battle.c 150 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include <stdio.h>
  4. #include <stdlib.h>
  5. #include <string.h>
  6. #include <math.h>
  7. #include "../common/cbasetypes.h"
  8. #include "../common/timer.h"
  9. #include "../common/nullpo.h"
  10. #include "../common/malloc.h"
  11. #include "../common/showmsg.h"
  12. #include "../common/ers.h"
  13. #include "../common/strlib.h"
  14. #include "map.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "mob.h"
  19. #include "itemdb.h"
  20. #include "clif.h"
  21. #include "pet.h"
  22. #include "guild.h"
  23. #include "party.h"
  24. #include "battle.h"
  25. int attr_fix_table[4][ELE_MAX][ELE_MAX];
  26. struct Battle_Config battle_config;
  27. static struct eri *delay_damage_ers; //For battle delay damage structures.
  28. int battle_getcurrentskill(struct block_list *bl)
  29. { //Returns the current/last skill in use by this bl.
  30. struct unit_data *ud;
  31. if (bl->type == BL_SKILL) {
  32. struct skill_unit * su = (struct skill_unit*)bl;
  33. return su->group?su->group->skill_id:0;
  34. }
  35. ud = unit_bl2ud(bl);
  36. return ud?ud->skillid:0;
  37. }
  38. /*==========================================
  39. * Get random targetting enemy
  40. *------------------------------------------*/
  41. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  42. {
  43. struct block_list **bl_list;
  44. struct unit_data *ud;
  45. int target_id;
  46. int *c;
  47. bl_list = va_arg(ap, struct block_list **);
  48. c = va_arg(ap, int *);
  49. target_id = va_arg(ap, int);
  50. if (bl->id == target_id)
  51. return 0;
  52. if (*c >= 24)
  53. return 0;
  54. ud = unit_bl2ud(bl);
  55. if (!ud) return 0;
  56. if (ud->target == target_id || ud->skilltarget == target_id) {
  57. bl_list[(*c)++] = bl;
  58. return 1;
  59. }
  60. return 0;
  61. }
  62. struct block_list* battle_gettargeted(struct block_list *target)
  63. {
  64. struct block_list *bl_list[24];
  65. int c = 0;
  66. nullpo_retr(NULL, target);
  67. memset(bl_list, 0, sizeof(bl_list));
  68. map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  69. if (c == 0 || c > 24)
  70. return NULL;
  71. return bl_list[rand()%c];
  72. }
  73. //Returns the id of the current targetted character of the passed bl. [Skotlex]
  74. int battle_gettarget(struct block_list *bl)
  75. {
  76. switch (bl->type)
  77. {
  78. case BL_PC:
  79. return ((struct map_session_data*)bl)->ud.target;
  80. case BL_MOB:
  81. return ((struct mob_data*)bl)->target_id;
  82. case BL_PET:
  83. return ((struct pet_data*)bl)->target_id;
  84. case BL_HOM:
  85. return ((struct homun_data*)bl)->ud.target;
  86. }
  87. return 0;
  88. }
  89. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  90. {
  91. struct block_list **bl_list;
  92. struct block_list *target;
  93. int *c;
  94. bl_list = va_arg(ap, struct block_list **);
  95. c = va_arg(ap, int *);
  96. target = va_arg(ap, struct block_list *);
  97. if (bl->id == target->id)
  98. return 0;
  99. if (*c >= 24)
  100. return 0;
  101. if (status_isdead(bl))
  102. return 0;
  103. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  104. bl_list[(*c)++] = bl;
  105. return 1;
  106. }
  107. return 0;
  108. }
  109. // Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex]
  110. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  111. {
  112. struct block_list *bl_list[24];
  113. int c = 0;
  114. memset(bl_list, 0, sizeof(bl_list));
  115. map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  116. if (c == 0 || c > 24)
  117. return NULL;
  118. return bl_list[rand()%c];
  119. }
  120. // ƒ_ƒ??[ƒW‚Ì’x‰„
  121. struct delay_damage {
  122. struct block_list *src;
  123. int target;
  124. int damage;
  125. int delay;
  126. unsigned short distance;
  127. unsigned short skill_lv;
  128. unsigned short skill_id;
  129. unsigned short dmg_lv;
  130. unsigned short attack_type;
  131. };
  132. int battle_delay_damage_sub (int tid, unsigned int tick, int id, int data)
  133. {
  134. struct delay_damage *dat = (struct delay_damage *)data;
  135. struct block_list *target = map_id2bl(dat->target);
  136. if (target && dat && map_id2bl(id) == dat->src && target->prev != NULL && !status_isdead(target) &&
  137. target->m == dat->src->m && check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex]
  138. {
  139. status_fix_damage(dat->src, target, dat->damage, dat->delay);
  140. if ((dat->dmg_lv == ATK_DEF || dat->damage > 0) && dat->attack_type)
  141. {
  142. if (!status_isdead(target))
  143. skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  144. skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  145. }
  146. }
  147. ers_free(delay_damage_ers, dat);
  148. return 0;
  149. }
  150. int battle_delay_damage (unsigned int tick, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, int dmg_lv, int ddelay)
  151. {
  152. struct delay_damage *dat;
  153. nullpo_retr(0, src);
  154. nullpo_retr(0, target);
  155. if (!battle_config.delay_battle_damage) {
  156. status_fix_damage(src, target, damage, ddelay);
  157. if ((damage > 0 || dmg_lv == ATK_DEF) && attack_type)
  158. {
  159. if (!status_isdead(target))
  160. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  161. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  162. }
  163. return 0;
  164. }
  165. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  166. dat->src = src;
  167. dat->target = target->id;
  168. dat->skill_id = skill_id;
  169. dat->skill_lv = skill_lv;
  170. dat->attack_type = attack_type;
  171. dat->damage = damage;
  172. dat->dmg_lv = dmg_lv;
  173. dat->delay = ddelay;
  174. dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
  175. add_timer(tick, battle_delay_damage_sub, src->id, (int)dat);
  176. return 0;
  177. }
  178. /*==========================================
  179. * Does attribute fix modifiers.
  180. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  181. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  182. *------------------------------------------*/
  183. int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv)
  184. {
  185. struct status_change *sc=NULL, *tsc=NULL;
  186. int ratio;
  187. if (src) sc = status_get_sc(src);
  188. if (target) tsc = status_get_sc(target);
  189. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  190. atk_elem = rand()%ELE_MAX;
  191. if (def_type < 0 || def_type > ELE_MAX ||
  192. def_lv < 1 || def_lv > 4) {
  193. if (battle_config.error_log)
  194. ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  195. return damage;
  196. }
  197. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  198. if (sc && sc->count)
  199. {
  200. if(sc->data[SC_VOLCANO].timer!=-1 && atk_elem == ELE_FIRE)
  201. ratio += enchant_eff[sc->data[SC_VOLCANO].val1-1];
  202. if(sc->data[SC_VIOLENTGALE].timer!=-1 && atk_elem == ELE_WIND)
  203. ratio += enchant_eff[sc->data[SC_VIOLENTGALE].val1-1];
  204. if(sc->data[SC_DELUGE].timer!=-1 && atk_elem == ELE_WATER)
  205. ratio += enchant_eff[sc->data[SC_DELUGE].val1-1];
  206. }
  207. if (tsc && tsc->count)
  208. {
  209. if(tsc->data[SC_ARMOR_ELEMENT].timer!=-1)
  210. {
  211. if (tsc->data[SC_ARMOR_ELEMENT].val1 == atk_elem)
  212. ratio -= tsc->data[SC_ARMOR_ELEMENT].val2;
  213. else
  214. if (tsc->data[SC_ARMOR_ELEMENT].val3 == atk_elem)
  215. ratio -= tsc->data[SC_ARMOR_ELEMENT].val4;
  216. }
  217. if(tsc->data[SC_SPIDERWEB].timer!=-1 && atk_elem == ELE_FIRE)
  218. { // [Celest]
  219. damage <<= 1;
  220. status_change_end(target, SC_SPIDERWEB, -1);
  221. }
  222. }
  223. return damage*ratio/100;
  224. }
  225. /*==========================================
  226. * ƒ_ƒ??[ƒW?Å?IŒvŽZ
  227. *------------------------------------------*/
  228. int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
  229. {
  230. struct map_session_data *sd = NULL;
  231. struct status_change *sc;
  232. struct status_change_entry *sci;
  233. nullpo_retr(0, bl);
  234. if (!damage)
  235. return 0;
  236. if (bl->type == BL_PC) {
  237. sd=(struct map_session_data *)bl;
  238. //Special no damage states
  239. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  240. damage -= damage*sd->special_state.no_weapon_damage/100;
  241. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  242. damage -= damage*sd->special_state.no_magic_damage/100;
  243. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  244. damage -= damage*sd->special_state.no_misc_damage/100;
  245. if(!damage) return 0;
  246. }
  247. if (skill_num == PA_PRESSURE)
  248. return damage; //This skill bypass everything else.
  249. sc = status_get_sc(bl);
  250. if((flag&(BF_MAGIC|BF_LONG)) == BF_LONG &&
  251. map_getcell(bl->m, bl->x, bl->y, CELL_CHKPNEUMA) &&
  252. skill_num != NPC_GUIDEDATTACK)
  253. return 0;
  254. if (sc && sc->count) {
  255. //First, sc_*'s that reduce damage to 0.
  256. if (sc->data[SC_SAFETYWALL].timer!=-1 && flag&BF_SHORT && skill_num != NPC_GUIDEDATTACK
  257. ) {
  258. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[SC_SAFETYWALL].val3;
  259. if (group) {
  260. if (--group->val2<=0)
  261. skill_delunitgroup(NULL,group,0);
  262. return 0;
  263. }
  264. status_change_end(bl,SC_SAFETYWALL,-1);
  265. }
  266. if(sc->data[SC_AUTOGUARD].timer != -1 && flag&BF_WEAPON &&
  267. !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) &&
  268. rand()%100 < sc->data[SC_AUTOGUARD].val2)
  269. {
  270. int delay;
  271. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sc->data[SC_AUTOGUARD].val1,1);
  272. // different delay depending on skill level [celest]
  273. if (sc->data[SC_AUTOGUARD].val1 <= 5)
  274. delay = 300;
  275. else if (sc->data[SC_AUTOGUARD].val1 > 5 && sc->data[SC_AUTOGUARD].val1 <= 9)
  276. delay = 200;
  277. else
  278. delay = 100;
  279. unit_set_walkdelay(bl, gettick(), delay, 1);
  280. if(sc->data[SC_SHRINK].timer != -1 && rand()%100<5*sc->data[SC_AUTOGUARD].val1)
  281. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
  282. return 0;
  283. }
  284. // -- moonsoul (chance to block attacks with new Lord Knight skill parrying)
  285. //
  286. if(sc->data[SC_PARRYING].timer != -1 && flag&BF_WEAPON &&
  287. rand()%100 < sc->data[SC_PARRYING].val2) {
  288. clif_skill_nodamage(bl,bl,LK_PARRYING,sc->data[SC_PARRYING].val1,1);
  289. return 0;
  290. }
  291. if(sc->data[SC_DODGE].timer != -1 && !sc->opt1 &&
  292. (flag&BF_LONG || sc->data[SC_SPURT].timer != -1)
  293. && rand()%100 < 20) {
  294. if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
  295. clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
  296. if (sc->data[SC_COMBO].timer == -1)
  297. sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  298. return 0;
  299. }
  300. if(sc->data[SC_HERMODE].timer != -1 && flag&BF_MAGIC)
  301. return 0;
  302. if(sc->data[SC_TATAMIGAESHI].timer != -1 && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  303. return 0;
  304. if(sc->data[SC_KAUPE].timer != -1 &&
  305. rand()%100 < sc->data[SC_KAUPE].val2 &&
  306. (src->type == BL_PC || !skill_num))
  307. { //Kaupe only blocks all skills of players.
  308. clif_specialeffect(bl, 462, AREA);
  309. //Shouldn't end until Breaker's non-weapon part connects.
  310. if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON))
  311. if (--sc->data[SC_KAUPE].val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  312. status_change_end(bl, SC_KAUPE, -1);
  313. return 0;
  314. }
  315. if ((sc->data[SC_UTSUSEMI].timer != -1 || sc->data[SC_BUNSINJYUTSU].timer != -1)
  316. &&
  317. flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK))
  318. {
  319. if (sc->data[SC_UTSUSEMI].timer != -1) {
  320. clif_specialeffect(bl, 462, AREA);
  321. skill_blown(src,bl,sc->data[SC_UTSUSEMI].val3,-1,0);
  322. }
  323. //Both need to be consumed if they are active.
  324. if (sc->data[SC_UTSUSEMI].timer != -1 &&
  325. --sc->data[SC_UTSUSEMI].val2 <= 0)
  326. status_change_end(bl, SC_UTSUSEMI, -1);
  327. if (sc->data[SC_BUNSINJYUTSU].timer != -1 &&
  328. --sc->data[SC_BUNSINJYUTSU].val2 <= 0)
  329. status_change_end(bl, SC_BUNSINJYUTSU, -1);
  330. return 0;
  331. }
  332. //Now damage increasing effects
  333. if(sc->data[SC_AETERNA].timer!=-1 && skill_num != PF_SOULBURN){
  334. damage<<=1;
  335. //Shouldn't end until Breaker's non-weapon part connects.
  336. if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON))
  337. status_change_end( bl,SC_AETERNA,-1 );
  338. }
  339. //Finally damage reductions....
  340. if(sc->data[SC_ASSUMPTIO].timer != -1){
  341. if(map_flag_vs(bl->m))
  342. damage=damage*2/3; //Receive 66% damage
  343. else
  344. damage>>=1; //Receive 50% damage
  345. }
  346. if(sc->data[SC_DEFENDER].timer != -1 &&
  347. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  348. damage=damage*(100-sc->data[SC_DEFENDER].val2)/100;
  349. if(sc->data[SC_ADJUSTMENT].timer != -1 &&
  350. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  351. damage -= 20*damage/100;
  352. if(sc->data[SC_FOGWALL].timer != -1) {
  353. if(flag&BF_SKILL) //25% reduction
  354. damage -= 25*damage/100;
  355. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  356. damage >>= 2; //75% reduction
  357. }
  358. if(sc->data[SC_ARMOR].timer != -1 &&
  359. sc->data[SC_ARMOR].val3&flag &&
  360. sc->data[SC_ARMOR].val4&flag)
  361. //NPC_DEFENDER
  362. damage -= damage*sc->data[SC_ARMOR].val2/100;
  363. if(sc->data[SC_ENERGYCOAT].timer!=-1 && flag&BF_WEAPON){
  364. struct status_data *status = status_get_status_data(bl);
  365. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  366. per /=20; //Uses 20% SP intervals.
  367. //SP Cost: 1% + 0.5% per every 20% SP
  368. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  369. status_change_end( bl,SC_ENERGYCOAT,-1 );
  370. //Reduction: 6% + 6% every 20%
  371. damage -= damage * 6 * (1+per) / 100;
  372. }
  373. if(sc->data[SC_REJECTSWORD].timer!=-1 && flag&BF_WEAPON &&
  374. // Fixed the condition check [Aalye]
  375. (src->type!=BL_PC || (
  376. ((TBL_PC *)src)->status.weapon == W_DAGGER ||
  377. ((TBL_PC *)src)->status.weapon == W_1HSWORD ||
  378. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  379. ))
  380. ){
  381. if(rand()%100 < sc->data[SC_REJECTSWORD].val2){
  382. damage = damage*50/100;
  383. status_fix_damage(bl,src,damage,clif_damage(bl,src,gettick(),0,0,damage,0,0,0));
  384. clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sc->data[SC_REJECTSWORD].val1,1);
  385. if((--sc->data[SC_REJECTSWORD].val3)<=0)
  386. status_change_end(bl, SC_REJECTSWORD, -1);
  387. }
  388. }
  389. //Finally Kyrie because it may, or not, reduce damage to 0.
  390. if(sc->data[SC_KYRIE].timer!=-1 && damage > 0){
  391. sci=&sc->data[SC_KYRIE];
  392. sci->val2-=damage;
  393. if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){
  394. if(sci->val2>=0)
  395. damage=0;
  396. else
  397. damage=-sci->val2;
  398. }
  399. if((--sci->val3)<=0 || (sci->val2<=0) || skill_num == AL_HOLYLIGHT)
  400. status_change_end(bl, SC_KYRIE, -1);
  401. }
  402. if (!damage) return 0;
  403. //Probably not the most correct place, but it'll do here
  404. //(since battle_drain is strictly for players currently)
  405. if (sc->data[SC_BLOODLUST].timer != -1 && flag&BF_WEAPON && damage > 0 &&
  406. rand()%100 < sc->data[SC_BLOODLUST].val3)
  407. status_heal(src, damage*sc->data[SC_BLOODLUST].val4/100, 0, 3);
  408. }
  409. //SC effects from caster side. Currently none.
  410. /*
  411. sc = status_get_sc(src);
  412. if (sc && sc->count) {
  413. }
  414. */
  415. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage)
  416. {
  417. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  418. if (flag&BF_WEAPON)
  419. damage = damage * battle_config.pk_weapon_damage_rate/100;
  420. if (flag&BF_MAGIC)
  421. damage = damage * battle_config.pk_magic_damage_rate/100;
  422. if (flag&BF_MISC)
  423. damage = damage * battle_config.pk_misc_damage_rate/100;
  424. } else { //Normal attacks get reductions based on range.
  425. if (flag & BF_SHORT)
  426. damage = damage * battle_config.pk_short_damage_rate/100;
  427. if (flag & BF_LONG)
  428. damage = damage * battle_config.pk_long_damage_rate/100;
  429. }
  430. if(!damage) damage = 1;
  431. }
  432. if(battle_config.skill_min_damage && damage > 0 && damage < div_)
  433. {
  434. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  435. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  436. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  437. )
  438. damage = div_;
  439. }
  440. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  441. if (damage > 0 )
  442. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  443. if (skill_num)
  444. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_num<<16));
  445. }
  446. return damage;
  447. }
  448. /*==========================================
  449. * Calculates GVG related damage adjustments.
  450. *------------------------------------------*/
  451. int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
  452. {
  453. struct mob_data *md = NULL;
  454. int class_;
  455. if (!damage) //No reductions to make.
  456. return 0;
  457. class_ = status_get_class(bl);
  458. if (bl->type == BL_MOB)
  459. md=(struct mob_data *)bl;
  460. if(md && md->guardian_data) {
  461. if(class_ == MOBID_EMPERIUM && flag&BF_SKILL)
  462. //Skill immunity.
  463. switch (skill_num) {
  464. case MO_TRIPLEATTACK:
  465. case HW_GRAVITATION:
  466. break;
  467. default:
  468. return 0;
  469. }
  470. if(src->type != BL_MOB) {
  471. struct guild *g=guild_search(status_get_guild_id(src));
  472. if (!g) return 0;
  473. if (class_ == MOBID_EMPERIUM && guild_checkskill(g,GD_APPROVAL) <= 0)
  474. return 0;
  475. if (battle_config.guild_max_castles &&
  476. guild_checkcastles(g)>=battle_config.guild_max_castles)
  477. return 0; // [MouseJstr]
  478. }
  479. }
  480. switch (skill_num) {
  481. //Skills with no damage reduction.
  482. case PA_PRESSURE:
  483. case HW_GRAVITATION:
  484. case NJ_ZENYNAGE:
  485. break;
  486. default:
  487. if (md && md->guardian_data) {
  488. damage -= damage
  489. * (md->guardian_data->castle->defense/100)
  490. * battle_config.castle_defense_rate/100;
  491. }
  492. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  493. if (flag&BF_WEAPON)
  494. damage = damage * battle_config.gvg_weapon_damage_rate/100;
  495. if (flag&BF_MAGIC)
  496. damage = damage * battle_config.gvg_magic_damage_rate/100;
  497. if (flag&BF_MISC)
  498. damage = damage * battle_config.gvg_misc_damage_rate/100;
  499. } else { //Normal attacks get reductions based on range.
  500. if (flag & BF_SHORT)
  501. damage = damage * battle_config.gvg_short_damage_rate/100;
  502. if (flag & BF_LONG)
  503. damage = damage * battle_config.gvg_long_damage_rate/100;
  504. }
  505. if(!damage) damage = 1;
  506. }
  507. return damage;
  508. }
  509. /*==========================================
  510. * HP/SP‹zŽû‚ÌŒvŽZ
  511. *------------------------------------------*/
  512. static int battle_calc_drain(int damage, int rate, int per)
  513. {
  514. int diff = 0;
  515. if (per && rand()%1000 < rate) {
  516. diff = (damage * per) / 100;
  517. if (diff == 0) {
  518. if (per > 0)
  519. diff = 1;
  520. else
  521. diff = -1;
  522. }
  523. }
  524. return diff;
  525. }
  526. /*==========================================
  527. * ?C—ûƒ_ƒ??[ƒW
  528. *------------------------------------------*/
  529. int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
  530. {
  531. int damage,skill;
  532. struct status_data *status = status_get_status_data(target);
  533. int weapon;
  534. damage = dmg;
  535. nullpo_retr(0, sd);
  536. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  537. (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
  538. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  539. //damage += (skill * 3);
  540. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
  541. damage += (skill * 4);
  542. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_HUNTER)
  543. damage += sd->status.str;
  544. }
  545. if(type == 0)
  546. weapon = sd->weapontype1;
  547. else
  548. weapon = sd->weapontype2;
  549. switch(weapon)
  550. {
  551. case W_DAGGER:
  552. case W_1HSWORD:
  553. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  554. damage += (skill * 4);
  555. break;
  556. case W_2HSWORD:
  557. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  558. damage += (skill * 4);
  559. break;
  560. case W_1HSPEAR:
  561. case W_2HSPEAR:
  562. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  563. if(!pc_isriding(sd))
  564. damage += (skill * 4);
  565. else
  566. damage += (skill * 5);
  567. }
  568. break;
  569. case W_1HAXE:
  570. case W_2HAXE:
  571. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  572. damage += (skill * 3);
  573. break;
  574. case W_MACE:
  575. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  576. damage += (skill * 3);
  577. break;
  578. case W_FIST:
  579. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  580. damage += (skill * 10);
  581. // No break, fallthrough to Knuckles
  582. case W_KNUCKLE:
  583. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  584. damage += (skill * 3);
  585. break;
  586. case W_MUSICAL:
  587. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  588. damage += (skill * 3);
  589. break;
  590. case W_WHIP:
  591. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  592. damage += (skill * 3);
  593. break;
  594. case W_BOOK:
  595. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  596. damage += (skill * 3);
  597. break;
  598. case W_KATAR:
  599. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  600. damage += (skill * 3);
  601. break;
  602. }
  603. return damage;
  604. }
  605. /*==========================================
  606. * Calculates the standard damage of a normal attack assuming it hits,
  607. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  608. *------------------------------------------
  609. * Pass damage2 as NULL to not calc it.
  610. * Flag values:
  611. * &1: Critical hit
  612. * &2: Arrow attack
  613. * &4: Skill is Magic Crasher
  614. * &8: Skip target size adjustment (Extremity Fist?)
  615. *&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)
  616. */
  617. static int battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
  618. {
  619. unsigned short atkmin=0, atkmax=0;
  620. short type = 0;
  621. int damage = 0;
  622. if (!sd)
  623. { //Mobs/Pets
  624. if(flag&4)
  625. {
  626. atkmin = status->matk_min;
  627. atkmax = status->matk_max;
  628. } else {
  629. atkmin = wa->atk;
  630. atkmax = wa->atk2;
  631. }
  632. if (atkmin > atkmax)
  633. atkmin = atkmax;
  634. } else { //PCs
  635. atkmax = wa->atk;
  636. type = (wa == status->lhw)?EQI_HAND_L:EQI_HAND_R;
  637. if (!(flag&1) || (flag&2))
  638. { //Normal attacks
  639. atkmin = status->dex;
  640. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  641. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  642. if (atkmin > atkmax)
  643. atkmin = atkmax;
  644. if(flag&2 && !(flag&16))
  645. { //Bows
  646. atkmin = atkmin*atkmax/100;
  647. if (atkmin > atkmax)
  648. atkmax = atkmin;
  649. }
  650. }
  651. }
  652. if (sc && sc->data[SC_MAXIMIZEPOWER].timer!=-1)
  653. atkmin = atkmax;
  654. //Weapon Damage calculation
  655. if (!(flag&1))
  656. damage = (atkmax>atkmin? rand()%(atkmax-atkmin):0)+atkmin;
  657. else
  658. damage = atkmax;
  659. if (sd)
  660. {
  661. //rodatazone says the range is 0~arrow_atk-1 for non crit
  662. if (flag&2 && sd->arrow_atk)
  663. damage += ((flag&1)?sd->arrow_atk:rand()%sd->arrow_atk);
  664. //SizeFix only for players
  665. if (!(sd->special_state.no_sizefix || (flag&8)))
  666. damage = damage*(type==EQI_HAND_L?
  667. sd->left_weapon.atkmods[t_size]:
  668. sd->right_weapon.atkmods[t_size])/100;
  669. }
  670. //Finally, add baseatk
  671. if(flag&4)
  672. damage += status->matk_min;
  673. else
  674. damage += status->batk;
  675. //rodatazone says that Overrefine bonuses are part of baseatk
  676. //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
  677. if(sd) {
  678. if (type == EQI_HAND_L) {
  679. if(sd->left_weapon.overrefine)
  680. damage += rand()%sd->left_weapon.overrefine+1;
  681. if (sd->weapon_atk_rate[sd->weapontype2])
  682. damage += damage*sd->weapon_atk_rate[sd->weapontype2]/100;;
  683. } else { //Right hand
  684. if(sd->right_weapon.overrefine)
  685. damage += rand()%sd->right_weapon.overrefine+1;
  686. if (sd->weapon_atk_rate[sd->weapontype1])
  687. damage += damage*sd->weapon_atk_rate[sd->weapontype1]/100;;
  688. }
  689. }
  690. return damage;
  691. }
  692. /*==========================================
  693. * Consumes ammo for the given skill.
  694. *------------------------------------------*/
  695. void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
  696. {
  697. int qty=1;
  698. if (!battle_config.arrow_decrement)
  699. return;
  700. if (skill)
  701. {
  702. qty = skill_get_ammo_qty(skill, lv);
  703. if (!qty) qty = 1;
  704. }
  705. if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition
  706. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0);
  707. }
  708. static int battle_range_type(
  709. struct block_list *src, struct block_list *target,
  710. int skill_num, int skill_lv)
  711. { //Skill Range Criteria
  712. if (battle_config.skillrange_by_distance &&
  713. (src->type&battle_config.skillrange_by_distance)
  714. ) { //based on distance between src/target [Skotlex]
  715. if (check_distance_bl(src, target, 5))
  716. return BF_SHORT;
  717. return BF_LONG;
  718. }
  719. //based on used skill's range
  720. if (skill_get_range2(src, skill_num, skill_lv) < 5)
  721. return BF_SHORT;
  722. return BF_LONG;
  723. }
  724. static int battle_blewcount_bonus(struct map_session_data *sd, int skill_num)
  725. {
  726. int i;
  727. if (!sd->skillblown[0].id)
  728. return 0;
  729. //Apply the bonus blewcount. [Skotlex]
  730. for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id; i++) {
  731. if (sd->skillblown[i].id == skill_num)
  732. return sd->skillblown[i].val;
  733. }
  734. return 0;
  735. }
  736. int battle_skillatk_bonus(struct map_session_data *sd, int skill_num)
  737. {
  738. int i;
  739. if (!sd->skillatk[0].id)
  740. return 0;
  741. for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id &&
  742. sd->skillatk[i].id != skill_num; i++);
  743. if (i < MAX_PC_BONUS && sd->skillatk[i].id)
  744. return sd->skillatk[i].val;
  745. return 0;
  746. }
  747. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  748. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  749. //For quick div adjustment.
  750. #define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
  751. /*==========================================
  752. * battle_calc_weapon_attack (by Skotlex)
  753. *------------------------------------------*/
  754. static struct Damage battle_calc_weapon_attack(
  755. struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
  756. {
  757. unsigned short skillratio = 100; //Skill dmg modifiers.
  758. short skill=0;
  759. short s_ele, s_ele_, t_class;
  760. short i, nk;
  761. struct map_session_data *sd, *tsd;
  762. struct Damage wd;
  763. struct status_change *sc = status_get_sc(src);
  764. struct status_change *tsc = status_get_sc(target);
  765. struct status_data *sstatus = status_get_status_data(src);
  766. struct status_data *tstatus = status_get_status_data(target);
  767. struct {
  768. unsigned hit : 1; //the attack Hit? (not a miss)
  769. unsigned cri : 1; //Critical hit
  770. unsigned idef : 1; //Ignore defense
  771. unsigned idef2 : 1; //Ignore defense (left weapon)
  772. unsigned pdef : 2; //Pierces defense (Investigate/Ice Pick)
  773. unsigned pdef2 : 2; //1: Use def+def2/100, 2: Use def+def2/50
  774. unsigned infdef : 1; //Infinite defense (plants)
  775. unsigned arrow : 1; //Attack is arrow-based
  776. unsigned rh : 1; //Attack considers right hand (wd.damage)
  777. unsigned lh : 1; //Attack considers left hand (wd.damage2)
  778. unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
  779. } flag;
  780. memset(&wd,0,sizeof(wd));
  781. memset(&flag,0,sizeof(flag));
  782. if(src==NULL || target==NULL)
  783. {
  784. nullpo_info(NLP_MARK);
  785. return wd;
  786. }
  787. //Initial flag
  788. flag.rh=1;
  789. flag.weapon=1;
  790. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  791. //Initial Values
  792. wd.type=0; //Normal attack
  793. wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1;
  794. wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  795. if(skill_num == KN_AUTOCOUNTER)
  796. wd.amotion >>= 1;
  797. wd.dmotion=tstatus->dmotion;
  798. wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
  799. wd.flag = BF_WEAPON; //Initial Flag
  800. wd.flag|= skill_num?BF_SKILL:BF_NORMAL;
  801. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  802. nk = skill_get_nk(skill_num);
  803. flag.hit = nk&NK_IGNORE_FLEE?1:0;
  804. flag.idef = flag.idef2 = nk&NK_IGNORE_DEF?1:0;
  805. if (sc && !sc->count)
  806. sc = NULL; //Skip checking as there are no status changes active.
  807. if (tsc && !tsc->count)
  808. tsc = NULL; //Skip checking as there are no status changes active.
  809. BL_CAST(BL_PC, src, sd);
  810. BL_CAST(BL_PC, target, tsd);
  811. if(sd)
  812. wd.blewcount += battle_blewcount_bonus(sd, skill_num);
  813. //Set miscellaneous data that needs be filled regardless of hit/miss
  814. if(
  815. (sd && sd->state.arrow_atk) ||
  816. (!sd && ((skill_num && skill_get_ammotype(skill_num)) || sstatus->rhw.range>3))
  817. )
  818. flag.arrow = 1;
  819. if(skill_num){
  820. wd.flag |= battle_range_type(src, target, skill_num, skill_lv);
  821. switch(skill_num)
  822. {
  823. case MO_FINGEROFFENSIVE:
  824. if(sd) {
  825. if (battle_config.finger_offensive_type)
  826. wd.div_ = 1;
  827. else
  828. wd.div_ = sd->spiritball_old;
  829. }
  830. break;
  831. case HT_PHANTASMIC:
  832. //Since these do not consume ammo, they need to be explicitly set as arrow attacks.
  833. flag.arrow = 1;
  834. break;
  835. case CR_SHIELDBOOMERANG:
  836. case PA_SHIELDCHAIN:
  837. flag.weapon = 0;
  838. break;
  839. case KN_PIERCE:
  840. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  841. break;
  842. case TF_DOUBLE: //For NPC used skill.
  843. case GS_CHAINACTION:
  844. wd.type = 0x08;
  845. break;
  846. case GS_GROUNDDRIFT:
  847. case KN_SPEARSTAB:
  848. case KN_BOWLINGBASH:
  849. case MO_BALKYOUNG:
  850. case TK_TURNKICK:
  851. wd.blewcount=0;
  852. break;
  853. case KN_AUTOCOUNTER:
  854. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  855. break;
  856. case NPC_CRITICALSLASH:
  857. flag.cri = 1; //Always critical skill.
  858. break;
  859. }
  860. } else //Range for normal attacks.
  861. wd.flag |= flag.arrow?BF_LONG:BF_SHORT;
  862. if (!skill_num && tstatus->flee2 && rand()%1000 < tstatus->flee2)
  863. { //Check for Lucky Dodge
  864. wd.type=0x0b;
  865. wd.dmg_lv=ATK_LUCKY;
  866. if (wd.div_ < 0) wd.div_*=-1;
  867. return wd;
  868. }
  869. t_class = status_get_class(target);
  870. s_ele = s_ele_ = skill_get_pl(skill_num, skill_lv);
  871. if (!skill_num || s_ele == -1) { //Take weapon's element
  872. s_ele = sstatus->rhw.ele;
  873. s_ele_ = sstatus->lhw?sstatus->lhw->ele:0;
  874. if (flag.arrow && sd && sd->arrow_ele)
  875. s_ele = sd->arrow_ele;
  876. } else if (s_ele == -2) { //Use enchantment's element
  877. s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
  878. }
  879. if (skill_num == GS_GROUNDDRIFT)
  880. s_ele = s_ele_ = wflag; //element comes in flag.
  881. if(!skill_num)
  882. { //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  883. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  884. {
  885. flag.rh=0;
  886. flag.lh=1;
  887. }
  888. if (sstatus->lhw && sstatus->lhw->atk)
  889. flag.lh=1;
  890. }
  891. //Check for critical
  892. if(!flag.cri && sstatus->cri &&
  893. (!skill_num ||
  894. skill_num == KN_AUTOCOUNTER ||
  895. skill_num == SN_SHARPSHOOTING ||
  896. skill_num == NJ_KIRIKAGE))
  897. {
  898. short cri = sstatus->cri;
  899. if (sd)
  900. {
  901. cri+= sd->critaddrace[tstatus->race];
  902. if(flag.arrow)
  903. cri += sd->arrow_cri;
  904. if(sd->status.weapon == W_KATAR)
  905. cri <<=1;
  906. }
  907. //The official equation is *2, but that only applies when sd's do critical.
  908. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  909. cri -= tstatus->luk*(!sd&&tsd?3:2);
  910. if(tsc)
  911. {
  912. if (tsc->data[SC_SLEEP].timer!=-1 )
  913. cri <<=1;
  914. }
  915. switch (skill_num)
  916. {
  917. case KN_AUTOCOUNTER:
  918. if(battle_config.auto_counter_type &&
  919. (battle_config.auto_counter_type&src->type))
  920. flag.cri = 1;
  921. else
  922. cri <<= 1;
  923. break;
  924. case SN_SHARPSHOOTING:
  925. cri += 200;
  926. break;
  927. case NJ_KIRIKAGE:
  928. cri += 250 + 50*skill_lv;
  929. break;
  930. }
  931. if(tsd && tsd->critical_def)
  932. cri = cri*(100-tsd->critical_def)/100;
  933. if (rand()%1000 < cri)
  934. flag.cri= 1;
  935. }
  936. if (flag.cri)
  937. {
  938. wd.type = 0x0a;
  939. flag.idef = flag.idef2 = flag.hit = 1;
  940. } else { //Check for Perfect Hit
  941. if(sd && sd->perfect_hit > 0 && rand()%100 < sd->perfect_hit)
  942. flag.hit = 1;
  943. if (sc && sc->data[SC_FUSION].timer != -1) {
  944. flag.hit = 1; //SG_FUSION always hit [Komurka]
  945. flag.idef = flag.idef2 = 1; //def ignore [Komurka]
  946. }
  947. if (skill_num && !flag.hit)
  948. switch(skill_num)
  949. {
  950. case AS_SPLASHER:
  951. if (wflag) // Always hits the one exploding.
  952. break;
  953. flag.hit = 1;
  954. break;
  955. case CR_SHIELDBOOMERANG:
  956. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  957. flag.hit = 1;
  958. break;
  959. case 0:
  960. //If flag, this is splash damage from Baphomet Card and it always hits.
  961. if (wflag)
  962. flag.hit = 1;
  963. break;
  964. }
  965. if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT)
  966. flag.hit = 1;
  967. }
  968. if (!flag.hit)
  969. { //Hit/Flee calculation
  970. short
  971. flee = tstatus->flee,
  972. hitrate=80; //Default hitrate
  973. if(battle_config.agi_penalty_type &&
  974. battle_config.agi_penalty_target&target->type)
  975. {
  976. unsigned char attacker_count; //256 max targets should be a sane max
  977. attacker_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
  978. if(attacker_count >= battle_config.agi_penalty_count)
  979. {
  980. if (battle_config.agi_penalty_type == 1)
  981. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  982. else //asume type 2: absolute reduction
  983. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  984. if(flee < 1) flee = 1;
  985. }
  986. }
  987. hitrate+= sstatus->hit - flee;
  988. if(wd.flag&BF_LONG && !skill_num && //Fogwall's hit penalty is only for normal ranged attacks.
  989. tsc && tsc->data[SC_FOGWALL].timer!=-1)
  990. hitrate-=50;
  991. if(sd && flag.arrow)
  992. hitrate += sd->arrow_hit;
  993. if(skill_num)
  994. switch(skill_num)
  995. { //Hit skill modifiers
  996. case SM_BASH:
  997. hitrate += 5*skill_lv;
  998. break;
  999. case SM_MAGNUM:
  1000. hitrate += 10*skill_lv;
  1001. break;
  1002. case KN_AUTOCOUNTER:
  1003. case PA_SHIELDCHAIN:
  1004. case NPC_WATERATTACK:
  1005. case NPC_GROUNDATTACK:
  1006. case NPC_FIREATTACK:
  1007. case NPC_WINDATTACK:
  1008. case NPC_POISONATTACK:
  1009. case NPC_HOLYATTACK:
  1010. case NPC_DARKNESSATTACK:
  1011. case NPC_UNDEADATTACK:
  1012. case NPC_TELEKINESISATTACK:
  1013. hitrate += 20;
  1014. break;
  1015. case KN_PIERCE:
  1016. hitrate += hitrate*(5*skill_lv)/100;
  1017. break;
  1018. case AS_SONICBLOW:
  1019. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1020. hitrate += 50;
  1021. break;
  1022. }
  1023. // Weaponry Research hidden bonus
  1024. if (sd && (skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1025. hitrate += hitrate*(2*skill)/100;
  1026. if (hitrate > battle_config.max_hitrate)
  1027. hitrate = battle_config.max_hitrate;
  1028. else if (hitrate < battle_config.min_hitrate)
  1029. hitrate = battle_config.min_hitrate;
  1030. if(rand()%100 >= hitrate)
  1031. wd.dmg_lv = ATK_FLEE;
  1032. else
  1033. flag.hit =1;
  1034. } //End hit/miss calculation
  1035. if (flag.hit && !flag.infdef) //No need to do the math for plants
  1036. { //Hitting attack
  1037. //Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
  1038. //ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  1039. #define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
  1040. #define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
  1041. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  1042. #define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
  1043. #define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
  1044. //Adds an absolute value to damage. 100 = +100 damage
  1045. #define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
  1046. #define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
  1047. switch (skill_num)
  1048. { //Calc base damage according to skill
  1049. case NJ_ISSEN:
  1050. wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
  1051. wd.damage2 = 0;
  1052. status_set_hp(src, 1, 0);
  1053. break;
  1054. case PA_SACRIFICE:
  1055. wd.damage = sstatus->max_hp* 9/100;
  1056. status_zap(src, wd.damage, 0);//Damage to self is always 9%
  1057. wd.damage2 = 0;
  1058. if (sc && sc->data[SC_SACRIFICE].timer != -1)
  1059. {
  1060. if (--sc->data[SC_SACRIFICE].val2 <= 0)
  1061. status_change_end(src, SC_SACRIFICE,-1);
  1062. }
  1063. break;
  1064. case LK_SPIRALPIERCE:
  1065. if (sd) {
  1066. short index = sd->equip_index[EQI_HAND_R];
  1067. if (index >= 0 &&
  1068. sd->inventory_data[index] &&
  1069. sd->inventory_data[index]->type == IT_WEAPON)
  1070. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  1071. } else
  1072. wd.damage = sstatus->rhw.atk2*8/10; //Else use Atk2
  1073. ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
  1074. i = sstatus->str/10;
  1075. i*=i;
  1076. ATK_ADD(i); //Add str bonus.
  1077. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  1078. case 0: //Small: 125%
  1079. ATK_RATE(125);
  1080. break;
  1081. //case 1: //Medium: 100%
  1082. case 2: //Large: 75%
  1083. ATK_RATE(75);
  1084. break;
  1085. }
  1086. break;
  1087. case CR_SHIELDBOOMERANG:
  1088. case PA_SHIELDCHAIN:
  1089. wd.damage = sstatus->batk;
  1090. if (sd) {
  1091. short index = sd->equip_index[EQI_HAND_L];
  1092. if (index >= 0 &&
  1093. sd->inventory_data[index] &&
  1094. sd->inventory_data[index]->type == IT_ARMOR)
  1095. ATK_ADD(sd->inventory_data[index]->weight/10);
  1096. break;
  1097. } else
  1098. ATK_ADD(sstatus->rhw.atk2); //Else use Atk2
  1099. break;
  1100. case HFLI_SBR44: //[orn]
  1101. if(src->type == BL_HOM) {
  1102. wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  1103. break;
  1104. }
  1105. default:
  1106. {
  1107. i = (flag.cri?1:0)|
  1108. (flag.arrow?2:0)|
  1109. (skill_num == HW_MAGICCRASHER?4:0)|
  1110. (!skill_num && sc && sc->data[SC_CHANGE].timer!=-1?4:0)|
  1111. (skill_num == MO_EXTREMITYFIST?8:0)|
  1112. (sc && sc->data[SC_WEAPONPERFECTION].timer!=-1?8:0);
  1113. if (flag.arrow && sd)
  1114. switch(sd->status.weapon) {
  1115. case W_BOW:
  1116. case W_REVOLVER:
  1117. case W_SHOTGUN:
  1118. case W_GATLING:
  1119. case W_GRENADE:
  1120. break;
  1121. default:
  1122. i |= 16; // for ex. shuriken must not be influenced by DEX
  1123. }
  1124. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  1125. if (flag.lh)
  1126. wd.damage2 = battle_calc_base_damage(sstatus, sstatus->lhw, sc, tstatus->size, sd, i);
  1127. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  1128. if(wflag>0)
  1129. wd.damage/= wflag;
  1130. else if(battle_config.error_log)
  1131. ShowError("0 enemies targeted by %s, divide per 0 avoided!\n", skill_get_name(skill_num));
  1132. }
  1133. //Add any bonuses that modify the base baseatk+watk (pre-skills)
  1134. if(sd)
  1135. {
  1136. if (sd->atk_rate != 100)
  1137. ATK_RATE(sd->atk_rate);
  1138. if(flag.cri && sd->crit_atk_rate)
  1139. ATK_ADDRATE(sd->crit_atk_rate);
  1140. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){
  1141. i = party_foreachsamemap(party_sub_count, sd, 0);
  1142. ATK_ADDRATE(2*skill*i);
  1143. }
  1144. }
  1145. break;
  1146. } //End default case
  1147. } //End switch(skill_num)
  1148. //Skill damage modifiers that stack linearly
  1149. if(sc && skill_num != PA_SACRIFICE)
  1150. {
  1151. if(sc->data[SC_OVERTHRUST].timer != -1)
  1152. skillratio += 5*sc->data[SC_OVERTHRUST].val1;
  1153. if(sc->data[SC_MAXOVERTHRUST].timer != -1)
  1154. skillratio += 20*sc->data[SC_MAXOVERTHRUST].val1;
  1155. if(sc->data[SC_BERSERK].timer != -1)
  1156. skillratio += 100;
  1157. }
  1158. if (!skill_num)
  1159. {
  1160. // Random chance to deal multiplied damage - Consider it as part of skill-based-damage
  1161. if(sd &&
  1162. sd->random_attack_increase_add > 0 &&
  1163. sd->random_attack_increase_per &&
  1164. rand()%100 < sd->random_attack_increase_per
  1165. )
  1166. skillratio += sd->random_attack_increase_add;
  1167. ATK_RATE(skillratio);
  1168. } else { //Skills
  1169. switch( skill_num )
  1170. {
  1171. case SM_BASH:
  1172. skillratio += 30*skill_lv;
  1173. break;
  1174. case SM_MAGNUM:
  1175. skillratio += 20*skill_lv;
  1176. break;
  1177. case MC_MAMMONITE:
  1178. skillratio += 50*skill_lv;
  1179. break;
  1180. case HT_POWER: //FIXME: How exactly is the STR based damage supposed to be done? [Skotlex]
  1181. skillratio += 5*sstatus->str;
  1182. break;
  1183. case AC_DOUBLE:
  1184. skillratio += 10*(skill_lv-1);
  1185. break;
  1186. case AC_SHOWER:
  1187. skillratio += 5*skill_lv-25;
  1188. break;
  1189. case AC_CHARGEARROW:
  1190. skillratio += 50;
  1191. break;
  1192. case HT_FREEZINGTRAP:
  1193. skillratio += -50+10*skill_lv;
  1194. break;
  1195. case KN_PIERCE:
  1196. skillratio += 10*skill_lv;
  1197. break;
  1198. case KN_SPEARSTAB:
  1199. skillratio += 15*skill_lv;
  1200. break;
  1201. case KN_SPEARBOOMERANG:
  1202. skillratio += 50*skill_lv;
  1203. break;
  1204. case KN_BRANDISHSPEAR:
  1205. {
  1206. int ratio = 100+20*skill_lv;
  1207. skillratio += ratio-100;
  1208. if(skill_lv>3 && wflag==1) skillratio += ratio/2;
  1209. if(skill_lv>6 && wflag==1) skillratio += ratio/4;
  1210. if(skill_lv>9 && wflag==1) skillratio += ratio/8;
  1211. if(skill_lv>6 && wflag==2) skillratio += ratio/2;
  1212. if(skill_lv>9 && wflag==2) skillratio += ratio/4;
  1213. if(skill_lv>9 && wflag==3) skillratio += ratio/2;
  1214. break;
  1215. }
  1216. case KN_BOWLINGBASH:
  1217. skillratio+= 40*skill_lv;
  1218. break;
  1219. case AS_GRIMTOOTH:
  1220. skillratio += 20*skill_lv;
  1221. break;
  1222. case AS_POISONREACT:
  1223. skillratio += 30*skill_lv;
  1224. break;
  1225. case AS_SONICBLOW:
  1226. skillratio += -50+5*skill_lv;
  1227. break;
  1228. case TF_SPRINKLESAND:
  1229. skillratio += 30;
  1230. break;
  1231. case MC_CARTREVOLUTION:
  1232. skillratio += 50;
  1233. if(sd && sd->cart_weight)
  1234. skillratio += 100*sd->cart_weight/battle_config.max_cart_weight; // +1% every 1% weight
  1235. else if (!sd)
  1236. skillratio += 100; //Max damage for non players.
  1237. break;
  1238. case NPC_RANDOMATTACK:
  1239. skillratio += rand()%150-50;
  1240. break;
  1241. case NPC_WATERATTACK:
  1242. case NPC_GROUNDATTACK:
  1243. case NPC_FIREATTACK:
  1244. case NPC_WINDATTACK:
  1245. case NPC_POISONATTACK:
  1246. case NPC_HOLYATTACK:
  1247. case NPC_DARKNESSATTACK:
  1248. case NPC_UNDEADATTACK:
  1249. case NPC_TELEKINESISATTACK:
  1250. case NPC_BLOODDRAIN:
  1251. skillratio += 100*(skill_lv-1);
  1252. break;
  1253. case RG_BACKSTAP:
  1254. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  1255. skillratio += (200+40*skill_lv)/2;
  1256. else
  1257. skillratio += 200+40*skill_lv;
  1258. break;
  1259. case RG_RAID:
  1260. skillratio += 40*skill_lv;
  1261. break;
  1262. case RG_INTIMIDATE:
  1263. skillratio += 30*skill_lv;
  1264. break;
  1265. case CR_SHIELDCHARGE:
  1266. skillratio += 20*skill_lv;
  1267. break;
  1268. case CR_SHIELDBOOMERANG:
  1269. skillratio += 30*skill_lv;
  1270. break;
  1271. case NPC_DARKCROSS:
  1272. case CR_HOLYCROSS:
  1273. skillratio += 35*skill_lv;
  1274. break;
  1275. case AM_DEMONSTRATION:
  1276. skillratio += 20*skill_lv;
  1277. break;
  1278. case AM_ACIDTERROR:
  1279. skillratio += 40*skill_lv;
  1280. break;
  1281. case MO_FINGEROFFENSIVE:
  1282. skillratio+= 50 * skill_lv;
  1283. break;
  1284. case MO_INVESTIGATE:
  1285. skillratio += 75*skill_lv;
  1286. flag.pdef = flag.pdef2 = 2;
  1287. break;
  1288. case MO_EXTREMITYFIST:
  1289. { //Overflow check. [Skotlex]
  1290. unsigned int ratio = skillratio + 100*(8 + sstatus->sp/10);
  1291. //You'd need something like 6K SP to reach this max, so should be fine for most purposes.
  1292. if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
  1293. skillratio = (unsigned short)ratio;
  1294. status_set_sp(src, 0, 0);
  1295. }
  1296. break;
  1297. case MO_TRIPLEATTACK:
  1298. skillratio += 20*skill_lv;
  1299. break;
  1300. case MO_CHAINCOMBO:
  1301. skillratio += 50+50*skill_lv;
  1302. break;
  1303. case MO_COMBOFINISH:
  1304. skillratio += 140+60*skill_lv;
  1305. break;
  1306. case BA_MUSICALSTRIKE:
  1307. case DC_THROWARROW:
  1308. skillratio += 25+25*skill_lv;
  1309. break;
  1310. case CH_TIGERFIST:
  1311. skillratio += 100*skill_lv-60;
  1312. break;
  1313. case CH_CHAINCRUSH:
  1314. skillratio += 300+100*skill_lv;
  1315. break;
  1316. case CH_PALMSTRIKE:
  1317. skillratio += 100+100*skill_lv;
  1318. break;
  1319. case LK_HEADCRUSH:
  1320. skillratio += 40*skill_lv;
  1321. break;
  1322. case LK_JOINTBEAT:
  1323. i = 10*skill_lv-50;
  1324. // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
  1325. if (wflag&BREAK_NECK) i*=2;
  1326. skillratio += i;
  1327. break;
  1328. case ASC_METEORASSAULT:
  1329. skillratio += 40*skill_lv-60;
  1330. break;
  1331. case SN_SHARPSHOOTING:
  1332. skillratio += 50*skill_lv;
  1333. break;
  1334. case CG_ARROWVULCAN:
  1335. skillratio += 100+100*skill_lv;
  1336. break;
  1337. case AS_SPLASHER:
  1338. i = 400+50*skill_lv;
  1339. if (wflag>1) i /= 4; // FIXME: Should be 25% of damage inflicted to target, not 25% of skillratio bonus
  1340. skillratio += i;
  1341. break;
  1342. case ASC_BREAKER:
  1343. skillratio += 100*skill_lv-100;
  1344. break;
  1345. case PA_SACRIFICE:
  1346. skillratio += 10*skill_lv-10;
  1347. break;
  1348. case PA_SHIELDCHAIN:
  1349. skillratio += 30*skill_lv;
  1350. break;
  1351. case WS_CARTTERMINATION:
  1352. i = 10 * (16 - skill_lv);
  1353. if (i < 1) i = 1;
  1354. //Preserve damage ratio when max cart weight is changed.
  1355. if(sd && sd->cart_weight)
  1356. skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
  1357. else if (!sd)
  1358. skillratio += 80000 / i - 100;
  1359. break;
  1360. case TK_DOWNKICK:
  1361. skillratio += 60 + 20*skill_lv;
  1362. break;
  1363. case TK_STORMKICK:
  1364. skillratio += 60 + 20*skill_lv;
  1365. break;
  1366. case TK_TURNKICK:
  1367. skillratio += 90 + 30*skill_lv;
  1368. break;
  1369. case TK_COUNTER:
  1370. skillratio += 90 + 30*skill_lv;
  1371. break;
  1372. case TK_JUMPKICK:
  1373. skillratio += -70 + 10*skill_lv;
  1374. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
  1375. skillratio += 10*status_get_lv(src)/3;
  1376. break;
  1377. case GS_TRIPLEACTION:
  1378. skillratio += 50*skill_lv;
  1379. break;
  1380. case GS_BULLSEYE:
  1381. //Only works well against brute/demihumans non bosses.
  1382. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1383. && !(tstatus->mode&MD_BOSS))
  1384. skillratio += 400;
  1385. break;
  1386. case GS_TRACKING:
  1387. skillratio += 100 *(skill_lv+1);
  1388. break;
  1389. case GS_PIERCINGSHOT:
  1390. skillratio += 20*skill_lv;
  1391. break;
  1392. case GS_RAPIDSHOWER:
  1393. skillratio += 10*skill_lv;
  1394. break;
  1395. case GS_DESPERADO:
  1396. skillratio += 50*(skill_lv-1);
  1397. break;
  1398. case GS_DUST:
  1399. skillratio += 50*skill_lv;
  1400. break;
  1401. case GS_FULLBUSTER:
  1402. skillratio += 100*(skill_lv+2);
  1403. break;
  1404. case GS_SPREADATTACK:
  1405. skillratio += 20*(skill_lv-1);
  1406. break;
  1407. case NJ_HUUMA:
  1408. skillratio += 50 + 150*skill_lv;
  1409. break;
  1410. case NJ_TATAMIGAESHI:
  1411. skillratio += 10*skill_lv;
  1412. break;
  1413. case NJ_KASUMIKIRI:
  1414. skillratio += 10*skill_lv;
  1415. break;
  1416. case NJ_KIRIKAGE:
  1417. skillratio += 100*(skill_lv-1);
  1418. break;
  1419. case KN_CHARGEATK:
  1420. skillratio += 100*((wflag-1)/3); //+100% every 3 cells.of distance
  1421. break;
  1422. case HT_PHANTASMIC:
  1423. skillratio += 50;
  1424. break;
  1425. case MO_BALKYOUNG:
  1426. skillratio += 200;
  1427. break;
  1428. case HFLI_MOON: //[orn]
  1429. skillratio += 10+110*skill_lv;
  1430. break;
  1431. case HFLI_SBR44: //[orn]
  1432. skillratio += 100 *(skill_lv-1);
  1433. break;
  1434. }
  1435. ATK_RATE(skillratio);
  1436. //Constant/misc additions from skills
  1437. switch (skill_num) {
  1438. case MO_EXTREMITYFIST:
  1439. ATK_ADD(250 + 150*skill_lv);
  1440. break;
  1441. case TK_DOWNKICK:
  1442. case TK_STORMKICK:
  1443. case TK_TURNKICK:
  1444. case TK_COUNTER:
  1445. case TK_JUMPKICK:
  1446. //TK_RUN kick damage bonus.
  1447. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  1448. ATK_ADD(10*pc_checkskill(sd, TK_RUN));
  1449. break;
  1450. case GS_MAGICALBULLET:
  1451. if(sstatus->matk_max>sstatus->matk_min) {
  1452. ATK_ADD(sstatus->matk_min+rand()%(sstatus->matk_max-sstatus->matk_min));
  1453. } else {
  1454. ATK_ADD(sstatus->matk_min);
  1455. }
  1456. break;
  1457. case NJ_SYURIKEN:
  1458. ATK_ADD(4*skill_lv);
  1459. break;
  1460. }
  1461. }
  1462. //Div fix.
  1463. damage_div_fix(wd.damage, wd.div_);
  1464. //The following are applied on top of current damage and are stackable.
  1465. if (sc) {
  1466. if(sc->data[SC_TRUESIGHT].timer != -1)
  1467. ATK_ADDRATE(2*sc->data[SC_TRUESIGHT].val1);
  1468. if(sc->data[SC_EDP].timer != -1 &&
  1469. skill_num != ASC_BREAKER &&
  1470. skill_num != ASC_METEORASSAULT &&
  1471. skill_num != AS_SPLASHER &&
  1472. skill_num != AS_VENOMKNIFE)
  1473. ATK_ADDRATE(sc->data[SC_EDP].val3);
  1474. }
  1475. switch (skill_num) {
  1476. case AS_SONICBLOW:
  1477. if (sc && sc->data[SC_SPIRIT].timer != -1 &&
  1478. sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  1479. ATK_ADDRATE(map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
  1480. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1481. ATK_ADDRATE(10);
  1482. break;
  1483. case CR_SHIELDBOOMERANG:
  1484. if(sc && sc->data[SC_SPIRIT].timer != -1 &&
  1485. sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  1486. ATK_ADDRATE(100);
  1487. break;
  1488. }
  1489. if(sd)
  1490. {
  1491. if (skill_num && (i = battle_skillatk_bonus(sd, skill_num)))
  1492. ATK_ADDRATE(i);
  1493. if(skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE &&
  1494. skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS &&
  1495. skill_num != PA_SHIELDCHAIN
  1496. && !flag.cri)
  1497. { //Elemental/Racial adjustments
  1498. if(sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  1499. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  1500. sd->right_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
  1501. )
  1502. flag.pdef = 1;
  1503. if(sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  1504. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  1505. sd->left_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
  1506. ) { //Pass effect onto right hand if configured so. [Skotlex]
  1507. if (battle_config.left_cardfix_to_right && flag.rh)
  1508. flag.pdef = 1;
  1509. else
  1510. flag.pdef2 = 1;
  1511. }
  1512. }
  1513. if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS)
  1514. { //Ignore Defense?
  1515. if (!flag.idef && (
  1516. sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  1517. sd->right_weapon.ignore_def_race & (1<<tstatus->race) ||
  1518. sd->right_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  1519. ))
  1520. flag.idef = 1;
  1521. if (!flag.idef2 && (
  1522. sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  1523. sd->left_weapon.ignore_def_race & (1<<tstatus->race) ||
  1524. sd->left_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  1525. )) {
  1526. if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
  1527. flag.idef = 1;
  1528. else
  1529. flag.idef2 = 1;
  1530. }
  1531. }
  1532. }
  1533. if (!flag.idef || !flag.idef2)
  1534. { //Defense reduction
  1535. short vit_def;
  1536. signed char def1 = (signed char)status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  1537. short def2 = (short)tstatus->def2;
  1538. if(battle_config.vit_penalty_type &&
  1539. battle_config.vit_penalty_target&target->type)
  1540. {
  1541. unsigned char target_count; //256 max targets should be a sane max
  1542. target_count = unit_counttargeted(target,battle_config.vit_penalty_count_lv);
  1543. if(target_count >= battle_config.vit_penalty_count) {
  1544. if(battle_config.vit_penalty_type == 1) {
  1545. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1546. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1547. } else { //Assume type 2
  1548. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1549. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1550. }
  1551. }
  1552. if(def1 < 0 || skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
  1553. if(def2 < 1) def2 = 1;
  1554. }
  1555. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  1556. if (tsd) //Sd vit-eq
  1557. { //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  1558. vit_def = def2*(def2-15)/150;
  1559. vit_def = def2/2 + (vit_def>0?rand()%vit_def:0);
  1560. if((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) &&
  1561. (skill=pc_checkskill(tsd,AL_DP)) >0)
  1562. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  1563. } else { //Mob-Pet vit-eq
  1564. //VIT + rnd(0,[VIT/20]^2-1)
  1565. vit_def = (def2/20)*(def2/20);
  1566. vit_def = def2 + (vit_def>0?rand()%vit_def:0);
  1567. }
  1568. if (battle_config.weapon_defense_type) {
  1569. vit_def += def1*battle_config.weapon_defense_type;
  1570. def1 = 0;
  1571. }
  1572. if (def1 > 100) def1 = 100;
  1573. ATK_RATE2(
  1574. flag.idef ?100:
  1575. (flag.pdef ?flag.pdef *(def1 + vit_def):
  1576. 100-def1),
  1577. flag.idef2?100:
  1578. (flag.pdef2?flag.pdef2*(def1 + vit_def):
  1579. 100-def1)
  1580. );
  1581. ATK_ADD2(
  1582. flag.idef ||flag.pdef ?0:-vit_def,
  1583. flag.idef2||flag.pdef2?0:-vit_def
  1584. );
  1585. }
  1586. //Post skill/vit reduction damage increases
  1587. if (sc && skill_num != LK_SPIRALPIERCE)
  1588. { //SC skill damages
  1589. if(sc->data[SC_AURABLADE].timer!=-1)
  1590. ATK_ADD(20*sc->data[SC_AURABLADE].val1);
  1591. }
  1592. //Refine bonus
  1593. if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST) {
  1594. if (skill_num == MO_FINGEROFFENSIVE) //Counts refine bonus multiple times
  1595. {
  1596. ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw->atk2);
  1597. } else {
  1598. ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw->atk2);
  1599. }
  1600. }
  1601. //Set to min of 1
  1602. if (flag.rh && wd.damage < 1) wd.damage = 1;
  1603. if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
  1604. if (sd && flag.weapon &&
  1605. skill_num != MO_INVESTIGATE &&
  1606. skill_num != MO_EXTREMITYFIST &&
  1607. skill_num != CR_GRANDCROSS)
  1608. { //Add mastery damage
  1609. if(skill_num != ASC_BREAKER && sd->status.weapon == W_KATAR &&
  1610. (skill=pc_checkskill(sd,ASC_KATAR)) > 0)
  1611. { //Adv Katar Mastery is does not applies to ASC_BREAKER,
  1612. // but other masteries DO apply >_>
  1613. ATK_ADDRATE(10+ 2*skill);
  1614. }
  1615. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  1616. if (flag.lh)
  1617. wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  1618. if((skill=pc_checkskill(sd,SG_STAR_ANGER)) >0 && (t_class == sd->hate_mob[2] ||
  1619. (sc && sc->data[SC_MIRACLE].timer!=-1)))
  1620. {
  1621. skillratio = sd->status.base_level + sstatus->str + sstatus->dex + sstatus->luk;
  1622. if (skill<4)
  1623. skillratio /= 12-3*skill;
  1624. ATK_ADDRATE(skillratio);
  1625. } else
  1626. if(
  1627. ((skill=pc_checkskill(sd,SG_SUN_ANGER)) >0 && t_class == sd->hate_mob[0]) ||
  1628. ((skill=pc_checkskill(sd,SG_MOON_ANGER)) >0 && t_class == sd->hate_mob[1])
  1629. ) {
  1630. skillratio = sd->status.base_level + sstatus->dex+ sstatus->luk;
  1631. if (skill<4)
  1632. skillratio /= 12-3*skill;
  1633. ATK_ADDRATE(skillratio);
  1634. }
  1635. if (skill_num == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
  1636. ATK_ADD(3*skill);
  1637. if (skill_num == NJ_KUNAI)
  1638. ATK_ADD(60);
  1639. }
  1640. } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
  1641. else if(wd.div_ < 0) //Since the attack missed...
  1642. wd.div_ *= -1;
  1643. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  1644. return wd; //Enough, rest is not needed.
  1645. if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1646. ATK_ADD(skill*2);
  1647. if(skill_num==TF_POISON)
  1648. ATK_ADD(15*skill_lv);
  1649. if(!(nk&NK_NO_ELEFIX || (s_ele == ELE_NEUTRAL &&
  1650. battle_config.attack_attr_none&src->type)))
  1651. { //Elemental attribute fix
  1652. if (wd.damage > 0)
  1653. {
  1654. wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv);
  1655. if(skill_num==MC_CARTREVOLUTION) //Cart Revolution applies the element fix once more with neutral element
  1656. wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  1657. if(skill_num== GS_GROUNDDRIFT) //Additional 50*lv Neutral damage.
  1658. wd.damage+= battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  1659. }
  1660. if (flag.lh && wd.damage2 > 0)
  1661. wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  1662. if(sc && sc->data[SC_WATK_ELEMENT].timer != -1)
  1663. { //Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  1664. int damage= battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (flag.arrow?2:0));
  1665. damage = damage*sc->data[SC_WATK_ELEMENT].val2/100;
  1666. damage = battle_attr_fix(src,target,damage,sc->data[SC_WATK_ELEMENT].val1,tstatus->def_ele, tstatus->ele_lv);
  1667. ATK_ADD(damage);
  1668. }
  1669. }
  1670. if (sd)
  1671. {
  1672. if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  1673. ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
  1674. if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  1675. ATK_ADD(wd.div_*sd->spiritball_old*3);
  1676. } else {
  1677. ATK_ADD(wd.div_*sd->spiritball*3);
  1678. }
  1679. //Card Fix, sd side
  1680. if ((wd.damage || wd.damage2) && !(nk&NK_NO_CARDFIX_ATK))
  1681. {
  1682. short cardfix = 1000, cardfix_ = 1000;
  1683. short t_race2 = status_get_race2(target);
  1684. if(sd->state.arrow_atk)
  1685. {
  1686. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
  1687. if (!(nk&NK_NO_ELEFIX))
  1688. cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele]+sd->arrow_addele[tstatus->def_ele])/100;
  1689. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100;
  1690. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  1691. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1692. } else { //Melee attack
  1693. if(!battle_config.left_cardfix_to_right)
  1694. {
  1695. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
  1696. if (!(nk&NK_NO_ELEFIX))
  1697. cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele])/100;
  1698. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100;
  1699. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  1700. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1701. if (flag.lh)
  1702. {
  1703. cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
  1704. if (!(nk&NK_NO_ELEFIX))
  1705. cardfix_=cardfix_*(100+sd->left_weapon.addele[tstatus->def_ele])/100;
  1706. cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100;
  1707. cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
  1708. cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1709. }
  1710. } else {
  1711. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100;
  1712. cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele]+sd->left_weapon.addele[tstatus->def_ele])/100;
  1713. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100;
  1714. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
  1715. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1716. }
  1717. }
  1718. for(i=0;i<sd->right_weapon.add_damage_class_count;i++) {
  1719. if(sd->right_weapon.add_damage_classid[i] == t_class) {
  1720. cardfix=cardfix*(100+sd->right_weapon.add_damage_classrate[i])/100;
  1721. break;
  1722. }
  1723. }
  1724. if (flag.lh)
  1725. {
  1726. for(i=0;i<sd->left_weapon.add_damage_class_count;i++) {
  1727. if(sd->left_weapon.add_damage_classid[i] == t_class) {
  1728. cardfix_=cardfix_*(100+sd->left_weapon.add_damage_classrate[i])/100;
  1729. break;
  1730. }
  1731. }
  1732. }
  1733. if(wd.flag&BF_LONG)
  1734. cardfix=cardfix*(100+sd->long_attack_atk_rate)/100;
  1735. if (cardfix != 1000 || cardfix_ != 1000)
  1736. ATK_RATE2(cardfix/10, cardfix_/10); //What happens if you use right-to-left and there's no right weapon, only left?
  1737. }
  1738. if (skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN) { //Refine bonus applies after cards and elements.
  1739. short index= sd->equip_index[EQI_HAND_L];
  1740. if (index >= 0 &&
  1741. sd->inventory_data[index] &&
  1742. sd->inventory_data[index]->type == IT_ARMOR)
  1743. ATK_ADD(10*sd->status.inventory[index].refine);
  1744. }
  1745. } //if (sd)
  1746. //Card Fix, tsd sid
  1747. if (tsd && !(nk&NK_NO_CARDFIX_DEF))
  1748. {
  1749. short s_race2,s_class;
  1750. short cardfix=1000;
  1751. s_race2 = status_get_race2(src);
  1752. s_class = status_get_class(src);
  1753. if (!(nk&NK_NO_ELEFIX))
  1754. {
  1755. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  1756. if (flag.lh && s_ele_ != s_ele)
  1757. cardfix=cardfix*(100-tsd->subele[s_ele_])/100;
  1758. }
  1759. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  1760. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  1761. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  1762. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  1763. for(i=0;i<tsd->add_dmg_count;i++) {
  1764. if(tsd->add_dmg[i].class_ == s_class) {
  1765. cardfix=cardfix*(100+tsd->add_dmg[i].rate)/100;
  1766. break;
  1767. }
  1768. }
  1769. if(wd.flag&BF_SHORT)
  1770. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  1771. else // BF_LONG (there's no other choice)
  1772. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  1773. if (cardfix != 1000)
  1774. ATK_RATE(cardfix/10);
  1775. }
  1776. if(flag.infdef)
  1777. { //Plants receive 1 damage when hit
  1778. if (flag.rh && (flag.hit || wd.damage>0))
  1779. wd.damage = 1;
  1780. if (flag.lh && (flag.hit || wd.damage2>0))
  1781. wd.damage2 = 1;
  1782. if (!(battle_config.skill_min_damage&1))
  1783. //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
  1784. return wd;
  1785. }
  1786. if(sd && !skill_num && !flag.cri)
  1787. { //Check for double attack.
  1788. if(((skill_lv = pc_checkskill(sd,TF_DOUBLE)) > 0 && sd->weapontype1 == W_DAGGER) || sd->double_rate > 0)
  1789. { //Success chance is not added, the higher one is used [Skotlex]
  1790. if (rand()%100 < (5*skill_lv>sd->double_rate?5*skill_lv:sd->double_rate))
  1791. {
  1792. wd.div_=skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  1793. damage_div_fix(wd.damage, wd.div_);
  1794. wd.type = 0x08;
  1795. }
  1796. } else
  1797. if (sd->weapontype1 == W_REVOLVER &&
  1798. (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 &&
  1799. (rand()%100 < 5*skill_lv)
  1800. )
  1801. {
  1802. wd.div_=skill_get_num(GS_CHAINACTION,skill_lv);
  1803. damage_div_fix(wd.damage, wd.div_);
  1804. wd.type = 0x08;
  1805. }
  1806. }
  1807. if (sd)
  1808. {
  1809. if (!flag.rh && flag.lh)
  1810. { //Move lh damage to the rh
  1811. wd.damage = wd.damage2;
  1812. wd.damage2 = 0;
  1813. flag.rh=1;
  1814. flag.lh=0;
  1815. } else if(flag.rh && flag.lh)
  1816. { //Dual-wield
  1817. if (wd.damage)
  1818. {
  1819. skill = pc_checkskill(sd,AS_RIGHT);
  1820. wd.damage = wd.damage * (50 + (skill * 10))/100;
  1821. if(wd.damage < 1) wd.damage = 1;
  1822. }
  1823. if (wd.damage2)
  1824. {
  1825. skill = pc_checkskill(sd,AS_LEFT);
  1826. wd.damage2 = wd.damage2 * (30 + (skill * 10))/100;
  1827. if(wd.damage2 < 1) wd.damage2 = 1;
  1828. }
  1829. } else if(sd->status.weapon == W_KATAR && !skill_num)
  1830. { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  1831. skill = pc_checkskill(sd,TF_DOUBLE);
  1832. wd.damage2 = wd.damage * (1 + (skill * 2))/100;
  1833. if(wd.damage && !wd.damage2) wd.damage2 = 1;
  1834. flag.lh = 1;
  1835. }
  1836. }
  1837. if(!flag.rh && wd.damage)
  1838. wd.damage=0;
  1839. if(!flag.lh && wd.damage2)
  1840. wd.damage2=0;
  1841. if(wd.damage + wd.damage2)
  1842. { //There is a total damage value
  1843. if(!wd.damage2) {
  1844. wd.damage=battle_calc_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1845. if (map_flag_gvg2(target->m))
  1846. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1847. } else
  1848. if(!wd.damage) {
  1849. wd.damage2=battle_calc_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  1850. if (map_flag_gvg2(target->m))
  1851. wd.damage2=battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  1852. } else
  1853. {
  1854. int d1=wd.damage+wd.damage2,d2=wd.damage2;
  1855. wd.damage=battle_calc_damage(src,target,d1,wd.div_,skill_num,skill_lv,wd.flag);
  1856. if (map_flag_gvg2(target->m))
  1857. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1858. wd.damage2=(d2*100/d1)*wd.damage/100;
  1859. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2=1;
  1860. wd.damage-=wd.damage2;
  1861. }
  1862. }
  1863. if(skill_num==ASC_BREAKER)
  1864. { //Breaker's int-based damage (a misc attack?)
  1865. struct Damage md = battle_calc_misc_attack(src, target, skill_num, skill_lv, wflag);
  1866. wd.damage += md.damage;
  1867. }
  1868. if (wd.damage || wd.damage2) {
  1869. if (sd && battle_config.equip_self_break_rate)
  1870. { // Self weapon breaking
  1871. int breakrate = battle_config.equip_natural_break_rate;
  1872. if (sc) {
  1873. if(sc->data[SC_OVERTHRUST].timer!=-1)
  1874. breakrate += 10;
  1875. if(sc->data[SC_MAXOVERTHRUST].timer!=-1)
  1876. breakrate += 10;
  1877. }
  1878. if (breakrate)
  1879. skill_break_equip(src, EQP_WEAPON, breakrate, BCT_SELF);
  1880. }
  1881. //Cart Termination won't trigger breaking data. Why? No idea, go ask Gravity.
  1882. if (battle_config.equip_skill_break_rate && skill_num != WS_CARTTERMINATION)
  1883. { // Target equipment breaking
  1884. int breakrate[2] = {0,0}; // weapon = 0, armor = 1
  1885. if (sd) { // Break rate from equipment
  1886. breakrate[0] += sd->break_weapon_rate;
  1887. breakrate[1] += sd->break_armor_rate;
  1888. }
  1889. if (sc) {
  1890. if (sc->data[SC_MELTDOWN].timer!=-1) {
  1891. breakrate[0] += sc->data[SC_MELTDOWN].val2;
  1892. breakrate[1] += sc->data[SC_MELTDOWN].val3;
  1893. }
  1894. }
  1895. if (breakrate[0])
  1896. skill_break_equip(target, EQP_WEAPON, breakrate[0], BCT_ENEMY);
  1897. if (breakrate[1])
  1898. skill_break_equip(target, EQP_ARMOR, breakrate[1], BCT_ENEMY);
  1899. }
  1900. }
  1901. //SG_FUSION hp penalty [Komurka]
  1902. if (sc && sc->data[SC_FUSION].timer!=-1)
  1903. {
  1904. int hp= sstatus->max_hp;
  1905. if (sd && tsd) {
  1906. hp = 8*hp/100;
  1907. if (100*sstatus->hp <= 20*sstatus->max_hp)
  1908. hp = sstatus->hp;
  1909. } else
  1910. hp = 5*hp/1000;
  1911. status_zap(src, hp, 0);
  1912. }
  1913. return wd;
  1914. }
  1915. /*==========================================
  1916. * battle_calc_magic_attack [DracoRPG]
  1917. *------------------------------------------*/
  1918. struct Damage battle_calc_magic_attack(
  1919. struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  1920. {
  1921. short i, nk;
  1922. short s_ele;
  1923. unsigned short skillratio = 100; //Skill dmg modifiers.
  1924. struct map_session_data *sd, *tsd;
  1925. struct Damage ad;
  1926. struct status_data *sstatus = status_get_status_data(src);
  1927. struct status_data *tstatus = status_get_status_data(target);
  1928. struct {
  1929. unsigned imdef : 1;
  1930. unsigned infdef : 1;
  1931. } flag;
  1932. memset(&ad,0,sizeof(ad));
  1933. memset(&flag,0,sizeof(flag));
  1934. if(src==NULL || target==NULL)
  1935. {
  1936. nullpo_info(NLP_MARK);
  1937. return ad;
  1938. }
  1939. //Initial Values
  1940. ad.damage = 1;
  1941. ad.div_=skill_get_num(skill_num,skill_lv);
  1942. ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  1943. ad.dmotion=tstatus->dmotion;
  1944. ad.blewcount = skill_get_blewcount(skill_num,skill_lv);
  1945. ad.flag=BF_MAGIC|BF_SKILL;
  1946. ad.dmg_lv=ATK_DEF;
  1947. nk = skill_get_nk(skill_num);
  1948. flag.imdef = nk&NK_IGNORE_DEF?1:0;
  1949. BL_CAST(BL_PC, src, sd);
  1950. BL_CAST(BL_PC, target, tsd);
  1951. //Initialize variables that will be used afterwards
  1952. s_ele = skill_get_pl(skill_num, skill_lv);
  1953. if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
  1954. s_ele = sstatus->rhw.ele;
  1955. else if (s_ele == -2) //Use status element
  1956. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  1957. //Set miscellaneous data that needs be filled
  1958. if(sd) {
  1959. sd->state.arrow_atk = 0;
  1960. ad.blewcount += battle_blewcount_bonus(sd, skill_num);
  1961. }
  1962. //Skill Range Criteria
  1963. ad.flag |= battle_range_type(src, target, skill_num, skill_lv);
  1964. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  1965. switch(skill_num)
  1966. {
  1967. case MG_FIREWALL:
  1968. ad.dmotion = 0; //No flinch animation.
  1969. if(mflag) //mflag has a value when it was checked against an undead in skill.c [Skotlex]
  1970. ad.blewcount = 0; //No knockback
  1971. break;
  1972. case HW_GRAVITATION:
  1973. ad.dmotion = 0; //No flinch animation.
  1974. break;
  1975. case PR_SANCTUARY:
  1976. ad.dmotion = 0; //No flinch animation.
  1977. break;
  1978. }
  1979. if (!flag.infdef) //No need to do the math for plants
  1980. {
  1981. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  1982. #define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
  1983. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  1984. #define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
  1985. //Adds an absolute value to damage. 100 = +100 damage
  1986. #define MATK_ADD( a ) { ad.damage+= a; }
  1987. switch (skill_num)
  1988. { //Calc base damage according to skill
  1989. case AL_HEAL:
  1990. case PR_BENEDICTIO:
  1991. ad.damage = skill_calc_heal(src,skill_lv)/2;
  1992. break;
  1993. case PR_ASPERSIO:
  1994. ad.damage = 40;
  1995. break;
  1996. case PR_SANCTUARY:
  1997. ad.damage = (skill_lv>6)?388:skill_lv*50;
  1998. break;
  1999. case ALL_RESURRECTION:
  2000. case PR_TURNUNDEAD:
  2001. //Undead check is on skill_castend_damageid code.
  2002. i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  2003. + 200 - 200*tstatus->hp/tstatus->max_hp;
  2004. if(i > 700) i = 700;
  2005. if(rand()%1000 < i && !(tstatus->mode&MD_BOSS))
  2006. ad.damage = tstatus->hp;
  2007. else
  2008. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  2009. break;
  2010. case PF_SOULBURN:
  2011. ad.damage = tstatus->sp * 2;
  2012. break;
  2013. case HW_GRAVITATION:
  2014. ad.damage = 200+200*skill_lv;
  2015. break;
  2016. default:
  2017. {
  2018. if (sstatus->matk_max > sstatus->matk_min) {
  2019. MATK_ADD(sstatus->matk_min+rand()%(1+sstatus->matk_max-sstatus->matk_min));
  2020. } else {
  2021. MATK_ADD(sstatus->matk_min);
  2022. }
  2023. if(nk&NK_SPLASHSPLIT){ // Divide MATK in case of multiple targets skill
  2024. if(mflag>0)
  2025. ad.damage/= mflag;
  2026. else if(battle_config.error_log)
  2027. ShowError("0 enemies targeted by %s, divide per 0 avoided!\n", skill_get_name(skill_num));
  2028. }
  2029. switch(skill_num){
  2030. case MG_NAPALMBEAT:
  2031. case MG_FIREBALL:
  2032. skillratio += skill_lv*10-30;
  2033. break;
  2034. case MG_SOULSTRIKE:
  2035. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  2036. skillratio += 5*skill_lv;
  2037. break;
  2038. case MG_FIREWALL:
  2039. skillratio -= 50;
  2040. break;
  2041. case MG_THUNDERSTORM:
  2042. skillratio -= 20;
  2043. break;
  2044. case MG_FROSTDIVER:
  2045. skillratio += 10*skill_lv;
  2046. break;
  2047. case AL_HOLYLIGHT:
  2048. skillratio += 25;
  2049. if (sd && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_PRIEST)
  2050. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  2051. break;
  2052. case AL_RUWACH:
  2053. skillratio += 45;
  2054. break;
  2055. case WZ_FROSTNOVA:
  2056. skillratio += (100+skill_lv*10)*2/3-100;
  2057. break;
  2058. case WZ_FIREPILLAR:
  2059. if (skill_lv > 10)
  2060. skillratio += 100;
  2061. else
  2062. skillratio -= 80;
  2063. break;
  2064. case WZ_SIGHTRASHER:
  2065. skillratio += 20*skill_lv;
  2066. break;
  2067. case WZ_VERMILION:
  2068. skillratio += 20*skill_lv-20;
  2069. break;
  2070. case WZ_WATERBALL:
  2071. skillratio += 30*skill_lv;
  2072. break;
  2073. case WZ_STORMGUST:
  2074. skillratio += 40*skill_lv;
  2075. break;
  2076. case HW_NAPALMVULCAN:
  2077. skillratio += 10*skill_lv-30;
  2078. break;
  2079. case SL_STIN:
  2080. skillratio += (tstatus->size?-99:10*skill_lv); //target size must be small (0) for full damage.
  2081. break;
  2082. case SL_STUN:
  2083. skillratio += (tstatus->size!=2?5*skill_lv:-99); //Full damage is dealt on small/medium targets
  2084. break;
  2085. case SL_SMA:
  2086. skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
  2087. break;
  2088. case NJ_KOUENKA:
  2089. skillratio -= 10;
  2090. break;
  2091. case NJ_KAENSIN:
  2092. skillratio -= 50;
  2093. break;
  2094. case NJ_BAKUENRYU:
  2095. skillratio += 50*(skill_lv-1);
  2096. break;
  2097. case NJ_HYOUSYOURAKU:
  2098. skillratio += 50*skill_lv;
  2099. break;
  2100. case NJ_RAIGEKISAI:
  2101. skillratio += 60 + 40*skill_lv;
  2102. break;
  2103. case NJ_KAMAITACHI:
  2104. case NPC_ENERGYDRAIN:
  2105. skillratio += 100*skill_lv;
  2106. break;
  2107. }
  2108. MATK_RATE(skillratio);
  2109. //Constant/misc additions from skills
  2110. if (skill_num == WZ_FIREPILLAR)
  2111. MATK_ADD(50);
  2112. }
  2113. }
  2114. if(sd) {
  2115. //Damage bonuses
  2116. if ((i = battle_skillatk_bonus(sd, skill_num)))
  2117. ad.damage += ad.damage*i/100;
  2118. //Ignore Defense?
  2119. if (!flag.imdef && (
  2120. sd->ignore_mdef_ele & (1<<tstatus->def_ele) ||
  2121. sd->ignore_mdef_race & (1<<tstatus->race) ||
  2122. sd->ignore_mdef_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  2123. ))
  2124. flag.imdef = 1;
  2125. }
  2126. if(!flag.imdef){
  2127. if(battle_config.magic_defense_type)
  2128. ad.damage = ad.damage - tstatus->mdef*battle_config.magic_defense_type - tstatus->mdef2;
  2129. else
  2130. ad.damage = ad.damage * (100-tstatus->mdef)/100 - tstatus->mdef2;
  2131. }
  2132. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  2133. { //Apply the physical part of the skill's damage. [Skotlex]
  2134. struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  2135. ad.damage = (wd.damage + ad.damage) * (100 + 40*skill_lv)/100;
  2136. if(src==target)
  2137. {
  2138. if (src->type == BL_PC)
  2139. ad.damage = ad.damage/2;
  2140. else
  2141. ad.damage = 0;
  2142. }
  2143. }
  2144. if(ad.damage<1)
  2145. ad.damage=1;
  2146. if (!(nk&NK_NO_ELEFIX))
  2147. ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  2148. if (sd && !(nk&NK_NO_CARDFIX_ATK)) {
  2149. short t_class = status_get_class(target);
  2150. short cardfix=1000;
  2151. cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
  2152. if (!(nk&NK_NO_ELEFIX))
  2153. cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
  2154. cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
  2155. cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2156. for(i=0;i<sd->add_mdmg_count;i++) {
  2157. if(sd->add_mdmg[i].class_ == t_class) {
  2158. cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
  2159. continue;
  2160. }
  2161. }
  2162. if (cardfix != 1000)
  2163. MATK_RATE(cardfix/10);
  2164. }
  2165. if (tsd && !(nk&NK_NO_CARDFIX_DEF))
  2166. { //Target cards.
  2167. short s_race2=status_get_race2(src);
  2168. short s_class= status_get_class(src);
  2169. short cardfix=1000;
  2170. if (!(nk&NK_NO_ELEFIX))
  2171. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  2172. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  2173. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  2174. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  2175. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  2176. for(i=0;i<tsd->add_mdef_count;i++) {
  2177. if(tsd->add_mdef[i].class_ == s_class) {
  2178. cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
  2179. continue;
  2180. }
  2181. }
  2182. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  2183. if (ad.flag&BF_SHORT)
  2184. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2185. else
  2186. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2187. cardfix=cardfix*(100-tsd->magic_def_rate)/100;
  2188. if (cardfix != 1000)
  2189. MATK_RATE(cardfix/10);
  2190. }
  2191. }
  2192. damage_div_fix(ad.damage, ad.div_);
  2193. if (flag.infdef && ad.damage)
  2194. ad.damage = ad.damage>0?1:-1;
  2195. ad.damage=battle_calc_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  2196. if (map_flag_gvg2(target->m))
  2197. ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  2198. return ad;
  2199. }
  2200. /*==========================================
  2201. * ‚»‚Ì‘¼ƒ_ƒ??[ƒWŒvŽZ
  2202. *------------------------------------------*/
  2203. struct Damage battle_calc_misc_attack(
  2204. struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  2205. {
  2206. int skill;
  2207. short i, nk;
  2208. short s_ele;
  2209. struct map_session_data *sd, *tsd;
  2210. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  2211. struct status_data *sstatus = status_get_status_data(src);
  2212. struct status_data *tstatus = status_get_status_data(target);
  2213. memset(&md,0,sizeof(md));
  2214. if( src == NULL || target == NULL ){
  2215. nullpo_info(NLP_MARK);
  2216. return md;
  2217. }
  2218. //Some initial values
  2219. md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion;
  2220. md.dmotion=tstatus->dmotion;
  2221. md.div_=skill_get_num( skill_num,skill_lv );
  2222. md.blewcount=skill_get_blewcount(skill_num,skill_lv);
  2223. md.dmg_lv=ATK_DEF;
  2224. md.flag=BF_MISC|BF_SKILL;
  2225. nk = skill_get_nk(skill_num);
  2226. BL_CAST(BL_PC, src, sd);
  2227. BL_CAST(BL_PC, target, tsd);
  2228. if(sd) {
  2229. sd->state.arrow_atk = 0;
  2230. md.blewcount += battle_blewcount_bonus(sd, skill_num);
  2231. }
  2232. s_ele = skill_get_pl(skill_num, skill_lv);
  2233. if (s_ele < 0) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  2234. s_ele = ELE_NEUTRAL;
  2235. //Skill Range Criteria
  2236. md.flag |= battle_range_type(src, target, skill_num, skill_lv);
  2237. switch(skill_num){
  2238. case HT_LANDMINE:
  2239. md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
  2240. break;
  2241. case HT_BLASTMINE:
  2242. md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
  2243. break;
  2244. case HT_CLAYMORETRAP:
  2245. md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
  2246. break;
  2247. case HT_BLITZBEAT:
  2248. case SN_FALCONASSAULT:
  2249. //Blitz-beat Damage.
  2250. if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  2251. skill=0;
  2252. md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2;
  2253. if(mflag > 1) //Autocasted Blitz.
  2254. nk|=NK_SPLASHSPLIT;
  2255. if (skill_num == HT_BLITZBEAT)
  2256. break;
  2257. //Div fix of Blitzbeat
  2258. skill = skill_get_num(HT_BLITZBEAT, 5);
  2259. damage_div_fix(md.damage, skill);
  2260. //Falcon Assault Modifier
  2261. md.damage=md.damage*(150+70*skill_lv)/100;
  2262. break;
  2263. case TF_THROWSTONE:
  2264. md.damage=50;
  2265. break;
  2266. case BA_DISSONANCE:
  2267. md.damage=30+skill_lv*10;
  2268. if (sd)
  2269. md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
  2270. break;
  2271. case NPC_SELFDESTRUCTION:
  2272. md.damage = sstatus->hp;
  2273. break;
  2274. case NPC_SMOKING:
  2275. md.damage=3;
  2276. break;
  2277. case NPC_DARKBREATH:
  2278. md.damage = 500 + (skill_lv-1)*1000 + rand()%1000;
  2279. if(md.damage > 9999) md.damage = 9999;
  2280. break;
  2281. case PA_PRESSURE:
  2282. md.damage=500+300*skill_lv;
  2283. break;
  2284. case PA_GOSPEL:
  2285. md.damage = 1+rand()%9999;
  2286. break;
  2287. case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen]
  2288. md.damage = 7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_));
  2289. if (tsd) md.damage>>=1;
  2290. if (md.damage < 0 || md.damage > INT_MAX>>1)
  2291. //Overflow prevention, will anyone whine if I cap it to a few billion?
  2292. //Not capped to INT_MAX to give some room for further damage increase.
  2293. md.damage = INT_MAX>>1;
  2294. break;
  2295. case NJ_ZENYNAGE:
  2296. md.damage = skill_get_zeny(skill_num ,skill_lv);
  2297. if (!md.damage) md.damage = 2;
  2298. md.damage = md.damage + rand()%md.damage;
  2299. if (is_boss(target))
  2300. md.damage=md.damage/3;
  2301. else if (tsd)
  2302. md.damage=md.damage/2;
  2303. break;
  2304. case GS_FLING:
  2305. md.damage = sd?sd->status.job_level:status_get_lv(src);
  2306. break;
  2307. case HVAN_EXPLOSION: //[orn]
  2308. md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100 ;
  2309. break ;
  2310. case ASC_BREAKER:
  2311. md.damage = 500+rand()%500 + 5*skill_lv * sstatus->int_;
  2312. nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
  2313. break;
  2314. }
  2315. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  2316. if(mflag>0)
  2317. md.damage/= mflag;
  2318. else if(battle_config.error_log)
  2319. ShowError("0 enemies targeted by %s, divide per 0 avoided!\n", skill_get_name(skill_num));
  2320. }
  2321. damage_div_fix(md.damage, md.div_);
  2322. if (!(nk&NK_IGNORE_FLEE))
  2323. {
  2324. struct status_change *sc = status_get_sc(target);
  2325. i = 0; //Temp for "hit or no hit"
  2326. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT)
  2327. i = 1;
  2328. else {
  2329. short
  2330. flee = tstatus->flee,
  2331. hitrate=80; //Default hitrate
  2332. if(battle_config.agi_penalty_type &&
  2333. battle_config.agi_penalty_target&target->type)
  2334. {
  2335. unsigned char attacker_count; //256 max targets should be a sane max
  2336. attacker_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
  2337. if(attacker_count >= battle_config.agi_penalty_count)
  2338. {
  2339. if (battle_config.agi_penalty_type == 1)
  2340. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  2341. else //asume type 2: absolute reduction
  2342. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  2343. if(flee < 1) flee = 1;
  2344. }
  2345. }
  2346. hitrate+= sstatus->hit - flee;
  2347. if (hitrate > battle_config.max_hitrate)
  2348. hitrate = battle_config.max_hitrate;
  2349. else if (hitrate < battle_config.min_hitrate)
  2350. hitrate = battle_config.min_hitrate;
  2351. if(rand()%100 < hitrate)
  2352. i = 1;
  2353. }
  2354. if (!i) {
  2355. md.damage = 0;
  2356. md.dmg_lv=ATK_FLEE;
  2357. }
  2358. }
  2359. if(md.damage && tsd && !(nk&NK_NO_CARDFIX_DEF)){
  2360. int cardfix = 10000;
  2361. int race2 = status_get_race2(src);
  2362. if (!(nk&NK_NO_ELEFIX))
  2363. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  2364. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  2365. cardfix=cardfix*(100-tsd->subrace2[race2])/100;
  2366. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  2367. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  2368. cardfix=cardfix*(100-tsd->misc_def_rate)/100;
  2369. if(md.flag&BF_SHORT)
  2370. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2371. else // BF_LONG (there's no other choice)
  2372. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2373. if (cardfix != 10000)
  2374. md.damage=md.damage*cardfix/10000;
  2375. }
  2376. if (sd && (i = battle_skillatk_bonus(sd, skill_num)))
  2377. md.damage += md.damage*i/100;
  2378. if(md.damage < 0)
  2379. md.damage = 0;
  2380. else if(md.damage && tstatus->mode&MD_PLANT)
  2381. md.damage = 1;
  2382. if(!(nk&NK_NO_ELEFIX))
  2383. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  2384. md.damage=battle_calc_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  2385. if (map_flag_gvg2(target->m))
  2386. md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  2387. if (skill_num == NJ_ZENYNAGE && sd)
  2388. { //Time to Pay Up.
  2389. if ( md.damage > sd->status.zeny )
  2390. md.damage=sd->status.zeny;
  2391. pc_payzeny(sd, md.damage);
  2392. }
  2393. return md;
  2394. }
  2395. /*==========================================
  2396. * ƒ_ƒ??[ƒWŒvŽZˆêЇ?ˆ—?—p
  2397. *------------------------------------------*/
  2398. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag)
  2399. {
  2400. struct Damage d;
  2401. switch(attack_type){
  2402. case BF_WEAPON:
  2403. d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,flag);
  2404. break;
  2405. case BF_MAGIC:
  2406. d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,flag);
  2407. break;
  2408. case BF_MISC:
  2409. d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,flag);
  2410. break;
  2411. default:
  2412. if (battle_config.error_log)
  2413. ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
  2414. memset(&d,0,sizeof(d));
  2415. break;
  2416. }
  2417. if (d.damage + d.damage2 < 1)
  2418. { //Miss/Absorbed
  2419. //Weapon attacks should go through to cause additional effects.
  2420. if (d.dmg_lv != ATK_LUCKY && attack_type&(BF_MAGIC|BF_MISC))
  2421. d.dmg_lv = ATK_FLEE;
  2422. d.dmotion = 0;
  2423. }
  2424. return d;
  2425. }
  2426. int battle_calc_return_damage(struct block_list *bl, int *damage, int flag) {
  2427. struct map_session_data *sd=NULL;
  2428. struct status_change *sc;
  2429. int rdamage = 0;
  2430. BL_CAST(BL_PC, bl, sd);
  2431. sc = status_get_sc(bl);
  2432. if(flag&BF_WEAPON) {
  2433. //Bounces back part of the damage.
  2434. if (flag & BF_SHORT) {
  2435. if (sd && sd->short_weapon_damage_return)
  2436. {
  2437. rdamage += *damage * sd->short_weapon_damage_return / 100;
  2438. if(rdamage < 1) rdamage = 1;
  2439. }
  2440. if (sc && sc->data[SC_REFLECTSHIELD].timer != -1)
  2441. {
  2442. rdamage += *damage * sc->data[SC_REFLECTSHIELD].val2 / 100;
  2443. if (rdamage < 1) rdamage = 1;
  2444. }
  2445. } else if (flag & BF_LONG) {
  2446. if (sd && sd->long_weapon_damage_return)
  2447. {
  2448. rdamage += *damage * sd->long_weapon_damage_return / 100;
  2449. if (rdamage < 1) rdamage = 1;
  2450. }
  2451. }
  2452. } else
  2453. // magic_damage_return by [AppleGirl] and [Valaris]
  2454. if(flag&BF_MAGIC)
  2455. {
  2456. if(sd && sd->magic_damage_return &&
  2457. rand()%100 < sd->magic_damage_return)
  2458. { //Bounces back full damage, you take none.
  2459. rdamage = *damage;
  2460. *damage = 0;
  2461. }
  2462. }
  2463. return rdamage;
  2464. }
  2465. void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss)
  2466. {
  2467. struct weapon_data *wd;
  2468. int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage;
  2469. for (i = 0; i < 4; i++) {
  2470. //First two iterations: Right hand
  2471. if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
  2472. else { wd = &sd->left_weapon; damage = &ldamage; }
  2473. if (*damage <= 0) continue;
  2474. //First and Third iterations: race, other two boss/nonboss state
  2475. if (i == 0 || i == 2)
  2476. type = race;
  2477. else
  2478. type = boss?RC_BOSS:RC_NONBOSS;
  2479. hp = wd->hp_drain[type].value;
  2480. if (wd->hp_drain[type].rate)
  2481. hp += battle_calc_drain(*damage,
  2482. wd->hp_drain[type].rate,
  2483. wd->hp_drain[type].per);
  2484. sp = wd->sp_drain[type].value;
  2485. if (wd->sp_drain[type].rate)
  2486. sp += battle_calc_drain(*damage,
  2487. wd->sp_drain[type].rate,
  2488. wd->sp_drain[type].per);
  2489. if (hp) {
  2490. if (wd->hp_drain[type].type)
  2491. rhp += hp;
  2492. thp += hp;
  2493. }
  2494. if (sp) {
  2495. if (wd->sp_drain[type].type)
  2496. rsp += sp;
  2497. tsp += sp;
  2498. }
  2499. }
  2500. if (sd->sp_vanish_rate && rand()%1000 < sd->sp_vanish_rate)
  2501. status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->sp_vanish_per);
  2502. if (!thp && !tsp) return;
  2503. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  2504. if (rhp || rsp)
  2505. status_zap(tbl, rhp, rsp);
  2506. }
  2507. /*==========================================
  2508. * ’Ê?í?UŒ‚?ˆ—?‚܂Ƃß
  2509. *------------------------------------------*/
  2510. int battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag)
  2511. {
  2512. struct map_session_data *sd = NULL, *tsd = NULL;
  2513. struct status_data *sstatus, *tstatus;
  2514. struct status_change *sc, *tsc;
  2515. int damage,rdamage=0,rdelay=0;
  2516. int skillv;
  2517. struct Damage wd;
  2518. nullpo_retr(0, src);
  2519. nullpo_retr(0, target);
  2520. if (src->prev == NULL || target->prev == NULL)
  2521. return 0;
  2522. BL_CAST(BL_PC, src, sd);
  2523. BL_CAST(BL_PC, target, tsd);
  2524. sstatus = status_get_status_data(src);
  2525. tstatus = status_get_status_data(target);
  2526. sc = status_get_sc(src);
  2527. tsc = status_get_sc(target);
  2528. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  2529. sc = NULL;
  2530. if (tsc && !tsc->count)
  2531. tsc = NULL;
  2532. if (sd)
  2533. {
  2534. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  2535. if (sd->state.arrow_atk)
  2536. { //Recycled damage variable to store index.
  2537. damage = sd->equip_index[EQI_AMMO];
  2538. if (damage<0) {
  2539. clif_arrow_fail(sd,0);
  2540. return 0;
  2541. }
  2542. //Ammo check by Ishizu-chan
  2543. if (sd->inventory_data[damage])
  2544. switch (sd->status.weapon) {
  2545. case W_BOW:
  2546. if (sd->inventory_data[damage]->look != A_ARROW) {
  2547. clif_arrow_fail(sd,0);
  2548. return 0;
  2549. }
  2550. break;
  2551. case W_REVOLVER:
  2552. case W_RIFLE:
  2553. case W_GATLING:
  2554. case W_SHOTGUN:
  2555. if (sd->inventory_data[damage]->look != A_BULLET) {
  2556. clif_arrow_fail(sd,0);
  2557. return 0;
  2558. }
  2559. break;
  2560. case W_GRENADE:
  2561. if (sd->inventory_data[damage]->look != A_GRENADE) {
  2562. clif_arrow_fail(sd,0);
  2563. return 0;
  2564. }
  2565. break;
  2566. }
  2567. }
  2568. }
  2569. if (sc && sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&2))
  2570. status_change_end(src,SC_CLOAKING,-1);
  2571. //Check for counter attacks that block your attack. [Skotlex]
  2572. if(tsc)
  2573. {
  2574. if(tsc->data[SC_AUTOCOUNTER].timer != -1 &&
  2575. (!sc || sc->data[SC_AUTOCOUNTER].timer == -1) &&
  2576. status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)
  2577. ) {
  2578. int dir = map_calc_dir(target,src->x,src->y);
  2579. int t_dir = unit_getdir(target);
  2580. int dist = distance_bl(src, target);
  2581. if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
  2582. {
  2583. int skilllv = tsc->data[SC_AUTOCOUNTER].val1;
  2584. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  2585. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  2586. status_change_end(target,SC_AUTOCOUNTER,-1);
  2587. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
  2588. return 0;
  2589. }
  2590. }
  2591. if (tsc->data[SC_BLADESTOP_WAIT].timer != -1 && !is_boss(src)) {
  2592. int skilllv = tsc->data[SC_BLADESTOP_WAIT].val1;
  2593. int duration = skill_get_time2(MO_BLADESTOP,skilllv);
  2594. status_change_end(target, SC_BLADESTOP_WAIT, -1);
  2595. if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, (int)target, duration))
  2596. { //Target locked.
  2597. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  2598. clif_bladestop(target,src,1);
  2599. sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0,(int)src, duration);
  2600. return 0;
  2601. }
  2602. }
  2603. }
  2604. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0)
  2605. {
  2606. int triple_rate= 30 - skillv; //Base Rate
  2607. if (sc && sc->data[SC_SKILLRATE_UP].timer!=-1 && sc->data[SC_SKILLRATE_UP].val1 == MO_TRIPLEATTACK)
  2608. {
  2609. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP].val2)/100;
  2610. status_change_end(src,SC_SKILLRATE_UP,-1);
  2611. }
  2612. if (rand()%100 < triple_rate)
  2613. return skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0);
  2614. }
  2615. if (sc)
  2616. {
  2617. if (sc->data[SC_SACRIFICE].timer != -1)
  2618. return skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,sc->data[SC_SACRIFICE].val1,tick,0);
  2619. if (sc->data[SC_MAGICALATTACK].timer != -1)
  2620. return skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK].val1,tick,0);
  2621. }
  2622. wd = battle_calc_weapon_attack(src, target, 0, 0, flag);
  2623. if (sd && sd->state.arrow_atk) //Consume arrow.
  2624. battle_consume_ammo(sd, 0, 0);
  2625. damage = wd.damage + wd.damage2;
  2626. if (damage > 0 && src != target) {
  2627. rdamage = battle_calc_return_damage(target, &damage, wd.flag);
  2628. if (rdamage > 0) {
  2629. rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
  2630. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2631. skill_additional_effect(target,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  2632. }
  2633. }
  2634. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
  2635. // Eh, battle_calc_damage should take care of not making the off-hand dmg miss.
  2636. // if(sd && sd->status.weapon > MAX_WEAPON_TYPE && wd.damage2 == 0)
  2637. // clif_damage(src, target, tick+10, wd.amotion, wd.dmotion,0, 1, 0, 0);
  2638. if (sd && sd->splash_range > 0 && damage > 0)
  2639. skill_castend_damage_id(src, target, 0, -1, tick, 0);
  2640. map_freeblock_lock();
  2641. battle_delay_damage(tick+wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion);
  2642. if (sc && sc->data[SC_AUTOSPELL].timer != -1 && rand()%100 < sc->data[SC_AUTOSPELL].val4) {
  2643. int sp = 0;
  2644. int skillid = sc->data[SC_AUTOSPELL].val2;
  2645. int skilllv = sc->data[SC_AUTOSPELL].val3;
  2646. int i = rand()%100;
  2647. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_SAGE)
  2648. i = 0; //Max chance, no skilllv reduction. [Skotlex]
  2649. if (i >= 50) skilllv -= 2;
  2650. else if (i >= 15) skilllv--;
  2651. if (skilllv < 1) skilllv = 1;
  2652. sp = skill_get_sp(skillid,skilllv) * 2 / 3;
  2653. if (status_charge(src, 0, sp)) {
  2654. switch (skill_get_casttype(skillid)) {
  2655. case CAST_GROUND:
  2656. skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag);
  2657. break;
  2658. case CAST_NODAMAGE:
  2659. skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag);
  2660. break;
  2661. case CAST_DAMAGE:
  2662. skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
  2663. break;
  2664. }
  2665. }
  2666. }
  2667. if (sd) {
  2668. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  2669. if (battle_config.left_cardfix_to_right)
  2670. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target));
  2671. else
  2672. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target));
  2673. }
  2674. }
  2675. if (rdamage > 0) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
  2676. if(tsd && src != target)
  2677. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2678. battle_delay_damage(tick+wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, rdelay);
  2679. }
  2680. if (tsc) {
  2681. if (tsc->data[SC_POISONREACT].timer != -1 &&
  2682. (rand()%100 < tsc->data[SC_POISONREACT].val3
  2683. || sstatus->def_ele == ELE_POISON) &&
  2684. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  2685. status_check_skilluse(target, src, TF_POISON, 0)
  2686. ) { //Poison React
  2687. if (sstatus->def_ele == ELE_POISON) {
  2688. tsc->data[SC_POISONREACT].val2 = 0;
  2689. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,tsc->data[SC_POISONREACT].val1,tick,0);
  2690. } else {
  2691. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  2692. --tsc->data[SC_POISONREACT].val2;
  2693. }
  2694. if (tsc->data[SC_POISONREACT].val2 <= 0)
  2695. status_change_end(target, SC_POISONREACT, -1);
  2696. }
  2697. }
  2698. map_freeblock_unlock();
  2699. return wd.dmg_lv;
  2700. }
  2701. int battle_check_undead(int race,int element)
  2702. {
  2703. if(battle_config.undead_detect_type == 0) {
  2704. if(element == ELE_UNDEAD)
  2705. return 1;
  2706. }
  2707. else if(battle_config.undead_detect_type == 1) {
  2708. if(race == RC_UNDEAD)
  2709. return 1;
  2710. }
  2711. else {
  2712. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  2713. return 1;
  2714. }
  2715. return 0;
  2716. }
  2717. //Returns the upmost level master starting with the given object
  2718. struct block_list* battle_get_master(struct block_list *src)
  2719. {
  2720. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  2721. do {
  2722. prev = src;
  2723. switch (src->type) {
  2724. case BL_PET:
  2725. if (((TBL_PET*)src)->msd)
  2726. src = (struct block_list*)((TBL_PET*)src)->msd;
  2727. break;
  2728. case BL_MOB:
  2729. if (((TBL_MOB*)src)->master_id)
  2730. src = map_id2bl(((TBL_MOB*)src)->master_id);
  2731. break;
  2732. case BL_HOM:
  2733. if (((TBL_HOM*)src)->master)
  2734. src = (struct block_list*)((TBL_HOM*)src)->master;
  2735. break;
  2736. case BL_SKILL:
  2737. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  2738. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  2739. break;
  2740. }
  2741. } while (src && src != prev);
  2742. return prev;
  2743. }
  2744. /*==========================================
  2745. * Checks the state between two targets (rewritten by Skotlex)
  2746. * (enemy, friend, party, guild, etc)
  2747. * See battle.h for possible values/combinations
  2748. * to be used here (BCT_* constants)
  2749. * Return value is:
  2750. * 1: flag holds true (is enemy, party, etc)
  2751. * -1: flag fails
  2752. * 0: Invalid target (non-targetable ever)
  2753. *------------------------------------------*/
  2754. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  2755. {
  2756. int m,state = 0; //Initial state none
  2757. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  2758. struct block_list *s_bl= src, *t_bl= target;
  2759. nullpo_retr(0, src);
  2760. nullpo_retr(0, target);
  2761. m = target->m;
  2762. if (flag&BCT_ENEMY && !map_flag_gvg(m) && !(status_get_mode(src)&MD_BOSS))
  2763. { //No offensive stuff while in Basilica.
  2764. if (map_getcell(m,src->x,src->y,CELL_CHKBASILICA) ||
  2765. map_getcell(m,target->x,target->y,CELL_CHKBASILICA))
  2766. return -1;
  2767. }
  2768. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  2769. //objects involved.
  2770. if ((t_bl = battle_get_master(target)) == NULL)
  2771. t_bl = target;
  2772. if ((s_bl = battle_get_master(src)) == NULL)
  2773. s_bl = src;
  2774. switch (target->type)
  2775. { //Checks on actual target
  2776. case BL_PC:
  2777. if (((TBL_PC*)target)->invincible_timer != -1 || pc_isinvisible((TBL_PC*)target))
  2778. return -1; //Cannot be targeted yet.
  2779. break;
  2780. case BL_MOB:
  2781. if((((TBL_MOB*)target)->special_state.ai == 2 || //Marine Spheres
  2782. (((TBL_MOB*)target)->special_state.ai == 3 && battle_config.summon_flora&1)) && //Floras
  2783. s_bl->type == BL_PC && src->type != BL_MOB)
  2784. { //Targettable by players
  2785. state |= BCT_ENEMY;
  2786. strip_enemy = 0;
  2787. }
  2788. break;
  2789. case BL_SKILL:
  2790. {
  2791. TBL_SKILL *su = (TBL_SKILL*)target;
  2792. if (!su->group)
  2793. return 0;
  2794. if (skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2795. { //Only a few skills can target traps...
  2796. switch (battle_getcurrentskill(src))
  2797. {
  2798. case HT_REMOVETRAP:
  2799. case AC_SHOWER:
  2800. case WZ_HEAVENDRIVE:
  2801. state |= BCT_ENEMY;
  2802. strip_enemy = 0;
  2803. break;
  2804. default:
  2805. return 0;
  2806. }
  2807. } else if (su->group->skill_id==WZ_ICEWALL)
  2808. {
  2809. state |= BCT_ENEMY;
  2810. strip_enemy = 0;
  2811. } else //Excepting traps and icewall, you should not be able to target skills.
  2812. return 0;
  2813. }
  2814. break;
  2815. //Valid targets with no special checks here.
  2816. case BL_HOM:
  2817. break;
  2818. //All else not specified is an invalid target.
  2819. default:
  2820. return 0;
  2821. }
  2822. switch (t_bl->type)
  2823. { //Checks on target master
  2824. case BL_PC:
  2825. {
  2826. TBL_PC *sd = (TBL_PC*)t_bl;
  2827. if (sd->status.karma && t_bl != s_bl && s_bl->type == BL_PC &&
  2828. ((TBL_PC*)s_bl)->status.karma)
  2829. state |= BCT_ENEMY; //Characters with bad karma may fight amongst them.
  2830. if (sd->state.monster_ignore && t_bl != s_bl && flag&BCT_ENEMY)
  2831. return 0; //Global inmunity to attacks.
  2832. if (sd->state.killable && t_bl != s_bl)
  2833. {
  2834. state |= BCT_ENEMY; //Universal Victim
  2835. strip_enemy = 0;
  2836. }
  2837. break;
  2838. }
  2839. case BL_MOB:
  2840. {
  2841. TBL_MOB *md = (TBL_MOB*)t_bl;
  2842. if (!(agit_flag && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id)
  2843. return 0; //Disable guardians/emperiums owned by Guilds on non-woe times.
  2844. break;
  2845. }
  2846. }
  2847. switch(src->type)
  2848. { //Checks on actual src type
  2849. case BL_PET:
  2850. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  2851. return 0; //Pet may not attack non-mobs.
  2852. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  2853. return 0; //pet may not attack Guardians/Emperium
  2854. break;
  2855. case BL_SKILL:
  2856. {
  2857. struct skill_unit *su = (struct skill_unit *)src;
  2858. if (!su->group)
  2859. return 0;
  2860. //For some mysterious reason ground-skills can't target homun.
  2861. if (target->type == BL_HOM && battle_config.hom_setting&0x2)
  2862. return 0;
  2863. if (su->group->src_id == target->id)
  2864. {
  2865. int inf2;
  2866. inf2 = skill_get_inf2(su->group->skill_id);
  2867. if (inf2&INF2_NO_TARGET_SELF)
  2868. return -1;
  2869. if (inf2&INF2_TARGET_SELF)
  2870. return 1;
  2871. }
  2872. break;
  2873. }
  2874. }
  2875. switch (s_bl->type)
  2876. { //Checks on source master
  2877. case BL_PC:
  2878. {
  2879. TBL_PC *sd = (TBL_PC*) s_bl;
  2880. if (sd->state.killer && s_bl != t_bl)
  2881. {
  2882. state |= BCT_ENEMY; //Is on a killing rampage :O
  2883. strip_enemy = 0;
  2884. } else
  2885. if (sd->duel_group && t_bl != s_bl && // Duel [LuzZza]
  2886. !(
  2887. (!battle_config.duel_allow_pvp && map[m].flag.pvp) ||
  2888. (!battle_config.duel_allow_gvg && map_flag_gvg(m))
  2889. ))
  2890. {
  2891. if (t_bl->type == BL_PC &&
  2892. (sd->duel_group == ((TBL_PC*)t_bl)->duel_group))
  2893. //Duel targets can ONLY be your enemy, nothing else.
  2894. return (BCT_ENEMY&flag)?1:-1;
  2895. else // You can't target anything out of your duel
  2896. return 0;
  2897. }
  2898. if (map_flag_gvg(m) && !sd->status.guild_id &&
  2899. t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data)
  2900. return 0; //If you don't belong to a guild, can't target guardians/emperium.
  2901. if (t_bl->type != BL_PC)
  2902. state |= BCT_ENEMY; //Natural enemy.
  2903. break;
  2904. }
  2905. case BL_MOB:
  2906. {
  2907. TBL_MOB*md = (TBL_MOB*)s_bl;
  2908. if (!(agit_flag && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id)
  2909. return 0; //Disable guardians/emperium owned by Guilds on non-woe times.
  2910. if(md->state.killer/* || !(battle_config.mob_ai&0x400)*/)
  2911. state |= BCT_ENEMY; //By default everyone hates mobs.
  2912. else
  2913. { //Smart enemy criteria.
  2914. if (!md->special_state.ai) { //Normal mobs.
  2915. if (t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai)
  2916. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  2917. else
  2918. state |= BCT_ENEMY; //However, all else are enemies.
  2919. } else {
  2920. if (t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai)
  2921. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  2922. }
  2923. }
  2924. break;
  2925. }
  2926. default:
  2927. //Need some sort of default behaviour for unhandled types.
  2928. if (t_bl->type != s_bl->type)
  2929. state |= BCT_ENEMY;
  2930. break;
  2931. }
  2932. if ((flag&BCT_ALL) == BCT_ALL) { //All actually stands for all attackable chars
  2933. if (target->type&BL_CHAR)
  2934. return 1;
  2935. else
  2936. return -1;
  2937. } else
  2938. if (flag == BCT_NOONE) //Why would someone use this? no clue.
  2939. return -1;
  2940. if (t_bl == s_bl)
  2941. { //No need for further testing.
  2942. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  2943. if (state&BCT_ENEMY && strip_enemy)
  2944. state&=~BCT_ENEMY;
  2945. return (flag&state)?1:-1;
  2946. }
  2947. if (map_flag_vs(m)) { //Check rivalry settings.
  2948. if (flag&(BCT_PARTY|BCT_ENEMY)) {
  2949. int s_party = status_get_party_id(s_bl);
  2950. if (
  2951. !(map[m].flag.pvp && map[m].flag.pvp_noparty) &&
  2952. !(map_flag_gvg(m) && map[m].flag.gvg_noparty) &&
  2953. s_party && s_party == status_get_party_id(t_bl)
  2954. )
  2955. state |= BCT_PARTY;
  2956. else
  2957. state |= BCT_ENEMY;
  2958. }
  2959. if (flag&(BCT_GUILD|BCT_ENEMY)) {
  2960. int s_guild = status_get_guild_id(s_bl);
  2961. int t_guild = status_get_guild_id(t_bl);
  2962. if (
  2963. !(map[m].flag.pvp && map[m].flag.pvp_noguild) &&
  2964. s_guild && t_guild && (s_guild == t_guild || guild_idisallied(s_guild, t_guild))
  2965. )
  2966. state |= BCT_GUILD;
  2967. else
  2968. state |= BCT_ENEMY;
  2969. }
  2970. if (state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) &&
  2971. s_bl->type == BL_PC && t_bl->type == BL_PC)
  2972. { //Prevent novice engagement on pk_mode (feature by Valaris)
  2973. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  2974. if (
  2975. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  2976. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  2977. sd->status.base_level < battle_config.pk_min_level ||
  2978. sd2->status.base_level < battle_config.pk_min_level ||
  2979. (battle_config.pk_level_range && (
  2980. sd->status.base_level > sd2->status.base_level ?
  2981. sd->status.base_level - sd2->status.base_level :
  2982. sd2->status.base_level - sd->status.base_level )
  2983. > battle_config.pk_level_range)
  2984. )
  2985. state&=~BCT_ENEMY;
  2986. }
  2987. } else { //Non pvp/gvg, check party/guild settings.
  2988. if (flag&BCT_PARTY || state&BCT_ENEMY) {
  2989. int s_party = status_get_party_id(s_bl);
  2990. if(s_party && s_party == status_get_party_id(t_bl))
  2991. state |= BCT_PARTY;
  2992. }
  2993. if (flag&BCT_GUILD || state&BCT_ENEMY) {
  2994. int s_guild = status_get_guild_id(s_bl);
  2995. int t_guild = status_get_guild_id(t_bl);
  2996. if(s_guild && t_guild && (s_guild == t_guild || guild_idisallied(s_guild, t_guild)))
  2997. state |= BCT_GUILD;
  2998. }
  2999. }
  3000. if (!state) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  3001. state = BCT_NEUTRAL;
  3002. //Alliance state takes precedence over enemy one.
  3003. else if (state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD))
  3004. state&=~BCT_ENEMY;
  3005. return (flag&state)?1:-1;
  3006. }
  3007. /*==========================================
  3008. * ŽË’ö”»’è
  3009. *------------------------------------------*/
  3010. int battle_check_range(struct block_list *src,struct block_list *bl,int range)
  3011. {
  3012. nullpo_retr(0, src);
  3013. nullpo_retr(0, bl);
  3014. if(src->m != bl->m) // ˆá‚¤ƒ}ƒbƒv
  3015. return 0;
  3016. if (!check_distance_bl(src, bl, range))
  3017. return 0;
  3018. if(distance_bl(src, bl) < 2) //No need for path checking.
  3019. return 1;
  3020. // ?áŠQ•¨”»’è
  3021. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y);
  3022. }
  3023. static const struct battle_data_short {
  3024. const char *str;
  3025. unsigned short *val;
  3026. } battle_data_short[] = { //List here battle_athena options which are type unsigned short!
  3027. { "warp_point_debug", &battle_config.warp_point_debug },
  3028. { "enable_critical", &battle_config.enable_critical },
  3029. { "mob_critical_rate", &battle_config.mob_critical_rate },
  3030. { "critical_rate", &battle_config.critical_rate },
  3031. { "enable_baseatk", &battle_config.enable_baseatk },
  3032. { "enable_perfect_flee", &battle_config.enable_perfect_flee },
  3033. { "casting_rate", &battle_config.cast_rate },
  3034. { "delay_rate", &battle_config.delay_rate },
  3035. { "delay_dependon_dex", &battle_config.delay_dependon_dex },
  3036. { "delay_dependon_agi", &battle_config.delay_dependon_agi },
  3037. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable },
  3038. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right },
  3039. { "skill_add_range", &battle_config.skill_add_range },
  3040. { "skill_out_range_consume", &battle_config.skill_out_range_consume },
  3041. { "skillrange_by_distance", &battle_config.skillrange_by_distance },
  3042. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range },
  3043. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate },
  3044. { "defunit_not_enemy", &battle_config.defnotenemy },
  3045. { "gvg_traps_target_all", &battle_config.vs_traps_bctall },
  3046. { "traps_setting", &battle_config.traps_setting },
  3047. { "summon_flora_setting", &battle_config.summon_flora },
  3048. { "clear_skills_on_death", &battle_config.clear_unit_ondeath },
  3049. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp },
  3050. { "random_monster_checklv", &battle_config.random_monster_checklv },
  3051. { "attribute_recover", &battle_config.attr_recover },
  3052. { "item_auto_get", &battle_config.item_auto_get },
  3053. { "drop_rate0item", &battle_config.drop_rate0item },
  3054. { "pvp_exp", &battle_config.pvp_exp },
  3055. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity},
  3056. { "guild_max_castles", &battle_config.guild_max_castles },
  3057. { "emergency_call", &battle_config.emergency_call },
  3058. { "guild_aura", &battle_config.guild_aura },
  3059. { "death_penalty_type", &battle_config.death_penalty_type },
  3060. { "death_penalty_base", &battle_config.death_penalty_base },
  3061. { "death_penalty_job", &battle_config.death_penalty_job },
  3062. { "restart_hp_rate", &battle_config.restart_hp_rate },
  3063. { "restart_sp_rate", &battle_config.restart_sp_rate },
  3064. { "mvp_hp_rate", &battle_config.mvp_hp_rate },
  3065. { "monster_hp_rate", &battle_config.monster_hp_rate },
  3066. { "monster_max_aspd", &battle_config.monster_max_aspd },
  3067. { "view_range_rate", &battle_config.view_range_rate },
  3068. { "chase_range_rate", &battle_config.chase_range_rate },
  3069. { "atcommand_gm_only", &battle_config.atc_gmonly },
  3070. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit },
  3071. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit},
  3072. { "partial_name_scan", &battle_config.partial_name_scan },
  3073. { "gm_all_skill", &battle_config.gm_allskill },
  3074. { "gm_all_equipment", &battle_config.gm_allequip },
  3075. { "gm_skill_unconditional", &battle_config.gm_skilluncond },
  3076. { "gm_join_chat", &battle_config.gm_join_chat },
  3077. { "gm_kick_chat", &battle_config.gm_kick_chat },
  3078. { "player_skillfree", &battle_config.skillfree },
  3079. { "player_skillup_limit", &battle_config.skillup_limit },
  3080. { "weapon_produce_rate", &battle_config.wp_rate },
  3081. { "potion_produce_rate", &battle_config.pp_rate },
  3082. { "monster_active_enable", &battle_config.monster_active_enable },
  3083. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate},
  3084. { "monster_loot_type", &battle_config.monster_loot_type },
  3085. // { "mob_skill_use", &battle_config.mob_skill_use }, //Deprecated
  3086. { "mob_skill_rate", &battle_config.mob_skill_rate },
  3087. { "mob_skill_delay", &battle_config.mob_skill_delay },
  3088. { "mob_count_rate", &battle_config.mob_count_rate },
  3089. { "mob_spawn_delay", &battle_config.mob_spawn_delay },
  3090. { "no_spawn_on_player", &battle_config.no_spawn_on_player },
  3091. { "force_random_spawn", &battle_config.force_random_spawn },
  3092. { "plant_spawn_delay", &battle_config.plant_spawn_delay },
  3093. { "boss_spawn_delay", &battle_config.boss_spawn_delay },
  3094. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode },
  3095. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed },
  3096. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells },
  3097. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate },
  3098. { "damage_walk_delay_rate", &battle_config.walk_delay_rate },
  3099. { "multihit_delay", &battle_config.multihit_delay },
  3100. { "quest_skill_learn", &battle_config.quest_skill_learn },
  3101. { "quest_skill_reset", &battle_config.quest_skill_reset },
  3102. { "basic_skill_check", &battle_config.basic_skill_check },
  3103. { "guild_emperium_check", &battle_config.guild_emperium_check },
  3104. { "guild_exp_limit", &battle_config.guild_exp_limit },
  3105. { "player_invincible_time", &battle_config.pc_invincible_time },
  3106. { "pet_catch_rate", &battle_config.pet_catch_rate },
  3107. { "pet_rename", &battle_config.pet_rename },
  3108. { "pet_friendly_rate", &battle_config.pet_friendly_rate },
  3109. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate },
  3110. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease},
  3111. { "pet_status_support", &battle_config.pet_status_support },
  3112. { "pet_attack_support", &battle_config.pet_attack_support },
  3113. { "pet_damage_support", &battle_config.pet_damage_support },
  3114. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly },
  3115. { "pet_support_rate", &battle_config.pet_support_rate },
  3116. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master },
  3117. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate },
  3118. { "pet_lv_rate", &battle_config.pet_lv_rate }, //Skotlex
  3119. { "pet_max_stats", &battle_config.pet_max_stats }, //Skotlex
  3120. { "pet_max_atk1", &battle_config.pet_max_atk1 }, //Skotlex
  3121. { "pet_max_atk2", &battle_config.pet_max_atk2 }, //Skotlex
  3122. { "pet_disable_in_gvg", &battle_config.pet_no_gvg }, //Skotlex
  3123. { "skill_min_damage", &battle_config.skill_min_damage },
  3124. { "finger_offensive_type", &battle_config.finger_offensive_type },
  3125. { "heal_exp", &battle_config.heal_exp },
  3126. { "max_heal_lv", &battle_config.max_heal_lv },
  3127. { "resurrection_exp", &battle_config.resurrection_exp },
  3128. { "shop_exp", &battle_config.shop_exp },
  3129. { "combo_delay_rate", &battle_config.combo_delay_rate },
  3130. { "item_check", &battle_config.item_check },
  3131. { "item_use_interval", &battle_config.item_use_interval },
  3132. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay },
  3133. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette }, //[Skotlex]
  3134. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette }, // [Valaris]
  3135. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate },
  3136. { "arrow_decrement", &battle_config.arrow_decrement },
  3137. { "max_aspd", &battle_config.max_aspd },
  3138. { "max_walk_speed", &battle_config.max_walk_speed },
  3139. { "max_lv", &battle_config.max_lv },
  3140. { "aura_lv", &battle_config.aura_lv },
  3141. { "max_parameter", &battle_config.max_parameter },
  3142. { "max_baby_parameter", &battle_config.max_baby_parameter },
  3143. { "max_def", &battle_config.max_def },
  3144. { "over_def_bonus", &battle_config.over_def_bonus },
  3145. { "skill_log", &battle_config.skill_log },
  3146. { "battle_log", &battle_config.battle_log },
  3147. { "save_log", &battle_config.save_log },
  3148. { "error_log", &battle_config.error_log },
  3149. { "etc_log", &battle_config.etc_log },
  3150. { "save_clothcolor", &battle_config.save_clothcolor },
  3151. { "undead_detect_type", &battle_config.undead_detect_type },
  3152. { "auto_counter_type", &battle_config.auto_counter_type },
  3153. { "min_hitrate", &battle_config.min_hitrate },
  3154. { "max_hitrate", &battle_config.max_hitrate },
  3155. { "agi_penalty_target", &battle_config.agi_penalty_target },
  3156. { "agi_penalty_type", &battle_config.agi_penalty_type },
  3157. { "agi_penalty_count", &battle_config.agi_penalty_count },
  3158. { "agi_penalty_num", &battle_config.agi_penalty_num },
  3159. { "agi_penalty_count_lv", &battle_config.agi_penalty_count_lv },
  3160. { "vit_penalty_target", &battle_config.vit_penalty_target },
  3161. { "vit_penalty_type", &battle_config.vit_penalty_type },
  3162. { "vit_penalty_count", &battle_config.vit_penalty_count },
  3163. { "vit_penalty_num", &battle_config.vit_penalty_num },
  3164. { "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv },
  3165. { "weapon_defense_type", &battle_config.weapon_defense_type },
  3166. { "magic_defense_type", &battle_config.magic_defense_type },
  3167. { "skill_reiteration", &battle_config.skill_reiteration },
  3168. { "skill_nofootset", &battle_config.skill_nofootset },
  3169. { "player_cloak_check_type", &battle_config.pc_cloak_check_type },
  3170. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type },
  3171. { "sense_type", &battle_config.estimation_type },
  3172. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate },
  3173. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate },
  3174. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate },
  3175. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate },
  3176. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate },
  3177. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty },
  3178. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate },
  3179. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate },
  3180. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate },
  3181. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate },
  3182. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate },
  3183. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill},
  3184. { "attack_direction_change", &battle_config.attack_direction_change },
  3185. { "land_skill_limit", &battle_config.land_skill_limit },
  3186. { "party_skill_penalty", &battle_config.party_skill_penalty },
  3187. { "monster_class_change_full_recover", &battle_config.monster_class_change_full_recover },
  3188. { "produce_item_name_input", &battle_config.produce_item_name_input },
  3189. { "display_skill_fail", &battle_config.display_skill_fail },
  3190. { "chat_warpportal", &battle_config.chat_warpportal },
  3191. { "mob_warp", &battle_config.mob_warp },
  3192. { "dead_branch_active", &battle_config.dead_branch_active },
  3193. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party },
  3194. { "party_hp_mode", &battle_config.party_hp_mode },
  3195. { "show_party_share_picker", &battle_config.party_show_share_picker },
  3196. { "party_update_interval", &battle_config.party_update_interval },
  3197. { "party_item_share_type", &battle_config.party_share_type },
  3198. { "attack_attr_none", &battle_config.attack_attr_none },
  3199. { "gx_allhit", &battle_config.gx_allhit },
  3200. { "gx_disptype", &battle_config.gx_disptype },
  3201. { "devotion_level_difference", &battle_config.devotion_level_difference },
  3202. { "player_skill_partner_check", &battle_config.player_skill_partner_check},
  3203. { "hide_GM_session", &battle_config.hide_GM_session },
  3204. { "invite_request_check", &battle_config.invite_request_check },
  3205. { "skill_removetrap_type", &battle_config.skill_removetrap_type },
  3206. { "disp_experience", &battle_config.disp_experience },
  3207. { "disp_zeny", &battle_config.disp_zeny },
  3208. { "castle_defense_rate", &battle_config.castle_defense_rate },
  3209. { "hp_rate", &battle_config.hp_rate },
  3210. { "sp_rate", &battle_config.sp_rate },
  3211. { "gm_cant_drop_min_lv", &battle_config.gm_cant_drop_min_lv },
  3212. { "gm_cant_drop_max_lv", &battle_config.gm_cant_drop_max_lv },
  3213. { "disp_hpmeter", &battle_config.disp_hpmeter },
  3214. { "bone_drop", &battle_config.bone_drop },
  3215. { "buyer_name", &battle_config.buyer_name },
  3216. { "skill_wall_check", &battle_config.skill_wall_check },
  3217. { "cell_stack_limit", &battle_config.cell_stack_limit },
  3218. // eAthena additions
  3219. { "item_logarithmic_drops", &battle_config.logarithmic_drops },
  3220. { "item_drop_common_min", &battle_config.item_drop_common_min }, // Added by TyrNemesis^
  3221. { "item_drop_common_max", &battle_config.item_drop_common_max },
  3222. { "item_drop_equip_min", &battle_config.item_drop_equip_min },
  3223. { "item_drop_equip_max", &battle_config.item_drop_equip_max },
  3224. { "item_drop_card_min", &battle_config.item_drop_card_min },
  3225. { "item_drop_card_max", &battle_config.item_drop_card_max },
  3226. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min },
  3227. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max }, // End Addition
  3228. { "item_drop_heal_min", &battle_config.item_drop_heal_min },
  3229. { "item_drop_heal_max", &battle_config.item_drop_heal_max },
  3230. { "item_drop_use_min", &battle_config.item_drop_use_min },
  3231. { "item_drop_use_max", &battle_config.item_drop_use_max },
  3232. { "item_drop_add_min", &battle_config.item_drop_adddrop_min },
  3233. { "item_drop_add_max", &battle_config.item_drop_adddrop_max },
  3234. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min },
  3235. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max },
  3236. { "prevent_logout", &battle_config.prevent_logout }, // Added by RoVeRT
  3237. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward }, // [Valaris]
  3238. { "drops_by_luk", &battle_config.drops_by_luk }, // [Valaris]
  3239. { "drops_by_luk2", &battle_config.drops_by_luk2 }, // [Skotlex]
  3240. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate },
  3241. { "equip_self_break_rate", &battle_config.equip_self_break_rate },
  3242. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate },
  3243. { "pk_mode", &battle_config.pk_mode }, // [Valaris]
  3244. { "pk_level_range", &battle_config.pk_level_range },
  3245. { "manner_system", &battle_config.manner_system }, // [Komurka]
  3246. { "pet_equip_required", &battle_config.pet_equip_required }, // [Valaris]
  3247. { "multi_level_up", &battle_config.multi_level_up }, // [Valaris]
  3248. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate }, // [Skotlex]
  3249. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty },
  3250. { "night_at_start", &battle_config.night_at_start }, // added by [Yor]
  3251. { "show_mob_info", &battle_config.show_mob_info }, // [Valaris]
  3252. { "hack_info_GM_level", &battle_config.hack_info_GM_level }, // added by [Yor]
  3253. { "any_warp_GM_min_level", &battle_config.any_warp_GM_min_level }, // added by [Yor]
  3254. { "packet_ver_flag", &battle_config.packet_ver_flag }, // added by [Yor]
  3255. { "min_hair_style", &battle_config.min_hair_style }, // added by [MouseJstr]
  3256. { "max_hair_style", &battle_config.max_hair_style }, // added by [MouseJstr]
  3257. { "min_hair_color", &battle_config.min_hair_color }, // added by [MouseJstr]
  3258. { "max_hair_color", &battle_config.max_hair_color }, // added by [MouseJstr]
  3259. { "min_cloth_color", &battle_config.min_cloth_color }, // added by [MouseJstr]
  3260. { "max_cloth_color", &battle_config.max_cloth_color }, // added by [MouseJstr]
  3261. { "pet_hair_style", &battle_config.pet_hair_style }, // added by [Skotlex]
  3262. { "castrate_dex_scale", &battle_config.castrate_dex_scale }, // added by [MouseJstr]
  3263. { "area_size", &battle_config.area_size }, // added by [MouseJstr]
  3264. { "zeny_from_mobs", &battle_config.zeny_from_mobs}, // [Valaris]
  3265. { "mobs_level_up", &battle_config.mobs_level_up}, // [Valaris]
  3266. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate}, // [Valaris]
  3267. { "pk_min_level", &battle_config.pk_min_level}, // [celest]
  3268. { "skill_steal_type", &battle_config.skill_steal_type}, // [celest]
  3269. { "skill_steal_rate", &battle_config.skill_steal_rate}, // [celest]
  3270. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries}, // [Lupus]
  3271. { "motd_type", &battle_config.motd_type}, // [celest]
  3272. { "finding_ore_rate", &battle_config.finding_ore_rate}, // [celest]
  3273. { "exp_calc_type", &battle_config.exp_calc_type}, // [celest]
  3274. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker}, // [Skotlex]
  3275. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker}, // [Skotlex]
  3276. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit}, // [celest]
  3277. { "default_skill_delay", &battle_config.default_skill_delay}, // [Skotlex]
  3278. { "no_skill_delay", &battle_config.no_skill_delay}, // [Skotlex]
  3279. { "attack_walk_delay", &battle_config.attack_walk_delay }, // [Skotlex]
  3280. { "require_glory_guild", &battle_config.require_glory_guild}, // [celest]
  3281. { "idle_no_share", &battle_config.idle_no_share}, // [celest], for a feature by [MouseJstr]
  3282. { "party_even_share_bonus", &battle_config.party_even_share_bonus},
  3283. { "delay_battle_damage", &battle_config.delay_battle_damage}, // [celest]
  3284. { "hide_woe_damage", &battle_config.hide_woe_damage}, // [Skotlex]
  3285. { "display_version", &battle_config.display_version}, // [Ancyker], for a feature by...?
  3286. { "who_display_aid", &battle_config.who_display_aid}, // [Ancyker], for a feature by...?
  3287. { "display_hallucination", &battle_config.display_hallucination}, // [Skotlex]
  3288. { "use_statpoint_table", &battle_config.use_statpoint_table}, // [Skotlex]
  3289. { "ignore_items_gender", &battle_config.ignore_items_gender}, // [Lupus]
  3290. { "copyskill_restrict", &battle_config.copyskill_restrict}, // [Aru]
  3291. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs}, // [Aru]
  3292. { "debuff_on_logout", &battle_config.debuff_on_logout},
  3293. { "monster_ai", &battle_config.mob_ai},
  3294. { "hom_setting", &battle_config.hom_setting},
  3295. { "dynamic_mobs", &battle_config.dynamic_mobs},
  3296. { "mob_remove_damaged", &battle_config.mob_remove_damaged},
  3297. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain}, // [Skotlex]
  3298. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain}, // [Skotlex]
  3299. { "mob_npc_event_type", &battle_config.mob_npc_event_type},
  3300. { "mob_clear_delay", &battle_config.mob_clear_delay}, // [Valaris]
  3301. { "character_size", &battle_config.character_size}, // [Lupus]
  3302. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl}, // [Lupus]
  3303. { "retaliate_to_master", &battle_config.retaliate_to_master}, // [Skotlex]
  3304. { "rare_drop_announce", &battle_config.rare_drop_announce}, // [Lupus]
  3305. { "firewall_hits_on_undead", &battle_config.firewall_hits_on_undead}, // [Skotlex]
  3306. { "title_lvl1", &battle_config.title_lvl1}, // [Lupus]
  3307. { "title_lvl2", &battle_config.title_lvl2}, // [Lupus]
  3308. { "title_lvl3", &battle_config.title_lvl3}, // [Lupus]
  3309. { "title_lvl4", &battle_config.title_lvl4}, // [Lupus]
  3310. { "title_lvl5", &battle_config.title_lvl5}, // [Lupus]
  3311. { "title_lvl6", &battle_config.title_lvl6}, // [Lupus]
  3312. { "title_lvl7", &battle_config.title_lvl7}, // [Lupus]
  3313. { "title_lvl8", &battle_config.title_lvl8}, // [Lupus]
  3314. { "duel_allow_pvp", &battle_config.duel_allow_pvp}, // [LuzZza]
  3315. { "duel_allow_gvg", &battle_config.duel_allow_gvg}, // [LuzZza]
  3316. { "duel_allow_teleport", &battle_config.duel_allow_teleport}, // [LuzZza]
  3317. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die}, //[LuzZza]
  3318. { "duel_time_interval", &battle_config.duel_time_interval}, // [LuzZza]
  3319. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map}, // [Toms]
  3320. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu}, // [LuzZza]
  3321. { "allow_skill_without_day", &battle_config.allow_skill_without_day}, // [Komurka]
  3322. { "allow_es_magic_player", &battle_config.allow_es_magic_pc },
  3323. { "skill_caster_check", &battle_config.skill_caster_check },
  3324. { "status_cast_cancel", &battle_config.sc_castcancel },
  3325. { "pc_status_def_rate", &battle_config.pc_sc_def_rate },
  3326. { "mob_status_def_rate", &battle_config.mob_sc_def_rate },
  3327. { "pc_luk_status_def", &battle_config.pc_luk_sc_def },
  3328. { "mob_luk_status_def", &battle_config.mob_luk_sc_def },
  3329. { "pc_max_status_def", &battle_config.pc_max_sc_def },
  3330. { "mob_max_status_def", &battle_config.mob_max_sc_def },
  3331. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio },
  3332. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio },
  3333. { "autospell_stacking", &battle_config.autospell_stacking },
  3334. { "override_mob_names", &battle_config.override_mob_names },
  3335. { "min_chat_delay", &battle_config.min_chat_delay },
  3336. { "friend_auto_add", &battle_config.friend_auto_add },
  3337. { "hom_rename", &battle_config.hom_rename },
  3338. { "homunculus_show_growth", &battle_config.homunculus_show_growth }, //[orn]
  3339. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate },
  3340. { "vending_tax", &battle_config.vending_tax },
  3341. };
  3342. static const struct battle_data_int {
  3343. const char *str;
  3344. int *val;
  3345. } battle_data_int[] = { //List here battle_athena options which are type int!
  3346. { "flooritem_lifetime", &battle_config.flooritem_lifetime },
  3347. { "item_first_get_time", &battle_config.item_first_get_time },
  3348. { "item_second_get_time", &battle_config.item_second_get_time },
  3349. { "item_third_get_time", &battle_config.item_third_get_time },
  3350. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time },
  3351. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time },
  3352. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time },
  3353. { "base_exp_rate", &battle_config.base_exp_rate },
  3354. { "job_exp_rate", &battle_config.job_exp_rate },
  3355. { "zeny_penalty", &battle_config.zeny_penalty },
  3356. { "mvp_exp_rate", &battle_config.mvp_exp_rate },
  3357. { "natural_healhp_interval", &battle_config.natural_healhp_interval },
  3358. { "natural_healsp_interval", &battle_config.natural_healsp_interval },
  3359. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval},
  3360. { "max_hp", &battle_config.max_hp },
  3361. { "max_sp", &battle_config.max_sp },
  3362. { "max_cart_weight", &battle_config.max_cart_weight },
  3363. { "gvg_eliminate_time", &battle_config.gvg_eliminate_time },
  3364. { "vending_max_value", &battle_config.vending_max_value },
  3365. // eAthena additions
  3366. { "item_rate_mvp", &battle_config.item_rate_mvp },
  3367. { "item_rate_common", &battle_config.item_rate_common }, // Added by RoVeRT
  3368. { "item_rate_common_boss", &battle_config.item_rate_common_boss }, // [Reddozen]
  3369. { "item_rate_equip", &battle_config.item_rate_equip },
  3370. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss }, // [Reddozen]
  3371. { "item_rate_card", &battle_config.item_rate_card }, // End Addition
  3372. { "item_rate_card_boss", &battle_config.item_rate_card_boss }, // [Reddozen]
  3373. { "item_rate_heal", &battle_config.item_rate_heal }, // Added by Valaris
  3374. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss }, // [Reddozen]
  3375. { "item_rate_use", &battle_config.item_rate_use }, // End
  3376. { "item_rate_use_boss", &battle_config.item_rate_use_boss }, // [Reddozen]
  3377. { "item_rate_adddrop", &battle_config.item_rate_adddrop }, // End
  3378. { "item_rate_treasure", &battle_config.item_rate_treasure }, // End
  3379. { "day_duration", &battle_config.day_duration }, // added by [Yor]
  3380. { "night_duration", &battle_config.night_duration }, // added by [Yor]
  3381. { "max_heal", &battle_config.max_heal },
  3382. { "mob_remove_delay", &battle_config.mob_remove_delay },
  3383. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration },
  3384. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate }, //[orn]
  3385. };
  3386. int battle_set_value(const char* w1, const char* w2)
  3387. {
  3388. int i;
  3389. for(i = 0; i < sizeof(battle_data_short) / (sizeof(battle_data_short[0])); i++)
  3390. if (strcmpi(w1, battle_data_short[i].str) == 0) {
  3391. *battle_data_short[i].val = config_switch(w2);
  3392. return 1;
  3393. }
  3394. for(i = 0; i < sizeof(battle_data_int) / (sizeof(battle_data_int[0])); i++)
  3395. if (strcmpi(w1, battle_data_int[i].str) == 0) {
  3396. *battle_data_int[i].val = config_switch(w2);
  3397. return 1;
  3398. }
  3399. return 0;
  3400. }
  3401. int battle_get_value(const char* w1)
  3402. {
  3403. int i;
  3404. for(i = 0; i < sizeof(battle_data_short) / (sizeof(battle_data_short[0])); i++)
  3405. if (strcmpi(w1, battle_data_short[i].str) == 0) {
  3406. return *battle_data_short[i].val;
  3407. }
  3408. for(i = 0; i < sizeof(battle_data_int) / (sizeof(battle_data_int[0])); i++)
  3409. if (strcmpi(w1, battle_data_int[i].str) == 0) {
  3410. return *battle_data_int[i].val;
  3411. }
  3412. return 0;
  3413. }
  3414. void battle_set_defaults()
  3415. {
  3416. battle_config.warp_point_debug=0;
  3417. battle_config.enable_critical=BL_PC;
  3418. battle_config.mob_critical_rate=100;
  3419. battle_config.critical_rate=100;
  3420. battle_config.enable_baseatk = BL_PC|BL_HOM;
  3421. battle_config.enable_perfect_flee = BL_PC|BL_PET;
  3422. battle_config.cast_rate=100;
  3423. battle_config.delay_rate=100;
  3424. battle_config.delay_dependon_dex=0;
  3425. battle_config.delay_dependon_agi=0;
  3426. battle_config.sdelay_attack_enable=0;
  3427. battle_config.left_cardfix_to_right=0;
  3428. battle_config.skill_add_range=0;
  3429. battle_config.skill_out_range_consume=1;
  3430. battle_config.skillrange_by_distance=~BL_PC;
  3431. battle_config.use_weapon_skill_range=~BL_PC;
  3432. battle_config.pc_damage_delay_rate=100;
  3433. battle_config.defnotenemy=0;
  3434. battle_config.vs_traps_bctall=BL_PC;
  3435. battle_config.traps_setting=0;
  3436. battle_config.summon_flora=3;
  3437. battle_config.clear_unit_ondeath=BL_ALL;
  3438. battle_config.clear_unit_onwarp=BL_ALL;
  3439. battle_config.random_monster_checklv=1;
  3440. battle_config.attr_recover=1;
  3441. battle_config.flooritem_lifetime=LIFETIME_FLOORITEM*1000;
  3442. battle_config.item_auto_get=0;
  3443. battle_config.item_first_get_time=3000;
  3444. battle_config.item_second_get_time=1000;
  3445. battle_config.item_third_get_time=1000;
  3446. battle_config.mvp_item_first_get_time=10000;
  3447. battle_config.mvp_item_second_get_time=10000;
  3448. battle_config.mvp_item_third_get_time=2000;
  3449. battle_config.drop_rate0item=0;
  3450. battle_config.base_exp_rate=100;
  3451. battle_config.job_exp_rate=100;
  3452. battle_config.pvp_exp=1;
  3453. battle_config.gtb_sc_immunity=50;
  3454. battle_config.death_penalty_type=0;
  3455. battle_config.death_penalty_base=0;
  3456. battle_config.death_penalty_job=0;
  3457. battle_config.zeny_penalty=0;
  3458. battle_config.restart_hp_rate=0;
  3459. battle_config.restart_sp_rate=0;
  3460. battle_config.mvp_exp_rate=100;
  3461. battle_config.mvp_hp_rate=100;
  3462. battle_config.monster_hp_rate=100;
  3463. battle_config.monster_max_aspd=199;
  3464. battle_config.view_range_rate=100;
  3465. battle_config.chase_range_rate=100;
  3466. battle_config.atc_gmonly=0;
  3467. battle_config.atc_spawn_quantity_limit=0;
  3468. battle_config.atc_slave_clone_limit=0;
  3469. battle_config.partial_name_scan=0;
  3470. battle_config.gm_allskill=0;
  3471. battle_config.gm_allequip=0;
  3472. battle_config.gm_skilluncond=0;
  3473. battle_config.gm_join_chat=0;
  3474. battle_config.gm_kick_chat=0;
  3475. battle_config.guild_max_castles=0;
  3476. battle_config.emergency_call=15;
  3477. battle_config.guild_aura=31;
  3478. battle_config.skillfree = 0;
  3479. battle_config.skillup_limit = 0;
  3480. battle_config.wp_rate=100;
  3481. battle_config.pp_rate=100;
  3482. battle_config.monster_active_enable=1;
  3483. battle_config.monster_damage_delay_rate=100;
  3484. battle_config.monster_loot_type=0;
  3485. battle_config.mob_skill_rate=100;
  3486. battle_config.mob_skill_delay=100;
  3487. battle_config.mob_count_rate=100;
  3488. battle_config.mob_spawn_delay=100;
  3489. battle_config.no_spawn_on_player=0;
  3490. battle_config.force_random_spawn=0;
  3491. battle_config.plant_spawn_delay=100;
  3492. battle_config.boss_spawn_delay=100;
  3493. battle_config.slaves_inherit_mode=2;
  3494. battle_config.slaves_inherit_speed=3;
  3495. battle_config.summons_trigger_autospells=1;
  3496. battle_config.pc_walk_delay_rate=20;
  3497. battle_config.walk_delay_rate=100;
  3498. battle_config.multihit_delay=80;
  3499. battle_config.quest_skill_learn=0;
  3500. battle_config.quest_skill_reset=1;
  3501. battle_config.basic_skill_check=1;
  3502. battle_config.guild_emperium_check=1;
  3503. battle_config.guild_exp_limit=50;
  3504. battle_config.pc_invincible_time = 5000;
  3505. battle_config.pet_catch_rate=100;
  3506. battle_config.pet_rename=0;
  3507. battle_config.pet_friendly_rate=100;
  3508. battle_config.pet_hungry_delay_rate=100;
  3509. battle_config.pet_hungry_friendly_decrease=5;
  3510. battle_config.pet_status_support=0;
  3511. battle_config.pet_attack_support=0;
  3512. battle_config.pet_damage_support=0;
  3513. battle_config.pet_support_min_friendly=900;
  3514. battle_config.pet_support_rate=100;
  3515. battle_config.pet_attack_exp_to_master=0;
  3516. battle_config.pet_attack_exp_rate=100;
  3517. battle_config.pet_lv_rate=0; //Skotlex
  3518. battle_config.pet_max_stats=99; //Skotlex
  3519. battle_config.pet_max_atk1=750; //Skotlex
  3520. battle_config.pet_max_atk2=1000; //Skotlex
  3521. battle_config.pet_no_gvg=0; //Skotlex
  3522. battle_config.skill_min_damage=6; //Ishizu claims that magic and misc attacks always do at least div_ damage. [Skotlex]
  3523. battle_config.finger_offensive_type=0;
  3524. battle_config.heal_exp=0;
  3525. battle_config.max_heal=9999;
  3526. battle_config.max_heal_lv=11;
  3527. battle_config.resurrection_exp=0;
  3528. battle_config.shop_exp=0;
  3529. battle_config.combo_delay_rate=100;
  3530. battle_config.item_check=1;
  3531. battle_config.item_use_interval=100; //Use some very low value that won't bother players, but should cap bots.
  3532. battle_config.wedding_modifydisplay=0;
  3533. battle_config.wedding_ignorepalette=0;
  3534. battle_config.xmas_ignorepalette=0; // [Valaris]
  3535. battle_config.natural_healhp_interval=6000;
  3536. battle_config.natural_healsp_interval=8000;
  3537. battle_config.natural_heal_skill_interval=10000;
  3538. battle_config.natural_heal_weight_rate=50;
  3539. battle_config.arrow_decrement=1;
  3540. battle_config.max_aspd = 199;
  3541. battle_config.max_walk_speed = 300;
  3542. battle_config.max_hp = 32500;
  3543. battle_config.max_sp = 32500;
  3544. battle_config.max_lv = 99; // [MouseJstr]
  3545. battle_config.aura_lv = 99; // [Skotlex]
  3546. battle_config.max_parameter = 99;
  3547. battle_config.max_baby_parameter = 80;
  3548. battle_config.max_cart_weight = 8000;
  3549. battle_config.max_def = 99; // [Skotlex]
  3550. battle_config.over_def_bonus = 0; // [Skotlex]
  3551. battle_config.skill_log = 0;
  3552. battle_config.battle_log = 0;
  3553. battle_config.save_log = 0;
  3554. battle_config.error_log = 1;
  3555. battle_config.etc_log = 1;
  3556. battle_config.save_clothcolor = 0;
  3557. battle_config.undead_detect_type = 0;
  3558. battle_config.auto_counter_type = BL_ALL;
  3559. battle_config.min_hitrate = 5;
  3560. battle_config.max_hitrate = 100;
  3561. battle_config.agi_penalty_target = BL_PC;
  3562. battle_config.agi_penalty_type = 1;
  3563. battle_config.agi_penalty_count = 3;
  3564. battle_config.agi_penalty_num = 10;
  3565. battle_config.agi_penalty_count_lv = ATK_FLEE;
  3566. battle_config.vit_penalty_target = BL_PC;
  3567. battle_config.vit_penalty_type = 1;
  3568. battle_config.vit_penalty_count = 3;
  3569. battle_config.vit_penalty_num = 5;
  3570. battle_config.vit_penalty_count_lv = ATK_DEF;
  3571. battle_config.weapon_defense_type = 0;
  3572. battle_config.magic_defense_type = 0;
  3573. battle_config.skill_reiteration = 0;
  3574. battle_config.skill_nofootset = BL_PC;
  3575. battle_config.pc_cloak_check_type = 1;
  3576. battle_config.monster_cloak_check_type = 0;
  3577. battle_config.estimation_type = 3;
  3578. battle_config.gvg_short_damage_rate = 80;
  3579. battle_config.gvg_long_damage_rate = 80;
  3580. battle_config.gvg_weapon_damage_rate = 60;
  3581. battle_config.gvg_magic_damage_rate = 60;
  3582. battle_config.gvg_misc_damage_rate = 60;
  3583. battle_config.gvg_flee_penalty = 20;
  3584. battle_config.gvg_eliminate_time = 7000;
  3585. battle_config.pk_short_damage_rate = 80;
  3586. battle_config.pk_long_damage_rate = 70;
  3587. battle_config.pk_weapon_damage_rate = 60;
  3588. battle_config.pk_magic_damage_rate = 60;
  3589. battle_config.pk_misc_damage_rate = 60;
  3590. battle_config.mob_changetarget_byskill = 0;
  3591. battle_config.attack_direction_change = BL_ALL;
  3592. battle_config.land_skill_limit = BL_ALL;
  3593. battle_config.party_skill_penalty = 1;
  3594. battle_config.monster_class_change_full_recover = 1;
  3595. battle_config.produce_item_name_input = 0x3;
  3596. battle_config.display_skill_fail = 0;
  3597. battle_config.chat_warpportal = 0;
  3598. battle_config.mob_warp = 0;
  3599. battle_config.dead_branch_active = 0;
  3600. battle_config.vending_max_value = 10000000;
  3601. battle_config.vending_tax = 0;
  3602. battle_config.show_steal_in_same_party = 0;
  3603. battle_config.party_update_interval = 1000;
  3604. battle_config.party_share_type = 0;
  3605. battle_config.party_hp_mode = 0;
  3606. battle_config.party_show_share_picker = 0;
  3607. battle_config.attack_attr_none = ~BL_PC;
  3608. battle_config.gx_allhit = 1;
  3609. battle_config.gx_disptype = 1;
  3610. battle_config.devotion_level_difference = 10;
  3611. battle_config.player_skill_partner_check = 1;
  3612. battle_config.hide_GM_session = 0;
  3613. battle_config.invite_request_check = 1;
  3614. battle_config.skill_removetrap_type = 0;
  3615. battle_config.disp_experience = 0;
  3616. battle_config.disp_zeny = 0;
  3617. battle_config.castle_defense_rate = 100;
  3618. battle_config.hp_rate = 100;
  3619. battle_config.sp_rate = 100;
  3620. battle_config.gm_cant_drop_min_lv = 1;
  3621. battle_config.gm_cant_drop_max_lv = 0;
  3622. battle_config.disp_hpmeter = 60;
  3623. battle_config.skill_wall_check = 1;
  3624. battle_config.cell_stack_limit = 1;
  3625. battle_config.bone_drop = 0;
  3626. battle_config.buyer_name = 1;
  3627. // eAthena additions
  3628. battle_config.item_rate_mvp=100;
  3629. battle_config.item_rate_common = 100;
  3630. battle_config.item_rate_common_boss = 100; // [Reddozen]
  3631. battle_config.item_rate_equip = 100;
  3632. battle_config.item_rate_equip_boss = 100; // [Reddozen]
  3633. battle_config.item_rate_card = 100;
  3634. battle_config.item_rate_card_boss = 100; // [Reddozen]
  3635. battle_config.item_rate_heal = 100; // Added by Valaris
  3636. battle_config.item_rate_heal_boss = 100; // [Reddozen]
  3637. battle_config.item_rate_use = 100; // End
  3638. battle_config.item_rate_use_boss = 100; // [Reddozen]
  3639. battle_config.item_rate_adddrop = 100;
  3640. battle_config.item_rate_treasure = 100;
  3641. battle_config.logarithmic_drops = 0;
  3642. battle_config.item_drop_common_min=1; // Added by TyrNemesis^
  3643. battle_config.item_drop_common_max=10000;
  3644. battle_config.item_drop_equip_min=1;
  3645. battle_config.item_drop_equip_max=10000;
  3646. battle_config.item_drop_card_min=1;
  3647. battle_config.item_drop_card_max=10000;
  3648. battle_config.item_drop_mvp_min=1;
  3649. battle_config.item_drop_mvp_max=10000; // End Addition
  3650. battle_config.item_drop_heal_min=1; // Added by Valaris
  3651. battle_config.item_drop_heal_max=10000;
  3652. battle_config.item_drop_use_min=1;
  3653. battle_config.item_drop_use_max=10000; // End
  3654. battle_config.item_drop_adddrop_min=1;
  3655. battle_config.item_drop_adddrop_max=10000;
  3656. battle_config.item_drop_treasure_min=1;
  3657. battle_config.item_drop_treasure_max=10000;
  3658. battle_config.prevent_logout = 10000; // Added by RoVeRT
  3659. battle_config.drops_by_luk = 0; // [Valaris]
  3660. battle_config.drops_by_luk2 = 0;
  3661. battle_config.equip_natural_break_rate = 1;
  3662. battle_config.equip_self_break_rate = 100; // [Valaris], adapted by [Skotlex]
  3663. battle_config.equip_skill_break_rate = 100; // [Valaris], adapted by [Skotlex]
  3664. battle_config.pk_mode = 0; // [Valaris]
  3665. battle_config.pk_level_range = 0; // [Skotlex]
  3666. battle_config.manner_system = 0xFFF; // [Valaris]
  3667. battle_config.pet_equip_required = 0; // [Valaris]
  3668. battle_config.multi_level_up = 0; // [Valaris]
  3669. battle_config.max_exp_gain_rate = 0; // [Skotlex]
  3670. battle_config.backstab_bow_penalty = 0; // Akaru
  3671. battle_config.night_at_start = 0; // added by [Yor]
  3672. battle_config.day_duration = 2*60*60*1000; // added by [Yor] (2 hours)
  3673. battle_config.night_duration = 30*60*1000; // added by [Yor] (30 minutes)
  3674. battle_config.show_mob_info = 0;
  3675. battle_config.hack_info_GM_level = 60; // added by [Yor] (default: 60, GM level)
  3676. battle_config.any_warp_GM_min_level = 20; // added by [Yor]
  3677. battle_config.packet_ver_flag = 1023; // added by [Yor]
  3678. battle_config.min_hair_style = 0;
  3679. battle_config.max_hair_style = 23;
  3680. battle_config.min_hair_color = 0;
  3681. battle_config.max_hair_color = 9;
  3682. battle_config.min_cloth_color = 0;
  3683. battle_config.max_cloth_color = 4;
  3684. battle_config.pet_hair_style = 100;
  3685. battle_config.zeny_from_mobs = 0;
  3686. battle_config.mobs_level_up = 0; // [Valaris]
  3687. battle_config.mobs_level_up_exp_rate = 1; // [Valaris]
  3688. battle_config.pk_min_level = 55;
  3689. battle_config.skill_steal_type = 1;
  3690. battle_config.skill_steal_rate = 100;
  3691. battle_config.skill_steal_max_tries = 0; //Default: unlimited tries.
  3692. battle_config.motd_type = 0;
  3693. battle_config.finding_ore_rate = 100;
  3694. battle_config.castrate_dex_scale = 150;
  3695. battle_config.area_size = 14;
  3696. battle_config.exp_calc_type = 1;
  3697. battle_config.exp_bonus_attacker = 25;
  3698. battle_config.exp_bonus_max_attacker = 12;
  3699. battle_config.min_skill_delay_limit = 100;
  3700. battle_config.default_skill_delay = 300; //Default skill delay according to official servers.
  3701. battle_config.no_skill_delay = BL_MOB;
  3702. battle_config.attack_walk_delay = 0;
  3703. battle_config.require_glory_guild = 0;
  3704. battle_config.idle_no_share = 0;
  3705. battle_config.party_even_share_bonus = 0;
  3706. battle_config.delay_battle_damage = 1;
  3707. battle_config.hide_woe_damage = 0;
  3708. battle_config.display_version = 1;
  3709. battle_config.who_display_aid = 0;
  3710. battle_config.display_hallucination = 1;
  3711. battle_config.ignore_items_gender = 1;
  3712. battle_config.copyskill_restrict = 2;
  3713. battle_config.berserk_cancels_buffs = 1;
  3714. battle_config.debuff_on_logout = 1;
  3715. battle_config.use_statpoint_table = 1;
  3716. battle_config.mob_ai = 0;
  3717. battle_config.hom_setting = 0xFFFF;
  3718. battle_config.dynamic_mobs = 1; // use Dynamic Mobs [Wizputer]
  3719. battle_config.mob_remove_damaged = 1; // Dynamic Mobs - Remove mobs even if damaged [Wizputer]
  3720. battle_config.mob_remove_delay = 60000;
  3721. battle_config.show_hp_sp_drain = 0; //Display drained hp/sp from attacks
  3722. battle_config.show_hp_sp_gain = 1; //Display gained hp/sp from mob-kills
  3723. battle_config.mob_npc_event_type = 1; //Execute npc-event on player that delivered final blow.
  3724. battle_config.mob_clear_delay = 0;
  3725. battle_config.character_size = 3; //3: Peco riders Size=2, Baby Class Riders Size=1 [Lupus]
  3726. battle_config.mob_max_skilllvl = MAX_SKILL_LEVEL; //max possible level of monsters skills [Lupus]
  3727. battle_config.retaliate_to_master = 1; //Make mobs retaliate against the master rather than the mob that attacked them. [Skotlex]
  3728. battle_config.rare_drop_announce = 1; //show global announces for rare items drops (<= 0.01% chance) [Lupus]
  3729. battle_config.firewall_hits_on_undead = 1;
  3730. battle_config.title_lvl1 = 1; //Players Titles for @who, etc commands [Lupus]
  3731. battle_config.title_lvl2 = 10;
  3732. battle_config.title_lvl3 = 20;
  3733. battle_config.title_lvl4 = 40;
  3734. battle_config.title_lvl5 = 50;
  3735. battle_config.title_lvl6 = 60;
  3736. battle_config.title_lvl7 = 80;
  3737. battle_config.title_lvl8 = 99;
  3738. battle_config.duel_allow_pvp = 0;
  3739. battle_config.duel_allow_gvg = 0;
  3740. battle_config.duel_allow_teleport = 0;
  3741. battle_config.duel_autoleave_when_die = 1;
  3742. battle_config.duel_time_interval = 60;
  3743. battle_config.duel_only_on_same_map = 0;
  3744. battle_config.skip_teleport_lv1_menu = 0;
  3745. battle_config.allow_skill_without_day = 0;
  3746. battle_config.allow_es_magic_pc = 0;
  3747. battle_config.skill_caster_check = 1;
  3748. battle_config.sc_castcancel = BL_NUL;
  3749. battle_config.pc_sc_def_rate = 100;
  3750. battle_config.mob_sc_def_rate = 100;
  3751. battle_config.pc_luk_sc_def = 300;
  3752. battle_config.mob_luk_sc_def = 300;
  3753. battle_config.pc_max_sc_def = 100;
  3754. battle_config.mob_max_sc_def = 100;
  3755. battle_config.sg_miracle_skill_ratio=1;
  3756. battle_config.sg_angel_skill_ratio=1;
  3757. battle_config.sg_miracle_skill_duration=3600000;
  3758. battle_config.autospell_stacking = 0;
  3759. battle_config.override_mob_names = 0;
  3760. battle_config.min_chat_delay = 0;
  3761. battle_config.friend_auto_add = 1;
  3762. battle_config.hvan_explosion_intimate = 45000; //[orn]
  3763. battle_config.hom_rename=0;
  3764. battle_config.homunculus_show_growth = 0; //[orn]
  3765. battle_config.homunculus_friendly_rate = 100;
  3766. }
  3767. void battle_validate_conf() {
  3768. if(battle_config.flooritem_lifetime < 1000)
  3769. battle_config.flooritem_lifetime = LIFETIME_FLOORITEM*1000;
  3770. /* if(battle_config.restart_hp_rate < 0)
  3771. battle_config.restart_hp_rate = 0;
  3772. else*/ if(battle_config.restart_hp_rate > 100)
  3773. battle_config.restart_hp_rate = 100;
  3774. /* if(battle_config.restart_sp_rate < 0)
  3775. battle_config.restart_sp_rate = 0;
  3776. else*/ if(battle_config.restart_sp_rate > 100)
  3777. battle_config.restart_sp_rate = 100;
  3778. if(battle_config.natural_healhp_interval < NATURAL_HEAL_INTERVAL)
  3779. battle_config.natural_healhp_interval=NATURAL_HEAL_INTERVAL;
  3780. if(battle_config.natural_healsp_interval < NATURAL_HEAL_INTERVAL)
  3781. battle_config.natural_healsp_interval=NATURAL_HEAL_INTERVAL;
  3782. if(battle_config.natural_heal_skill_interval < NATURAL_HEAL_INTERVAL)
  3783. battle_config.natural_heal_skill_interval=NATURAL_HEAL_INTERVAL;
  3784. if(battle_config.natural_heal_weight_rate < 50)
  3785. battle_config.natural_heal_weight_rate = 50;
  3786. if(battle_config.natural_heal_weight_rate > 101)
  3787. battle_config.natural_heal_weight_rate = 101;
  3788. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
  3789. if(battle_config.monster_max_aspd < 10)
  3790. battle_config.monster_max_aspd = 10;
  3791. if(battle_config.monster_max_aspd > 1000)
  3792. battle_config.monster_max_aspd = 1000;
  3793. battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
  3794. if(battle_config.max_aspd < 10)
  3795. battle_config.max_aspd = 10;
  3796. if(battle_config.max_aspd > 1000)
  3797. battle_config.max_aspd = 1000;
  3798. if (battle_config.max_walk_speed < 100)
  3799. battle_config.max_walk_speed = 100;
  3800. battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
  3801. if (battle_config.max_walk_speed < 1)
  3802. battle_config.max_walk_speed = 1;
  3803. if(battle_config.hp_rate < 1)
  3804. battle_config.hp_rate = 1;
  3805. if(battle_config.sp_rate < 1)
  3806. battle_config.sp_rate = 1;
  3807. if(battle_config.max_hp > 1000000000)
  3808. battle_config.max_hp = 1000000000;
  3809. if(battle_config.max_hp < 100)
  3810. battle_config.max_hp = 100;
  3811. if(battle_config.max_sp > 1000000000)
  3812. battle_config.max_sp = 1000000000;
  3813. if(battle_config.max_sp < 100)
  3814. battle_config.max_sp = 100;
  3815. if(battle_config.max_parameter < 10)
  3816. battle_config.max_parameter = 10;
  3817. if(battle_config.max_parameter > 10000)
  3818. battle_config.max_parameter = 10000;
  3819. if(battle_config.max_baby_parameter < 10)
  3820. battle_config.max_baby_parameter = 10;
  3821. if(battle_config.max_baby_parameter > 10000)
  3822. battle_config.max_baby_parameter = 10000;
  3823. if(battle_config.max_cart_weight > 1000000)
  3824. battle_config.max_cart_weight = 1000000;
  3825. if(battle_config.max_cart_weight < 100)
  3826. battle_config.max_cart_weight = 100;
  3827. battle_config.max_cart_weight *= 10;
  3828. if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  3829. battle_config.max_def = 100;
  3830. if(battle_config.over_def_bonus > 1000)
  3831. battle_config.over_def_bonus = 1000;
  3832. if(battle_config.min_hitrate > battle_config.max_hitrate)
  3833. battle_config.min_hitrate = battle_config.max_hitrate;
  3834. if(battle_config.agi_penalty_count < 2)
  3835. battle_config.agi_penalty_count = 2;
  3836. if(battle_config.vit_penalty_count < 2)
  3837. battle_config.vit_penalty_count = 2;
  3838. if(battle_config.party_update_interval < 100)
  3839. battle_config.party_update_interval = 100;
  3840. if(battle_config.guild_exp_limit > 99)
  3841. battle_config.guild_exp_limit = 99;
  3842. /* if(battle_config.guild_exp_limit < 0)
  3843. battle_config.guild_exp_limit = 0;*/
  3844. if(battle_config.pet_support_min_friendly > 950) //Capped to 950/1000 [Skotlex]
  3845. battle_config.pet_support_min_friendly = 950;
  3846. if(battle_config.pet_hungry_delay_rate < 10)
  3847. battle_config.pet_hungry_delay_rate=10;
  3848. if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  3849. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  3850. // if(battle_config.castle_defense_rate < 0)
  3851. // battle_config.castle_defense_rate = 0;
  3852. if(battle_config.castle_defense_rate > 100)
  3853. battle_config.castle_defense_rate = 100;
  3854. if(battle_config.item_drop_common_min < 1) // Added by TyrNemesis^
  3855. battle_config.item_drop_common_min = 1;
  3856. if(battle_config.item_drop_common_max > 10000)
  3857. battle_config.item_drop_common_max = 10000;
  3858. if(battle_config.item_drop_equip_min < 1)
  3859. battle_config.item_drop_equip_min = 1;
  3860. if(battle_config.item_drop_equip_max > 10000)
  3861. battle_config.item_drop_equip_max = 10000;
  3862. if(battle_config.item_drop_card_min < 1)
  3863. battle_config.item_drop_card_min = 1;
  3864. if(battle_config.item_drop_card_max > 10000)
  3865. battle_config.item_drop_card_max = 10000;
  3866. if(battle_config.item_drop_mvp_min < 1)
  3867. battle_config.item_drop_mvp_min = 1;
  3868. if(battle_config.item_drop_mvp_max > 10000)
  3869. battle_config.item_drop_mvp_max = 10000; // End Addition
  3870. if(battle_config.item_drop_heal_min < 1)
  3871. battle_config.item_drop_heal_min = 1;
  3872. if(battle_config.item_drop_heal_max > 10000)
  3873. battle_config.item_drop_heal_max = 10000;
  3874. if(battle_config.item_drop_use_min < 1)
  3875. battle_config.item_drop_use_min = 1;
  3876. if(battle_config.item_drop_use_max > 10000)
  3877. battle_config.item_drop_use_max = 10000;
  3878. if(battle_config.item_drop_adddrop_min < 1)
  3879. battle_config.item_drop_adddrop_min = 1;
  3880. if(battle_config.item_drop_adddrop_max > 10000)
  3881. battle_config.item_drop_adddrop_max = 10000;
  3882. if(battle_config.item_drop_treasure_min < 1)
  3883. battle_config.item_drop_treasure_min = 1;
  3884. if(battle_config.item_drop_treasure_max > 10000)
  3885. battle_config.item_drop_treasure_max = 10000;
  3886. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  3887. battle_config.day_duration = 60000;
  3888. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  3889. battle_config.night_duration = 60000;
  3890. if (battle_config.hack_info_GM_level > 100)
  3891. battle_config.hack_info_GM_level = 100;
  3892. if (battle_config.any_warp_GM_min_level > 100)
  3893. battle_config.any_warp_GM_min_level = 100;
  3894. if (battle_config.vending_max_value > MAX_ZENY || battle_config.vending_max_value <= 0)
  3895. battle_config.vending_max_value = MAX_ZENY;
  3896. if (battle_config.vending_tax > 10000)
  3897. battle_config.vending_tax = 10000;
  3898. if (battle_config.min_skill_delay_limit < 10)
  3899. battle_config.min_skill_delay_limit = 10; // minimum delay of 10ms
  3900. if (battle_config.exp_bonus_max_attacker < 2)
  3901. battle_config.exp_bonus_max_attacker = 2;
  3902. if (battle_config.no_spawn_on_player > 100)
  3903. battle_config.no_spawn_on_player = 100;
  3904. if (battle_config.mob_remove_delay < 15000) //Min 15 sec
  3905. battle_config.mob_remove_delay = 15000;
  3906. if (battle_config.dynamic_mobs > 1)
  3907. battle_config.dynamic_mobs = 1; //The flag will be used in assignations
  3908. if (battle_config.mob_max_skilllvl> MAX_SKILL_LEVEL || battle_config.mob_max_skilllvl<1 )
  3909. battle_config.mob_max_skilllvl = MAX_SKILL_LEVEL;
  3910. if (battle_config.firewall_hits_on_undead < 1)
  3911. battle_config.firewall_hits_on_undead = 1;
  3912. else if (battle_config.firewall_hits_on_undead > 255) //The flag passed to battle_calc_damage is limited to 0xff
  3913. battle_config.firewall_hits_on_undead = 255;
  3914. if (battle_config.prevent_logout > 60000)
  3915. battle_config.prevent_logout = 60000;
  3916. if (battle_config.mobs_level_up_exp_rate < 1) // [Valaris]
  3917. battle_config.mobs_level_up_exp_rate = 1;
  3918. if (battle_config.pc_luk_sc_def < 1)
  3919. battle_config.pc_luk_sc_def = 1;
  3920. if (battle_config.mob_luk_sc_def < 1)
  3921. battle_config.mob_luk_sc_def = 1;
  3922. if (battle_config.sg_miracle_skill_ratio > 10000)
  3923. battle_config.sg_miracle_skill_ratio = 10000;
  3924. if (battle_config.skill_steal_max_tries >= UCHAR_MAX)
  3925. battle_config.skill_steal_max_tries = UCHAR_MAX;
  3926. #ifdef CELL_NOSTACK
  3927. if (battle_config.cell_stack_limit < 1)
  3928. battle_config.cell_stack_limit = 1;
  3929. else
  3930. if (battle_config.cell_stack_limit > 255)
  3931. battle_config.cell_stack_limit = 255;
  3932. #else
  3933. if (battle_config.cell_stack_limit != 1)
  3934. ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  3935. #endif
  3936. if(battle_config.hvan_explosion_intimate > 100000) //[orn]
  3937. battle_config.hvan_explosion_intimate = 100000;
  3938. }
  3939. /*==========================================
  3940. * ?Ý’èƒtƒ@ƒCƒ‹‚ð“Ç‚Ý?ž‚Þ
  3941. *------------------------------------------*/
  3942. int battle_config_read(const char *cfgName)
  3943. {
  3944. char line[1024], w1[1024], w2[1024];
  3945. FILE *fp;
  3946. static int count = 0;
  3947. if ((count++) == 0)
  3948. battle_set_defaults();
  3949. fp = fopen(cfgName,"r");
  3950. if (fp == NULL) {
  3951. ShowError("File not found: %s\n", cfgName);
  3952. return 1;
  3953. }
  3954. while(fgets(line, sizeof(line), fp))
  3955. {
  3956. if (line[0] == '/' && line[1] == '/')
  3957. continue;
  3958. if (sscanf(line, "%[^:]:%s", w1, w2) != 2)
  3959. continue;
  3960. if (strcmpi(w1, "import") == 0)
  3961. battle_config_read(w2);
  3962. else
  3963. battle_set_value(w1, w2);
  3964. }
  3965. fclose(fp);
  3966. if (--count == 0)
  3967. battle_validate_conf();
  3968. return 0;
  3969. }
  3970. void do_init_battle(void)
  3971. {
  3972. delay_damage_ers = ers_new(sizeof(struct delay_damage));
  3973. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  3974. }
  3975. void do_final_battle(void)
  3976. {
  3977. ers_destroy(delay_damage_ers);
  3978. }