985. {
  2986. nullpo_retr(0, src);
  2987. nullpo_retr(0, bl);
  2988. if(src->m != bl->m) // ˆá‚¤ƒ}ƒbƒv
  2989. return 0;
  2990. if (!check_distance_bl(src, bl, range))
  2991. return 0;
  2992. if(distance_bl(src, bl) < 2) //No need for path checking.
  2993. return 1;
  2994. // ?áŠQ•¨”»’è
  2995. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y);
  2996. }
  2997. /*==========================================
  2998. * Return numerical value of a switch configuration (modified by [Yor])
  2999. * on/off, english, français, deutsch, español
  3000. *------------------------------------------
  3001. */
  3002. int battle_config_switch(const char *str) {
  3003. if (strcmpi(str, "on") == 0 || strcmpi(str, "yes") == 0 || strcmpi(str, "oui") == 0 || strcmpi(str, "ja") == 0 || strcmpi(str, "si") == 0)
  3004. return 1;
  3005. if (strcmpi(str, "off") == 0 || strcmpi(str, "no") == 0 || strcmpi(str, "non") == 0 || strcmpi(str, "nein") == 0)
  3006. return 0;
  3007. return atoi(str);
  3008. }
  3009. static const struct battle_data_short {
  3010. const char *str;
  3011. unsigned short *val;
  3012. } battle_data_short[] = { //List here battle_athena options which are type unsigned short!
  3013. { "warp_point_debug", &battle_config.warp_point_debug },
  3014. { "enemy_critical_rate", &battle_config.enemy_critical_rate },
  3015. { "enemy_str", &battle_config.enemy_str },
  3016. { "enemy_perfect_flee", &battle_config.enemy_perfect_flee },
  3017. { "casting_rate", &battle_config.cast_rate },
  3018. { "delay_rate", &battle_config.delay_rate },
  3019. { "delay_dependon_dex", &battle_config.delay_dependon_dex },
  3020. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable },
  3021. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right },
  3022. { "skill_add_range", &battle_config.skill_add_range },
  3023. { "skill_out_range_consume", &battle_config.skill_out_range_consume },
  3024. { "skillrange_by_distance", &battle_config.skillrange_by_distance },
  3025. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range },
  3026. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate },
  3027. { "defunit_not_enemy", &battle_config.defnotenemy },
  3028. { "gvg_traps_target_all", &battle_config.vs_traps_bctall },
  3029. { "traps_setting", &battle_config.traps_setting },
  3030. { "clear_skills_on_death", &battle_config.clear_unit_ondeath },
  3031. { "random_monster_checklv", &battle_config.random_monster_checklv },
  3032. { "attribute_recover", &battle_config.attr_recover },
  3033. { "flooritem_lifetime", &battle_config.flooritem_lifetime },
  3034. { "item_auto_get", &battle_config.item_auto_get },
  3035. { "drop_rate0item", &battle_config.drop_rate0item },
  3036. { "pvp_exp", &battle_config.pvp_exp },
  3037. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity},
  3038. { "guild_max_castles", &battle_config.guild_max_castles },
  3039. { "emergency_call", &battle_config.emergency_call },
  3040. { "death_penalty_type", &battle_config.death_penalty_type },
  3041. { "death_penalty_base", &battle_config.death_penalty_base },
  3042. { "death_penalty_job", &battle_config.death_penalty_job },
  3043. { "restart_hp_rate", &battle_config.restart_hp_rate },
  3044. { "restart_sp_rate", &battle_config.restart_sp_rate },
  3045. { "mvp_hp_rate", &battle_config.mvp_hp_rate },
  3046. { "monster_hp_rate", &battle_config.monster_hp_rate },
  3047. { "monster_max_aspd", &battle_config.monster_max_aspd },
  3048. { "view_range_rate", &battle_config.view_range_rate },
  3049. { "chase_range_rate", &battle_config.chase_range_rate },
  3050. { "atcommand_gm_only", &battle_config.atc_gmonly },
  3051. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit },
  3052. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit},
  3053. { "gm_all_skill", &battle_config.gm_allskill },
  3054. { "gm_all_skill_add_abra", &battle_config.gm_allskill_addabra },
  3055. { "gm_all_equipment", &battle_config.gm_allequip },
  3056. { "gm_skill_unconditional", &battle_config.gm_skilluncond },
  3057. { "gm_join_chat", &battle_config.gm_join_chat },
  3058. { "gm_kick_chat", &battle_config.gm_kick_chat },
  3059. { "player_skillfree", &battle_config.skillfree },
  3060. { "player_skillup_limit", &battle_config.skillup_limit },
  3061. { "weapon_produce_rate", &battle_config.wp_rate },
  3062. { "potion_produce_rate", &battle_config.pp_rate },
  3063. { "monster_active_enable", &battle_config.monster_active_enable },
  3064. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate},
  3065. { "monster_loot_type", &battle_config.monster_loot_type },
  3066. // { "mob_skill_use", &battle_config.mob_skill_use }, //Deprecated
  3067. { "mob_skill_rate", &battle_config.mob_skill_rate },
  3068. { "mob_skill_delay", &battle_config.mob_skill_delay },
  3069. { "mob_count_rate", &battle_config.mob_count_rate },
  3070. { "mob_spawn_delay", &battle_config.mob_spawn_delay },
  3071. { "no_spawn_on_player", &battle_config.no_spawn_on_player },
  3072. { "plant_spawn_delay", &battle_config.plant_spawn_delay },
  3073. { "boss_spawn_delay", &battle_config.boss_spawn_delay },
  3074. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode },
  3075. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed },
  3076. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells },
  3077. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate },
  3078. { "damage_walk_delay_rate", &battle_config.walk_delay_rate },
  3079. { "multihit_delay", &battle_config.multihit_delay },
  3080. { "quest_skill_learn", &battle_config.quest_skill_learn },
  3081. { "quest_skill_reset", &battle_config.quest_skill_reset },
  3082. { "basic_skill_check", &battle_config.basic_skill_check },
  3083. { "guild_emperium_check", &battle_config.guild_emperium_check },
  3084. { "guild_exp_limit", &battle_config.guild_exp_limit },
  3085. { "player_invincible_time", &battle_config.pc_invincible_time },
  3086. { "pet_catch_rate", &battle_config.pet_catch_rate },
  3087. { "pet_rename", &battle_config.pet_rename },
  3088. { "pet_friendly_rate", &battle_config.pet_friendly_rate },
  3089. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate },
  3090. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease},
  3091. { "pet_str", &battle_config.pet_str },
  3092. { "pet_status_support", &battle_config.pet_status_support },
  3093. { "pet_attack_support", &battle_config.pet_attack_support },
  3094. { "pet_damage_support", &battle_config.pet_damage_support },
  3095. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly },
  3096. { "pet_support_rate", &battle_config.pet_support_rate },
  3097. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master },
  3098. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate },
  3099. { "pet_lv_rate", &battle_config.pet_lv_rate }, //Skotlex
  3100. { "pet_max_stats", &battle_config.pet_max_stats }, //Skotlex
  3101. { "pet_max_atk1", &battle_config.pet_max_atk1 }, //Skotlex
  3102. { "pet_max_atk2", &battle_config.pet_max_atk2 }, //Skotlex
  3103. { "pet_disable_in_gvg", &battle_config.pet_no_gvg }, //Skotlex
  3104. { "skill_min_damage", &battle_config.skill_min_damage },
  3105. { "finger_offensive_type", &battle_config.finger_offensive_type },
  3106. { "heal_exp", &battle_config.heal_exp },
  3107. { "max_heal_lv", &battle_config.max_heal_lv },
  3108. { "resurrection_exp", &battle_config.resurrection_exp },
  3109. { "shop_exp", &battle_config.shop_exp },
  3110. { "combo_delay_rate", &battle_config.combo_delay_rate },
  3111. { "item_check", &battle_config.item_check },
  3112. { "item_use_interval", &battle_config.item_use_interval },
  3113. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay },
  3114. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette }, //[Skotlex]
  3115. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette }, // [Valaris]
  3116. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate },
  3117. { "item_name_override_grffile", &battle_config.item_name_override_grffile},
  3118. { "item_equip_override_grffile", &battle_config.item_equip_override_grffile}, // [Celest]
  3119. { "item_slots_override_grffile", &battle_config.item_slots_override_grffile}, // [Celest]
  3120. { "indoors_override_grffile", &battle_config.indoors_override_grffile}, // [Celest]
  3121. { "skill_sp_override_grffile", &battle_config.skill_sp_override_grffile}, // [Celest]
  3122. { "cardillust_read_grffile", &battle_config.cardillust_read_grffile}, // [Celest]
  3123. { "arrow_decrement", &battle_config.arrow_decrement },
  3124. { "max_aspd", &battle_config.max_aspd },
  3125. { "max_walk_speed", &battle_config.max_walk_speed },
  3126. { "max_lv", &battle_config.max_lv },
  3127. { "aura_lv", &battle_config.aura_lv },
  3128. { "max_parameter", &battle_config.max_parameter },
  3129. { "max_baby_parameter", &battle_config.max_baby_parameter },
  3130. { "max_def", &battle_config.max_def },
  3131. { "over_def_bonus", &battle_config.over_def_bonus },
  3132. { "skill_log", &battle_config.skill_log },
  3133. { "battle_log", &battle_config.battle_log },
  3134. { "save_log", &battle_config.save_log },
  3135. { "error_log", &battle_config.error_log },
  3136. { "etc_log", &battle_config.etc_log },
  3137. { "save_clothcolor", &battle_config.save_clothcolor },
  3138. { "undead_detect_type", &battle_config.undead_detect_type },
  3139. { "auto_counter_type", &battle_config.auto_counter_type },
  3140. { "min_hitrate", &battle_config.min_hitrate },
  3141. { "max_hitrate", &battle_config.max_hitrate },
  3142. { "agi_penalty_type", &battle_config.agi_penalty_type },
  3143. { "agi_penalty_count", &battle_config.agi_penalty_count },
  3144. { "agi_penalty_num", &battle_config.agi_penalty_num },
  3145. { "agi_penalty_count_lv", &battle_config.agi_penalty_count_lv },
  3146. { "vit_penalty_type", &battle_config.vit_penalty_type },
  3147. { "vit_penalty_count", &battle_config.vit_penalty_count },
  3148. { "vit_penalty_num", &battle_config.vit_penalty_num },
  3149. { "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv },
  3150. { "weapon_defense_type", &battle_config.weapon_defense_type },
  3151. { "magic_defense_type", &battle_config.magic_defense_type },
  3152. { "skill_reiteration", &battle_config.skill_reiteration },
  3153. { "skill_nofootset", &battle_config.skill_nofootset },
  3154. { "player_cloak_check_type", &battle_config.pc_cloak_check_type },
  3155. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type },
  3156. { "sense_type", &battle_config.estimation_type },
  3157. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate },
  3158. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate },
  3159. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate },
  3160. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate },
  3161. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate },
  3162. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty },
  3163. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate },
  3164. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate },
  3165. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate },
  3166. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate },
  3167. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate },
  3168. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill},
  3169. { "attack_direction_change", &battle_config.attack_direction_change },
  3170. { "land_skill_limit", &battle_config.land_skill_limit },
  3171. { "party_skill_penalty", &battle_config.party_skill_penalty },
  3172. { "monster_class_change_full_recover", &battle_config.monster_class_change_full_recover },
  3173. { "produce_item_name_input", &battle_config.produce_item_name_input },
  3174. { "produce_potion_name_input", &battle_config.produce_potion_name_input},
  3175. { "making_arrow_name_input", &battle_config.making_arrow_name_input },
  3176. { "holywater_name_input", &battle_config.holywater_name_input },
  3177. { "cdp_name_input", &battle_config.cdp_name_input },
  3178. { "display_delay_skill_fail", &battle_config.display_delay_skill_fail },
  3179. { "display_snatcher_skill_fail", &battle_config.display_snatcher_skill_fail },
  3180. { "chat_warpportal", &battle_config.chat_warpportal },
  3181. { "mob_warpportal", &battle_config.mob_warpportal },
  3182. { "mob_npc_warp", &battle_config.mob_npc_warp },
  3183. { "dead_branch_active", &battle_config.dead_branch_active },
  3184. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party },
  3185. { "show_party_share_picker", &battle_config.party_show_share_picker },
  3186. { "party_item_share_type", &battle_config.party_share_type },
  3187. { "mob_ghostring_fix", &battle_config.mob_ghostring_fix },
  3188. { "attack_attr_none", &battle_config.attack_attr_none },
  3189. { "gx_allhit", &battle_config.gx_allhit },
  3190. { "gx_disptype", &battle_config.gx_disptype },
  3191. { "devotion_level_difference", &battle_config.devotion_level_difference },
  3192. { "player_skill_partner_check", &battle_config.player_skill_partner_check},
  3193. { "hide_GM_session", &battle_config.hide_GM_session },
  3194. { "invite_request_check", &battle_config.invite_request_check },
  3195. { "skill_removetrap_type", &battle_config.skill_removetrap_type },
  3196. { "disp_experience", &battle_config.disp_experience },
  3197. { "disp_zeny", &battle_config.disp_zeny },
  3198. { "castle_defense_rate", &battle_config.castle_defense_rate },
  3199. { "hp_rate", &battle_config.hp_rate },
  3200. { "sp_rate", &battle_config.sp_rate },
  3201. { "gm_cant_drop_min_lv", &battle_config.gm_cant_drop_min_lv },
  3202. { "gm_cant_drop_max_lv", &battle_config.gm_cant_drop_max_lv },
  3203. { "disp_hpmeter", &battle_config.disp_hpmeter },
  3204. { "bone_drop", &battle_config.bone_drop },
  3205. { "buyer_name", &battle_config.buyer_name },
  3206. { "skill_wall_check", &battle_config.skill_wall_check },
  3207. { "cell_stack_limit", &battle_config.cell_stack_limit },
  3208. // eAthena additions
  3209. { "item_logarithmic_drops", &battle_config.logarithmic_drops },
  3210. { "item_drop_common_min", &battle_config.item_drop_common_min }, // Added by TyrNemesis^
  3211. { "item_drop_common_max", &battle_config.item_drop_common_max },
  3212. { "item_drop_equip_min", &battle_config.item_drop_equip_min },
  3213. { "item_drop_equip_max", &battle_config.item_drop_equip_max },
  3214. { "item_drop_card_min", &battle_config.item_drop_card_min },
  3215. { "item_drop_card_max", &battle_config.item_drop_card_max },
  3216. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min },
  3217. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max }, // End Addition
  3218. { "item_drop_heal_min", &battle_config.item_drop_heal_min },
  3219. { "item_drop_heal_max", &battle_config.item_drop_heal_max },
  3220. { "item_drop_use_min", &battle_config.item_drop_use_min },
  3221. { "item_drop_use_max", &battle_config.item_drop_use_max },
  3222. { "item_drop_add_min", &battle_config.item_drop_adddrop_min },
  3223. { "item_drop_add_max", &battle_config.item_drop_adddrop_max },
  3224. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min },
  3225. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max },
  3226. { "prevent_logout", &battle_config.prevent_logout }, // Added by RoVeRT
  3227. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward }, // [Valaris]
  3228. { "drops_by_luk", &battle_config.drops_by_luk }, // [Valaris]
  3229. { "drops_by_luk2", &battle_config.drops_by_luk2 }, // [Skotlex]
  3230. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate },
  3231. { "equip_self_break_rate", &battle_config.equip_self_break_rate },
  3232. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate },
  3233. { "pk_mode", &battle_config.pk_mode }, // [Valaris]
  3234. { "pk_level_range", &battle_config.pk_level_range },
  3235. { "manner_system", &battle_config.manner_system }, // [Komurka]
  3236. { "pet_equip_required", &battle_config.pet_equip_required }, // [Valaris]
  3237. { "multi_level_up", &battle_config.multi_level_up }, // [Valaris]
  3238. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate }, // [Skotlex]
  3239. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty },
  3240. { "night_at_start", &battle_config.night_at_start }, // added by [Yor]
  3241. { "show_mob_hp", &battle_config.show_mob_hp }, // [Valaris]
  3242. { "ban_spoof_namer", &battle_config.ban_spoof_namer }, // added by [Yor]
  3243. { "hack_info_GM_level", &battle_config.hack_info_GM_level }, // added by [Yor]
  3244. { "any_warp_GM_min_level", &battle_config.any_warp_GM_min_level }, // added by [Yor]
  3245. { "packet_ver_flag", &battle_config.packet_ver_flag }, // added by [Yor]
  3246. { "min_hair_style", &battle_config.min_hair_style }, // added by [MouseJstr]
  3247. { "max_hair_style", &battle_config.max_hair_style }, // added by [MouseJstr]
  3248. { "min_hair_color", &battle_config.min_hair_color }, // added by [MouseJstr]
  3249. { "max_hair_color", &battle_config.max_hair_color }, // added by [MouseJstr]
  3250. { "min_cloth_color", &battle_config.min_cloth_color }, // added by [MouseJstr]
  3251. { "max_cloth_color", &battle_config.max_cloth_color }, // added by [MouseJstr]
  3252. { "pet_hair_style", &battle_config.pet_hair_style }, // added by [Skotlex]
  3253. { "castrate_dex_scale", &battle_config.castrate_dex_scale }, // added by [MouseJstr]
  3254. { "area_size", &battle_config.area_size }, // added by [MouseJstr]
  3255. { "muting_players", &battle_config.muting_players}, // added by [Apple]
  3256. { "zeny_from_mobs", &battle_config.zeny_from_mobs}, // [Valaris]
  3257. { "mobs_level_up", &battle_config.mobs_level_up}, // [Valaris]
  3258. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate}, // [Valaris]
  3259. { "pk_min_level", &battle_config.pk_min_level}, // [celest]
  3260. { "skill_steal_type", &battle_config.skill_steal_type}, // [celest]
  3261. { "skill_steal_rate", &battle_config.skill_steal_rate}, // [celest]
  3262. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries}, // [Lupus]
  3263. // { "night_darkness_level", &battle_config.night_darkness_level}, // [celest]
  3264. { "motd_type", &battle_config.motd_type}, // [celest]
  3265. { "allow_atcommand_when_mute", &battle_config.allow_atcommand_when_mute}, // [celest]
  3266. { "finding_ore_rate", &battle_config.finding_ore_rate}, // [celest]
  3267. { "exp_calc_type", &battle_config.exp_calc_type}, // [celest]
  3268. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit}, // [celest]
  3269. { "default_skill_delay", &battle_config.default_skill_delay}, // [Skotlex]
  3270. { "no_skill_delay", &battle_config.no_skill_delay}, // [Skotlex]
  3271. { "require_glory_guild", &battle_config.require_glory_guild}, // [celest]
  3272. { "idle_no_share", &battle_config.idle_no_share}, // [celest], for a feature by [MouseJstr]
  3273. { "party_even_share_bonus", &battle_config.party_even_share_bonus},
  3274. { "delay_battle_damage", &battle_config.delay_battle_damage}, // [celest]
  3275. { "hide_woe_damage", &battle_config.hide_woe_damage}, // [Skotlex]
  3276. { "display_version", &battle_config.display_version}, // [Ancyker], for a feature by...?
  3277. { "who_display_aid", &battle_config.who_display_aid}, // [Ancyker], for a feature by...?
  3278. { "display_hallucination", &battle_config.display_hallucination}, // [Skotlex]
  3279. { "use_statpoint_table", &battle_config.use_statpoint_table}, // [Skotlex]
  3280. { "ignore_items_gender", &battle_config.ignore_items_gender}, // [Lupus]
  3281. { "copyskill_restrict", &battle_config.copyskill_restrict}, // [Aru]
  3282. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs}, // [Aru]
  3283. { "debuff_on_logout", &battle_config.debuff_on_logout},
  3284. { "monster_ai", &battle_config.mob_ai},
  3285. { "dynamic_mobs", &battle_config.dynamic_mobs},
  3286. { "mob_remove_damaged", &battle_config.mob_remove_damaged},
  3287. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain}, // [Skotlex]
  3288. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain}, // [Skotlex]
  3289. { "mob_npc_event_type", &battle_config.mob_npc_event_type},
  3290. { "mob_clear_delay", &battle_config.mob_clear_delay}, // [Valaris]
  3291. { "character_size", &battle_config.character_size}, // [Lupus]
  3292. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl}, // [Lupus]
  3293. { "retaliate_to_master", &battle_config.retaliate_to_master}, // [Skotlex]
  3294. { "rare_drop_announce", &battle_config.rare_drop_announce}, // [Lupus]
  3295. { "firewall_hits_on_undead", &battle_config.firewall_hits_on_undead}, // [Skotlex]
  3296. { "title_lvl1", &battle_config.title_lvl1}, // [Lupus]
  3297. { "title_lvl2", &battle_config.title_lvl2}, // [Lupus]
  3298. { "title_lvl3", &battle_config.title_lvl3}, // [Lupus]
  3299. { "title_lvl4", &battle_config.title_lvl4}, // [Lupus]
  3300. { "title_lvl5", &battle_config.title_lvl5}, // [Lupus]
  3301. { "title_lvl6", &battle_config.title_lvl6}, // [Lupus]
  3302. { "title_lvl7", &battle_config.title_lvl7}, // [Lupus]
  3303. { "title_lvl8", &battle_config.title_lvl8}, // [Lupus]
  3304. { "duel_enable", &battle_config.duel_enable}, // [LuzZza]
  3305. { "duel_allow_pvp", &battle_config.duel_allow_pvp}, // [LuzZza]
  3306. { "duel_allow_gvg", &battle_config.duel_allow_gvg}, // [LuzZza]
  3307. { "duel_allow_teleport", &battle_config.duel_allow_teleport}, // [LuzZza]
  3308. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die}, //[LuzZza]
  3309. { "duel_time_interval", &battle_config.duel_time_interval}, // [LuzZza]
  3310. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu}, // [LuzZza]
  3311. { "allow_skill_without_day", &battle_config.allow_skill_without_day}, // [Komurka]
  3312. { "allow_es_magic_player", &battle_config.allow_es_magic_pc },
  3313. { "skill_caster_check", &battle_config.skill_caster_check },
  3314. { "status_cast_cancel", &battle_config.sc_castcancel },
  3315. { "pc_status_def_rate", &battle_config.pc_sc_def_rate },
  3316. { "mob_status_def_rate", &battle_config.mob_sc_def_rate },
  3317. { "pc_luk_status_def", &battle_config.pc_luk_sc_def },
  3318. { "mob_luk_status_def", &battle_config.mob_luk_sc_def },
  3319. { "pc_max_status_def", &battle_config.pc_max_sc_def },
  3320. { "mob_max_status_def", &battle_config.mob_max_sc_def },
  3321. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio },
  3322. { "autospell_stacking", &battle_config.autospell_stacking },
  3323. { "override_mob_names", &battle_config.override_mob_names },
  3324. { "min_chat_delay", &battle_config.min_chat_delay },
  3325. };
  3326. static const struct battle_data_int {
  3327. const char *str;
  3328. int *val;
  3329. } battle_data_int[] = { //List here battle_athena options which are type int!
  3330. { "item_first_get_time", &battle_config.item_first_get_time },
  3331. { "item_second_get_time", &battle_config.item_second_get_time },
  3332. { "item_third_get_time", &battle_config.item_third_get_time },
  3333. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time },
  3334. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time },
  3335. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time },
  3336. { "base_exp_rate", &battle_config.base_exp_rate },
  3337. { "job_exp_rate", &battle_config.job_exp_rate },
  3338. { "zeny_penalty", &battle_config.zeny_penalty },
  3339. { "mvp_exp_rate", &battle_config.mvp_exp_rate },
  3340. { "natural_healhp_interval", &battle_config.natural_healhp_interval },
  3341. { "natural_healsp_interval", &battle_config.natural_healsp_interval },
  3342. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval},
  3343. { "max_hp", &battle_config.max_hp },
  3344. { "max_sp", &battle_config.max_sp },
  3345. { "max_cart_weight", &battle_config.max_cart_weight },
  3346. { "gvg_eliminate_time", &battle_config.gvg_eliminate_time },
  3347. { "vending_max_value", &battle_config.vending_max_value },
  3348. // eAthena additions
  3349. { "item_rate_mvp", &battle_config.item_rate_mvp },
  3350. { "item_rate_common", &battle_config.item_rate_common }, // Added by RoVeRT
  3351. { "item_rate_common_boss", &battle_config.item_rate_common_boss }, // [Reddozen]
  3352. { "item_rate_equip", &battle_config.item_rate_equip },
  3353. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss }, // [Reddozen]
  3354. { "item_rate_card", &battle_config.item_rate_card }, // End Addition
  3355. { "item_rate_card_boss", &battle_config.item_rate_card_boss }, // [Reddozen]
  3356. { "item_rate_heal", &battle_config.item_rate_heal }, // Added by Valaris
  3357. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss }, // [Reddozen]
  3358. { "item_rate_use", &battle_config.item_rate_use }, // End
  3359. { "item_rate_use_boss", &battle_config.item_rate_use_boss }, // [Reddozen]
  3360. { "item_rate_adddrop", &battle_config.item_rate_adddrop }, // End
  3361. { "item_rate_treasure", &battle_config.item_rate_treasure }, // End
  3362. { "day_duration", &battle_config.day_duration }, // added by [Yor]
  3363. { "night_duration", &battle_config.night_duration }, // added by [Yor]
  3364. { "max_heal", &battle_config.max_heal },
  3365. { "mob_remove_delay", &battle_config.mob_remove_delay },
  3366. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration },
  3367. };
  3368. int battle_set_value(char *w1, char *w2) {
  3369. int i;
  3370. for(i = 0; i < sizeof(battle_data_short) / (sizeof(battle_data_short[0])); i++)
  3371. if (strcmpi(w1, battle_data_short[i].str) == 0) {
  3372. * battle_data_short[i].val = battle_config_switch(w2);
  3373. return 1;
  3374. }
  3375. for(i = 0; i < sizeof(battle_data_int) / (sizeof(battle_data_int[0])); i++)
  3376. if (strcmpi(w1, battle_data_int[i].str) == 0) {
  3377. *battle_data_int[i].val = battle_config_switch(w2);
  3378. return 1;
  3379. }
  3380. return 0;
  3381. }
  3382. int battle_get_value(char *w1) {
  3383. int i;
  3384. for(i = 0; i < sizeof(battle_data_short) / (sizeof(battle_data_short[0])); i++)
  3385. if (strcmpi(w1, battle_data_short[i].str) == 0) {
  3386. return * battle_data_short[i].val;
  3387. }
  3388. for(i = 0; i < sizeof(battle_data_int) / (sizeof(battle_data_int[0])); i++)
  3389. if (strcmpi(w1, battle_data_int[i].str) == 0) {
  3390. return *battle_data_int[i].val;
  3391. }
  3392. return 0;
  3393. }
  3394. void battle_set_defaults() {
  3395. battle_config.warp_point_debug=0;
  3396. battle_config.enemy_critical_rate=0;
  3397. battle_config.enemy_str=1;
  3398. battle_config.enemy_perfect_flee=0;
  3399. battle_config.cast_rate=100;
  3400. battle_config.delay_rate=100;
  3401. battle_config.delay_dependon_dex=0;
  3402. battle_config.sdelay_attack_enable=0;
  3403. battle_config.left_cardfix_to_right=0;
  3404. battle_config.skill_add_range=0;
  3405. battle_config.skill_out_range_consume=1;
  3406. battle_config.skillrange_by_distance=BL_MOB|BL_PET;
  3407. battle_config.use_weapon_skill_range=0;
  3408. battle_config.pc_damage_delay_rate=100;
  3409. battle_config.defnotenemy=0;
  3410. battle_config.vs_traps_bctall=BL_PC;
  3411. battle_config.traps_setting=0;
  3412. battle_config.clear_unit_ondeath=BL_ALL;
  3413. battle_config.random_monster_checklv=1;
  3414. battle_config.attr_recover=1;
  3415. battle_config.flooritem_lifetime=LIFETIME_FLOORITEM*1000;
  3416. battle_config.item_auto_get=0;
  3417. battle_config.item_first_get_time=3000;
  3418. battle_config.item_second_get_time=1000;
  3419. battle_config.item_third_get_time=1000;
  3420. battle_config.mvp_item_first_get_time=10000;
  3421. battle_config.mvp_item_second_get_time=10000;
  3422. battle_config.mvp_item_third_get_time=2000;
  3423. battle_config.drop_rate0item=0;
  3424. battle_config.base_exp_rate=100;
  3425. battle_config.job_exp_rate=100;
  3426. battle_config.pvp_exp=1;
  3427. battle_config.gtb_sc_immunity=50;
  3428. battle_config.death_penalty_type=0;
  3429. battle_config.death_penalty_base=0;
  3430. battle_config.death_penalty_job=0;
  3431. battle_config.zeny_penalty=0;
  3432. battle_config.restart_hp_rate=0;
  3433. battle_config.restart_sp_rate=0;
  3434. battle_config.mvp_exp_rate=100;
  3435. battle_config.mvp_hp_rate=100;
  3436. battle_config.monster_hp_rate=100;
  3437. battle_config.monster_max_aspd=199;
  3438. battle_config.view_range_rate=100;
  3439. battle_config.chase_range_rate=100;
  3440. battle_config.atc_gmonly=0;
  3441. battle_config.atc_spawn_quantity_limit=0;
  3442. battle_config.atc_slave_clone_limit=0;
  3443. battle_config.gm_allskill=0;
  3444. battle_config.gm_allequip=0;
  3445. battle_config.gm_skilluncond=0;
  3446. battle_config.gm_join_chat=0;
  3447. battle_config.gm_kick_chat=0;
  3448. battle_config.guild_max_castles=0;
  3449. battle_config.emergency_call=2;
  3450. battle_config.skillfree = 0;
  3451. battle_config.skillup_limit = 0;
  3452. battle_config.wp_rate=100;
  3453. battle_config.pp_rate=100;
  3454. battle_config.monster_active_enable=1;
  3455. battle_config.monster_damage_delay_rate=100;
  3456. battle_config.monster_loot_type=0;
  3457. battle_config.mob_skill_rate=100;
  3458. battle_config.mob_skill_delay=100;
  3459. battle_config.mob_count_rate=100;
  3460. battle_config.mob_spawn_delay=100;
  3461. battle_config.no_spawn_on_player=0;
  3462. battle_config.plant_spawn_delay=100;
  3463. battle_config.boss_spawn_delay=100;
  3464. battle_config.slaves_inherit_mode=1;
  3465. battle_config.slaves_inherit_speed=1;
  3466. battle_config.summons_trigger_autospells=1;
  3467. battle_config.pc_walk_delay_rate=20;
  3468. battle_config.walk_delay_rate=100;
  3469. battle_config.multihit_delay=80;
  3470. battle_config.quest_skill_learn=0;
  3471. battle_config.quest_skill_reset=1;
  3472. battle_config.basic_skill_check=1;
  3473. battle_config.guild_emperium_check=1;
  3474. battle_config.guild_exp_limit=50;
  3475. battle_config.pc_invincible_time = 5000;
  3476. battle_config.pet_catch_rate=100;
  3477. battle_config.pet_rename=0;
  3478. battle_config.pet_friendly_rate=100;
  3479. battle_config.pet_hungry_delay_rate=100;
  3480. battle_config.pet_hungry_friendly_decrease=5;
  3481. battle_config.pet_str=0;
  3482. battle_config.pet_status_support=0;
  3483. battle_config.pet_attack_support=0;
  3484. battle_config.pet_damage_support=0;
  3485. battle_config.pet_support_min_friendly=900;
  3486. battle_config.pet_support_rate=100;
  3487. battle_config.pet_attack_exp_to_master=0;
  3488. battle_config.pet_attack_exp_rate=100;
  3489. battle_config.pet_lv_rate=0; //Skotlex
  3490. battle_config.pet_max_stats=99; //Skotlex
  3491. battle_config.pet_max_atk1=750; //Skotlex
  3492. battle_config.pet_max_atk2=1000; //Skotlex
  3493. battle_config.pet_no_gvg=0; //Skotlex
  3494. battle_config.skill_min_damage=6; //Ishizu claims that magic and misc attacks always do at least div_ damage. [Skotlex]
  3495. battle_config.finger_offensive_type=0;
  3496. battle_config.heal_exp=0;
  3497. battle_config.max_heal=9999;
  3498. battle_config.max_heal_lv=11;
  3499. battle_config.resurrection_exp=0;
  3500. battle_config.shop_exp=0;
  3501. battle_config.combo_delay_rate=100;
  3502. battle_config.item_check=1;
  3503. battle_config.item_use_interval=100; //Use some very low value that won't bother players, but should cap bots.
  3504. battle_config.wedding_modifydisplay=0;
  3505. battle_config.wedding_ignorepalette=0;
  3506. battle_config.xmas_ignorepalette=0; // [Valaris]
  3507. battle_config.natural_healhp_interval=6000;
  3508. battle_config.natural_healsp_interval=8000;
  3509. battle_config.natural_heal_skill_interval=10000;
  3510. battle_config.natural_heal_weight_rate=50;
  3511. battle_config.item_name_override_grffile=1;
  3512. battle_config.item_equip_override_grffile=0; // [Celest]
  3513. battle_config.item_slots_override_grffile=0; // [Celest]
  3514. battle_config.indoors_override_grffile=0; // [Celest]
  3515. battle_config.skill_sp_override_grffile=0; // [Celest]
  3516. battle_config.cardillust_read_grffile=0; // [Celest]
  3517. battle_config.arrow_decrement=1;
  3518. battle_config.max_aspd = 199;
  3519. battle_config.max_walk_speed = 300;
  3520. battle_config.max_hp = 32500;
  3521. battle_config.max_sp = 32500;
  3522. battle_config.max_lv = 99; // [MouseJstr]
  3523. battle_config.aura_lv = 99; // [Skotlex]
  3524. battle_config.max_parameter = 99;
  3525. battle_config.max_baby_parameter = 80;
  3526. battle_config.max_cart_weight = 8000;
  3527. battle_config.max_def = 99; // [Skotlex]
  3528. battle_config.over_def_bonus = 0; // [Skotlex]
  3529. battle_config.skill_log = 0;
  3530. battle_config.battle_log = 0;
  3531. battle_config.save_log = 0;
  3532. battle_config.error_log = 1;
  3533. battle_config.etc_log = 1;
  3534. battle_config.save_clothcolor = 0;
  3535. battle_config.undead_detect_type = 0;
  3536. battle_config.auto_counter_type = BL_ALL;
  3537. battle_config.min_hitrate = 5;
  3538. battle_config.max_hitrate = 100;
  3539. battle_config.agi_penalty_type = 1;
  3540. battle_config.agi_penalty_count = 3;
  3541. battle_config.agi_penalty_num = 10;
  3542. battle_config.agi_penalty_count_lv = ATK_FLEE;
  3543. battle_config.vit_penalty_type = 1;
  3544. battle_config.vit_penalty_count = 3;
  3545. battle_config.vit_penalty_num = 5;
  3546. battle_config.vit_penalty_count_lv = ATK_DEF;
  3547. battle_config.weapon_defense_type = 0;
  3548. battle_config.magic_defense_type = 0;
  3549. battle_config.skill_reiteration = 0;
  3550. battle_config.skill_nofootset = BL_PC;
  3551. battle_config.pc_cloak_check_type = 1;
  3552. battle_config.monster_cloak_check_type = 0;
  3553. battle_config.estimation_type = 3;
  3554. battle_config.gvg_short_damage_rate = 100;
  3555. battle_config.gvg_long_damage_rate = 75;
  3556. battle_config.gvg_weapon_damage_rate = 60;
  3557. battle_config.gvg_magic_damage_rate = 50;
  3558. battle_config.gvg_misc_damage_rate = 60;
  3559. battle_config.gvg_flee_penalty = 20;
  3560. battle_config.gvg_eliminate_time = 7000;
  3561. battle_config.pk_short_damage_rate = 80;
  3562. battle_config.pk_long_damage_rate = 70;
  3563. battle_config.pk_weapon_damage_rate = 60;
  3564. battle_config.pk_magic_damage_rate = 60;
  3565. battle_config.pk_misc_damage_rate = 60;
  3566. battle_config.mob_changetarget_byskill = 0;
  3567. battle_config.attack_direction_change = BL_ALL;
  3568. battle_config.land_skill_limit = BL_ALL;
  3569. battle_config.party_skill_penalty = 1;
  3570. battle_config.monster_class_change_full_recover = 0;
  3571. battle_config.produce_item_name_input = 1;
  3572. battle_config.produce_potion_name_input = 1;
  3573. battle_config.making_arrow_name_input = 1;
  3574. battle_config.holywater_name_input = 1;
  3575. battle_config.cdp_name_input = 1;
  3576. battle_config.display_delay_skill_fail = 1;
  3577. battle_config.display_snatcher_skill_fail = 1;
  3578. battle_config.chat_warpportal = 0;
  3579. battle_config.mob_warpportal = 0;
  3580. battle_config.mob_npc_warp = 0;
  3581. battle_config.dead_branch_active = 0;
  3582. battle_config.vending_max_value = 10000000;
  3583. battle_config.show_steal_in_same_party = 0;
  3584. battle_config.party_share_type = 0;
  3585. battle_config.party_show_share_picker = 0;
  3586. battle_config.attack_attr_none = 0;
  3587. battle_config.mob_ghostring_fix = 1;
  3588. battle_config.gx_allhit = 1;
  3589. battle_config.gx_disptype = 1;
  3590. battle_config.devotion_level_difference = 10;
  3591. battle_config.player_skill_partner_check = 1;
  3592. battle_config.hide_GM_session = 0;
  3593. battle_config.invite_request_check = 1;
  3594. battle_config.skill_removetrap_type = 0;
  3595. battle_config.disp_experience = 0;
  3596. battle_config.disp_zeny = 0;
  3597. battle_config.castle_defense_rate = 100;
  3598. battle_config.hp_rate = 100;
  3599. battle_config.sp_rate = 100;
  3600. battle_config.gm_cant_drop_min_lv = 1;
  3601. battle_config.gm_cant_drop_max_lv = 0;
  3602. battle_config.disp_hpmeter = 60;
  3603. battle_config.skill_wall_check = 1;
  3604. battle_config.cell_stack_limit = 1;
  3605. battle_config.bone_drop = 0;
  3606. battle_config.buyer_name = 1;
  3607. // eAthena additions
  3608. battle_config.item_rate_mvp=100;
  3609. battle_config.item_rate_common = 100;
  3610. battle_config.item_rate_common_boss = 100; // [Reddozen]
  3611. battle_config.item_rate_equip = 100;
  3612. battle_config.item_rate_equip_boss = 100; // [Reddozen]
  3613. battle_config.item_rate_card = 100;
  3614. battle_config.item_rate_card_boss = 100; // [Reddozen]
  3615. battle_config.item_rate_heal = 100; // Added by Valaris
  3616. battle_config.item_rate_heal_boss = 100; // [Reddozen]
  3617. battle_config.item_rate_use = 100; // End
  3618. battle_config.item_rate_use_boss = 100; // [Reddozen]
  3619. battle_config.item_rate_adddrop = 100;
  3620. battle_config.item_rate_treasure = 100;
  3621. battle_config.logarithmic_drops = 0;
  3622. battle_config.item_drop_common_min=1; // Added by TyrNemesis^
  3623. battle_config.item_drop_common_max=10000;
  3624. battle_config.item_drop_equip_min=1;
  3625. battle_config.item_drop_equip_max=10000;
  3626. battle_config.item_drop_card_min=1;
  3627. battle_config.item_drop_card_max=10000;
  3628. battle_config.item_drop_mvp_min=1;
  3629. battle_config.item_drop_mvp_max=10000; // End Addition
  3630. battle_config.item_drop_heal_min=1; // Added by Valaris
  3631. battle_config.item_drop_heal_max=10000;
  3632. battle_config.item_drop_use_min=1;
  3633. battle_config.item_drop_use_max=10000; // End
  3634. battle_config.item_drop_adddrop_min=1;
  3635. battle_config.item_drop_adddrop_max=10000;
  3636. battle_config.item_drop_treasure_min=1;
  3637. battle_config.item_drop_treasure_max=10000;
  3638. battle_config.prevent_logout = 10000; // Added by RoVeRT
  3639. battle_config.drops_by_luk = 0; // [Valaris]
  3640. battle_config.drops_by_luk2 = 0;
  3641. battle_config.equip_natural_break_rate = 1;
  3642. battle_config.equip_self_break_rate = 100; // [Valaris], adapted by [Skotlex]
  3643. battle_config.equip_skill_break_rate = 100; // [Valaris], adapted by [Skotlex]
  3644. battle_config.pk_mode = 0; // [Valaris]
  3645. battle_config.pk_level_range = 0; // [Skotlex]
  3646. battle_config.manner_system = 1; // [Valaris]
  3647. battle_config.pet_equip_required = 0; // [Valaris]
  3648. battle_config.multi_level_up = 0; // [Valaris]
  3649. battle_config.max_exp_gain_rate = 0; // [Skotlex]
  3650. battle_config.backstab_bow_penalty = 0; // Akaru
  3651. battle_config.night_at_start = 0; // added by [Yor]
  3652. battle_config.day_duration = 2*60*60*1000; // added by [Yor] (2 hours)
  3653. battle_config.night_duration = 30*60*1000; // added by [Yor] (30 minutes)
  3654. battle_config.show_mob_hp = 0; // [Valaris]
  3655. battle_config.ban_spoof_namer = 5; // added by [Yor] (default: 5 minutes)
  3656. battle_config.hack_info_GM_level = 60; // added by [Yor] (default: 60, GM level)
  3657. battle_config.any_warp_GM_min_level = 20; // added by [Yor]
  3658. battle_config.packet_ver_flag = 1023; // added by [Yor]
  3659. battle_config.min_hair_style = 0;
  3660. battle_config.max_hair_style = 23;
  3661. battle_config.min_hair_color = 0;
  3662. battle_config.max_hair_color = 9;
  3663. battle_config.min_cloth_color = 0;
  3664. battle_config.max_cloth_color = 4;
  3665. battle_config.pet_hair_style = 100;
  3666. battle_config.zeny_from_mobs = 0;
  3667. battle_config.mobs_level_up = 0; // [Valaris]
  3668. battle_config.mobs_level_up_exp_rate = 1; // [Valaris]
  3669. battle_config.pk_min_level = 55;
  3670. battle_config.skill_steal_type = 1;
  3671. battle_config.skill_steal_rate = 100;
  3672. battle_config.skill_steal_max_tries = 15; //=16 tries
  3673. // battle_config.night_darkness_level = 9;
  3674. battle_config.motd_type = 0;
  3675. battle_config.allow_atcommand_when_mute = 0;
  3676. battle_config.finding_ore_rate = 100;
  3677. battle_config.castrate_dex_scale = 150;
  3678. battle_config.area_size = 14;
  3679. battle_config.exp_calc_type = 1;
  3680. battle_config.min_skill_delay_limit = 100;
  3681. battle_config.default_skill_delay = 300; //Default skill delay according to official servers.
  3682. battle_config.no_skill_delay = BL_MOB;
  3683. battle_config.require_glory_guild = 0;
  3684. battle_config.idle_no_share = 0;
  3685. battle_config.party_even_share_bonus = 0;
  3686. battle_config.delay_battle_damage = 1;
  3687. battle_config.hide_woe_damage = 0;
  3688. battle_config.display_version = 1;
  3689. battle_config.who_display_aid = 0;
  3690. battle_config.display_hallucination = 1;
  3691. battle_config.ignore_items_gender = 1;
  3692. battle_config.copyskill_restrict = 2;
  3693. battle_config.berserk_cancels_buffs = 1;
  3694. battle_config.debuff_on_logout = 1;
  3695. battle_config.use_statpoint_table = 1;
  3696. battle_config.mob_ai = 0;
  3697. battle_config.dynamic_mobs = 1; // use Dynamic Mobs [Wizputer]
  3698. battle_config.mob_remove_damaged = 1; // Dynamic Mobs - Remove mobs even if damaged [Wizputer]
  3699. battle_config.mob_remove_delay = 60000;
  3700. battle_config.show_hp_sp_drain = 0; //Display drained hp/sp from attacks
  3701. battle_config.show_hp_sp_gain = 1; //Display gained hp/sp from mob-kills
  3702. battle_config.mob_npc_event_type = 1; //Execute npc-event on player that delivered final blow.
  3703. battle_config.mob_clear_delay = 0;
  3704. battle_config.character_size = 3; //3: Peco riders Size=2, Baby Class Riders Size=1 [Lupus]
  3705. battle_config.mob_max_skilllvl = MAX_SKILL_LEVEL; //max possible level of monsters skills [Lupus]
  3706. battle_config.retaliate_to_master = 1; //Make mobs retaliate against the master rather than the mob that attacked them. [Skotlex]
  3707. battle_config.rare_drop_announce = 1; //show global announces for rare items drops (<= 0.01% chance) [Lupus]
  3708. battle_config.firewall_hits_on_undead = 1;
  3709. battle_config.title_lvl1 = 1; //Players Titles for @who, etc commands [Lupus]
  3710. battle_config.title_lvl2 = 10;
  3711. battle_config.title_lvl3 = 20;
  3712. battle_config.title_lvl4 = 40;
  3713. battle_config.title_lvl5 = 50;
  3714. battle_config.title_lvl6 = 60;
  3715. battle_config.title_lvl7 = 80;
  3716. battle_config.title_lvl8 = 99;
  3717. battle_config.duel_enable = 1;
  3718. battle_config.duel_allow_pvp = 0;
  3719. battle_config.duel_allow_pvp = 0;
  3720. battle_config.duel_allow_teleport = 0;
  3721. battle_config.duel_autoleave_when_die = 1;
  3722. battle_config.duel_time_interval = 60;
  3723. battle_config.skip_teleport_lv1_menu = 0;
  3724. battle_config.allow_skill_without_day = 0;
  3725. battle_config.allow_es_magic_pc = 0;
  3726. battle_config.skill_caster_check = 1;
  3727. battle_config.sc_castcancel = 0;
  3728. battle_config.pc_sc_def_rate = 100;
  3729. battle_config.mob_sc_def_rate = 100;
  3730. battle_config.pc_luk_sc_def = 300;
  3731. battle_config.mob_luk_sc_def = 300;
  3732. battle_config.pc_max_sc_def = 10000;
  3733. battle_config.mob_max_sc_def = 5000;
  3734. battle_config.sg_miracle_skill_ratio=1;
  3735. battle_config.sg_miracle_skill_duration=600000;
  3736. battle_config.autospell_stacking = 0;
  3737. battle_config.override_mob_names = 0;
  3738. battle_config.min_chat_delay = 0;
  3739. }
  3740. void battle_validate_conf() {
  3741. if(battle_config.flooritem_lifetime < 1000)
  3742. battle_config.flooritem_lifetime = LIFETIME_FLOORITEM*1000;
  3743. /* if(battle_config.restart_hp_rate < 0)
  3744. battle_config.restart_hp_rate = 0;
  3745. else*/ if(battle_config.restart_hp_rate > 100)
  3746. battle_config.restart_hp_rate = 100;
  3747. /* if(battle_config.restart_sp_rate < 0)
  3748. battle_config.restart_sp_rate = 0;
  3749. else*/ if(battle_config.restart_sp_rate > 100)
  3750. battle_config.restart_sp_rate = 100;
  3751. if(battle_config.natural_healhp_interval < NATURAL_HEAL_INTERVAL)
  3752. battle_config.natural_healhp_interval=NATURAL_HEAL_INTERVAL;
  3753. if(battle_config.natural_healsp_interval < NATURAL_HEAL_INTERVAL)
  3754. battle_config.natural_healsp_interval=NATURAL_HEAL_INTERVAL;
  3755. if(battle_config.natural_heal_skill_interval < NATURAL_HEAL_INTERVAL)
  3756. battle_config.natural_heal_skill_interval=NATURAL_HEAL_INTERVAL;
  3757. if(battle_config.natural_heal_weight_rate < 50)
  3758. battle_config.natural_heal_weight_rate = 50;
  3759. if(battle_config.natural_heal_weight_rate > 101)
  3760. battle_config.natural_heal_weight_rate = 101;
  3761. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
  3762. if(battle_config.monster_max_aspd < 10)
  3763. battle_config.monster_max_aspd = 10;
  3764. if(battle_config.monster_max_aspd > 1000)
  3765. battle_config.monster_max_aspd = 1000;
  3766. battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
  3767. if(battle_config.max_aspd < 10)
  3768. battle_config.max_aspd = 10;
  3769. if(battle_config.max_aspd > 1000)
  3770. battle_config.max_aspd = 1000;
  3771. if (battle_config.max_walk_speed < 100)
  3772. battle_config.max_walk_speed = 100;
  3773. battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
  3774. if (battle_config.max_walk_speed < 1)
  3775. battle_config.max_walk_speed = 1;
  3776. if(battle_config.hp_rate < 1)
  3777. battle_config.hp_rate = 1;
  3778. if(battle_config.sp_rate < 1)
  3779. battle_config.sp_rate = 1;
  3780. if(battle_config.max_hp > 1000000000)
  3781. battle_config.max_hp = 1000000000;
  3782. if(battle_config.max_hp < 100)
  3783. battle_config.max_hp = 100;
  3784. if(battle_config.max_sp > 1000000000)
  3785. battle_config.max_sp = 1000000000;
  3786. if(battle_config.max_sp < 100)
  3787. battle_config.max_sp = 100;
  3788. if(battle_config.max_parameter < 10)
  3789. battle_config.max_parameter = 10;
  3790. if(battle_config.max_parameter > 10000)
  3791. battle_config.max_parameter = 10000;
  3792. if(battle_config.max_baby_parameter < 10)
  3793. battle_config.max_baby_parameter = 10;
  3794. if(battle_config.max_baby_parameter > 10000)
  3795. battle_config.max_baby_parameter = 10000;
  3796. if(battle_config.max_cart_weight > 1000000)
  3797. battle_config.max_cart_weight = 1000000;
  3798. if(battle_config.max_cart_weight < 100)
  3799. battle_config.max_cart_weight = 100;
  3800. battle_config.max_cart_weight *= 10;
  3801. if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  3802. battle_config.max_def = 100;
  3803. if(battle_config.over_def_bonus > 1000)
  3804. battle_config.over_def_bonus = 1000;
  3805. if(battle_config.min_hitrate > battle_config.max_hitrate)
  3806. battle_config.min_hitrate = battle_config.max_hitrate;
  3807. if(battle_config.agi_penalty_count < 2)
  3808. battle_config.agi_penalty_count = 2;
  3809. if(battle_config.vit_penalty_count < 2)
  3810. battle_config.vit_penalty_count = 2;
  3811. if(battle_config.guild_exp_limit > 99)
  3812. battle_config.guild_exp_limit = 99;
  3813. /* if(battle_config.guild_exp_limit < 0)
  3814. battle_config.guild_exp_limit = 0;*/
  3815. if(battle_config.pet_support_min_friendly > 950) //Capped to 950/1000 [Skotlex]
  3816. battle_config.pet_support_min_friendly = 950;
  3817. if(battle_config.pet_hungry_delay_rate < 10)
  3818. battle_config.pet_hungry_delay_rate=10;
  3819. if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  3820. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  3821. // if(battle_config.castle_defense_rate < 0)
  3822. // battle_config.castle_defense_rate = 0;
  3823. if(battle_config.castle_defense_rate > 100)
  3824. battle_config.castle_defense_rate = 100;
  3825. if(battle_config.item_drop_common_min < 1) // Added by TyrNemesis^
  3826. battle_config.item_drop_common_min = 1;
  3827. if(battle_config.item_drop_common_max > 10000)
  3828. battle_config.item_drop_common_max = 10000;
  3829. if(battle_config.item_drop_equip_min < 1)
  3830. battle_config.item_drop_equip_min = 1;
  3831. if(battle_config.item_drop_equip_max > 10000)
  3832. battle_config.item_drop_equip_max = 10000;
  3833. if(battle_config.item_drop_card_min < 1)
  3834. battle_config.item_drop_card_min = 1;
  3835. if(battle_config.item_drop_card_max > 10000)
  3836. battle_config.item_drop_card_max = 10000;
  3837. if(battle_config.item_drop_mvp_min < 1)
  3838. battle_config.item_drop_mvp_min = 1;
  3839. if(battle_config.item_drop_mvp_max > 10000)
  3840. battle_config.item_drop_mvp_max = 10000; // End Addition
  3841. /* if (battle_config.night_at_start < 0) // added by [Yor]
  3842. battle_config.night_at_start = 0;
  3843. else if (battle_config.night_at_start > 1) // added by [Yor]
  3844. battle_config.night_at_start = 1; */
  3845. if (battle_config.day_duration != 0 && battle_config.day_duration < 60000) // added by [Yor]
  3846. battle_config.day_duration = 60000;
  3847. if (battle_config.night_duration != 0 && battle_config.night_duration < 60000) // added by [Yor]
  3848. battle_config.night_duration = 60000;
  3849. /* if (battle_config.ban_spoof_namer < 0) // added by [Yor]
  3850. battle_config.ban_spoof_namer = 0;
  3851. else*/ if (battle_config.ban_spoof_namer > 32767)
  3852. battle_config.ban_spoof_namer = 32767;
  3853. /* if (battle_config.hack_info_GM_level < 0) // added by [Yor]
  3854. battle_config.hack_info_GM_level = 0;
  3855. else*/ if (battle_config.hack_info_GM_level > 100)
  3856. battle_config.hack_info_GM_level = 100;
  3857. /* if (battle_config.any_warp_GM_min_level < 0) // added by [Yor]
  3858. battle_config.any_warp_GM_min_level = 0;
  3859. else*/ if (battle_config.any_warp_GM_min_level > 100)
  3860. battle_config.any_warp_GM_min_level = 100;
  3861. /* //This is a hassle to keep updated each time there's a new limit to packet_ver_flag.... [Skotlex]
  3862. // at least 1 client must be accepted
  3863. if ((battle_config.packet_ver_flag & 255) == 0) // added by [Yor]
  3864. battle_config.packet_ver_flag = 255; // accept all clients
  3865. */
  3866. /* Deprecated by dynamix's new night system (using SI_NIGHT)
  3867. if (battle_config.night_darkness_level <= 0)
  3868. battle_config.night_darkness_level = 9;
  3869. else if (battle_config.night_darkness_level > 10) // Celest
  3870. battle_config.night_darkness_level = 10;
  3871. */
  3872. /* if (battle_config.motd_type < 0)
  3873. battle_config.motd_type = 0;
  3874. else if (battle_config.motd_type > 1)
  3875. battle_config.motd_type = 1;
  3876. */
  3877. // if (battle_config.finding_ore_rate < 0)
  3878. // battle_config.finding_ore_rate = 0;
  3879. if (battle_config.vending_max_value > MAX_ZENY || battle_config.vending_max_value==0)
  3880. battle_config.vending_max_value = MAX_ZENY;
  3881. if (battle_config.min_skill_delay_limit < 10)
  3882. battle_config.min_skill_delay_limit = 10; // minimum delay of 10ms
  3883. //Spawn delays [Skotlex]
  3884. /* if (battle_config.mob_spawn_delay < 0)
  3885. battle_config.mob_spawn_delay = 0;
  3886. if (battle_config.boss_spawn_delay < 0)
  3887. battle_config.boss_spawn_delay = 0;
  3888. if (battle_config.plant_spawn_delay < 0)
  3889. battle_config.plant_spawn_delay = 0;
  3890. */
  3891. if (battle_config.no_spawn_on_player > 100)
  3892. battle_config.no_spawn_on_player = 100;
  3893. if (battle_config.mob_remove_delay < 15000) //Min 15 sec
  3894. battle_config.mob_remove_delay = 15000;
  3895. if (battle_config.dynamic_mobs > 1)
  3896. battle_config.dynamic_mobs = 1; //The flag will be used in assignations
  3897. if (battle_config.mob_max_skilllvl> MAX_SKILL_LEVEL || battle_config.mob_max_skilllvl<1 )
  3898. battle_config.mob_max_skilllvl = MAX_SKILL_LEVEL;
  3899. if (battle_config.firewall_hits_on_undead < 1)
  3900. battle_config.firewall_hits_on_undead = 1;
  3901. else if (battle_config.firewall_hits_on_undead > 255) //The flag passed to battle_calc_damage is limited to 0xff
  3902. battle_config.firewall_hits_on_undead = 255;
  3903. if (battle_config.prevent_logout > 60000)
  3904. battle_config.prevent_logout = 60000;
  3905. if (battle_config.mobs_level_up_exp_rate < 1) // [Valaris]
  3906. battle_config.mobs_level_up_exp_rate = 1;
  3907. if (battle_config.pc_luk_sc_def < 1)
  3908. battle_config.pc_luk_sc_def = 1;
  3909. if (battle_config.mob_luk_sc_def < 1)
  3910. battle_config.mob_luk_sc_def = 1;
  3911. if (battle_config.sg_miracle_skill_ratio > 10000)
  3912. battle_config.sg_miracle_skill_ratio = 10000;
  3913. if (battle_config.skill_steal_max_tries > UCHAR_MAX)
  3914. battle_config.skill_steal_max_tries = UCHAR_MAX;
  3915. #ifdef CELL_NOSTACK
  3916. if (battle_config.cell_stack_limit < 1)
  3917. battle_config.cell_stack_limit = 1;
  3918. else
  3919. if (battle_config.cell_stack_limit > 255)
  3920. battle_config.cell_stack_limit = 255;
  3921. #else
  3922. if (battle_config.cell_stack_limit != 1)
  3923. ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  3924. #endif
  3925. }
  3926. /*==========================================
  3927. * ?Ý’èƒtƒ@ƒCƒ‹‚ð“Ç‚Ý?ž‚Þ
  3928. *------------------------------------------
  3929. */
  3930. int battle_config_read(const char *cfgName)
  3931. {
  3932. char line[1024], w1[1024], w2[1024];
  3933. FILE *fp;
  3934. static int count = 0;
  3935. if ((count++) == 0)
  3936. battle_set_defaults();
  3937. fp = fopen(cfgName,"r");
  3938. if (fp == NULL) {
  3939. ShowError("File not found: %s\n", cfgName);
  3940. return 1;
  3941. }
  3942. while(fgets(line,1020,fp)){
  3943. if (line[0] == '/' && line[1] == '/')
  3944. continue;
  3945. if (sscanf(line, "%[^:]:%s", w1, w2) != 2)
  3946. continue;
  3947. if (strcmpi(w1, "import") == 0)
  3948. battle_config_read(w2);
  3949. else
  3950. battle_set_value(w1, w2);
  3951. }
  3952. fclose(fp);
  3953. if (--count == 0) {
  3954. battle_validate_conf();
  3955. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  3956. }
  3957. return 0;
  3958. }
  3959. void do_init_battle(void) {
  3960. delay_damage_ers = ers_new((uint32)sizeof(struct delay_damage));
  3961. }
  3962. void do_final_battle(void) {
  3963. ers_destroy(delay_damage_ers);
  3964. }