battle.cpp 414 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "battle.hpp"
  4. #include <math.h>
  5. #include <stdlib.h>
  6. #include <common/cbasetypes.hpp>
  7. #include <common/ers.hpp>
  8. #include <common/malloc.hpp>
  9. #include <common/nullpo.hpp>
  10. #include <common/random.hpp>
  11. #include <common/showmsg.hpp>
  12. #include <common/socket.hpp>
  13. #include <common/strlib.hpp>
  14. #include <common/timer.hpp>
  15. #include <common/utils.hpp>
  16. #include "atcommand.hpp"
  17. #include "battleground.hpp"
  18. #include "chrif.hpp"
  19. #include "clif.hpp"
  20. #include "elemental.hpp"
  21. #include "guild.hpp"
  22. #include "homunculus.hpp"
  23. #include "log.hpp"
  24. #include "map.hpp"
  25. #include "mercenary.hpp"
  26. #include "mob.hpp"
  27. #include "party.hpp"
  28. #include "path.hpp"
  29. #include "pc.hpp"
  30. #include "pc_groups.hpp"
  31. #include "pet.hpp"
  32. struct Battle_Config battle_config;
  33. static struct eri *delay_damage_ers; //For battle delay damage structures.
  34. // Early declaration
  35. int battle_get_weapon_element(struct Damage *wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only);
  36. int battle_get_magic_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag);
  37. int battle_get_misc_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag);
  38. /**
  39. * Returns the current/list skill used by the bl
  40. * @param bl
  41. * @return skill_id
  42. */
  43. uint16 battle_getcurrentskill(struct block_list *bl)
  44. {
  45. struct unit_data *ud;
  46. if( bl->type == BL_SKILL ) {
  47. struct skill_unit *su = (struct skill_unit*)bl;
  48. return (su && su->group?su->group->skill_id:0);
  49. }
  50. ud = unit_bl2ud(bl);
  51. return (ud?ud->skill_id:0);
  52. }
  53. /**
  54. * Get random targeting enemy
  55. * @param bl
  56. * @param ap
  57. * @return Found target (1) or not found (0)
  58. */
  59. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  60. {
  61. struct block_list **bl_list;
  62. struct unit_data *ud;
  63. int target_id;
  64. int *c;
  65. bl_list = va_arg(ap, struct block_list **);
  66. c = va_arg(ap, int *);
  67. target_id = va_arg(ap, int);
  68. if (bl->id == target_id)
  69. return 0;
  70. if (*c >= 24)
  71. return 0;
  72. if ( !(ud = unit_bl2ud(bl)) )
  73. return 0;
  74. if (ud->target == target_id || ud->skilltarget == target_id) {
  75. bl_list[(*c)++] = bl;
  76. return 1;
  77. }
  78. return 0;
  79. }
  80. /**
  81. * Returns list of targets
  82. * @param target
  83. * @return Target list
  84. */
  85. struct block_list* battle_gettargeted(struct block_list *target)
  86. {
  87. struct block_list *bl_list[24];
  88. int c = 0;
  89. nullpo_retr(NULL, target);
  90. memset(bl_list, 0, sizeof(bl_list));
  91. map_foreachinallrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  92. if ( c == 0 )
  93. return NULL;
  94. if( c > 24 )
  95. c = 24;
  96. return bl_list[rnd()%c];
  97. }
  98. /**
  99. * Returns the ID of the current targeted character of the passed bl
  100. * @param bl
  101. * @return Target Unit ID
  102. * @author [Skotlex]
  103. */
  104. int battle_gettarget(struct block_list* bl)
  105. {
  106. switch (bl->type) {
  107. case BL_PC: return ((map_session_data*)bl)->ud.target;
  108. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  109. case BL_PET: return ((struct pet_data*)bl)->target_id;
  110. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  111. case BL_MER: return ((s_mercenary_data*)bl)->ud.target;
  112. case BL_ELEM: return ((s_elemental_data*)bl)->ud.target;
  113. }
  114. return 0;
  115. }
  116. /**
  117. * Get random enemy
  118. * @param bl
  119. * @param ap
  120. * @return Found target (1) or not found (0)
  121. */
  122. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  123. {
  124. struct block_list **bl_list;
  125. struct block_list *target;
  126. int *c;
  127. bl_list = va_arg(ap, struct block_list **);
  128. c = va_arg(ap, int *);
  129. target = va_arg(ap, struct block_list *);
  130. if (bl->id == target->id)
  131. return 0;
  132. if (*c >= 24)
  133. return 0;
  134. if (status_isdead(bl))
  135. return 0;
  136. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  137. bl_list[(*c)++] = bl;
  138. return 1;
  139. }
  140. return 0;
  141. }
  142. /**
  143. * Returns list of enemies within given range
  144. * @param target
  145. * @param type
  146. * @param range
  147. * @return Target list
  148. * @author [Skotlex]
  149. */
  150. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  151. {
  152. struct block_list *bl_list[24];
  153. int c = 0;
  154. memset(bl_list, 0, sizeof(bl_list));
  155. map_foreachinallrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  156. if ( c == 0 )
  157. return NULL;
  158. if( c > 24 )
  159. c = 24;
  160. return bl_list[rnd()%c];
  161. }
  162. /**
  163. * Get random enemy within area
  164. * @param bl
  165. * @param ap
  166. * @return Found target (1) or not found (0)
  167. */
  168. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  169. {
  170. struct block_list **bl_list, *src;
  171. int *c, ignore_id;
  172. bl_list = va_arg(ap, struct block_list **);
  173. c = va_arg(ap, int *);
  174. src = va_arg(ap, struct block_list *);
  175. ignore_id = va_arg(ap, int);
  176. if( bl->id == src->id || bl->id == ignore_id )
  177. return 0; // Ignores Caster and a possible pre-target
  178. if( *c >= 23 )
  179. return 0;
  180. if( status_isdead(bl) )
  181. return 0;
  182. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  183. bl_list[(*c)++] = bl;
  184. return 1;
  185. }
  186. return 0;
  187. }
  188. /**
  189. * Returns list of enemies within an area
  190. * @param src
  191. * @param x
  192. * @param y
  193. * @param range
  194. * @param type
  195. * @param ignore_id
  196. * @return Target list
  197. */
  198. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  199. {
  200. struct block_list *bl_list[24];
  201. int c = 0;
  202. memset(bl_list, 0, sizeof(bl_list));
  203. map_foreachinallarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  204. if( c == 0 )
  205. return NULL;
  206. if( c >= 24 )
  207. c = 23;
  208. return bl_list[rnd()%c];
  209. }
  210. /*========================================== [Playtester]
  211. * Deals damage without delay, applies additional effects and triggers monster events
  212. * This function is called from battle_delay_damage or battle_delay_damage_sub
  213. * @param src: Source of damage
  214. * @param target: Target of damage
  215. * @param damage: Damage to be dealt
  216. * @param delay: Damage delay
  217. * @param skill_lv: Level of skill used
  218. * @param skill_id: ID o skill used
  219. * @param dmg_lv: State of the attack (miss, etc.)
  220. * @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC)
  221. * @param additional_effects: Whether additional effect should be applied
  222. * @param isspdamage: If the damage is done to SP
  223. * @param tick: Current tick
  224. *------------------------------------------*/
  225. void battle_damage(struct block_list *src, struct block_list *target, int64 damage, t_tick delay, uint16 skill_lv, uint16 skill_id, enum damage_lv dmg_lv, unsigned short attack_type, bool additional_effects, t_tick tick, bool isspdamage) {
  226. map_freeblock_lock();
  227. if (isspdamage)
  228. status_fix_spdamage(src, target, damage, delay, skill_id);
  229. else
  230. status_fix_damage(src, target, damage, delay, skill_id); // We have to separate here between reflect damage and others [icescope]
  231. if (attack_type && !status_isdead(target) && additional_effects)
  232. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick);
  233. if (dmg_lv > ATK_BLOCK && attack_type)
  234. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick);
  235. // This is the last place where we have access to the actual damage type, so any monster events depending on type must be placed here
  236. if (target->type == BL_MOB) {
  237. mob_data *md = BL_CAST(BL_MOB, target);
  238. if (md != nullptr) {
  239. // Trigger monster skill condition for non-skill attacks.
  240. if (!status_isdead(target) && src != target) {
  241. if (damage > 0)
  242. mobskill_event(md, src, tick, attack_type, damage);
  243. if (skill_id > 0)
  244. mobskill_event(md, src, tick, MSC_SKILLUSED | (skill_id << 16));
  245. }
  246. // Monsters differentiate whether they have been attacked by a skill or a normal attack
  247. if (damage > 0 && (attack_type & BF_NORMAL))
  248. md->norm_attacked_id = md->attacked_id;
  249. }
  250. }
  251. map_freeblock_unlock();
  252. }
  253. /// Damage Delayed Structure
  254. struct delay_damage {
  255. int src_id;
  256. int target_id;
  257. int64 damage;
  258. t_tick delay;
  259. unsigned short distance;
  260. uint16 skill_lv;
  261. uint16 skill_id;
  262. enum damage_lv dmg_lv;
  263. unsigned short attack_type;
  264. bool additional_effects;
  265. enum bl_type src_type;
  266. bool isspdamage;
  267. };
  268. TIMER_FUNC(battle_delay_damage_sub){
  269. struct delay_damage *dat = (struct delay_damage *)data;
  270. if ( dat ) {
  271. struct block_list* src = map_id2bl(dat->src_id);
  272. struct block_list* target = map_id2bl(dat->target_id);
  273. if (target && !status_isdead(target)) {
  274. if( src && target->m == src->m &&
  275. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  276. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  277. {
  278. //Deal damage
  279. battle_damage(src, target, dat->damage, dat->delay, dat->skill_lv, dat->skill_id, dat->dmg_lv, dat->attack_type, dat->additional_effects, tick, dat->isspdamage);
  280. } else if( !src && dat->skill_id == CR_REFLECTSHIELD ) { // it was monster reflected damage, and the monster died, we pass the damage to the character as expected
  281. map_freeblock_lock();
  282. status_fix_damage(target, target, dat->damage, dat->delay, dat->skill_id);
  283. map_freeblock_unlock();
  284. }
  285. }
  286. map_session_data *sd = BL_CAST(BL_PC, src);
  287. if (sd && --sd->delayed_damage == 0 && sd->state.hold_recalc) {
  288. sd->state.hold_recalc = false;
  289. status_calc_pc(sd, SCO_FORCE);
  290. }
  291. }
  292. ers_free(delay_damage_ers, dat);
  293. return 0;
  294. }
  295. int battle_delay_damage(t_tick tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, t_tick ddelay, bool additional_effects, bool isspdamage)
  296. {
  297. struct delay_damage *dat;
  298. status_change *sc;
  299. struct block_list *d_tbl = NULL;
  300. struct block_list *e_tbl = NULL;
  301. nullpo_ret(src);
  302. nullpo_ret(target);
  303. sc = status_get_sc(target);
  304. if (sc) {
  305. if (sc->getSCE(SC_DEVOTION) && sc->getSCE(SC_DEVOTION)->val1)
  306. d_tbl = map_id2bl(sc->getSCE(SC_DEVOTION)->val1);
  307. if (sc->getSCE(SC_WATER_SCREEN_OPTION) && sc->getSCE(SC_WATER_SCREEN_OPTION)->val1)
  308. e_tbl = map_id2bl(sc->getSCE(SC_WATER_SCREEN_OPTION)->val1);
  309. }
  310. if( ((d_tbl && check_distance_bl(target, d_tbl, sc->getSCE(SC_DEVOTION)->val3)) || e_tbl) &&
  311. damage > 0 && skill_id != CR_REFLECTSHIELD
  312. #ifndef RENEWAL
  313. && skill_id != PA_PRESSURE
  314. #endif
  315. ) {
  316. map_session_data* tsd = BL_CAST( BL_PC, target );
  317. if( tsd && pc_issit( tsd ) && battle_config.devotion_standup_fix ){
  318. pc_setstand( tsd, true );
  319. skill_sit( tsd, 0 );
  320. }
  321. damage = 0;
  322. }
  323. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  324. //Deal damage
  325. battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage);
  326. return 0;
  327. }
  328. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  329. dat->src_id = src->id;
  330. dat->target_id = target->id;
  331. dat->skill_id = skill_id;
  332. dat->skill_lv = skill_lv;
  333. dat->attack_type = attack_type;
  334. dat->damage = damage;
  335. dat->dmg_lv = dmg_lv;
  336. dat->delay = ddelay;
  337. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
  338. dat->additional_effects = additional_effects;
  339. dat->src_type = src->type;
  340. dat->isspdamage = isspdamage;
  341. if (src->type != BL_PC && amotion > 1000)
  342. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  343. if( src->type == BL_PC )
  344. ((TBL_PC*)src)->delayed_damage++;
  345. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  346. return 0;
  347. }
  348. /**
  349. * Does attribute fix modifiers.
  350. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  351. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  352. * @param src
  353. * @param target
  354. * @param damage
  355. * @param atk_elem
  356. * @param def_type
  357. * @param def_lv
  358. * @param flag
  359. * @return damage
  360. */
  361. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
  362. {
  363. status_change *sc = NULL, *tsc = NULL;
  364. int ratio;
  365. if (src) sc = status_get_sc(src);
  366. if (target) tsc = status_get_sc(target);
  367. if (!CHK_ELEMENT(atk_elem))
  368. atk_elem = rnd()%ELE_ALL;
  369. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  370. ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  371. return damage;
  372. }
  373. ratio = elemental_attribute_db.getAttribute(def_lv-1, atk_elem, def_type);
  374. if (sc && sc->count) { //increase dmg by src status
  375. switch(atk_elem){
  376. case ELE_FIRE:
  377. if (sc->getSCE(SC_VOLCANO))
  378. #ifdef RENEWAL
  379. ratio += sc->getSCE(SC_VOLCANO)->val3;
  380. #else
  381. damage += (int64)((damage*sc->getSCE(SC_VOLCANO)->val3) / 100);
  382. #endif
  383. break;
  384. case ELE_WIND:
  385. if (sc->getSCE(SC_VIOLENTGALE))
  386. #ifdef RENEWAL
  387. ratio += sc->getSCE(SC_VIOLENTGALE)->val3;
  388. #else
  389. damage += (int64)((damage*sc->getSCE(SC_VIOLENTGALE)->val3) / 100);
  390. #endif
  391. break;
  392. case ELE_WATER:
  393. if (sc->getSCE(SC_DELUGE))
  394. #ifdef RENEWAL
  395. ratio += sc->getSCE(SC_DELUGE)->val3;
  396. #else
  397. damage += (int64)((damage*sc->getSCE(SC_DELUGE)->val3) / 100);
  398. #endif
  399. break;
  400. case ELE_GHOST:
  401. if (sc->getSCE(SC_TELEKINESIS_INTENSE))
  402. ratio += sc->getSCE(SC_TELEKINESIS_INTENSE)->val3;
  403. break;
  404. }
  405. }
  406. if( target && target->type == BL_SKILL ) {
  407. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  408. struct skill_unit *su = (struct skill_unit*)target;
  409. std::shared_ptr<s_skill_unit_group> sg;
  410. struct block_list *src2;
  411. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  412. (src2 = map_id2bl(sg->src_id)) == NULL || status_isdead(src2) )
  413. return 0;
  414. if( sg->unit_id != UNT_FIREWALL ) {
  415. int x,y;
  416. x = sg->val3 >> 16;
  417. y = sg->val3 & 0xffff;
  418. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  419. sg->val3 = -1;
  420. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  421. }
  422. }
  423. }
  424. if (tsc && tsc->count) { //increase dmg by target status
  425. switch(atk_elem) {
  426. case ELE_FIRE:
  427. if (tsc->getSCE(SC_SPIDERWEB)) { //Double damage
  428. #ifdef RENEWAL
  429. ratio += 100;
  430. #else
  431. damage *= 2;
  432. #endif
  433. //Remove a unit group or end whole status change
  434. status_change_end(target, SC_SPIDERWEB);
  435. }
  436. if (tsc->getSCE(SC_THORNSTRAP) && battle_getcurrentskill(src) != GN_CARTCANNON)
  437. status_change_end(target, SC_THORNSTRAP);
  438. if (tsc->getSCE(SC_CRYSTALIZE))
  439. status_change_end(target, SC_CRYSTALIZE);
  440. if (tsc->getSCE(SC_EARTH_INSIGNIA))
  441. #ifdef RENEWAL
  442. ratio += 50;
  443. #else
  444. damage += (int64)(damage * 50 / 100);
  445. #endif
  446. if( tsc->getSCE(SC_WIDEWEB) ) {
  447. #ifdef RENEWAL
  448. ratio += 100;
  449. #else
  450. damage *= 2;
  451. #endif
  452. status_change_end(target,SC_WIDEWEB);
  453. }
  454. if( tsc->getSCE(SC_BURNT) ) {
  455. #ifdef RENEWAL
  456. ratio += 400;
  457. #else
  458. damage += (int64)(damage * 400 / 100);
  459. #endif
  460. }
  461. break;
  462. case ELE_HOLY:
  463. if (tsc->getSCE(SC_ORATIO))
  464. #ifdef RENEWAL
  465. ratio += tsc->getSCE(SC_ORATIO)->val1 * 2;
  466. #else
  467. damage += (int64)(damage * (tsc->getSCE(SC_ORATIO)->val1 * 2) / 100);
  468. #endif
  469. break;
  470. case ELE_POISON:
  471. if (tsc->getSCE(SC_VENOMIMPRESS))
  472. #ifdef RENEWAL
  473. ratio += tsc->getSCE(SC_VENOMIMPRESS)->val2;
  474. #else
  475. damage += (int64)(damage * tsc->getSCE(SC_VENOMIMPRESS)->val2 / 100);
  476. #endif
  477. if (tsc->getSCE(SC_CLOUD_POISON)) {
  478. #ifdef RENEWAL
  479. ratio += 5 * tsc->getSCE(SC_CLOUD_POISON)->val1;
  480. #else
  481. damage += (int64)(damage * 5 * tsc->getSCE(SC_CLOUD_POISON)->val1 / 100);
  482. #endif
  483. }
  484. break;
  485. case ELE_WIND:
  486. if (tsc->getSCE(SC_WATER_INSIGNIA))
  487. #ifdef RENEWAL
  488. ratio += 50;
  489. #else
  490. damage += (int64)(damage * 50 / 100);
  491. #endif
  492. if (tsc->getSCE(SC_CRYSTALIZE)) {
  493. uint16 skill_id = battle_getcurrentskill(src);
  494. if (skill_get_type(skill_id)&BF_MAGIC)
  495. #ifdef RENEWAL
  496. ratio += 50;
  497. #else
  498. damage += (int64)(damage * 50 / 100);
  499. #endif
  500. }
  501. break;
  502. case ELE_WATER:
  503. if (tsc->getSCE(SC_FIRE_INSIGNIA))
  504. #ifdef RENEWAL
  505. ratio += 50;
  506. #else
  507. damage += (int64)(damage * 50 / 100);
  508. #endif
  509. break;
  510. case ELE_EARTH:
  511. if (tsc->getSCE(SC_WIND_INSIGNIA))
  512. #ifdef RENEWAL
  513. ratio += 50;
  514. #else
  515. damage += (int64)(damage * 50 / 100);
  516. #endif
  517. status_change_end(target, SC_MAGNETICFIELD); //freed if received earth dmg
  518. break;
  519. case ELE_NEUTRAL:
  520. if (tsc->getSCE(SC_ANTI_M_BLAST))
  521. #ifdef RENEWAL
  522. ratio += tsc->getSCE(SC_ANTI_M_BLAST)->val2;
  523. #else
  524. damage += (int64)(damage * tsc->getSCE(SC_ANTI_M_BLAST)->val2 / 100);
  525. #endif
  526. break;
  527. case ELE_DARK:
  528. if (tsc->getSCE(SC_SOULCURSE)) {
  529. if (status_get_class_(target) == CLASS_BOSS)
  530. #ifdef RENEWAL
  531. ratio += 20;
  532. #else
  533. damage += (int64)(damage * 20 / 100);
  534. #endif
  535. else
  536. #ifdef RENEWAL
  537. ratio += 100;
  538. #else
  539. damage *= 2;
  540. #endif
  541. }
  542. break;
  543. }
  544. if (tsc->getSCE(SC_MAGIC_POISON))
  545. #ifdef RENEWAL
  546. ratio += 50;
  547. #else
  548. damage += (int64)(damage * 50 / 100);
  549. #endif
  550. }
  551. if (battle_config.attr_recover == 0 && ratio < 0)
  552. ratio = 0;
  553. #ifdef RENEWAL
  554. //In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0
  555. damage = damage - (int64)((damage * (100 - ratio)) / 100);
  556. #else
  557. damage = (int64)((damage*ratio)/100);
  558. #endif
  559. //Damage can be negative, see battle_config.attr_recover
  560. return damage;
  561. }
  562. /**
  563. * Calculates card bonuses damage adjustments.
  564. * @param attack_type @see enum e_battle_flag
  565. * @param src Attacker
  566. * @param target Target
  567. * @param nk Skill's nk @see enum e_skill_nk [NK_IGNOREATKCARD|NK_IGNOREELEMENT|NK_IGNOREDEFCARD]
  568. * @param rh_ele Right-hand weapon element
  569. * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
  570. * @param damage Original damage
  571. * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
  572. * 3: Calculates attacker bonuses in both hands.
  573. * 2: Calculates attacker bonuses in right-hand only.
  574. * 0 or 1: Only calculates target bonuses.
  575. * @param flag Misc value of skill & damage flags
  576. * @return damage Damage diff between original damage and after calculation
  577. */
  578. int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, std::bitset<NK_MAX> nk, int rh_ele, int lh_ele, int64 damage, int left, int flag){
  579. map_session_data *sd, ///< Attacker session data if BL_PC
  580. *tsd; ///< Target session data if BL_PC
  581. int cardfix = 1000;
  582. int s_class, ///< Attacker class
  583. t_class; ///< Target class
  584. std::vector<e_race2> s_race2, /// Attacker Race2
  585. t_race2; ///< Target Race2
  586. enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
  587. struct status_data *sstatus, ///< Attacker status data
  588. *tstatus; ///< Target status data
  589. int64 original_damage;
  590. if( !damage )
  591. return 0;
  592. original_damage = damage;
  593. sd = BL_CAST(BL_PC, src);
  594. tsd = BL_CAST(BL_PC, target);
  595. t_class = status_get_class(target);
  596. s_class = status_get_class(src);
  597. sstatus = status_get_status_data(src);
  598. tstatus = status_get_status_data(target);
  599. s_race2 = status_get_race2(src);
  600. t_race2 = status_get_race2(target);
  601. s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
  602. //Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase
  603. #define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - max(0, fix))) / 1000); }
  604. switch( attack_type ) {
  605. case BF_MAGIC:
  606. // Affected by attacker ATK bonuses
  607. if( sd && !nk[NK_IGNOREATKCARD] ) {
  608. int32 race2_val = 0;
  609. for (const auto &raceit : t_race2)
  610. race2_val += sd->indexed_bonus.magic_addrace2[raceit];
  611. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addrace[tstatus->race] + sd->indexed_bonus.magic_addrace[RC_ALL] + race2_val) / 100;
  612. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  613. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addele[tstatus->def_ele] + sd->indexed_bonus.magic_addele[ELE_ALL] +
  614. sd->indexed_bonus.magic_addele_script[tstatus->def_ele] + sd->indexed_bonus.magic_addele_script[ELE_ALL]) / 100;
  615. cardfix = cardfix * (100 + sd->indexed_bonus.magic_atk_ele[rh_ele] + sd->indexed_bonus.magic_atk_ele[ELE_ALL]) / 100;
  616. }
  617. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addsize[tstatus->size] + sd->indexed_bonus.magic_addsize[SZ_ALL]) / 100;
  618. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addclass[tstatus->class_] + sd->indexed_bonus.magic_addclass[CLASS_ALL]) / 100;
  619. for (const auto &it : sd->add_mdmg) {
  620. if (it.id == t_class) {
  621. cardfix = cardfix * (100 + it.val) / 100;
  622. break;
  623. }
  624. }
  625. APPLY_CARDFIX(damage, cardfix);
  626. }
  627. // Affected by target DEF bonuses
  628. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  629. cardfix = 1000; // reset var for target
  630. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  631. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  632. for (const auto &it : tsd->subele2) {
  633. if (it.ele != ELE_ALL && it.ele != rh_ele)
  634. continue;
  635. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  636. ((it.flag)&flag)&BF_RANGEMASK &&
  637. ((it.flag)&flag)&BF_SKILLMASK))
  638. continue;
  639. ele_fix += it.rate;
  640. }
  641. if (s_defele != ELE_NONE)
  642. ele_fix += tsd->indexed_bonus.magic_subdefele[s_defele] + tsd->indexed_bonus.magic_subdefele[ELE_ALL];
  643. cardfix = cardfix * (100 - ele_fix) / 100;
  644. }
  645. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  646. cardfix = cardfix * (100 - tsd->indexed_bonus.magic_subsize[sstatus->size] - tsd->indexed_bonus.magic_subsize[SZ_ALL]) / 100;
  647. int32 race_fix = 0;
  648. for (const auto &raceit : s_race2)
  649. race_fix += tsd->indexed_bonus.subrace2[raceit];
  650. cardfix = cardfix * (100 - race_fix) / 100;
  651. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  652. for (const auto &it : tsd->subrace3) {
  653. if (it.race != RC_ALL && it.race != sstatus->race)
  654. continue;
  655. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  656. ((it.flag)&flag)&BF_RANGEMASK &&
  657. ((it.flag)&flag)&BF_SKILLMASK))
  658. continue;
  659. race_fix += it.rate;
  660. }
  661. cardfix = cardfix * (100 - race_fix) / 100;
  662. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  663. for (const auto &it : tsd->add_mdef) {
  664. if (it.id == s_class) {
  665. cardfix = cardfix * (100 - it.val) / 100;
  666. break;
  667. }
  668. }
  669. #ifndef RENEWAL
  670. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  671. if( flag&BF_SHORT )
  672. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  673. else if (!nk[NK_IGNORELONGCARD])
  674. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  675. #endif
  676. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  677. if( tsd->sc.getSCE(SC_MDEF_RATE) )
  678. cardfix = cardfix * (100 - tsd->sc.getSCE(SC_MDEF_RATE)->val1) / 100;
  679. APPLY_CARDFIX(damage, cardfix);
  680. }
  681. break;
  682. case BF_WEAPON:
  683. // Affected by attacker ATK bonuses
  684. if( sd && !nk[NK_IGNOREATKCARD] && (left&2) ) {
  685. short cardfix_ = 1000;
  686. if( sd->state.arrow_atk ) { // Ranged attack
  687. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->indexed_bonus.arrow_addrace[tstatus->race] +
  688. sd->right_weapon.addrace[RC_ALL] + sd->indexed_bonus.arrow_addrace[RC_ALL]) / 100;
  689. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  690. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->indexed_bonus.arrow_addele[tstatus->def_ele] +
  691. sd->right_weapon.addele[ELE_ALL] + sd->indexed_bonus.arrow_addele[ELE_ALL];
  692. for (const auto &it : sd->right_weapon.addele2) {
  693. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  694. continue;
  695. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  696. ((it.flag)&flag)&BF_RANGEMASK &&
  697. ((it.flag)&flag)&BF_SKILLMASK))
  698. continue;
  699. ele_fix += it.rate;
  700. }
  701. cardfix = cardfix * (100 + ele_fix) / 100;
  702. }
  703. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->indexed_bonus.arrow_addsize[tstatus->size] +
  704. sd->right_weapon.addsize[SZ_ALL] + sd->indexed_bonus.arrow_addsize[SZ_ALL]) / 100;
  705. int32 race_fix = 0;
  706. for (const auto &raceit : t_race2)
  707. race_fix += sd->right_weapon.addrace2[raceit];
  708. cardfix = cardfix * (100 + race_fix) / 100;
  709. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->indexed_bonus.arrow_addclass[tstatus->class_] +
  710. sd->right_weapon.addclass[CLASS_ALL] + sd->indexed_bonus.arrow_addclass[CLASS_ALL]) / 100;
  711. } else { // Melee attack
  712. int skill = 0;
  713. // Calculates each right & left hand weapon bonuses separatedly
  714. if( !battle_config.left_cardfix_to_right ) {
  715. // Right-handed weapon
  716. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  717. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  718. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  719. for (const auto &it : sd->right_weapon.addele2) {
  720. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  721. continue;
  722. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  723. ((it.flag)&flag)&BF_RANGEMASK &&
  724. ((it.flag)&flag)&BF_SKILLMASK))
  725. continue;
  726. ele_fix += it.rate;
  727. }
  728. cardfix = cardfix * (100 + ele_fix) / 100;
  729. }
  730. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  731. for (const auto &raceit : t_race2)
  732. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit]) / 100;
  733. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  734. if( left&1 ) { // Left-handed weapon
  735. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  736. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  737. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  738. for (const auto &it : sd->left_weapon.addele2) {
  739. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  740. continue;
  741. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  742. ((it.flag)&flag)&BF_RANGEMASK &&
  743. ((it.flag)&flag)&BF_SKILLMASK))
  744. continue;
  745. ele_fix_lh += it.rate;
  746. }
  747. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  748. }
  749. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  750. for (const auto &raceit : t_race2)
  751. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[raceit]) / 100;
  752. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  753. }
  754. }
  755. // Calculates right & left hand weapon as unity
  756. else {
  757. //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_IGNOREELEMENT?
  758. //if( !nk[&]K_IGNOREELEMENT) ) { // Affected by Element modifier bonuses
  759. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  760. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  761. for (const auto &it : sd->right_weapon.addele2) {
  762. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  763. continue;
  764. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  765. ((it.flag)&flag)&BF_RANGEMASK &&
  766. ((it.flag)&flag)&BF_SKILLMASK))
  767. continue;
  768. ele_fix += it.rate;
  769. }
  770. for (const auto &it : sd->left_weapon.addele2) {
  771. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  772. continue;
  773. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  774. ((it.flag)&flag)&BF_RANGEMASK &&
  775. ((it.flag)&flag)&BF_SKILLMASK))
  776. continue;
  777. ele_fix += it.rate;
  778. }
  779. cardfix = cardfix * (100 + ele_fix) / 100;
  780. //}
  781. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  782. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  783. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  784. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  785. for (const auto &raceit : t_race2)
  786. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit] + sd->left_weapon.addrace2[raceit]) / 100;
  787. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  788. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  789. }
  790. #ifndef RENEWAL
  791. if( sd->status.weapon == W_KATAR && (skill = pc_checkskill(sd,ASC_KATAR)) > 0 ) // Adv. Katar Mastery functions similar to a +%ATK card on official [helvetica]
  792. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  793. #endif
  794. }
  795. //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
  796. for (const auto &it : sd->right_weapon.add_dmg) {
  797. if (it.id == t_class) {
  798. cardfix = cardfix * (100 + it.val) / 100;
  799. break;
  800. }
  801. }
  802. if( left&1 ) {
  803. for (const auto &it : sd->left_weapon.add_dmg) {
  804. if (it.id == t_class) {
  805. cardfix_ = cardfix_ * (100 + it.val) / 100;
  806. break;
  807. }
  808. }
  809. }
  810. #ifndef RENEWAL
  811. if (flag & BF_SHORT)
  812. cardfix = cardfix * (100 + sd->bonus.short_attack_atk_rate) / 100;
  813. if( flag&BF_LONG )
  814. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  815. #endif
  816. if (left&1) {
  817. APPLY_CARDFIX(damage, cardfix_);
  818. } else {
  819. APPLY_CARDFIX(damage, cardfix);
  820. }
  821. }
  822. // Affected by target DEF bonuses
  823. else if( tsd && !nk[NK_IGNOREDEFCARD] && !(left&2) ) {
  824. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  825. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  826. for (const auto &it : tsd->subele2) {
  827. if (it.ele != ELE_ALL && it.ele != rh_ele)
  828. continue;
  829. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  830. ((it.flag)&flag)&BF_RANGEMASK &&
  831. ((it.flag)&flag)&BF_SKILLMASK))
  832. continue;
  833. ele_fix += it.rate;
  834. }
  835. cardfix = cardfix * (100 - ele_fix) / 100;
  836. if( left&1 && lh_ele != rh_ele ) {
  837. int ele_fix_lh = tsd->indexed_bonus.subele[lh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[lh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  838. for (const auto &it : tsd->subele2) {
  839. if (it.ele != ELE_ALL && it.ele != lh_ele)
  840. continue;
  841. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  842. ((it.flag)&flag)&BF_RANGEMASK &&
  843. ((it.flag)&flag)&BF_SKILLMASK))
  844. continue;
  845. ele_fix_lh += it.rate;
  846. }
  847. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  848. }
  849. cardfix = cardfix * (100 - tsd->indexed_bonus.subdefele[s_defele] - tsd->indexed_bonus.subdefele[ELE_ALL]) / 100;
  850. }
  851. int32 race_fix = 0;
  852. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  853. cardfix = cardfix * (100 - tsd->indexed_bonus.weapon_subsize[sstatus->size] - tsd->indexed_bonus.weapon_subsize[SZ_ALL]) / 100;
  854. for (const auto &raceit : s_race2)
  855. race_fix += tsd->indexed_bonus.subrace2[raceit];
  856. cardfix = cardfix * (100 - race_fix) / 100;
  857. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  858. for (const auto &it : tsd->subrace3) {
  859. if (it.race != RC_ALL && it.race != sstatus->race)
  860. continue;
  861. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  862. ((it.flag)&flag)&BF_RANGEMASK &&
  863. ((it.flag)&flag)&BF_SKILLMASK))
  864. continue;
  865. race_fix += it.rate;
  866. }
  867. cardfix = cardfix * (100 - race_fix) / 100;
  868. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  869. for (const auto &it : tsd->add_def) {
  870. if (it.id == s_class) {
  871. cardfix = cardfix * (100 - it.val) / 100;
  872. break;
  873. }
  874. }
  875. if( flag&BF_SHORT )
  876. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  877. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  878. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  879. if( tsd->sc.getSCE(SC_DEF_RATE) )
  880. cardfix = cardfix * (100 - tsd->sc.getSCE(SC_DEF_RATE)->val1) / 100;
  881. APPLY_CARDFIX(damage, cardfix);
  882. }
  883. break;
  884. case BF_MISC:
  885. // Affected by target DEF bonuses
  886. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  887. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  888. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  889. for (const auto &it : tsd->subele2) {
  890. if (it.ele != rh_ele)
  891. continue;
  892. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  893. ((it.flag)&flag)&BF_RANGEMASK &&
  894. ((it.flag)&flag)&BF_SKILLMASK))
  895. continue;
  896. ele_fix += it.rate;
  897. }
  898. if (s_defele != ELE_NONE)
  899. ele_fix += tsd->indexed_bonus.subdefele[s_defele] + tsd->indexed_bonus.subdefele[ELE_ALL];
  900. cardfix = cardfix * (100 - ele_fix) / 100;
  901. }
  902. int race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  903. for (const auto &it : tsd->subrace3) {
  904. if (it.race != RC_ALL && it.race != sstatus->race)
  905. continue;
  906. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  907. ((it.flag)&flag)&BF_RANGEMASK &&
  908. ((it.flag)&flag)&BF_SKILLMASK))
  909. continue;
  910. race_fix += it.rate;
  911. }
  912. cardfix = cardfix * (100 - race_fix) / 100;
  913. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  914. race_fix = 0;
  915. for (const auto &raceit : s_race2)
  916. race_fix += tsd->indexed_bonus.subrace2[raceit];
  917. cardfix = cardfix * (100 - race_fix) / 100;
  918. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  919. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  920. if( flag&BF_SHORT )
  921. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  922. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  923. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  924. APPLY_CARDFIX(damage, cardfix);
  925. }
  926. break;
  927. }
  928. #undef APPLY_CARDFIX
  929. return (int)cap_value(damage - original_damage, INT_MIN, INT_MAX);
  930. }
  931. /**
  932. * Absorb damage based on criteria
  933. * @param bl
  934. * @param d Damage
  935. **/
  936. static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
  937. int64 dmg_ori = 0, dmg_new = 0;
  938. nullpo_retv(bl);
  939. nullpo_retv(d);
  940. if (!d->damage && !d->damage2)
  941. return;
  942. switch (bl->type) {
  943. case BL_PC:
  944. {
  945. map_session_data *sd = BL_CAST(BL_PC, bl);
  946. if (!sd)
  947. return;
  948. dmg_ori = dmg_new = d->damage + d->damage2;
  949. if (sd->bonus.absorb_dmg_maxhp) {
  950. int hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
  951. if (dmg_ori > hp)
  952. dmg_new = dmg_ori - hp;
  953. }
  954. if (sd->bonus.absorb_dmg_maxhp2) {
  955. int hp = sd->bonus.absorb_dmg_maxhp2 * status_get_max_hp(bl) / 100;
  956. if (dmg_ori > hp) {
  957. dmg_new = hp;
  958. }
  959. }
  960. }
  961. break;
  962. }
  963. if (dmg_ori == dmg_new)
  964. return;
  965. if (!d->damage2)
  966. d->damage = dmg_new;
  967. else if (!d->damage)
  968. d->damage2 = dmg_new;
  969. else {
  970. d->damage = dmg_new;
  971. d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
  972. if (d->damage2 < 1)
  973. d->damage2 = 1;
  974. d->damage = d->damage - d->damage2;
  975. }
  976. }
  977. /**
  978. * Check for active statuses that block damage
  979. * @param src: Attacker
  980. * @param target: Target of attack
  981. * @param sc: Status Change data
  982. * @param d: Damage data
  983. * @param damage: Damage received as a reference
  984. * @param skill_id: Skill ID
  985. * @param skill_lv: Skill level
  986. * @return True: Damage inflicted, False: Missed
  987. **/
  988. bool battle_status_block_damage(struct block_list *src, struct block_list *target, status_change *sc, struct Damage *d, int64 &damage, uint16 skill_id, uint16 skill_lv) {
  989. if (!src || !target || !sc || !d)
  990. return true;
  991. status_change_entry *sce;
  992. int flag = d->flag;
  993. // SC Types that must be first because they may or may not block damage
  994. if ((sce = sc->getSCE(SC_KYRIE)) && damage > 0) {
  995. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  996. if (flag & BF_WEAPON || skill_id == TF_THROWSTONE) {
  997. if (sce->val2 >= 0)
  998. damage = 0;
  999. else
  1000. damage = -sce->val2;
  1001. }
  1002. if ((--sce->val3) <= 0 || (sce->val2 <= 0) || skill_id == AL_HOLYLIGHT)
  1003. status_change_end(target, SC_KYRIE);
  1004. }
  1005. int element;
  1006. if (flag & BF_WEAPON) {
  1007. struct status_data *sstatus = status_get_status_data(src);
  1008. if(sstatus->rhw.ele == ELE_NEUTRAL && sstatus->lhw.ele > sstatus->rhw.ele)
  1009. element = battle_get_weapon_element(d, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  1010. else
  1011. element = battle_get_weapon_element(d, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  1012. } else if(flag & BF_MAGIC)
  1013. element = battle_get_magic_element(src, target, skill_id, skill_lv, d->miscflag);
  1014. else
  1015. element = battle_get_misc_element(src, target, skill_id, skill_lv, d->miscflag);
  1016. switch( element ){
  1017. case ELE_NEUTRAL:
  1018. if( sc->getSCE( SC_IMMUNE_PROPERTY_NOTHING ) ){
  1019. damage = 0;
  1020. return false;
  1021. }
  1022. break;
  1023. case ELE_WATER:
  1024. if( sc->getSCE( SC_IMMUNE_PROPERTY_WATER ) ){
  1025. damage = 0;
  1026. return false;
  1027. }
  1028. break;
  1029. case ELE_EARTH:
  1030. if( sc->getSCE( SC_IMMUNE_PROPERTY_GROUND ) ){
  1031. damage = 0;
  1032. return false;
  1033. }
  1034. break;
  1035. case ELE_FIRE:
  1036. if( sc->getSCE( SC_IMMUNE_PROPERTY_FIRE ) ){
  1037. damage = 0;
  1038. return false;
  1039. }
  1040. break;
  1041. case ELE_WIND:
  1042. if( sc->getSCE( SC_IMMUNE_PROPERTY_WIND ) ){
  1043. damage = 0;
  1044. return false;
  1045. }
  1046. break;
  1047. case ELE_DARK:
  1048. if( sc->getSCE( SC_IMMUNE_PROPERTY_DARKNESS ) ){
  1049. damage = 0;
  1050. return false;
  1051. }
  1052. break;
  1053. case ELE_HOLY:
  1054. if( sc->getSCE( SC_IMMUNE_PROPERTY_SAINT ) ){
  1055. damage = 0;
  1056. return false;
  1057. }
  1058. break;
  1059. case ELE_POISON:
  1060. if( sc->getSCE( SC_IMMUNE_PROPERTY_POISON ) ){
  1061. damage = 0;
  1062. return false;
  1063. }
  1064. break;
  1065. case ELE_GHOST:
  1066. if( sc->getSCE( SC_IMMUNE_PROPERTY_TELEKINESIS ) ){
  1067. damage = 0;
  1068. return false;
  1069. }
  1070. break;
  1071. case ELE_UNDEAD:
  1072. if( sc->getSCE( SC_IMMUNE_PROPERTY_UNDEAD ) ){
  1073. damage = 0;
  1074. return false;
  1075. }
  1076. break;
  1077. }
  1078. if ((sce = sc->getSCE(SC_P_ALTER)) && damage > 0) {
  1079. clif_specialeffect(target, EF_GUARD, AREA);
  1080. sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1081. if (sce->val3 >= 0)
  1082. damage = 0;
  1083. else
  1084. damage = -sce->val3;
  1085. if (sce->val3 <= 0)
  1086. status_change_end(target, SC_P_ALTER);
  1087. }
  1088. if ((sce = sc->getSCE(SC_TUNAPARTY)) && damage > 0) {
  1089. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1090. if (sce->val2 >= 0)
  1091. damage = 0;
  1092. else
  1093. damage = -sce->val2;
  1094. if (sce->val2 <= 0)
  1095. status_change_end(target, SC_TUNAPARTY);
  1096. }
  1097. if ((sce = sc->getSCE(SC_DIMENSION1)) && damage > 0) {
  1098. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1099. if (sce->val2 <= 0)
  1100. status_change_end(target, SC_DIMENSION1);
  1101. return false;
  1102. }
  1103. if ((sce = sc->getSCE(SC_DIMENSION2)) && damage > 0) {
  1104. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1105. if (sce->val2 <= 0)
  1106. status_change_end(target, SC_DIMENSION2);
  1107. return false;
  1108. }
  1109. if ((sce = sc->getSCE(SC_GUARDIAN_S)) && damage > 0) {
  1110. clif_specialeffect(target, EF_GUARD3, AREA);// Not official but we gotta show some way the barrier is working. [Rytech]
  1111. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1112. if (flag & BF_WEAPON) {
  1113. if (sce->val2 >= 0)
  1114. damage = 0;
  1115. else
  1116. damage = -sce->val2;
  1117. }
  1118. if (sce->val2 <= 0)
  1119. status_change_end(target, SC_GUARDIAN_S);
  1120. }
  1121. // Weapon Blocking can be triggered while the above statuses are active.
  1122. if ((sce = sc->getSCE(SC_WEAPONBLOCKING)) && flag & (BF_SHORT | BF_WEAPON) && rnd() % 100 < sce->val2) {
  1123. clif_skill_nodamage(target, src, GC_WEAPONBLOCKING, sce->val1, 1);
  1124. sc_start(src, target, SC_WEAPONBLOCK_ON, 100, src->id, skill_get_time2(GC_WEAPONBLOCKING, sce->val1));
  1125. d->dmg_lv = ATK_BLOCK;
  1126. return false;
  1127. }
  1128. if (damage == 0)
  1129. return false;
  1130. // ATK_BLOCK Type
  1131. if ((sce = sc->getSCE(SC_SAFETYWALL)) && (flag&(BF_SHORT | BF_MAGIC)) == BF_SHORT) {
  1132. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  1133. if (group) {
  1134. d->dmg_lv = ATK_BLOCK;
  1135. switch (sce->val2) {
  1136. case MG_SAFETYWALL:
  1137. if (--group->val2 <= 0) {
  1138. skill_delunitgroup(group);
  1139. break;
  1140. }
  1141. #ifdef RENEWAL
  1142. if (group->val3 - damage > 0)
  1143. group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1144. else
  1145. skill_delunitgroup(group);
  1146. #endif
  1147. break;
  1148. case MH_STEINWAND:
  1149. if (--group->val2 <= 0) {
  1150. skill_delunitgroup(group);
  1151. break;
  1152. }
  1153. if (group->val3 - damage > 0)
  1154. group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1155. else
  1156. skill_delunitgroup(group);
  1157. break;
  1158. }
  1159. return false;
  1160. }
  1161. status_change_end(target, SC_SAFETYWALL);
  1162. }
  1163. if ((sc->getSCE(SC_PNEUMA) && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1164. #ifdef RENEWAL
  1165. (sc->getSCE(SC_BASILICA_CELL)
  1166. #else
  1167. (sc->getSCE(SC_BASILICA)
  1168. #endif
  1169. && !status_bl_has_mode(src, MD_STATUSIMMUNE) && skill_id != SP_SOULEXPLOSION) ||
  1170. (sc->getSCE(SC_ZEPHYR) && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL | INF_SELF_SKILL))) ||
  1171. sc->getSCE(SC__MANHOLE) ||
  1172. sc->getSCE(SC_KINGS_GRACE) ||
  1173. sc->getSCE(SC_GRAVITYCONTROL)
  1174. )
  1175. {
  1176. d->dmg_lv = ATK_BLOCK;
  1177. return false;
  1178. }
  1179. if (sc->getSCE(SC_WHITEIMPRISON)) { // Gravitation and Pressure do damage without removing the effect
  1180. if (skill_id == MG_NAPALMBEAT ||
  1181. skill_id == MG_SOULSTRIKE ||
  1182. skill_id == WL_SOULEXPANSION ||
  1183. skill_id == AG_SOUL_VC_STRIKE ||
  1184. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  1185. (skill_id == 0 && (status_get_status_data(src))->rhw.ele == ELE_GHOST))
  1186. {
  1187. if (skill_id == WL_SOULEXPANSION)
  1188. damage *= 2; // If used against a player in White Imprison, the skill deals double damage.
  1189. status_change_end(target, SC_WHITEIMPRISON); // Those skills do damage and removes effect
  1190. } else {
  1191. d->dmg_lv = ATK_BLOCK;
  1192. return false;
  1193. }
  1194. }
  1195. if ((sce = sc->getSCE(SC_MILLENNIUMSHIELD)) && sce->val2 > 0 && damage > 0) {
  1196. sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX)); // absorb damage
  1197. d->dmg_lv = ATK_BLOCK;
  1198. if (sce->val3 <= 0) { // Shield Down
  1199. sce->val2--;
  1200. if (sce->val2 > 0) {
  1201. clif_millenniumshield(target, sce->val2);
  1202. sce->val3 = 1000; // Next shield
  1203. } else
  1204. status_change_end(target, SC_MILLENNIUMSHIELD); // All shields down
  1205. status_change_start(src, target, SC_STUN, 10000, 0, 0, 0, 0, 1000, SCSTART_NOTICKDEF);
  1206. }
  1207. return false;
  1208. }
  1209. // ATK_MISS Type
  1210. if ((sce = sc->getSCE(SC_AUTOGUARD)) && flag&BF_WEAPON && rnd() % 100 < sce->val2 && !skill_get_inf2(skill_id, INF2_IGNOREAUTOGUARD)) {
  1211. status_change_entry *sce_d = sc->getSCE(SC_DEVOTION);
  1212. block_list *d_bl;
  1213. int delay;
  1214. // different delay depending on skill level [celest]
  1215. if (sce->val1 <= 5)
  1216. delay = 300;
  1217. else if (sce->val1 > 5 && sce->val1 <= 9)
  1218. delay = 200;
  1219. else
  1220. delay = 100;
  1221. map_session_data *sd = map_id2sd(target->id);
  1222. if (sd && pc_issit(sd))
  1223. pc_setstand(sd, true);
  1224. if (sce_d && (d_bl = map_id2bl(sce_d->val1)) &&
  1225. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  1226. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == target->id)) &&
  1227. check_distance_bl(target, d_bl, sce_d->val3))
  1228. { //If player is target of devotion, show guard effect on the devotion caster rather than the target
  1229. clif_skill_nodamage(d_bl, d_bl, CR_AUTOGUARD, sce->val1, 1);
  1230. unit_set_walkdelay(d_bl, gettick(), delay, 1);
  1231. d->dmg_lv = ATK_MISS;
  1232. return false;
  1233. } else {
  1234. clif_skill_nodamage(target, target, CR_AUTOGUARD, sce->val1, 1);
  1235. unit_set_walkdelay(target, gettick(), delay, 1);
  1236. #ifdef RENEWAL
  1237. if (sc->getSCE(SC_SHRINK))
  1238. sc_start(src, target, SC_STUN, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1239. #else
  1240. if (sc->getSCE(SC_SHRINK) && rnd() % 100 < 5 * sce->val1)
  1241. skill_blown(target, src, skill_get_blewcount(CR_SHRINK, 1), -1, BLOWN_NONE);
  1242. #endif
  1243. d->dmg_lv = ATK_MISS;
  1244. return false;
  1245. }
  1246. }
  1247. if (sc->getSCE(SC_NEUTRALBARRIER) && ((flag&(BF_LONG|BF_MAGIC)) == BF_LONG
  1248. #ifndef RENEWAL
  1249. || skill_id == CR_ACIDDEMONSTRATION
  1250. #endif
  1251. )) {
  1252. d->dmg_lv = ATK_MISS;
  1253. return false;
  1254. }
  1255. // ATK_DEF Type
  1256. if ((sce = sc->getSCE(SC_LIGHTNINGWALK)) && !(flag & BF_MAGIC) && flag&BF_LONG && rnd() % 100 < sce->val1) {
  1257. const int dx[8] = { 0,-1,-1,-1,0,1,1,1 };
  1258. const int dy[8] = { 1,1,0,-1,-1,-1,0,1 };
  1259. uint8 dir = map_calc_dir(target, src->x, src->y);
  1260. if (unit_movepos(target, src->x - dx[dir], src->y - dy[dir], 1, 1)) {
  1261. clif_blown(target);
  1262. unit_setdir(target, dir);
  1263. }
  1264. d->dmg_lv = ATK_DEF;
  1265. status_change_end(target, SC_LIGHTNINGWALK);
  1266. return false;
  1267. }
  1268. // Other
  1269. if ((sc->getSCE(SC_HERMODE) && flag&BF_MAGIC) ||
  1270. (sc->getSCE(SC_TATAMIGAESHI) && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1271. (sc->getSCE(SC_MEIKYOUSISUI) && rnd() % 100 < 40)) // custom value
  1272. return false;
  1273. if ((sce = sc->getSCE(SC_PARRYING)) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd() % 100 < sce->val2) {
  1274. clif_skill_nodamage(target, target, LK_PARRYING, sce->val1, 1);
  1275. if (skill_id == LK_PARRYING) {
  1276. unit_data *ud = unit_bl2ud(target);
  1277. if (ud != nullptr) // Delay the next attack
  1278. ud->attackabletime = gettick() + status_get_adelay(target);
  1279. }
  1280. return false;
  1281. }
  1282. if (sc->getSCE(SC_DODGE) && (flag&BF_LONG || sc->getSCE(SC_SPURT)) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < 20) {
  1283. map_session_data *sd = map_id2sd(target->id);
  1284. if (sd && pc_issit(sd))
  1285. pc_setstand(sd, true); //Stand it to dodge.
  1286. clif_skill_nodamage(target, target, TK_DODGE, 1, 1);
  1287. sc_start4(src, target, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  1288. return false;
  1289. }
  1290. if ((sce = sc->getSCE(SC_KAUPE)) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < sce->val2) { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  1291. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1292. //Shouldn't end until Breaker's non-weapon part connects.
  1293. #ifndef RENEWAL
  1294. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  1295. #endif
  1296. if (--sce->val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  1297. status_change_end(target, SC_KAUPE);
  1298. return false;
  1299. }
  1300. if (flag&BF_MAGIC && (sce = sc->getSCE(SC_PRESTIGE)) && rnd() % 100 < sce->val2) {
  1301. clif_specialeffect(target, EF_STORMKICK4, AREA); // Still need confirm it.
  1302. return false;
  1303. }
  1304. if (((sce = sc->getSCE(SC_UTSUSEMI)) || sc->getSCE(SC_BUNSINJYUTSU)) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNORECICADA)) {
  1305. skill_additional_effect(src, target, skill_id, skill_lv, flag, ATK_BLOCK, gettick());
  1306. if (!status_isdead(src))
  1307. skill_counter_additional_effect(src, target, skill_id, skill_lv, flag, gettick());
  1308. if (sce) {
  1309. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1310. skill_blown(src, target, sce->val3, -1, BLOWN_NONE);
  1311. }
  1312. //Both need to be consumed if they are active.
  1313. if (sce && --sce->val2 <= 0)
  1314. status_change_end(target, SC_UTSUSEMI);
  1315. if ((sce = sc->getSCE(SC_BUNSINJYUTSU)) && --sce->val2 <= 0)
  1316. status_change_end(target, SC_BUNSINJYUTSU);
  1317. return false;
  1318. }
  1319. if ((sce = sc->getSCE(SC_DAMAGE_HEAL))) {
  1320. if (damage > 0 && (flag & sce->val2)) {
  1321. int32 heal = static_cast<int32>( i64min( damage, INT32_MAX ) );
  1322. if(flag & BF_WEAPON) {
  1323. clif_specialeffect_value(target, EF_HEAL, heal, AREA);
  1324. } else {
  1325. clif_specialeffect_value(target, 1143, heal, AREA);
  1326. }
  1327. clif_specialeffect_value(target, EF_GREEN_NUMBER, heal, AREA);
  1328. status_heal(target, damage, 0, 0);
  1329. damage = 0;
  1330. return false;
  1331. }
  1332. }
  1333. return true;
  1334. }
  1335. /**
  1336. * Check damage through status.
  1337. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
  1338. * After this we apply bg/gvg reduction
  1339. * @param src
  1340. * @param bl
  1341. * @param d
  1342. * @param damage
  1343. * @param skill_id
  1344. * @param skill_lv
  1345. * @return damage
  1346. */
  1347. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  1348. {
  1349. map_session_data *sd = NULL, *tsd = BL_CAST(BL_PC, src);
  1350. struct status_change_entry *sce;
  1351. int div_ = d->div_, flag = d->flag;
  1352. nullpo_ret(bl);
  1353. if( !damage )
  1354. return 0;
  1355. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  1356. return 0;
  1357. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_id && skill_get_type(skill_id) != BF_MISC
  1358. && skill_get_casttype(skill_id) == CAST_GROUND )
  1359. return 0;
  1360. if (bl->type == BL_PC) {
  1361. sd=(map_session_data *)bl;
  1362. //Special no damage states
  1363. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  1364. damage -= damage * sd->special_state.no_weapon_damage / 100;
  1365. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  1366. damage -= damage * sd->special_state.no_magic_damage / 100;
  1367. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  1368. damage -= damage * sd->special_state.no_misc_damage / 100;
  1369. if(!damage)
  1370. return 0;
  1371. }
  1372. status_change* tsc = status_get_sc(bl); //check target status
  1373. if( tsc && tsc->getSCE(SC_INVINCIBLE) && !tsc->getSCE(SC_INVINCIBLEOFF) )
  1374. return 1;
  1375. switch (skill_id) {
  1376. #ifndef RENEWAL
  1377. case PA_PRESSURE:
  1378. case HW_GRAVITATION:
  1379. #endif
  1380. case SP_SOULEXPLOSION:
  1381. // Adjust these based on any possible PK damage rates.
  1382. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1383. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1384. return damage; //These skills bypass everything else.
  1385. }
  1386. // Nothing can reduce the damage, but Safety Wall and Millennium Shield can block it completely.
  1387. // So can defense sphere's but what the heck is that??? [Rytech]
  1388. if (skill_id == SJ_NOVAEXPLOSING && !(tsc && (tsc->getSCE(SC_SAFETYWALL) || tsc->getSCE(SC_MILLENNIUMSHIELD)))) {
  1389. // Adjust this based on any possible PK damage rates.
  1390. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1391. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1392. return damage;
  1393. }
  1394. if( tsc && tsc->count ) {
  1395. // Damage increasing effects
  1396. #ifdef RENEWAL // Flat +400% damage from melee
  1397. if (tsc->getSCE(SC_KAITE) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  1398. damage *= 4;
  1399. #endif
  1400. if (tsc->getSCE(SC_AETERNA) && skill_id != PF_SOULBURN) {
  1401. if (src->type != BL_MER || !skill_id)
  1402. damage *= 2; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  1403. #ifndef RENEWAL
  1404. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  1405. #endif
  1406. status_change_end(bl, SC_AETERNA); //Shouldn't end until Breaker's non-weapon part connects.
  1407. }
  1408. #ifdef RENEWAL
  1409. if( tsc->getSCE(SC_RAID) ) {
  1410. if (status_get_class_(bl) == CLASS_BOSS)
  1411. damage += damage * 15 / 100;
  1412. else
  1413. damage += damage * 30 / 100;
  1414. }
  1415. #endif
  1416. if( damage ) {
  1417. if( tsc->getSCE(SC_DEEPSLEEP) ) {
  1418. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  1419. status_change_end(bl,SC_DEEPSLEEP);
  1420. }
  1421. if( tsd && sd && tsc->getSCE(SC_CRYSTALIZE) && flag&BF_WEAPON ) {
  1422. switch(tsd->status.weapon) {
  1423. case W_MACE:
  1424. case W_2HMACE:
  1425. case W_1HAXE:
  1426. case W_2HAXE:
  1427. damage += damage / 2;
  1428. break;
  1429. case W_MUSICAL:
  1430. case W_WHIP:
  1431. if(!tsd->state.arrow_atk)
  1432. break;
  1433. [[fallthrough]];
  1434. case W_BOW:
  1435. case W_REVOLVER:
  1436. case W_RIFLE:
  1437. case W_GATLING:
  1438. case W_SHOTGUN:
  1439. case W_GRENADE:
  1440. case W_DAGGER:
  1441. case W_1HSWORD:
  1442. case W_2HSWORD:
  1443. damage -= damage / 2;
  1444. break;
  1445. }
  1446. }
  1447. if( tsc->getSCE(SC_VOICEOFSIREN) )
  1448. status_change_end(bl,SC_VOICEOFSIREN);
  1449. }
  1450. if (tsc->getSCE(SC_SOUNDOFDESTRUCTION))
  1451. damage *= 2;
  1452. if (tsc->getSCE(SC_DARKCROW) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
  1453. int bonus = tsc->getSCE(SC_DARKCROW)->val2;
  1454. if( tsc->getSCE(SC_BURNT) && status_get_element(src) == ELE_FIRE )
  1455. damage += damage * 666 / 100; //Custom value
  1456. if (status_get_class_(bl) == CLASS_BOSS)
  1457. bonus /= 2;
  1458. damage += damage * bonus / 100;
  1459. }
  1460. if (tsc->getSCE(SC_HOLY_OIL) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1461. damage += damage * 50 / 100;// Need official adjustment. [Rytech]
  1462. if( tsc->getSCE( SC_RUSH_QUAKE1 ) && ( flag&BF_WEAPON ) == BF_WEAPON ){
  1463. damage += damage * 50 / 100;
  1464. }
  1465. if (tsc->getSCE(SC_SHADOW_SCAR)) // !TODO: Need official adjustment for this too.
  1466. damage += damage * (3 * tsc->getSCE(SC_SHADOW_SCAR)->val1) / 100;
  1467. // Damage reductions
  1468. // Assumptio increases DEF on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  1469. #ifndef RENEWAL
  1470. if( tsc->getSCE(SC_ASSUMPTIO) ) {
  1471. if( map_flag_vs(bl->m) )
  1472. damage = (int64)damage*2/3; //Receive 66% damage
  1473. else
  1474. damage /= 2; //Receive 50% damage
  1475. }
  1476. #endif
  1477. if (tsc->getSCE(SC_DEFENDER) &&
  1478. skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE &&
  1479. #ifdef RENEWAL
  1480. ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == GN_FIRE_EXPANSION_ACID))
  1481. #else
  1482. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1483. #endif
  1484. damage -= damage * tsc->getSCE(SC_DEFENDER)->val2 / 100;
  1485. if(tsc->getSCE(SC_ADJUSTMENT) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1486. damage -= damage * 20 / 100;
  1487. if(tsc->getSCE(SC_FOGWALL) && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER && skill_id != NPC_DRAGONBREATH) {
  1488. if(flag&BF_SKILL) //25% reduction
  1489. damage -= damage * 25 / 100;
  1490. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1491. damage /= 4; //75% reduction
  1492. }
  1493. if (tsc->getSCE(SC_SPORE_EXPLOSION) && (flag & BF_LONG) == BF_LONG)
  1494. damage += damage * (status_get_class(bl) == CLASS_BOSS ? 5 : 10) / 100;
  1495. if(tsc->getSCE(SC_ARMORCHANGE)) {
  1496. //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
  1497. if(flag&BF_WEAPON)
  1498. damage -= damage * tsc->getSCE(SC_ARMORCHANGE)->val2 / 100;
  1499. else if(flag&BF_MAGIC)
  1500. damage -= damage * tsc->getSCE(SC_ARMORCHANGE)->val3 / 100;
  1501. }
  1502. if(tsc->getSCE(SC_SMOKEPOWDER)) {
  1503. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  1504. damage -= damage * 15 / 100; // 15% reduction to physical melee attacks
  1505. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  1506. damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks
  1507. }
  1508. if (tsc->getSCE(SC_WATER_BARRIER))
  1509. damage = damage * 80 / 100; // 20% reduction to all type attacks
  1510. if (tsc->getSCE(SC_SU_STOOP))
  1511. damage -= damage * 90 / 100;
  1512. // Compressed code, fixed by map.hpp [Epoque]
  1513. if (src->type == BL_MOB) {
  1514. std::vector<e_race2> race2 = status_get_race2(src);
  1515. for (const auto &raceit : race2) {
  1516. switch (raceit) {
  1517. case RC2_MANUK:
  1518. if (sce = tsc->getSCE(SC_MANU_DEF))
  1519. damage -= damage * sce->val1 / 100;
  1520. break;
  1521. case RC2_SPLENDIDE:
  1522. if (sce = tsc->getSCE(SC_SPL_DEF))
  1523. damage -= damage * sce->val1 / 100;
  1524. break;
  1525. case RC2_OGH_ATK_DEF:
  1526. if (tsc->getSCE(SC_GLASTHEIM_DEF))
  1527. return 0;
  1528. break;
  1529. case RC2_OGH_HIDDEN:
  1530. if (sce = tsc->getSCE(SC_GLASTHEIM_HIDDEN))
  1531. damage -= damage * sce->val1 / 100;
  1532. break;
  1533. case RC2_BIO5_ACOLYTE_MERCHANT:
  1534. if (sce = tsc->getSCE(SC_LHZ_DUN_N1))
  1535. damage -= damage * sce->val2 / 100;
  1536. break;
  1537. case RC2_BIO5_MAGE_ARCHER:
  1538. if (sce = tsc->getSCE(SC_LHZ_DUN_N2))
  1539. damage -= damage * sce->val2 / 100;
  1540. break;
  1541. case RC2_BIO5_SWORDMAN_THIEF:
  1542. if (sce = tsc->getSCE(SC_LHZ_DUN_N3))
  1543. damage -= damage * sce->val2 / 100;
  1544. break;
  1545. case RC2_BIO5_MVP:
  1546. if (sce = tsc->getSCE(SC_LHZ_DUN_N4))
  1547. damage -= damage * sce->val2 / 100;
  1548. break;
  1549. }
  1550. }
  1551. }
  1552. if((sce=tsc->getSCE(SC_ARMOR)) && //NPC_DEFENDER
  1553. sce->val3&flag && sce->val4&flag)
  1554. damage -= damage * tsc->getSCE(SC_ARMOR)->val2 / 100;
  1555. if( tsc->getSCE(SC_ENERGYCOAT) && (skill_id == GN_HELLS_PLANT_ATK ||
  1556. #ifdef RENEWAL
  1557. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  1558. #else
  1559. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  1560. #endif
  1561. ) )
  1562. {
  1563. struct status_data *status = status_get_status_data(bl);
  1564. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  1565. per /=20; //Uses 20% SP intervals.
  1566. //SP Cost: 1% + 0.5% per every 20% SP
  1567. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  1568. status_change_end(bl, SC_ENERGYCOAT);
  1569. damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20%
  1570. }
  1571. if(tsc->getSCE(SC_GRANITIC_ARMOR))
  1572. damage -= damage * tsc->getSCE(SC_GRANITIC_ARMOR)->val2 / 100;
  1573. if(tsc->getSCE(SC_PAIN_KILLER)) {
  1574. damage -= tsc->getSCE(SC_PAIN_KILLER)->val2;
  1575. damage = i64max(damage, 1);
  1576. }
  1577. if( (sce=tsc->getSCE(SC_MAGMA_FLOW)) && (rnd()%100 <= sce->val2) )
  1578. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  1579. if( damage > 0 && (sce = tsc->getSCE(SC_STONEHARDSKIN)) ) {
  1580. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  1581. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  1582. else if (flag&(BF_WEAPON|BF_SHORT))
  1583. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  1584. }
  1585. if (src->type == BL_PC && tsc->getSCE(SC_GVG_GOLEM)) {
  1586. if (flag&BF_WEAPON)
  1587. damage -= damage * tsc->getSCE(SC_GVG_GOLEM)->val3 / 100;
  1588. if (flag&BF_MAGIC)
  1589. damage -= damage * tsc->getSCE(SC_GVG_GOLEM)->val4 / 100;
  1590. }
  1591. #ifdef RENEWAL
  1592. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  1593. if( tsc->getSCE(SC_STEELBODY) )
  1594. damage = damage > 10 ? damage / 10 : 1;
  1595. #endif
  1596. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  1597. if( skill_id == RA_AIMEDBOLT && (tsc->getSCE(SC_BITE) || tsc->getSCE(SC_ANKLE) || tsc->getSCE(SC_ELECTRICSHOCKER)) ) {
  1598. status_change_end(bl, SC_BITE);
  1599. status_change_end(bl, SC_ANKLE);
  1600. status_change_end(bl, SC_ELECTRICSHOCKER);
  1601. }
  1602. if (!damage)
  1603. return 0;
  1604. if( sd && (sce = tsc->getSCE(SC_FORCEOFVANGUARD)) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1605. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1606. if( sd && (sce = tsc->getSCE(SC_GT_ENERGYGAIN)) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
  1607. int spheres = 5;
  1608. if( tsc->getSCE(SC_RAISINGDRAGON) )
  1609. spheres += tsc->getSCE(SC_RAISINGDRAGON)->val1;
  1610. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1611. }
  1612. if (tsc->getSCE(SC_STYLE_CHANGE) && tsc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING) {
  1613. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1614. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1615. hom_addspiritball(hd, 10);
  1616. }
  1617. if( tsc->getSCE(SC__DEADLYINFECT) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * tsc->getSCE(SC__DEADLYINFECT)->val1 )
  1618. status_change_spread(bl, src);
  1619. } //End of target SC_ check
  1620. //SC effects from caster side.
  1621. status_change* sc = status_get_sc(src);
  1622. if (sc && sc->count) {
  1623. if( sc->getSCE(SC_INVINCIBLE) && !sc->getSCE(SC_INVINCIBLEOFF) )
  1624. damage += damage * 75 / 100;
  1625. if ((sce = sc->getSCE(SC_BLOODLUST)) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3)
  1626. status_heal(src, damage * sce->val4 / 100, 0, 3);
  1627. if ((sce = sc->getSCE(SC_BLOODSUCKER)) && flag & BF_WEAPON && damage > 0 && rnd() % 100 < (2 * sce->val1 - 1))
  1628. status_heal(src, damage * sce->val1 / 100, 0, 3);
  1629. if (flag&BF_MAGIC && bl->type == BL_PC && sc->getSCE(SC_GVG_GIANT) && sc->getSCE(SC_GVG_GIANT)->val4)
  1630. damage += damage * sc->getSCE(SC_GVG_GIANT)->val4 / 100;
  1631. // [Epoque]
  1632. if (bl->type == BL_MOB) {
  1633. if ((flag&BF_WEAPON) || (flag&BF_MAGIC)) {
  1634. std::vector<e_race2> race2 = status_get_race2(bl);
  1635. for (const auto &raceit : race2) {
  1636. switch (raceit) {
  1637. case RC2_MANUK:
  1638. if (sce = sc->getSCE(SC_MANU_ATK))
  1639. damage += damage * sce->val1 / 100;
  1640. break;
  1641. case RC2_SPLENDIDE:
  1642. if (sce = sc->getSCE(SC_SPL_ATK))
  1643. damage += damage * sce->val1 / 100;
  1644. break;
  1645. case RC2_OGH_ATK_DEF:
  1646. if (sc->getSCE(SC_GLASTHEIM_ATK))
  1647. damage *= 2;
  1648. break;
  1649. case RC2_BIO5_SWORDMAN_THIEF:
  1650. if (sce = sc->getSCE(SC_LHZ_DUN_N1))
  1651. damage += damage * sce->val1 / 100;
  1652. break;
  1653. case RC2_BIO5_ACOLYTE_MERCHANT:
  1654. if (sce = sc->getSCE(SC_LHZ_DUN_N2))
  1655. damage += damage * sce->val1 / 100;
  1656. break;
  1657. case RC2_BIO5_MAGE_ARCHER:
  1658. if (sce = sc->getSCE(SC_LHZ_DUN_N3))
  1659. damage += damage * sce->val1 / 100;
  1660. break;
  1661. case RC2_BIO5_MVP:
  1662. if (sce = sc->getSCE(SC_LHZ_DUN_N4))
  1663. damage += damage * sce->val1 / 100;
  1664. break;
  1665. }
  1666. }
  1667. }
  1668. }
  1669. if (sc->getSCE(SC_POISONINGWEAPON) && flag&BF_SHORT && damage > 0) {
  1670. damage += damage * 10 / 100;
  1671. if (rnd() % 100 < sc->getSCE(SC_POISONINGWEAPON)->val3)
  1672. sc_start4(src, bl, (sc_type)sc->getSCE(SC_POISONINGWEAPON)->val2, 100, sc->getSCE(SC_POISONINGWEAPON)->val1, 0, 1, 0, (sc->getSCE(SC_POISONINGWEAPON)->val2 == SC_VENOMBLEED ? skill_get_time2(GC_POISONINGWEAPON, 1) : skill_get_time2(GC_POISONINGWEAPON, 2)));
  1673. }
  1674. if( sc->getSCE(SC__DEADLYINFECT) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->getSCE(SC__DEADLYINFECT)->val1 )
  1675. status_change_spread(src, bl);
  1676. if (sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING) {
  1677. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1678. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1679. }
  1680. if (flag & BF_WEAPON && (sce = sc->getSCE(SC_ADD_ATK_DAMAGE)))
  1681. damage += damage * sce->val1 / 100;
  1682. if (flag & BF_MAGIC && (sce = sc->getSCE(SC_ADD_MATK_DAMAGE)))
  1683. damage += damage * sce->val1 / 100;
  1684. if (sc->getSCE(SC_DANCEWITHWUG) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1685. damage += damage * sc->getSCE(SC_DANCEWITHWUG)->val1 / 100;
  1686. if (sc->getSCE(SC_UNLIMITEDHUMMINGVOICE) && flag&BF_MAGIC)
  1687. damage += damage * sc->getSCE(SC_UNLIMITEDHUMMINGVOICE)->val3 / 100;
  1688. if (tsd && (sce = sc->getSCE(SC_SOULREAPER))) {
  1689. if (rnd()%100 < sce->val2 && tsd->soulball < MAX_SOUL_BALL) {
  1690. clif_specialeffect(src, 1208, AREA);
  1691. pc_addsoulball(tsd, 5 + 3 * pc_checkskill(tsd, SP_SOULENERGY));
  1692. }
  1693. }
  1694. } //End of caster SC_ check
  1695. //PK damage rates
  1696. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1697. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1698. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1699. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1700. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1701. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1702. )
  1703. damage = div_;
  1704. }
  1705. if (sd && pc_ismadogear(sd)) {
  1706. pc_overheat(*sd, (battle_get_weapon_element(d, src, bl, skill_id, skill_lv, EQI_HAND_R, false) == ELE_FIRE ? 3 : 1));
  1707. }
  1708. // Target status (again), required for RELIEVE
  1709. sc = status_get_sc(bl);
  1710. // !TODO: Should RELIEVE needed to be down here or after some other check? Should the skill be independent of damagetaken from mob_db.yml?
  1711. if (sc && sc->count) {
  1712. if ((sce = sc->getSCE(SC_RELIEVE_ON)) && !sc->getSCE(SC_RELIEVE_OFF))
  1713. damage = i64max((damage - damage * sce->val2 / 100), 1);
  1714. }
  1715. if (bl->type == BL_MOB) { // Reduces damage received for Green Aura MVP
  1716. mob_data *md = BL_CAST(BL_MOB, bl);
  1717. if (md && md->damagetaken != 100)
  1718. damage = i64max(damage * md->damagetaken / 100, 1);
  1719. }
  1720. if (tsc && tsc->count) {
  1721. if (!battle_status_block_damage(src, bl, tsc, d, damage, skill_id, skill_lv)) // Statuses that reduce damage to 0.
  1722. return 0;
  1723. }
  1724. return damage;
  1725. }
  1726. /**
  1727. * Determines whether battleground target can be hit
  1728. * @param src: Source of attack
  1729. * @param bl: Target of attack
  1730. * @param skill_id: Skill ID used
  1731. * @param flag: Special flags
  1732. * @return Can be hit (true) or can't be hit (false)
  1733. */
  1734. bool battle_can_hit_bg_target(struct block_list *src, struct block_list *bl, uint16 skill_id, int flag)
  1735. {
  1736. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1737. struct unit_data *ud = unit_bl2ud(bl);
  1738. if (ud && ud->immune_attack)
  1739. return false;
  1740. if (md && md->bg_id) {
  1741. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) && flag&BF_SKILL) //Skill immunity.
  1742. return false;
  1743. if (src->type == BL_PC) {
  1744. map_session_data *sd = map_id2sd(src->id);
  1745. if (sd && sd->bg_id == md->bg_id)
  1746. return false;
  1747. }
  1748. }
  1749. return true;
  1750. }
  1751. /**
  1752. * Calculates BG related damage adjustments.
  1753. * @param src
  1754. * @param bl
  1755. * @param damage
  1756. * @param skill_id
  1757. * @param flag
  1758. * @return damage
  1759. * Credits:
  1760. * Original coder Skotlex
  1761. * Initial refactoring by Baalberith
  1762. * Refined and optimized by helvetica
  1763. */
  1764. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int flag)
  1765. {
  1766. if( !damage )
  1767. return 0;
  1768. if (!battle_can_hit_bg_target(src, bl, skill_id, flag))
  1769. return 0;
  1770. if(skill_get_inf2(skill_id, INF2_IGNOREBGREDUCTION))
  1771. return damage; //skill that ignore bg map reduction
  1772. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1773. if( flag&BF_WEAPON )
  1774. damage = damage * battle_config.bg_weapon_damage_rate / 100;
  1775. if( flag&BF_MAGIC )
  1776. damage = damage * battle_config.bg_magic_damage_rate / 100;
  1777. if( flag&BF_MISC )
  1778. damage = damage * battle_config.bg_misc_damage_rate / 100;
  1779. } else { //Normal attacks get reductions based on range.
  1780. if( flag&BF_SHORT )
  1781. damage = damage * battle_config.bg_short_damage_rate / 100;
  1782. if( flag&BF_LONG )
  1783. damage = damage * battle_config.bg_long_damage_rate / 100;
  1784. }
  1785. damage = i64max(damage,1); //min 1 damage
  1786. return damage;
  1787. }
  1788. /**
  1789. * Determines whether target can be hit
  1790. * @param src
  1791. * @param bl
  1792. * @param skill_id
  1793. * @param flag
  1794. * @return Can be hit (true) or can't be hit (false)
  1795. */
  1796. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1797. {
  1798. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1799. struct unit_data *ud = unit_bl2ud(bl);
  1800. int class_ = status_get_class(bl);
  1801. if (ud && ud->immune_attack)
  1802. return false;
  1803. if(md && (md->guardian_data || md->special_state.ai == AI_GUILD)) {
  1804. if ((status_bl_has_mode(bl,MD_SKILLIMMUNE) || (class_ == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM))) && flag&BF_SKILL) //Skill immunity.
  1805. return false;
  1806. if( src->type != BL_MOB || mob_is_clone( ((struct mob_data*)src)->mob_id ) ){
  1807. auto g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1808. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g->guild, GD_APPROVAL) <= 0 ))
  1809. return false;
  1810. if (g != nullptr) {
  1811. if (battle_config.guild_max_castles && guild_checkcastles(g->guild)>=battle_config.guild_max_castles)
  1812. return false; // [MouseJstr]
  1813. if (md->special_state.ai == AI_GUILD && g->guild.guild_id == md->master_id)
  1814. return false;
  1815. }
  1816. }
  1817. }
  1818. return true;
  1819. }
  1820. /**
  1821. * Calculates GVG related damage adjustments.
  1822. * @param src
  1823. * @param bl
  1824. * @param damage
  1825. * @param skill_id
  1826. * @param flag
  1827. * @return damage
  1828. */
  1829. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag)
  1830. {
  1831. if (!damage) //No reductions to make.
  1832. return 0;
  1833. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1834. return 0;
  1835. if (skill_get_inf2(skill_id, INF2_IGNOREGVGREDUCTION)) //Skills with no gvg damage reduction.
  1836. return damage;
  1837. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1838. if (flag&BF_WEAPON)
  1839. damage = damage * battle_config.gvg_weapon_damage_rate / 100;
  1840. if (flag&BF_MAGIC)
  1841. damage = damage * battle_config.gvg_magic_damage_rate / 100;
  1842. if (flag&BF_MISC)
  1843. damage = damage * battle_config.gvg_misc_damage_rate / 100;
  1844. } else { //Normal attacks get reductions based on range.
  1845. if (flag & BF_SHORT)
  1846. damage = damage * battle_config.gvg_short_damage_rate / 100;
  1847. if (flag & BF_LONG)
  1848. damage = damage * battle_config.gvg_long_damage_rate / 100;
  1849. }
  1850. damage = i64max(damage,1);
  1851. return damage;
  1852. }
  1853. /**
  1854. * Calculates PK related damage adjustments (between players only).
  1855. * @param src: Source object
  1856. * @param bl: Target object
  1857. * @param damage: Damage being done
  1858. * @param skill_id: Skill used
  1859. * @param flag: Battle flag type
  1860. * @return Modified damage
  1861. */
  1862. int64 battle_calc_pk_damage(block_list &src, block_list &bl, int64 damage, uint16 skill_id, int flag) {
  1863. if (damage == 0) // No reductions to make.
  1864. return 0;
  1865. if (battle_config.pk_mode == 0) // PK mode is disabled.
  1866. return damage;
  1867. if (src.type == BL_PC && bl.type == BL_PC) {
  1868. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1869. if (flag & BF_WEAPON)
  1870. damage = damage * battle_config.pk_weapon_damage_rate / 100;
  1871. if (flag & BF_MAGIC)
  1872. damage = damage * battle_config.pk_magic_damage_rate / 100;
  1873. if (flag & BF_MISC)
  1874. damage = damage * battle_config.pk_misc_damage_rate / 100;
  1875. } else { //Normal attacks get reductions based on range.
  1876. if (flag & BF_SHORT)
  1877. damage = damage * battle_config.pk_short_damage_rate / 100;
  1878. if (flag & BF_LONG)
  1879. damage = damage * battle_config.pk_long_damage_rate / 100;
  1880. }
  1881. }
  1882. return i64max(damage, 1);
  1883. }
  1884. /**
  1885. * HP/SP drain calculation
  1886. * @param damage Damage inflicted to the enemy
  1887. * @param rate Success chance 1000 = 100%
  1888. * @param per HP/SP drained
  1889. * @return diff
  1890. */
  1891. static int battle_calc_drain(int64 damage, int rate, int per)
  1892. {
  1893. int64 diff = 0;
  1894. if (per && (rate > 1000 || rnd()%1000 < rate)) {
  1895. diff = (damage * per) / 100;
  1896. if (diff == 0) {
  1897. if (per > 0)
  1898. diff = 1;
  1899. else
  1900. diff = -1;
  1901. }
  1902. }
  1903. return (int)cap_value(diff, INT_MIN, INT_MAX);
  1904. }
  1905. /**
  1906. * Passive skill damage increases
  1907. * @param sd
  1908. * @param target
  1909. * @param dmg
  1910. * @param type
  1911. * @return damage
  1912. */
  1913. int64 battle_addmastery(map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1914. {
  1915. int64 damage;
  1916. struct status_data *status = status_get_status_data(target);
  1917. int weapon, skill;
  1918. #ifdef RENEWAL
  1919. damage = 0;
  1920. #else
  1921. damage = dmg;
  1922. #endif
  1923. nullpo_ret(sd);
  1924. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1925. target->type == BL_MOB && //This bonus doesn't work against players.
  1926. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) )
  1927. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1928. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM || status->race == RC_PLANT || status->race == RC_FISH) )
  1929. damage += (skill * 5);
  1930. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1931. damage += (skill * 10);
  1932. damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear
  1933. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_INSECT || status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM) ) {
  1934. damage += (skill * 4);
  1935. if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_HUNTER)
  1936. damage += sd->status.str;
  1937. }
  1938. #ifdef RENEWAL
  1939. //Weapon Research bonus applies to all weapons
  1940. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1941. damage += (skill * 2);
  1942. #endif
  1943. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  1944. damage += 15 * skill + (skill > 4 ? 25 : 0);
  1945. // Kagerou/Oboro Spirit Charm bonus
  1946. if (sd->spiritcharm >= MAX_SPIRITCHARM) {
  1947. if ((sd->spiritcharm_type == CHARM_TYPE_FIRE && status->def_ele == ELE_EARTH) ||
  1948. (sd->spiritcharm_type == CHARM_TYPE_WATER && status->def_ele == ELE_FIRE) ||
  1949. (sd->spiritcharm_type == CHARM_TYPE_LAND && status->def_ele == ELE_WIND) ||
  1950. (sd->spiritcharm_type == CHARM_TYPE_WIND && status->def_ele == ELE_WATER))
  1951. damage += damage * 30 / 100;
  1952. }
  1953. if(type == 0)
  1954. weapon = sd->weapontype1;
  1955. else
  1956. weapon = sd->weapontype2;
  1957. switch(weapon) {
  1958. case W_1HSWORD:
  1959. #ifdef RENEWAL
  1960. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1961. damage += (skill * 3);
  1962. #endif
  1963. case W_DAGGER:
  1964. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  1965. damage += (skill * 4);
  1966. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  1967. damage += skill * 10;
  1968. break;
  1969. case W_2HSWORD:
  1970. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  1971. damage += (skill * 4);
  1972. break;
  1973. case W_1HSPEAR:
  1974. case W_2HSPEAR:
  1975. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  1976. if(!pc_isriding(sd) && !pc_isridingdragon(sd))
  1977. damage += (skill * 4);
  1978. else
  1979. damage += (skill * 5);
  1980. // Increase damage by level of KN_SPEARMASTERY * 10
  1981. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  1982. damage += (skill * 10);
  1983. }
  1984. break;
  1985. case W_1HAXE:
  1986. case W_2HAXE:
  1987. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1988. damage += (skill * 3);
  1989. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1990. damage += (skill * 5);
  1991. break;
  1992. case W_MACE:
  1993. case W_2HMACE:
  1994. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  1995. damage += (skill * 3);
  1996. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1997. damage += (skill * 4);
  1998. break;
  1999. case W_FIST:
  2000. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  2001. damage += (skill * 10);
  2002. [[fallthrough]];
  2003. case W_KNUCKLE:
  2004. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  2005. damage += (skill * 3);
  2006. break;
  2007. case W_MUSICAL:
  2008. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  2009. damage += (skill * 3);
  2010. break;
  2011. case W_WHIP:
  2012. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  2013. damage += (skill * 3);
  2014. break;
  2015. case W_BOOK:
  2016. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  2017. damage += (skill * 3);
  2018. break;
  2019. case W_KATAR:
  2020. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  2021. damage += (skill * 3);
  2022. break;
  2023. }
  2024. return damage;
  2025. }
  2026. /** Calculates overrefine damage bonus and weapon related bonuses (unofficial)
  2027. * @param sd Player
  2028. * @param damage Current damage
  2029. * @param lr_type EQI_HAND_L:left-hand weapon, EQI_HAND_R:right-hand weapon
  2030. */
  2031. static void battle_add_weapon_damage(map_session_data *sd, int64 *damage, int lr_type) {
  2032. if (!sd)
  2033. return;
  2034. //rodatazone says that Overrefine bonuses are part of baseatk
  2035. //Here we also apply the weapon_damage_rate bonus so it is correctly applied on left/right hands.
  2036. if (lr_type == EQI_HAND_L) {
  2037. if (sd->left_weapon.overrefine)
  2038. (*damage) = (*damage) + rnd() % sd->left_weapon.overrefine + 1;
  2039. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype2])
  2040. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype2] / 100;
  2041. }
  2042. else if (lr_type == EQI_HAND_R) {
  2043. if (sd->right_weapon.overrefine)
  2044. (*damage) = (*damage) + rnd() % sd->right_weapon.overrefine + 1;
  2045. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype1])
  2046. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype1] / 100;
  2047. }
  2048. }
  2049. #ifdef RENEWAL
  2050. static int battle_calc_sizefix(int64 damage, map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  2051. {
  2052. if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players
  2053. damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  2054. return (int)cap_value(damage, INT_MIN, INT_MAX);
  2055. }
  2056. static int battle_calc_status_attack(struct status_data *status, short hand)
  2057. {
  2058. //left-hand penalty on sATK is always 50% [Baalberith]
  2059. if (hand == EQI_HAND_L)
  2060. return status->batk;
  2061. else
  2062. return 2 * status->batk;
  2063. }
  2064. /**
  2065. * Calculates renewal Variance, OverUpgradeBonus, and SizePenaltyMultiplier of weapon damage parts for player
  2066. * @param src Block list of attacker
  2067. * @param tstatus Target's status data
  2068. * @param wa Weapon attack data
  2069. * @param sd Player
  2070. * @return Base weapon damage
  2071. */
  2072. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, map_session_data *sd, bool critical)
  2073. {
  2074. struct status_data *status = status_get_status_data(src);
  2075. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  2076. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  2077. uint16 atkmax = atkmin;
  2078. int64 damage = atkmin;
  2079. bool weapon_perfection = false;
  2080. status_change *sc = status_get_sc(src);
  2081. if (sd && sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  2082. short base_stat;
  2083. switch (sd->status.weapon) {
  2084. case W_BOW:
  2085. case W_MUSICAL:
  2086. case W_WHIP:
  2087. case W_REVOLVER:
  2088. case W_RIFLE:
  2089. case W_GATLING:
  2090. case W_SHOTGUN:
  2091. case W_GRENADE:
  2092. if (pc_checkskill(sd, SU_SOULATTACK) > 0)
  2093. base_stat = status->str;
  2094. else
  2095. base_stat = status->dex;
  2096. break;
  2097. default:
  2098. base_stat = status->str;
  2099. break;
  2100. }
  2101. float variance = 5.0f * wa->atk * wa->wlv / 100.0f;
  2102. float base_stat_bonus = wa->atk * base_stat / 200.0f;
  2103. atkmin = max(0, (int)(atkmin - variance + base_stat_bonus));
  2104. atkmax = min(UINT16_MAX, (int)(atkmax + variance + base_stat_bonus));
  2105. if ((sc && sc->getSCE(SC_MAXIMIZEPOWER)) || critical == true)
  2106. damage = atkmax;
  2107. else
  2108. damage = rnd_value(atkmin, atkmax);
  2109. }
  2110. if (sc && sc->getSCE(SC_WEAPONPERFECTION))
  2111. weapon_perfection = true;
  2112. battle_add_weapon_damage(sd, &damage, type);
  2113. damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  2114. return (int)cap_value(damage, INT_MIN, INT_MAX);
  2115. }
  2116. #endif
  2117. /*==========================================
  2118. * Calculates the standard damage of a normal attack assuming it hits,
  2119. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  2120. * This applies to pre-renewal and non-sd in renewal
  2121. *------------------------------------------
  2122. * Pass damage2 as NULL to not calc it.
  2123. * Flag values:
  2124. * &1 : Critical hit
  2125. * &2 : Arrow attack
  2126. * &4 : Skill is Magic Crasher
  2127. * &8 : Skip target size adjustment (Extremity Fist?)
  2128. * &16: Arrow attack but BOW, REVOLVER, RIFLE, SHOTGUN, GATLING or GRENADE type weapon not equipped (i.e. shuriken, kunai and venom knives not affected by DEX)
  2129. *
  2130. * Credits:
  2131. * Original coder Skotlex
  2132. * Initial refactoring by Baalberith
  2133. * Refined and optimized by helvetica
  2134. */
  2135. static int64 battle_calc_base_damage(struct block_list *src, struct status_data *status, struct weapon_atk *wa, status_change *sc, unsigned short t_size, int flag)
  2136. {
  2137. unsigned int atkmin = 0, atkmax = 0;
  2138. short type = 0;
  2139. int64 damage = 0;
  2140. map_session_data *sd = NULL;
  2141. nullpo_retr(damage, src);
  2142. sd = BL_CAST(BL_PC, src);
  2143. if (!sd) { //Mobs/Pets
  2144. #ifndef RENEWAL
  2145. if (sc != nullptr && sc->getSCE(SC_CHANGE) != nullptr)
  2146. return status->matk_max; // [Aegis] simply uses raw max matk for base damage when Mental Charge active
  2147. #endif
  2148. if(flag&4) {
  2149. atkmin = status->matk_min;
  2150. atkmax = status->matk_max;
  2151. } else {
  2152. atkmin = wa->atk;
  2153. atkmax = wa->atk2;
  2154. }
  2155. if (atkmin > atkmax)
  2156. atkmin = atkmax;
  2157. } else { //PCs
  2158. atkmax = wa->atk;
  2159. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  2160. if (!(flag&1) || (flag&2)) { //Normal attacks
  2161. atkmin = status->dex;
  2162. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]] && sd->inventory_data[sd->equip_index[type]]->type == IT_WEAPON)
  2163. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->weapon_level*20)/100;
  2164. if (atkmin > atkmax)
  2165. atkmin = atkmax;
  2166. if(flag&2 && !(flag&16)) { //Bows
  2167. atkmin = atkmin*atkmax/100;
  2168. if (atkmin > atkmax)
  2169. atkmax = atkmin;
  2170. }
  2171. }
  2172. }
  2173. if (sc && sc->getSCE(SC_MAXIMIZEPOWER))
  2174. atkmin = atkmax;
  2175. //Weapon Damage calculation
  2176. if (!(flag&1))
  2177. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  2178. else
  2179. damage = atkmax;
  2180. if (sd) {
  2181. //rodatazone says the range is 0~arrow_atk-1 for non crit
  2182. if (flag&2 && sd->bonus.arrow_atk)
  2183. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  2184. // Size fix only for players
  2185. if (!(sd->special_state.no_sizefix || (flag&8)))
  2186. damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  2187. } else if (src->type == BL_ELEM) {
  2188. status_change *ele_sc = status_get_sc(src);
  2189. int ele_class = status_get_class(src);
  2190. if (ele_sc) {
  2191. switch (ele_class) {
  2192. case ELEMENTALID_AGNI_S:
  2193. case ELEMENTALID_AGNI_M:
  2194. case ELEMENTALID_AGNI_L:
  2195. case ELEMENTALID_ARDOR:
  2196. if (ele_sc->getSCE(SC_FIRE_INSIGNIA) && ele_sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 1)
  2197. damage += damage * 20 / 100;
  2198. break;
  2199. case ELEMENTALID_AQUA_S:
  2200. case ELEMENTALID_AQUA_M:
  2201. case ELEMENTALID_AQUA_L:
  2202. case ELEMENTALID_DILUVIO:
  2203. if (ele_sc->getSCE(SC_WATER_INSIGNIA) && ele_sc->getSCE(SC_WATER_INSIGNIA)->val1 == 1)
  2204. damage += damage * 20 / 100;
  2205. break;
  2206. case ELEMENTALID_VENTUS_S:
  2207. case ELEMENTALID_VENTUS_M:
  2208. case ELEMENTALID_VENTUS_L:
  2209. case ELEMENTALID_PROCELLA:
  2210. if (ele_sc->getSCE(SC_WIND_INSIGNIA) && ele_sc->getSCE(SC_WIND_INSIGNIA)->val1 == 1)
  2211. damage += damage * 20 / 100;
  2212. break;
  2213. case ELEMENTALID_TERA_S:
  2214. case ELEMENTALID_TERA_M:
  2215. case ELEMENTALID_TERA_L:
  2216. case ELEMENTALID_TERREMOTUS:
  2217. case ELEMENTALID_SERPENS:
  2218. if (ele_sc->getSCE(SC_EARTH_INSIGNIA) && ele_sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 1)
  2219. damage += damage * 20 / 100;
  2220. break;
  2221. }
  2222. }
  2223. }
  2224. //Finally, add baseatk
  2225. if(flag&4)
  2226. damage += status->matk_min;
  2227. else
  2228. damage += status->batk;
  2229. if (sd)
  2230. battle_add_weapon_damage(sd, &damage, type);
  2231. #ifdef RENEWAL
  2232. if (flag&1)
  2233. damage = (damage * 14) / 10;
  2234. #endif
  2235. return damage;
  2236. }
  2237. /*==========================================
  2238. * Consumes ammo for the given skill.
  2239. *------------------------------------------
  2240. * Credits:
  2241. * Original coder Skotlex
  2242. * Initial refactoring by Baalberith
  2243. * Refined and optimized by helvetica
  2244. */
  2245. void battle_consume_ammo(map_session_data*sd, int skill, int lv)
  2246. {
  2247. int qty = 1;
  2248. if (!battle_config.arrow_decrement)
  2249. return;
  2250. if (skill) {
  2251. qty = skill_get_ammo_qty(skill, lv);
  2252. if (!qty) qty = 1;
  2253. }
  2254. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  2255. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  2256. sd->state.arrow_atk = 0;
  2257. }
  2258. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2259. {
  2260. // [Akinari] , [Xynvaroth]: Traps are always short range.
  2261. if (skill_get_inf2(skill_id, INF2_ISTRAP))
  2262. return BF_SHORT;
  2263. switch (skill_id) {
  2264. case AC_SHOWER:
  2265. case AM_DEMONSTRATION:
  2266. // When monsters use Arrow Shower or Bomb, it is always short range
  2267. if (src->type == BL_MOB)
  2268. return BF_SHORT;
  2269. break;
  2270. #ifdef RENEWAL
  2271. case KN_BRANDISHSPEAR:
  2272. // Renewal changes to ranged physical damage
  2273. #endif
  2274. case SR_RAMPAGEBLASTER:
  2275. case BO_ACIDIFIED_ZONE_WATER_ATK:
  2276. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  2277. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  2278. case BO_ACIDIFIED_ZONE_WIND_ATK:
  2279. return BF_LONG;
  2280. case NJ_KIRIKAGE: // Cast range mimics NJ_SHADOWJUMP but damage is considered melee
  2281. case GC_CROSSIMPACT: // Cast range is 7 cells and player jumps to target but skill is considered melee
  2282. case DK_SERVANT_W_PHANTOM: // 9 cell cast range.
  2283. case SHC_SAVAGE_IMPACT: // 7 cell cast range.
  2284. case SHC_FATAL_SHADOW_CROW: // 9 cell cast range.
  2285. case MT_RUSH_QUAKE: // 9 cell cast range.
  2286. case ABC_UNLUCKY_RUSH: // 7 cell cast range.
  2287. case MH_THE_ONE_FIGHTER_RISES: // 7 cell cast range.
  2288. //case ABC_DEFT_STAB: // 2 cell cast range???
  2289. case NPC_MAXPAIN_ATK:
  2290. return BF_SHORT;
  2291. case CD_PETITIO: { // Skill range is 2 but damage is melee with books and ranged with mace.
  2292. map_session_data *sd = BL_CAST(BL_PC, src);
  2293. if (sd && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
  2294. return BF_LONG;
  2295. break;
  2296. }
  2297. case DK_HACKANDSLASHER:
  2298. case DK_HACKANDSLASHER_ATK: {
  2299. map_session_data* sd = BL_CAST( BL_PC, src );
  2300. if( sd != nullptr && ( sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR ) ){
  2301. return BF_LONG;
  2302. }
  2303. break;
  2304. }
  2305. }
  2306. //Skill Range Criteria
  2307. if (battle_config.skillrange_by_distance &&
  2308. (src->type&battle_config.skillrange_by_distance)
  2309. ) { //based on distance between src/target [Skotlex]
  2310. if (check_distance_bl(src, target, 3))
  2311. return BF_SHORT;
  2312. return BF_LONG;
  2313. }
  2314. //based on used skill's range
  2315. if (skill_get_range2(src, skill_id, skill_lv, true) < 4)
  2316. return BF_SHORT;
  2317. return BF_LONG;
  2318. }
  2319. static int battle_blewcount_bonus(map_session_data *sd, uint16 skill_id)
  2320. {
  2321. if (sd->skillblown.empty())
  2322. return 0;
  2323. //Apply the bonus blewcount. [Skotlex]
  2324. for (const auto &it : sd->skillblown) {
  2325. if (it.id == skill_id)
  2326. return it.val;
  2327. }
  2328. return 0;
  2329. }
  2330. static enum e_skill_damage_type battle_skill_damage_type( struct block_list* bl ){
  2331. switch( bl->type ){
  2332. case BL_PC:
  2333. return SKILLDMG_PC;
  2334. case BL_MOB:
  2335. if( status_get_class_(bl) == CLASS_BOSS ){
  2336. return SKILLDMG_BOSS;
  2337. }else{
  2338. return SKILLDMG_MOB;
  2339. }
  2340. default:
  2341. return SKILLDMG_OTHER;
  2342. }
  2343. }
  2344. /**
  2345. * Gets skill damage rate from a skill (based on skill_damage_db.txt)
  2346. * @param src
  2347. * @param target
  2348. * @param skill_id
  2349. * @return Skill damage rate
  2350. */
  2351. static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2352. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  2353. if (!skill || !skill->damage.map)
  2354. return 0;
  2355. s_skill_damage *damage = &skill->damage;
  2356. //check the adjustment works for specified type
  2357. if (!(damage->caster&src->type))
  2358. return 0;
  2359. map_data *mapdata = map_getmapdata(src->m);
  2360. if ((damage->map&1 && (!mapdata->getMapFlag(MF_PVP) && !mapdata_flag_gvg2(mapdata) && !mapdata->getMapFlag(MF_BATTLEGROUND) && !mapdata->getMapFlag(MF_SKILL_DAMAGE) && !mapdata->getMapFlag(MF_RESTRICTED))) ||
  2361. (damage->map&2 && mapdata->getMapFlag(MF_PVP)) ||
  2362. (damage->map&4 && mapdata_flag_gvg2(mapdata)) ||
  2363. (damage->map&8 && mapdata->getMapFlag(MF_BATTLEGROUND)) ||
  2364. (damage->map&16 && mapdata->getMapFlag(MF_SKILL_DAMAGE)) ||
  2365. (damage->map&mapdata->zone && mapdata->getMapFlag(MF_RESTRICTED)))
  2366. {
  2367. return damage->rate[battle_skill_damage_type(target)];
  2368. }
  2369. return 0;
  2370. }
  2371. /**
  2372. * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  2373. * @param src
  2374. * @param target
  2375. * @param skill_id
  2376. * @return Skill damage rate
  2377. */
  2378. static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2379. map_data *mapdata = map_getmapdata(src->m);
  2380. if (!mapdata || !mapdata->getMapFlag(MF_SKILL_DAMAGE))
  2381. return 0;
  2382. int rate = 0;
  2383. // Damage rate for all skills at this map
  2384. if (mapdata->damage_adjust.caster&src->type)
  2385. rate = mapdata->damage_adjust.rate[battle_skill_damage_type(target)];
  2386. if (mapdata->skill_damage.empty())
  2387. return rate;
  2388. // Damage rate for specified skill at this map
  2389. if (mapdata->skill_damage.find(skill_id) != mapdata->skill_damage.end() && mapdata->skill_damage[skill_id].caster&src->type) {
  2390. rate += mapdata->skill_damage[skill_id].rate[battle_skill_damage_type(target)];
  2391. }
  2392. return rate;
  2393. }
  2394. /**
  2395. * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  2396. * @param src
  2397. * @param target
  2398. * @param skill_id
  2399. * @return Total damage rate
  2400. */
  2401. static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2402. nullpo_ret(src);
  2403. if (!target || !skill_id)
  2404. return 0;
  2405. skill_id = skill_dummy2skill_id(skill_id);
  2406. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  2407. }
  2408. /**
  2409. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  2410. * @param sd: Player who has Chorus skill active
  2411. * @return Bonus value based on party count
  2412. */
  2413. int battle_calc_chorusbonus(map_session_data *sd) {
  2414. #ifdef RENEWAL // No bonus in renewal
  2415. return 0;
  2416. #endif
  2417. int members = 0;
  2418. if (!sd || !sd->status.party_id)
  2419. return 0;
  2420. members = party_foreachsamemap(party_sub_count_class, sd, 0, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  2421. if (members < 3)
  2422. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  2423. if (members > 7)
  2424. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  2425. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  2426. }
  2427. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2428. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2429. /*=======================================================
  2430. * Should infinite defense be applied on target? (plant)
  2431. *-------------------------------------------------------
  2432. * Credits:
  2433. * Original coder Skotlex
  2434. * Initial refactoring by Baalberith
  2435. * Refined and optimized by helvetica
  2436. * flag - see e_battle_flag
  2437. */
  2438. bool is_infinite_defense(struct block_list *target, int flag)
  2439. {
  2440. struct status_data *tstatus = status_get_status_data(target);
  2441. if(target->type == BL_SKILL) {
  2442. TBL_SKILL *su = ((TBL_SKILL*)target);
  2443. if (su && su->group && (su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  2444. return true;
  2445. }
  2446. if(status_has_mode(tstatus,MD_IGNOREMELEE) && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
  2447. return true;
  2448. if(status_has_mode(tstatus,MD_IGNOREMAGIC) && flag&(BF_MAGIC) )
  2449. return true;
  2450. if(status_has_mode(tstatus,MD_IGNORERANGED) && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
  2451. return true;
  2452. if(status_has_mode(tstatus,MD_IGNOREMISC) && flag&(BF_MISC) )
  2453. return true;
  2454. return false;
  2455. }
  2456. /*========================
  2457. * Is attack arrow based?
  2458. *------------------------
  2459. * Credits:
  2460. * Original coder Skotlex
  2461. * Initial refactoring by Baalberith
  2462. * Refined and optimized by helvetica
  2463. */
  2464. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  2465. {
  2466. if(src != NULL) {
  2467. struct status_data *sstatus = status_get_status_data(src);
  2468. map_session_data *sd = BL_CAST(BL_PC, src);
  2469. return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3)) || (skill_id == HT_PHANTASMIC) || (skill_id == GS_GROUNDDRIFT));
  2470. } else
  2471. return false;
  2472. }
  2473. /*=========================================
  2474. * Is attack right handed? By default yes.
  2475. *-----------------------------------------
  2476. * Credits:
  2477. * Original coder Skotlex
  2478. * Initial refactoring by Baalberith
  2479. * Refined and optimized by helvetica
  2480. */
  2481. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  2482. {
  2483. if(src != NULL) {
  2484. map_session_data *sd = BL_CAST(BL_PC, src);
  2485. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2486. if(!skill_id && sd && sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2487. return false;
  2488. }
  2489. return true;
  2490. }
  2491. /*=======================================
  2492. * Is attack left handed? By default no.
  2493. *---------------------------------------
  2494. * Credits:
  2495. * Original coder Skotlex
  2496. * Initial refactoring by Baalberith
  2497. * Refined and optimized by helvetica
  2498. */
  2499. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  2500. {
  2501. if(src != NULL) {
  2502. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2503. if(!skill_id) {
  2504. map_session_data *sd = BL_CAST(BL_PC, src);
  2505. if (sd) {
  2506. if (sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2507. return true;
  2508. if (sd->status.weapon == W_KATAR)
  2509. return true;
  2510. }
  2511. struct status_data *sstatus = status_get_status_data(src);
  2512. if (sstatus->lhw.atk)
  2513. return true;
  2514. }
  2515. }
  2516. return false;
  2517. }
  2518. /*=============================
  2519. * Do we score a critical hit?
  2520. *-----------------------------
  2521. * Credits:
  2522. * Original coder Skotlex
  2523. * Initial refactoring by Baalberith
  2524. * Refined and optimized by helvetica
  2525. */
  2526. static bool is_attack_critical(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  2527. {
  2528. if (!first_call)
  2529. return (wd->type == DMG_CRITICAL || wd->type == DMG_MULTI_HIT_CRITICAL);
  2530. #ifdef RENEWAL
  2531. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  2532. return true;
  2533. #endif
  2534. if( skill_id && !skill_get_nk(skill_id,NK_CRITICAL) )
  2535. return false;
  2536. struct status_data *sstatus = status_get_status_data(src);
  2537. if( sstatus->cri )
  2538. {
  2539. map_session_data *sd = BL_CAST(BL_PC, src);
  2540. if(wd->type == DMG_MULTI_HIT){ //Multiple Hit Attack Skills.
  2541. if(pc_checkskill(sd,GS_CHAINACTION) && !skill_get_nk(GS_CHAINACTION,NK_CRITICAL)) //Chain Action
  2542. return false;
  2543. if(pc_checkskill(sd,TF_DOUBLE) && !skill_get_nk(TF_DOUBLE,NK_CRITICAL)) //Double Attack
  2544. return false;
  2545. }
  2546. struct status_data *tstatus = status_get_status_data(target);
  2547. status_change *sc = status_get_sc(src);
  2548. status_change *tsc = status_get_sc(target);
  2549. map_session_data *tsd = BL_CAST(BL_PC, target);
  2550. short cri = sstatus->cri;
  2551. if (sd) {
  2552. cri += sd->indexed_bonus.critaddrace[tstatus->race] + sd->indexed_bonus.critaddrace[RC_ALL];
  2553. if(!skill_id && is_skill_using_arrow(src, skill_id)) {
  2554. cri += sd->bonus.arrow_cri;
  2555. cri += sd->bonus.critical_rangeatk;
  2556. }
  2557. }
  2558. if(sc && sc->getSCE(SC_CAMOUFLAGE))
  2559. cri += 100 * min(10,sc->getSCE(SC_CAMOUFLAGE)->val3); //max 100% (1K)
  2560. //The official equation is *2, but that only applies when sd's do critical.
  2561. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  2562. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  2563. if( tsc && tsc->getSCE(SC_SLEEP) )
  2564. cri *= 2;
  2565. switch(skill_id) {
  2566. case 0:
  2567. if(sc && !sc->getSCE(SC_AUTOCOUNTER))
  2568. break;
  2569. clif_specialeffect(src, EF_AUTOCOUNTER, AREA);
  2570. status_change_end(src, SC_AUTOCOUNTER);
  2571. [[fallthrough]];
  2572. case KN_AUTOCOUNTER:
  2573. if(battle_config.auto_counter_type &&
  2574. (battle_config.auto_counter_type&src->type))
  2575. return true;
  2576. else
  2577. cri *= 2;
  2578. break;
  2579. case SN_SHARPSHOOTING:
  2580. case MA_SHARPSHOOTING:
  2581. #ifdef RENEWAL
  2582. cri += 300; // !TODO: Confirm new bonus
  2583. #else
  2584. cri += 200;
  2585. #endif
  2586. break;
  2587. case NJ_KIRIKAGE:
  2588. cri += 250 + 50*skill_lv;
  2589. break;
  2590. #ifdef RENEWAL
  2591. case ASC_BREAKER:
  2592. #endif
  2593. case GC_CROSSIMPACT:
  2594. case SHC_SAVAGE_IMPACT:
  2595. case SHC_ETERNAL_SLASH:
  2596. case SHC_IMPACT_CRATER:
  2597. cri /= 2;
  2598. break;
  2599. case WH_GALESTORM:
  2600. if (sc && !sc->getSCE(SC_CALAMITYGALE))
  2601. return false;
  2602. }
  2603. if(tsd && tsd->bonus.critical_def)
  2604. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  2605. return (rnd()%1000 < cri);
  2606. }
  2607. return false;
  2608. }
  2609. /*==========================================================
  2610. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  2611. *----------------------------------------------------------
  2612. * Credits:
  2613. * Original coder Skotlex
  2614. * Initial refactoring by Baalberith
  2615. * Refined and optimized by helvetica
  2616. */
  2617. static int is_attack_piercing(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, short weapon_position)
  2618. {
  2619. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  2620. return 2;
  2621. if(src != NULL) {
  2622. map_session_data *sd = BL_CAST(BL_PC, src);
  2623. struct status_data *tstatus = status_get_status_data(target);
  2624. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI
  2625. #ifndef RENEWAL
  2626. && !is_attack_critical(wd, src, target, skill_id, skill_lv, false)
  2627. #endif
  2628. )
  2629. { //Elemental/Racial adjustments
  2630. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2631. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2632. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2633. )
  2634. if (weapon_position == EQI_HAND_R)
  2635. return 1;
  2636. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2637. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2638. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2639. )
  2640. { //Pass effect onto right hand if configured so. [Skotlex]
  2641. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  2642. if (weapon_position == EQI_HAND_R)
  2643. return 1;
  2644. }
  2645. else if (weapon_position == EQI_HAND_L)
  2646. return 1;
  2647. }
  2648. }
  2649. }
  2650. return 0;
  2651. }
  2652. static std::bitset<NK_MAX> battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  2653. {
  2654. if (skill_id == 0) {
  2655. if (is_splash) {
  2656. std::bitset<NK_MAX> tmp_nk;
  2657. tmp_nk.set(NK_IGNOREATKCARD);
  2658. tmp_nk.set(NK_IGNOREFLEE);
  2659. return tmp_nk;
  2660. } else
  2661. return 0;
  2662. } else
  2663. return skill_db.find(skill_id)->nk;
  2664. }
  2665. /*=============================
  2666. * Checks if attack is hitting
  2667. *-----------------------------
  2668. * Credits:
  2669. * Original coder Skotlex
  2670. * Initial refactoring by Baalberith
  2671. * Refined and optimized by helvetica
  2672. */
  2673. static bool is_attack_hitting(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  2674. {
  2675. struct status_data *sstatus = status_get_status_data(src);
  2676. struct status_data *tstatus = status_get_status_data(target);
  2677. status_change *sc = status_get_sc(src);
  2678. status_change *tsc = status_get_sc(target);
  2679. map_session_data *sd = BL_CAST(BL_PC, src);
  2680. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2681. short flee, hitrate;
  2682. if (!first_call)
  2683. return (wd->dmg_lv != ATK_FLEE);
  2684. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2685. return true;
  2686. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  2687. return true;
  2688. else if (sc && sc->getSCE(SC_FUSION))
  2689. return true;
  2690. else if ((skill_id == AS_SPLASHER || skill_id == GN_SPORE_EXPLOSION) && !wd->miscflag)
  2691. return true;
  2692. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER )
  2693. return true;
  2694. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  2695. return true;
  2696. else if (nk[NK_IGNOREFLEE])
  2697. return true;
  2698. if( tsc && tsc->getSCE(SC_NEUTRALBARRIER) && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
  2699. return false;
  2700. flee = tstatus->flee;
  2701. #ifdef RENEWAL
  2702. hitrate = 0; //Default hitrate
  2703. #else
  2704. hitrate = 80; //Default hitrate
  2705. #endif
  2706. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  2707. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  2708. if(attacker_count >= battle_config.agi_penalty_count) {
  2709. if (battle_config.agi_penalty_type == 1)
  2710. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  2711. else //assume type 2: absolute reduction
  2712. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  2713. if(flee < 1)
  2714. flee = 1;
  2715. }
  2716. }
  2717. hitrate += sstatus->hit - flee;
  2718. //Fogwall's hit penalty is only for normal ranged attacks.
  2719. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->getSCE(SC_FOGWALL))
  2720. hitrate -= 50;
  2721. if(sd && is_skill_using_arrow(src, skill_id))
  2722. hitrate += sd->bonus.arrow_hit;
  2723. #ifdef RENEWAL
  2724. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  2725. hitrate += pc_checkskill(sd,AC_VULTURE);
  2726. #endif
  2727. if(skill_id) {
  2728. switch(skill_id) { //Hit skill modifiers
  2729. //It is proven that bonus is applied on final hitrate, not hit.
  2730. case SM_BASH:
  2731. case MS_BASH:
  2732. hitrate += hitrate * 5 * skill_lv / 100;
  2733. break;
  2734. case MS_MAGNUM:
  2735. case SM_MAGNUM:
  2736. hitrate += hitrate * 10 * skill_lv / 100;
  2737. break;
  2738. case KN_AUTOCOUNTER:
  2739. case PA_SHIELDCHAIN:
  2740. case NPC_WATERATTACK:
  2741. case NPC_GROUNDATTACK:
  2742. case NPC_FIREATTACK:
  2743. case NPC_WINDATTACK:
  2744. case NPC_POISONATTACK:
  2745. case NPC_HOLYATTACK:
  2746. case NPC_DARKNESSATTACK:
  2747. case NPC_TELEKINESISATTACK:
  2748. case NPC_UNDEADATTACK:
  2749. case NPC_CHANGEUNDEAD:
  2750. case NPC_EARTHQUAKE:
  2751. case NPC_POISON:
  2752. case NPC_BLINDATTACK:
  2753. case NPC_SILENCEATTACK:
  2754. case NPC_STUNATTACK:
  2755. case NPC_PETRIFYATTACK:
  2756. case NPC_CURSEATTACK:
  2757. case NPC_SLEEPATTACK:
  2758. case NPC_BLEEDING:
  2759. case NPC_BLEEDING2:
  2760. hitrate += hitrate * 20 / 100;
  2761. break;
  2762. case NPC_FIREBREATH:
  2763. case NPC_ICEBREATH:
  2764. case NPC_ICEBREATH2:
  2765. case NPC_THUNDERBREATH:
  2766. case NPC_ACIDBREATH:
  2767. case NPC_DARKNESSBREATH:
  2768. hitrate *= 2;
  2769. break;
  2770. case KN_PIERCE:
  2771. case ML_PIERCE:
  2772. hitrate += hitrate * 5 * skill_lv / 100;
  2773. break;
  2774. case AS_SONICBLOW:
  2775. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  2776. #ifdef RENEWAL
  2777. hitrate += hitrate * 90 / 100;
  2778. #else
  2779. hitrate += hitrate * 50 / 100;
  2780. #endif
  2781. break;
  2782. #ifdef RENEWAL
  2783. case RG_BACKSTAP:
  2784. hitrate += skill_lv; // !TODO: What's the rate increase?
  2785. break;
  2786. #endif
  2787. case RK_SONICWAVE:
  2788. hitrate += hitrate * 3 * skill_lv / 100; // !TODO: Confirm the hitrate bonus
  2789. break;
  2790. case MC_CARTREVOLUTION:
  2791. case GN_CART_TORNADO:
  2792. case GN_CARTCANNON:
  2793. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  2794. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  2795. break;
  2796. case LG_BANISHINGPOINT:
  2797. hitrate += 5 * skill_lv;
  2798. break;
  2799. case GC_VENOMPRESSURE:
  2800. hitrate += 10 + 4 * skill_lv;
  2801. break;
  2802. case SC_FATALMENACE:
  2803. if (skill_lv < 6)
  2804. hitrate -= 35 - 5 * skill_lv;
  2805. else if (skill_lv > 6)
  2806. hitrate += 5 * skill_lv - 30;
  2807. break;
  2808. case RL_SLUGSHOT:
  2809. {
  2810. int8 dist = distance_bl(src, target);
  2811. if (dist > 3) {
  2812. // Reduce n hitrate for each cell after initial 3 cells. Different each level
  2813. // -10:-9:-8:-7:-6
  2814. dist -= 3;
  2815. hitrate -= ((11 - skill_lv) * dist);
  2816. }
  2817. }
  2818. break;
  2819. }
  2820. } else if (sd && wd->type&DMG_MULTI_HIT && wd->div_ == 2) // +1 hit per level of Double Attack on a successful double attack (making sure other multi attack skills do not trigger this) [helvetica]
  2821. hitrate += pc_checkskill(sd,TF_DOUBLE);
  2822. if (sd) {
  2823. int skill = 0;
  2824. // Weaponry Research hidden bonus
  2825. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2826. hitrate += hitrate * ( 2 * skill ) / 100;
  2827. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  2828. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  2829. hitrate += 3 * skill;
  2830. }
  2831. if (sc) {
  2832. if (sc->getSCE(SC_MTF_ASPD))
  2833. hitrate += sc->getSCE(SC_MTF_ASPD)->val2;
  2834. if (sc->getSCE(SC_MTF_ASPD2))
  2835. hitrate += sc->getSCE(SC_MTF_ASPD2)->val2;
  2836. }
  2837. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2838. return (rnd()%100 < hitrate);
  2839. }
  2840. /*==========================================
  2841. * If attack ignores def.
  2842. *------------------------------------------
  2843. * Credits:
  2844. * Original coder Skotlex
  2845. * Initial refactoring by Baalberith
  2846. * Refined and optimized by helvetica
  2847. */
  2848. static bool attack_ignores_def(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position)
  2849. {
  2850. struct status_data *tstatus = status_get_status_data(target);
  2851. status_change *sc = status_get_sc(src);
  2852. map_session_data *sd = BL_CAST(BL_PC, src);
  2853. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2854. #ifndef RENEWAL
  2855. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2856. return true;
  2857. else
  2858. #endif
  2859. if (sc && sc->getSCE(SC_FUSION))
  2860. return true;
  2861. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2862. { //Ignore Defense?
  2863. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2864. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2865. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2866. if (weapon_position == EQI_HAND_R)
  2867. return true;
  2868. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2869. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2870. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2871. {
  2872. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2873. if (weapon_position == EQI_HAND_R)
  2874. return true;
  2875. } else if (weapon_position == EQI_HAND_L)
  2876. return true;
  2877. }
  2878. } else if (skill_id == RK_WINDCUTTER && sd && sd->status.weapon == W_2HSWORD)
  2879. return true;
  2880. return nk[NK_IGNOREDEFENSE] != 0;
  2881. }
  2882. /*================================================
  2883. * Should skill attack consider VVS and masteries?
  2884. *------------------------------------------------
  2885. * Credits:
  2886. * Original coder Skotlex
  2887. * Initial refactoring by Baalberith
  2888. * Refined and optimized by helvetica
  2889. */
  2890. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
  2891. {
  2892. if (
  2893. #ifndef RENEWAL
  2894. skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
  2895. #endif
  2896. skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER || skill_id == NC_SELFDESTRUCTION ||
  2897. skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE)
  2898. return false;
  2899. return true;
  2900. }
  2901. #ifdef RENEWAL
  2902. /*========================================
  2903. * Calculate equipment ATK for renewal ATK
  2904. *----------------------------------------
  2905. * Credits:
  2906. * Original coder Skotlex
  2907. * Initial refactoring by Baalberith
  2908. * Refined and optimized by helvetica
  2909. */
  2910. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  2911. {
  2912. if(src != NULL) {
  2913. int eatk = 0;
  2914. struct status_data *status = status_get_status_data(src);
  2915. map_session_data *sd = BL_CAST(BL_PC, src);
  2916. if (sd) // add arrow atk if using an applicable skill
  2917. eatk += (is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0);
  2918. return eatk + status->eatk;
  2919. }
  2920. return 0; // shouldn't happen but just in case
  2921. }
  2922. #endif
  2923. /*========================================
  2924. * Returns the element type of attack
  2925. *----------------------------------------
  2926. * Credits:
  2927. * Original coder Skotlex
  2928. * Initial refactoring by Baalberith
  2929. * Refined and optimized by helvetica
  2930. */
  2931. int battle_get_weapon_element(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only)
  2932. {
  2933. map_session_data *sd = BL_CAST(BL_PC, src);
  2934. status_change *sc = status_get_sc(src);
  2935. struct status_data *sstatus = status_get_status_data(src);
  2936. int element = skill_get_ele(skill_id, skill_lv);
  2937. //Take weapon's element
  2938. if( !skill_id || element == ELE_WEAPON ) {
  2939. if (weapon_position == EQI_HAND_R)
  2940. element = sstatus->rhw.ele;
  2941. else
  2942. element = sstatus->lhw.ele;
  2943. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  2944. element = sd->bonus.arrow_ele;
  2945. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  2946. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  2947. // on official endows override all other elements [helvetica]
  2948. if(sc && sc->getSCE(SC_ENCHANTARMS)) // Check for endows
  2949. element = sc->getSCE(SC_ENCHANTARMS)->val1;
  2950. } else if( element == ELE_ENDOWED ) //Use enchantment's element
  2951. element = status_get_attack_sc_element(src,sc);
  2952. else if( element == ELE_RANDOM ) //Use random element
  2953. element = rnd()%ELE_ALL;
  2954. switch( skill_id ) {
  2955. case GS_GROUNDDRIFT:
  2956. element = wd->miscflag; //element comes in flag.
  2957. break;
  2958. case LK_SPIRALPIERCE:
  2959. if (!sd)
  2960. element = ELE_NEUTRAL; //forced neutral for monsters
  2961. break;
  2962. case RK_DRAGONBREATH:
  2963. if (sc) {
  2964. if (sc->getSCE(SC_LUXANIMA)) // Lux Anima has priority over Giant Growth
  2965. element = ELE_DARK;
  2966. else if (sc->getSCE(SC_GIANTGROWTH))
  2967. element = ELE_HOLY;
  2968. }
  2969. break;
  2970. case RK_DRAGONBREATH_WATER:
  2971. if (sc) {
  2972. if (sc->getSCE(SC_LUXANIMA)) // Lux Anima has priority over Fighting Spirit
  2973. element = ELE_NEUTRAL;
  2974. else if (sc->getSCE(SC_FIGHTINGSPIRIT))
  2975. element = ELE_GHOST;
  2976. }
  2977. break;
  2978. case LG_HESPERUSLIT:
  2979. if (sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 4)
  2980. element = ELE_HOLY;
  2981. break;
  2982. case GN_CARTCANNON:
  2983. case NC_ARMSCANNON:
  2984. if (sd && sd->state.arrow_atk > 0)
  2985. element = sd->bonus.arrow_ele;
  2986. break;
  2987. case SJ_PROMINENCEKICK:
  2988. element = ELE_FIRE;
  2989. break;
  2990. case RL_H_MINE:
  2991. if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  2992. element = ELE_FIRE;
  2993. break;
  2994. }
  2995. if (sc && sc->getSCE(SC_GOLDENE_FERSE) && ((!skill_id && (rnd() % 100 < sc->getSCE(SC_GOLDENE_FERSE)->val4)) || skill_id == MH_STAHL_HORN))
  2996. element = ELE_HOLY;
  2997. // calc_flag means the element should be calculated for damage only
  2998. if (calc_for_damage_only)
  2999. return element;
  3000. #ifdef RENEWAL
  3001. if (skill_id == CR_SHIELDBOOMERANG)
  3002. element = ELE_NEUTRAL;
  3003. #endif
  3004. return element;
  3005. }
  3006. int battle_get_magic_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag) {
  3007. int element = skill_get_ele(skill_id, skill_lv);
  3008. map_session_data *sd = BL_CAST(BL_PC, src);
  3009. status_change *sc = status_get_sc(src);
  3010. struct status_data *sstatus = status_get_status_data(src);
  3011. if (element == ELE_WEAPON) { // pl=-1 : the skill takes the weapon's element
  3012. element = sstatus->rhw.ele;
  3013. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  3014. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  3015. } else if (element == ELE_ENDOWED) //Use status element
  3016. element = status_get_attack_sc_element(src,status_get_sc(src));
  3017. else if (element == ELE_RANDOM) //Use random element
  3018. element = rnd()%ELE_ALL;
  3019. switch(skill_id) {
  3020. case NPC_EARTHQUAKE:
  3021. element = ELE_NEUTRAL;
  3022. break;
  3023. case WL_HELLINFERNO:
  3024. if (mflag & 2) { // ELE_DARK
  3025. element = ELE_DARK;
  3026. }
  3027. break;
  3028. case NPC_PSYCHIC_WAVE:
  3029. case SO_PSYCHIC_WAVE:
  3030. if( sc && sc->count ) {
  3031. static const std::vector<sc_type> types = {
  3032. SC_HEATER_OPTION,
  3033. SC_COOLER_OPTION,
  3034. SC_BLAST_OPTION,
  3035. SC_CURSED_SOIL_OPTION,
  3036. SC_FLAMETECHNIC_OPTION,
  3037. SC_COLD_FORCE_OPTION,
  3038. SC_GRACE_BREEZE_OPTION,
  3039. SC_EARTH_CARE_OPTION,
  3040. SC_DEEP_POISONING_OPTION
  3041. };
  3042. for( sc_type type : types ){
  3043. if( sc->getSCE( type ) ){
  3044. element = sc->getSCE( type )->val3;
  3045. break;
  3046. }
  3047. }
  3048. }
  3049. break;
  3050. case KO_KAIHOU:
  3051. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
  3052. element = sd->spiritcharm_type;
  3053. break;
  3054. case AB_ADORAMUS:
  3055. if (sc && sc->getSCE(SC_ANCILLA))
  3056. element = ELE_NEUTRAL;
  3057. break;
  3058. case LG_RAYOFGENESIS:
  3059. if (sc && sc->getSCE(SC_INSPIRATION))
  3060. element = ELE_NEUTRAL;
  3061. break;
  3062. case WM_REVERBERATION:
  3063. case TR_METALIC_FURY:
  3064. case TR_SOUNDBLEND:
  3065. if (sd)
  3066. element = sd->bonus.arrow_ele;
  3067. break;
  3068. }
  3069. return element;
  3070. }
  3071. int battle_get_misc_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag) {
  3072. int element = skill_get_ele(skill_id, skill_lv);
  3073. if (element == ELE_WEAPON || element == ELE_ENDOWED) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  3074. element = ELE_NEUTRAL;
  3075. else if (element == ELE_RANDOM) //Use random element
  3076. element = rnd()%ELE_ALL;
  3077. return element;
  3078. }
  3079. /*========================================
  3080. * Do element damage modifier calculation
  3081. *----------------------------------------
  3082. * Credits:
  3083. * Original coder Skotlex
  3084. * Initial refactoring by Baalberith
  3085. * Refined and optimized by helvetica
  3086. */
  3087. static void battle_calc_element_damage(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3088. {
  3089. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  3090. // Elemental attribute fix
  3091. if(!nk[NK_IGNOREELEMENT] && (wd->damage > 0 || wd->damage2 > 0)) {
  3092. map_session_data *sd = BL_CAST(BL_PC, src);
  3093. status_change *sc = status_get_sc(src);
  3094. struct status_data *sstatus = status_get_status_data(src);
  3095. struct status_data *tstatus = status_get_status_data(target);
  3096. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  3097. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  3098. switch (skill_id) {
  3099. case PA_SACRIFICE:
  3100. case RK_DRAGONBREATH:
  3101. case RK_DRAGONBREATH_WATER:
  3102. case NC_SELFDESTRUCTION:
  3103. case HFLI_SBR44:
  3104. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  3105. if (is_attack_left_handed(src, skill_id))
  3106. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3107. break;
  3108. default:
  3109. if (skill_id == 0 && (battle_config.attack_attr_none & src->type))
  3110. return; // Non-player basic attacks are non-elemental, they deal 100% against all defense elements
  3111. #ifdef RENEWAL
  3112. if (sd == nullptr) { // Renewal player's elemental damage calculation is already done before this point, only calculate for everything else
  3113. #endif
  3114. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  3115. if (is_attack_left_handed(src, skill_id))
  3116. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3117. #ifdef RENEWAL
  3118. }
  3119. #endif
  3120. break;
  3121. }
  3122. // Forced to neutral skills [helvetica]
  3123. // Skills forced to neutral gain benefits from weapon element but final damage is considered "neutral" and resistances are applied again
  3124. switch (skill_id) {
  3125. #ifdef RENEWAL
  3126. case MO_INVESTIGATE:
  3127. case CR_SHIELDBOOMERANG:
  3128. case PA_SHIELDCHAIN:
  3129. #endif
  3130. case MC_CARTREVOLUTION:
  3131. case HW_MAGICCRASHER:
  3132. case SR_FALLENEMPIRE:
  3133. case SR_CRESCENTELBOW_AUTOSPELL:
  3134. case SR_GATEOFHELL:
  3135. case GN_FIRE_EXPANSION_ACID:
  3136. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3137. if (is_attack_left_handed(src, skill_id))
  3138. wd->damage2 = battle_attr_fix(src, target, wd->damage2, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3139. break;
  3140. }
  3141. #ifdef RENEWAL
  3142. if (sd == nullptr) { // Only monsters have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica]
  3143. #endif
  3144. if (sc && sc->getSCE(SC_WATK_ELEMENT)) { // Descriptions indicate this means adding a percent of a normal attack in another element [Skotlex]
  3145. int64 damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id) ? 2 : 0)) * sc->getSCE(SC_WATK_ELEMENT)->val2 / 100;
  3146. wd->damage += battle_attr_fix(src, target, damage, sc->getSCE(SC_WATK_ELEMENT)->val1, tstatus->def_ele, tstatus->ele_lv);
  3147. if (is_attack_left_handed(src, skill_id)) {
  3148. damage = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id) ? 2 : 0)) * sc->getSCE(SC_WATK_ELEMENT)->val2 / 100;
  3149. wd->damage2 += battle_attr_fix(src, target, damage, sc->getSCE(SC_WATK_ELEMENT)->val1, tstatus->def_ele, tstatus->ele_lv);
  3150. }
  3151. }
  3152. #ifdef RENEWAL
  3153. }
  3154. #endif
  3155. }
  3156. }
  3157. #define ATK_RATE(damage, damage2, a) do { int64 rate_ = (a); (damage) = (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate_ / 100; } while(0);
  3158. #define ATK_RATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) = (damage) *rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate2_ / 100; } while(0);
  3159. #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; }
  3160. #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; }
  3161. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  3162. #define ATK_ADDRATE(damage, damage2, a) do { int64 rate_ = (a); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) *rate_ / 100; } while(0);
  3163. #define ATK_ADDRATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) * rate2_ / 100; } while(0);
  3164. //Adds an absolute value to damage. 100 = +100 damage
  3165. #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0);
  3166. #define ATK_ADD2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate2_; } while(0);
  3167. #ifdef RENEWAL
  3168. #define RE_ALLATK_ADD(wd, a) do { int64 a_ = (a); ATK_ADD((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_ADD((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_ADD((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_ADD((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  3169. #define RE_ALLATK_RATE(wd, a) do { int64 a_ = (a); ATK_RATE((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_RATE((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_RATE((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_RATE((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  3170. #define RE_ALLATK_ADDRATE(wd, a) do { int64 a_ = (a); ATK_ADDRATE((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_ADDRATE((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_ADDRATE((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_ADDRATE((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  3171. #else
  3172. #define RE_ALLATK_ADD(wd, a) {;}
  3173. #define RE_ALLATK_RATE(wd, a) {;}
  3174. #define RE_ALLATK_ADDRATE(wd, a) {;}
  3175. #endif
  3176. /*==================================
  3177. * Calculate weapon mastery damages
  3178. *----------------------------------
  3179. * Credits:
  3180. * Original coder Skotlex
  3181. * Initial refactoring by Baalberith
  3182. * Refined and optimized by helvetica
  3183. */
  3184. static void battle_calc_attack_masteries(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3185. {
  3186. map_session_data *sd = BL_CAST(BL_PC, src);
  3187. status_change *sc = status_get_sc(src);
  3188. struct status_data *sstatus = status_get_status_data(src);
  3189. int t_class = status_get_class(target);
  3190. if (sd && battle_skill_stacks_masteries_vvs(skill_id) &&
  3191. skill_id != MO_INVESTIGATE &&
  3192. skill_id != MO_EXTREMITYFIST &&
  3193. skill_id != CR_GRANDCROSS)
  3194. { //Add mastery damage
  3195. uint16 skill;
  3196. wd->damage = battle_addmastery(sd,target,wd->damage,0);
  3197. #ifdef RENEWAL
  3198. wd->masteryAtk = battle_addmastery(sd,target,wd->weaponAtk,0);
  3199. #endif
  3200. if (is_attack_left_handed(src, skill_id)) {
  3201. wd->damage2 = battle_addmastery(sd,target,wd->damage2,1);
  3202. #ifdef RENEWAL
  3203. wd->masteryAtk2 = battle_addmastery(sd,target,wd->weaponAtk2,1);
  3204. #endif
  3205. }
  3206. #ifdef RENEWAL
  3207. //General skill masteries
  3208. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  3209. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv);
  3210. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  3211. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 4);
  3212. if (skill_id != CR_SHIELDBOOMERANG)
  3213. ATK_ADD2(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->right_weapon.star, ((wd->div_ < 1) ? 1 : wd->div_) * sd->left_weapon.star);
  3214. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->spiritball * 3);
  3215. #endif
  3216. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) { // !TODO: Confirm new mastery formula
  3217. ATK_ADD(wd->damage, wd->damage2, 3 * skill);
  3218. #ifdef RENEWAL
  3219. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 3 * skill);
  3220. #endif
  3221. }
  3222. switch(skill_id) {
  3223. case RA_WUGDASH:
  3224. case RA_WUGSTRIKE:
  3225. case RA_WUGBITE:
  3226. if (sd) {
  3227. skill = pc_checkskill(sd, RA_TOOTHOFWUG);
  3228. ATK_ADD(wd->damage, wd->damage2, 30 * skill);
  3229. #ifdef RENEWAL
  3230. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * skill);
  3231. #endif
  3232. }
  3233. break;
  3234. }
  3235. if (sc) { // Status change considered as masteries
  3236. #ifdef RENEWAL
  3237. if (sc->getSCE(SC_NIBELUNGEN)) // With renewal, the level 4 weapon limitation has been removed
  3238. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->getSCE(SC_NIBELUNGEN)->val2);
  3239. #endif
  3240. if(sc->getSCE(SC_CAMOUFLAGE)) {
  3241. ATK_ADD(wd->damage, wd->damage2, 30 * min(10, sc->getSCE(SC_CAMOUFLAGE)->val3));
  3242. #ifdef RENEWAL
  3243. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * min(10, sc->getSCE(SC_CAMOUFLAGE)->val3));
  3244. #endif
  3245. }
  3246. if(sc->getSCE(SC_GN_CARTBOOST)) {
  3247. ATK_ADD(wd->damage, wd->damage2, 10 * sc->getSCE(SC_GN_CARTBOOST)->val1);
  3248. #ifdef RENEWAL
  3249. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 10 * sc->getSCE(SC_GN_CARTBOOST)->val1);
  3250. #endif
  3251. }
  3252. if (sc->getSCE(SC_P_ALTER)) {
  3253. ATK_ADD(wd->damage, wd->damage2, sc->getSCE(SC_P_ALTER)->val2);
  3254. #ifdef RENEWAL
  3255. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->getSCE(SC_P_ALTER)->val2);
  3256. #endif
  3257. }
  3258. }
  3259. }
  3260. }
  3261. #ifdef RENEWAL
  3262. /*=========================================
  3263. * Calculate the various Renewal ATK parts
  3264. *-----------------------------------------
  3265. * Credits:
  3266. * Original coder Skotlex
  3267. * Initial refactoring by Baalberith
  3268. * Refined and optimized by helvetica
  3269. */
  3270. static void battle_calc_damage_parts(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3271. {
  3272. struct status_data *sstatus = status_get_status_data(src);
  3273. struct status_data *tstatus = status_get_status_data(target);
  3274. map_session_data *sd = BL_CAST(BL_PC, src);
  3275. bool critical = false;
  3276. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  3277. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  3278. wd->statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
  3279. wd->statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
  3280. if (sd && sd->sc.getSCE(SC_SEVENWIND)) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  3281. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3282. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv);
  3283. } else { // status atk is considered neutral on normal attacks [helvetica]
  3284. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3285. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3286. }
  3287. // Check critical
  3288. if (wd->type == DMG_MULTI_HIT_CRITICAL || wd->type == DMG_CRITICAL)
  3289. critical = true;
  3290. wd->weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd, critical);
  3291. wd->weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd, critical);
  3292. // Weapon ATK gain bonus from SC_SUB_WEAPONPROPERTY here ( +x% pseudo element damage)
  3293. if (sd && sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)) {
  3294. int64 bonus_atk = (int64)floor((float)( wd->weaponAtk * sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val2 / 100));
  3295. int64 bonus_atk2 = (int64)floor((float)( wd->weaponAtk2 * sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val2 / 100));
  3296. bonus_atk = battle_attr_fix(src, target, bonus_atk, sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val1, tstatus->def_ele, tstatus->ele_lv);
  3297. bonus_atk2 = battle_attr_fix(src, target, bonus_atk2, sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val1, tstatus->def_ele, tstatus->ele_lv);
  3298. wd->weaponAtk += bonus_atk;
  3299. wd->weaponAtk2 += bonus_atk2;
  3300. }
  3301. wd->weaponAtk = battle_attr_fix(src, target, wd->weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3302. wd->weaponAtk2 = battle_attr_fix(src, target, wd->weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3303. wd->equipAtk += battle_calc_equip_attack(src, skill_id);
  3304. wd->equipAtk = battle_attr_fix(src, target, wd->equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3305. wd->equipAtk2 += battle_calc_equip_attack(src, skill_id);
  3306. wd->equipAtk2 = battle_attr_fix(src, target, wd->equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3307. // AtkRate gives a static bonus from (W.ATK + E.ATK)
  3308. if (sd && sd->bonus.atk_rate) {
  3309. wd->percentAtk = (wd->weaponAtk + wd->equipAtk) * sd->bonus.atk_rate / 100;
  3310. wd->percentAtk2 = (wd->weaponAtk2 + wd->equipAtk2) * sd->bonus.atk_rate / 100;
  3311. }
  3312. //Mastery ATK is a special kind of ATK that has no elemental properties
  3313. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  3314. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  3315. wd->damage = 0;
  3316. wd->damage2 = 0;
  3317. }
  3318. #endif
  3319. /*==========================================================
  3320. * Calculate basic ATK that goes into the skill ATK formula
  3321. *----------------------------------------------------------
  3322. * Credits:
  3323. * Original coder Skotlex
  3324. * Initial refactoring by Baalberith
  3325. * Refined and optimized by helvetica
  3326. */
  3327. static void battle_calc_skill_base_damage(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3328. {
  3329. status_change *sc = status_get_sc(src);
  3330. struct status_data *sstatus = status_get_status_data(src);
  3331. struct status_data *tstatus = status_get_status_data(target);
  3332. map_session_data *sd = BL_CAST(BL_PC, src);
  3333. map_session_data *tsd = BL_CAST(BL_PC, target);
  3334. uint16 i;
  3335. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  3336. switch (skill_id) { //Calc base damage according to skill
  3337. case PA_SACRIFICE:
  3338. wd->damage = sstatus->max_hp* 9/100;
  3339. wd->damage2 = 0;
  3340. #ifdef RENEWAL
  3341. wd->weaponAtk = wd->damage;
  3342. wd->weaponAtk2 = wd->damage2;
  3343. #endif
  3344. break;
  3345. #ifdef RENEWAL
  3346. case LK_SPIRALPIERCE:
  3347. case ML_SPIRALPIERCE:
  3348. if (sd) {
  3349. short index = sd->equip_index[EQI_HAND_R];
  3350. if (index >= 0 &&
  3351. sd->inventory_data[index] &&
  3352. sd->inventory_data[index]->type == IT_WEAPON)
  3353. wd->equipAtk += sd->inventory_data[index]->weight*7/100; // weight from spear is treated as equipment ATK on official [helvetica]
  3354. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3355. wd->masteryAtk = 0; // weapon mastery is ignored for spiral
  3356. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  3357. case SZ_SMALL: //Small: 115%
  3358. ATK_RATE(wd->damage, wd->damage2, 115);
  3359. RE_ALLATK_RATE(wd, 115);
  3360. break;
  3361. //case SZ_MEDIUM: //Medium: 100%
  3362. case SZ_BIG: //Large: 85%
  3363. ATK_RATE(wd->damage, wd->damage2, 85);
  3364. RE_ALLATK_RATE(wd, 85);
  3365. break;
  3366. }
  3367. } else {
  3368. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3369. }
  3370. #else
  3371. case NJ_ISSEN:
  3372. wd->damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100;
  3373. wd->damage2 = 0;
  3374. break;
  3375. case LK_SPIRALPIERCE:
  3376. case ML_SPIRALPIERCE:
  3377. if (sd) {
  3378. short index = sd->equip_index[EQI_HAND_R];
  3379. if (index >= 0 &&
  3380. sd->inventory_data[index] &&
  3381. sd->inventory_data[index]->type == IT_WEAPON)
  3382. wd->damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  3383. ATK_ADDRATE(wd->damage, wd->damage2, 50*skill_lv); //Skill modifier applies to weight only.
  3384. } else {
  3385. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3386. }
  3387. i = sstatus->str/10;
  3388. i*=i;
  3389. ATK_ADD(wd->damage, wd->damage2, i); //Add str bonus.
  3390. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  3391. case SZ_SMALL: //Small: 125%
  3392. ATK_RATE(wd->damage, wd->damage2, 125);
  3393. break;
  3394. //case SZ_MEDIUM: //Medium: 100%
  3395. case SZ_BIG: //Large: 75%
  3396. ATK_RATE(wd->damage, wd->damage2, 75);
  3397. break;
  3398. }
  3399. #endif
  3400. break;
  3401. case CR_SHIELDBOOMERANG:
  3402. case PA_SHIELDCHAIN:
  3403. wd->damage = sstatus->batk;
  3404. if (sd) {
  3405. short index = sd->equip_index[EQI_HAND_L];
  3406. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  3407. ATK_ADD(wd->damage, wd->damage2, sd->inventory_data[index]->weight / 10);
  3408. #ifdef RENEWAL
  3409. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, sd->inventory_data[index]->weight / 10);
  3410. #endif
  3411. }
  3412. } else
  3413. ATK_ADD(wd->damage, wd->damage2, sstatus->rhw.atk2); //Else use Atk2
  3414. break;
  3415. case RK_DRAGONBREATH:
  3416. case RK_DRAGONBREATH_WATER:
  3417. {
  3418. int damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
  3419. if(status_get_lv(src) > 100)
  3420. damagevalue = damagevalue * status_get_lv(src) / 100;
  3421. if(sd) {
  3422. if (pc_checkskill( sd, DK_DRAGONIC_AURA ) >= 1) {
  3423. damagevalue = damagevalue * (90 + 10 * pc_checkskill( sd, RK_DRAGONTRAINING ) + sstatus->pow / 5 ) / 100;
  3424. } else {
  3425. damagevalue = damagevalue * (90 + 10 * pc_checkskill( sd, RK_DRAGONTRAINING )) / 100;
  3426. }
  3427. }
  3428. if (sc && sc->getSCE(SC_DRAGONIC_AURA))
  3429. damagevalue += damagevalue * sc->getSCE(SC_DRAGONIC_AURA)->val1 * 10 / 100;
  3430. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3431. #ifdef RENEWAL
  3432. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3433. #endif
  3434. wd->flag |= BF_LONG;
  3435. }
  3436. break;
  3437. case NC_SELFDESTRUCTION: {
  3438. int damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  3439. if(status_get_lv(src) > 100)
  3440. damagevalue = damagevalue * status_get_lv(src) / 100;
  3441. damagevalue = damagevalue + sstatus->hp;
  3442. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3443. #ifdef RENEWAL
  3444. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3445. #endif
  3446. }
  3447. break;
  3448. case KO_HAPPOKUNAI:
  3449. if(sd) {
  3450. short index = sd->equip_index[EQI_AMMO];
  3451. int damagevalue = 3 * (
  3452. #ifdef RENEWAL
  3453. 2 *
  3454. #endif
  3455. sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ?
  3456. sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5;
  3457. if (sc && sc->getSCE(SC_KAGEMUSYA))
  3458. damagevalue += damagevalue * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  3459. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3460. #ifdef RENEWAL
  3461. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3462. #endif
  3463. } else
  3464. ATK_ADD(wd->damage, wd->damage2, 5000);
  3465. break;
  3466. case HFLI_SBR44: //[orn]
  3467. if(src->type == BL_HOM)
  3468. wd->damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  3469. break;
  3470. default:
  3471. #ifdef RENEWAL
  3472. if (sd)
  3473. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3474. else {
  3475. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  3476. (!skill_id && sc && sc->getSCE(SC_CHANGE)?4:0);
  3477. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  3478. if (is_attack_left_handed(src, skill_id))
  3479. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  3480. }
  3481. #else
  3482. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  3483. (is_skill_using_arrow(src, skill_id)?2:0)|
  3484. (skill_id == HW_MAGICCRASHER?4:0)|
  3485. (!skill_id && sc && sc->getSCE(SC_CHANGE)?4:0)|
  3486. (skill_id == MO_EXTREMITYFIST?8:0)|
  3487. (sc && sc->getSCE(SC_WEAPONPERFECTION)?8:0);
  3488. if (is_skill_using_arrow(src, skill_id) && sd) {
  3489. switch(sd->status.weapon) {
  3490. case W_BOW:
  3491. case W_REVOLVER:
  3492. case W_RIFLE:
  3493. case W_GATLING:
  3494. case W_SHOTGUN:
  3495. case W_GRENADE:
  3496. break;
  3497. default:
  3498. i |= 16; // for ex. shuriken must not be influenced by DEX
  3499. break;
  3500. }
  3501. }
  3502. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  3503. if (is_attack_left_handed(src, skill_id))
  3504. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  3505. #endif
  3506. if (nk[NK_SPLASHSPLIT]){ // Divide ATK among targets
  3507. if(wd->miscflag > 0) {
  3508. wd->damage /= wd->miscflag;
  3509. #ifdef RENEWAL
  3510. wd->statusAtk /= wd->miscflag;
  3511. wd->weaponAtk /= wd->miscflag;
  3512. wd->equipAtk /= wd->miscflag;
  3513. wd->masteryAtk /= wd->miscflag;
  3514. #endif
  3515. } else
  3516. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  3517. }
  3518. //Add any bonuses that modify the base atk (pre-skills)
  3519. if(sd) {
  3520. int skill;
  3521. #ifndef RENEWAL
  3522. if(sd->bonus.crit_atk_rate && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) { // add +crit damage bonuses here in pre-renewal mode [helvetica]
  3523. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.crit_atk_rate);
  3524. }
  3525. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  3526. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  3527. // Reduce count by one (self) [Tydus1]
  3528. i -= 1;
  3529. ATK_ADDRATE(wd->damage, wd->damage2, 2*skill*i);
  3530. }
  3531. }
  3532. #else
  3533. if ((skill = pc_checkskill(sd, TK_POWER)) > 0) {
  3534. ATK_ADDRATE(wd->damage, wd->damage2, 10 + 15 * skill);
  3535. RE_ALLATK_ADDRATE(wd, 10 + 15 * skill);
  3536. }
  3537. #endif
  3538. }
  3539. #ifndef RENEWAL
  3540. if(tsd != nullptr && tsd->bonus.crit_def_rate != 0 && !skill_id && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
  3541. ATK_ADDRATE(wd->damage, wd->damage2, -tsd->bonus.crit_def_rate);
  3542. }
  3543. #endif
  3544. break;
  3545. } //End switch(skill_id)
  3546. }
  3547. //For quick div adjustment.
  3548. #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); }
  3549. #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; }
  3550. /*================================================= [Playtester]
  3551. * Applies DAMAGE_DIV_FIX and checks for min damage
  3552. * @param d: Damage struct to apply DAMAGE_DIV_FIX to
  3553. * @param skill_id: ID of the skill that deals damage
  3554. * @return Modified damage struct
  3555. *------------------------------------------------*/
  3556. static void battle_apply_div_fix(struct Damage* d, uint16 skill_id)
  3557. {
  3558. if(d->damage) {
  3559. DAMAGE_DIV_FIX(d->damage, d->div_);
  3560. //Min damage
  3561. if(d->damage < d->div_ && (skill_id == SU_LUNATICCARROTBEAT || skill_id == SU_LUNATICCARROTBEAT2 || skill_id == SU_CN_METEOR || skill_id == SU_CN_METEOR2 || (battle_config.skill_min_damage&d->flag)))
  3562. d->damage = d->div_;
  3563. } else if (d->div_ < 0) {
  3564. d->div_ *= -1;
  3565. }
  3566. }
  3567. /*=======================================
  3568. * Check for and calculate multi attacks
  3569. *---------------------------------------
  3570. * Credits:
  3571. * Original coder Skotlex
  3572. * Initial refactoring by Baalberith
  3573. * Refined and optimized by helvetica
  3574. */
  3575. static void battle_calc_multi_attack(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3576. {
  3577. map_session_data *sd = BL_CAST(BL_PC, src);
  3578. status_change *sc = status_get_sc(src);
  3579. status_change *tsc = status_get_sc(target);
  3580. struct status_data *tstatus = status_get_status_data(target);
  3581. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  3582. short i;
  3583. if(sc && sc->getSCE(SC_FEARBREEZE) && sd->weapontype1==W_BOW
  3584. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->inventory.u.items_inventory[i].amount > 1)
  3585. {
  3586. int chance = rnd()%100;
  3587. switch(sc->getSCE(SC_FEARBREEZE)->val1) {
  3588. case 5:
  3589. if (chance < 4) {
  3590. wd->div_ = 5;
  3591. break;
  3592. } // 3 % chance to attack 5 times.
  3593. [[fallthrough]];
  3594. case 4:
  3595. if (chance < 7) {
  3596. wd->div_ = 4;
  3597. break;
  3598. } // 6 % chance to attack 4 times.
  3599. [[fallthrough]];
  3600. case 3:
  3601. if (chance < 10) {
  3602. wd->div_ = 3;
  3603. break;
  3604. } // 9 % chance to attack 3 times.
  3605. [[fallthrough]];
  3606. case 2:
  3607. case 1:
  3608. if (chance < 13) {
  3609. wd->div_ = 2;
  3610. break;
  3611. } // 12 % chance to attack 2 times.
  3612. }
  3613. wd->div_ = min(wd->div_,sd->inventory.u.items_inventory[i].amount);
  3614. sc->getSCE(SC_FEARBREEZE)->val4 = wd->div_-1;
  3615. if (wd->div_ > 1)
  3616. wd->type = DMG_MULTI_HIT;
  3617. }
  3618. if( wd->div_ == 1 && ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  3619. || ( pc_checkskill_flag(*sd, TF_DOUBLE) > SKILL_FLAG_PERMANENT && sd->weapontype1 != W_FIST )
  3620. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) // Will fail bare-handed
  3621. || ( sc && sc->getSCE(SC_KAGEMUSYA) && sd->weapontype1 != W_FIST )) // Will fail bare-handed
  3622. { //Success chance is not added, the higher one is used [Skotlex]
  3623. int max_rate = 0;
  3624. if (sc && sc->getSCE(SC_KAGEMUSYA))
  3625. max_rate = sc->getSCE(SC_KAGEMUSYA)->val1 * 10; // Same rate as even levels of TF_DOUBLE
  3626. else
  3627. #ifdef RENEWAL
  3628. max_rate = max(7 * skill_lv, sd->bonus.double_rate);
  3629. #else
  3630. max_rate = max(5 * skill_lv, sd->bonus.double_rate);
  3631. #endif
  3632. if( rnd()%100 < max_rate ) {
  3633. wd->div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  3634. wd->type = DMG_MULTI_HIT;
  3635. }
  3636. }
  3637. if( wd->div_ == 1 && ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  3638. || (sc && sc->count && sc->getSCE(SC_E_CHAIN) && (skill_lv = sc->getSCE(SC_E_CHAIN)->val1) > 0)) //Chain Action of ETERNAL_CHAIN
  3639. && rnd()%100 < 5*skill_lv ) //Success rate
  3640. {
  3641. wd->div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  3642. wd->type = DMG_MULTI_HIT;
  3643. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  3644. }
  3645. }
  3646. switch (skill_id) {
  3647. case RK_WINDCUTTER:
  3648. if (sd && sd->weapontype1 == W_2HSWORD)
  3649. wd->div_ = 2;
  3650. break;
  3651. case SC_FATALMENACE:
  3652. if (sd && sd->weapontype1 == W_DAGGER)
  3653. wd->div_++;
  3654. break;
  3655. case SR_RIDEINLIGHTNING:
  3656. wd->div_ = (sd ? max(1, skill_lv) : 1);
  3657. break;
  3658. case RL_QD_SHOT:
  3659. wd->div_ = 1 + (sd ? sd->status.job_level : 1) / 20 + (tsc && tsc->getSCE(SC_C_MARKER) ? 2 : 0);
  3660. break;
  3661. case KO_JYUMONJIKIRI:
  3662. if( tsc && tsc->getSCE(SC_JYUMONJIKIRI) )
  3663. wd->div_ = wd->div_ * -1;// needs more info
  3664. break;
  3665. case MH_BLAZING_AND_FURIOUS: {
  3666. struct homun_data *hd = BL_CAST(BL_HOM, src);
  3667. if (hd) {
  3668. wd->div_ = hd->homunculus.spiritball;
  3669. hom_delspiritball(hd, MAX_SPIRITBALL, 1);
  3670. }
  3671. break;
  3672. }
  3673. case ABC_FRENZY_SHOT:
  3674. if( rnd()%100 < 5 * skill_lv ){
  3675. wd->div_ = 3;
  3676. }
  3677. break;
  3678. #ifdef RENEWAL
  3679. case AS_POISONREACT:
  3680. skill_lv = pc_checkskill(sd, TF_DOUBLE);
  3681. if (skill_lv > 0) {
  3682. if(rnd()%100 < (7 * skill_lv)) {
  3683. wd->div_++;
  3684. }
  3685. }
  3686. break;
  3687. #endif
  3688. }
  3689. }
  3690. /*======================================================
  3691. * Calculate skill level ratios for weapon-based skills
  3692. *------------------------------------------------------
  3693. * Credits:
  3694. * Original coder Skotlex
  3695. * Initial refactoring by Baalberith
  3696. * Refined and optimized by helvetica
  3697. */
  3698. static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3699. {
  3700. map_session_data *sd = BL_CAST(BL_PC, src);
  3701. map_session_data *tsd = BL_CAST(BL_PC, target);
  3702. status_change *sc = status_get_sc(src);
  3703. status_change *tsc = status_get_sc(target);
  3704. struct status_data *sstatus = status_get_status_data(src);
  3705. struct status_data *tstatus = status_get_status_data(target);
  3706. int skillratio = 100;
  3707. int i;
  3708. //Skill damage modifiers that stack linearly
  3709. if(sc && skill_id != PA_SACRIFICE) {
  3710. if(sc->getSCE(SC_OVERTHRUST))
  3711. skillratio += sc->getSCE(SC_OVERTHRUST)->val3;
  3712. if(sc->getSCE(SC_MAXOVERTHRUST))
  3713. skillratio += sc->getSCE(SC_MAXOVERTHRUST)->val2;
  3714. if(sc->getSCE(SC_BERSERK))
  3715. #ifndef RENEWAL
  3716. skillratio += 100;
  3717. #else
  3718. skillratio += 200;
  3719. if (sc && sc->getSCE(SC_TRUESIGHT))
  3720. skillratio += 2 * sc->getSCE(SC_TRUESIGHT)->val1;
  3721. if (sc->getSCE(SC_CONCENTRATION) && (skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER && skill_id != NPC_DRAGONBREATH))
  3722. skillratio += sc->getSCE(SC_CONCENTRATION)->val2;
  3723. #endif
  3724. if (!skill_id || skill_id == KN_AUTOCOUNTER) {
  3725. if (sc->getSCE(SC_CRUSHSTRIKE)) {
  3726. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  3727. short index = sd->equip_index[EQI_HAND_R];
  3728. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3729. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sd->inventory_data[index]->atk +
  3730. 100 * sd->inventory_data[index]->weapon_level * (sd->inventory.u.items_inventory[index].refine + 6);
  3731. }
  3732. status_change_end(src,SC_CRUSHSTRIKE);
  3733. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  3734. } else {
  3735. if (sc->getSCE(SC_GIANTGROWTH) && (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) { // Increase damage again if Crush Strike is not active
  3736. if (map_flag_vs(src->m)) // Only half of the 2.5x increase on versus-type maps
  3737. skillratio += 125;
  3738. else
  3739. skillratio += 250;
  3740. }
  3741. }
  3742. }
  3743. }
  3744. switch(skill_id) {
  3745. case SM_BASH:
  3746. case MS_BASH:
  3747. skillratio += 30 * skill_lv;
  3748. break;
  3749. case SM_MAGNUM:
  3750. case MS_MAGNUM:
  3751. if(wd->miscflag == 1)
  3752. skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester]
  3753. else
  3754. skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester]
  3755. break;
  3756. case MC_MAMMONITE:
  3757. skillratio += 50 * skill_lv;
  3758. break;
  3759. case HT_POWER:
  3760. skillratio += -50 + 8 * sstatus->str;
  3761. break;
  3762. case AC_DOUBLE:
  3763. case MA_DOUBLE:
  3764. skillratio += 10 * (skill_lv - 1);
  3765. break;
  3766. case AC_SHOWER:
  3767. case MA_SHOWER:
  3768. #ifdef RENEWAL
  3769. skillratio += 50 + 10 * skill_lv;
  3770. #else
  3771. skillratio += -25 + 5 * skill_lv;
  3772. #endif
  3773. break;
  3774. case AC_CHARGEARROW:
  3775. case MA_CHARGEARROW:
  3776. skillratio += 50;
  3777. break;
  3778. #ifndef RENEWAL
  3779. case HT_FREEZINGTRAP:
  3780. case MA_FREEZINGTRAP:
  3781. skillratio += -50 + 10 * skill_lv;
  3782. break;
  3783. #endif
  3784. case KN_PIERCE:
  3785. skillratio += 10 * skill_lv;
  3786. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  3787. skillratio *= 2;
  3788. break;
  3789. case ML_PIERCE:
  3790. skillratio += 10 * skill_lv;
  3791. break;
  3792. case MER_CRASH:
  3793. skillratio += 10 * skill_lv;
  3794. break;
  3795. case KN_SPEARSTAB:
  3796. skillratio += 20 * skill_lv;
  3797. break;
  3798. case KN_SPEARBOOMERANG:
  3799. skillratio += 50 * skill_lv;
  3800. break;
  3801. #ifdef RENEWAL
  3802. case KN_BRANDISHSPEAR:
  3803. skillratio += -100 + 400 + 100 * skill_lv + sstatus->str * 3;
  3804. break;
  3805. #else
  3806. case KN_BRANDISHSPEAR:
  3807. #endif
  3808. case ML_BRANDISH:
  3809. {
  3810. int ratio = 100 + 20 * skill_lv;
  3811. skillratio += -100 + ratio;
  3812. if(skill_lv > 3 && wd->miscflag == 0)
  3813. skillratio += ratio / 2;
  3814. if(skill_lv > 6 && wd->miscflag == 0)
  3815. skillratio += ratio / 4;
  3816. if(skill_lv > 9 && wd->miscflag == 0)
  3817. skillratio += ratio / 8;
  3818. if(skill_lv > 6 && wd->miscflag == 1)
  3819. skillratio += ratio / 2;
  3820. if(skill_lv > 9 && wd->miscflag == 1)
  3821. skillratio += ratio / 4;
  3822. if(skill_lv > 9 && wd->miscflag == 2)
  3823. skillratio += ratio / 2;
  3824. }
  3825. break;
  3826. case KN_BOWLINGBASH:
  3827. case MS_BOWLINGBASH:
  3828. skillratio += 40 * skill_lv;
  3829. break;
  3830. case AS_GRIMTOOTH:
  3831. skillratio += 20 * skill_lv;
  3832. break;
  3833. case AS_POISONREACT:
  3834. skillratio += 30 * skill_lv;
  3835. break;
  3836. case AS_SONICBLOW:
  3837. #ifdef RENEWAL
  3838. skillratio += 100 + 100 * skill_lv;
  3839. if (tstatus->hp < (tstatus->max_hp / 2))
  3840. skillratio += skillratio / 2;
  3841. #else
  3842. skillratio += 300 + 40 * skill_lv;
  3843. #endif
  3844. break;
  3845. case TF_SPRINKLESAND:
  3846. skillratio += 30;
  3847. break;
  3848. case MC_CARTREVOLUTION:
  3849. skillratio += 50;
  3850. if(sd && sd->cart_weight)
  3851. skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
  3852. else if (!sd)
  3853. skillratio += 100; //Max damage for non players.
  3854. break;
  3855. case NPC_PIERCINGATT:
  3856. skillratio += -25; //75% base damage
  3857. break;
  3858. case NPC_COMBOATTACK:
  3859. skillratio += 25 * skill_lv;
  3860. break;
  3861. case NPC_RANDOMATTACK:
  3862. case NPC_WATERATTACK:
  3863. case NPC_GROUNDATTACK:
  3864. case NPC_FIREATTACK:
  3865. case NPC_WINDATTACK:
  3866. case NPC_POISONATTACK:
  3867. case NPC_HOLYATTACK:
  3868. case NPC_DARKNESSATTACK:
  3869. case NPC_UNDEADATTACK:
  3870. case NPC_TELEKINESISATTACK:
  3871. case NPC_BLOODDRAIN:
  3872. case NPC_ACIDBREATH:
  3873. case NPC_DARKNESSBREATH:
  3874. case NPC_FIREBREATH:
  3875. case NPC_ICEBREATH:
  3876. case NPC_ICEBREATH2:
  3877. case NPC_THUNDERBREATH:
  3878. case NPC_HELLJUDGEMENT:
  3879. case NPC_HELLJUDGEMENT2:
  3880. case NPC_PULSESTRIKE:
  3881. skillratio += 100 * (skill_lv - 1);
  3882. break;
  3883. case NPC_REVERBERATION_ATK:
  3884. skillratio += 400 + 200 * skill_lv;
  3885. break;
  3886. case RG_BACKSTAP:
  3887. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  3888. skillratio += (200 + 40 * skill_lv) / 2;
  3889. else
  3890. skillratio += 200 + 40 * skill_lv;
  3891. break;
  3892. case RG_RAID:
  3893. #ifdef RENEWAL
  3894. skillratio += -100 + 50 + skill_lv * 150;
  3895. #else
  3896. skillratio += 40 * skill_lv;
  3897. #endif
  3898. break;
  3899. case RG_INTIMIDATE:
  3900. skillratio += 30 * skill_lv;
  3901. break;
  3902. case CR_SHIELDCHARGE:
  3903. skillratio += 20 * skill_lv;
  3904. break;
  3905. case CR_SHIELDBOOMERANG:
  3906. #ifdef RENEWAL
  3907. skillratio += -100 + skill_lv * 80;
  3908. #else
  3909. skillratio += 30 * skill_lv;
  3910. #endif
  3911. break;
  3912. case NPC_DARKCROSS:
  3913. case CR_HOLYCROSS:
  3914. #ifdef RENEWAL
  3915. if(sd && sd->status.weapon == W_2HSPEAR)
  3916. skillratio += 70 * skill_lv;
  3917. else
  3918. #endif
  3919. skillratio += 35 * skill_lv;
  3920. break;
  3921. case AM_DEMONSTRATION:
  3922. skillratio += 20 * skill_lv;
  3923. break;
  3924. case AM_ACIDTERROR:
  3925. #ifdef RENEWAL
  3926. skillratio += -100 + 200 * skill_lv;
  3927. if (sd && pc_checkskill(sd, AM_LEARNINGPOTION))
  3928. skillratio += 100; // !TODO: What's this bonus increase?
  3929. #else
  3930. skillratio += 40 * skill_lv;
  3931. #endif
  3932. break;
  3933. case MO_FINGEROFFENSIVE:
  3934. #ifdef RENEWAL
  3935. skillratio += 500 + skill_lv * 200;
  3936. if (tsc && tsc->getSCE(SC_BLADESTOP))
  3937. skillratio += skillratio / 2;
  3938. #else
  3939. skillratio += 50 * skill_lv;
  3940. #endif
  3941. break;
  3942. case MO_INVESTIGATE:
  3943. #ifdef RENEWAL
  3944. skillratio += -100 + 100 * skill_lv;
  3945. if (tsc && tsc->getSCE(SC_BLADESTOP))
  3946. skillratio += skillratio / 2;
  3947. #else
  3948. skillratio += 75 * skill_lv;
  3949. #endif
  3950. break;
  3951. case MO_EXTREMITYFIST:
  3952. skillratio += 100 * (7 + sstatus->sp / 10);
  3953. #ifdef RENEWAL
  3954. if (wd->miscflag&1)
  3955. skillratio *= 2; // More than 5 spirit balls active
  3956. #endif
  3957. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  3958. break;
  3959. case MO_TRIPLEATTACK:
  3960. skillratio += 20 * skill_lv;
  3961. break;
  3962. case MO_CHAINCOMBO:
  3963. #ifdef RENEWAL
  3964. skillratio += 150 + 50 * skill_lv;
  3965. if (sd && sd->status.weapon == W_KNUCKLE)
  3966. skillratio *= 2;
  3967. #else
  3968. skillratio += 50 + 50 * skill_lv;
  3969. #endif
  3970. break;
  3971. case MO_COMBOFINISH:
  3972. #ifdef RENEWAL
  3973. skillratio += 450 + 50 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  3974. #else
  3975. skillratio += 140 + 60 * skill_lv;
  3976. #endif
  3977. if (sc->getSCE(SC_GT_ENERGYGAIN))
  3978. skillratio += skillratio * 50 / 100;
  3979. break;
  3980. case BA_MUSICALSTRIKE:
  3981. case DC_THROWARROW:
  3982. #ifdef RENEWAL
  3983. skillratio += 10 + 40 * skill_lv;
  3984. #else
  3985. skillratio += 25 + 25 * skill_lv;
  3986. #endif
  3987. break;
  3988. case CH_TIGERFIST:
  3989. #ifdef RENEWAL
  3990. skillratio += 400 + 150 * skill_lv;
  3991. RE_LVL_DMOD(100);
  3992. #else
  3993. skillratio += -60 + 100 * skill_lv;
  3994. #endif
  3995. if (sc->getSCE(SC_GT_ENERGYGAIN))
  3996. skillratio += skillratio * 50 / 100;
  3997. break;
  3998. case CH_CHAINCRUSH:
  3999. #ifdef RENEWAL
  4000. skillratio += -100 + 200 * skill_lv;
  4001. RE_LVL_DMOD(100);
  4002. #else
  4003. skillratio += 300 + 100 * skill_lv;
  4004. #endif
  4005. if (sc->getSCE(SC_GT_ENERGYGAIN))
  4006. skillratio += skillratio * 50 / 100;
  4007. break;
  4008. case CH_PALMSTRIKE:
  4009. #ifdef RENEWAL
  4010. skillratio += 100 + 100 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  4011. RE_LVL_DMOD(100);
  4012. #else
  4013. skillratio += 100 + 100 * skill_lv;
  4014. #endif
  4015. break;
  4016. case LK_HEADCRUSH:
  4017. skillratio += 40 * skill_lv;
  4018. break;
  4019. case LK_JOINTBEAT:
  4020. skillratio += 10 * skill_lv - 50;
  4021. if (wd->miscflag & BREAK_NECK || (tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)) // The 2x damage is only for the BREAK_NECK ailment.
  4022. skillratio *= 2;
  4023. break;
  4024. #ifdef RENEWAL
  4025. // Renewal: skill ratio applies to entire damage [helvetica]
  4026. case LK_SPIRALPIERCE:
  4027. skillratio += 50 + 50 * skill_lv;
  4028. RE_LVL_DMOD(100);
  4029. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  4030. skillratio *= 2;
  4031. break;
  4032. case ML_SPIRALPIERCE:
  4033. skillratio += 50 + 50 * skill_lv;
  4034. RE_LVL_DMOD(100);
  4035. break;
  4036. #endif
  4037. case ASC_METEORASSAULT:
  4038. #ifdef RENEWAL
  4039. skillratio += 100 + 120 * skill_lv;
  4040. RE_LVL_DMOD(100);
  4041. #else
  4042. skillratio += -60 + 40 * skill_lv;
  4043. #endif
  4044. break;
  4045. case SN_SHARPSHOOTING:
  4046. if (src->type == BL_MOB) { // TODO: Did these formulas change in the renewal balancing?
  4047. if (wd->miscflag & 2) // Splash damage bonus
  4048. skillratio += -100 + 140 * skill_lv;
  4049. else
  4050. skillratio += 100 + 50 * skill_lv;
  4051. break;
  4052. }
  4053. [[fallthrough]];
  4054. case MA_SHARPSHOOTING:
  4055. #ifdef RENEWAL
  4056. skillratio += -100 + 300 + 300 * skill_lv;
  4057. RE_LVL_DMOD(100);
  4058. #else
  4059. skillratio += 100 + 50 * skill_lv;
  4060. #endif
  4061. break;
  4062. #ifdef RENEWAL
  4063. case CR_ACIDDEMONSTRATION:
  4064. skillratio += -100 + 200 * skill_lv + sstatus->int_ + tstatus->vit; // !TODO: Confirm status bonus
  4065. if (target->type == BL_PC)
  4066. skillratio /= 2;
  4067. break;
  4068. #endif
  4069. case CG_ARROWVULCAN:
  4070. #ifdef RENEWAL
  4071. skillratio += 400 + 100 * skill_lv;
  4072. RE_LVL_DMOD(100);
  4073. #else
  4074. skillratio += 100 + 100 * skill_lv;
  4075. #endif
  4076. break;
  4077. case AS_SPLASHER:
  4078. #ifdef RENEWAL
  4079. skillratio += -100 + 400 + 100 * skill_lv;
  4080. #else
  4081. skillratio += 400 + 50 * skill_lv;
  4082. #endif
  4083. if(sd)
  4084. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  4085. break;
  4086. case ASC_BREAKER:
  4087. #ifdef RENEWAL
  4088. skillratio += -100 + 150 * skill_lv + sstatus->str + sstatus->int_; // !TODO: Confirm stat modifier
  4089. RE_LVL_DMOD(100);
  4090. #else
  4091. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  4092. skillratio += -100 + 100 * skill_lv;
  4093. #endif
  4094. break;
  4095. case PA_SACRIFICE:
  4096. skillratio += -10 + 10 * skill_lv;
  4097. break;
  4098. case PA_SHIELDCHAIN:
  4099. #ifdef RENEWAL
  4100. skillratio = -100 + 300 + 200 * skill_lv;
  4101. if( sd != nullptr ){
  4102. int16 index = sd->equip_index[EQI_HAND_L];
  4103. // Damage affected by the shield's weight and refine.
  4104. if( index >= 0 && sd->inventory_data[index] != nullptr && sd->inventory_data[index]->type == IT_ARMOR ){
  4105. skillratio += sd->inventory_data[index]->weight / 10 + 4 * sd->inventory.u.items_inventory[index].refine;
  4106. }
  4107. // Damage affected by shield mastery
  4108. if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
  4109. skillratio += skill_lv * 14 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  4110. }
  4111. }
  4112. RE_LVL_DMOD(100);
  4113. #else
  4114. skillratio += 30 * skill_lv;
  4115. #endif
  4116. if (sc && sc->getSCE(SC_SHIELD_POWER))// Whats the official increase? [Rytech]
  4117. skillratio += skillratio * 50 / 100;
  4118. break;
  4119. case WS_CARTTERMINATION:
  4120. i = 10 * (16 - skill_lv);
  4121. if (i < 1) i = 1;
  4122. //Preserve damage ratio when max cart weight is changed.
  4123. if (sd && sd->cart_weight)
  4124. skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100;
  4125. else if (!sd)
  4126. skillratio += 80000 / i - 100;
  4127. break;
  4128. case TK_DOWNKICK:
  4129. case TK_STORMKICK:
  4130. skillratio += 60 + 20 * skill_lv;
  4131. break;
  4132. case TK_TURNKICK:
  4133. case TK_COUNTER:
  4134. skillratio += 90 + 30 * skill_lv;
  4135. break;
  4136. case TK_JUMPKICK:
  4137. //Different damage formulas depending on damage trigger
  4138. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
  4139. skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
  4140. else if (wd->miscflag) {
  4141. skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
  4142. if (sc && sc->getSCE(SC_SPURT)) //Spurt formula [8%*baselevel]
  4143. skillratio *= 2;
  4144. }
  4145. else
  4146. skillratio += -70 + 10 * skill_lv;
  4147. break;
  4148. case GS_TRIPLEACTION:
  4149. skillratio += 50 * skill_lv;
  4150. break;
  4151. case GS_BULLSEYE:
  4152. //Only works well against brute/demihumans non bosses.
  4153. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM) && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  4154. skillratio += 400;
  4155. break;
  4156. case GS_TRACKING:
  4157. skillratio += 100 * (skill_lv + 1);
  4158. break;
  4159. case GS_PIERCINGSHOT:
  4160. #ifdef RENEWAL
  4161. if (sd && sd->weapontype1 == W_RIFLE)
  4162. skillratio += 150 + 30 * skill_lv;
  4163. else
  4164. skillratio += 100 + 20 * skill_lv;
  4165. #else
  4166. skillratio += 20 * skill_lv;
  4167. #endif
  4168. break;
  4169. case GS_RAPIDSHOWER:
  4170. skillratio += 400 + 50 * skill_lv;
  4171. break;
  4172. case GS_DESPERADO:
  4173. skillratio += 50 * (skill_lv - 1);
  4174. if (sc && sc->getSCE(SC_FALLEN_ANGEL))
  4175. skillratio *= 2;
  4176. break;
  4177. case GS_DUST:
  4178. skillratio += 50 * skill_lv;
  4179. break;
  4180. case GS_FULLBUSTER:
  4181. skillratio += 100 * (skill_lv + 2);
  4182. break;
  4183. case GS_SPREADATTACK:
  4184. #ifdef RENEWAL
  4185. skillratio += 30 * skill_lv;
  4186. #else
  4187. skillratio += 20 * (skill_lv - 1);
  4188. #endif
  4189. break;
  4190. #ifdef RENEWAL
  4191. case GS_GROUNDDRIFT:
  4192. skillratio += 100 + 20 * skill_lv;
  4193. break;
  4194. #endif
  4195. case NJ_HUUMA:
  4196. #ifdef RENEWAL
  4197. skillratio += -150 + 250 * skill_lv;
  4198. #else
  4199. skillratio += 50 + 150 * skill_lv;
  4200. #endif
  4201. break;
  4202. case NJ_TATAMIGAESHI:
  4203. skillratio += 10 * skill_lv;
  4204. #ifdef RENEWAL
  4205. skillratio *= 2;
  4206. #endif
  4207. break;
  4208. case NJ_KASUMIKIRI:
  4209. #ifdef RENEWAL
  4210. skillratio += 20 * skill_lv;
  4211. #else
  4212. skillratio += 10 * skill_lv;
  4213. #endif
  4214. break;
  4215. case NJ_KIRIKAGE:
  4216. #ifdef RENEWAL
  4217. skillratio += -50 + 150 * skill_lv;
  4218. #else
  4219. skillratio += 100 * (skill_lv - 1);
  4220. #endif
  4221. break;
  4222. #ifdef RENEWAL
  4223. case NJ_SYURIKEN:
  4224. skillratio += 5 * skill_lv;
  4225. break;
  4226. case NJ_KUNAI:
  4227. skillratio += -100 + 100 * skill_lv;
  4228. break;
  4229. case KN_CHARGEATK:
  4230. skillratio += 600;
  4231. break;
  4232. case AS_VENOMKNIFE:
  4233. skillratio += 400;
  4234. break;
  4235. #else
  4236. case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500%
  4237. int k = (wd->miscflag-1)/3;
  4238. if (k < 0)
  4239. k = 0;
  4240. else if (k > 4)
  4241. k = 4;
  4242. skillratio += 100 * k;
  4243. }
  4244. break;
  4245. #endif
  4246. case HT_PHANTASMIC:
  4247. #ifdef RENEWAL
  4248. skillratio += 400;
  4249. #else
  4250. skillratio += 50;
  4251. #endif
  4252. break;
  4253. case MO_BALKYOUNG:
  4254. #ifdef RENEWAL
  4255. skillratio += 700;
  4256. #else
  4257. skillratio += 200;
  4258. #endif
  4259. break;
  4260. case HFLI_MOON: //[orn]
  4261. skillratio += 10 + 110 * skill_lv;
  4262. break;
  4263. case HFLI_SBR44: //[orn]
  4264. skillratio += 100 * (skill_lv - 1);
  4265. break;
  4266. case NPC_VAMPIRE_GIFT:
  4267. skillratio += ((skill_lv - 1) % 5 + 1) * 100;
  4268. break;
  4269. case RK_SONICWAVE:
  4270. skillratio += -100 + 1050 + 150 * skill_lv;
  4271. RE_LVL_DMOD(100);
  4272. break;
  4273. case RK_HUNDREDSPEAR:
  4274. skillratio += -100 + 600 + 200 * skill_lv;
  4275. if (sd)
  4276. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  4277. if (sc) {
  4278. if( sc->getSCE( SC_DRAGONIC_AURA ) ){
  4279. skillratio += sc->getSCE( SC_DRAGONIC_AURA )->val1 * 160;
  4280. }
  4281. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  4282. skillratio *= 2;
  4283. }
  4284. RE_LVL_DMOD(100);
  4285. break;
  4286. case RK_WINDCUTTER:
  4287. if (sd) {
  4288. if (sd->weapontype1 == W_2HSWORD)
  4289. skillratio += -100 + 250 * skill_lv;
  4290. else if (sd->weapontype1 == W_1HSPEAR || sd->weapontype1 == W_2HSPEAR)
  4291. skillratio += -100 + 400 * skill_lv;
  4292. else
  4293. skillratio += -100 + 300 * skill_lv;
  4294. } else
  4295. skillratio += -100 + 300 * skill_lv;
  4296. RE_LVL_DMOD(100);
  4297. break;
  4298. case RK_IGNITIONBREAK:
  4299. skillratio += -100 + 450 * skill_lv;
  4300. RE_LVL_DMOD(100);
  4301. break;
  4302. case NPC_IGNITIONBREAK:
  4303. // 3x3 cell Damage = 1000 1500 2000 2500 3000 %
  4304. // 7x7 cell Damage = 750 1250 1750 2250 2750 %
  4305. // 11x11 cell Damage = 500 1000 1500 2000 2500 %
  4306. i = distance_bl(src,target);
  4307. if (i < 2)
  4308. skillratio += -100 + 500 * (skill_lv + 1);
  4309. else if (i < 4)
  4310. skillratio += -100 + 250 + 500 * skill_lv;
  4311. else
  4312. skillratio += -100 + 500 * skill_lv;
  4313. break;
  4314. case RK_STORMBLAST:
  4315. skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + sstatus->str / 6) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's STR / 6)} x 100] %
  4316. RE_LVL_DMOD(100);
  4317. break;
  4318. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  4319. skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  4320. RE_LVL_DMOD(150); // Base level bonus.
  4321. break;
  4322. // case NPC_PHANTOMTHRUST: // ATK = 100% for all level
  4323. case GC_CROSSIMPACT:
  4324. skillratio += -100 + 1400 + 150 * skill_lv;
  4325. RE_LVL_DMOD(100);
  4326. break;
  4327. case GC_COUNTERSLASH:
  4328. //ATK [{(Skill Level x 150) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  4329. skillratio += -100 + 300 + 150 * skill_lv;
  4330. RE_LVL_DMOD(120);
  4331. break;
  4332. case GC_VENOMPRESSURE:
  4333. skillratio += 900;
  4334. break;
  4335. case GC_PHANTOMMENACE:
  4336. skillratio += 200;
  4337. break;
  4338. case GC_ROLLINGCUTTER:
  4339. skillratio += -100 + 50 + 80 * skill_lv;
  4340. RE_LVL_DMOD(100);
  4341. break;
  4342. case GC_CROSSRIPPERSLASHER:
  4343. skillratio += -100 + 80 * skill_lv + (sstatus->agi * 3);
  4344. RE_LVL_DMOD(100);
  4345. if (sc && sc->getSCE(SC_ROLLINGCUTTER))
  4346. skillratio += sc->getSCE(SC_ROLLINGCUTTER)->val1 * 200;
  4347. break;
  4348. case GC_DARKCROW:
  4349. skillratio += 100 * (skill_lv - 1);
  4350. break;
  4351. case AB_DUPLELIGHT_MELEE:
  4352. skillratio += 50 + 15 * skill_lv;
  4353. break;
  4354. case NPC_ARROWSTORM:
  4355. if (skill_lv > 4)
  4356. skillratio += 1900;
  4357. else
  4358. skillratio += 900;
  4359. break;
  4360. case NPC_DRAGONBREATH:
  4361. if (skill_lv > 5)
  4362. skillratio += 500 + 500 * (skill_lv - 5); // Level 6-10 is using water element, like RK_DRAGONBREATH_WATER
  4363. else
  4364. skillratio += 500 + 500 * skill_lv; // Level 1-5 is using fire element, like RK_DRAGONBREATH
  4365. break;
  4366. case RA_ARROWSTORM:
  4367. if (sc && sc->getSCE(SC_FEARBREEZE))
  4368. skillratio += -100 + 200 + 250 * skill_lv;
  4369. else
  4370. skillratio += -100 + 200 + 180 * skill_lv;
  4371. RE_LVL_DMOD(100);
  4372. break;
  4373. case RA_AIMEDBOLT:
  4374. if (sc && sc->getSCE(SC_FEARBREEZE))
  4375. skillratio += -100 + 800 + 35 * skill_lv;
  4376. else
  4377. skillratio += -100 + 500 + 20 * skill_lv;
  4378. RE_LVL_DMOD(100);
  4379. break;
  4380. case RA_CLUSTERBOMB:
  4381. skillratio += 100 + 100 * skill_lv;
  4382. break;
  4383. case RA_WUGDASH:// ATK 300%
  4384. skillratio += 200;
  4385. break;
  4386. case RA_WUGSTRIKE:
  4387. skillratio += -100 + 200 * skill_lv;
  4388. break;
  4389. case RA_WUGBITE:
  4390. skillratio += 300 + 200 * skill_lv;
  4391. if (skill_lv == 5)
  4392. skillratio += 100;
  4393. break;
  4394. case RA_SENSITIVEKEEN:
  4395. skillratio += 50 * skill_lv;
  4396. break;
  4397. case NC_BOOSTKNUCKLE:
  4398. skillratio += -100 + 260 * skill_lv + sstatus->dex; // !TODO: What's the DEX bonus?
  4399. RE_LVL_DMOD(100);
  4400. break;
  4401. case NC_PILEBUNKER:
  4402. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  4403. RE_LVL_DMOD(100);
  4404. break;
  4405. case NC_VULCANARM:
  4406. skillratio += -100 + 230 * skill_lv + sstatus->dex; // !TODO: What's the DEX bonus?
  4407. RE_LVL_DMOD(100);
  4408. break;
  4409. case NC_FLAMELAUNCHER:
  4410. case NC_COLDSLOWER:
  4411. skillratio += 200 + 300 * skill_lv;
  4412. RE_LVL_DMOD(150);
  4413. break;
  4414. case NC_ARMSCANNON:
  4415. skillratio += -100 + 400 + 350 * skill_lv;
  4416. RE_LVL_DMOD(100);
  4417. break;
  4418. case NC_AXEBOOMERANG:
  4419. skillratio += 150 + 50 * skill_lv;
  4420. if (sd) {
  4421. short index = sd->equip_index[EQI_HAND_R];
  4422. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  4423. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  4424. }
  4425. RE_LVL_DMOD(100);
  4426. break;
  4427. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  4428. skillratio += -100 + ((sstatus->str + sstatus->dex)/ 2) + 300 + 100 * skill_lv;
  4429. RE_LVL_DMOD(100);
  4430. if (sc && sc->getSCE(SC_ABR_BATTLE_WARIOR))
  4431. skillratio *= 2;
  4432. break;
  4433. case NC_MAGMA_ERUPTION: // 'Slam' damage
  4434. skillratio += 350 + 50 * skill_lv;
  4435. break;
  4436. case NC_AXETORNADO:
  4437. skillratio += -100 + 200 + 180 * skill_lv + sstatus->vit * 2;
  4438. if (sc && sc->getSCE(SC_AXE_STOMP))
  4439. skillratio += 380;
  4440. RE_LVL_DMOD(100);
  4441. break;
  4442. case SC_FATALMENACE:
  4443. skillratio += 120 * skill_lv + sstatus->agi; // !TODO: What's the AGI bonus?
  4444. if( sc != nullptr && sc->getSCE( SC_ABYSS_DAGGER ) ){
  4445. skillratio += 30 * skill_lv;
  4446. }
  4447. RE_LVL_DMOD(100);
  4448. break;
  4449. case SC_TRIANGLESHOT:
  4450. skillratio += -100 + 230 * skill_lv + 3 * sstatus->agi;
  4451. RE_LVL_DMOD(100);
  4452. break;
  4453. case SC_FEINTBOMB:
  4454. skillratio += -100 + (skill_lv + 1) * sstatus->dex / 2 * ((sd) ? sd->status.job_level / 10 : 1);
  4455. RE_LVL_DMOD(120);
  4456. break;
  4457. case LG_CANNONSPEAR:
  4458. skillratio += -100 + skill_lv * ( 120 + sstatus->str );
  4459. if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) ){
  4460. skillratio += 400;
  4461. }
  4462. RE_LVL_DMOD(100);
  4463. break;
  4464. case LG_BANISHINGPOINT:
  4465. skillratio += -100 + ( 100 * skill_lv );
  4466. if( sd != nullptr ){
  4467. skillratio += pc_checkskill( sd, SM_BASH ) * 70;
  4468. }
  4469. if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) ){
  4470. skillratio += 800;
  4471. }
  4472. RE_LVL_DMOD(100);
  4473. break;
  4474. case LG_SHIELDPRESS:
  4475. skillratio += -100 + 200 * skill_lv + sstatus->str;
  4476. if (sd) {
  4477. if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
  4478. skillratio += skill_lv * 15 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  4479. }
  4480. short index = sd->equip_index[EQI_HAND_L];
  4481. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4482. skillratio += sd->inventory_data[index]->weight / 10;
  4483. }
  4484. RE_LVL_DMOD(100);
  4485. break;
  4486. case LG_PINPOINTATTACK:
  4487. skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src);
  4488. RE_LVL_DMOD(120);
  4489. break;
  4490. case LG_RAGEBURST:
  4491. if (sd && sd->spiritball_old)
  4492. skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  4493. else
  4494. skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src));
  4495. RE_LVL_DMOD(100);
  4496. break;
  4497. case LG_MOONSLASHER:
  4498. skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0);
  4499. RE_LVL_DMOD(100);
  4500. break;
  4501. case LG_OVERBRAND:
  4502. if(sc && sc->getSCE(SC_OVERBRANDREADY))
  4503. skillratio += -100 + 500 * skill_lv;
  4504. else
  4505. skillratio += -100 + 350 * skill_lv;
  4506. skillratio += ((sd) ? pc_checkskill(sd, CR_SPEARQUICKEN) * 50 : 0);
  4507. RE_LVL_DMOD(100);
  4508. break;
  4509. case LG_EARTHDRIVE:
  4510. skillratio += -100 + 380 * skill_lv + sstatus->str + sstatus->vit; // !TODO: What's the STR/VIT bonus?
  4511. if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
  4512. skillratio += skill_lv * 37 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  4513. }
  4514. RE_LVL_DMOD(100);
  4515. break;
  4516. case LG_HESPERUSLIT:
  4517. if (sc && sc->getSCE(SC_INSPIRATION))
  4518. skillratio += -100 + 450 * skill_lv;
  4519. else
  4520. skillratio += -100 + 300 * skill_lv;
  4521. skillratio += sstatus->vit / 6; // !TODO: What's the VIT bonus?
  4522. RE_LVL_DMOD(100);
  4523. break;
  4524. case SR_EARTHSHAKER:
  4525. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD) || tsc->getSCE(SC__SHADOWFORM))) {
  4526. //[(Skill Level x 300) x (Caster Base Level / 100) + (Caster STR x 3)] %
  4527. skillratio += -100 + 300 * skill_lv;
  4528. RE_LVL_DMOD(100);
  4529. skillratio += status_get_str(src) * 3;
  4530. } else { //[(Skill Level x 400) x (Caster Base Level / 100) + (Caster STR x 2)] %
  4531. skillratio += -100 + 400 * skill_lv;
  4532. RE_LVL_DMOD(100);
  4533. skillratio += status_get_str(src) * 2;
  4534. }
  4535. break;
  4536. case SR_DRAGONCOMBO:
  4537. skillratio += 100 + 80 * skill_lv;
  4538. RE_LVL_DMOD(100);
  4539. break;
  4540. case SR_FALLENEMPIRE:
  4541. // ATK [(Skill Level x 300 + 100) x Caster Base Level / 150] %
  4542. skillratio += 300 * skill_lv;
  4543. RE_LVL_DMOD(150);
  4544. break;
  4545. case SR_TIGERCANNON:
  4546. {
  4547. unsigned int hp = sstatus->max_hp * (10 + (skill_lv * 2)) / 100,
  4548. sp = sstatus->max_sp * (5 + skill_lv) / 100;
  4549. if (wd->miscflag&8)
  4550. // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  4551. skillratio += -100 + (hp + sp) / 2;
  4552. else
  4553. // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  4554. skillratio += -100 + (hp + sp) / 4;
  4555. RE_LVL_DMOD(100);
  4556. }
  4557. if (sc->getSCE(SC_GT_REVITALIZE))
  4558. skillratio += skillratio * 30 / 100;
  4559. break;
  4560. case SR_SKYNETBLOW:
  4561. //ATK [{(Skill Level x 200) + (Caster AGI)} x Caster Base Level / 100] %
  4562. skillratio += -100 + 200 * skill_lv + sstatus->agi / 6; // !TODO: Confirm AGI bonus
  4563. RE_LVL_DMOD(100);
  4564. break;
  4565. case SR_RAMPAGEBLASTER:
  4566. if (tsc && tsc->getSCE(SC_EARTHSHAKER)) {
  4567. skillratio += 1400 + 550 * skill_lv;
  4568. RE_LVL_DMOD(120);
  4569. } else {
  4570. skillratio += 900 + 350 * skill_lv;
  4571. RE_LVL_DMOD(150);
  4572. }
  4573. if (sc->getSCE(SC_GT_CHANGE))
  4574. skillratio += skillratio * 30 / 100;
  4575. break;
  4576. case SR_KNUCKLEARROW:
  4577. if (wd->miscflag&4) { // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
  4578. skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5;
  4579. if (tsd && tsd->weight)
  4580. skillratio += 100 * tsd->weight / tsd->max_weight;
  4581. RE_LVL_DMOD(150);
  4582. } else {
  4583. if (status_get_class_(target) == CLASS_BOSS)
  4584. skillratio += 400 + 200 * skill_lv;
  4585. else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  4586. skillratio += 400 + 100 * skill_lv;
  4587. RE_LVL_DMOD(100);
  4588. }
  4589. if (sc->getSCE(SC_GT_CHANGE))
  4590. skillratio += skillratio * 30 / 100;
  4591. break;
  4592. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  4593. skillratio += -100 + status_get_lv(src) + sstatus->dex;
  4594. RE_LVL_DMOD(100);
  4595. break;
  4596. case SR_GATEOFHELL:
  4597. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE)
  4598. skillratio += -100 + 800 * skill_lv;
  4599. else
  4600. skillratio += -100 + 500 * skill_lv;
  4601. RE_LVL_DMOD(100);
  4602. if (sc->getSCE(SC_GT_REVITALIZE))
  4603. skillratio += skillratio * 30 / 100;
  4604. break;
  4605. case SR_GENTLETOUCH_QUIET:
  4606. skillratio += -100 + 100 * skill_lv + sstatus->dex;
  4607. RE_LVL_DMOD(100);
  4608. break;
  4609. case SR_HOWLINGOFLION:
  4610. skillratio += -100 + 500 * skill_lv;
  4611. RE_LVL_DMOD(100);
  4612. break;
  4613. case SR_RIDEINLIGHTNING:
  4614. skillratio += -100 + 40 * skill_lv;
  4615. if (sd && sd->status.weapon == W_KNUCKLE)
  4616. skillratio += 50 * skill_lv;
  4617. RE_LVL_DMOD(100);
  4618. break;
  4619. case WM_SEVERE_RAINSTORM_MELEE:
  4620. //ATK [{(Caster DEX / 300 + AGI / 200)} x Caster Base Level / 100] %
  4621. skillratio += -100 + 100 * skill_lv + (sstatus->dex / 300 + sstatus->agi / 200);
  4622. if (wd->miscflag&4) // Whip/Instrument equipped
  4623. skillratio += 20 * skill_lv;
  4624. RE_LVL_DMOD(100);
  4625. break;
  4626. case WM_GREAT_ECHO:
  4627. skillratio += -100 + 250 + 500 * skill_lv;
  4628. if (sd) {
  4629. skillratio += pc_checkskill(sd, WM_LESSON) * 50; // !TODO: Confirm bonus
  4630. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  4631. skillratio *= 2;
  4632. }
  4633. RE_LVL_DMOD(100);
  4634. break;
  4635. case GN_CART_TORNADO: { // ATK [( Skill Level x 200 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  4636. skillratio += -100 + 200 * skill_lv;
  4637. if(sd && sd->cart_weight)
  4638. skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  4639. if (sc && sc->getSCE(SC_BIONIC_WOODENWARRIOR))
  4640. skillratio *= 2;
  4641. }
  4642. break;
  4643. case GN_CARTCANNON:
  4644. skillratio += -100 + (250 + 20 * pc_checkskill(sd, GN_REMODELING_CART)) * skill_lv + 2 * sstatus->int_ / (6 - pc_checkskill(sd, GN_REMODELING_CART));
  4645. RE_LVL_DMOD(100);
  4646. break;
  4647. case GN_SPORE_EXPLOSION:
  4648. skillratio += -100 + 400 + 200 * skill_lv;
  4649. RE_LVL_DMOD(100);
  4650. if (sc && sc->getSCE(SC_BIONIC_WOODEN_FAIRY))
  4651. skillratio *= 2;
  4652. break;
  4653. case GN_WALLOFTHORN:
  4654. skillratio += 10 * skill_lv;
  4655. break;
  4656. case GN_CRAZYWEED_ATK:
  4657. skillratio += -100 + 700 + 100 * skill_lv;
  4658. RE_LVL_DMOD(100);
  4659. break;
  4660. case GN_SLINGITEM_RANGEMELEEATK:
  4661. if( sd ) {
  4662. switch( sd->itemid ) {
  4663. case ITEMID_APPLE_BOMB:
  4664. skillratio += 200 + status_get_str(src) + status_get_dex(src);
  4665. break;
  4666. case ITEMID_COCONUT_BOMB:
  4667. case ITEMID_PINEAPPLE_BOMB:
  4668. skillratio += 700 + status_get_str(src) + status_get_dex(src);
  4669. break;
  4670. case ITEMID_MELON_BOMB:
  4671. skillratio += 400 + status_get_str(src) + status_get_dex(src);
  4672. break;
  4673. case ITEMID_BANANA_BOMB:
  4674. skillratio += 777 + status_get_str(src) + status_get_dex(src);
  4675. break;
  4676. case ITEMID_BLACK_LUMP:
  4677. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
  4678. break;
  4679. case ITEMID_BLACK_HARD_LUMP:
  4680. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
  4681. break;
  4682. case ITEMID_VERY_HARD_LUMP:
  4683. skillratio += -100 + status_get_str(src) + status_get_agi(src) + status_get_dex(src);
  4684. break;
  4685. }
  4686. RE_LVL_DMOD(100);
  4687. }
  4688. break;
  4689. case GN_HELLS_PLANT_ATK:
  4690. skillratio += -100 + 100 * skill_lv + sstatus->int_ * (sd ? pc_checkskill(sd, AM_CANNIBALIZE) : 5); // !TODO: Confirm INT and Cannibalize bonus
  4691. RE_LVL_DMOD(100);
  4692. break;
  4693. // Physical Elemantal Spirits Attack Skills
  4694. case EL_CIRCLE_OF_FIRE:
  4695. case EL_FIRE_BOMB_ATK:
  4696. case EL_STONE_RAIN:
  4697. skillratio += 200;
  4698. break;
  4699. case EL_FIRE_WAVE_ATK:
  4700. skillratio += 500;
  4701. break;
  4702. case EL_TIDAL_WEAPON:
  4703. skillratio += 1400;
  4704. break;
  4705. case EL_WIND_SLASH:
  4706. skillratio += 100;
  4707. break;
  4708. case EL_HURRICANE:
  4709. skillratio += 600;
  4710. break;
  4711. case EL_TYPOON_MIS:
  4712. case EL_WATER_SCREW_ATK:
  4713. skillratio += 900;
  4714. break;
  4715. case EL_STONE_HAMMER:
  4716. skillratio += 400;
  4717. break;
  4718. case EL_ROCK_CRUSHER:
  4719. skillratio += 700;
  4720. break;
  4721. case KO_JYUMONJIKIRI:
  4722. skillratio += -100 + 200 * skill_lv;
  4723. RE_LVL_DMOD(120);
  4724. if(tsc && tsc->getSCE(SC_JYUMONJIKIRI))
  4725. skillratio += skill_lv * status_get_lv(src);
  4726. if (sc && sc->getSCE(SC_KAGEMUSYA))
  4727. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  4728. break;
  4729. case KO_HUUMARANKA:
  4730. skillratio += -100 + 150 * skill_lv + sstatus->str + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  4731. RE_LVL_DMOD(100);
  4732. if (sc && sc->getSCE(SC_KAGEMUSYA))
  4733. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  4734. break;
  4735. case KO_SETSUDAN:
  4736. skillratio += 100 * (skill_lv - 1);
  4737. RE_LVL_DMOD(100);
  4738. if (tsc) {
  4739. struct status_change_entry *sce;
  4740. if ((sce = tsc->getSCE(SC_SPIRIT)) || (sce = tsc->getSCE(SC_SOULGOLEM)) || (sce = tsc->getSCE(SC_SOULSHADOW)) || (sce = tsc->getSCE(SC_SOULFALCON)) || (sce = tsc->getSCE(SC_SOULFAIRY))) // Bonus damage added when target is soul linked.
  4741. skillratio += 200 * sce->val1;
  4742. }
  4743. break;
  4744. case KO_BAKURETSU:
  4745. skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  4746. RE_LVL_DMOD(120);
  4747. skillratio += 10 * (sd ? sd->status.job_level : 1);
  4748. if (sc && sc->getSCE(SC_KAGEMUSYA))
  4749. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  4750. break;
  4751. case KO_MAKIBISHI:
  4752. skillratio += -100 + 20 * skill_lv;
  4753. break;
  4754. case MH_NEEDLE_OF_PARALYZE:
  4755. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  4756. break;
  4757. case MH_TOXIN_OF_MANDARA:
  4758. skillratio += -100 + 400 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  4759. break;
  4760. case MH_NEEDLE_STINGER:
  4761. skillratio += -100 + 200 + 500 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  4762. break;
  4763. case MH_STAHL_HORN:
  4764. skillratio += -100 + 1000 + 300 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
  4765. break;
  4766. case MH_GLANZEN_SPIES:
  4767. skillratio += -100 + 300 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->vit; // !TODO: Confirm VIT bonus
  4768. break;
  4769. case MH_LAVA_SLIDE:
  4770. skillratio += -100 + 50 * skill_lv;
  4771. break;
  4772. case MH_BLAST_FORGE:
  4773. skillratio += -100 + 70 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
  4774. break;
  4775. case MH_SONIC_CRAW:
  4776. skillratio += -100 + 60 * skill_lv * status_get_lv(src) / 150;
  4777. break;
  4778. case MH_BLAZING_AND_FURIOUS:
  4779. skillratio += -100 + 80 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
  4780. break;
  4781. case MH_THE_ONE_FIGHTER_RISES:
  4782. skillratio += -100 + 580 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
  4783. break;
  4784. case MH_SILVERVEIN_RUSH:
  4785. skillratio += -100 + 250 * skill_lv * status_get_lv(src) / 100 + sstatus->str; // !TODO: Confirm STR bonus
  4786. break;
  4787. case MH_MIDNIGHT_FRENZY:
  4788. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 150 + sstatus->str; // !TODO: Confirm STR bonus
  4789. break;
  4790. case MH_MAGMA_FLOW:
  4791. skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120;
  4792. break;
  4793. case RL_MASS_SPIRAL:
  4794. skillratio += -100 + 200 * skill_lv;
  4795. break;
  4796. case RL_FIREDANCE:
  4797. skillratio += 100 + 100 * skill_lv;
  4798. skillratio += (sd ? pc_checkskill(sd, GS_DESPERADO) * 20 : 0);
  4799. RE_LVL_DMOD(100);
  4800. break;
  4801. case RL_BANISHING_BUSTER:
  4802. skillratio += -100 + 1000 + 200 * skill_lv;
  4803. RE_LVL_DMOD(100);
  4804. break;
  4805. case RL_S_STORM:
  4806. skillratio += -100 + 1700 + 200 * skill_lv;
  4807. break;
  4808. case RL_SLUGSHOT:
  4809. if (target->type == BL_MOB)
  4810. skillratio += -100 + 1200 * skill_lv;
  4811. else
  4812. skillratio += -100 + 2000 * skill_lv;
  4813. skillratio *= 2 + tstatus->size;
  4814. break;
  4815. case RL_D_TAIL:
  4816. skillratio += -100 + 500 + 200 * skill_lv;
  4817. if (sd && (wd->miscflag & 8))
  4818. skillratio *= 2;
  4819. RE_LVL_DMOD(100);
  4820. break;
  4821. case RL_R_TRIP:
  4822. skillratio += -100 + 350 * skill_lv;
  4823. RE_LVL_DMOD(100);
  4824. break;
  4825. case RL_R_TRIP_PLUSATK:
  4826. skillratio += -100 + 300 + 300 * skill_lv;
  4827. break;
  4828. case RL_H_MINE:
  4829. if (sd && sd->flicker) // Flicker explosion damage: 500 + 300 * SkillLv
  4830. skillratio += -100 + 500 + 300 * skill_lv;
  4831. else // 200 + 200 * SkillLv
  4832. skillratio += -100 + 200 + 200 * skill_lv;
  4833. break;
  4834. case RL_HAMMER_OF_GOD:
  4835. skillratio += -100 + 100 * skill_lv;
  4836. if (sd) {
  4837. if (wd->miscflag & 8)
  4838. skillratio += 400 * sd->spiritball_old;
  4839. else
  4840. skillratio += 150 * sd->spiritball_old;
  4841. }
  4842. RE_LVL_DMOD(100);
  4843. break;
  4844. case RL_FIRE_RAIN:
  4845. case RL_AM_BLAST:
  4846. skillratio += -100 + 3500 + 300 * skill_lv;
  4847. break;
  4848. case SU_BITE:
  4849. skillratio += 100;
  4850. break;
  4851. case SU_SCRATCH:
  4852. skillratio += -50 + 50 * skill_lv;
  4853. break;
  4854. case SU_SCAROFTAROU:
  4855. skillratio += -100 + 100 * skill_lv;
  4856. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4857. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4858. break;
  4859. case SU_PICKYPECK:
  4860. case SU_PICKYPECK_DOUBLE_ATK:
  4861. skillratio += 100 + 100 * skill_lv;
  4862. if (status_get_hp(target) < (status_get_max_hp(target) / 2))
  4863. skillratio *= 2;
  4864. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4865. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4866. break;
  4867. case SU_LUNATICCARROTBEAT:
  4868. case SU_LUNATICCARROTBEAT2:
  4869. skillratio += 100 + 100 * skill_lv + sstatus->str * 5; // !TODO: What's the STR bonus?
  4870. RE_LVL_DMOD(100);
  4871. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4872. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4873. break;
  4874. case SU_SVG_SPIRIT:
  4875. skillratio += 150 + 150 * skill_lv;
  4876. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4877. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4878. break;
  4879. case SJ_FULLMOONKICK:
  4880. skillratio += 1000 + 100 * skill_lv;
  4881. RE_LVL_DMOD(100);
  4882. if (sc && sc->getSCE(SC_LIGHTOFMOON))
  4883. skillratio += skillratio * sc->getSCE(SC_LIGHTOFMOON)->val2 / 100;
  4884. break;
  4885. case SJ_NEWMOONKICK:
  4886. skillratio += 600 + 100 * skill_lv;
  4887. break;
  4888. case SJ_STAREMPEROR:
  4889. skillratio += 700 + 200 * skill_lv;
  4890. break;
  4891. case SJ_SOLARBURST:
  4892. skillratio += 900 + 220 * skill_lv;
  4893. RE_LVL_DMOD(100);
  4894. if (sc && sc->getSCE(SC_LIGHTOFSUN))
  4895. skillratio += skillratio * sc->getSCE(SC_LIGHTOFSUN)->val2 / 100;
  4896. break;
  4897. case SJ_PROMINENCEKICK:
  4898. skillratio += 50 + 50 * skill_lv;
  4899. break;
  4900. case SJ_FALLINGSTAR_ATK:
  4901. case SJ_FALLINGSTAR_ATK2:
  4902. skillratio += 100 * skill_lv;
  4903. RE_LVL_DMOD(100);
  4904. if (sc && sc->getSCE(SC_LIGHTOFSTAR))
  4905. skillratio += skillratio * sc->getSCE(SC_LIGHTOFSTAR)->val2 / 100;
  4906. break;
  4907. case DK_SERVANTWEAPON_ATK:
  4908. skillratio += -100 + 500 + 400 * skill_lv + 5 * sstatus->pow;
  4909. RE_LVL_DMOD(100);
  4910. break;
  4911. case DK_SERVANT_W_PHANTOM:
  4912. skillratio += -100 + 200 + 300 * skill_lv + 5 * sstatus->pow;
  4913. RE_LVL_DMOD(100);
  4914. break;
  4915. case DK_SERVANT_W_DEMOL:
  4916. skillratio += -100 + 500 * skill_lv;
  4917. RE_LVL_DMOD(100);
  4918. break;
  4919. case DK_HACKANDSLASHER:
  4920. case DK_HACKANDSLASHER_ATK:
  4921. skillratio += -100 + 300 + 700 * skill_lv;
  4922. skillratio += 7 * sstatus->pow;
  4923. RE_LVL_DMOD(100);
  4924. break;
  4925. case DK_DRAGONIC_AURA:
  4926. skillratio += 3650 * skill_lv + 10 * sstatus->pow;
  4927. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  4928. skillratio += 150 * skill_lv;
  4929. RE_LVL_DMOD(100);
  4930. break;
  4931. case DK_MADNESS_CRUSHER:
  4932. skillratio += -100 + 400 + 800 * skill_lv + 7 * sstatus->pow;
  4933. if( sd != nullptr ){
  4934. int16 index = sd->equip_index[EQI_HAND_R];
  4935. if( index >= 0 && sd->inventory_data[index] != nullptr ){
  4936. skillratio += sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->weapon_level;
  4937. }
  4938. }
  4939. RE_LVL_DMOD(100);
  4940. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  4941. skillratio *= 2;
  4942. break;
  4943. case DK_STORMSLASH:
  4944. skillratio += -100 + 100 + 170 * skill_lv + 5 * sstatus->pow;
  4945. RE_LVL_DMOD(100);
  4946. if (sc && sc->getSCE(SC_GIANTGROWTH) && rnd()%100 < 30)
  4947. skillratio *= 2;
  4948. break;
  4949. case DK_DRAGONIC_BREATH:
  4950. skillratio += -100 + 50 + 350 * skill_lv;
  4951. skillratio += 5 * sstatus->pow;
  4952. //TODO: needs official HP/SP scaling [Muh]
  4953. skillratio += sstatus->max_hp / 500 + status_get_max_sp(src) / 40;
  4954. if (sc && sc->getSCE(SC_DRAGONIC_AURA))
  4955. skillratio += sstatus->max_hp / 500 + status_get_max_sp(src) / 40;
  4956. RE_LVL_DMOD(100);
  4957. break;
  4958. case IQ_OLEUM_SANCTUM:
  4959. skillratio += -100 + 500 + 2000 * skill_lv + 5 * sstatus->pow;
  4960. RE_LVL_DMOD(100);
  4961. break;
  4962. case IQ_MASSIVE_F_BLASTER:
  4963. skillratio += -100 + 2150 * skill_lv + 15 * sstatus->pow;
  4964. if (tstatus->race == RC_BRUTE || tstatus->race == RC_DEMON)
  4965. skillratio += 150 * skill_lv;
  4966. RE_LVL_DMOD(100);
  4967. break;
  4968. case IQ_EXPOSION_BLASTER:
  4969. skillratio += -100 + 2800 * skill_lv + 15 * sstatus->pow;
  4970. if( tsc != nullptr && tsc->getSCE( SC_HOLY_OIL ) ){
  4971. skillratio += 400 * skill_lv;
  4972. }
  4973. RE_LVL_DMOD(100);
  4974. break;
  4975. case IQ_FIRST_BRAND:
  4976. skillratio += -100 + 1200 * skill_lv + 5 * sstatus->pow;
  4977. RE_LVL_DMOD(100);
  4978. break;
  4979. case IQ_SECOND_FLAME:
  4980. skillratio += -100 + 200 + 2900 * skill_lv + 9 * sstatus->pow;
  4981. RE_LVL_DMOD(100);
  4982. break;
  4983. case IQ_SECOND_FAITH:
  4984. skillratio += -100 + 100 + 2300 * skill_lv + 5 * sstatus->pow;
  4985. RE_LVL_DMOD(100);
  4986. break;
  4987. case IQ_SECOND_JUDGEMENT:
  4988. skillratio += -100 + 150 + 2600 * skill_lv + 7 * sstatus->pow;
  4989. RE_LVL_DMOD(100);
  4990. break;
  4991. case IQ_THIRD_PUNISH:
  4992. skillratio += -100 + 350 + 1500 * skill_lv + 10 * sstatus->pow;
  4993. RE_LVL_DMOD(100);
  4994. break;
  4995. case IQ_THIRD_FLAME_BOMB:
  4996. skillratio += -100 + 650 * skill_lv + 10 * sstatus->pow;
  4997. skillratio += sstatus->max_hp * 20 / 100;
  4998. RE_LVL_DMOD(100);
  4999. break;
  5000. case IQ_THIRD_CONSECRATION:
  5001. skillratio += -100 + 700 * skill_lv + 10 * sstatus->pow;
  5002. RE_LVL_DMOD(100);
  5003. break;
  5004. case IG_GRAND_JUDGEMENT:
  5005. skillratio += -100 + 250 + 1500 * skill_lv + 10 * sstatus->pow;
  5006. if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
  5007. skillratio += 100 + 150 * skill_lv;
  5008. RE_LVL_DMOD(100);
  5009. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  5010. skillratio += skillratio * i / 100;
  5011. break;
  5012. case IG_SHIELD_SHOOTING:
  5013. skillratio += -100 + 1400 + 2100 * skill_lv + 5 * sstatus->pow;
  5014. skillratio += skill_lv * 15 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  5015. if (sd) { // Damage affected by the shield's weight and refine. Need official formula. [Rytech]
  5016. short index = sd->equip_index[EQI_HAND_L];
  5017. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  5018. skillratio += (sd->inventory_data[index]->weight * 7 / 6) / 10;
  5019. skillratio += sd->inventory.u.items_inventory[index].refine * 4;
  5020. }
  5021. }
  5022. RE_LVL_DMOD(100);
  5023. break;
  5024. case IG_OVERSLASH:
  5025. skillratio += -100 + (120 + pc_checkskill(sd, IG_SPEAR_SWORD_M) * 10) * skill_lv + 5 * sstatus->pow;
  5026. RE_LVL_DMOD(100);
  5027. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  5028. skillratio += skillratio * i / 100;
  5029. break;
  5030. case CD_EFFLIGO:
  5031. skillratio += -100 + 1650 * skill_lv + 7 * sstatus->pow;
  5032. skillratio += 8 * pc_checkskill( sd, CD_MACE_BOOK_M );
  5033. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON) {
  5034. skillratio += 150 * skill_lv;
  5035. skillratio += 7 * pc_checkskill( sd, CD_MACE_BOOK_M );
  5036. }
  5037. RE_LVL_DMOD(100);
  5038. break;
  5039. case CD_PETITIO:
  5040. skillratio += -100 + (1050 + pc_checkskill(sd,CD_MACE_BOOK_M) * 10) * skill_lv + 5 * sstatus->pow;
  5041. RE_LVL_DMOD(100);
  5042. break;
  5043. case SHC_DANCING_KNIFE:
  5044. skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow;
  5045. RE_LVL_DMOD(100);
  5046. break;
  5047. case SHC_SAVAGE_IMPACT:
  5048. skillratio += -100 + 90 * skill_lv + 5 * sstatus->pow;
  5049. if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ){
  5050. skillratio += 20 * skill_lv + 3 * sstatus->pow; // !TODO: check POW ratio
  5051. }
  5052. RE_LVL_DMOD(100);
  5053. break;
  5054. case SHC_ETERNAL_SLASH:
  5055. skillratio += -100 + 265 * skill_lv + 2 * sstatus->pow;
  5056. if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ){
  5057. skillratio += 100 * skill_lv + sstatus->pow;
  5058. }
  5059. RE_LVL_DMOD(100);
  5060. break;
  5061. case SHC_SHADOW_STAB:
  5062. skillratio += -100 + 300 * skill_lv + 5 * sstatus->pow;
  5063. RE_LVL_DMOD(100);
  5064. break;
  5065. case SHC_IMPACT_CRATER:
  5066. skillratio += -100 + 80 * skill_lv + 5 * sstatus->pow;
  5067. RE_LVL_DMOD(100);
  5068. break;
  5069. case SHC_FATAL_SHADOW_CROW:
  5070. skillratio += -100 + 1300 * skill_lv + 10 * sstatus->pow;
  5071. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_DRAGON)
  5072. skillratio += 150 * skill_lv;
  5073. RE_LVL_DMOD(100);
  5074. break;
  5075. case MT_AXE_STOMP:
  5076. skillratio += -100 + 350 + 850 * skill_lv + 5 * sstatus->pow;
  5077. RE_LVL_DMOD(100);
  5078. break;
  5079. case MT_MIGHTY_SMASH:
  5080. skillratio += -100 + 25 + 180 * skill_lv;
  5081. skillratio += 5 * sstatus->pow;
  5082. if (sc && sc->getSCE(SC_AXE_STOMP)) {
  5083. skillratio += 25;
  5084. skillratio += 5 * sstatus->pow;
  5085. }
  5086. RE_LVL_DMOD(100);
  5087. break;
  5088. case MT_RUSH_QUAKE:
  5089. skillratio += -100 + 3600 * skill_lv + 10 * sstatus->pow;
  5090. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_INSECT)
  5091. skillratio += 150 * skill_lv;
  5092. RE_LVL_DMOD(100);
  5093. break;
  5094. case MT_A_MACHINE:// Formula unknown. Using Dancing Knife's formula for now. [Rytech]
  5095. skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow;
  5096. RE_LVL_DMOD(100);
  5097. break;
  5098. case MT_SPARK_BLASTER:
  5099. skillratio += -100 + 250 + 900 * skill_lv;
  5100. skillratio += 5 * sstatus->pow;
  5101. RE_LVL_DMOD(100);
  5102. break;
  5103. case MT_TRIPLE_LASER:
  5104. skillratio += -100 + 550 + 900 * skill_lv;
  5105. skillratio += 12 * sstatus->pow;
  5106. RE_LVL_DMOD(100);
  5107. break;
  5108. case ABC_ABYSS_DAGGER:
  5109. skillratio += -100 + 100 + 500 * skill_lv + 5 * sstatus->pow;
  5110. RE_LVL_DMOD(100);
  5111. break;
  5112. case ABC_UNLUCKY_RUSH:
  5113. skillratio += -100 + 100 + 300 * skill_lv + 5 * sstatus->pow;
  5114. RE_LVL_DMOD(100);
  5115. break;
  5116. case ABC_CHAIN_REACTION_SHOT:
  5117. skillratio += -100 + 850 * skill_lv + 15 * sstatus->con;
  5118. RE_LVL_DMOD(100);
  5119. break;
  5120. case ABC_CHAIN_REACTION_SHOT_ATK:
  5121. skillratio += -100 + 600 + 2350 * skill_lv + 15 * sstatus->con;
  5122. RE_LVL_DMOD(100);
  5123. break;
  5124. case ABC_DEFT_STAB:
  5125. skillratio += -100 + 350 + 550 * skill_lv + 5 * sstatus->pow;
  5126. RE_LVL_DMOD(100);
  5127. break;
  5128. case ABC_FRENZY_SHOT:
  5129. skillratio += -100 + 400 * skill_lv + 5 * sstatus->con;
  5130. RE_LVL_DMOD(100);
  5131. break;
  5132. case WH_HAWKRUSH:
  5133. skillratio += -100 + 500 * skill_lv + 5 * sstatus->con;
  5134. RE_LVL_DMOD(100);
  5135. break;
  5136. case WH_HAWKBOOMERANG:// Affected by trait stats??? CON for sure but the other one unknown. Likely POW. [Rytech]
  5137. skillratio += -100 + 600 * skill_lv + 10 * sstatus->pow + 10 * sstatus->con;
  5138. if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)
  5139. skillratio += skillratio * 50 / 100;
  5140. RE_LVL_DMOD(100);
  5141. break;
  5142. case WH_GALESTORM:
  5143. skillratio += -100 + 950 * skill_lv + 10 * sstatus->con;
  5144. RE_LVL_DMOD(100);
  5145. if (sc && sc->getSCE(SC_CALAMITYGALE) && (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH))
  5146. skillratio += skillratio * 50 / 100;
  5147. break;
  5148. case WH_CRESCIVE_BOLT:
  5149. skillratio += -100 + 340 * skill_lv + 5 * sstatus->con;
  5150. RE_LVL_DMOD(100);
  5151. if (sc) {
  5152. if (sc->getSCE(SC_CRESCIVEBOLT))
  5153. skillratio += skillratio * (10 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
  5154. if (sc->getSCE(SC_CALAMITYGALE)) {
  5155. skillratio += skillratio * 20 / 100;
  5156. if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)
  5157. skillratio += skillratio * 50 / 100;
  5158. }
  5159. }
  5160. break;
  5161. case WH_DEEPBLINDTRAP:
  5162. case WH_SOLIDTRAP:
  5163. case WH_SWIFTTRAP:
  5164. case WH_FLAMETRAP:
  5165. skillratio += -100 + 850 * skill_lv + 5 * sstatus->con;
  5166. RE_LVL_DMOD(100);
  5167. skillratio += skillratio * (20 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5)) / 100;
  5168. break;
  5169. case BO_ACIDIFIED_ZONE_WATER:
  5170. case BO_ACIDIFIED_ZONE_GROUND:
  5171. case BO_ACIDIFIED_ZONE_WIND:
  5172. case BO_ACIDIFIED_ZONE_FIRE:
  5173. case BO_ACIDIFIED_ZONE_WATER_ATK:// These deal the same damage? [Rytech]
  5174. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  5175. case BO_ACIDIFIED_ZONE_WIND_ATK:
  5176. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  5177. skillratio += -100 + 400 * skill_lv + 5 * sstatus->pow;
  5178. if( sc != nullptr && sc->getSCE( SC_RESEARCHREPORT ) ){
  5179. skillratio += skillratio * 50 / 100;
  5180. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_PLANT)
  5181. skillratio += skillratio * 50 / 100;
  5182. }
  5183. RE_LVL_DMOD(100);
  5184. break;
  5185. case BO_EXPLOSIVE_POWDER:
  5186. skillratio += -100 + 400 + 550 * skill_lv;
  5187. skillratio += 5 * sstatus->pow;
  5188. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  5189. skillratio += 100 * skill_lv;
  5190. RE_LVL_DMOD(100);
  5191. break;
  5192. case BO_MAYHEMIC_THORNS:
  5193. skillratio += -100 + 200 + 300 * skill_lv;
  5194. skillratio += 5 * sstatus->pow;
  5195. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  5196. skillratio += 150;
  5197. RE_LVL_DMOD(100);
  5198. break;
  5199. case TR_ROSEBLOSSOM:
  5200. skillratio += -100 + 200 + 2000 * skill_lv;
  5201. if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
  5202. skillratio += 3 * sstatus->con;
  5203. if( tsc != nullptr && tsc->getSCE( SC_SOUNDBLEND ) ){
  5204. skillratio += 200 * skill_lv;
  5205. }
  5206. RE_LVL_DMOD(100);
  5207. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  5208. skillratio *= 2;
  5209. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  5210. skillratio += skillratio * 50 / 100;
  5211. }
  5212. break;
  5213. case TR_ROSEBLOSSOM_ATK:
  5214. skillratio += -100 + 250 + 2800 * skill_lv;
  5215. if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
  5216. skillratio += 3 * sstatus->con;
  5217. if( tsc != nullptr && tsc->getSCE( SC_SOUNDBLEND ) ){
  5218. skillratio += 200 * skill_lv;
  5219. }
  5220. RE_LVL_DMOD(100);
  5221. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  5222. skillratio *= 2;
  5223. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  5224. skillratio += skillratio * 50 / 100;
  5225. }
  5226. break;
  5227. case TR_RHYTHMSHOOTING:
  5228. skillratio += -100 + 200 + 120 * skill_lv;
  5229. if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
  5230. skillratio += 3 * sstatus->con;
  5231. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  5232. skillratio += 100 + 100 * skill_lv;
  5233. RE_LVL_DMOD(100);
  5234. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  5235. skillratio *= 2;
  5236. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  5237. skillratio += skillratio * 50 / 100;
  5238. }
  5239. break;
  5240. case ABR_BATTLE_BUSTER:// Need official formula.
  5241. case ABR_DUAL_CANNON_FIRE:// Need official formula.
  5242. skillratio += -100 + 8000;
  5243. break;
  5244. case ABR_INFINITY_BUSTER:// Need official formula.
  5245. skillratio += -100 + 50000;
  5246. break;
  5247. }
  5248. return skillratio;
  5249. }
  5250. /*==================================================================================================
  5251. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  5252. *--------------------------------------------------------------------------------------------------*
  5253. * Credits:
  5254. * Original coder Skotlex
  5255. * Initial refactoring by Baalberith
  5256. * Refined and optimized by helvetica
  5257. */
  5258. static int64 battle_calc_skill_constant_addition(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5259. {
  5260. map_session_data *sd = BL_CAST(BL_PC, src);
  5261. map_session_data *tsd = BL_CAST(BL_PC, target);
  5262. struct status_data *sstatus = status_get_status_data(src);
  5263. struct status_data *tstatus = status_get_status_data(target);
  5264. int64 atk = 0;
  5265. //Constant/misc additions from skills
  5266. switch (skill_id) {
  5267. case MO_EXTREMITYFIST:
  5268. atk = 250 + 150 * skill_lv;
  5269. break;
  5270. #ifndef RENEWAL
  5271. case GS_MAGICALBULLET:
  5272. if (sstatus->matk_max > sstatus->matk_min)
  5273. atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min);
  5274. else
  5275. atk = sstatus->matk_min;
  5276. break;
  5277. case NJ_SYURIKEN:
  5278. atk = 4 * skill_lv;
  5279. break;
  5280. #endif
  5281. #ifdef RENEWAL
  5282. case HT_FREEZINGTRAP:
  5283. if(sd)
  5284. atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP);
  5285. break;
  5286. #endif
  5287. case GC_COUNTERSLASH:
  5288. atk = sstatus->agi * 2 + (sd ? sd->status.job_level * 4 : 0);
  5289. break;
  5290. case LG_SHIELDPRESS:
  5291. if (sd) {
  5292. int damagevalue = 0;
  5293. short index = sd->equip_index[EQI_HAND_L];
  5294. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  5295. damagevalue = sstatus->vit * sd->inventory.u.items_inventory[index].refine;
  5296. atk = damagevalue;
  5297. }
  5298. break;
  5299. }
  5300. return atk;
  5301. }
  5302. /*==============================================================
  5303. * Stackable SC bonuses added on top of calculated skill damage
  5304. *--------------------------------------------------------------
  5305. * Credits:
  5306. * Original coder Skotlex
  5307. * Initial refactoring by Baalberith
  5308. * Refined and optimized by helvetica
  5309. */
  5310. static void battle_attack_sc_bonus(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  5311. {
  5312. map_session_data *sd = BL_CAST(BL_PC, src);
  5313. status_change *sc = status_get_sc(src);
  5314. struct status_data *sstatus = status_get_status_data(src);
  5315. struct status_data *tstatus = status_get_status_data(target);
  5316. uint8 anger_id = 0; // SLS Anger
  5317. // Kagerou/Oboro Earth Charm effect +15% wATK
  5318. if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  5319. ATK_ADDRATE(wd->damage, wd->damage2, 15 * sd->spiritcharm);
  5320. #ifdef RENEWAL
  5321. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, 15 * sd->spiritcharm);
  5322. #endif
  5323. }
  5324. //The following are applied on top of current damage and are stackable.
  5325. if (sc) {
  5326. #ifdef RENEWAL
  5327. if (sc->getSCE(SC_WATK_ELEMENT) && skill_id != ASC_METEORASSAULT)
  5328. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, sc->getSCE(SC_WATK_ELEMENT)->val2);
  5329. if (sc->getSCE(SC_DRUMBATTLE))
  5330. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_DRUMBATTLE)->val2);
  5331. if (sc->getSCE(SC_MADNESSCANCEL))
  5332. ATK_ADD(wd->equipAtk, wd->equipAtk2, 100);
  5333. if (sc->getSCE(SC_MAGICALBULLET)) {
  5334. short tmdef = tstatus->mdef + tstatus->mdef2;
  5335. if (sstatus->matk_min > tmdef && sstatus->matk_max > sstatus->matk_min) {
  5336. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max((sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min)) - tmdef, 0));
  5337. } else {
  5338. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max(sstatus->matk_min - tmdef, 0));
  5339. }
  5340. }
  5341. if (sc->getSCE(SC_GATLINGFEVER))
  5342. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_GATLINGFEVER)->val3);
  5343. #else
  5344. if (sc->getSCE(SC_TRUESIGHT))
  5345. ATK_ADDRATE(wd->damage, wd->damage2, 2 * sc->getSCE(SC_TRUESIGHT)->val1);
  5346. #endif
  5347. if (sc->getSCE(SC_SPIRIT)) {
  5348. if (skill_id == AS_SONICBLOW && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN) {
  5349. ATK_ADDRATE(wd->damage, wd->damage2, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  5350. RE_ALLATK_ADDRATE(wd, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  5351. } else if (skill_id == CR_SHIELDBOOMERANG && sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER) {
  5352. ATK_ADDRATE(wd->damage, wd->damage2, 100);
  5353. RE_ALLATK_ADDRATE(wd, 100);
  5354. }
  5355. }
  5356. if (sc->getSCE(SC_GT_CHANGE))
  5357. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_GT_CHANGE)->val1);
  5358. if (sc->getSCE(SC_EDP)) {
  5359. switch(skill_id) {
  5360. case AS_SPLASHER:
  5361. case ASC_METEORASSAULT:
  5362. // Pre-Renewal only: Soul Breaker ignores EDP
  5363. // Renewal only: Grimtooth and Venom Knife ignore EDP
  5364. // Both: Venom Splasher and Meteor Assault ignore EDP [helvetica]
  5365. #ifndef RENEWAL
  5366. case ASC_BREAKER:
  5367. #else
  5368. case AS_GRIMTOOTH:
  5369. case AS_VENOMKNIFE:
  5370. #endif
  5371. break; // skills above have no effect with EDP
  5372. #ifdef RENEWAL
  5373. default: // fall through to apply EDP bonuses
  5374. // Renewal EDP formula [helvetica]
  5375. // weapon atk * (2.5 + (edp level * .3))
  5376. // equip atk * (2.5 + (edp level * .3))
  5377. ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 250 + (sc->getSCE(SC_EDP)->val1 * 30));
  5378. ATK_RATE(wd->equipAtk, wd->equipAtk2, 250 + (sc->getSCE(SC_EDP)->val1 * 30));
  5379. break;
  5380. #else
  5381. default:
  5382. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_EDP)->val3);
  5383. #endif
  5384. }
  5385. }
  5386. if (sc->getSCE(SC_DANCEWITHWUG)) {
  5387. if (skill_get_inf2(skill_id, INF2_INCREASEDANCEWITHWUGDAMAGE)) {
  5388. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 10 * battle_calc_chorusbonus(sd));
  5389. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_DANCEWITHWUG)->val1 * 10 * battle_calc_chorusbonus(sd));
  5390. }
  5391. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 2 * battle_calc_chorusbonus(sd));
  5392. #ifdef RENEWAL
  5393. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 2 * battle_calc_chorusbonus(sd));
  5394. #endif
  5395. }
  5396. if(sc->getSCE(SC_ZENKAI) && sstatus->rhw.ele == sc->getSCE(SC_ZENKAI)->val2) {
  5397. ATK_ADD(wd->damage, wd->damage2, 200);
  5398. #ifdef RENEWAL
  5399. ATK_ADD(wd->equipAtk, wd->equipAtk2, 200);
  5400. #endif
  5401. }
  5402. if (sc->getSCE(SC_EQC)) {
  5403. ATK_ADDRATE(wd->damage, wd->damage2, -sc->getSCE(SC_EQC)->val2);
  5404. #ifdef RENEWAL
  5405. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, -sc->getSCE(SC_EQC)->val2);
  5406. #endif
  5407. }
  5408. if(sc->getSCE(SC_STYLE_CHANGE)) {
  5409. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5410. if(hd) {
  5411. ATK_ADD(wd->damage, wd->damage2, hd->homunculus.spiritball * 3);
  5412. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  5413. }
  5414. }
  5415. if(sc->getSCE(SC_UNLIMIT) && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  5416. switch(skill_id) {
  5417. case RA_WUGDASH:
  5418. case RA_WUGSTRIKE:
  5419. case RA_WUGBITE:
  5420. break;
  5421. default:
  5422. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_UNLIMIT)->val2);
  5423. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_UNLIMIT)->val2);
  5424. break;
  5425. }
  5426. }
  5427. if (sc->getSCE(SC_HEAT_BARREL)) {
  5428. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_HEAT_BARREL)->val3);
  5429. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_HEAT_BARREL)->val3);
  5430. }
  5431. if((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  5432. if (sc->getSCE(SC_MTF_RANGEATK)) { // Monster Transformation bonus
  5433. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_MTF_RANGEATK)->val1);
  5434. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_MTF_RANGEATK)->val1);
  5435. }
  5436. if (sc->getSCE(SC_MTF_RANGEATK2)) { // Monster Transformation bonus
  5437. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_MTF_RANGEATK2)->val1);
  5438. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_MTF_RANGEATK2)->val1);
  5439. }
  5440. if (sc->getSCE(SC_ARCLOUSEDASH) && sc->getSCE(SC_ARCLOUSEDASH)->val4) {
  5441. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_ARCLOUSEDASH)->val4);
  5442. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_ARCLOUSEDASH)->val4);
  5443. }
  5444. }
  5445. if (sd && wd->flag&BF_WEAPON && sc->getSCE(SC_GVG_GIANT) && sc->getSCE(SC_GVG_GIANT)->val3) {
  5446. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_GVG_GIANT)->val3);
  5447. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_GVG_GIANT)->val3);
  5448. }
  5449. if (skill_id == 0 && sc->getSCE(SC_EXEEDBREAK)) {
  5450. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_EXEEDBREAK)->val2);
  5451. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_EXEEDBREAK)->val2);
  5452. }
  5453. if (sc->getSCE(SC_PYREXIA) && sc->getSCE(SC_PYREXIA)->val3 == 0 && skill_id == 0) {
  5454. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_PYREXIA)->val2);
  5455. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_PYREXIA)->val2);
  5456. }
  5457. if (sc->getSCE(SC_MIRACLE))
  5458. anger_id = 2; // Always treat all monsters as star flagged monster when in miracle state
  5459. }
  5460. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  5461. if (sd && pc_checkskill(sd, SU_POWEROFLIFE) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LIFE) >= 20) {
  5462. ATK_ADDRATE(wd->damage, wd->damage2, 20);
  5463. RE_ALLATK_ADDRATE(wd, 20);
  5464. }
  5465. }
  5466. if (sd != nullptr && !anger_id)
  5467. ARR_FIND(0, MAX_PC_FEELHATE, anger_id, status_get_class(target) == sd->hate_mob[anger_id]);
  5468. uint16 anger_level;
  5469. if (sd != nullptr && anger_id < MAX_PC_FEELHATE && (anger_level = pc_checkskill(sd, sg_info[anger_id].anger_id))) {
  5470. int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  5471. if (anger_id == 2)
  5472. skillratio += sstatus->str; // SG_STAR_ANGER additionally has STR added in its formula.
  5473. if (anger_level < 4)
  5474. skillratio /= 12 - 3 * anger_level;
  5475. ATK_ADDRATE(wd->damage, wd->damage2, skillratio);
  5476. #ifdef RENEWAL
  5477. RE_ALLATK_ADDRATE(wd, skillratio);
  5478. #endif
  5479. }
  5480. }
  5481. /*====================================
  5482. * Calc defense damage reduction
  5483. *------------------------------------
  5484. * Credits:
  5485. * Original coder Skotlex
  5486. * Initial refactoring by Baalberith
  5487. * Refined and optimized by helvetica
  5488. */
  5489. static void battle_calc_defense_reduction(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  5490. {
  5491. map_session_data *sd = BL_CAST(BL_PC, src);
  5492. map_session_data *tsd = BL_CAST(BL_PC, target);
  5493. status_change *sc = status_get_sc(src);
  5494. status_change *tsc = status_get_sc(target);
  5495. struct status_data *sstatus = status_get_status_data(src);
  5496. struct status_data *tstatus = status_get_status_data(target);
  5497. //Defense reduction
  5498. short vit_def;
  5499. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  5500. short def2 = tstatus->def2;
  5501. if (sd) {
  5502. int i = sd->indexed_bonus.ignore_def_by_race[tstatus->race] + sd->indexed_bonus.ignore_def_by_race[RC_ALL];
  5503. i += sd->indexed_bonus.ignore_def_by_class[tstatus->class_] + sd->indexed_bonus.ignore_def_by_class[CLASS_ALL];
  5504. if (i) {
  5505. i = min(i,100); //cap it to 100 for 0 def min
  5506. def1 -= def1 * i / 100;
  5507. def2 -= def2 * i / 100;
  5508. }
  5509. //Kagerou/Oboro Earth Charm effect +10% eDEF
  5510. if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  5511. short si = 10 * sd->spiritcharm;
  5512. def1 = (def1 * (100 + si)) / 100;
  5513. }
  5514. }
  5515. if (sc && sc->getSCE(SC_EXPIATIO)) {
  5516. short i = 5 * sc->getSCE(SC_EXPIATIO)->val1; // 5% per level
  5517. i = min(i,100); //cap it to 100 for 0 def min
  5518. def1 = (def1*(100-i))/100;
  5519. def2 = (def2*(100-i))/100;
  5520. }
  5521. if (tsc) {
  5522. if (tsc->getSCE(SC_FORCEOFVANGUARD)) {
  5523. short i = 2 * tsc->getSCE(SC_FORCEOFVANGUARD)->val1;
  5524. def1 = (def1 * (100 + i)) / 100;
  5525. }
  5526. if( tsc->getSCE(SC_CAMOUFLAGE) ){
  5527. short i = 5 * tsc->getSCE(SC_CAMOUFLAGE)->val3; //5% per second
  5528. i = min(i,100); //cap it to 100 for 0 def min
  5529. def1 = (def1*(100-i))/100;
  5530. def2 = (def2*(100-i))/100;
  5531. }
  5532. if (tsc->getSCE(SC_GT_REVITALIZE))
  5533. def1 += tsc->getSCE(SC_GT_REVITALIZE)->val4;
  5534. if (tsc->getSCE(SC_OVERED_BOOST) && target->type == BL_PC)
  5535. def1 = (def1 * tsc->getSCE(SC_OVERED_BOOST)->val4) / 100;
  5536. }
  5537. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  5538. unsigned char target_count; //256 max targets should be a sane max
  5539. //Official servers limit the count to 22 targets
  5540. target_count = min(unit_counttargeted(target), (100 / battle_config.vit_penalty_num) + (battle_config.vit_penalty_count - 1));
  5541. if(target_count >= battle_config.vit_penalty_count) {
  5542. if(battle_config.vit_penalty_type == 1) {
  5543. if( !tsc || !tsc->getSCE(SC_STEELBODY) )
  5544. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  5545. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  5546. } else { //Assume type 2
  5547. if( !tsc || !tsc->getSCE(SC_STEELBODY) )
  5548. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  5549. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  5550. }
  5551. }
  5552. if (skill_id == AM_ACIDTERROR)
  5553. #ifdef RENEWAL
  5554. def2 = 0; //Ignore only status defense. [FatalEror]
  5555. #else
  5556. def1 = 0; //Ignores only armor defense. [Skotlex]
  5557. #endif
  5558. if(def2 < 1)
  5559. def2 = 1;
  5560. }
  5561. //Damage reduction based on vitality
  5562. if (tsd) { //Sd vit-eq
  5563. int skill;
  5564. #ifndef RENEWAL
  5565. //Damage reduction: [VIT*0.3] + RND(0, [VIT^2/150] - [VIT*0.3] - 1) + [VIT*0.5]
  5566. vit_def = ((3 * def2) / 10);
  5567. vit_def += rnd_value(0, (def2 * def2) / 150 - ((3 * def2) / 10) - 1);
  5568. vit_def += (def2 / 2);
  5569. #else
  5570. vit_def = def2;
  5571. #endif
  5572. if (src->type == BL_MOB && (battle_check_undead(sstatus->race, sstatus->def_ele) || sstatus->race == RC_DEMON) && //This bonus already doesn't work vs players
  5573. (skill = pc_checkskill(tsd, AL_DP)) > 0)
  5574. vit_def += (int)(((float)tsd->status.base_level / 25.0 + 3.0) * skill + 0.5);
  5575. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  5576. (sstatus->race == RC_BRUTE || sstatus->race == RC_PLAYER_DORAM || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  5577. vit_def += skill*5;
  5578. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  5579. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  5580. vit_def += skill * 10;
  5581. } else { //Mob-Pet vit-eq
  5582. #ifndef RENEWAL
  5583. //VIT + rnd(0,[VIT/20]^2-1)
  5584. vit_def = (def2/20)*(def2/20);
  5585. if (tsc && tsc->getSCE(SC_SKA))
  5586. vit_def += 100; //Eska increases the random part of the formula by 100
  5587. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  5588. #else
  5589. //SoftDEF of monsters is floor((BaseLevel+Vit)/2)
  5590. vit_def = def2;
  5591. #endif
  5592. }
  5593. if (battle_config.weapon_defense_type) {
  5594. vit_def += def1*battle_config.weapon_defense_type;
  5595. def1 = 0;
  5596. }
  5597. #ifdef RENEWAL
  5598. switch(skill_id) {
  5599. case RK_DRAGONBREATH:
  5600. case RK_DRAGONBREATH_WATER:
  5601. case NC_ARMSCANNON:
  5602. case GN_CARTCANNON:
  5603. if (attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L))
  5604. return;
  5605. if (is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L))
  5606. return;
  5607. // Defense reduction by flat value.
  5608. // This completely bypasses the normal RE DEF Reduction formula.
  5609. wd->damage -= (def1 + vit_def);
  5610. if (is_attack_left_handed(src, skill_id))
  5611. wd->damage2 -= (def1 + vit_def);
  5612. break;
  5613. /**
  5614. * RE DEF Reduction
  5615. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  5616. * Pierce defence gains 1 atk per def/2
  5617. */
  5618. default:
  5619. if( def1 == -400 ) /* -400 creates a division by 0 and subsequently crashes */
  5620. def1 = -399;
  5621. ATK_ADD2(wd->damage, wd->damage2,
  5622. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0,
  5623. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0
  5624. );
  5625. if( !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) )
  5626. wd->damage = wd->damage * (4000+def1) / (4000+10*def1) - vit_def;
  5627. if( is_attack_left_handed(src, skill_id) && !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) )
  5628. wd->damage2 = wd->damage2 * (4000+def1) / (4000+10*def1) - vit_def;
  5629. break;
  5630. }
  5631. #else
  5632. if (def1 > 100) def1 = 100;
  5633. ATK_RATE2(wd->damage, wd->damage2,
  5634. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R)*(def1+vit_def) : (100-def1)),
  5635. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L)*(def1+vit_def) : (100-def1))
  5636. );
  5637. ATK_ADD2(wd->damage, wd->damage2,
  5638. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?0:-vit_def,
  5639. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?0:-vit_def
  5640. );
  5641. #endif
  5642. }
  5643. /*====================================
  5644. * Modifiers ignoring DEF
  5645. *------------------------------------
  5646. * Credits:
  5647. * Original coder Skotlex
  5648. * Initial refactoring by Baalberith
  5649. * Refined and optimized by helvetica
  5650. */
  5651. static void battle_calc_attack_post_defense(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5652. {
  5653. map_session_data *sd = BL_CAST(BL_PC, src);
  5654. status_change *sc = status_get_sc(src);
  5655. struct status_data *sstatus = status_get_status_data(src);
  5656. // Post skill/vit reduction damage increases
  5657. if( sc ) { // SC skill damages
  5658. if(sc->getSCE(SC_AURABLADE)
  5659. #ifndef RENEWAL
  5660. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  5661. #endif
  5662. ) {
  5663. #ifdef RENEWAL
  5664. ATK_ADD(wd->damage, wd->damage2, (3 + sc->getSCE(SC_AURABLADE)->val1) * status_get_lv(src)); // !TODO: Confirm formula
  5665. #else
  5666. ATK_ADD(wd->damage, wd->damage2, 20 * sc->getSCE(SC_AURABLADE)->val1);
  5667. #endif
  5668. }
  5669. }
  5670. #ifndef RENEWAL
  5671. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  5672. //Refine bonus
  5673. if (sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST) { // Counts refine bonus multiple times
  5674. if (skill_id == MO_FINGEROFFENSIVE) {
  5675. ATK_ADD2(wd->damage, wd->damage2, wd->div_*sstatus->rhw.atk2, wd->div_*sstatus->lhw.atk2);
  5676. } else {
  5677. ATK_ADD2(wd->damage, wd->damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  5678. }
  5679. }
  5680. #endif
  5681. //Set to min of 1
  5682. if (is_attack_right_handed(src, skill_id) && wd->damage < 1) wd->damage = 1;
  5683. if (is_attack_left_handed(src, skill_id) && wd->damage2 < 1) wd->damage2 = 1;
  5684. switch (skill_id) {
  5685. case AS_SONICBLOW:
  5686. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  5687. #ifdef RENEWAL
  5688. ATK_ADDRATE(wd->damage, wd->damage2, 90);
  5689. #else
  5690. ATK_ADDRATE(wd->damage, wd->damage2, 10);
  5691. #endif
  5692. break;
  5693. }
  5694. }
  5695. /*=================================================================================
  5696. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  5697. *---------------------------------------------------------------------------------
  5698. * Credits:
  5699. * Original coder Skotlex
  5700. * Initial refactoring by Baalberith
  5701. * Refined and optimized by helvetica
  5702. */
  5703. static void battle_calc_attack_plant(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  5704. {
  5705. struct status_data *tstatus = status_get_status_data(target);
  5706. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  5707. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  5708. status_change_end(src, SC_CAMOUFLAGE);
  5709. //Plants receive 1 damage when hit
  5710. if( attack_hits || wd->damage > 0 )
  5711. wd->damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
  5712. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd->damage2 > 0) ) {
  5713. map_session_data *sd = BL_CAST(BL_PC, src);
  5714. if (sd && sd->status.weapon == W_KATAR)
  5715. wd->damage2 = 0; //No backhand damage against plants
  5716. else
  5717. wd->damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
  5718. }
  5719. if (attack_hits && target->type == BL_MOB) {
  5720. status_change *sc = status_get_sc(target);
  5721. int64 damage_dummy = 1;
  5722. if (sc && !battle_status_block_damage(src, target, sc, wd, damage_dummy, skill_id, skill_lv)) { // Statuses that reduce damage to 0.
  5723. wd->damage = wd->damage2 = 0;
  5724. return;
  5725. }
  5726. }
  5727. if( attack_hits && status_get_class(target) == MOBID_EMPERIUM ) {
  5728. if(target && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0) && map_flag_gvg2(target->m)) {
  5729. wd->damage = wd->damage2 = 0;
  5730. return;
  5731. }
  5732. const int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  5733. const int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  5734. if (wd->damage > 0) {
  5735. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  5736. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  5737. } else if (wd->damage2 > 0) {
  5738. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  5739. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  5740. }
  5741. return;
  5742. }
  5743. //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
  5744. battle_apply_div_fix(wd, skill_id);
  5745. //If there is left hand damage, total damage can never exceed 2, even on multiple hits
  5746. if(wd->damage > 1 && wd->damage2 > 0) {
  5747. wd->damage = 1;
  5748. wd->damage2 = 1;
  5749. }
  5750. }
  5751. /*========================================================================================
  5752. * Perform left/right hand weapon damage calculation based on previously calculated damage
  5753. *----------------------------------------------------------------------------------------
  5754. * Credits:
  5755. * Original coder Skotlex
  5756. * Initial refactoring by Baalberith
  5757. * Refined and optimized by helvetica
  5758. */
  5759. static void battle_calc_attack_left_right_hands(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5760. {
  5761. map_session_data *sd = BL_CAST(BL_PC, src);
  5762. if (sd) {
  5763. int skill;
  5764. if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {
  5765. wd->damage = wd->damage2;
  5766. wd->damage2 = 0;
  5767. } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  5768. skill = pc_checkskill(sd,TF_DOUBLE);
  5769. wd->damage2 = (int64)wd->damage * (1 + (skill * 2))/100;
  5770. #ifdef RENEWAL
  5771. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id) && sd->status.weapon != W_KATAR) { //Dual-wield
  5772. #else
  5773. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
  5774. #endif
  5775. if (wd->damage) {
  5776. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  5777. skill = pc_checkskill(sd,AS_RIGHT);
  5778. ATK_RATER(wd->damage, 50 + (skill * 10))
  5779. }
  5780. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  5781. skill = pc_checkskill(sd,KO_RIGHT);
  5782. ATK_RATER(wd->damage, 70 + (skill * 10))
  5783. }
  5784. if(wd->damage < 1)
  5785. wd->damage = 1;
  5786. }
  5787. if (wd->damage2) {
  5788. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  5789. skill = pc_checkskill(sd,AS_LEFT);
  5790. ATK_RATEL(wd->damage2, 30 + (skill * 10))
  5791. }
  5792. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  5793. skill = pc_checkskill(sd,KO_LEFT);
  5794. ATK_RATEL(wd->damage2, 50 + (skill * 10))
  5795. }
  5796. if(wd->damage2 < 1)
  5797. wd->damage2 = 1;
  5798. }
  5799. }
  5800. }
  5801. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd->damage)
  5802. wd->damage=0;
  5803. if(!is_attack_left_handed(src, skill_id) && wd->damage2)
  5804. wd->damage2=0;
  5805. }
  5806. /**
  5807. * Check if bl is devoted by someone
  5808. * @param bl
  5809. * @return 'd_bl' if devoted or NULL if not devoted
  5810. */
  5811. struct block_list *battle_check_devotion(struct block_list *bl) {
  5812. struct block_list *d_bl = NULL;
  5813. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) {
  5814. status_change *sc = status_get_sc(bl);
  5815. if (sc && sc->getSCE(SC_DEVOTION))
  5816. d_bl = map_id2bl(sc->getSCE(SC_DEVOTION)->val1);
  5817. }
  5818. return d_bl;
  5819. }
  5820. /*==========================================
  5821. * BG/GvG attack modifiers
  5822. *------------------------------------------
  5823. * Credits:
  5824. * Original coder Skotlex
  5825. * Initial refactoring by Baalberith
  5826. * Refined and optimized by helvetica
  5827. */
  5828. static void battle_calc_attack_gvg_bg(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5829. {
  5830. if( wd->damage + wd->damage2 ) { //There is a total damage value
  5831. if( src != target && //Don't reflect your own damage (Grand Cross)
  5832. (!skill_id || skill_id ||
  5833. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
  5834. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  5835. map_session_data *tsd = BL_CAST(BL_PC, target);
  5836. struct status_data *sstatus = status_get_status_data(src);
  5837. t_tick tick = gettick(), rdelay = 0;
  5838. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, false);
  5839. if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
  5840. struct block_list *d_bl = battle_check_devotion(src);
  5841. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  5842. if( tsd )
  5843. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  5844. //Use Reflect Shield to signal this kind of skill trigger [Skotlex]
  5845. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true, false);
  5846. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  5847. }
  5848. }
  5849. struct map_data *mapdata = map_getmapdata(target->m);
  5850. if(!wd->damage2) {
  5851. wd->damage = battle_calc_damage(src,target,wd,wd->damage,skill_id,skill_lv);
  5852. if( mapdata_flag_gvg2(mapdata) )
  5853. wd->damage=battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  5854. else if( mapdata->getMapFlag(MF_BATTLEGROUND) )
  5855. wd->damage=battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  5856. }
  5857. else if(!wd->damage) {
  5858. wd->damage2 = battle_calc_damage(src,target,wd,wd->damage2,skill_id,skill_lv);
  5859. if( mapdata_flag_gvg2(mapdata) )
  5860. wd->damage2 = battle_calc_gvg_damage(src,target,wd->damage2,skill_id,wd->flag);
  5861. else if( mapdata->getMapFlag(MF_BATTLEGROUND) )
  5862. wd->damage2 = battle_calc_bg_damage(src,target,wd->damage2,skill_id,wd->flag);
  5863. }
  5864. else {
  5865. wd->damage = battle_calc_damage(src, target, wd, wd->damage, skill_id, skill_lv);
  5866. wd->damage2 = battle_calc_damage(src, target, wd, wd->damage2, skill_id, skill_lv);
  5867. if (mapdata_flag_gvg2(mapdata)) {
  5868. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  5869. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  5870. }
  5871. else if (mapdata->getMapFlag(MF_BATTLEGROUND)) {
  5872. wd->damage = battle_calc_bg_damage(src, target, wd->damage, skill_id, wd->flag);
  5873. wd->damage2 = battle_calc_bg_damage(src, target, wd->damage2, skill_id, wd->flag);
  5874. }
  5875. if(wd->damage > 1 && wd->damage2 < 1) wd->damage2 = 1;
  5876. }
  5877. }
  5878. }
  5879. /*==========================================
  5880. * final ATK modifiers - after BG/GvG calc
  5881. *------------------------------------------
  5882. * Credits:
  5883. * Original coder Skotlex
  5884. * Initial refactoring by Baalberith
  5885. * Refined and optimized by helvetica
  5886. */
  5887. static void battle_calc_weapon_final_atk_modifiers(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5888. {
  5889. map_session_data *sd = BL_CAST(BL_PC, src);
  5890. map_session_data *tsd = BL_CAST(BL_PC, target);
  5891. status_change *sc = status_get_sc(src);
  5892. status_change *tsc = status_get_sc(target);
  5893. struct status_data *sstatus = status_get_status_data(src);
  5894. struct status_data *tstatus = status_get_status_data(target);
  5895. int skill_damage = 0;
  5896. //Reject Sword bugreport:4493 by Daegaladh
  5897. if(wd->damage && tsc && tsc->getSCE(SC_REJECTSWORD) &&
  5898. (src->type!=BL_PC || (
  5899. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  5900. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  5901. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  5902. )) &&
  5903. rnd()%100 < tsc->getSCE(SC_REJECTSWORD)->val2
  5904. )
  5905. {
  5906. ATK_RATER(wd->damage, 50)
  5907. clif_skill_nodamage(target,target,ST_REJECTSWORD, tsc->getSCE(SC_REJECTSWORD)->val1,1);
  5908. status_fix_damage(target,src,wd->damage,clif_damage(target,src,gettick(),0,0,wd->damage,0,DMG_NORMAL,0,false),ST_REJECTSWORD);
  5909. if (status_isdead(target))
  5910. return;
  5911. if( --(tsc->getSCE(SC_REJECTSWORD)->val3) <= 0 )
  5912. status_change_end(target, SC_REJECTSWORD);
  5913. }
  5914. if( tsc && tsc->getSCE(SC_CRESCENTELBOW) && wd->flag&BF_SHORT && rnd()%100 < tsc->getSCE(SC_CRESCENTELBOW)->val2 ) {
  5915. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  5916. int64 rdamage = 0;
  5917. int ratio = (int64)(status_get_hp(src) / 100) * tsc->getSCE(SC_CRESCENTELBOW)->val1 * status_get_lv(target) / 125;
  5918. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  5919. rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0);
  5920. rdamage = (int64)rdamage * ratio / 100 + wd->damage * (10 + tsc->getSCE(SC_CRESCENTELBOW)->val1 * 20 / 10) / 10;
  5921. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->getSCE(SC_CRESCENTELBOW)->val1), unit_getdir(src), BLOWN_NONE);
  5922. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  5923. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->getSCE(SC_CRESCENTELBOW)->val1, DMG_SINGLE); // This is how official does
  5924. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false);
  5925. status_damage(target, src, rdamage, 0, 0, 0, 0);
  5926. status_damage(src, target, rdamage/10, 0, 0, 1, 0);
  5927. status_change_end(target, SC_CRESCENTELBOW);
  5928. }
  5929. if( sc ) {
  5930. //SC_FUSION hp penalty [Komurka]
  5931. if (sc->getSCE(SC_FUSION)) {
  5932. unsigned int hp = sstatus->max_hp;
  5933. if (sd && tsd) {
  5934. hp = hp / 13;
  5935. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  5936. hp = sstatus->hp;
  5937. } else
  5938. hp = 2*hp/100; //2% hp loss per hit
  5939. status_zap(src, hp, 0);
  5940. }
  5941. if (sc->getSCE(SC_VIGOR))
  5942. status_zap(src, sc->getSCE(SC_VIGOR)->val2, 0);
  5943. // Only affecting non-skills
  5944. if (!skill_id && wd->dmg_lv > ATK_BLOCK) {
  5945. if (sc->getSCE(SC_ENCHANTBLADE)) {
  5946. //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2
  5947. int64 enchant_dmg = sc->getSCE(SC_ENCHANTBLADE)->val2;
  5948. if (sstatus->matk_max > sstatus->matk_min)
  5949. enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min);
  5950. else
  5951. enchant_dmg = enchant_dmg + sstatus->matk_min;
  5952. enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2);
  5953. if (enchant_dmg > 0)
  5954. ATK_ADD(wd->damage, wd->damage2, enchant_dmg);
  5955. }
  5956. }
  5957. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  5958. status_change_end(src, SC_CAMOUFLAGE);
  5959. }
  5960. #ifndef RENEWAL
  5961. if (skill_id == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
  5962. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd->miscflag);
  5963. wd->damage += md.damage;
  5964. }
  5965. #endif
  5966. // Skill damage adjustment
  5967. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  5968. ATK_ADDRATE(wd->damage, wd->damage2, skill_damage);
  5969. }
  5970. /*====================================================
  5971. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  5972. *----------------------------------------------------
  5973. * Credits:
  5974. * Original coder Skotlex
  5975. * Initial refactoring by Baalberith
  5976. * Refined and optimized by helvetica
  5977. */
  5978. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  5979. {
  5980. struct status_data *sstatus = status_get_status_data(src);
  5981. struct status_data *tstatus = status_get_status_data(target);
  5982. status_change *sc = status_get_sc(src);
  5983. map_session_data *sd = BL_CAST(BL_PC, src);
  5984. struct Damage wd;
  5985. wd.type = DMG_NORMAL; //Normal attack
  5986. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  5987. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  5988. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  5989. /*if(skill_id == KN_AUTOCOUNTER)
  5990. wd.amotion /= 2; */
  5991. wd.dmotion = tstatus->dmotion;
  5992. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  5993. wd.miscflag = wflag;
  5994. wd.flag = BF_WEAPON; //Initial Flag
  5995. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  5996. wd.isspdamage = false;
  5997. wd.damage = wd.damage2 =
  5998. #ifdef RENEWAL
  5999. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  6000. wd.percentAtk = wd.percentAtk2 =
  6001. #endif
  6002. 0;
  6003. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  6004. if(sd)
  6005. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  6006. if (skill_id) {
  6007. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  6008. switch(skill_id)
  6009. {
  6010. #ifdef RENEWAL
  6011. case RG_BACKSTAP:
  6012. if (sd && sd->status.weapon == W_DAGGER)
  6013. wd.div_ = 2;
  6014. break;
  6015. case MO_CHAINCOMBO:
  6016. if (sd && sd->status.weapon == W_KNUCKLE)
  6017. wd.div_ = -6;
  6018. break;
  6019. #endif
  6020. case MH_SONIC_CRAW:{
  6021. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6022. wd.div_ = hd->homunculus.spiritball;
  6023. }
  6024. break;
  6025. case MO_FINGEROFFENSIVE:
  6026. if (sd) {
  6027. if (battle_config.finger_offensive_type)
  6028. wd.div_ = 1;
  6029. #ifndef RENEWAL
  6030. else if ((sd->spiritball + sd->spiritball_old) < wd.div_)
  6031. wd.div_ = sd->spiritball + sd->spiritball_old;
  6032. #endif
  6033. }
  6034. break;
  6035. case KN_PIERCE:
  6036. case ML_PIERCE:
  6037. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  6038. break;
  6039. case TF_DOUBLE: //For NPC used skill.
  6040. case GS_CHAINACTION:
  6041. wd.type = DMG_MULTI_HIT;
  6042. break;
  6043. case GS_GROUNDDRIFT:
  6044. wd.amotion = sstatus->amotion;
  6045. [[fallthrough]];
  6046. case KN_SPEARSTAB:
  6047. #ifndef RENEWAL
  6048. case KN_BOWLINGBASH:
  6049. #endif
  6050. case MS_BOWLINGBASH:
  6051. case MO_BALKYOUNG:
  6052. case TK_TURNKICK:
  6053. wd.blewcount = 0;
  6054. break;
  6055. #ifdef RENEWAL
  6056. case KN_BOWLINGBASH:
  6057. if (sd && sd->status.weapon == W_2HSWORD) {
  6058. if (wd.miscflag >= 2 && wd.miscflag <= 3)
  6059. wd.div_ = 3;
  6060. else if (wd.miscflag >= 4)
  6061. wd.div_ = 4;
  6062. }
  6063. break;
  6064. #endif
  6065. case KN_AUTOCOUNTER:
  6066. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  6067. break;
  6068. case LK_SPIRALPIERCE:
  6069. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  6070. break;
  6071. case RK_WINDCUTTER:
  6072. if (sd && (sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR))
  6073. wd.flag |= BF_LONG;
  6074. break;
  6075. case NC_BOOSTKNUCKLE:
  6076. case NC_VULCANARM:
  6077. case NC_ARMSCANNON:
  6078. if (sc && sc->getSCE(SC_ABR_DUAL_CANNON))
  6079. wd.div_ = 2;
  6080. break;
  6081. case NC_POWERSWING:
  6082. if (sc && sc->getSCE(SC_ABR_BATTLE_WARIOR))
  6083. wd.div_ = -2;
  6084. break;
  6085. case GN_CARTCANNON:
  6086. if (sc && sc->getSCE(SC_BIONIC_WOODENWARRIOR))
  6087. wd.div_ = 2;
  6088. break;
  6089. case DK_SERVANT_W_PHANTOM:
  6090. case DK_SERVANT_W_DEMOL:
  6091. if (sd && (sd->servantball + sd->servantball_old) < wd.div_)
  6092. wd.div_ = sd->servantball + sd->servantball_old;
  6093. break;
  6094. case IQ_THIRD_FLAME_BOMB:
  6095. wd.div_ = min(wd.div_ + wd.miscflag, 3); // Number of hits doesn't go above 3.
  6096. break;
  6097. case IG_OVERSLASH:
  6098. if( wd.miscflag >= 4 ){
  6099. wd.div_ = 7;
  6100. }else if( wd.miscflag >= 2 ){
  6101. wd.div_ = 5;
  6102. }
  6103. break;
  6104. case SHC_ETERNAL_SLASH:
  6105. if (sc && sc->getSCE(SC_E_SLASH_COUNT))
  6106. wd.div_ = sc->getSCE(SC_E_SLASH_COUNT)->val1;
  6107. break;
  6108. case SHC_SHADOW_STAB:
  6109. if (wd.miscflag == 2)
  6110. wd.div_ = 2;
  6111. break;
  6112. case SHC_IMPACT_CRATER:
  6113. if (sc && sc->getSCE(SC_ROLLINGCUTTER))
  6114. wd.div_ = sc->getSCE(SC_ROLLINGCUTTER)->val1;
  6115. break;
  6116. case MT_AXE_STOMP:
  6117. if (sd && sd->status.weapon == W_2HAXE)
  6118. wd.div_ = 3;
  6119. break;
  6120. case SHC_SAVAGE_IMPACT:
  6121. wd.div_ = wd.div_ + wd.miscflag;
  6122. break;
  6123. case MT_MIGHTY_SMASH:
  6124. if (sc && sc->getSCE(SC_AXE_STOMP))
  6125. wd.div_ = 7;
  6126. break;
  6127. case BO_EXPLOSIVE_POWDER:
  6128. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  6129. wd.div_ = 5;
  6130. break;
  6131. case BO_MAYHEMIC_THORNS:
  6132. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  6133. wd.div_ = 4;
  6134. break;
  6135. }
  6136. } else {
  6137. bool is_long = false;
  6138. if (is_skill_using_arrow(src, skill_id) || (sc && sc->getSCE(SC_SOULATTACK)))
  6139. is_long = true;
  6140. wd.flag |= is_long ? BF_LONG : BF_SHORT;
  6141. }
  6142. return wd;
  6143. }
  6144. /**
  6145. * Check if we should reflect the damage and calculate it if so
  6146. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  6147. * @param wd : weapon damage
  6148. * @param src : bl who did the attack
  6149. * @param target : target of the attack
  6150. * @param skill_id : id of casted skill, 0 = basic atk
  6151. * @param skill_lv : lvl of skill casted
  6152. */
  6153. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv)
  6154. {
  6155. // Don't reflect your own damage (Grand Cross)
  6156. if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL ||
  6157. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ))))
  6158. {
  6159. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  6160. map_session_data *tsd = BL_CAST(BL_PC, target);
  6161. status_change *tsc = status_get_sc(target);
  6162. struct status_data *sstatus = status_get_status_data(src);
  6163. struct unit_data *ud = unit_bl2ud(target);
  6164. t_tick tick = gettick(), rdelay = 0;
  6165. if (!tsc)
  6166. return;
  6167. auto * sce = tsc->getSCE(SC_MAXPAIN);
  6168. if (sce) {
  6169. sce->val2 = (int)damage;
  6170. if (!tsc->getSCE(SC_KYOMU) && !(tsc->getSCE(SC_DARKCROW) && (wd->flag&BF_SHORT))) //SC_KYOMU invalidates reflecting ability. SC_DARKCROW also does, but only for short weapon attack.
  6171. skill_castend_damage_id(target, src, NPC_MAXPAIN_ATK, sce->val1, tick, ((wd->flag & 1) ? wd->flag - 1 : wd->flag));
  6172. }
  6173. // Calculate skill reflect damage separately
  6174. if ((ud && !ud->immune_attack) || !status_bl_has_mode(target, MD_SKILLIMMUNE))
  6175. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
  6176. if( rdamage > 0 ) {
  6177. struct block_list *d_bl = battle_check_devotion(src);
  6178. status_change *sc = status_get_sc(src);
  6179. if (sc && sc->getSCE(SC_VITALITYACTIVATION))
  6180. rdamage /= 2;
  6181. if( attack_type == BF_WEAPON && tsc->getSCE(SC_REFLECTDAMAGE) ) // Don't reflect your own damage (Grand Cross)
  6182. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag);
  6183. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  6184. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  6185. if( tsd )
  6186. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  6187. // It appears that official servers give skill reflect damage a longer delay
  6188. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true, false);
  6189. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  6190. }
  6191. }
  6192. }
  6193. }
  6194. /*============================================
  6195. * Calculate "weapon"-type attacks and skills
  6196. *--------------------------------------------
  6197. * Credits:
  6198. * Original coder Skotlex
  6199. * Initial refactoring by Baalberith
  6200. * Refined and optimized by helvetica
  6201. */
  6202. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  6203. {
  6204. map_session_data *sd, *tsd;
  6205. struct Damage wd;
  6206. status_change *sc = status_get_sc(src);
  6207. status_change *tsc = status_get_sc(target);
  6208. struct status_data *sstatus = status_get_status_data(src);
  6209. struct status_data *tstatus = status_get_status_data(target);
  6210. int right_element, left_element;
  6211. bool infdef = false;
  6212. memset(&wd,0,sizeof(wd));
  6213. if (src == NULL || target == NULL) {
  6214. nullpo_info(NLP_MARK);
  6215. return wd;
  6216. }
  6217. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  6218. right_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  6219. left_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  6220. if (sc && !sc->count)
  6221. sc = NULL; //Skip checking as there are no status changes active.
  6222. if (tsc && !tsc->count)
  6223. tsc = NULL; //Skip checking as there are no status changes active.
  6224. sd = BL_CAST(BL_PC, src);
  6225. tsd = BL_CAST(BL_PC, target);
  6226. //Check for Lucky Dodge
  6227. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  6228. wd.type = DMG_LUCY_DODGE;
  6229. wd.dmg_lv = ATK_LUCKY;
  6230. if(wd.div_ < 0)
  6231. wd.div_ *= -1;
  6232. return wd;
  6233. }
  6234. // on official check for multi hit first so we can override crit on double attack [helvetica]
  6235. battle_calc_multi_attack(&wd, src, target, skill_id, skill_lv);
  6236. // crit check is next since crits always hit on official [helvetica]
  6237. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, true)) {
  6238. #if PACKETVER >= 20161207
  6239. if (wd.type&DMG_MULTI_HIT)
  6240. wd.type = DMG_MULTI_HIT_CRITICAL;
  6241. else
  6242. wd.type = DMG_CRITICAL;
  6243. #else
  6244. wd.type = DMG_CRITICAL;
  6245. #endif
  6246. }
  6247. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  6248. // check if we're landing a hit
  6249. if(!is_attack_hitting(&wd, src, target, skill_id, skill_lv, true))
  6250. wd.dmg_lv = ATK_FLEE;
  6251. else if(!(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants
  6252. battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv); // base skill damage
  6253. int64 ratio = 0;
  6254. #ifndef RENEWAL
  6255. ratio = battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv); // skill level ratios
  6256. ATK_RATE(wd.damage, wd.damage2, ratio);
  6257. #endif
  6258. int64 bonus_damage = battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv); // other skill bonuses
  6259. ATK_ADD(wd.damage, wd.damage2, bonus_damage);
  6260. #ifdef RENEWAL
  6261. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  6262. struct status_data *sstatus = status_get_status_data(src);
  6263. if (sstatus->matk_max > sstatus->matk_min) {
  6264. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  6265. } else
  6266. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  6267. }
  6268. #endif
  6269. int i = 0;
  6270. #ifndef RENEWAL
  6271. // add any miscellaneous player ATK bonuses
  6272. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id)))
  6273. ATK_ADDRATE(wd.damage, wd.damage2, i);
  6274. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  6275. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  6276. #endif
  6277. #ifdef RENEWAL
  6278. // In Renewal we only cardfix to the weapon and equip ATK
  6279. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  6280. if (sd) {
  6281. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 2, wd.flag);
  6282. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 2, wd.flag);
  6283. if (is_attack_left_handed(src, skill_id)) {
  6284. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  6285. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 3, wd.flag);
  6286. }
  6287. }
  6288. //Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  6289. if (tsd && skill_id != NJ_ISSEN && skill_id != GN_FIRE_EXPANSION_ACID) { // These skills will do a card fix later
  6290. std::bitset<NK_MAX> ignoreele_nk = nk;
  6291. ignoreele_nk.set(NK_IGNOREELEMENT);
  6292. wd.statusAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk, 0, wd.flag);
  6293. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 0, wd.flag);
  6294. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 0, wd.flag);
  6295. wd.masteryAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk, 0, wd.flag);
  6296. if (is_attack_left_handed(src, skill_id)) {
  6297. wd.statusAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk2, 1, wd.flag);
  6298. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 1, wd.flag);
  6299. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 1, wd.flag);
  6300. wd.masteryAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk2, 1, wd.flag);
  6301. }
  6302. }
  6303. // final attack bonuses that aren't affected by cards
  6304. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  6305. if (sd) { //monsters, homuns and pets have their damage computed directly
  6306. //PATK mod applies to Dragonbreaths if Dragonic Aura is skilled only - [munkrej]
  6307. if (!((skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER) && pc_checkskill( sd, DK_DRAGONIC_AURA ) == 0)) {
  6308. wd.damage = (int64)floor((float)((wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.percentAtk) * (100 + sstatus->patk) / 100 + wd.masteryAtk + bonus_damage));
  6309. if (is_attack_left_handed(src, skill_id))
  6310. wd.damage2 = (int64)floor((float)((wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.percentAtk2) * (100 + sstatus->patk) / 100 + wd.masteryAtk2 + bonus_damage));
  6311. }
  6312. // CritAtkRate modifier
  6313. if (wd.type == DMG_CRITICAL || wd.type == DMG_MULTI_HIT_CRITICAL) {
  6314. if (skill_id > 0) {
  6315. wd.damage += (int64)floor((float)(wd.damage * sd->bonus.crit_atk_rate / 200));
  6316. if (is_attack_left_handed(src, skill_id))
  6317. wd.damage2 += (int64)floor((float)(wd.damage2 * sd->bonus.crit_atk_rate / 200));
  6318. }
  6319. else {
  6320. wd.damage += (int64)floor((float)(wd.damage * sd->bonus.crit_atk_rate / 100));
  6321. if (is_attack_left_handed(src, skill_id))
  6322. wd.damage2 += (int64)floor((float)(wd.damage2 * sd->bonus.crit_atk_rate / 100));
  6323. }
  6324. }
  6325. if (wd.flag & BF_SHORT)
  6326. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.short_attack_atk_rate);
  6327. if(wd.flag&BF_LONG && (skill_id != RA_WUGBITE && skill_id != RA_WUGSTRIKE)) //Long damage rate addition doesn't use weapon + equip attack
  6328. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  6329. }
  6330. ratio = battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv); // skill level ratios
  6331. ATK_RATE(wd.damage, wd.damage2, ratio);
  6332. // Advance Katar Mastery
  6333. if (sd) {
  6334. uint16 katar_skill;
  6335. if (sd->status.weapon == W_KATAR && (katar_skill = pc_checkskill(sd, ASC_KATAR)) > 0) // Adv. Katar Mastery applied after calculate with skillratio.
  6336. ATK_ADDRATE(wd.damage, wd.damage2, (10 + 2 * katar_skill));
  6337. }
  6338. // Res reduces physical damage by a percentage and
  6339. // is calculated before DEF and other reductions.
  6340. // This should be the official formula. [Rytech]
  6341. if ((wd.damage + wd.damage2) && tstatus->res > 0) {
  6342. short res = tstatus->res;
  6343. short ignore_res = 0;// Value used as a percentage.
  6344. if (sd)
  6345. ignore_res += sd->indexed_bonus.ignore_res_by_race[tstatus->race] + sd->indexed_bonus.ignore_res_by_race[RC_ALL];
  6346. // Attacker status's that pierce Res.
  6347. if (sc) {
  6348. if (sc->getSCE(SC_A_TELUM))
  6349. ignore_res += sc->getSCE(SC_A_TELUM)->val2;
  6350. if (sc->getSCE(SC_POTENT_VENOM))
  6351. ignore_res += sc->getSCE(SC_POTENT_VENOM)->val2;
  6352. }
  6353. ignore_res = min(ignore_res, 100);
  6354. if (ignore_res > 0)
  6355. res -= res * ignore_res / 100;
  6356. // Max damage reduction from Res is officially 50%.
  6357. // That means 625 Res is needed to hit that cap.
  6358. if (res > battle_config.max_res_mres_reduction)
  6359. res = battle_config.max_res_mres_reduction;
  6360. // Apply damage reduction.
  6361. wd.damage = wd.damage * (5000 + res) / (5000 + 10 * res);
  6362. wd.damage2 = wd.damage2 * (5000 + res) / (5000 + 10 * res);
  6363. }
  6364. #else
  6365. // final attack bonuses that aren't affected by cards
  6366. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  6367. #endif
  6368. if (wd.damage + wd.damage2) { //Check if attack ignores DEF
  6369. if(!attack_ignores_def(&wd, src, target, skill_id, skill_lv, EQI_HAND_L) || !attack_ignores_def(&wd, src, target, skill_id, skill_lv, EQI_HAND_R))
  6370. battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv);
  6371. battle_calc_attack_post_defense(&wd, src, target, skill_id, skill_lv);
  6372. }
  6373. #ifdef RENEWAL
  6374. // add any miscellaneous player ATK bonuses
  6375. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  6376. ATK_ADDRATE(wd.damage, wd.damage2, i);
  6377. RE_ALLATK_ADDRATE(&wd, i);
  6378. }
  6379. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) {
  6380. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  6381. RE_ALLATK_ADDRATE(&wd, -i);
  6382. }
  6383. #endif
  6384. }
  6385. battle_calc_element_damage(&wd, src, target, skill_id, skill_lv);
  6386. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  6387. return wd; //Enough, rest is not needed.
  6388. #ifdef RENEWAL
  6389. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, false)) {
  6390. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  6391. wd.damage = (int64)floor((float)((wd.damage * (1.4f + (0.01f * sstatus->crate)))));
  6392. if (is_attack_left_handed(src, skill_id))
  6393. wd.damage2 = (int64)floor((float)((wd.damage2 * (1.4f + (0.01f * sstatus->crate)))));
  6394. } else
  6395. wd.damage = (int64)floor((float)(wd.damage * 1.4f));
  6396. if (tsd && tsd->bonus.crit_def_rate != 0)
  6397. ATK_ADDRATE(wd.damage, wd.damage2, -tsd->bonus.crit_def_rate);
  6398. }
  6399. #endif
  6400. switch (skill_id) {
  6401. #ifndef RENEWAL
  6402. case NJ_KUNAI:
  6403. ATK_ADD(wd.damage, wd.damage2, 90);
  6404. break;
  6405. #endif
  6406. case TK_DOWNKICK:
  6407. case TK_STORMKICK:
  6408. case TK_TURNKICK:
  6409. case TK_COUNTER:
  6410. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  6411. ATK_ADD(wd.damage, wd.damage2, 10 * pc_checkskill(sd, TK_RUN));
  6412. break;
  6413. case SR_TIGERCANNON:
  6414. // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  6415. if (wd.miscflag&8) {
  6416. ATK_ADD(wd.damage, wd.damage2, skill_lv * 500 + status_get_lv(target) * 40);
  6417. } else
  6418. ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40);
  6419. break;
  6420. case SR_GATEOFHELL: {
  6421. status_data *sstatus = status_get_status_data(src);
  6422. double bonus = 1 + skill_lv * 2 / 10;
  6423. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - sstatus->hp);
  6424. if(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE) {
  6425. ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->max_sp * bonus) + 40 * status_get_lv(src));
  6426. } else
  6427. ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->sp * bonus) + 10 * status_get_lv(src));
  6428. }
  6429. break;
  6430. case MH_TINDER_BREAKER:
  6431. ATK_ADD(wd.damage, wd.damage2, 2500 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  6432. break;
  6433. case MH_CBC:
  6434. ATK_ADD(wd.damage, wd.damage2, 4000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  6435. break;
  6436. case MH_EQC:
  6437. ATK_ADD(wd.damage, wd.damage2, 6000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  6438. break;
  6439. case NPC_MAXPAIN_ATK:
  6440. if (sc) {
  6441. auto * sce = sc->getSCE(SC_MAXPAIN);
  6442. if (sce) {
  6443. if (sce->val2)
  6444. wd.damage = sce->val2 * skill_lv / 10;
  6445. else if (sce->val3)
  6446. wd.damage = sce->val3 * skill_lv / 10;
  6447. }
  6448. }
  6449. else
  6450. wd.damage = 0;
  6451. break;
  6452. }
  6453. if(sd) {
  6454. #ifndef RENEWAL
  6455. uint16 skill;
  6456. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  6457. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  6458. if (skill_id == TF_POISON)
  6459. ATK_ADD(wd.damage, wd.damage2, 15 * skill_lv);
  6460. if (skill_id == GS_GROUNDDRIFT)
  6461. ATK_ADD(wd.damage, wd.damage2, 50 * skill_lv);
  6462. if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  6463. ATK_ADD2(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->right_weapon.star, ((wd.div_ < 1) ? 1 : wd.div_) * sd->left_weapon.star);
  6464. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  6465. ATK_ADD(wd.damage, wd.damage2, 4);
  6466. if (skill_id == MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  6467. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  6468. } else
  6469. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  6470. #endif
  6471. if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements.
  6472. short index = sd->equip_index[EQI_HAND_L];
  6473. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  6474. ATK_ADD(wd.damage, wd.damage2, 10*sd->inventory.u.items_inventory[index].refine);
  6475. }
  6476. #ifndef RENEWAL
  6477. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  6478. switch(skill_id) {
  6479. case RK_DRAGONBREATH:
  6480. case RK_DRAGONBREATH_WATER:
  6481. if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
  6482. wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
  6483. if(is_attack_left_handed(src, skill_id))
  6484. wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
  6485. }
  6486. break;
  6487. default:
  6488. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 2, wd.flag);
  6489. if( is_attack_left_handed(src, skill_id ))
  6490. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 3, wd.flag);
  6491. break;
  6492. }
  6493. #endif
  6494. }
  6495. #ifdef RENEWAL
  6496. // In renewal only do it for non player attacks
  6497. if( tsd && !sd ){
  6498. #else
  6499. if( tsd ){
  6500. #endif
  6501. // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  6502. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 0, wd.flag);
  6503. if(is_attack_left_handed(src, skill_id))
  6504. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 1, wd.flag);
  6505. }
  6506. // only do 1 dmg to plant, no need to calculate rest
  6507. if(infdef){
  6508. battle_calc_attack_plant(&wd, src, target, skill_id, skill_lv);
  6509. return wd;
  6510. }
  6511. //Apply DAMAGE_DIV_FIX and check for min damage
  6512. battle_apply_div_fix(&wd, skill_id);
  6513. battle_calc_attack_left_right_hands(&wd, src, target, skill_id, skill_lv);
  6514. #ifdef RENEWAL
  6515. switch (skill_id) {
  6516. case NJ_ISSEN:
  6517. case GN_FIRE_EXPANSION_ACID:
  6518. return wd; //These skills will do a GVG fix later
  6519. default:
  6520. #endif
  6521. battle_calc_attack_gvg_bg(&wd, src, target, skill_id, skill_lv);
  6522. #ifdef RENEWAL
  6523. break;
  6524. }
  6525. #endif
  6526. battle_calc_weapon_final_atk_modifiers(&wd, src, target, skill_id, skill_lv);
  6527. battle_absorb_damage(target, &wd);
  6528. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  6529. return wd;
  6530. }
  6531. /*==========================================
  6532. * Calculate "magic"-type attacks and skills
  6533. *------------------------------------------
  6534. * Credits:
  6535. * Original coder DracoRPG
  6536. * Refined and optimized by helvetica
  6537. */
  6538. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  6539. {
  6540. int i, skill_damage = 0;
  6541. short s_ele = 0;
  6542. TBL_PC *sd;
  6543. TBL_PC *tsd;
  6544. status_change *sc, *tsc;
  6545. struct Damage ad;
  6546. struct status_data *sstatus = status_get_status_data(src);
  6547. struct status_data *tstatus = status_get_status_data(target);
  6548. struct {
  6549. unsigned imdef : 1;
  6550. unsigned infdef : 1;
  6551. } flag;
  6552. memset(&ad,0,sizeof(ad));
  6553. memset(&flag,0,sizeof(flag));
  6554. if (src == NULL || target == NULL) {
  6555. nullpo_info(NLP_MARK);
  6556. return ad;
  6557. }
  6558. //Initial Values
  6559. ad.damage = 1;
  6560. ad.div_ = skill_get_num(skill_id,skill_lv);
  6561. ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills.
  6562. ad.dmotion = tstatus->dmotion;
  6563. ad.blewcount = skill_get_blewcount(skill_id, skill_lv);
  6564. ad.flag = BF_MAGIC|BF_SKILL;
  6565. ad.miscflag = mflag;
  6566. ad.dmg_lv = ATK_DEF;
  6567. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  6568. std::bitset<NK_MAX> nk;
  6569. if (skill)
  6570. nk = skill->nk;
  6571. flag.imdef = nk[NK_IGNOREDEFENSE] ? 1 : 0;
  6572. sd = BL_CAST(BL_PC, src);
  6573. tsd = BL_CAST(BL_PC, target);
  6574. s_elemental_data* ed = BL_CAST(BL_ELEM, src);
  6575. sc = status_get_sc(src);
  6576. tsc = status_get_sc(target);
  6577. //Initialize variables that will be used afterwards
  6578. s_ele = battle_get_magic_element(src, target, skill_id, skill_lv, mflag);
  6579. switch(skill_id) {
  6580. case WL_HELLINFERNO:
  6581. if (mflag & 2) { // ELE_DARK
  6582. ad.div_ = 3;
  6583. }
  6584. break;
  6585. case NPC_PSYCHIC_WAVE:
  6586. case SO_PSYCHIC_WAVE:
  6587. if (sd && (sd->weapontype1 == W_STAFF || sd->weapontype1 == W_2HSTAFF || sd->weapontype1 == W_BOOK))
  6588. ad.div_ = 2;
  6589. break;
  6590. case AG_DESTRUCTIVE_HURRICANE:
  6591. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  6592. ad.blewcount = 2;
  6593. break;
  6594. case AG_CRYSTAL_IMPACT:
  6595. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  6596. ad.div_ = 2;
  6597. break;
  6598. case ABC_ABYSS_SQUARE:
  6599. if (mflag == 2)
  6600. ad.div_ = 2;
  6601. break;
  6602. case AG_CRIMSON_ARROW_ATK:
  6603. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  6604. ad.div_ = 2;
  6605. }
  6606. break;
  6607. }
  6608. //Set miscellaneous data that needs be filled
  6609. if(sd) {
  6610. sd->state.arrow_atk = 0;
  6611. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  6612. }
  6613. //Skill Range Criteria
  6614. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  6615. //Infinite defense (plant mode)
  6616. flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
  6617. switch(skill_id) {
  6618. case MG_FIREWALL:
  6619. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  6620. ad.blewcount = 0; //No knockback
  6621. [[fallthrough]];
  6622. case NJ_KAENSIN:
  6623. case PR_SANCTUARY:
  6624. ad.dmotion = 1; //No flinch animation.
  6625. break;
  6626. }
  6627. if (!flag.infdef) { //No need to do the math for plants
  6628. unsigned int skillratio = 100; //Skill dmg modifiers.
  6629. #ifdef RENEWAL
  6630. ad.damage = 0; //reinitialize..
  6631. #endif
  6632. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  6633. #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; }
  6634. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  6635. #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; }
  6636. //Adds an absolute value to damage. 100 = +100 damage
  6637. #define MATK_ADD(a) { ad.damage += a; }
  6638. //Calc base damage according to skill
  6639. switch (skill_id) {
  6640. case AL_HEAL:
  6641. case PR_BENEDICTIO:
  6642. case PR_SANCTUARY:
  6643. case AB_HIGHNESSHEAL:
  6644. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  6645. break;
  6646. case PR_ASPERSIO:
  6647. ad.damage = 40;
  6648. break;
  6649. case ALL_RESURRECTION:
  6650. case PR_TURNUNDEAD:
  6651. //Undead check is on skill_castend_damageid code.
  6652. #ifdef RENEWAL
  6653. i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  6654. + 300 - 300 * tstatus->hp / tstatus->max_hp;
  6655. #else
  6656. i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  6657. + 200 - 200 * tstatus->hp / tstatus->max_hp;
  6658. #endif
  6659. if(i > 700)
  6660. i = 700;
  6661. if(rnd()%1000 < i && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  6662. ad.damage = tstatus->hp;
  6663. else {
  6664. #ifdef RENEWAL
  6665. if (sstatus->matk_max > sstatus->matk_min) {
  6666. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  6667. } else {
  6668. MATK_ADD(sstatus->matk_min);
  6669. }
  6670. MATK_RATE(skill_lv);
  6671. #else
  6672. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  6673. #endif
  6674. }
  6675. break;
  6676. case NPC_DARKBREATH:
  6677. ad.damage = tstatus->hp * (skill_lv <= 5 ? 100 / (2 * (6 - skill_lv)) : 50) / 100;
  6678. break;
  6679. case PF_SOULBURN:
  6680. ad.damage = tstatus->sp * 2;
  6681. break;
  6682. case AB_RENOVATIO:
  6683. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  6684. break;
  6685. case NPC_EARTHQUAKE:
  6686. if (mflag & NPC_EARTHQUAKE_FLAG) {
  6687. ad.flag |= NPC_EARTHQUAKE_FLAG; // Pass flag to battle_calc_damage
  6688. mflag &= ~NPC_EARTHQUAKE_FLAG; // Remove before NK_SPLASHSPLIT check
  6689. }
  6690. if (src->type == BL_PC)
  6691. ad.damage = sstatus->str * 2 + battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag).damage;
  6692. else
  6693. ad.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0);
  6694. MATK_RATE(200 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0));
  6695. if (nk[NK_SPLASHSPLIT] && mflag > 1)
  6696. ad.damage /= mflag;
  6697. break;
  6698. case NPC_ICEMINE:
  6699. case NPC_FLAMECROSS:
  6700. ad.damage = static_cast<int64>( sstatus->rhw.atk ) * static_cast<int64>( 20 ) * static_cast<int64>( skill_lv );
  6701. break;
  6702. default: {
  6703. if (sstatus->matk_max > sstatus->matk_min) {
  6704. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  6705. } else {
  6706. MATK_ADD(sstatus->matk_min);
  6707. }
  6708. if (sd) { // Soul energy spheres adds MATK.
  6709. MATK_ADD(3*sd->soulball);
  6710. }
  6711. if (nk[NK_SPLASHSPLIT]) { // Divide MATK in case of multiple targets skill
  6712. if (mflag>0)
  6713. ad.damage /= mflag;
  6714. else
  6715. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  6716. }
  6717. switch(skill_id) {
  6718. case MG_NAPALMBEAT:
  6719. skillratio += -30 + 10 * skill_lv;
  6720. break;
  6721. case MG_FIREBALL:
  6722. #ifdef RENEWAL
  6723. skillratio += 40 + 20 * skill_lv;
  6724. if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage
  6725. skillratio = skillratio * 3 / 4;
  6726. #else
  6727. skillratio += -30 + 10 * skill_lv;
  6728. #endif
  6729. break;
  6730. case MG_SOULSTRIKE:
  6731. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  6732. skillratio += 5 * skill_lv;
  6733. break;
  6734. case MG_FIREWALL:
  6735. skillratio -= 50;
  6736. break;
  6737. case MG_FIREBOLT:
  6738. case MG_COLDBOLT:
  6739. case MG_LIGHTNINGBOLT:
  6740. if (sc) {
  6741. if ((skill_id == MG_FIREBOLT && sc->getSCE(SC_FLAMETECHNIC_OPTION)) ||
  6742. (skill_id == MG_COLDBOLT && sc->getSCE(SC_COLD_FORCE_OPTION)) ||
  6743. (skill_id == MG_LIGHTNINGBOLT && sc->getSCE(SC_GRACE_BREEZE_OPTION)))
  6744. skillratio *= 2;
  6745. if (sc->getSCE(SC_SPELLFIST) && mflag & BF_SHORT) {
  6746. skillratio += (sc->getSCE(SC_SPELLFIST)->val3 * 100) + (sc->getSCE(SC_SPELLFIST)->val1 * 50 - 50) - 100; // val3 = used bolt level, val1 = used spellfist level. [Rytech]
  6747. ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
  6748. ad.flag = BF_WEAPON | BF_SHORT;
  6749. ad.type = DMG_NORMAL;
  6750. }
  6751. }
  6752. break;
  6753. case MG_THUNDERSTORM:
  6754. // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  6755. #ifndef RENEWAL
  6756. skillratio -= 20;
  6757. #endif
  6758. break;
  6759. case MG_FROSTDIVER:
  6760. skillratio += 10 * skill_lv;
  6761. break;
  6762. case AL_HOLYLIGHT:
  6763. skillratio += 25;
  6764. if (sd && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
  6765. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  6766. break;
  6767. case AL_RUWACH:
  6768. skillratio += 45;
  6769. break;
  6770. case WZ_FROSTNOVA:
  6771. skillratio += -100 + (100 + skill_lv * 10) * 2 / 3;
  6772. break;
  6773. case WZ_FIREPILLAR:
  6774. if (sd && ad.div_ > 0)
  6775. ad.div_ *= -1; //For players, damage is divided by number of hits
  6776. skillratio += -60 + 20 * skill_lv; //20% MATK each hit
  6777. break;
  6778. case WZ_SIGHTRASHER:
  6779. skillratio += 20 * skill_lv;
  6780. break;
  6781. case WZ_WATERBALL:
  6782. skillratio += 30 * skill_lv;
  6783. break;
  6784. case WZ_STORMGUST:
  6785. #ifdef RENEWAL
  6786. skillratio -= 30; // Offset only once
  6787. skillratio += 50 * skill_lv;
  6788. #else
  6789. skillratio += 40 * skill_lv;
  6790. #endif
  6791. break;
  6792. #ifdef RENEWAL
  6793. case WZ_EARTHSPIKE:
  6794. skillratio += 100;
  6795. if (sc && sc->getSCE(SC_EARTH_CARE_OPTION))
  6796. skillratio += skillratio * 80 / 100;
  6797. break;
  6798. #endif
  6799. case HW_NAPALMVULCAN:
  6800. #ifdef RENEWAL
  6801. skillratio += -100 + 70 * skill_lv;
  6802. RE_LVL_DMOD(100);
  6803. #else
  6804. skillratio += 25;
  6805. #endif
  6806. break;
  6807. case SL_STIN: //Target size must be small (0) for full damage
  6808. skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv);
  6809. break;
  6810. case SL_STUN:
  6811. skillratio += 5 * skill_lv;
  6812. break;
  6813. case SL_SMA: //Base damage is 40% + lv%
  6814. skillratio += -60 + status_get_lv(src);
  6815. break;
  6816. case NJ_KOUENKA:
  6817. skillratio -= 10;
  6818. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  6819. skillratio += 10 * sd->spiritcharm;
  6820. break;
  6821. case NJ_KAENSIN:
  6822. skillratio -= 50;
  6823. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  6824. skillratio += 20 * sd->spiritcharm;
  6825. break;
  6826. case NJ_BAKUENRYU:
  6827. skillratio += 50 + 150 * skill_lv;
  6828. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  6829. skillratio += 100 * sd->spiritcharm;
  6830. break;
  6831. case NJ_HYOUSENSOU:
  6832. #ifdef RENEWAL
  6833. skillratio -= 30;
  6834. if (sc && sc->getSCE(SC_SUITON))
  6835. skillratio += 2 * skill_lv;
  6836. #endif
  6837. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  6838. skillratio += 20 * sd->spiritcharm;
  6839. break;
  6840. case NJ_HYOUSYOURAKU:
  6841. skillratio += 50 * skill_lv;
  6842. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  6843. skillratio += 100 * sd->spiritcharm;
  6844. break;
  6845. case NJ_RAIGEKISAI:
  6846. #ifdef RENEWAL
  6847. skillratio += 100 * skill_lv;
  6848. #else
  6849. skillratio += 60 + 40 * skill_lv;
  6850. #endif
  6851. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  6852. skillratio += 20 * sd->spiritcharm;
  6853. break;
  6854. case NJ_KAMAITACHI:
  6855. skillratio += 100 * skill_lv;
  6856. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  6857. skillratio += 100 * sd->spiritcharm;
  6858. break;
  6859. case NJ_HUUJIN:
  6860. #ifdef RENEWAL
  6861. skillratio += 50;
  6862. #endif
  6863. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  6864. skillratio += 10 * sd->spiritcharm;
  6865. break;
  6866. case NPC_ENERGYDRAIN:
  6867. skillratio += 100 * skill_lv;
  6868. break;
  6869. #ifdef RENEWAL
  6870. case WZ_HEAVENDRIVE:
  6871. case NPC_GROUNDDRIVE:
  6872. skillratio += 25;
  6873. break;
  6874. case WZ_METEOR:
  6875. skillratio += 25;
  6876. break;
  6877. case WZ_VERMILION:
  6878. if(sd)
  6879. skillratio += 300 + skill_lv * 100;
  6880. else
  6881. skillratio += 20 * skill_lv - 20; //Monsters use old formula
  6882. break;
  6883. case PR_MAGNUS:
  6884. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  6885. skillratio += 30;
  6886. break;
  6887. case BA_DISSONANCE:
  6888. skillratio += skill_lv * 10;
  6889. if (sd)
  6890. skillratio += 3 * pc_checkskill(sd, BA_MUSICALLESSON);
  6891. break;
  6892. case HW_GRAVITATION:
  6893. skillratio += -100 + 100 * skill_lv;
  6894. RE_LVL_DMOD(100);
  6895. break;
  6896. case PA_PRESSURE:
  6897. skillratio += -100 + 500 + 150 * skill_lv;
  6898. RE_LVL_DMOD(100);
  6899. break;
  6900. case WZ_SIGHTBLASTER:
  6901. skillratio += 500;
  6902. break;
  6903. #else
  6904. case WZ_VERMILION:
  6905. skillratio += 20 * skill_lv - 20;
  6906. break;
  6907. #endif
  6908. case AB_JUDEX:
  6909. skillratio += -100 + 300 + 70 * skill_lv;
  6910. RE_LVL_DMOD(100);
  6911. break;
  6912. case AB_ADORAMUS:
  6913. skillratio += - 100 + 300 + 250 * skill_lv;
  6914. RE_LVL_DMOD(100);
  6915. break;
  6916. case AB_DUPLELIGHT_MAGIC:
  6917. skillratio += 300 + 40 * skill_lv;
  6918. break;
  6919. case WL_SOULEXPANSION:
  6920. skillratio += -100 + 1000 + skill_lv * 200 + sstatus->int_ / 6; // !TODO: Confirm INT bonus
  6921. RE_LVL_DMOD(100);
  6922. break;
  6923. case WL_FROSTMISTY:
  6924. skillratio += -100 + 200 + 100 * skill_lv;
  6925. RE_LVL_DMOD(100);
  6926. break;
  6927. case NPC_JACKFROST:
  6928. if (tsc && tsc->getSCE(SC_FREEZING)) {
  6929. skillratio += 900 + 300 * skill_lv;
  6930. RE_LVL_DMOD(100);
  6931. } else {
  6932. skillratio += 400 + 100 * skill_lv;
  6933. RE_LVL_DMOD(150);
  6934. }
  6935. break;
  6936. case WL_JACKFROST:
  6937. if (tsc && tsc->getSCE(SC_MISTY_FROST))
  6938. skillratio += -100 + 1200 + 600 * skill_lv;
  6939. else
  6940. skillratio += -100 + 1000 + 300 * skill_lv;
  6941. RE_LVL_DMOD(100);
  6942. break;
  6943. case WL_DRAINLIFE:
  6944. skillratio += -100 + 200 * skill_lv + sstatus->int_;
  6945. RE_LVL_DMOD(100);
  6946. break;
  6947. case WL_CRIMSONROCK:
  6948. skillratio += -100 + 700 + 600 * skill_lv;
  6949. RE_LVL_DMOD(100);
  6950. break;
  6951. case WL_HELLINFERNO:
  6952. skillratio += -100 + 400 * skill_lv;
  6953. if (mflag & 2) // ELE_DARK
  6954. skillratio += 200;
  6955. RE_LVL_DMOD(100);
  6956. break;
  6957. case WL_COMET:
  6958. skillratio += -100 + 2500 + 700 * skill_lv;
  6959. RE_LVL_DMOD(100);
  6960. break;
  6961. case WL_CHAINLIGHTNING_ATK:
  6962. skillratio += 400 + 100 * skill_lv;
  6963. RE_LVL_DMOD(100);
  6964. if (mflag > 0)
  6965. skillratio += 100 * mflag;
  6966. break;
  6967. case WL_EARTHSTRAIN:
  6968. skillratio += -100 + 1000 + 600 * skill_lv;
  6969. RE_LVL_DMOD(100);
  6970. break;
  6971. case WL_TETRAVORTEX_FIRE:
  6972. case WL_TETRAVORTEX_WATER:
  6973. case WL_TETRAVORTEX_WIND:
  6974. case WL_TETRAVORTEX_GROUND:
  6975. skillratio += -100 + 800 + 400 * skill_lv;
  6976. break;
  6977. case WL_SUMMON_ATK_FIRE:
  6978. case WL_SUMMON_ATK_WATER:
  6979. case WL_SUMMON_ATK_WIND:
  6980. case WL_SUMMON_ATK_GROUND:
  6981. skillratio += -100 + (1 + skill_lv) / 2 * (status_get_lv(src) + (sd ? sd->status.job_level : 0));
  6982. RE_LVL_DMOD(100); // ! TODO: Confirm new formula
  6983. break;
  6984. case LG_RAYOFGENESIS:
  6985. skillratio += -100 + 350 * skill_lv + sstatus->int_; // !TODO: What's the INT bonus?
  6986. RE_LVL_DMOD(100);
  6987. break;
  6988. case NPC_RAYOFGENESIS:
  6989. skillratio += -100 + 200 * skill_lv;
  6990. break;
  6991. case WM_METALICSOUND:
  6992. skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1);
  6993. if (tsc && tsc->getSCE(SC_SLEEP))
  6994. skillratio += 100; // !TODO: Confirm target sleeping bonus
  6995. RE_LVL_DMOD(100);
  6996. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  6997. skillratio += skillratio * 50 / 100;
  6998. break;
  6999. case WM_REVERBERATION:
  7000. // MATK [{(Skill Level x 300) + 400} x Casters Base Level / 100] %
  7001. skillratio += -100 + 700 + 300 * skill_lv;
  7002. RE_LVL_DMOD(100);
  7003. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  7004. skillratio += skillratio * 50 / 100;
  7005. break;
  7006. case SO_FIREWALK:
  7007. skillratio += -100 + 60 * skill_lv;
  7008. RE_LVL_DMOD(100);
  7009. if( sc && sc->getSCE(SC_HEATER_OPTION) )
  7010. skillratio += (sd ? sd->status.job_level / 2 : 0);
  7011. break;
  7012. case SO_ELECTRICWALK:
  7013. skillratio += -100 + 60 * skill_lv;
  7014. RE_LVL_DMOD(100);
  7015. if( sc && sc->getSCE(SC_BLAST_OPTION) )
  7016. skillratio += (sd ? sd->status.job_level / 2 : 0);
  7017. break;
  7018. case NPC_FIREWALK:
  7019. case NPC_ELECTRICWALK:
  7020. skillratio += -100 + 100 * skill_lv;
  7021. break;
  7022. case SO_EARTHGRAVE:
  7023. skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_SEISMICWEAPON) + sstatus->int_ * skill_lv;
  7024. RE_LVL_DMOD(100);
  7025. if( sc && sc->getSCE(SC_CURSED_SOIL_OPTION) )
  7026. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7027. break;
  7028. case SO_DIAMONDDUST:
  7029. skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_FROSTWEAPON) + sstatus->int_ * skill_lv;
  7030. RE_LVL_DMOD(100);
  7031. if( sc && sc->getSCE(SC_COOLER_OPTION) )
  7032. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7033. break;
  7034. case SO_POISON_BUSTER:
  7035. skillratio += -100 + 1000 + 300 * skill_lv + sstatus->int_ / 6; // !TODO: Confirm INT bonus
  7036. if( tsc && tsc->getSCE(SC_CLOUD_POISON) )
  7037. skillratio += 200 * skill_lv;
  7038. RE_LVL_DMOD(100);
  7039. if( sc && sc->getSCE(SC_CURSED_SOIL_OPTION) )
  7040. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7041. break;
  7042. case NPC_POISON_BUSTER:
  7043. skillratio += -100 + 1500 * skill_lv;
  7044. break;
  7045. case SO_PSYCHIC_WAVE:
  7046. skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_;
  7047. RE_LVL_DMOD(100);
  7048. if (sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) ||
  7049. sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION)))
  7050. skillratio += 20;
  7051. break;
  7052. case NPC_PSYCHIC_WAVE:
  7053. skillratio += -100 + 500 * skill_lv;
  7054. break;
  7055. case SO_CLOUD_KILL:
  7056. skillratio += -100 + 40 * skill_lv;
  7057. RE_LVL_DMOD(100);
  7058. if (sc) {
  7059. if (sc->getSCE(SC_CURSED_SOIL_OPTION))
  7060. skillratio += (sd ? sd->status.job_level : 0);
  7061. if (sc->getSCE(SC_DEEP_POISONING_OPTION))
  7062. skillratio += skillratio * 50 / 100;
  7063. }
  7064. break;
  7065. case NPC_CLOUD_KILL:
  7066. skillratio += -100 + 50 * skill_lv;
  7067. break;
  7068. case SO_VARETYR_SPEAR:
  7069. skillratio += -100 + (2 * sstatus->int_ + 150 * (pc_checkskill(sd, SO_STRIKING) + pc_checkskill(sd, SA_LIGHTNINGLOADER)) + sstatus->int_ * skill_lv / 2) / 3;
  7070. RE_LVL_DMOD(100);
  7071. if (sc && sc->getSCE(SC_BLAST_OPTION))
  7072. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7073. break;
  7074. case GN_DEMONIC_FIRE:
  7075. if (skill_lv > 20) // Fire expansion Lv.2
  7076. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  7077. else if (skill_lv > 10) { // Fire expansion Lv.1
  7078. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  7079. RE_LVL_DMOD(100);
  7080. } else
  7081. skillratio += 10 + 20 * skill_lv;
  7082. break;
  7083. case KO_KAIHOU:
  7084. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  7085. skillratio += -100 + 200 * sd->spiritcharm;
  7086. RE_LVL_DMOD(100);
  7087. pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
  7088. }
  7089. break;
  7090. // Magical Elemental Spirits Attack Skills
  7091. case EL_FIRE_MANTLE:
  7092. case EL_WATER_SCREW:
  7093. skillratio += 900;
  7094. break;
  7095. case EL_FIRE_ARROW:
  7096. case EL_ROCK_CRUSHER_ATK:
  7097. skillratio += 200;
  7098. break;
  7099. case EL_FIRE_BOMB:
  7100. case EL_ICE_NEEDLE:
  7101. case EL_HURRICANE_ATK:
  7102. skillratio += 400;
  7103. break;
  7104. case EL_FIRE_WAVE:
  7105. case EL_TYPOON_MIS_ATK:
  7106. skillratio += 1100;
  7107. break;
  7108. case MH_ERASER_CUTTER:
  7109. case MH_XENO_SLASHER:
  7110. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  7111. break;
  7112. case MH_TWISTER_CUTTER:
  7113. skillratio += -100 + 480 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  7114. break;
  7115. case MH_ABSOLUTE_ZEPHYR:
  7116. skillratio += -100 + 1000 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  7117. break;
  7118. case MH_HEILIGE_STANGE:
  7119. skillratio += -100 + 1500 + 250 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
  7120. break;
  7121. case MH_HEILIGE_PFERD:
  7122. skillratio += -100 + 1200 + 350 * skill_lv * status_get_lv(src) / 100 + sstatus->vit; // !TODO: Confirm VIT bonus
  7123. break;
  7124. case MH_POISON_MIST:
  7125. skillratio += -100 + 200 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // ! TODO: Confirm DEX bonus
  7126. break;
  7127. case SU_SV_STEMSPEAR:
  7128. skillratio += 600;
  7129. break;
  7130. case SU_CN_METEOR:
  7131. case SU_CN_METEOR2:
  7132. skillratio += 100 + 100 * skill_lv + sstatus->int_ * 5; // !TODO: Confirm INT bonus
  7133. RE_LVL_DMOD(100);
  7134. break;
  7135. case NPC_VENOMFOG:
  7136. skillratio += 600 + 100 * skill_lv;
  7137. break;
  7138. case NPC_COMET:
  7139. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8) / 2;
  7140. i = cap_value(i, 1, 4);
  7141. skillratio = 2500 + ((skill_lv - i + 1) * 500);
  7142. break;
  7143. case NPC_FIRESTORM:
  7144. skillratio += 200;
  7145. break;
  7146. case NPC_HELLBURNING:
  7147. skillratio += 900;
  7148. break;
  7149. case NPC_PULSESTRIKE2:
  7150. skillratio += 100;
  7151. break;
  7152. case SP_CURSEEXPLOSION:
  7153. if (tsc && tsc->getSCE(SC_SOULCURSE))
  7154. skillratio += 1400 + 200 * skill_lv;
  7155. else
  7156. skillratio += 300 + 100 * skill_lv;
  7157. break;
  7158. case SP_SPA:
  7159. skillratio += 400 + 250 * skill_lv;
  7160. RE_LVL_DMOD(100);
  7161. break;
  7162. case SP_SHA:
  7163. skillratio += -100 + 5 * skill_lv;
  7164. break;
  7165. case SP_SWHOO:
  7166. skillratio += 1000 + 200 * skill_lv;
  7167. RE_LVL_DMOD(100);
  7168. break;
  7169. case NPC_STORMGUST2:
  7170. skillratio += 200 * skill_lv;
  7171. break;
  7172. case AG_DEADLY_PROJECTION:
  7173. skillratio += -100 + 2800 * skill_lv + 5 * sstatus->spl;
  7174. RE_LVL_DMOD(100);
  7175. break;
  7176. case AG_DESTRUCTIVE_HURRICANE:
  7177. skillratio += -100 + 250 + 2800 * skill_lv + 5 * sstatus->spl;
  7178. RE_LVL_DMOD(100);
  7179. if (sc && sc->getSCE(SC_CLIMAX))
  7180. {
  7181. if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  7182. skillratio *= 3;
  7183. else if (sc->getSCE(SC_CLIMAX)->val1 == 5)
  7184. skillratio += skillratio * 50 / 100;
  7185. }
  7186. break;
  7187. case AG_RAIN_OF_CRYSTAL:
  7188. skillratio += -100 + 180 + 760 * skill_lv + 5 * sstatus->spl;
  7189. RE_LVL_DMOD(100);
  7190. break;
  7191. case AG_MYSTERY_ILLUSION:
  7192. skillratio += -100 + 950 * skill_lv + 5 * sstatus->spl;
  7193. RE_LVL_DMOD(100);
  7194. break;
  7195. case AG_VIOLENT_QUAKE_ATK:
  7196. skillratio += -100 + 200 + 1200 * skill_lv + 5 * sstatus->spl;
  7197. RE_LVL_DMOD(100);
  7198. if (sc && sc->getSCE(SC_CLIMAX)) {
  7199. if (sc->getSCE(SC_CLIMAX)->val1 == 1)
  7200. skillratio /= 2;
  7201. else if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  7202. skillratio *= 3;
  7203. }
  7204. break;
  7205. case AG_SOUL_VC_STRIKE:
  7206. skillratio += -100 + 250 * skill_lv + 3 * sstatus->spl;
  7207. RE_LVL_DMOD(100);
  7208. break;
  7209. case AG_STRANTUM_TREMOR:
  7210. skillratio += -100 + 100 + 730 * skill_lv + 5 * sstatus->spl;
  7211. RE_LVL_DMOD(100);
  7212. break;
  7213. case AG_ALL_BLOOM_ATK:
  7214. skillratio += -100 + 200 + 1200 * skill_lv + 5 * sstatus->spl;
  7215. RE_LVL_DMOD(100);
  7216. if (sc && sc->getSCE(SC_CLIMAX)) {
  7217. if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  7218. skillratio *= 4;
  7219. }
  7220. break;
  7221. case AG_ALL_BLOOM_ATK2:// Is this affected by BaseLV and SPL too??? [Rytech]
  7222. skillratio += -100 + 85000 + 5 * sstatus->spl;
  7223. RE_LVL_DMOD(100);
  7224. break;
  7225. case AG_CRYSTAL_IMPACT:
  7226. skillratio += -100 + 250 + 1300 * skill_lv + 5 * sstatus->spl;
  7227. RE_LVL_DMOD(100);
  7228. if (sc && sc->getSCE(SC_CLIMAX)) {
  7229. if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  7230. skillratio += skillratio * 50 / 100;
  7231. else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
  7232. skillratio /= 2;
  7233. }
  7234. break;
  7235. case AG_CRYSTAL_IMPACT_ATK:// Said to deal the same damage as the main attack.
  7236. skillratio += -100 + 800 * skill_lv + 5 * sstatus->spl;
  7237. RE_LVL_DMOD(100);
  7238. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 4)
  7239. skillratio += skillratio * 150 / 100;
  7240. break;
  7241. case AG_TORNADO_STORM:
  7242. skillratio += -100 + 100 + 760 * skill_lv + 5 * sstatus->spl;
  7243. RE_LVL_DMOD(100);
  7244. break;
  7245. case AG_FLORAL_FLARE_ROAD:
  7246. skillratio += -100 + 50 + 740 * skill_lv + 5 * sstatus->spl;
  7247. RE_LVL_DMOD(100);
  7248. break;
  7249. case AG_ASTRAL_STRIKE:
  7250. skillratio += -100 + 1800 * skill_lv + 10 * sstatus->spl;
  7251. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DRAGON)
  7252. skillratio += 340 * skill_lv;
  7253. RE_LVL_DMOD(100);
  7254. break;
  7255. case AG_ASTRAL_STRIKE_ATK:
  7256. skillratio += -100 + 650 * skill_lv + 10 * sstatus->spl;
  7257. // Not confirmed, but if the main hit deal additional damage
  7258. // on certain races then the repeated damage should too right?
  7259. // Guessing a formula here for now. [Rytech]
  7260. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DRAGON)
  7261. skillratio += 200 * skill_lv;
  7262. RE_LVL_DMOD(100);
  7263. break;
  7264. case AG_ROCK_DOWN:
  7265. skillratio += -100 + 950 * skill_lv + 5 * sstatus->spl;
  7266. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  7267. skillratio += 300 * skill_lv;
  7268. }
  7269. RE_LVL_DMOD(100);
  7270. break;
  7271. case AG_STORM_CANNON:
  7272. skillratio += -100 + 950 * skill_lv + 5 * sstatus->spl;
  7273. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  7274. skillratio += 300 * skill_lv;
  7275. }
  7276. RE_LVL_DMOD(100);
  7277. break;
  7278. case AG_CRIMSON_ARROW:
  7279. skillratio += -100 + 300 * skill_lv + 5 * sstatus->spl;
  7280. RE_LVL_DMOD(100);
  7281. break;
  7282. case AG_CRIMSON_ARROW_ATK:
  7283. skillratio += -100 + 600 * skill_lv + 5 * sstatus->spl;
  7284. RE_LVL_DMOD(100);
  7285. break;
  7286. case AG_FROZEN_SLASH:
  7287. skillratio += -100 + 250 + 900 * skill_lv + 5 * sstatus->spl;
  7288. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  7289. skillratio += 150 + 350 * skill_lv;
  7290. }
  7291. RE_LVL_DMOD(100);
  7292. break;
  7293. case IG_JUDGEMENT_CROSS:
  7294. skillratio += -100 + 1950 * skill_lv + 10 * sstatus->spl;
  7295. if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
  7296. skillratio += 150 * skill_lv;
  7297. RE_LVL_DMOD(100);
  7298. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  7299. skillratio += skillratio * i / 100;
  7300. break;
  7301. case IG_CROSS_RAIN:
  7302. if( sc && sc->getSCE( SC_HOLY_S ) ){
  7303. skillratio += -100 + ( 450 + 10 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
  7304. }else{
  7305. skillratio += -100 + ( 320 + 5 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
  7306. }
  7307. skillratio += 5 * sstatus->spl;
  7308. RE_LVL_DMOD(100);
  7309. break;
  7310. case CD_ARBITRIUM:
  7311. skillratio += -100 + 1000 * skill_lv + 7 * sstatus->spl;
  7312. skillratio += 10 * pc_checkskill( sd, CD_FIDUS_ANIMUS ) * skill_lv;
  7313. RE_LVL_DMOD(100);
  7314. break;
  7315. case CD_ARBITRIUM_ATK:
  7316. skillratio += -100 + 1250 * skill_lv + 7 * sstatus->spl;
  7317. skillratio += 10 * pc_checkskill( sd, CD_FIDUS_ANIMUS ) * skill_lv;
  7318. RE_LVL_DMOD(100);
  7319. break;
  7320. case CD_PNEUMATICUS_PROCELLA:
  7321. skillratio += -100 + 150 + 2100 * skill_lv + 10 * sstatus->spl;
  7322. skillratio += 3 * pc_checkskill( sd, CD_FIDUS_ANIMUS );
  7323. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON) {
  7324. skillratio += 50 + 150 * skill_lv;
  7325. skillratio += 2 * pc_checkskill( sd, CD_FIDUS_ANIMUS );
  7326. }
  7327. RE_LVL_DMOD(100);
  7328. break;
  7329. case CD_FRAMEN:
  7330. skillratio += -100 + (800 + 5 * pc_checkskill(sd,CD_FIDUS_ANIMUS)) * skill_lv + 5 * sstatus->spl;
  7331. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON)
  7332. skillratio += 100 * skill_lv;
  7333. RE_LVL_DMOD(100);
  7334. break;
  7335. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:// Is this affected by BaseLV and SPL too??? [Rytech]
  7336. skillratio += -100 + 500 + 5 * sstatus->spl;
  7337. RE_LVL_DMOD(100);
  7338. break;
  7339. case ABC_ABYSS_STRIKE:
  7340. skillratio += -100 + 2200 * skill_lv + 10 * sstatus->spl;
  7341. if (tstatus->race == RC_DEMON || tstatus->race == RC_ANGEL)
  7342. skillratio += 150 * skill_lv;
  7343. RE_LVL_DMOD(100);
  7344. break;
  7345. case ABC_ABYSS_SQUARE:
  7346. skillratio += -100 + ( 570 + 20 * pc_checkskill( sd, ABC_MAGIC_SWORD_M ) ) * skill_lv + 5 * sstatus->spl;
  7347. RE_LVL_DMOD(100);
  7348. break;
  7349. case TR_METALIC_FURY: {
  7350. int area = skill_get_splash(skill_id, skill_lv);
  7351. int count = map_forcountinarea(skill_check_bl_sc,target->m,target->x - area,target->y - area,target->x + area,target->y + area,5,BL_MOB,SC_SOUNDBLEND);
  7352. skillratio += -100 + (2200 + 300 * count) * skill_lv + 5 * sstatus->spl;
  7353. RE_LVL_DMOD(100);
  7354. }
  7355. break;
  7356. case TR_SOUNDBLEND:
  7357. skillratio += -100 + 120 * skill_lv + 5 * sstatus->spl;
  7358. RE_LVL_DMOD(100);
  7359. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  7360. skillratio += skillratio * 100 / 100;
  7361. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  7362. skillratio += skillratio * 50 / 100;
  7363. }
  7364. break;
  7365. case EM_DIAMOND_STORM:
  7366. skillratio += -100 + 400 + 1550 * skill_lv + 5 * sstatus->spl;
  7367. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_DILUVIO ) ){
  7368. skillratio += 5000 + 250 * skill_lv + 5 * sstatus->spl;
  7369. }
  7370. RE_LVL_DMOD(100);
  7371. break;
  7372. case EM_LIGHTNING_LAND:
  7373. skillratio += -100 + 500 + 650 * skill_lv + 5 * sstatus->spl;
  7374. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_PROCELLA ) ){
  7375. skillratio += 400 * skill_lv;
  7376. }
  7377. RE_LVL_DMOD(100);
  7378. break;
  7379. case EM_VENOM_SWAMP:
  7380. skillratio += -100 + 500 + 650 * skill_lv + 5 * sstatus->spl;
  7381. if( sc && sc->getSCE( SC_SUMMON_ELEMENTAL_SERPENS ) ){
  7382. skillratio += 400 * skill_lv;
  7383. }
  7384. RE_LVL_DMOD(100);
  7385. break;
  7386. case EM_CONFLAGRATION:
  7387. skillratio += -100 + 500 + 650 * skill_lv + 5 * sstatus->spl;
  7388. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_ARDOR ) ){
  7389. skillratio += 400 * skill_lv;
  7390. }
  7391. RE_LVL_DMOD(100);
  7392. break;
  7393. case EM_TERRA_DRIVE:
  7394. skillratio += -100 + 400 + 1550 * skill_lv + 5 * sstatus->spl;
  7395. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_TERREMOTUS ) ){
  7396. skillratio += 5000 + 250 * skill_lv + 5 * sstatus->spl;
  7397. }
  7398. RE_LVL_DMOD(100);
  7399. break;
  7400. case ABC_FROM_THE_ABYSS_ATK:
  7401. skillratio += -100 + 100 + 500 * skill_lv + 5 * sstatus->spl;
  7402. RE_LVL_DMOD(100);
  7403. break;
  7404. case EM_ELEMENTAL_BUSTER_FIRE:
  7405. case EM_ELEMENTAL_BUSTER_WATER:
  7406. case EM_ELEMENTAL_BUSTER_WIND:
  7407. case EM_ELEMENTAL_BUSTER_GROUND:
  7408. case EM_ELEMENTAL_BUSTER_POISON:
  7409. skillratio += -100 + 500 + 2200 * skill_lv + 10 * sstatus->spl;
  7410. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_DRAGON)
  7411. skillratio += 150 * skill_lv;
  7412. RE_LVL_DMOD(100);
  7413. break;
  7414. case EM_EL_FLAMEROCK:
  7415. skillratio += -100 + 2400;
  7416. if (ed)
  7417. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7418. break;
  7419. case EM_EL_AGE_OF_ICE:
  7420. skillratio += -100 + 3700;
  7421. if (ed)
  7422. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7423. break;
  7424. case EM_EL_STORM_WIND:
  7425. skillratio += -100 + 2600;
  7426. if (ed)
  7427. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7428. break;
  7429. case EM_EL_AVALANCHE:
  7430. skillratio += -100 + 450;
  7431. if (ed)
  7432. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7433. break;
  7434. case EM_EL_DEADLY_POISON:
  7435. skillratio += -100 + 700;
  7436. if (ed)
  7437. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7438. break;
  7439. case NPC_RAINOFMETEOR:
  7440. skillratio += 350; // unknown ratio
  7441. break;
  7442. }
  7443. if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element.
  7444. if ((sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3 && s_ele == ELE_FIRE) ||
  7445. (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && s_ele == ELE_WATER) ||
  7446. (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && s_ele == ELE_WIND) ||
  7447. (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3 && s_ele == ELE_EARTH))
  7448. skillratio += 25;
  7449. }
  7450. MATK_RATE(skillratio);
  7451. //Constant/misc additions from skills
  7452. if (skill_id == WZ_FIREPILLAR)
  7453. MATK_ADD(100 + 50 * skill_lv);
  7454. break;
  7455. }
  7456. }
  7457. #ifdef RENEWAL
  7458. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  7459. #endif
  7460. if(sd) {
  7461. //Damage bonuses
  7462. if ((i = pc_skillatk_bonus(sd, skill_id)))
  7463. ad.damage += (int64)ad.damage*i/100;
  7464. //Ignore Defense?
  7465. if (!flag.imdef && (
  7466. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  7467. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  7468. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  7469. ))
  7470. flag.imdef = 1;
  7471. }
  7472. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  7473. ad.damage -= (int64)ad.damage*i/100;
  7474. #ifdef RENEWAL
  7475. if (sd && sstatus->smatk > 0)
  7476. ad.damage += ad.damage * sstatus->smatk / 100;
  7477. // MRes reduces magical damage by a percentage and
  7478. // is calculated before MDEF and other reductions.
  7479. // This should be the official formula. [Rytech]
  7480. if (ad.damage && tstatus->mres > 0) {
  7481. short mres = tstatus->mres;
  7482. short ignore_mres = 0;// Value used as percentage.
  7483. if (sd)
  7484. ignore_mres += sd->indexed_bonus.ignore_mres_by_race[tstatus->race] + sd->indexed_bonus.ignore_mres_by_race[RC_ALL];
  7485. // Attacker status's that pierce MRes.
  7486. if (sc && sc->getSCE(SC_A_VITA))
  7487. ignore_mres += sc->getSCE(SC_A_VITA)->val2;
  7488. ignore_mres = min(ignore_mres, 100);
  7489. if (ignore_mres > 0)
  7490. mres -= mres * ignore_mres / 100;
  7491. // Max damage reduction from MRes is officially 50%.
  7492. // That means 625 MRes is needed to hit that cap.
  7493. if (mres > battle_config.max_res_mres_reduction)
  7494. mres = battle_config.max_res_mres_reduction;
  7495. // Apply damage reduction.
  7496. ad.damage = ad.damage * (5000 + mres) / (5000 + 10 * mres);
  7497. }
  7498. #endif
  7499. if(!flag.imdef){
  7500. defType mdef = tstatus->mdef;
  7501. int mdef2= tstatus->mdef2;
  7502. if (sc && sc->getSCE(SC_EXPIATIO)) {
  7503. i = 5 * sc->getSCE(SC_EXPIATIO)->val1; // 5% per level
  7504. i = min(i, 100); //cap it to 100 for 5 mdef min
  7505. mdef -= mdef * i / 100;
  7506. //mdef2 -= mdef2 * i / 100;
  7507. }
  7508. if(sd) {
  7509. i = sd->indexed_bonus.ignore_mdef_by_race[tstatus->race] + sd->indexed_bonus.ignore_mdef_by_race[RC_ALL];
  7510. i += sd->indexed_bonus.ignore_mdef_by_class[tstatus->class_] + sd->indexed_bonus.ignore_mdef_by_class[CLASS_ALL];
  7511. std::vector<e_race2> race2 = status_get_race2(target);
  7512. for (const auto &raceit : race2)
  7513. i += sd->indexed_bonus.ignore_mdef_by_race2[raceit];
  7514. if (i)
  7515. {
  7516. if (i > 100) i = 100;
  7517. mdef -= mdef * i/100;
  7518. //mdef2-= mdef2* i/100;
  7519. }
  7520. }
  7521. #ifdef RENEWAL
  7522. /**
  7523. * RE MDEF Reduction
  7524. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  7525. */
  7526. if (mdef < 0)
  7527. mdef = 0; // Negative eMDEF is treated as 0 on official
  7528. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  7529. #else
  7530. if(battle_config.magic_defense_type)
  7531. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  7532. else
  7533. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  7534. #endif
  7535. }
  7536. if(ad.damage<1)
  7537. ad.damage=1;
  7538. else if(sc) { //only applies when hit
  7539. switch(skill_id) {
  7540. case MG_LIGHTNINGBOLT:
  7541. case MG_THUNDERSTORM:
  7542. if(sc->getSCE(SC_GUST_OPTION))
  7543. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  7544. break;
  7545. case MG_FIREBOLT:
  7546. case MG_FIREWALL:
  7547. if(sc->getSCE(SC_PYROTECHNIC_OPTION))
  7548. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  7549. break;
  7550. case MG_COLDBOLT:
  7551. case MG_FROSTDIVER:
  7552. if(sc->getSCE(SC_AQUAPLAY_OPTION))
  7553. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  7554. break;
  7555. case WZ_EARTHSPIKE:
  7556. case WZ_HEAVENDRIVE:
  7557. if(sc->getSCE(SC_PETROLOGY_OPTION))
  7558. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  7559. break;
  7560. }
  7561. }
  7562. if (!nk[NK_IGNOREELEMENT])
  7563. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  7564. //Apply the physical part of the skill's damage. [Skotlex]
  7565. switch(skill_id) {
  7566. case CR_GRANDCROSS:
  7567. case NPC_GRANDDARKNESS: {
  7568. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  7569. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40 * skill_lv) / 100;
  7570. if(src == target) {
  7571. if(src->type == BL_PC)
  7572. ad.damage = ad.damage / 2;
  7573. else
  7574. ad.damage = 0;
  7575. }
  7576. }
  7577. break;
  7578. }
  7579. #ifndef RENEWAL
  7580. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  7581. #endif
  7582. } //Hint: Against plants damage will still be 1 at this point
  7583. //Apply DAMAGE_DIV_FIX and check for min damage
  7584. battle_apply_div_fix(&ad, skill_id);
  7585. struct map_data *mapdata = map_getmapdata(target->m);
  7586. ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  7587. if (mapdata_flag_gvg2(mapdata))
  7588. ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  7589. else if (mapdata->getMapFlag(MF_BATTLEGROUND))
  7590. ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  7591. // Skill damage adjustment
  7592. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  7593. MATK_ADDRATE(skill_damage);
  7594. battle_absorb_damage(target, &ad);
  7595. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  7596. return ad;
  7597. }
  7598. /*==========================================
  7599. * Calculate "misc"-type attacks and skills
  7600. *------------------------------------------
  7601. * Credits:
  7602. * Original coder Skotlex
  7603. * Refined and optimized by helvetica
  7604. */
  7605. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  7606. {
  7607. int skill_damage = 0;
  7608. short i, s_ele;
  7609. map_session_data *sd, *tsd;
  7610. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  7611. struct status_data *sstatus = status_get_status_data(src);
  7612. struct status_data *tstatus = status_get_status_data(target);
  7613. status_change *ssc = status_get_sc(src);
  7614. memset(&md,0,sizeof(md));
  7615. if (src == NULL || target == NULL) {
  7616. nullpo_info(NLP_MARK);
  7617. return md;
  7618. }
  7619. //Some initial values
  7620. md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion);
  7621. md.dmotion = tstatus->dmotion;
  7622. md.div_ = skill_get_num(skill_id,skill_lv);
  7623. md.blewcount = skill_get_blewcount(skill_id,skill_lv);
  7624. md.dmg_lv = ATK_DEF;
  7625. md.flag = BF_MISC|BF_SKILL;
  7626. md.miscflag = mflag;
  7627. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  7628. std::bitset<NK_MAX> nk;
  7629. if (skill)
  7630. nk = skill->nk;
  7631. sd = BL_CAST(BL_PC, src);
  7632. tsd = BL_CAST(BL_PC, target);
  7633. if(sd) {
  7634. sd->state.arrow_atk = 0;
  7635. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  7636. }
  7637. s_ele = battle_get_misc_element(src, target, skill_id, skill_lv, mflag);
  7638. //Skill Range Criteria
  7639. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  7640. switch (skill_id) {
  7641. case TF_THROWSTONE:
  7642. md.damage = 50;
  7643. md.flag |= BF_WEAPON;
  7644. break;
  7645. case NPC_KILLING_AURA:
  7646. md.damage = 10000;
  7647. break;
  7648. #ifdef RENEWAL
  7649. case HT_LANDMINE:
  7650. case MA_LANDMINE:
  7651. case HT_BLASTMINE:
  7652. case HT_CLAYMORETRAP:
  7653. md.damage = (int64)(skill_lv * sstatus->dex * (3.0 + (float)status_get_lv(src) / 100.0) * (1.0 + (float)sstatus->int_ / 35.0));
  7654. md.damage += md.damage * (rnd()%20 - 10) / 100;
  7655. md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0);
  7656. break;
  7657. #else
  7658. case HT_LANDMINE:
  7659. case MA_LANDMINE:
  7660. md.damage = skill_lv * (sstatus->dex + 75) * (100 + sstatus->int_) / 100;
  7661. break;
  7662. case HT_BLASTMINE:
  7663. md.damage = skill_lv * (sstatus->dex / 2 + 50) * (100 + sstatus->int_) / 100;
  7664. break;
  7665. case HT_CLAYMORETRAP:
  7666. md.damage = skill_lv * (sstatus->dex / 2 + 75) * (100 + sstatus->int_) / 100;
  7667. break;
  7668. #endif
  7669. case HT_BLITZBEAT:
  7670. case SN_FALCONASSAULT:
  7671. {
  7672. uint16 skill;
  7673. //Blitz-beat Damage
  7674. if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW)))
  7675. skill = 0;
  7676. #ifdef RENEWAL
  7677. md.damage = (sstatus->dex / 10 + sstatus->agi / 2 + skill * 3 + 40) * 2;
  7678. RE_LVL_MDMOD(100);
  7679. #else
  7680. md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2;
  7681. if(mflag > 1) //Autocasted Blitz
  7682. nk.set(NK_SPLASHSPLIT);
  7683. #endif
  7684. if (skill_id == SN_FALCONASSAULT) {
  7685. //Div fix of Blitzbeat
  7686. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  7687. //Falcon Assault Modifier
  7688. md.damage = md.damage * (150 + 70 * skill_lv) / 100;
  7689. }
  7690. }
  7691. break;
  7692. #ifndef RENEWAL
  7693. case BA_DISSONANCE:
  7694. md.damage = 30 + skill_lv * 10;
  7695. if (sd)
  7696. md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON);
  7697. break;
  7698. #endif
  7699. case NPC_SELFDESTRUCTION:
  7700. md.damage = sstatus->hp;
  7701. break;
  7702. case NPC_SMOKING:
  7703. md.damage = 3;
  7704. break;
  7705. case NPC_EVILLAND:
  7706. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  7707. break;
  7708. #ifndef RENEWAL
  7709. case ASC_BREAKER:
  7710. md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_;
  7711. nk.set(NK_IGNOREFLEE);
  7712. nk.set(NK_IGNOREELEMENT); //These two are not properties of the weapon based part.
  7713. break;
  7714. case HW_GRAVITATION:
  7715. md.damage = 200 + 200 * skill_lv;
  7716. md.dmotion = 0; //No flinch animation
  7717. break;
  7718. case PA_PRESSURE:
  7719. md.damage = 500 + 300 * skill_lv;
  7720. break;
  7721. #endif
  7722. case PA_GOSPEL:
  7723. if (mflag > 0)
  7724. md.damage = (rnd() % 4000) + 1500;
  7725. else {
  7726. md.damage = (rnd() % 5000) + 3000;
  7727. #ifdef RENEWAL
  7728. md.damage -= (int64)status_get_def(target);
  7729. #else
  7730. md.damage -= (md.damage * (int64)status_get_def(target)) / 100;
  7731. #endif
  7732. md.damage -= tstatus->def2;
  7733. if (md.damage < 0)
  7734. md.damage = 0;
  7735. }
  7736. break;
  7737. case GN_FIRE_EXPANSION_ACID:
  7738. #ifdef RENEWAL
  7739. // Official Renewal formula [helvetica]
  7740. // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
  7741. // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
  7742. // is considered "neutral" for purposes of resistances
  7743. {
  7744. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  7745. struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  7746. md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
  7747. // AD benefits from endow/element but damage is forced back to neutral
  7748. md.damage = battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  7749. }
  7750. // Fall through
  7751. #else
  7752. case CR_ACIDDEMONSTRATION:
  7753. if(tstatus->vit+sstatus->int_) //crash fix
  7754. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  7755. else
  7756. md.damage = 0;
  7757. if (tsd)
  7758. md.damage /= 2;
  7759. #endif
  7760. break;
  7761. case NJ_ZENYNAGE:
  7762. case KO_MUCHANAGE:
  7763. md.damage = skill_get_zeny(skill_id, skill_lv);
  7764. if (!md.damage)
  7765. md.damage = (skill_id == NJ_ZENYNAGE ? 2 : 10);
  7766. md.damage = (skill_id == NJ_ZENYNAGE ? rnd()%md.damage + md.damage : md.damage * rnd_value(50,100)) / (skill_id == NJ_ZENYNAGE ? 1 : 100);
  7767. if (sd && skill_id == KO_MUCHANAGE && !pc_checkskill(sd, NJ_TOBIDOUGU))
  7768. md.damage = md.damage / 2;
  7769. if (status_get_class_(target) == CLASS_BOSS) // Specific to Boss Class
  7770. md.damage = md.damage / (skill_id == NJ_ZENYNAGE ? 3 : 2);
  7771. else if (tsd && skill_id == NJ_ZENYNAGE)
  7772. md.damage = md.damage / 2;
  7773. break;
  7774. #ifdef RENEWAL
  7775. case NJ_ISSEN:
  7776. // Official Renewal formula [helvetica]
  7777. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  7778. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  7779. // modified def formula
  7780. {
  7781. short totaldef;
  7782. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  7783. status_change *sc = status_get_sc(src);
  7784. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  7785. if (sc && sc->getSCE(SC_BUNSINJYUTSU) && (i = sc->getSCE(SC_BUNSINJYUTSU)->val2) > 0) { // mirror image bonus only occurs if active
  7786. md.div_ = -(i + 2); // mirror image count + 2
  7787. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  7788. }
  7789. // modified def reduction, final damage = base damage - (edef + sdef)
  7790. totaldef = tstatus->def2 + (short)status_get_def(target);
  7791. md.damage -= totaldef;
  7792. md.flag |= BF_WEAPON;
  7793. }
  7794. break;
  7795. #endif
  7796. case GS_FLING:
  7797. md.damage = (sd ? sd->status.job_level : status_get_lv(src));
  7798. break;
  7799. case HVAN_EXPLOSION: //[orn]
  7800. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  7801. break;
  7802. case RA_CLUSTERBOMB:
  7803. case RA_FIRINGTRAP:
  7804. case RA_ICEBOUNDTRAP:
  7805. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  7806. RE_LVL_TMDMOD();
  7807. if(sd) {
  7808. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  7809. if(researchskill_lv)
  7810. md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  7811. else
  7812. md.damage = 0;
  7813. } else
  7814. md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  7815. nk.set(NK_IGNOREELEMENT);
  7816. nk.set(NK_IGNOREFLEE);
  7817. nk.set(NK_IGNOREDEFCARD);
  7818. break;
  7819. case NC_MAGMA_ERUPTION_DOTDAMAGE: // 'Eruption' damage
  7820. md.damage = 800 + 200 * skill_lv;
  7821. break;
  7822. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  7823. md.damage = 1000 * skill_lv;
  7824. break;
  7825. case GN_THORNS_TRAP:
  7826. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  7827. break;
  7828. case RL_B_TRAP:
  7829. // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
  7830. md.damage = status_get_dex(src) * 10 + (skill_lv * 3 * status_get_hp(target)) / 100;
  7831. if (status_bl_has_mode(target, MD_STATUSIMMUNE))
  7832. md.damage /= 10;
  7833. break;
  7834. case NPC_WIDESUCK:
  7835. md.damage = tstatus->max_hp * 15 / 100;
  7836. break;
  7837. case SU_SV_ROOTTWIST_ATK:
  7838. md.damage = 100;
  7839. break;
  7840. case SP_SOULEXPLOSION:
  7841. md.damage = tstatus->hp * (20 + 10 * skill_lv) / 100;
  7842. break;
  7843. case SJ_NOVAEXPLOSING:
  7844. // (Base ATK + Weapon ATK) * Ratio
  7845. md.damage = (sstatus->batk + sstatus->rhw.atk) * (200 + 100 * skill_lv) / 100;
  7846. // Additional Damage
  7847. md.damage += sstatus->max_hp / (6 - min(5, skill_lv)) + status_get_max_sp(src) * (2 * skill_lv);
  7848. break;
  7849. }
  7850. if (nk[NK_SPLASHSPLIT]) { // Divide ATK among targets
  7851. if(mflag > 0)
  7852. md.damage /= mflag;
  7853. else
  7854. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  7855. }
  7856. if (!nk[NK_IGNOREFLEE]) {
  7857. status_change *sc = status_get_sc(target);
  7858. i = 0; //Temp for "hit or no hit"
  7859. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  7860. i = 1;
  7861. else {
  7862. short
  7863. flee = tstatus->flee,
  7864. #ifdef RENEWAL
  7865. hitrate = 0; //Default hitrate
  7866. #else
  7867. hitrate = 80; //Default hitrate
  7868. #endif
  7869. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  7870. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  7871. if(attacker_count >= battle_config.agi_penalty_count) {
  7872. if (battle_config.agi_penalty_type == 1)
  7873. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  7874. else //assume type 2: absolute reduction
  7875. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  7876. if(flee < 1)
  7877. flee = 1;
  7878. }
  7879. }
  7880. hitrate += sstatus->hit - flee;
  7881. #ifdef RENEWAL
  7882. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  7883. hitrate += pc_checkskill(sd,AC_VULTURE);
  7884. #endif
  7885. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  7886. if(rnd()%100 < hitrate)
  7887. i = 1;
  7888. }
  7889. if (!i) {
  7890. md.damage = 0;
  7891. md.dmg_lv = ATK_FLEE;
  7892. }
  7893. }
  7894. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  7895. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  7896. md.damage += (int64)md.damage*i/100;
  7897. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  7898. md.damage -= (int64)md.damage*i/100;
  7899. if(!nk[NK_IGNOREELEMENT])
  7900. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  7901. //Plant damage
  7902. if(md.damage < 0)
  7903. md.damage = 0;
  7904. else if(md.damage && is_infinite_defense(target, md.flag)) {
  7905. md.damage = 1;
  7906. }
  7907. //Apply DAMAGE_DIV_FIX and check for min damage
  7908. battle_apply_div_fix(&md, skill_id);
  7909. switch(skill_id) {
  7910. case RA_FIRINGTRAP:
  7911. case RA_ICEBOUNDTRAP:
  7912. if (md.damage == 1)
  7913. break;
  7914. [[fallthrough]];
  7915. case RA_CLUSTERBOMB:
  7916. {
  7917. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  7918. md.damage += wd.damage;
  7919. }
  7920. break;
  7921. case NJ_ZENYNAGE:
  7922. if (sd) {
  7923. if (md.damage > sd->status.zeny)
  7924. md.damage = sd->status.zeny;
  7925. pc_payzeny(sd,(int)cap_value(md.damage, INT_MIN, INT_MAX),LOG_TYPE_STEAL);
  7926. }
  7927. break;
  7928. }
  7929. struct map_data *mapdata = map_getmapdata(target->m);
  7930. md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  7931. if(mapdata_flag_gvg2(mapdata))
  7932. md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  7933. else if(mapdata->getMapFlag(MF_BATTLEGROUND))
  7934. md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  7935. // Skill damage adjustment
  7936. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  7937. md.damage += (int64)md.damage * skill_damage / 100;
  7938. battle_absorb_damage(target, &md);
  7939. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  7940. return md;
  7941. }
  7942. /**
  7943. * Calculate vanish damage on a target
  7944. * @param sd: Player with vanish item
  7945. * @param target: Target to vanish HP/SP
  7946. * @param flag: Damage struct battle flag
  7947. */
  7948. void battle_vanish_damage(map_session_data *sd, struct block_list *target, int flag)
  7949. {
  7950. nullpo_retv(sd);
  7951. nullpo_retv(target);
  7952. // bHPVanishRate
  7953. int16 vanish_hp = 0;
  7954. if (!sd->hp_vanish.empty()) {
  7955. for (auto &it : sd->hp_vanish) {
  7956. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  7957. ((it.flag)&flag)&BF_RANGEMASK &&
  7958. ((it.flag)&flag)&BF_SKILLMASK))
  7959. continue;
  7960. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  7961. vanish_hp += it.per;
  7962. }
  7963. }
  7964. // bSPVanishRate
  7965. int16 vanish_sp = 0;
  7966. if (!sd->sp_vanish.empty()) {
  7967. for (auto &it : sd->sp_vanish) {
  7968. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  7969. ((it.flag)&flag)&BF_RANGEMASK &&
  7970. ((it.flag)&flag)&BF_SKILLMASK))
  7971. continue;
  7972. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  7973. vanish_sp += it.per;
  7974. }
  7975. }
  7976. if (vanish_hp > 0 || vanish_sp > 0)
  7977. status_percent_damage(&sd->bl, target, -vanish_hp, -vanish_sp, false); // Damage HP/SP applied once
  7978. }
  7979. /*==========================================
  7980. * Battle main entry, from skill_attack
  7981. *------------------------------------------
  7982. * Credits:
  7983. * Original coder unknown
  7984. * Initial refactoring by Baalberith
  7985. * Refined and optimized by helvetica
  7986. */
  7987. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag)
  7988. {
  7989. struct Damage d;
  7990. switch(attack_type) {
  7991. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  7992. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  7993. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  7994. default:
  7995. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  7996. memset(&d,0,sizeof(d));
  7997. break;
  7998. }
  7999. if( d.damage + d.damage2 < 1 )
  8000. { //Miss/Absorbed
  8001. //Weapon attacks should go through to cause additional effects.
  8002. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  8003. d.dmg_lv = ATK_MISS;
  8004. d.dmotion = 0;
  8005. if(bl->type == BL_PC)
  8006. d.div_ = 1;
  8007. status_change *tsc = status_get_sc(target);
  8008. // Weapon Blocking has the ability to trigger on ATK_MISS as well.
  8009. if (tsc != nullptr && tsc->getSCE(SC_WEAPONBLOCKING)) {
  8010. status_change_entry *tsce = tsc->getSCE(SC_WEAPONBLOCKING);
  8011. if (attack_type == BF_WEAPON && rnd() % 100 < tsce->val2) {
  8012. clif_skill_nodamage(target, bl, GC_WEAPONBLOCKING, tsce->val1, 1);
  8013. sc_start(bl, target, SC_WEAPONBLOCK_ON, 100, bl->id, skill_get_time2(GC_WEAPONBLOCKING, tsce->val1));
  8014. }
  8015. }
  8016. }
  8017. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  8018. d.dmg_lv = ATK_DEF;
  8019. map_session_data *sd = BL_CAST(BL_PC, bl);
  8020. if (sd && d.damage + d.damage2 > 1)
  8021. battle_vanish_damage(sd, target, d.flag);
  8022. return d;
  8023. }
  8024. /*==========================================
  8025. * Final damage return function
  8026. *------------------------------------------
  8027. * Credits:
  8028. * Original coder unknown
  8029. * Initial refactoring by Baalberith
  8030. * Refined and optimized by helvetica
  8031. */
  8032. int64 battle_calc_return_damage(struct block_list* tbl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  8033. status_change *tsc = status_get_sc(tbl);
  8034. if (tsc) { // These statuses do not reflect any damage (off the target)
  8035. if (tsc->getSCE(SC_WHITEIMPRISON) || tsc->getSCE(SC_DARKCROW) || tsc->getSCE(SC_KYOMU))
  8036. return 0;
  8037. }
  8038. status_change *sc = status_get_sc(src);
  8039. if (sc) {
  8040. if (skill_id == GN_HELLS_PLANT_ATK && sc->getSCE(SC_HELLS_PLANT))
  8041. return 0;
  8042. }
  8043. map_session_data *tsd = BL_CAST(BL_PC, tbl);
  8044. int64 rdamage = 0, damage = *dmg;
  8045. if (flag & BF_SHORT) {//Bounces back part of the damage.
  8046. if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && tsd && tsd->bonus.short_weapon_damage_return ) {
  8047. rdamage += damage * tsd->bonus.short_weapon_damage_return / 100;
  8048. } else if( status_reflect && tsc && tsc->count ) {
  8049. if( tsc->getSCE(SC_REFLECTSHIELD) ) {
  8050. status_change_entry *sce_d;
  8051. block_list *d_bl;
  8052. if( (sce_d = tsc->getSCE(SC_DEVOTION)) && (d_bl = map_id2bl(sce_d->val1)) &&
  8053. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == tbl->id) ||
  8054. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == tbl->id)) )
  8055. { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  8056. if( (!skill_id && battle_config.devotion_rdamage_skill_only && tsc->getSCE(SC_REFLECTSHIELD)->val4) ||
  8057. !check_distance_bl(tbl,d_bl,sce_d->val3) )
  8058. return 0;
  8059. }
  8060. }
  8061. if ( tsc->getSCE(SC_REFLECTSHIELD) && skill_id != WS_CARTTERMINATION && skill_id != NPC_MAXPAIN_ATK ) {
  8062. // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  8063. if (!skill_id && battle_config.devotion_rdamage_skill_only && tsc->getSCE(SC_REFLECTSHIELD)->val4)
  8064. rdamage = 0;
  8065. else {
  8066. rdamage += damage * tsc->getSCE(SC_REFLECTSHIELD)->val2 / 100;
  8067. }
  8068. }
  8069. if (tsc->getSCE(SC_DEATHBOUND) && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUSIMMUNE)) {
  8070. if (distance_bl(src,tbl) <= 0 || !map_check_dir(map_calc_dir(tbl,src->x,src->y), unit_getdir(tbl))) {
  8071. int64 rd1 = i64min(damage, status_get_max_hp(tbl)) * tsc->getSCE(SC_DEATHBOUND)->val2 / 100; // Amplify damage.
  8072. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  8073. clif_skill_damage(src, tbl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, tsc->getSCE(SC_DEATHBOUND)->val1, DMG_SINGLE);
  8074. skill_blown(tbl, src, skill_get_blewcount(RK_DEATHBOUND, tsc->getSCE(SC_DEATHBOUND)->val1), unit_getdir(src), BLOWN_NONE);
  8075. status_change_end(tbl, SC_DEATHBOUND);
  8076. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  8077. }
  8078. }
  8079. }
  8080. } else {
  8081. if (!status_reflect && tsd && tsd->bonus.long_weapon_damage_return) {
  8082. rdamage += damage * tsd->bonus.long_weapon_damage_return / 100;
  8083. }
  8084. }
  8085. // Config damage adjustment
  8086. map_data *mapdata = map_getmapdata(src->m);
  8087. if (mapdata_flag_gvg2(mapdata))
  8088. rdamage = battle_calc_gvg_damage(src, tbl, rdamage, skill_id, flag);
  8089. else if (mapdata->getMapFlag(MF_BATTLEGROUND))
  8090. rdamage = battle_calc_bg_damage(src, tbl, rdamage, skill_id, flag);
  8091. else if (mapdata->getMapFlag(MF_PVP))
  8092. rdamage = battle_calc_pk_damage(*src, *tbl, rdamage, skill_id, flag);
  8093. // Skill damage adjustment
  8094. int skill_damage = battle_skill_damage(src, tbl, skill_id);
  8095. if (skill_damage != 0) {
  8096. rdamage += rdamage * skill_damage / 100;
  8097. }
  8098. int64 reduce = 0;
  8099. map_session_data* sd = BL_CAST(BL_PC, src);
  8100. if (sd && sd->bonus.reduce_damage_return != 0) {
  8101. reduce += (sd->bonus.reduce_damage_return);
  8102. }
  8103. if (sc) {
  8104. if (status_reflect && sc->getSCE(SC_REFLECTDAMAGE)) {
  8105. reduce += sc->getSCE(SC_REFLECTDAMAGE)->val2;
  8106. }
  8107. if (sc->getSCE(SC_VENOMBLEED) && sc->getSCE(SC_VENOMBLEED)->val3 == 0) {
  8108. reduce += sc->getSCE(SC_VENOMBLEED)->val2;
  8109. }
  8110. if (sc->getSCE(SC_REF_T_POTION))
  8111. reduce += 100;
  8112. }
  8113. if (rdamage > 0) {
  8114. rdamage -= rdamage * i64min(100, reduce) / 100;
  8115. rdamage = i64max(rdamage, 1);
  8116. }
  8117. if (rdamage == 0)
  8118. return 0; // No reflecting damage calculated.
  8119. else
  8120. return cap_value(rdamage, 1, status_get_max_hp(tbl));
  8121. }
  8122. /**
  8123. * Calculate Vellum damage on a target
  8124. * @param sd: Player with vanish item
  8125. * @param target: Target to vanish HP/SP
  8126. * @param wd: Damage struct reference
  8127. * @return True on damage done or false if not
  8128. */
  8129. bool battle_vellum_damage(map_session_data *sd, struct block_list *target, struct Damage *wd)
  8130. {
  8131. nullpo_retr(false, sd);
  8132. nullpo_retr(false, target);
  8133. nullpo_retr(false, wd);
  8134. struct status_data *tstatus = status_get_status_data(target);
  8135. // bHPVanishRaceRate
  8136. int16 vellum_rate_hp = cap_value(sd->hp_vanish_race[tstatus->race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  8137. int8 vellum_hp = cap_value(sd->hp_vanish_race[tstatus->race].per + sd->hp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  8138. // bSPVanishRaceRate
  8139. int16 vellum_rate_sp = cap_value(sd->sp_vanish_race[tstatus->race].rate + sd->sp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  8140. int8 vellum_sp = cap_value(sd->sp_vanish_race[tstatus->race].per + sd->sp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  8141. // The HP and SP damage bonus from these items don't stack because of the special damage display for SP.
  8142. // Vellum damage overrides any other damage done as well.
  8143. if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 1000 || rnd() % 1000 < vellum_rate_hp)) {
  8144. wd->damage = apply_rate(tstatus->max_hp, vellum_hp);
  8145. wd->damage2 = 0;
  8146. } else if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 1000 || rnd() % 1000 < vellum_rate_sp)) {
  8147. wd->damage = apply_rate(tstatus->max_sp, vellum_sp);
  8148. wd->damage2 = 0;
  8149. wd->isspdamage = true;
  8150. } else
  8151. return false;
  8152. return true;
  8153. }
  8154. /*===========================================
  8155. * Perform battle drain effects (HP/SP loss)
  8156. *-------------------------------------------*/
  8157. void battle_drain(map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_)
  8158. {
  8159. struct weapon_data *wd;
  8160. int64 *damage;
  8161. int thp = 0, // HP gained
  8162. tsp = 0, // SP gained
  8163. //rhp = 0, // HP reduced from target
  8164. //rsp = 0, // SP reduced from target
  8165. hp = 0, sp = 0;
  8166. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  8167. return;
  8168. for (int i = 0; i < 4; i++) {
  8169. //First two iterations: Right hand
  8170. if (i < 2) {
  8171. wd = &sd->right_weapon;
  8172. damage = &rdamage;
  8173. } else {
  8174. wd = &sd->left_weapon;
  8175. damage = &ldamage;
  8176. }
  8177. if (*damage <= 0)
  8178. continue;
  8179. if (i == 1 || i == 3) {
  8180. hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL];
  8181. hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per);
  8182. sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL];
  8183. sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per);
  8184. if( hp ) {
  8185. //rhp += hp;
  8186. thp += hp;
  8187. }
  8188. if( sp ) {
  8189. //rsp += sp;
  8190. tsp += sp;
  8191. }
  8192. } else {
  8193. hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL];
  8194. sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL];
  8195. if( hp ) {
  8196. //rhp += hp;
  8197. thp += hp;
  8198. }
  8199. if( sp ) {
  8200. //rsp += sp;
  8201. tsp += sp;
  8202. }
  8203. }
  8204. }
  8205. if (!thp && !tsp)
  8206. return;
  8207. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  8208. //if (rhp || rsp)
  8209. // status_zap(tbl, rhp, rsp);
  8210. }
  8211. /*===========================================
  8212. * Deals the same damage to targets in area.
  8213. *-------------------------------------------
  8214. * Credits:
  8215. * Original coder pakpil
  8216. */
  8217. int battle_damage_area(struct block_list *bl, va_list ap) {
  8218. t_tick tick;
  8219. int64 damage;
  8220. int amotion, dmotion;
  8221. struct block_list *src;
  8222. nullpo_ret(bl);
  8223. tick = va_arg(ap, t_tick);
  8224. src = va_arg(ap,struct block_list *);
  8225. amotion = va_arg(ap,int);
  8226. dmotion = va_arg(ap,int);
  8227. damage = va_arg(ap,int);
  8228. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) || status_get_class(bl) == MOBID_EMPERIUM)
  8229. return 0;
  8230. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  8231. map_freeblock_lock();
  8232. if( src->type == BL_PC )
  8233. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  8234. if( amotion )
  8235. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false);
  8236. else
  8237. status_fix_damage(src,bl,damage,0,LG_REFLECTDAMAGE);
  8238. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false);
  8239. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  8240. map_freeblock_unlock();
  8241. }
  8242. return 0;
  8243. }
  8244. /**
  8245. * Triggers aftercast delay for autocasted skills.
  8246. * @param src: Source data
  8247. * @param skill_id: Skill used
  8248. * @param skill_lv: Skill level used
  8249. * @param tick: Server tick
  8250. */
  8251. void battle_autocast_aftercast(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  8252. {
  8253. unit_data *ud = unit_bl2ud(src);
  8254. if (ud) {
  8255. int autocast_tick = skill_delayfix(src, skill_id, skill_lv);
  8256. if (DIFF_TICK(ud->canact_tick, tick + autocast_tick) < 0) {
  8257. ud->canact_tick = i64max(tick + autocast_tick, ud->canact_tick);
  8258. if (battle_config.display_status_timers && src->type == BL_PC)
  8259. clif_status_change(src, EFST_POSTDELAY, 1, autocast_tick, 0, 0, 0);
  8260. }
  8261. }
  8262. }
  8263. /**
  8264. * Triggers autocasted skills from super elemental supportive buffs.
  8265. * @param sd: Player data
  8266. * @param target: Target data
  8267. * @param skill_id: Skill used
  8268. * @param tick: Server tick
  8269. * @param flag: Special skill flags
  8270. */
  8271. void battle_autocast_elembuff_skill(map_session_data* sd, struct block_list* target, uint16 skill_id, t_tick tick, int flag)
  8272. {
  8273. uint16 skill_lv = pc_checkskill(sd, skill_id);
  8274. skill_lv = max(1, skill_lv);
  8275. sd->state.autocast = 1;
  8276. if (status_charge(&sd->bl, 0, skill_get_sp(skill_id, skill_lv))) {
  8277. skill_castend_damage_id(&sd->bl, target, skill_id, skill_lv, tick, flag);
  8278. battle_autocast_aftercast(&sd->bl, skill_id, skill_lv, tick);
  8279. }
  8280. sd->state.autocast = 0;
  8281. }
  8282. /*==========================================
  8283. * Do a basic physical attack (call through unit_attack_timer)
  8284. *------------------------------------------*/
  8285. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, t_tick tick, int flag) {
  8286. map_session_data *sd = NULL, *tsd = NULL;
  8287. struct status_data *sstatus, *tstatus;
  8288. status_change *sc, *tsc;
  8289. int64 damage;
  8290. int skillv;
  8291. struct Damage wd;
  8292. bool vellum_damage = false;
  8293. nullpo_retr(ATK_NONE, src);
  8294. nullpo_retr(ATK_NONE, target);
  8295. if (src->prev == NULL || target->prev == NULL)
  8296. return ATK_NONE;
  8297. sd = BL_CAST(BL_PC, src);
  8298. tsd = BL_CAST(BL_PC, target);
  8299. sstatus = status_get_status_data(src);
  8300. tstatus = status_get_status_data(target);
  8301. sc = status_get_sc(src);
  8302. tsc = status_get_sc(target);
  8303. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  8304. sc = NULL;
  8305. if (tsc && !tsc->count)
  8306. tsc = NULL;
  8307. if (sd)
  8308. {
  8309. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  8310. if (sd->state.arrow_atk)
  8311. {
  8312. short index = sd->equip_index[EQI_AMMO];
  8313. if (index < 0) {
  8314. if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA)
  8315. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  8316. else
  8317. clif_arrow_fail(sd,0);
  8318. return ATK_NONE;
  8319. }
  8320. //Ammo check by Ishizu-chan
  8321. if (sd->inventory_data[index]) {
  8322. switch (sd->status.weapon) {
  8323. case W_BOW:
  8324. if (sd->inventory_data[index]->subtype != AMMO_ARROW) {
  8325. clif_arrow_fail(sd,0);
  8326. return ATK_NONE;
  8327. }
  8328. break;
  8329. case W_REVOLVER:
  8330. case W_RIFLE:
  8331. case W_GATLING:
  8332. case W_SHOTGUN:
  8333. if (sd->inventory_data[index]->subtype != AMMO_BULLET) {
  8334. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  8335. return ATK_NONE;
  8336. }
  8337. break;
  8338. case W_GRENADE:
  8339. if (sd->inventory_data[index]->subtype !=
  8340. #ifdef RENEWAL
  8341. AMMO_BULLET) {
  8342. #else
  8343. AMMO_GRENADE) {
  8344. #endif
  8345. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  8346. return ATK_NONE;
  8347. }
  8348. break;
  8349. }
  8350. }
  8351. }
  8352. }
  8353. if (sc && sc->count) {
  8354. if (sc->getSCE(SC_CLOAKING) && !(sc->getSCE(SC_CLOAKING)->val4 & 2))
  8355. status_change_end(src, SC_CLOAKING);
  8356. else if (sc->getSCE(SC_CLOAKINGEXCEED) && !(sc->getSCE(SC_CLOAKINGEXCEED)->val4 & 2))
  8357. status_change_end(src, SC_CLOAKINGEXCEED);
  8358. else if (sc->getSCE(SC_NEWMOON) && --(sc->getSCE(SC_NEWMOON)->val2) <= 0)
  8359. status_change_end(src, SC_NEWMOON);
  8360. }
  8361. if (tsc && tsc->getSCE(SC_AUTOCOUNTER) && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  8362. uint8 dir = map_calc_dir(target,src->x,src->y);
  8363. int t_dir = unit_getdir(target);
  8364. int dist = distance_bl(src, target);
  8365. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  8366. uint16 skill_lv = tsc->getSCE(SC_AUTOCOUNTER)->val1;
  8367. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  8368. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  8369. status_change_end(target, SC_AUTOCOUNTER);
  8370. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  8371. return ATK_BLOCK;
  8372. }
  8373. }
  8374. if( tsc && tsc->getSCE(SC_BLADESTOP_WAIT) &&
  8375. #ifndef RENEWAL
  8376. status_get_class_(src) != CLASS_BOSS &&
  8377. #endif
  8378. (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  8379. {
  8380. uint16 skill_lv = tsc->getSCE(SC_BLADESTOP_WAIT)->val1;
  8381. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  8382. #ifdef RENEWAL
  8383. if (status_get_class_(src) == CLASS_BOSS)
  8384. duration = 2000; // Only lasts 2 seconds for Boss monsters
  8385. #endif
  8386. status_change_end(target, SC_BLADESTOP_WAIT);
  8387. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  8388. { //Target locked.
  8389. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  8390. clif_bladestop(target, src->id, 1);
  8391. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  8392. return ATK_BLOCK;
  8393. }
  8394. }
  8395. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  8396. #ifdef RENEWAL
  8397. int triple_rate = 30; //Base Rate
  8398. #else
  8399. int triple_rate = 30 - skillv; //Base Rate
  8400. #endif
  8401. if (sc && sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == MO_TRIPLEATTACK) {
  8402. triple_rate+= triple_rate*(sc->getSCE(SC_SKILLRATE_UP)->val2)/100;
  8403. status_change_end(src, SC_SKILLRATE_UP);
  8404. }
  8405. if (rnd()%100 < triple_rate) {
  8406. //Need to apply canact_tick here because it doesn't go through skill_castend_id
  8407. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv), sd->ud.canact_tick);
  8408. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  8409. return ATK_DEF;
  8410. return ATK_MISS;
  8411. }
  8412. }
  8413. if (sc) {
  8414. if (sc->getSCE(SC_SACRIFICE)) {
  8415. uint16 skill_lv = sc->getSCE(SC_SACRIFICE)->val1;
  8416. damage_lv ret_val;
  8417. if( --sc->getSCE(SC_SACRIFICE)->val2 <= 0 )
  8418. status_change_end(src, SC_SACRIFICE);
  8419. /**
  8420. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  8421. * For further information: bugreport:4950
  8422. */
  8423. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  8424. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  8425. if( ret_val == ATK_NONE )
  8426. return ATK_MISS;
  8427. return ret_val;
  8428. }
  8429. if (sc->getSCE(SC_MAGICALATTACK)) {
  8430. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->getSCE(SC_MAGICALATTACK)->val1,tick,0) )
  8431. return ATK_DEF;
  8432. return ATK_MISS;
  8433. }
  8434. if( sc->getSCE(SC_GT_ENERGYGAIN) ) {
  8435. int spheres = 5;
  8436. if( sc->getSCE(SC_RAISINGDRAGON) )
  8437. spheres += sc->getSCE(SC_RAISINGDRAGON)->val1;
  8438. if( sd && rnd()%100 < sc->getSCE(SC_GT_ENERGYGAIN)->val2 )
  8439. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->getSCE(SC_GT_ENERGYGAIN)->val1), spheres);
  8440. }
  8441. }
  8442. if( tsc && tsc->getSCE(SC_GT_ENERGYGAIN) ) {
  8443. int spheres = 5;
  8444. if( tsc->getSCE(SC_RAISINGDRAGON) )
  8445. spheres += tsc->getSCE(SC_RAISINGDRAGON)->val1;
  8446. if( tsd && rnd()%100 < tsc->getSCE(SC_GT_ENERGYGAIN)->val2 )
  8447. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->getSCE(SC_GT_ENERGYGAIN)->val1), spheres);
  8448. }
  8449. if (tsc && tsc->getSCE(SC_MTF_MLEATKED) && rnd()%100 < tsc->getSCE(SC_MTF_MLEATKED)->val2)
  8450. clif_skill_nodamage(target, target, SM_ENDURE, tsc->getSCE(SC_MTF_MLEATKED)->val1, sc_start(src, target, SC_ENDURE, 100, tsc->getSCE(SC_MTF_MLEATKED)->val1, skill_get_time(SM_ENDURE, tsc->getSCE(SC_MTF_MLEATKED)->val1)));
  8451. if(tsc && tsc->getSCE(SC_KAAHI) && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->getSCE(SC_KAAHI)->val3)) {
  8452. int hp_heal = tstatus->max_hp - tstatus->hp;
  8453. if (hp_heal > tsc->getSCE(SC_KAAHI)->val2)
  8454. hp_heal = tsc->getSCE(SC_KAAHI)->val2;
  8455. if (hp_heal)
  8456. status_heal(target, hp_heal, 0, 2);
  8457. }
  8458. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  8459. if (sd && wd.damage + wd.damage2 > 0 && battle_vellum_damage(sd, target, &wd))
  8460. vellum_damage = true;
  8461. if( sc && sc->count ) {
  8462. if (sc->getSCE(SC_EXEEDBREAK))
  8463. status_change_end(src, SC_EXEEDBREAK);
  8464. if( sc->getSCE(SC_SPELLFIST) && !vellum_damage ){
  8465. if (status_charge(src, 0, 20)) {
  8466. if (!is_infinite_defense(target, wd.flag)) {
  8467. struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->getSCE(SC_SPELLFIST)->val2, sc->getSCE(SC_SPELLFIST)->val3, flag | BF_SHORT);
  8468. wd.damage = ad.damage;
  8469. DAMAGE_DIV_FIX(wd.damage, wd.div_); // Double the damage for multiple hits.
  8470. } else {
  8471. wd.damage = 1;
  8472. DAMAGE_DIV_FIX(wd.damage, wd.div_);
  8473. }
  8474. } else
  8475. status_change_end(src,SC_SPELLFIST);
  8476. }
  8477. if (sc->getSCE(SC_GIANTGROWTH) && (wd.flag&BF_SHORT) && rnd()%100 < sc->getSCE(SC_GIANTGROWTH)->val2 && !is_infinite_defense(target, wd.flag) && !vellum_damage)
  8478. wd.damage += wd.damage * 150 / 100; // 2.5 times damage
  8479. if( sc->getSCE( SC_VIGOR ) && ( wd.flag&BF_SHORT ) && !is_infinite_defense( target, wd.flag ) && !vellum_damage ){
  8480. int mod = 100 + sc->getSCE(SC_VIGOR)->val1 * 15;
  8481. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  8482. mod += sc->getSCE(SC_VIGOR)->val1 * 10;
  8483. wd.damage += wd.damage * mod / 100;
  8484. }
  8485. if( sd && battle_config.arrow_decrement && sc->getSCE(SC_FEARBREEZE) && sc->getSCE(SC_FEARBREEZE)->val4 > 0) {
  8486. short idx = sd->equip_index[EQI_AMMO];
  8487. if (idx >= 0 && sd->inventory.u.items_inventory[idx].amount >= sc->getSCE(SC_FEARBREEZE)->val4) {
  8488. pc_delitem(sd,idx,sc->getSCE(SC_FEARBREEZE)->val4,0,1,LOG_TYPE_CONSUME);
  8489. sc->getSCE(SC_FEARBREEZE)->val4 = 0;
  8490. }
  8491. }
  8492. }
  8493. if (sd && sd->state.arrow_atk) //Consume arrow.
  8494. battle_consume_ammo(sd, 0, 0);
  8495. damage = wd.damage + wd.damage2;
  8496. if( damage > 0 && src != target )
  8497. {
  8498. if (sc && sc->getSCE(SC_DUPLELIGHT) && (wd.flag & BF_SHORT)) { // Activates only from regular melee damage. Success chance is seperate for both duple light attacks.
  8499. uint16 duple_rate = 10 + 2 * sc->getSCE(SC_DUPLELIGHT)->val1;
  8500. if (rand() % 100 < duple_rate)
  8501. skill_castend_damage_id(src, target, AB_DUPLELIGHT_MELEE, sc->getSCE(SC_DUPLELIGHT)->val1, tick, flag | SD_LEVEL);
  8502. if (rand() % 100 < duple_rate)
  8503. skill_castend_damage_id(src, target, AB_DUPLELIGHT_MAGIC, sc->getSCE(SC_DUPLELIGHT)->val1, tick, flag | SD_LEVEL);
  8504. }
  8505. }
  8506. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
  8507. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  8508. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  8509. if ( target->type == BL_SKILL && damage > 0 ) {
  8510. TBL_SKILL *su = (TBL_SKILL*)target;
  8511. if (su && su->group) {
  8512. if (su->group->skill_id == HT_BLASTMINE)
  8513. skill_blown(src, target, 3, -1, BLOWN_NONE);
  8514. if (su->group->skill_id == GN_WALLOFTHORN) {
  8515. if (--su->val2 <= 0)
  8516. skill_delunit(su);
  8517. }
  8518. }
  8519. }
  8520. map_freeblock_lock();
  8521. if( !(tsc && tsc->getSCE(SC_DEVOTION)) && !vellum_damage && skill_check_shadowform(target, damage, wd.div_) ) {
  8522. if( !status_isdead(target) )
  8523. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  8524. if( wd.dmg_lv > ATK_BLOCK )
  8525. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  8526. } else
  8527. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true, wd.isspdamage);
  8528. if( tsc ) {
  8529. if( tsc->getSCE(SC_DEVOTION) ) {
  8530. struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
  8531. struct block_list *d_bl = map_id2bl(sce->val1);
  8532. if( d_bl && (
  8533. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  8534. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  8535. ) && check_distance_bl(target, d_bl, sce->val3) )
  8536. {
  8537. // Only trigger if the devoted player was hit
  8538. if( damage > 0 ){
  8539. int64 devotion_damage = damage;
  8540. map_session_data* dsd = BL_CAST( BL_PC, d_bl );
  8541. // Needed to check the devotion master for Rebound Shield status.
  8542. status_change *d_sc = status_get_sc(d_bl);
  8543. // The devoting player needs to stand up
  8544. if( dsd && pc_issit( dsd ) ){
  8545. pc_setstand( dsd, true );
  8546. skill_sit( dsd, 0 );
  8547. }
  8548. if (d_sc && d_sc->getSCE(SC_REBOUND_S))
  8549. devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
  8550. clif_damage(d_bl, d_bl, gettick(), wd.amotion, wd.dmotion, devotion_damage, 1, DMG_NORMAL, 0, false);
  8551. status_fix_damage(NULL, d_bl, devotion_damage, 0, CR_DEVOTION);
  8552. }
  8553. }
  8554. else
  8555. status_change_end(target, SC_DEVOTION);
  8556. }
  8557. if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)) {
  8558. s_elemental_data *ed = ((TBL_PC*)target)->ed;
  8559. if (ed) {
  8560. clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)->val1, DMG_SINGLE);
  8561. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)->val1,tick,wd.flag);
  8562. }
  8563. }
  8564. if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
  8565. struct block_list *e_bl = map_id2bl(tsc->getSCE(SC_WATER_SCREEN_OPTION)->val1);
  8566. if (e_bl && !status_isdead(e_bl)) {
  8567. clif_damage(e_bl, e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false);
  8568. status_fix_damage(NULL, e_bl, damage, 0, EL_WATER_SCREEN);
  8569. }
  8570. }
  8571. }
  8572. if (sc && sc->getSCE(SC_AUTOSPELL) && rnd()%100 < sc->getSCE(SC_AUTOSPELL)->val4) {
  8573. int sp = 0;
  8574. uint16 skill_id = sc->getSCE(SC_AUTOSPELL)->val2;
  8575. uint16 skill_lv = sc->getSCE(SC_AUTOSPELL)->val3;
  8576. int i = rnd()%100;
  8577. if (sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  8578. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  8579. //reduction only for skill_lv > 1
  8580. if (skill_lv > 1) {
  8581. if (i >= 50) skill_lv /= 2;
  8582. else if (i >= 15) skill_lv--;
  8583. }
  8584. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  8585. if (status_charge(src, 0, sp)) {
  8586. struct unit_data *ud = unit_bl2ud(src);
  8587. switch (skill_get_casttype(skill_id)) {
  8588. case CAST_GROUND:
  8589. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  8590. break;
  8591. case CAST_NODAMAGE:
  8592. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  8593. break;
  8594. case CAST_DAMAGE:
  8595. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  8596. break;
  8597. }
  8598. if (ud) {
  8599. int autospell_tick = skill_delayfix(src, skill_id, skill_lv);
  8600. if (DIFF_TICK(ud->canact_tick, tick + autospell_tick) < 0) {
  8601. ud->canact_tick = i64max(tick + autospell_tick, ud->canact_tick);
  8602. if (battle_config.display_status_timers && sd)
  8603. clif_status_change(src, EFST_POSTDELAY, 1, autospell_tick, 0, 0, 0);
  8604. }
  8605. }
  8606. }
  8607. }
  8608. if (sd) {
  8609. uint16 r_skill = 0, sk_idx = 0;
  8610. if( wd.flag&BF_WEAPON && sc && sc->getSCE(SC__AUTOSHADOWSPELL) && rnd()%100 < sc->getSCE(SC__AUTOSHADOWSPELL)->val3 &&
  8611. (r_skill = (uint16)sc->getSCE(SC__AUTOSHADOWSPELL)->val1) && (sk_idx = skill_get_index(r_skill)) &&
  8612. sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED )
  8613. {
  8614. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  8615. int r_lv = sc->getSCE(SC__AUTOSHADOWSPELL)->val2, type;
  8616. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  8617. int maxcount = 0;
  8618. std::shared_ptr<s_skill_db> skill = skill_db.find(r_skill);
  8619. if( !(BL_PC&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] )
  8620. type = -1;
  8621. if( BL_PC&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] )
  8622. type = -1;
  8623. if( BL_PC&battle_config.land_skill_limit &&
  8624. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  8625. ) {
  8626. unit_skillunit_maxcount(sd->ud, r_skill, maxcount);
  8627. if( maxcount == 0 )
  8628. type = -1;
  8629. }
  8630. if( type != CAST_GROUND ){
  8631. clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
  8632. map_freeblock_unlock();
  8633. return wd.dmg_lv;
  8634. }
  8635. }
  8636. if (sd->state.autocast == 0) {
  8637. sd->state.autocast = 1;
  8638. skill_consume_requirement(sd, r_skill, r_lv, 3);
  8639. switch (type) {
  8640. case CAST_GROUND:
  8641. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  8642. break;
  8643. case CAST_NODAMAGE:
  8644. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  8645. break;
  8646. case CAST_DAMAGE:
  8647. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  8648. break;
  8649. }
  8650. }
  8651. sd->state.autocast = 0;
  8652. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, r_skill, r_lv), sd->ud.canact_tick);
  8653. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  8654. }
  8655. }
  8656. if (wd.flag&BF_WEAPON && sc && sc->getSCE(SC_FALLINGSTAR) && rand()%100 < sc->getSCE(SC_FALLINGSTAR)->val2) {
  8657. if (sd)
  8658. sd->state.autocast = 1;
  8659. if (status_charge(src, 0, skill_get_sp(SJ_FALLINGSTAR_ATK, sc->getSCE(SC_FALLINGSTAR)->val1)))
  8660. skill_castend_nodamage_id(src, src, SJ_FALLINGSTAR_ATK, sc->getSCE(SC_FALLINGSTAR)->val1, tick, flag);
  8661. if (sd)
  8662. sd->state.autocast = 0;
  8663. }
  8664. if( sc ){
  8665. if( sc->getSCE( SC_SERVANTWEAPON ) && sd->servantball > 0 && rnd() % 100 < ( 3 * sc->getSCE( SC_SERVANTWEAPON )->val1 ) ){
  8666. uint16 skill_id = DK_SERVANTWEAPON_ATK;
  8667. uint16 skill_lv = sc->getSCE(SC_SERVANTWEAPON)->val1;
  8668. sd->state.autocast = 1;
  8669. pc_delservantball( *sd );
  8670. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  8671. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  8672. sd->state.autocast = 0;
  8673. }
  8674. // TODO: Whats the official success chance? Is SP consumed for every autocast? [Rytech]
  8675. if( sc->getSCE(SC_DUPLELIGHT) && pc_checkskill(sd, CD_PETITIO) > 0 && rnd() % 100 < 20 ){
  8676. uint16 skill_id = CD_PETITIO;
  8677. uint16 skill_lv = pc_checkskill( sd, CD_PETITIO );
  8678. sd->state.autocast = 1;
  8679. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  8680. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  8681. sd->state.autocast = 0;
  8682. }
  8683. if( sc->getSCE(SC_ABYSSFORCEWEAPON) && sd->abyssball > 0 && rnd() % 100 < 15 ){
  8684. uint16 skill_id = ABC_FROM_THE_ABYSS_ATK;
  8685. uint16 skill_lv = sc->getSCE(SC_ABYSSFORCEWEAPON)->val1;
  8686. sd->state.autocast = 1;
  8687. pc_delabyssball( *sd );
  8688. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  8689. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  8690. sd->state.autocast = 0;
  8691. }
  8692. // It has a success chance of triggering even tho the description says nothing about it.
  8693. // TODO: Need to find out what the official success chance is. [Rytech]
  8694. if( sc->getSCE(SC_ABYSSFORCEWEAPON) && rnd() % 100 < 20 ){
  8695. uint16 skill_id = ABC_ABYSS_SQUARE;
  8696. uint16 skill_lv = pc_checkskill(sd, ABC_ABYSS_SQUARE);
  8697. sd->state.autocast = 1;
  8698. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  8699. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  8700. sd->state.autocast = 0;
  8701. }
  8702. // Autocasted skills from super elemental supportive buffs.
  8703. if (sc->getSCE(SC_FLAMETECHNIC_OPTION) && rnd() % 100 < 7)
  8704. battle_autocast_elembuff_skill(sd, target, MG_FIREBOLT, tick, flag);
  8705. if (sc->getSCE(SC_COLD_FORCE_OPTION) && rnd() % 100 < 7)
  8706. battle_autocast_elembuff_skill(sd, target, MG_COLDBOLT, tick, flag);
  8707. if (sc->getSCE(SC_GRACE_BREEZE_OPTION) && rnd() % 100 < 7)
  8708. battle_autocast_elembuff_skill(sd, target, MG_LIGHTNINGBOLT, tick, flag);
  8709. if (sc->getSCE(SC_EARTH_CARE_OPTION) && rnd() % 100 < 7)
  8710. battle_autocast_elembuff_skill(sd, target, WZ_EARTHSPIKE, tick, flag);
  8711. if (sc->getSCE(SC_DEEP_POISONING_OPTION) && rnd() % 100 < 7)
  8712. battle_autocast_elembuff_skill(sd, target, SO_POISON_BUSTER, tick, flag);
  8713. }
  8714. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  8715. if (battle_config.left_cardfix_to_right)
  8716. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  8717. else
  8718. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  8719. }
  8720. }
  8721. if (tsc) {
  8722. if (damage > 0 && tsc->getSCE(SC_POISONREACT) &&
  8723. (rnd()%100 < tsc->getSCE(SC_POISONREACT)->val3
  8724. || sstatus->def_ele == ELE_POISON) &&
  8725. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  8726. status_check_skilluse(target, src, TF_POISON, 0)
  8727. ) { //Poison React
  8728. struct status_change_entry *sce = tsc->getSCE(SC_POISONREACT);
  8729. if (sstatus->def_ele == ELE_POISON) {
  8730. sce->val2 = 0;
  8731. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  8732. } else {
  8733. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  8734. --sce->val2;
  8735. }
  8736. if (sce->val2 <= 0)
  8737. status_change_end(target, SC_POISONREACT);
  8738. }
  8739. }
  8740. if (sd && tsc && wd.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
  8741. status_heal(src, 0, 0, 1, 0);
  8742. map_freeblock_unlock();
  8743. return wd.dmg_lv;
  8744. }
  8745. /*=========================
  8746. * Check for undead status
  8747. *-------------------------
  8748. * Credits:
  8749. * Original coder Skotlex
  8750. * Refactored by Baalberith
  8751. */
  8752. int battle_check_undead(int race,int element)
  8753. {
  8754. if(battle_config.undead_detect_type == 0) {
  8755. if(element == ELE_UNDEAD)
  8756. return 1;
  8757. }
  8758. else if(battle_config.undead_detect_type == 1) {
  8759. if(race == RC_UNDEAD)
  8760. return 1;
  8761. }
  8762. else {
  8763. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  8764. return 1;
  8765. }
  8766. return 0;
  8767. }
  8768. /*================================================================
  8769. * Returns the upmost level master starting with the given object
  8770. *----------------------------------------------------------------*/
  8771. struct block_list* battle_get_master(struct block_list *src)
  8772. {
  8773. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  8774. do {
  8775. prev = src;
  8776. switch (src->type) {
  8777. case BL_PET:
  8778. if (((TBL_PET*)src)->master)
  8779. src = (struct block_list*)((TBL_PET*)src)->master;
  8780. break;
  8781. case BL_MOB:
  8782. if (((TBL_MOB*)src)->master_id)
  8783. src = map_id2bl(((TBL_MOB*)src)->master_id);
  8784. break;
  8785. case BL_HOM:
  8786. if (((TBL_HOM*)src)->master)
  8787. src = (struct block_list*)((TBL_HOM*)src)->master;
  8788. break;
  8789. case BL_MER:
  8790. if (((TBL_MER*)src)->master)
  8791. src = (struct block_list*)((TBL_MER*)src)->master;
  8792. break;
  8793. case BL_ELEM:
  8794. if (((TBL_ELEM*)src)->master)
  8795. src = (struct block_list*)((TBL_ELEM*)src)->master;
  8796. break;
  8797. case BL_SKILL:
  8798. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  8799. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  8800. break;
  8801. }
  8802. } while (src && src != prev);
  8803. return prev;
  8804. }
  8805. /*==========================================
  8806. * Checks the state between two targets
  8807. * (enemy, friend, party, guild, etc)
  8808. *------------------------------------------
  8809. * Usage:
  8810. * See battle.hpp for possible values/combinations
  8811. * to be used here (BCT_* constants)
  8812. * Return value is:
  8813. * 1: flag holds true (is enemy, party, etc)
  8814. * -1: flag fails
  8815. * 0: Invalid target (non-targetable ever)
  8816. *
  8817. * Credits:
  8818. * Original coder unknown
  8819. * Rewritten by Skotlex
  8820. */
  8821. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  8822. {
  8823. int16 m; //map
  8824. int state = 0; //Initial state none
  8825. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  8826. struct block_list *s_bl = src, *t_bl = target;
  8827. struct unit_data *ud = NULL;
  8828. nullpo_ret(src);
  8829. nullpo_ret(target);
  8830. ud = unit_bl2ud(target);
  8831. m = target->m;
  8832. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  8833. //objects involved.
  8834. if( (t_bl = battle_get_master(target)) == NULL )
  8835. t_bl = target;
  8836. if( (s_bl = battle_get_master(src)) == NULL )
  8837. s_bl = src;
  8838. if ( s_bl->type == BL_PC ) {
  8839. switch( t_bl->type ) {
  8840. case BL_MOB: // Source => PC, Target => MOB
  8841. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  8842. return 0;
  8843. break;
  8844. case BL_PC:
  8845. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  8846. return 0;
  8847. break;
  8848. default:/* anything else goes */
  8849. break;
  8850. }
  8851. }
  8852. struct map_data *mapdata = map_getmapdata(m);
  8853. switch( target->type ) { // Checks on actual target
  8854. case BL_PC: {
  8855. status_change* sc = status_get_sc(src);
  8856. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  8857. return -1; //Cannot be targeted yet.
  8858. if( sc && sc->count ) {
  8859. if( sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == target->id )
  8860. return -1;
  8861. }
  8862. }
  8863. break;
  8864. case BL_MOB:
  8865. {
  8866. struct mob_data *md = ((TBL_MOB*)target);
  8867. if (ud && ud->immune_attack)
  8868. return 0;
  8869. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  8870. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  8871. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou
  8872. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  8873. ){ //Targettable by players
  8874. state |= BCT_ENEMY;
  8875. strip_enemy = 0;
  8876. }
  8877. break;
  8878. }
  8879. case BL_SKILL:
  8880. {
  8881. TBL_SKILL *su = (TBL_SKILL*)target;
  8882. uint16 skill_id = battle_getcurrentskill(src);
  8883. if( !su || !su->group)
  8884. return 0;
  8885. if( skill_get_inf2(su->group->skill_id, INF2_ISTRAP) && su->group->unit_id != UNT_USED_TRAPS) {
  8886. if (!skill_id || su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) {
  8887. ;
  8888. }
  8889. else if (skill_get_inf2(skill_id, INF2_TARGETTRAP)) { // Only a few skills can target traps
  8890. switch (skill_id) {
  8891. case RK_DRAGONBREATH:
  8892. case RK_DRAGONBREATH_WATER:
  8893. case NC_SELFDESTRUCTION:
  8894. case NC_AXETORNADO:
  8895. case SR_SKYNETBLOW:
  8896. // Can only hit traps in PVP/GVG maps
  8897. if (!mapdata->getMapFlag(MF_PVP) && !mapdata->getMapFlag(MF_GVG))
  8898. return 0;
  8899. break;
  8900. }
  8901. }
  8902. else
  8903. return 0;
  8904. state |= BCT_ENEMY;
  8905. strip_enemy = 0;
  8906. } else if (su->group->skill_id == WZ_ICEWALL || (su->group->skill_id == GN_WALLOFTHORN && skill_id != GN_CARTCANNON)) {
  8907. switch (skill_id) {
  8908. case RK_DRAGONBREATH:
  8909. case RK_DRAGONBREATH_WATER:
  8910. case NC_SELFDESTRUCTION:
  8911. case NC_AXETORNADO:
  8912. case SR_SKYNETBLOW:
  8913. // Can only hit icewall in PVP/GVG maps
  8914. if (!mapdata->getMapFlag(MF_PVP) && !mapdata->getMapFlag(MF_GVG))
  8915. return 0;
  8916. break;
  8917. case HT_CLAYMORETRAP:
  8918. // Can't hit icewall
  8919. return 0;
  8920. default:
  8921. // Usually BCT_ALL stands for only hitting chars, but skills specifically set to hit traps also hit icewall
  8922. if ((flag&BCT_ALL) == BCT_ALL && !skill_get_inf2(skill_id, INF2_TARGETTRAP))
  8923. return -1;
  8924. }
  8925. state |= BCT_ENEMY;
  8926. strip_enemy = 0;
  8927. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  8928. return 0;
  8929. }
  8930. break;
  8931. case BL_MER:
  8932. case BL_HOM:
  8933. case BL_ELEM:
  8934. if (ud && ud->immune_attack)
  8935. return 0;
  8936. break;
  8937. //All else not specified is an invalid target.
  8938. default:
  8939. return 0;
  8940. } //end switch actual target
  8941. switch( t_bl->type ) { //Checks on target master
  8942. case BL_PC: {
  8943. map_session_data *sd;
  8944. status_change *sc = NULL;
  8945. if( t_bl == s_bl )
  8946. break;
  8947. sd = BL_CAST(BL_PC, t_bl);
  8948. sc = status_get_sc(t_bl);
  8949. if( ((sd->state.block_action & PCBLOCK_IMMUNE) || (sc->getSCE(SC_KINGS_GRACE) && s_bl->type != BL_PC)) && flag&BCT_ENEMY )
  8950. return 0; // Global immunity only to Attacks
  8951. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  8952. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  8953. if( sd->state.killable ) {
  8954. state |= BCT_ENEMY; // Everything can kill it
  8955. strip_enemy = 0;
  8956. }
  8957. break;
  8958. }
  8959. case BL_MOB:
  8960. {
  8961. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  8962. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  8963. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  8964. break;
  8965. }
  8966. default: break; //other type doesn't have slave yet
  8967. } //end switch master target
  8968. switch( src->type ) { //Checks on actual src type
  8969. case BL_PET:
  8970. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  8971. return 0; //Pet may not attack non-mobs.
  8972. if (t_bl->type == BL_MOB && flag & BCT_ENEMY) {
  8973. mob_data *md = BL_CAST(BL_MOB, t_bl);
  8974. if (md->guardian_data || md->special_state.ai == AI_GUILD)
  8975. return 0; //pet may not attack Guardians/Emperium
  8976. }
  8977. break;
  8978. case BL_SKILL: {
  8979. struct skill_unit *su = (struct skill_unit *)src;
  8980. status_change* sc = status_get_sc(target);
  8981. if (!su || !su->group)
  8982. return 0;
  8983. std::bitset<INF2_MAX> inf2 = skill_db.find(su->group->skill_id)->inf2;
  8984. if (su->group->src_id == target->id) {
  8985. if (inf2[INF2_NOTARGETSELF])
  8986. return -1;
  8987. if (inf2[INF2_TARGETSELF])
  8988. return 1;
  8989. }
  8990. //Status changes that prevent traps from triggering
  8991. if (sc && sc->count && inf2[INF2_ISTRAP]) {
  8992. if( sc->getSCE(SC_SIGHTBLASTER) && sc->getSCE(SC_SIGHTBLASTER)->val2 > 0 && sc->getSCE(SC_SIGHTBLASTER)->val4%2 == 0)
  8993. return -1;
  8994. }
  8995. }
  8996. break;
  8997. case BL_MER:
  8998. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  8999. return 0; //mercenary may not attack Emperium
  9000. break;
  9001. } //end switch actual src
  9002. switch( s_bl->type )
  9003. { //Checks on source master
  9004. case BL_PC:
  9005. {
  9006. map_session_data *sd = BL_CAST(BL_PC, s_bl);
  9007. if( s_bl != t_bl )
  9008. {
  9009. if( sd->state.killer )
  9010. {
  9011. state |= BCT_ENEMY; // Can kill anything
  9012. strip_enemy = 0;
  9013. }
  9014. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && mapdata->getMapFlag(MF_PVP)) || (!battle_config.duel_allow_gvg && mapdata_flag_gvg(mapdata))) )
  9015. {
  9016. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  9017. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  9018. else
  9019. return 0; // You can't target anything out of your duel
  9020. }
  9021. }
  9022. if( !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && mapdata_flag_gvg(mapdata) )
  9023. return 0; //If you don't belong to a guild, can't target emperium.
  9024. if( t_bl->type != BL_PC )
  9025. state |= BCT_ENEMY; //Natural enemy.
  9026. break;
  9027. }
  9028. case BL_MOB:
  9029. {
  9030. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  9031. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  9032. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  9033. if( !md->special_state.ai )
  9034. { //Normal mobs
  9035. if(
  9036. ( target->type == BL_MOB && t_bl->type == BL_PC && ( ((TBL_MOB*)target)->special_state.ai != AI_ZANZOU && ((TBL_MOB*)target)->special_state.ai != AI_ATTACK ) ) ||
  9037. ( t_bl->type == BL_MOB && (((TBL_MOB*)t_bl)->special_state.ai == AI_NONE || ((TBL_MOB*)t_bl)->special_state.ai == AI_WAVEMODE ))
  9038. )
  9039. state |= BCT_PARTY; //Normal mobs with no ai or with AI_WAVEMODE are friends.
  9040. else
  9041. state |= BCT_ENEMY; //However, all else are enemies.
  9042. }
  9043. else
  9044. {
  9045. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  9046. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  9047. }
  9048. break;
  9049. }
  9050. default:
  9051. //Need some sort of default behaviour for unhandled types.
  9052. if (t_bl->type != s_bl->type)
  9053. state |= BCT_ENEMY;
  9054. break;
  9055. } //end switch on src master
  9056. if( (flag&BCT_ALL) == BCT_ALL )
  9057. { //All actually stands for all attackable chars, icewall and traps
  9058. if(target->type&(BL_CHAR|BL_SKILL))
  9059. return 1;
  9060. else
  9061. return -1;
  9062. }
  9063. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  9064. return -1;
  9065. if( t_bl == s_bl )
  9066. { //No need for further testing.
  9067. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  9068. if( state&BCT_ENEMY && strip_enemy )
  9069. state&=~BCT_ENEMY;
  9070. return (flag&state)?1:-1;
  9071. }
  9072. if( mapdata_flag_vs(mapdata) )
  9073. { //Check rivalry settings.
  9074. int sbg_id = 0, tbg_id = 0;
  9075. if(mapdata->getMapFlag(MF_BATTLEGROUND) )
  9076. {
  9077. sbg_id = bg_team_get_id(s_bl);
  9078. tbg_id = bg_team_get_id(t_bl);
  9079. }
  9080. if( flag&(BCT_PARTY|BCT_ENEMY) )
  9081. {
  9082. int s_party = status_get_party_id(s_bl);
  9083. if( s_party && s_party == status_get_party_id(t_bl) && !(mapdata->getMapFlag(MF_PVP) && mapdata->getMapFlag(MF_PVP_NOPARTY)) && !(mapdata_flag_gvg(mapdata) && mapdata->getMapFlag(MF_GVG_NOPARTY)) && (!mapdata->getMapFlag(MF_BATTLEGROUND) || sbg_id == tbg_id) )
  9084. state |= BCT_PARTY;
  9085. else
  9086. state |= BCT_ENEMY;
  9087. }
  9088. if( flag&(BCT_GUILD|BCT_ENEMY) )
  9089. {
  9090. int s_guild = status_get_guild_id(s_bl);
  9091. int t_guild = status_get_guild_id(t_bl);
  9092. if( !(mapdata->getMapFlag(MF_PVP) && mapdata->getMapFlag(MF_PVP_NOGUILD)) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!mapdata->getMapFlag(MF_BATTLEGROUND) || sbg_id == tbg_id) )
  9093. state |= BCT_GUILD;
  9094. else
  9095. state |= BCT_ENEMY;
  9096. }
  9097. if( state&BCT_ENEMY && mapdata->getMapFlag(MF_BATTLEGROUND) && sbg_id && sbg_id == tbg_id )
  9098. state &= ~BCT_ENEMY;
  9099. if( state&BCT_ENEMY && battle_config.pk_mode && !mapdata_flag_gvg(mapdata) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  9100. { // Prevent novice engagement on pk_mode (feature by Valaris)
  9101. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  9102. if (
  9103. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  9104. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  9105. (int)sd->status.base_level < battle_config.pk_min_level ||
  9106. (int)sd2->status.base_level < battle_config.pk_min_level ||
  9107. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  9108. )
  9109. state &= ~BCT_ENEMY;
  9110. }
  9111. }//end map_flag_vs chk rivality
  9112. else
  9113. { //Non pvp/gvg, check party/guild settings.
  9114. if( flag&BCT_PARTY || state&BCT_ENEMY )
  9115. {
  9116. int s_party = status_get_party_id(s_bl);
  9117. if(s_party && s_party == status_get_party_id(t_bl))
  9118. state |= BCT_PARTY;
  9119. }
  9120. if( flag&BCT_GUILD || state&BCT_ENEMY )
  9121. {
  9122. int s_guild = status_get_guild_id(s_bl);
  9123. int t_guild = status_get_guild_id(t_bl);
  9124. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  9125. state |= BCT_GUILD;
  9126. }
  9127. } //end non pvp/gvg chk rivality
  9128. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  9129. state = BCT_NEUTRAL;
  9130. //Alliance state takes precedence over enemy one.
  9131. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  9132. state&=~BCT_ENEMY;
  9133. return (flag&state)?1:-1;
  9134. }
  9135. /*==========================================
  9136. * Check if can attack from this range
  9137. * Basic check then calling path_search for obstacle etc..
  9138. *------------------------------------------
  9139. */
  9140. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  9141. {
  9142. int d;
  9143. nullpo_retr(false, src);
  9144. nullpo_retr(false, bl);
  9145. if( src->m != bl->m )
  9146. return false;
  9147. #ifndef CIRCULAR_AREA
  9148. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  9149. if ( !check_distance_client_bl(src, bl, range) )
  9150. return false;
  9151. } else
  9152. #endif
  9153. if( !check_distance_bl(src, bl, range) )
  9154. return false;
  9155. if( (d = distance_bl(src, bl)) < 2 )
  9156. return true; // No need for path checking.
  9157. if( d > AREA_SIZE )
  9158. return false; // Avoid targetting objects beyond your range of sight.
  9159. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  9160. }
  9161. /*=============================================
  9162. * Battle.conf settings and default/max values
  9163. *---------------------------------------------
  9164. */
  9165. static const struct _battle_data {
  9166. const char* str;
  9167. int* val;
  9168. int defval;
  9169. int min;
  9170. int max;
  9171. } battle_data[] = {
  9172. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  9173. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  9174. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  9175. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  9176. { "enable_baseatk", &battle_config.enable_baseatk, BL_CHAR|BL_HOM, BL_NUL, BL_ALL, },
  9177. { "enable_baseatk_renewal", &battle_config.enable_baseatk_renewal, BL_ALL, BL_NUL, BL_ALL, },
  9178. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  9179. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  9180. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  9181. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  9182. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  9183. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  9184. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  9185. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  9186. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  9187. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  9188. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  9189. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  9190. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  9191. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  9192. #ifdef RENEWAL
  9193. { "traps_setting", &battle_config.traps_setting, 2, 0, 2, },
  9194. #else
  9195. { "traps_setting", &battle_config.traps_setting, 0, 0, 2, },
  9196. #endif
  9197. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  9198. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  9199. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  9200. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  9201. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  9202. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  9203. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  9204. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  9205. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  9206. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  9207. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  9208. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  9209. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  9210. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  9211. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  9212. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  9213. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  9214. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  9215. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  9216. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  9217. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  9218. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  9219. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  9220. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  9221. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  9222. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  9223. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  9224. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  9225. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  9226. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  9227. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  9228. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  9229. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  9230. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  9231. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  9232. #ifdef RENEWAL
  9233. { "guild_skill_relog_type", &battle_config.guild_skill_relog_type, 0, 0, 1, },
  9234. #else
  9235. { "guild_skill_relog_type", &battle_config.guild_skill_relog_type, 1, 0, 1, },
  9236. #endif
  9237. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  9238. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  9239. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  9240. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  9241. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  9242. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  9243. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  9244. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  9245. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  9246. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  9247. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  9248. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  9249. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  9250. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  9251. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  9252. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  9253. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  9254. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  9255. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  9256. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  9257. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 4, 0, 4, },
  9258. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  9259. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  9260. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  9261. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  9262. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  9263. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  9264. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  9265. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  9266. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  9267. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  9268. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  9269. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  9270. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  9271. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  9272. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  9273. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  9274. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  9275. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  9276. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  9277. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  9278. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  9279. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  9280. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  9281. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  9282. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  9283. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  9284. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  9285. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  9286. { "pet_master_dead", &battle_config.pet_master_dead, 0, 0, 1, },
  9287. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  9288. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  9289. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  9290. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  9291. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  9292. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  9293. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  9294. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  9295. { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, },
  9296. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  9297. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  9298. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  9299. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  9300. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  9301. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  9302. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  9303. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  9304. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  9305. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  9306. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  9307. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 0, 100 },
  9308. { "natural_heal_weight_rate_renewal", &battle_config.natural_heal_weight_rate_renewal,70, 0, 100 },
  9309. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  9310. { "ammo_unequip", &battle_config.ammo_unequip, 1, 0, 1, },
  9311. { "ammo_check_weapon", &battle_config.ammo_check_weapon, 1, 0, 1, },
  9312. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  9313. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  9314. { "max_summoner_aspd", &battle_config.max_summoner_aspd, 193, 100, 199, },
  9315. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  9316. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  9317. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  9318. { "max_hp_lv99", &battle_config.max_hp_lv99, 330000, 100, 1000000000, },
  9319. { "max_hp_lv150", &battle_config.max_hp_lv150, 660000, 100, 1000000000, },
  9320. { "max_hp", &battle_config.max_hp, 1100000, 100, 1000000000, },
  9321. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  9322. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  9323. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  9324. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  9325. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  9326. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  9327. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  9328. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  9329. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  9330. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  9331. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  9332. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  9333. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  9334. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  9335. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  9336. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  9337. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  9338. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  9339. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  9340. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  9341. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  9342. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 1, INT_MAX, },
  9343. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  9344. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  9345. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  9346. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  9347. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  9348. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  9349. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  9350. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  9351. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  9352. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  9353. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  9354. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  9355. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  9356. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  9357. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  9358. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  9359. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  9360. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  9361. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  9362. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  9363. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  9364. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  9365. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  9366. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  9367. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  9368. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4|8, },
  9369. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  9370. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  9371. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  9372. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  9373. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  9374. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  9375. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  9376. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  9377. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  9378. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  9379. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  9380. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  9381. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  9382. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  9383. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  9384. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  9385. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  9386. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  9387. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  9388. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  9389. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  9390. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
  9391. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  9392. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  9393. // eAthena additions
  9394. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  9395. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 0, 10000, },
  9396. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  9397. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 0, 10000, },
  9398. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  9399. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 0, 10000, },
  9400. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  9401. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 0, 10000, },
  9402. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  9403. { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
  9404. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 0, 10000, },
  9405. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  9406. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 0, 10000, },
  9407. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  9408. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 0, 10000, },
  9409. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  9410. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 0, 10000, },
  9411. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  9412. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  9413. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  9414. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  9415. { "item_rate_common_mvp", &battle_config.item_rate_common_mvp, 100, 0, 1000000, },
  9416. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  9417. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  9418. { "item_rate_equip_mvp", &battle_config.item_rate_equip_mvp, 100, 0, 1000000, },
  9419. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  9420. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  9421. { "item_rate_card_mvp", &battle_config.item_rate_card_mvp, 100, 0, 1000000, },
  9422. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  9423. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  9424. { "item_rate_heal_mvp", &battle_config.item_rate_heal_mvp, 100, 0, 1000000, },
  9425. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  9426. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  9427. { "item_rate_use_mvp", &battle_config.item_rate_use_mvp, 100, 0, 1000000, },
  9428. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  9429. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  9430. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  9431. { "prevent_logout_trigger", &battle_config.prevent_logout_trigger, 0xE, 0, 0xF, },
  9432. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  9433. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  9434. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  9435. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  9436. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  9437. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  9438. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  9439. { "pk_mode_mes", &battle_config.pk_mode_mes, 1, 0, 1, },
  9440. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  9441. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  9442. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  9443. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  9444. { "multi_level_up_base", &battle_config.multi_level_up_base, 0, 0, MAX_LEVEL, },
  9445. { "multi_level_up_job", &battle_config.multi_level_up_job, 0, 0, MAX_LEVEL, },
  9446. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  9447. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  9448. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  9449. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  9450. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  9451. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  9452. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  9453. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  9454. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  9455. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  9456. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  9457. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  9458. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  9459. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  9460. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  9461. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  9462. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  9463. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  9464. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  9465. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  9466. { "skill_steal_random_options", &battle_config.skill_steal_random_options, 0, 0, 1, },
  9467. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  9468. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  9469. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  9470. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  9471. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  9472. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  9473. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  9474. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  9475. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  9476. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  9477. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  9478. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  9479. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  9480. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  9481. { "display_version", &battle_config.display_version, 1, 0, 1, },
  9482. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  9483. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  9484. { "debuff_on_logout", &battle_config.debuff_on_logout, 0, 0, 1|2, },
  9485. { "monster_ai", &battle_config.mob_ai, 0x0000, 0x0000, 0x1FFF, },
  9486. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  9487. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  9488. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  9489. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  9490. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  9491. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  9492. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  9493. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, },
  9494. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  9495. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  9496. { "drop_rate_cap", &battle_config.drop_rate_cap, 9000, 0, 10000, },
  9497. { "drop_rate_cap_vip", &battle_config.drop_rate_cap_vip, 9000, 0, 10000, },
  9498. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  9499. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  9500. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  9501. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  9502. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  9503. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  9504. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  9505. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  9506. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  9507. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  9508. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  9509. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  9510. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  9511. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  9512. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  9513. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  9514. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  9515. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  9516. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  9517. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  9518. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  9519. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  9520. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  9521. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  9522. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  9523. { "vending_tax_min", &battle_config.vending_tax_min, 0, 0, MAX_ZENY, },
  9524. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  9525. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  9526. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  9527. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  9528. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  9529. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  9530. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  9531. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  9532. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  9533. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  9534. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  9535. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  9536. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  9537. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  9538. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  9539. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  9540. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 80, 0, 100, },
  9541. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  9542. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 487, 0, INT_MAX, },
  9543. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  9544. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  9545. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  9546. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  9547. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  9548. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  9549. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  9550. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  9551. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  9552. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  9553. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  9554. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  9555. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  9556. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  9557. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  9558. { "land_protector_behavior", &battle_config.land_protector_behavior, 0, 0, 1, },
  9559. { "npc_emotion_behavior", &battle_config.npc_emotion_behavior, 0, 0, 1, },
  9560. // BattleGround Settings
  9561. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  9562. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  9563. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  9564. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  9565. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  9566. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  9567. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  9568. // rAthena
  9569. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  9570. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  9571. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  9572. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  9573. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  9574. { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, SHRT_MAX, },
  9575. { "max_fourth_parameter", &battle_config.max_fourth_parameter, 135, 10, SHRT_MAX, },
  9576. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 0, 0, 300 },
  9577. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  9578. { "mvp_tomb_delay", &battle_config.mvp_tomb_delay, 9000, 0, INT_MAX, },
  9579. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  9580. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  9581. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  9582. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  9583. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  9584. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  9585. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
  9586. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  9587. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  9588. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  9589. #ifdef RENEWAL
  9590. { "item_enabled_npc", &battle_config.item_enabled_npc, 0, 0, 1, },
  9591. #else
  9592. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  9593. #endif
  9594. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  9595. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  9596. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  9597. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  9598. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  9599. #ifdef VIP_ENABLE
  9600. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE-MIN_STORAGE, },
  9601. #else
  9602. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE, },
  9603. #endif
  9604. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 50, 0, INT_MAX, },
  9605. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 50, 0, INT_MAX, },
  9606. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 100, 0, INT_MAX, },
  9607. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 100, 0, INT_MAX, },
  9608. { "vip_zeny_penalty", &battle_config.vip_zeny_penalty, 0, 0, INT_MAX, },
  9609. { "vip_bm_increase", &battle_config.vip_bm_increase, 2, 0, INT_MAX, },
  9610. { "vip_drop_increase", &battle_config.vip_drop_increase, 50, 0, INT_MAX, },
  9611. { "vip_gemstone", &battle_config.vip_gemstone, 2, 0, 2, },
  9612. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  9613. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  9614. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  9615. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  9616. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  9617. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  9618. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  9619. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  9620. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  9621. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  9622. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  9623. { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, },
  9624. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  9625. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  9626. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  9627. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  9628. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  9629. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  9630. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  9631. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  9632. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  9633. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  9634. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  9635. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  9636. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  9637. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  9638. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  9639. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  9640. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  9641. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  9642. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  9643. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  9644. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  9645. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  9646. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  9647. { "idletime_option", &battle_config.idletime_option, 0x7C1F, 1, 0xFFFF, },
  9648. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  9649. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  9650. { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
  9651. { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
  9652. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 30, 0, MAX_MINCHASE, },
  9653. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  9654. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  9655. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  9656. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  9657. { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, },
  9658. { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, },
  9659. { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, },
  9660. { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, },
  9661. { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, },
  9662. { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, },
  9663. { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
  9664. { "feature.roulette_bonus_reward", &battle_config.feature_roulette_bonus_reward, 1, 0, 1, },
  9665. { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, },
  9666. { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
  9667. { "max_body_style", &battle_config.max_body_style, 1, 0, SHRT_MAX, },
  9668. { "save_body_style", &battle_config.save_body_style, 1, 0, 1, },
  9669. { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, },
  9670. { "monster_stuck_warning", &battle_config.mob_stuck_warning, 0, 0, 1, },
  9671. { "skill_eightpath_algorithm", &battle_config.skill_eightpath_algorithm, 1, 0, 1, },
  9672. { "skill_eightpath_same_cell", &battle_config.skill_eightpath_same_cell, 1, 0, 1, },
  9673. { "death_penalty_maxlv", &battle_config.death_penalty_maxlv, 0, 0, 3, },
  9674. { "exp_cost_redemptio", &battle_config.exp_cost_redemptio, 1, 0, 100, },
  9675. { "exp_cost_redemptio_limit", &battle_config.exp_cost_redemptio_limit, 5, 0, MAX_PARTY, },
  9676. { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, },
  9677. { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, },
  9678. { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, },
  9679. { "atcommand_disable_npc", &battle_config.atcommand_disable_npc, 1, 0, 1, },
  9680. { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, },
  9681. { "tarotcard_equal_chance", &battle_config.tarotcard_equal_chance, 0, 0, 1, },
  9682. { "change_party_leader_samemap", &battle_config.change_party_leader_samemap, 1, 0, 1, },
  9683. { "dispel_song", &battle_config.dispel_song, 0, 0, 1, },
  9684. { "guild_maprespawn_clones", &battle_config.guild_maprespawn_clones, 0, 0, 1, },
  9685. { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, },
  9686. { "mail_daily_count", &battle_config.mail_daily_count, 100, 0, INT32_MAX, },
  9687. { "mail_zeny_fee", &battle_config.mail_zeny_fee, 2, 0, 100, },
  9688. { "mail_attachment_price", &battle_config.mail_attachment_price, 2500, 0, INT32_MAX, },
  9689. { "mail_attachment_weight", &battle_config.mail_attachment_weight, 2000, 0, INT32_MAX, },
  9690. { "banana_bomb_duration", &battle_config.banana_bomb_duration, 0, 0, UINT16_MAX, },
  9691. { "guild_leaderchange_delay", &battle_config.guild_leaderchange_delay, 1440, 0, INT32_MAX, },
  9692. { "guild_leaderchange_woe", &battle_config.guild_leaderchange_woe, 0, 0, 1, },
  9693. { "guild_alliance_onlygm", &battle_config.guild_alliance_onlygm, 0, 0, 1, },
  9694. { "feature.achievement", &battle_config.feature_achievement, 1, 0, 1, },
  9695. { "allow_bound_sell", &battle_config.allow_bound_sell, 0, 0, 0xF, },
  9696. { "autoloot_adjust", &battle_config.autoloot_adjust, 0, 0, 1, },
  9697. { "feature.petevolution", &battle_config.feature_petevolution, 1, 0, 1, },
  9698. { "feature.petautofeed", &battle_config.feature_pet_autofeed, 1, 0, 1, },
  9699. { "feature.pet_autofeed_rate", &battle_config.feature_pet_autofeed_rate, 89, 0, 100, },
  9700. { "pet_autofeed_always", &battle_config.pet_autofeed_always, 1, 0, 1, },
  9701. { "broadcast_hide_name", &battle_config.broadcast_hide_name, 2, 0, NAME_LENGTH, },
  9702. { "skill_drop_items_full", &battle_config.skill_drop_items_full, 0, 0, 1, },
  9703. { "switch_remove_edp", &battle_config.switch_remove_edp, 2, 0, 3, },
  9704. { "feature.homunculus_autofeed", &battle_config.feature_homunculus_autofeed, 1, 0, 1, },
  9705. { "feature.homunculus_autofeed_rate", &battle_config.feature_homunculus_autofeed_rate,30, 0, 100, },
  9706. { "summoner_race", &battle_config.summoner_race, RC_PLAYER_DORAM, RC_FORMLESS, RC_PLAYER_DORAM, },
  9707. { "summoner_size", &battle_config.summoner_size, SZ_SMALL, SZ_SMALL, SZ_BIG, },
  9708. { "homunculus_autofeed_always", &battle_config.homunculus_autofeed_always, 1, 0, 1, },
  9709. { "feature.attendance", &battle_config.feature_attendance, 1, 0, 1, },
  9710. { "feature.privateairship", &battle_config.feature_privateairship, 1, 0, 1, },
  9711. { "rental_transaction", &battle_config.rental_transaction, 1, 0, 1, },
  9712. { "min_shop_buy", &battle_config.min_shop_buy, 1, 0, INT_MAX, },
  9713. { "min_shop_sell", &battle_config.min_shop_sell, 0, 0, INT_MAX, },
  9714. { "feature.equipswitch", &battle_config.feature_equipswitch, 1, 0, 1, },
  9715. { "pet_walk_speed", &battle_config.pet_walk_speed, 1, 1, 3, },
  9716. { "blacksmith_fame_refine_threshold", &battle_config.blacksmith_fame_refine_threshold,10, 1, MAX_REFINE, },
  9717. { "mob_nopc_idleskill_rate", &battle_config.mob_nopc_idleskill_rate, 100, 0, 100, },
  9718. { "mob_nopc_move_rate", &battle_config.mob_nopc_move_rate, 100, 0, 100, },
  9719. { "boss_nopc_idleskill_rate", &battle_config.boss_nopc_idleskill_rate, 100, 0, 100, },
  9720. { "boss_nopc_move_rate", &battle_config.boss_nopc_move_rate, 100, 0, 100, },
  9721. { "hom_idle_no_share", &battle_config.hom_idle_no_share, 0, 0, INT_MAX, },
  9722. { "idletime_hom_option", &battle_config.idletime_hom_option, 0x1F, 0x1, 0xFFF, },
  9723. { "devotion_standup_fix", &battle_config.devotion_standup_fix, 1, 0, 1, },
  9724. { "feature.bgqueue", &battle_config.feature_bgqueue, 1, 0, 1, },
  9725. { "bgqueue_nowarp_mapflag", &battle_config.bgqueue_nowarp_mapflag, 0, 0, 1, },
  9726. { "homunculus_exp_gain", &battle_config.homunculus_exp_gain, 10, 0, 100, },
  9727. { "rental_item_novalue", &battle_config.rental_item_novalue, 1, 0, 1, },
  9728. { "ping_timer_inverval", &battle_config.ping_timer_interval, 30, 0, 99999999, },
  9729. { "ping_time", &battle_config.ping_time, 20, 0, 99999999, },
  9730. { "show_skill_scale", &battle_config.show_skill_scale, 1, 0, 1, },
  9731. { "achievement_mob_share", &battle_config.achievement_mob_share, 0, 0, 1, },
  9732. { "slave_stick_with_master", &battle_config.slave_stick_with_master, 0, 0, 1, },
  9733. { "at_logout_event", &battle_config.at_logout_event, 1, 0, 1, },
  9734. { "homunculus_starving_rate", &battle_config.homunculus_starving_rate, 10, 0, 100, },
  9735. { "homunculus_starving_delay", &battle_config.homunculus_starving_delay, 20000, 0, INT_MAX, },
  9736. { "drop_connection_on_quit", &battle_config.drop_connection_on_quit, 0, 0, 1, },
  9737. { "mob_spawn_variance", &battle_config.mob_spawn_variance, 1, 0, 3, },
  9738. { "mercenary_autoloot", &battle_config.mercenary_autoloot, 0, 0, 1, },
  9739. { "mer_idle_no_share" , &battle_config.mer_idle_no_share, 0, 0, INT_MAX, },
  9740. { "idletime_mer_option", &battle_config.idletime_mer_option, 0x1F, 0x1, 0xFFF, },
  9741. { "feature.refineui", &battle_config.feature_refineui, 1, 0, 1, },
  9742. { "rndopt_drop_pillar", &battle_config.rndopt_drop_pillar, 1, 0, 1, },
  9743. { "pet_legacy_formula", &battle_config.pet_legacy_formula, 0, 0, 1, },
  9744. { "pet_distance_check", &battle_config.pet_distance_check, 5, 0, 50, },
  9745. { "pet_hide_check", &battle_config.pet_hide_check, 1, 0, 1, },
  9746. // 4th Job Stuff
  9747. { "use_traitpoint_table", &battle_config.use_traitpoint_table, 1, 0, 1, },
  9748. { "trait_points_job_change", &battle_config.trait_points_job_change, 7, 1, 1000, },
  9749. { "max_trait_parameter", &battle_config.max_trait_parameter, 100, 10, SHRT_MAX, },
  9750. { "max_res_mres_reduction", &battle_config.max_res_mres_reduction, 625, 1, SHRT_MAX, },
  9751. { "max_ap", &battle_config.max_ap, 200, 100, 1000000000, },
  9752. { "ap_rate", &battle_config.ap_rate, 100, 1, INT_MAX, },
  9753. { "restart_ap_rate", &battle_config.restart_ap_rate, 0, 0, 100, },
  9754. { "loose_ap_on_death", &battle_config.loose_ap_on_death, 1, 0, 1, },
  9755. { "loose_ap_on_map", &battle_config.loose_ap_on_map, 1, 0, 1, },
  9756. { "keep_ap_on_logout", &battle_config.keep_ap_on_logout, 1, 0, 1, },
  9757. { "attack_machine_level_difference", &battle_config.attack_machine_level_difference, 15, 0, INT_MAX, },
  9758. { "feature.barter", &battle_config.feature_barter, 1, 0, 1, },
  9759. { "feature.barter_extended", &battle_config.feature_barter_extended, 1, 0, 1, },
  9760. { "feature.itemlink", &battle_config.feature_itemlink, 1, 0, 1, },
  9761. { "feature.mesitemlink", &battle_config.feature_mesitemlink, 1, 0, 1, },
  9762. { "feature.mesitemlink_brackets", &battle_config.feature_mesitemlink_brackets, 0, 0, 1, },
  9763. { "feature.mesitemlink_dbname", &battle_config.feature_mesitemlink_dbname, 0, 0, 1, },
  9764. { "break_mob_equip", &battle_config.break_mob_equip, 0, 0, 1, },
  9765. { "macro_detection_retry", &battle_config.macro_detection_retry, 3, 1, INT_MAX, },
  9766. { "macro_detection_timeout", &battle_config.macro_detection_timeout, 60000, 0, INT_MAX, },
  9767. { "macro_detection_punishment", &battle_config.macro_detection_punishment, 0, 0, 1, },
  9768. { "macro_detection_punishment_time", &battle_config.macro_detection_punishment_time, 0, 0, INT_MAX, },
  9769. { "feature.dynamicnpc_timeout", &battle_config.feature_dynamicnpc_timeout, 1000, 60000, INT_MAX, },
  9770. { "feature.dynamicnpc_rangex", &battle_config.feature_dynamicnpc_rangex, 2, 0, INT_MAX, },
  9771. { "feature.dynamicnpc_rangey", &battle_config.feature_dynamicnpc_rangey, 2, 0, INT_MAX, },
  9772. { "feature.dynamicnpc_direction", &battle_config.feature_dynamicnpc_direction, 0, 0, 1, },
  9773. { "mob_respawn_time", &battle_config.mob_respawn_time, 1000, 1000, INT_MAX, },
  9774. { "feature.stylist", &battle_config.feature_stylist, 1, 0, 1, },
  9775. { "feature.banking_state_enforce", &battle_config.feature_banking_state_enforce, 0, 0, 1, },
  9776. #ifdef RENEWAL
  9777. { "feature.instance_allow_reconnect", &battle_config.instance_allow_reconnect, 1, 0, 1, },
  9778. #else
  9779. { "feature.instance_allow_reconnect", &battle_config.instance_allow_reconnect, 0, 0, 1, },
  9780. #endif
  9781. #include <custom/battle_config_init.inc>
  9782. };
  9783. /*==========================
  9784. * Set battle settings
  9785. *--------------------------*/
  9786. int battle_set_value(const char* w1, const char* w2)
  9787. {
  9788. int val = config_switch(w2);
  9789. int i;
  9790. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  9791. if (i == ARRAYLENGTH(battle_data))
  9792. return 0; // not found
  9793. if (val < battle_data[i].min || val > battle_data[i].max) {
  9794. ShowWarning("Value for setting '%s': %s is invalid (min:%i max:%i)! Defaulting to %i...\n", w1, w2, battle_data[i].min, battle_data[i].max, battle_data[i].defval);
  9795. val = battle_data[i].defval;
  9796. }
  9797. *battle_data[i].val = val;
  9798. return 1;
  9799. }
  9800. /*===========================
  9801. * Get battle settings
  9802. *---------------------------*/
  9803. int battle_get_value(const char* w1)
  9804. {
  9805. int i;
  9806. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  9807. if (i == ARRAYLENGTH(battle_data))
  9808. return 0; // not found
  9809. else
  9810. return *battle_data[i].val;
  9811. }
  9812. /*======================
  9813. * Set default settings
  9814. *----------------------*/
  9815. void battle_set_defaults()
  9816. {
  9817. int i;
  9818. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  9819. *battle_data[i].val = battle_data[i].defval;
  9820. }
  9821. /*==================================
  9822. * Cap certain battle.conf settings
  9823. *----------------------------------*/
  9824. void battle_adjust_conf()
  9825. {
  9826. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd * 10;
  9827. battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
  9828. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd * 10;
  9829. battle_config.max_summoner_aspd = 2000 - battle_config.max_summoner_aspd * 10;
  9830. battle_config.max_extended_aspd = 2000 - battle_config.max_extended_aspd * 10;
  9831. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  9832. battle_config.max_cart_weight *= 10;
  9833. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  9834. battle_config.max_def = 100;
  9835. if (battle_config.min_hitrate > battle_config.max_hitrate)
  9836. battle_config.min_hitrate = battle_config.max_hitrate;
  9837. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  9838. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  9839. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  9840. battle_config.day_duration = 60000;
  9841. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  9842. battle_config.night_duration = 60000;
  9843. #if PACKETVER < 20100000
  9844. if( battle_config.feature_mesitemlink ){
  9845. ShowWarning( "conf/battle/feature.conf:mesitemlink is enabled but it requires PACKETVER 2010-01-01 or newer, disabling...\n" );
  9846. battle_config.feature_mesitemlink = 0;
  9847. }
  9848. #elif PACKETVER == 20151029 || PACKETVER == 20151104
  9849. // The feature is broken on those two clients or maybe even more. For more details check ItemDatabase::create_item_link_for_mes [Lemongrass]
  9850. if( battle_config.feature_mesitemlink ){
  9851. ShowWarning( "conf/battle/feature.conf:mesitemlink is enabled but it is broken on this specific PACKETVER, disabling...\n" );
  9852. battle_config.feature_mesitemlink = 0;
  9853. }
  9854. #endif
  9855. #if PACKETVER < 20100427
  9856. if (battle_config.feature_buying_store) {
  9857. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  9858. battle_config.feature_buying_store = 0;
  9859. }
  9860. #endif
  9861. #if PACKETVER < 20100803
  9862. if (battle_config.feature_search_stores) {
  9863. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  9864. battle_config.feature_search_stores = 0;
  9865. }
  9866. #endif
  9867. #if PACKETVER < 20120101
  9868. if (battle_config.feature_bgqueue) {
  9869. ShowWarning("conf/battle/feature.conf:bgqueue is enabled but it requires PACKETVER 2012-01-01 or newer, disabling...\n");
  9870. battle_config.feature_bgqueue = 0;
  9871. }
  9872. #endif
  9873. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  9874. if (battle_config.feature_auction) {
  9875. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER " EXPAND_AND_QUOTE(PACKETVER) ", disabling...\n");
  9876. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  9877. battle_config.feature_auction = 0;
  9878. }
  9879. #elif PACKETVER >= 20141112
  9880. if (battle_config.feature_auction) {
  9881. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n");
  9882. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  9883. battle_config.feature_auction = 0;
  9884. }
  9885. #endif
  9886. #if PACKETVER < 20130724
  9887. if (battle_config.feature_banking) {
  9888. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  9889. battle_config.feature_banking = 0;
  9890. }
  9891. #endif
  9892. #if PACKETVER < 20131223
  9893. if (battle_config.mvp_exp_reward_message) {
  9894. ShowWarning("conf/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n");
  9895. battle_config.mvp_exp_reward_message = 0;
  9896. }
  9897. #endif
  9898. #if PACKETVER < 20141022
  9899. if (battle_config.feature_roulette) {
  9900. ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
  9901. battle_config.feature_roulette = 0;
  9902. }
  9903. #endif
  9904. #if PACKETVER < 20150513
  9905. if (battle_config.feature_achievement) {
  9906. ShowWarning("conf/battle/feature.conf achievement is enabled but it requires PACKETVER 2015-05-13 or newer, disabling...\n");
  9907. battle_config.feature_achievement = 0;
  9908. }
  9909. #endif
  9910. #if PACKETVER < 20151104
  9911. if( battle_config.feature_itemlink ){
  9912. ShowWarning( "conf/battle/feature.conf:itemlink is enabled but it requires PACKETVER 2015-11-04 or newer, disabling...\n" );
  9913. battle_config.feature_itemlink = 0;
  9914. }
  9915. #endif
  9916. #if PACKETVER < 20151104
  9917. if( battle_config.feature_stylist ){
  9918. ShowWarning("conf/battle/feature.conf stylist is enabled but it requires PACKETVER 2015-11-04 or newer, disabling...\n");
  9919. battle_config.feature_stylist = 0;
  9920. }
  9921. #endif
  9922. #if PACKETVER < 20141008
  9923. if (battle_config.feature_petevolution) {
  9924. ShowWarning("conf/battle/feature.conf petevolution is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  9925. battle_config.feature_petevolution = 0;
  9926. }
  9927. if (battle_config.feature_pet_autofeed) {
  9928. ShowWarning("conf/battle/feature.conf pet auto feed is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  9929. battle_config.feature_pet_autofeed = 0;
  9930. }
  9931. #endif
  9932. #if PACKETVER < 20161012
  9933. if (battle_config.feature_refineui) {
  9934. ShowWarning("conf/battle/feature.conf refine UI is enabled but it requires PACKETVER 2016-10-12 or newer, disabling...\n");
  9935. battle_config.feature_refineui = 0;
  9936. }
  9937. #endif
  9938. #if PACKETVER < 20170208
  9939. if (battle_config.feature_equipswitch) {
  9940. ShowWarning("conf/battle/feature.conf equip switch is enabled but it requires PACKETVER 2017-02-08 or newer, disabling...\n");
  9941. battle_config.feature_equipswitch = 0;
  9942. }
  9943. #endif
  9944. #if PACKETVER < 20170920
  9945. if( battle_config.feature_homunculus_autofeed ){
  9946. ShowWarning("conf/battle/feature.conf homunculus autofeeding is enabled but it requires PACKETVER 2017-09-20 or newer, disabling...\n");
  9947. battle_config.feature_homunculus_autofeed = 0;
  9948. }
  9949. #endif
  9950. #if PACKETVER < 20180307
  9951. if( battle_config.feature_attendance ){
  9952. ShowWarning("conf/battle/feature.conf attendance system is enabled but it requires PACKETVER 2018-03-07 or newer, disabling...\n");
  9953. battle_config.feature_attendance = 0;
  9954. }
  9955. #endif
  9956. #if PACKETVER < 20180321
  9957. if( battle_config.feature_privateairship ){
  9958. ShowWarning("conf/battle/feature.conf private airship system is enabled but it requires PACKETVER 2018-03-21 or newer, disabling...\n");
  9959. battle_config.feature_privateairship = 0;
  9960. }
  9961. #endif
  9962. #if !( PACKETVER_MAIN_NUM >= 20190116 || PACKETVER_RE_NUM >= 20190116 || PACKETVER_ZERO_NUM >= 20181226 )
  9963. if( battle_config.feature_barter ){
  9964. ShowWarning("conf/battle/feature.conf barter shop system is enabled but it requires PACKETVER 2019-01-16 or newer, disabling...\n");
  9965. battle_config.feature_barter = 0;
  9966. }
  9967. #endif
  9968. #if !( PACKETVER_MAIN_NUM >= 20191120 || PACKETVER_RE_NUM >= 20191106 || PACKETVER_ZERO_NUM >= 20191127 )
  9969. if( battle_config.feature_barter_extended ){
  9970. ShowWarning("conf/battle/feature.conf extended barter shop system is enabled but it requires PACKETVER 2019-11-06 or newer, disabling...\n");
  9971. battle_config.feature_barter_extended = 0;
  9972. }
  9973. #endif
  9974. #ifndef CELL_NOSTACK
  9975. if (battle_config.custom_cell_stack_limit != 1)
  9976. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  9977. #endif
  9978. #ifdef MAP_GENERATOR
  9979. battle_config.dynamic_mobs = 1;
  9980. #endif
  9981. }
  9982. /*=====================================
  9983. * Read battle.conf settings from file
  9984. *-------------------------------------*/
  9985. int battle_config_read(const char* cfgName)
  9986. {
  9987. FILE* fp;
  9988. static int count = 0;
  9989. if (count == 0)
  9990. battle_set_defaults();
  9991. count++;
  9992. fp = fopen(cfgName,"r");
  9993. if (fp == NULL)
  9994. ShowError("File not found: %s\n", cfgName);
  9995. else {
  9996. char line[1024], w1[1024], w2[1024];
  9997. while(fgets(line, sizeof(line), fp)) {
  9998. if (line[0] == '/' && line[1] == '/')
  9999. continue;
  10000. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  10001. continue;
  10002. if (strcmpi(w1, "import") == 0)
  10003. battle_config_read(w2);
  10004. else if( strcmpi( w1, "atcommand_symbol" ) == 0 ){
  10005. const char* symbol = &w2[0];
  10006. if (ISPRINT(*symbol) && // no control characters
  10007. *symbol != '/' && // symbol of client commands
  10008. *symbol != '%' && // symbol of party chat
  10009. *symbol != '$' && // symbol of guild chat
  10010. *symbol != charcommand_symbol)
  10011. atcommand_symbol = *symbol;
  10012. }else if( strcmpi( w1, "charcommand_symbol" ) == 0 ){
  10013. const char* symbol = &w2[0];
  10014. if (ISPRINT(*symbol) && // no control characters
  10015. *symbol != '/' && // symbol of client commands
  10016. *symbol != '%' && // symbol of party chat
  10017. *symbol != '$' && // symbol of guild chat
  10018. *symbol != atcommand_symbol)
  10019. charcommand_symbol = *symbol;
  10020. }else if( battle_set_value(w1, w2) == 0 )
  10021. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  10022. }
  10023. fclose(fp);
  10024. }
  10025. count--;
  10026. if (count == 0)
  10027. battle_adjust_conf();
  10028. return 0;
  10029. }
  10030. /*==========================
  10031. * initialize battle timer
  10032. *--------------------------*/
  10033. void do_init_battle(void)
  10034. {
  10035. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.cpp::delay_damage_ers",ERS_OPT_CLEAR);
  10036. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  10037. }
  10038. /*==================
  10039. * end battle timer
  10040. *------------------*/
  10041. void do_final_battle(void)
  10042. {
  10043. ers_destroy(delay_damage_ers);
  10044. }