battle.c 309 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/ers.h"
  9. #include "../common/random.h"
  10. #include "../common/socket.h"
  11. #include "../common/strlib.h"
  12. #include "../common/utils.h"
  13. #include "map.h"
  14. #include "path.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "homunculus.h"
  19. #include "mercenary.h"
  20. #include "elemental.h"
  21. #include "mob.h"
  22. #include "itemdb.h"
  23. #include "clif.h"
  24. #include "pet.h"
  25. #include "guild.h"
  26. #include "party.h"
  27. #include "battle.h"
  28. #include "battleground.h"
  29. #include "chrif.h"
  30. #include <stdio.h>
  31. #include <stdlib.h>
  32. #include <string.h>
  33. #include <math.h>
  34. int attr_fix_table[4][ELE_MAX][ELE_MAX];
  35. struct Battle_Config battle_config;
  36. static struct eri *delay_damage_ers; //For battle delay damage structures.
  37. #define DAMAGE_RATE(a) { damage = (int64)damage * (a) / 100; }
  38. #define DAMAGE_SUBRATE(a) { damage -= (int64)damage * (a) / 100; }
  39. #define DAMAGE_ADDRATE(a) { damage += (int64)damage * (a) / 100; }
  40. int battle_getcurrentskill(struct block_list *bl) { //Returns the current/last skill in use by this bl.
  41. struct unit_data *ud;
  42. if( bl->type == BL_SKILL ) {
  43. struct skill_unit * su = (struct skill_unit*)bl;
  44. return su->group?su->group->skill_id:0;
  45. }
  46. ud = unit_bl2ud(bl);
  47. return ud?ud->skill_id:0;
  48. }
  49. /*==========================================
  50. * Get random targetting enemy
  51. *------------------------------------------*/
  52. static int battle_gettargeted_sub(struct block_list *bl, va_list ap) {
  53. struct block_list **bl_list;
  54. struct unit_data *ud;
  55. int target_id;
  56. int *c;
  57. bl_list = va_arg(ap, struct block_list **);
  58. c = va_arg(ap, int *);
  59. target_id = va_arg(ap, int);
  60. if (bl->id == target_id)
  61. return 0;
  62. if (*c >= 24)
  63. return 0;
  64. if ( !(ud = unit_bl2ud(bl)) )
  65. return 0;
  66. if (ud->target == target_id || ud->skilltarget == target_id) {
  67. bl_list[(*c)++] = bl;
  68. return 1;
  69. }
  70. return 0;
  71. }
  72. struct block_list* battle_gettargeted(struct block_list *target) {
  73. struct block_list *bl_list[24];
  74. int c = 0;
  75. nullpo_retr(NULL, target);
  76. memset(bl_list, 0, sizeof(bl_list));
  77. map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  78. if ( c == 0 )
  79. return NULL;
  80. if( c > 24 )
  81. c = 24;
  82. return bl_list[rnd()%c];
  83. }
  84. //Returns the id of the current targetted character of the passed bl. [Skotlex]
  85. int battle_gettarget(struct block_list* bl) {
  86. switch (bl->type) {
  87. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  88. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  89. case BL_PET: return ((struct pet_data*)bl)->target_id;
  90. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  91. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  92. case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
  93. }
  94. return 0;
  95. }
  96. static int battle_getenemy_sub(struct block_list *bl, va_list ap) {
  97. struct block_list **bl_list;
  98. struct block_list *target;
  99. int *c;
  100. bl_list = va_arg(ap, struct block_list **);
  101. c = va_arg(ap, int *);
  102. target = va_arg(ap, struct block_list *);
  103. if (bl->id == target->id)
  104. return 0;
  105. if (*c >= 24)
  106. return 0;
  107. if (status_isdead(bl))
  108. return 0;
  109. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  110. bl_list[(*c)++] = bl;
  111. return 1;
  112. }
  113. return 0;
  114. }
  115. // Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex]
  116. struct block_list* battle_getenemy(struct block_list *target, int type, int range) {
  117. struct block_list *bl_list[24];
  118. int c = 0;
  119. memset(bl_list, 0, sizeof(bl_list));
  120. map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  121. if ( c == 0 )
  122. return NULL;
  123. if( c > 24 )
  124. c = 24;
  125. return bl_list[rnd()%c];
  126. }
  127. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap) {
  128. struct block_list **bl_list, *src;
  129. int *c, ignore_id;
  130. bl_list = va_arg(ap, struct block_list **);
  131. c = va_arg(ap, int *);
  132. src = va_arg(ap, struct block_list *);
  133. ignore_id = va_arg(ap, int);
  134. if( bl->id == src->id || bl->id == ignore_id )
  135. return 0; // Ignores Caster and a possible pre-target
  136. if( *c >= 23 )
  137. return 0;
  138. if( status_isdead(bl) )
  139. return 0;
  140. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  141. bl_list[(*c)++] = bl;
  142. return 1;
  143. }
  144. return 0;
  145. }
  146. // Pick a random enemy
  147. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id) {
  148. struct block_list *bl_list[24];
  149. int c = 0;
  150. memset(bl_list, 0, sizeof(bl_list));
  151. map_foreachinarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  152. if( c == 0 )
  153. return NULL;
  154. if( c >= 24 )
  155. c = 23;
  156. return bl_list[rnd()%c];
  157. }
  158. // Damage delayed info
  159. struct delay_damage {
  160. int src_id;
  161. int target_id;
  162. int64 damage;
  163. int delay;
  164. unsigned short distance;
  165. uint16 skill_lv;
  166. uint16 skill_id;
  167. enum damage_lv dmg_lv;
  168. unsigned short attack_type;
  169. bool additional_effects;
  170. enum bl_type src_type;
  171. };
  172. int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) {
  173. struct delay_damage *dat = (struct delay_damage *)data;
  174. if ( dat ) {
  175. struct block_list* src = NULL;
  176. struct block_list* target = map_id2bl(dat->target_id);
  177. if( !target || status_isdead(target) ) { /* Nothing we can do */
  178. if( dat->src_type == BL_PC && (src = map_id2bl(dat->src_id)) &&
  179. --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
  180. ((TBL_PC*)src)->state.hold_recalc = 0;
  181. status_calc_pc(((TBL_PC*)src), SCO_FORCE);
  182. }
  183. ers_free(delay_damage_ers, dat);
  184. return 0;
  185. }
  186. src = map_id2bl(dat->src_id);
  187. if( src && target->m == src->m &&
  188. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  189. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  190. {
  191. map_freeblock_lock();
  192. status_fix_damage(src, target, dat->damage, dat->delay);
  193. if( dat->attack_type && !status_isdead(target) && dat->additional_effects )
  194. skill_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
  195. if( dat->dmg_lv > ATK_BLOCK && dat->attack_type )
  196. skill_counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  197. map_freeblock_unlock();
  198. } else if( !src && dat->skill_id == CR_REFLECTSHIELD ) {
  199. /**
  200. * it was monster reflected damage, and the monster died, we pass the damage to the character as expected
  201. **/
  202. map_freeblock_lock();
  203. status_fix_damage(target, target, dat->damage, dat->delay);
  204. map_freeblock_unlock();
  205. }
  206. if( src && src->type == BL_PC && --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
  207. ((TBL_PC*)src)->state.hold_recalc = 0;
  208. status_calc_pc(((TBL_PC*)src), SCO_FORCE);
  209. }
  210. }
  211. ers_free(delay_damage_ers, dat);
  212. return 0;
  213. }
  214. int battle_delay_damage(unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, int ddelay, bool additional_effects)
  215. {
  216. struct delay_damage *dat;
  217. struct status_change *sc;
  218. nullpo_ret(src);
  219. nullpo_ret(target);
  220. sc = status_get_sc(target);
  221. if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
  222. damage = 0;
  223. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  224. map_freeblock_lock();
  225. status_fix_damage(src, target, damage, ddelay); // We have to separate here between reflect damage and others [icescope]
  226. if( attack_type && !status_isdead(target) && additional_effects )
  227. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
  228. if( dmg_lv > ATK_BLOCK && attack_type )
  229. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  230. map_freeblock_unlock();
  231. return 0;
  232. }
  233. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  234. dat->src_id = src->id;
  235. dat->target_id = target->id;
  236. dat->skill_id = skill_id;
  237. dat->skill_lv = skill_lv;
  238. dat->attack_type = attack_type;
  239. dat->damage = damage;
  240. dat->dmg_lv = dmg_lv;
  241. dat->delay = ddelay;
  242. dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
  243. dat->additional_effects = additional_effects;
  244. dat->src_type = src->type;
  245. if (src->type != BL_PC && amotion > 1000)
  246. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  247. if( src->type == BL_PC )
  248. ((TBL_PC*)src)->delayed_damage++;
  249. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  250. return 0;
  251. }
  252. /**
  253. * Get attribute ratio
  254. * @param atk_elem Attack element enum e_element
  255. * @param def_type Defense element enum e_element
  256. * @param def_lv Element level 1 ~ MAX_ELE_LEVEL
  257. */
  258. int battle_attr_ratio(int atk_elem,int def_type, int def_lv) {
  259. if (!CHK_ELEMENT(atk_elem) || !CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv))
  260. return 100;
  261. return attr_fix_table[def_lv-1][atk_elem][def_type];
  262. }
  263. /*==========================================
  264. * Does attribute fix modifiers.
  265. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  266. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  267. *------------------------------------------*/
  268. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
  269. {
  270. struct status_change *sc=NULL, *tsc=NULL;
  271. int ratio;
  272. if (src) sc = status_get_sc(src);
  273. if (target) tsc = status_get_sc(target);
  274. if (!CHK_ELEMENT(atk_elem))
  275. atk_elem = rnd()%ELE_ALL;
  276. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  277. ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  278. return damage;
  279. }
  280. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  281. if (sc && sc->count) { //increase dmg by src status
  282. switch(atk_elem){
  283. case ELE_FIRE:
  284. if(sc->data[SC_VOLCANO]) ratio += enchant_eff[sc->data[SC_VOLCANO]->val1-1];
  285. break;
  286. case ELE_WIND:
  287. if(sc->data[SC_VIOLENTGALE]) ratio += enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1];
  288. break;
  289. case ELE_WATER:
  290. if(sc->data[SC_DELUGE]) ratio += enchant_eff[sc->data[SC_DELUGE]->val1-1];
  291. break;
  292. case ELE_GHOST:
  293. if(sc->data[SC_TELEKINESIS_INTENSE]) ratio += (sc->data[SC_TELEKINESIS_INTENSE]->val3);
  294. break;
  295. }
  296. }
  297. if( target && target->type == BL_SKILL ) {
  298. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  299. struct skill_unit *su = (struct skill_unit*)target;
  300. struct skill_unit_group *sg;
  301. struct block_list *src2;
  302. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  303. (src2 = map_id2bl(sg->src_id)) == NULL || status_isdead(src2) )
  304. return 0;
  305. if( sg->unit_id != UNT_FIREWALL ) {
  306. int x,y;
  307. x = sg->val3 >> 16;
  308. y = sg->val3 & 0xffff;
  309. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  310. sg->val3 = -1;
  311. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  312. }
  313. }
  314. }
  315. if( tsc && tsc->count ) { //increase dmg by target status
  316. switch(atk_elem) {
  317. case ELE_FIRE:
  318. if( tsc->data[SC_SPIDERWEB]) {
  319. tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
  320. if( tsc->data[SC_SPIDERWEB]->val2-- > 0 )
  321. ratio += 200; // double damage
  322. if( tsc->data[SC_SPIDERWEB]->val2 == 0 )
  323. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  324. }
  325. if( tsc->data[SC_THORNSTRAP])
  326. status_change_end(target, SC_THORNSTRAP, INVALID_TIMER);
  327. if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB)
  328. status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
  329. if( tsc->data[SC_EARTH_INSIGNIA]) ratio += 150;
  330. if( tsc->data[SC_ASH]) ratio += 150; //150%
  331. break;
  332. case ELE_HOLY:
  333. if( tsc->data[SC_ORATIO]) ratio += tsc->data[SC_ORATIO]->val1 * 2;
  334. break;
  335. case ELE_POISON:
  336. if( tsc->data[SC_VENOMIMPRESS]) ratio += tsc->data[SC_VENOMIMPRESS]->val2;
  337. break;
  338. case ELE_WIND:
  339. if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB) ratio += 150;
  340. if( tsc->data[SC_WATER_INSIGNIA]) ratio += 150;
  341. break;
  342. case ELE_WATER:
  343. if( tsc->data[SC_FIRE_INSIGNIA]) ratio += 150;
  344. break;
  345. case ELE_EARTH:
  346. if( tsc->data[SC_WIND_INSIGNIA]) ratio += 150;
  347. status_change_end(target, SC_MAGNETICFIELD, INVALID_TIMER); //freed if received earth dmg
  348. break;
  349. case ELE_NEUTRAL:
  350. if( tsc->data[SC_ANTI_M_BLAST] ) ratio += tsc->data[SC_ANTI_M_BLAST]->val2;
  351. break;
  352. }
  353. } //end tsc check
  354. return (int64)damage*ratio/100;
  355. }
  356. /*==========================================
  357. * Calculates card bonuses damage adjustments.
  358. *------------------------------------------*/
  359. int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int s_ele, int s_ele_, int64 damage, int left, int flag){
  360. struct map_session_data *sd, *tsd;
  361. short cardfix = 1000, t_class, s_class, s_race2, t_race2;
  362. struct status_data *sstatus, *tstatus;
  363. int64 original_damage;
  364. int i;
  365. if( !damage )
  366. return 0;
  367. original_damage = damage;
  368. sd = BL_CAST(BL_PC, src);
  369. tsd = BL_CAST(BL_PC, target);
  370. t_class = status_get_class(target);
  371. s_class = status_get_class(src);
  372. sstatus = status_get_status_data(src);
  373. tstatus = status_get_status_data(target);
  374. s_race2 = status_get_race2(src);
  375. switch( attack_type ) {
  376. case BF_MAGIC:
  377. if( sd && !(nk&NK_NO_CARDFIX_ATK) ) {
  378. cardfix = cardfix * (100 + sd->magic_addrace[tstatus->race] + sd->magic_addrace[RC_ALL]) / 100;
  379. if( !(nk&NK_NO_ELEFIX) )
  380. cardfix = cardfix * (100 + sd->magic_addele[tstatus->def_ele] + sd->magic_addele[ELE_ALL]) / 100;
  381. cardfix = cardfix * (100 + sd->magic_addsize[tstatus->size] + sd->magic_addsize[SZ_ALL]) / 100;
  382. cardfix = cardfix * (100 + sd->magic_addclass[tstatus->class_] + sd->magic_addclass[CLASS_ALL]) / 100;
  383. cardfix = cardfix * (100 + sd->magic_atk_ele[s_ele] + sd->magic_atk_ele[ELE_ALL]) / 100;
  384. for( i = 0; i < ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate; i++ ) {
  385. if( sd->add_mdmg[i].class_ == t_class ) {
  386. cardfix = cardfix * (100 + sd->add_mdmg[i].rate) / 100;
  387. break;
  388. }
  389. }
  390. if( cardfix != 1000 )
  391. damage = damage * cardfix / 1000;
  392. }
  393. if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) { // Target cards.
  394. cardfix = 1000; // reset var for target
  395. if( !(nk&NK_NO_ELEFIX) ) {
  396. int ele_fix = tsd->subele[s_ele] + tsd->subele[ELE_ALL];
  397. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  398. if( tsd->subele2[i].ele != s_ele )
  399. continue;
  400. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  401. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  402. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK) )
  403. continue;
  404. ele_fix += tsd->subele2[i].rate;
  405. }
  406. cardfix = cardfix * (100 - ele_fix) / 100;
  407. }
  408. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  409. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  410. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  411. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  412. for( i = 0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate; i++ ) {
  413. if( tsd->add_mdef[i].class_ == s_class ) {
  414. cardfix = cardfix * (100 - tsd->add_mdef[i].rate) / 100;
  415. break;
  416. }
  417. }
  418. #ifndef RENEWAL
  419. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  420. if( flag&BF_SHORT )
  421. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  422. else
  423. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  424. #endif
  425. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  426. if( tsd->sc.data[SC_MDEF_RATE] )
  427. cardfix = cardfix * (100 - tsd->sc.data[SC_MDEF_RATE]->val1) / 100;
  428. if( cardfix != 1000 )
  429. damage = damage * cardfix / 1000;
  430. }
  431. break;
  432. case BF_WEAPON:
  433. t_race2 = status_get_race2(target);
  434. if( sd && !(nk&NK_NO_CARDFIX_ATK) && (left&2) ) { //Attacker cards should be checked
  435. short cardfix_ = 1000;
  436. if( sd->state.arrow_atk ) {
  437. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->arrow_addrace[tstatus->race] +
  438. sd->right_weapon.addrace[RC_ALL] + sd->arrow_addrace[RC_ALL]) / 100;
  439. if( !(nk&NK_NO_ELEFIX) ) {
  440. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele] +
  441. sd->right_weapon.addele[ELE_ALL] + sd->arrow_addele[ELE_ALL];
  442. for( i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++ ) {
  443. if( sd->right_weapon.addele2[i].ele != tstatus->def_ele )
  444. continue;
  445. if( !(((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  446. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  447. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  448. continue;
  449. ele_fix += sd->right_weapon.addele2[i].rate;
  450. }
  451. cardfix = cardfix * (100 + ele_fix) / 100;
  452. }
  453. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->arrow_addsize[tstatus->size] +
  454. sd->right_weapon.addsize[SZ_ALL] + sd->arrow_addsize[SZ_ALL]) / 100;
  455. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  456. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->arrow_addclass[tstatus->class_] +
  457. sd->right_weapon.addclass[CLASS_ALL] + sd->arrow_addclass[CLASS_ALL]) / 100;
  458. } else { // Melee attack
  459. int skill = 0;
  460. if( !battle_config.left_cardfix_to_right ) {
  461. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  462. if( !(nk&NK_NO_ELEFIX) ) {
  463. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  464. for( i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++ ) {
  465. if( sd->right_weapon.addele2[i].ele != tstatus->def_ele )
  466. continue;
  467. if( !(((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  468. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  469. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  470. continue;
  471. ele_fix += sd->right_weapon.addele2[i].rate;
  472. }
  473. cardfix = cardfix * (100 + ele_fix) / 100;
  474. }
  475. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  476. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  477. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  478. if( left&1 ) {
  479. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  480. if( !(nk&NK_NO_ELEFIX) ) {
  481. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  482. for( i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++ ) {
  483. if( sd->left_weapon.addele2[i].ele != tstatus->def_ele )
  484. continue;
  485. if( !(((sd->left_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  486. ((sd->left_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  487. ((sd->left_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  488. continue;
  489. ele_fix_lh += sd->left_weapon.addele2[i].rate;
  490. }
  491. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  492. }
  493. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  494. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[t_race2]) / 100;
  495. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  496. }
  497. } else {
  498. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  499. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  500. for( i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++ ) {
  501. if( sd->right_weapon.addele2[i].ele != tstatus->def_ele )
  502. continue;
  503. if( !(((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  504. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  505. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  506. continue;
  507. ele_fix += sd->right_weapon.addele2[i].rate;
  508. }
  509. for( i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++ ) {
  510. if( sd->left_weapon.addele2[i].ele != tstatus->def_ele )
  511. continue;
  512. if( !(((sd->left_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  513. ((sd->left_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  514. ((sd->left_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  515. continue;
  516. ele_fix += sd->left_weapon.addele2[i].rate;
  517. }
  518. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  519. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  520. cardfix = cardfix * (100 + ele_fix) / 100;
  521. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  522. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  523. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2] + sd->left_weapon.addrace2[t_race2]) / 100;
  524. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  525. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  526. }
  527. if( sd->status.weapon == W_KATAR && (skill = pc_checkskill(sd,ASC_KATAR)) > 0 ) // Adv. Katar Mastery functions similar to a +%ATK card on official [helvetica]
  528. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  529. }
  530. for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ ) {
  531. if( sd->right_weapon.add_dmg[i].class_ == t_class ) {
  532. cardfix = cardfix * (100 + sd->right_weapon.add_dmg[i].rate) / 100;
  533. break;
  534. }
  535. }
  536. if( left&1 ) {
  537. for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ ) {
  538. if( sd->left_weapon.add_dmg[i].class_ == t_class ) {
  539. cardfix_ = cardfix_ * (100 + sd->left_weapon.add_dmg[i].rate) / 100;
  540. break;
  541. }
  542. }
  543. }
  544. #ifndef RENEWAL
  545. if( flag&BF_LONG )
  546. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  547. #endif
  548. if( (left&1) && cardfix_ != 1000 )
  549. damage = damage * cardfix_ / 1000;
  550. else if( cardfix != 1000 )
  551. damage = damage * cardfix / 1000;
  552. } else if( tsd && !(nk&NK_NO_CARDFIX_DEF) && !(left&2) ) { //Target cards should be checked
  553. if( !(nk&NK_NO_ELEFIX) ) {
  554. int ele_fix = tsd->subele[s_ele] + tsd->subele[ELE_ALL];
  555. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  556. if( tsd->subele2[i].ele != s_ele )
  557. continue;
  558. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  559. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  560. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK) )
  561. continue;
  562. ele_fix += tsd->subele2[i].rate;
  563. }
  564. cardfix = cardfix * (100 - ele_fix) / 100;
  565. if( left&1 && s_ele_ != s_ele ) {
  566. int ele_fix_lh = tsd->subele[s_ele_] + tsd->subele[ELE_ALL];
  567. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  568. if( tsd->subele2[i].ele != s_ele_ )
  569. continue;
  570. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  571. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  572. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK) )
  573. continue;
  574. ele_fix_lh += tsd->subele2[i].rate;
  575. }
  576. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  577. }
  578. }
  579. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  580. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  581. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  582. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  583. for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate; i++ ) {
  584. if( tsd->add_def[i].class_ == s_class ) {
  585. cardfix = cardfix * (100 - tsd->add_def[i].rate) / 100;
  586. break;
  587. }
  588. }
  589. if( flag&BF_SHORT )
  590. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  591. else // BF_LONG (there's no other choice)
  592. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  593. if( tsd->sc.data[SC_DEF_RATE] )
  594. cardfix = cardfix * (100 - tsd->sc.data[SC_DEF_RATE]->val1) / 100;
  595. if( cardfix != 1000 )
  596. damage = damage * cardfix / 1000;
  597. }
  598. break;
  599. case BF_MISC:
  600. if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) { // misc damage reduction from equipment
  601. if( !(nk&NK_NO_ELEFIX) ) {
  602. int ele_fix = tsd->subele[s_ele] + tsd->subele[ELE_ALL];
  603. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  604. if( tsd->subele2[i].ele != s_ele )
  605. continue;
  606. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  607. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  608. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK))
  609. continue;
  610. ele_fix += tsd->subele2[i].rate;
  611. }
  612. cardfix = cardfix * (100 - ele_fix) / 100;
  613. }
  614. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  615. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  616. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  617. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  618. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  619. if( flag&BF_SHORT )
  620. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  621. else // BF_LONG (there's no other choice)
  622. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  623. if( cardfix != 10000 )
  624. damage = damage * cardfix / 1000;
  625. }
  626. break;
  627. }
  628. return (int)(damage - original_damage);
  629. }
  630. /*==========================================
  631. * Check damage through status.
  632. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status...
  633. * After this we apply bg/gvg reduction
  634. *------------------------------------------*/
  635. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  636. {
  637. struct map_session_data *sd = NULL;
  638. struct status_change *sc;
  639. struct status_change_entry *sce;
  640. int div_ = d->div_, flag = d->flag;
  641. nullpo_ret(bl);
  642. if( !damage )
  643. return 0;
  644. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  645. return 0;
  646. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_get_type(skill_id) != BF_MISC
  647. && skill_get_casttype(skill_id) == CAST_GROUND )
  648. return 0;
  649. if (bl->type == BL_PC) {
  650. sd=(struct map_session_data *)bl;
  651. //Special no damage states
  652. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  653. DAMAGE_SUBRATE(sd->special_state.no_weapon_damage)
  654. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  655. DAMAGE_SUBRATE(sd->special_state.no_magic_damage)
  656. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  657. DAMAGE_SUBRATE(sd->special_state.no_misc_damage)
  658. if(!damage) return 0;
  659. }
  660. sc = status_get_sc(bl); //check target status
  661. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  662. return 1;
  663. if (skill_id == PA_PRESSURE)
  664. return damage; //This skill bypass everything else.
  665. if( sc && sc->count ) {
  666. /**
  667. * SC_* that reduce damage to 0.
  668. **/
  669. if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) ) {
  670. d->dmg_lv = ATK_BLOCK;
  671. return 0;
  672. }
  673. if( sc->data[SC_WHITEIMPRISON] && skill_id != HW_GRAVITATION ) { // Gravitation and Pressure do damage without removing the effect
  674. if( skill_id == MG_NAPALMBEAT ||
  675. skill_id == MG_SOULSTRIKE ||
  676. skill_id == WL_SOULEXPANSION ||
  677. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  678. (!skill_id && (status_get_status_data(src))->rhw.ele == ELE_GHOST) )
  679. {
  680. if( skill_id == WL_SOULEXPANSION )
  681. damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
  682. status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
  683. } else {
  684. d->dmg_lv = ATK_BLOCK;
  685. return 0;
  686. }
  687. }
  688. if( sc->data[SC_ZEPHYR] && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) ) {
  689. d->dmg_lv = ATK_BLOCK;
  690. return 0;
  691. }
  692. if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT ) {
  693. struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
  694. uint16 skill_id_val = sc->data[SC_SAFETYWALL]->val2;
  695. if (group) {
  696. d->dmg_lv = ATK_BLOCK;
  697. if (skill_id_val == MH_STEINWAND) {
  698. if (--group->val2 <= 0)
  699. skill_delunitgroup(group);
  700. if( (group->val3 - damage) > 0 )
  701. group->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  702. else
  703. skill_delunitgroup(group);
  704. return 0;
  705. }
  706. //in RE, SW possesses a lifetime equal to group val2, (3x caster hp, or homon formula)
  707. #ifdef RENEWAL
  708. if ( ( group->val2 - damage) > 0 ) {
  709. group->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  710. } else
  711. skill_delunitgroup(group);
  712. return 0;
  713. #else
  714. if (--group->val2 <= 0)
  715. skill_delunitgroup(group);
  716. return 0;
  717. #endif
  718. }
  719. status_change_end(bl, SC_SAFETYWALL, INVALID_TIMER);
  720. }
  721. if (sc->data[SC__MANHOLE]) {
  722. d->dmg_lv = ATK_BLOCK;
  723. return 0;
  724. }
  725. if( sc->data[SC_ELEMENTAL_SHIELD] && flag&BF_MAGIC ) {
  726. d->dmg_lv = ATK_BLOCK;
  727. return 0;
  728. }
  729. if( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) {
  730. d->dmg_lv = ATK_BLOCK;
  731. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  732. return 0;
  733. }
  734. if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 ) {
  735. clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1);
  736. d->dmg_lv = ATK_BLOCK;
  737. sc_start2(src,bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,2000);
  738. return 0;
  739. }
  740. if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 ) {
  741. int delay;
  742. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
  743. // different delay depending on skill level [celest]
  744. if (sce->val1 <= 5)
  745. delay = 300;
  746. else if (sce->val1 > 5 && sce->val1 <= 9)
  747. delay = 200;
  748. else
  749. delay = 100;
  750. unit_set_walkdelay(bl, gettick(), delay, 1);
  751. if(sc->data[SC_SHRINK] && rnd()%100<5*sce->val1)
  752. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
  753. return 0;
  754. }
  755. if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
  756. sce->val3 -= (int)cap_value(damage,INT_MIN,INT_MAX); // absorb damage
  757. d->dmg_lv = ATK_BLOCK;
  758. if( sce->val3 <= 0 ) { // Shield Down
  759. sce->val2--;
  760. if( sce->val2 >= 0 ) {
  761. clif_millenniumshield(bl,sce->val2);
  762. if( !sce->val2 )
  763. status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
  764. else
  765. sce->val3 = 1000; // Next shield
  766. }
  767. status_change_start(src,bl,SC_STUN,10000,0,0,0,0,1000,2);
  768. }
  769. return 0;
  770. }
  771. // attack blocked by Parrying
  772. if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 ) {
  773. clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
  774. return 0;
  775. }
  776. if(sc->data[SC_DODGE] && ( !sc->opt1 || sc->opt1 == OPT1_BURNING ) &&
  777. (flag&BF_LONG || sc->data[SC_SPURT])
  778. && rnd()%100 < 20)
  779. {
  780. if (sd && pc_issit(sd)) pc_setstand(sd, true); //Stand it to dodge.
  781. clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
  782. if (!sc->data[SC_COMBO])
  783. sc_start4(src,bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  784. return 0;
  785. }
  786. if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
  787. return 0;
  788. if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  789. return 0;
  790. if( sc->data[SC_NEUTRALBARRIER] && (skill_id == NPC_EARTHQUAKE || (flag&(BF_LONG|BF_MAGIC)) == BF_LONG) ) {
  791. d->dmg_lv = ATK_MISS;
  792. return 0;
  793. }
  794. //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  795. if((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2) {
  796. clif_specialeffect(bl, 462, AREA);
  797. //Shouldn't end until Breaker's non-weapon part connects.
  798. #ifndef RENEWAL
  799. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  800. #endif
  801. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  802. status_change_end(bl, SC_KAUPE, INVALID_TIMER);
  803. return 0;
  804. }
  805. if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) {
  806. clif_specialeffect(bl, 462, AREA); // Still need confirm it.
  807. return 0;
  808. }
  809. if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU])
  810. && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK))
  811. {
  812. skill_additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, gettick() );
  813. if( !status_isdead(src) )
  814. skill_counter_additional_effect( src, bl, skill_id, skill_lv, flag, gettick() );
  815. if (sce) {
  816. clif_specialeffect(bl, 462, AREA);
  817. skill_blown(src,bl,sce->val3,-1,0);
  818. }
  819. //Both need to be consumed if they are active.
  820. if (sce && --(sce->val2) <= 0)
  821. status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER);
  822. if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  823. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER);
  824. return 0;
  825. }
  826. //Now damage increasing effects
  827. if( sc->data[SC_AETERNA] && skill_id != PF_SOULBURN ) {
  828. if( src->type != BL_MER || skill_id == 0 )
  829. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  830. #ifndef RENEWAL
  831. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  832. #endif
  833. status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  834. }
  835. #ifdef RENEWAL
  836. if( sc->data[SC_RAID] ) {
  837. DAMAGE_ADDRATE(20)
  838. if (--sc->data[SC_RAID]->val1 == 0)
  839. status_change_end(bl, SC_RAID, INVALID_TIMER);
  840. }
  841. #endif
  842. if( damage ) {
  843. struct map_session_data *tsd = BL_CAST(BL_PC, src);
  844. if( sc->data[SC_DEEPSLEEP] ) {
  845. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  846. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  847. }
  848. if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ) {
  849. switch(tsd->status.weapon) {
  850. case W_MACE:
  851. case W_2HMACE:
  852. case W_1HAXE:
  853. case W_2HAXE:
  854. DAMAGE_RATE(150)
  855. break;
  856. case W_MUSICAL:
  857. case W_WHIP:
  858. if(!sd->state.arrow_atk)
  859. break;
  860. case W_BOW:
  861. case W_REVOLVER:
  862. case W_RIFLE:
  863. case W_GATLING:
  864. case W_SHOTGUN:
  865. case W_GRENADE:
  866. case W_DAGGER:
  867. case W_1HSWORD:
  868. case W_2HSWORD:
  869. DAMAGE_RATE(50)
  870. break;
  871. }
  872. }
  873. if( sc->data[SC_VOICEOFSIREN] )
  874. status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
  875. }
  876. /**
  877. * Damage reductions
  878. **/
  879. // Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  880. #ifndef RENEWAL
  881. if( sc->data[SC_ASSUMPTIO] ) {
  882. if( map_flag_vs(bl->m) )
  883. damage = (int64)damage*2/3; //Receive 66% damage
  884. else
  885. damage >>= 1; //Receive 50% damage
  886. }
  887. #endif
  888. if(sc->data[SC_DEFENDER] &&
  889. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  890. DAMAGE_RATE(100-sc->data[SC_DEFENDER]->val2)
  891. if(sc->data[SC_ADJUSTMENT] &&
  892. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  893. DAMAGE_SUBRATE(20)
  894. if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) {
  895. if(flag&BF_SKILL) //25% reduction
  896. DAMAGE_SUBRATE(25)
  897. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  898. damage >>= 2; //75% reduction
  899. }
  900. if( sc->data[SC_SMOKEPOWDER] ) {
  901. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  902. damage -= 15 * damage / 100; // 15% reduction to physical melee attacks
  903. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  904. damage -= 50 * damage / 100; // 50% reduction to physical ranged attacks
  905. }
  906. // Compressed code, fixed by map.h [Epoque]
  907. if (src->type == BL_MOB) {
  908. int i;
  909. if (sc->data[SC_MANU_DEF])
  910. for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
  911. if (mob_manuk[i]==((TBL_MOB*)src)->mob_id) {
  912. DAMAGE_SUBRATE(sc->data[SC_MANU_DEF]->val1)
  913. break;
  914. }
  915. if (sc->data[SC_SPL_DEF])
  916. for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
  917. if (mob_splendide[i]==((TBL_MOB*)src)->mob_id) {
  918. DAMAGE_SUBRATE(sc->data[SC_SPL_DEF]->val1)
  919. break;
  920. }
  921. }
  922. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  923. sce->val3&flag && sce->val4&flag)
  924. DAMAGE_SUBRATE(sc->data[SC_ARMOR]->val2)
  925. if( sc->data[SC_ENERGYCOAT] && (skill_id == GN_HELLS_PLANT_ATK ||
  926. #ifdef RENEWAL
  927. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  928. #else
  929. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  930. #endif
  931. ) )
  932. {
  933. struct status_data *status = status_get_status_data(bl);
  934. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  935. per /=20; //Uses 20% SP intervals.
  936. //SP Cost: 1% + 0.5% per every 20% SP
  937. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  938. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  939. //Reduction: 6% + 6% every 20%
  940. DAMAGE_SUBRATE(6 * (1+per))
  941. }
  942. if(sc->data[SC_GRANITIC_ARMOR])
  943. DAMAGE_SUBRATE(sc->data[SC_GRANITIC_ARMOR]->val2)
  944. if(sc->data[SC_PAIN_KILLER])
  945. damage -= sc->data[SC_PAIN_KILLER]->val3;
  946. if( sc->data[SC_DARKCROW] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT )
  947. DAMAGE_ADDRATE(sc->data[SC_DARKCROW]->val2);
  948. if( (sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) )
  949. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  950. if( damage > 0 && ((flag&(BF_WEAPON|BF_SHORT))==(BF_WEAPON|BF_SHORT)) && (sce = sc->data[SC_STONEHARDSKIN]) ) {
  951. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);;
  952. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  953. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  954. else
  955. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  956. if( sce->val2 <= 0 )
  957. status_change_end(bl, SC_STONEHARDSKIN, INVALID_TIMER);
  958. }
  959. #ifdef RENEWAL
  960. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  961. if( sc->data[SC_STEELBODY] )
  962. damage = damage > 10 ? damage / 10 : 1;
  963. #endif
  964. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  965. if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) {
  966. status_change_end(bl, SC_BITE, INVALID_TIMER);
  967. status_change_end(bl, SC_ANKLE, INVALID_TIMER);
  968. status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
  969. }
  970. //Finally Kyrie because it may, or not, reduce damage to 0.
  971. if((sce = sc->data[SC_KYRIE]) && damage > 0){
  972. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);;
  973. if(flag&BF_WEAPON || skill_id == TF_THROWSTONE){
  974. if(sce->val2>=0)
  975. damage=0;
  976. else
  977. damage=-sce->val2;
  978. }
  979. if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT)
  980. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  981. }
  982. if( sc->data[SC_MEIKYOUSISUI] && rand()%100 < 40 ) // custom value
  983. damage = 0;
  984. if (!damage)
  985. return 0;
  986. if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
  987. int dx[8] = { 0,-1,-1,-1,0,1,1,1 };
  988. int dy[8] = { 1,1,0,-1,-1,-1,0,1 };
  989. uint8 dir = map_calc_dir(bl, src->x, src->y);
  990. if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
  991. clif_slide(bl,src->x, src->y);
  992. clif_fixpos(bl); // The official server sends these two packets
  993. unit_setdir(bl, dir);
  994. }
  995. d->dmg_lv = ATK_DEF;
  996. status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
  997. return 0;
  998. }
  999. //Probably not the most correct place, but it'll do here
  1000. //(since battle_drain is strictly for players currently)
  1001. if ((sce=sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
  1002. rnd()%100 < sce->val3)
  1003. status_heal(src, (int64)damage*sce->val4/100, 0, 3);
  1004. if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1005. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1006. if( sd && (sce = sc->data[SC_GT_ENERGYGAIN]) && flag&BF_WEAPON && rnd()%100 < sce->val3 ) {
  1007. int spheres = 5;
  1008. if( sc->data[SC_RAISINGDRAGON] )
  1009. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  1010. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1011. }
  1012. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING) {
  1013. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1014. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1015. hom_addspiritball(hd, 10);
  1016. }
  1017. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1018. status_change_spread(bl, src); // Deadly infect attacked side
  1019. } //End of target SC_ check
  1020. //SC effects from caster side.
  1021. sc = status_get_sc(src);
  1022. if (sc && sc->count) {
  1023. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1024. DAMAGE_ADDRATE(75)
  1025. // [Epoque]
  1026. if (bl->type == BL_MOB) {
  1027. uint8 i;
  1028. if ( ((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) ||
  1029. ((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC))
  1030. )
  1031. for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
  1032. if (((TBL_MOB*)bl)->mob_id==mob_manuk[i]) {
  1033. DAMAGE_ADDRATE(sce->val1)
  1034. break;
  1035. }
  1036. if ( ((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) ||
  1037. ((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC))
  1038. )
  1039. for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
  1040. if (((TBL_MOB*)bl)->mob_id==mob_splendide[i]) {
  1041. DAMAGE_ADDRATE(sce->val1)
  1042. break;
  1043. }
  1044. }
  1045. /* Self Buff that destroys the armor of any target hit with melee or ranged physical attacks */
  1046. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 && flag&BF_WEAPON ) {
  1047. skill_break_equip(src,bl, EQP_ARMOR, 10000, BCT_ENEMY); // 100% chance (http://irowiki.org/wiki/Shield_Spell#Level_3_spells_.28refine_based.29)
  1048. status_change_end(src,SC_SHIELDSPELL_REF,INVALID_TIMER);
  1049. }
  1050. if( sc->data[SC_POISONINGWEAPON]
  1051. && ((flag&BF_WEAPON) && (!skill_id || skill_id == GC_VENOMPRESSURE)) //check skill type poison_smoke is a unit
  1052. && (damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )) //did some damage and chance ok (why no additional effect ??)
  1053. sc_start(src,bl,(enum sc_type)sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  1054. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1055. status_change_spread(src, bl);
  1056. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING) {
  1057. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1058. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1059. }
  1060. } //End of caster SC_ check
  1061. //PK damage rates
  1062. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map[bl->m].flag.pvp) {
  1063. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1064. if (flag&BF_WEAPON)
  1065. DAMAGE_RATE(battle_config.pk_weapon_damage_rate)
  1066. if (flag&BF_MAGIC)
  1067. DAMAGE_RATE(battle_config.pk_magic_damage_rate)
  1068. if (flag&BF_MISC)
  1069. DAMAGE_RATE(battle_config.pk_misc_damage_rate)
  1070. } else { //Normal attacks get reductions based on range.
  1071. if (flag & BF_SHORT)
  1072. DAMAGE_RATE(battle_config.pk_short_damage_rate)
  1073. if (flag & BF_LONG)
  1074. DAMAGE_RATE(battle_config.pk_long_damage_rate)
  1075. }
  1076. if(!damage) damage = 1;
  1077. }
  1078. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1079. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1080. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1081. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1082. )
  1083. damage = div_;
  1084. }
  1085. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  1086. if (damage > 0 )
  1087. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  1088. if (skill_id)
  1089. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_id<<16));
  1090. }
  1091. if( sd ) {
  1092. if( pc_ismadogear(sd) && rnd()%100 < 50 ) {
  1093. short element = skill_get_ele(skill_id, skill_lv);
  1094. if( !skill_id || element == -1 ) { //Take weapon's element
  1095. struct status_data *sstatus = NULL;
  1096. if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
  1097. element = ((TBL_PC*)src)->bonus.arrow_ele;
  1098. else if( (sstatus = status_get_status_data(src)) ) {
  1099. element = sstatus->rhw.ele;
  1100. }
  1101. } else if( element == -2 ) //Use enchantment's element
  1102. element = status_get_attack_sc_element(src,status_get_sc(src));
  1103. else if( element == -3 ) //Use random element
  1104. element = rnd()%ELE_ALL;
  1105. if( element == ELE_FIRE || element == ELE_WATER )
  1106. pc_overheat(sd,element == ELE_FIRE ? 1 : -1);
  1107. }
  1108. }
  1109. return damage;
  1110. }
  1111. /*==========================================
  1112. * Calculates BG related damage adjustments.
  1113. *------------------------------------------
  1114. * Credits:
  1115. * Original coder Skoltex
  1116. * Initial refactoring by Baalberith
  1117. * Refined and optimized by helvetica
  1118. */
  1119. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int flag)
  1120. {
  1121. if( !damage )
  1122. return 0;
  1123. if( bl->type == BL_MOB ) {
  1124. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1125. if( map[bl->m].flag.battleground && (md->mob_id == MOBID_BLUE_CRYST || md->mob_id == MOBID_PINK_CRYST) && flag&BF_SKILL )
  1126. return 0; // Crystal cannot receive skill damage on battlegrounds
  1127. }
  1128. if(skill_get_inf2(skill_id)&INF2_NO_BG_DMG)
  1129. return damage; //skill that ignore bg map reduction
  1130. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1131. if( flag&BF_WEAPON )
  1132. DAMAGE_RATE(battle_config.bg_weapon_damage_rate)
  1133. if( flag&BF_MAGIC )
  1134. DAMAGE_RATE(battle_config.bg_magic_damage_rate)
  1135. if( flag&BF_MISC )
  1136. DAMAGE_RATE(battle_config.bg_misc_damage_rate)
  1137. } else { //Normal attacks get reductions based on range.
  1138. if( flag&BF_SHORT )
  1139. DAMAGE_RATE(battle_config.bg_short_damage_rate)
  1140. if( flag&BF_LONG )
  1141. DAMAGE_RATE(battle_config.bg_long_damage_rate)
  1142. }
  1143. damage = max(damage,1); //min 1 damage
  1144. return damage;
  1145. }
  1146. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1147. {
  1148. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1149. int class_ = status_get_class(bl);
  1150. if(md && md->guardian_data) {
  1151. if(class_ == MOBID_EMPERIUM && flag&BF_SKILL && !(skill_get_inf3(skill_id)&INF3_HIT_EMP)) //Skill immunity.
  1152. return false;
  1153. if(src->type != BL_MOB) {
  1154. struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1155. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
  1156. return false;
  1157. if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  1158. return false; // [MouseJstr]
  1159. }
  1160. }
  1161. return true;
  1162. }
  1163. /*==========================================
  1164. * Calculates GVG related damage adjustments.
  1165. *------------------------------------------*/
  1166. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag)
  1167. {
  1168. if (!damage) //No reductions to make.
  1169. return 0;
  1170. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1171. return 0;
  1172. if (skill_get_inf2(skill_id)&INF2_NO_GVG_DMG) //Skills with no gvg damage reduction.
  1173. return damage;
  1174. /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
  1175. if (md && md->guardian_data)
  1176. damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
  1177. */
  1178. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1179. if (flag&BF_WEAPON)
  1180. DAMAGE_RATE(battle_config.gvg_weapon_damage_rate)
  1181. if (flag&BF_MAGIC)
  1182. DAMAGE_RATE(battle_config.gvg_magic_damage_rate)
  1183. if (flag&BF_MISC)
  1184. DAMAGE_RATE(battle_config.gvg_misc_damage_rate)
  1185. } else { //Normal attacks get reductions based on range.
  1186. if (flag & BF_SHORT)
  1187. DAMAGE_RATE(battle_config.gvg_short_damage_rate)
  1188. if (flag & BF_LONG)
  1189. DAMAGE_RATE(battle_config.gvg_long_damage_rate)
  1190. }
  1191. damage = max(damage,1);
  1192. return damage;
  1193. }
  1194. /*==========================================
  1195. * HP/SP drain calculation
  1196. *------------------------------------------*/
  1197. static int battle_calc_drain(int64 damage, int rate, int per)
  1198. {
  1199. int64 diff = 0;
  1200. if (per && rnd()%1000 < rate) {
  1201. diff = (damage * per) / 100;
  1202. if (diff == 0) {
  1203. if (per > 0)
  1204. diff = 1;
  1205. else
  1206. diff = -1;
  1207. }
  1208. }
  1209. return (int)diff;
  1210. }
  1211. /*==========================================
  1212. * Passive skill damage increases
  1213. *------------------------------------------*/
  1214. int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1215. {
  1216. int64 damage;
  1217. struct status_data *status = status_get_status_data(target);
  1218. int weapon,skill;
  1219. #ifdef RENEWAL
  1220. damage = 0;
  1221. #else
  1222. damage = dmg;
  1223. #endif
  1224. nullpo_ret(sd);
  1225. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1226. target->type == BL_MOB && //This bonus doesn't work against players.
  1227. (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
  1228. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1229. //damage += (skill * 3);
  1230. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) )
  1231. damage += (skill * 5);
  1232. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1233. damage += (skill * 10);
  1234. if( pc_ismadogear(sd) )
  1235. damage += 15 + pc_checkskill(sd, NC_MADOLICENCE);
  1236. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
  1237. damage += (skill * 4);
  1238. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  1239. damage += sd->status.str;
  1240. }
  1241. #ifdef RENEWAL
  1242. //Weapon Research bonus applies to all weapons
  1243. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1244. damage += (skill * 2);
  1245. #endif
  1246. if(type == 0)
  1247. weapon = sd->weapontype1;
  1248. else
  1249. weapon = sd->weapontype2;
  1250. switch(weapon) {
  1251. case W_1HSWORD:
  1252. #ifdef RENEWAL
  1253. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1254. damage += (skill * 3);
  1255. #endif
  1256. case W_DAGGER:
  1257. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  1258. damage += (skill * 4);
  1259. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  1260. damage += skill * 10;
  1261. break;
  1262. case W_2HSWORD:
  1263. #ifdef RENEWAL
  1264. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1265. damage += (skill * 3);
  1266. #endif
  1267. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  1268. damage += (skill * 4);
  1269. break;
  1270. case W_1HSPEAR:
  1271. case W_2HSPEAR:
  1272. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  1273. if(!pc_isriding(sd) || !pc_isridingdragon(sd))
  1274. damage += (skill * 4);
  1275. else
  1276. damage += (skill * 5);
  1277. // Increase damage by level of KN_SPEARMASTERY * 10
  1278. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  1279. damage += (skill * 10);
  1280. }
  1281. break;
  1282. case W_1HAXE:
  1283. case W_2HAXE:
  1284. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1285. damage += (skill * 3);
  1286. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1287. damage += (skill * 5);
  1288. break;
  1289. case W_MACE:
  1290. case W_2HMACE:
  1291. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  1292. damage += (skill * 3);
  1293. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1294. damage += (skill * 4);
  1295. break;
  1296. case W_FIST:
  1297. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  1298. damage += (skill * 10);
  1299. // No break, fallthrough to Knuckles
  1300. case W_KNUCKLE:
  1301. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  1302. damage += (skill * 3);
  1303. break;
  1304. case W_MUSICAL:
  1305. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  1306. damage += (skill * 3);
  1307. break;
  1308. case W_WHIP:
  1309. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  1310. damage += (skill * 3);
  1311. break;
  1312. case W_BOOK:
  1313. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  1314. damage += (skill * 3);
  1315. break;
  1316. case W_KATAR:
  1317. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  1318. damage += (skill * 3);
  1319. break;
  1320. }
  1321. if(sd->sc.data[SC_GN_CARTBOOST]) // cart boost adds mastery type damage
  1322. damage += 10*sd->sc.data[SC_GN_CARTBOOST]->val1;
  1323. return damage;
  1324. }
  1325. #ifdef RENEWAL
  1326. static int64 battle_calc_sizefix(int64 damage, struct map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  1327. {
  1328. if (sd) {
  1329. //SizeFix only for players
  1330. if (!(sd->special_state.no_sizefix) && !flag)
  1331. DAMAGE_RATE(weapon_type==EQI_HAND_L?
  1332. sd->left_weapon.atkmods[t_size]:
  1333. sd->right_weapon.atkmods[t_size])
  1334. }
  1335. return damage;
  1336. }
  1337. static int battle_calc_status_attack(struct status_data *status, short hand)
  1338. {
  1339. //left-hand penalty on sATK is always 50% [Baalberith]
  1340. if (hand == EQI_HAND_L)
  1341. return status->batk;
  1342. else
  1343. return 2 * status->batk;
  1344. }
  1345. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, struct map_session_data *sd)
  1346. {
  1347. struct status_data *status = status_get_status_data(src);
  1348. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1349. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  1350. uint16 atkmax = atkmin;
  1351. int damage = atkmin;
  1352. uint16 weapon_perfection = 0;
  1353. struct status_change *sc = status_get_sc(src);
  1354. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  1355. int variance = wa->atk * (sd->inventory_data[sd->equip_index[type]]->wlv*5)/100;
  1356. atkmin = max(0, atkmin - variance);
  1357. atkmax = min(UINT16_MAX, atkmax + variance);
  1358. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1359. damage = atkmax;
  1360. else
  1361. damage = rnd_value(atkmin, atkmax);
  1362. }
  1363. if (sc && sc->data[SC_WEAPONPERFECTION])
  1364. weapon_perfection = 1;
  1365. damage = (int)battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  1366. return damage;
  1367. }
  1368. #endif
  1369. /*==========================================
  1370. * Calculates the standard damage of a normal attack assuming it hits,
  1371. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  1372. * This applies to pre-renewal and non-sd in renewal
  1373. *------------------------------------------
  1374. * Pass damage2 as NULL to not calc it.
  1375. * Flag values:
  1376. * &1 : Critical hit
  1377. * &2 : Arrow attack
  1378. * &4 : Skill is Magic Crasher
  1379. * &8 : Skip target size adjustment (Extremity Fist?)
  1380. * &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)
  1381. *
  1382. * Credits:
  1383. * Original coder Skoltex
  1384. * Initial refactoring by Baalberith
  1385. * Refined and optimized by helvetica
  1386. */
  1387. static int64 battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
  1388. {
  1389. unsigned int atkmin=0, atkmax=0;
  1390. short type = 0;
  1391. int64 damage = 0;
  1392. if (!sd) { //Mobs/Pets
  1393. if(flag&4) {
  1394. atkmin = status->matk_min;
  1395. atkmax = status->matk_max;
  1396. } else {
  1397. atkmin = wa->atk;
  1398. atkmax = wa->atk2;
  1399. }
  1400. if (atkmin > atkmax)
  1401. atkmin = atkmax;
  1402. } else { //PCs
  1403. atkmax = wa->atk;
  1404. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1405. if (!(flag&1) || (flag&2)) { //Normal attacks
  1406. atkmin = status->dex;
  1407. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  1408. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  1409. if (atkmin > atkmax)
  1410. atkmin = atkmax;
  1411. if(flag&2 && !(flag&16)) { //Bows
  1412. atkmin = atkmin*atkmax/100;
  1413. if (atkmin > atkmax)
  1414. atkmax = atkmin;
  1415. }
  1416. }
  1417. }
  1418. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1419. atkmin = atkmax;
  1420. //Weapon Damage calculation
  1421. if (!(flag&1))
  1422. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  1423. else
  1424. damage = atkmax;
  1425. if (sd) {
  1426. //rodatazone says the range is 0~arrow_atk-1 for non crit
  1427. if (flag&2 && sd->bonus.arrow_atk)
  1428. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  1429. //SizeFix only for players
  1430. if (!(sd->special_state.no_sizefix || (flag&8)))
  1431. DAMAGE_RATE(type==EQI_HAND_L?
  1432. sd->left_weapon.atkmods[t_size]:
  1433. sd->right_weapon.atkmods[t_size])
  1434. }
  1435. //Finally, add baseatk
  1436. if(flag&4)
  1437. damage += status->matk_min;
  1438. else
  1439. damage += status->batk;
  1440. //rodatazone says that Overrefine bonuses are part of baseatk
  1441. //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
  1442. if(sd) {
  1443. if (type == EQI_HAND_L) {
  1444. if(sd->left_weapon.overrefine)
  1445. damage += rnd()%sd->left_weapon.overrefine+1;
  1446. if (sd->weapon_atk_rate[sd->weapontype2])
  1447. DAMAGE_ADDRATE(sd->weapon_atk_rate[sd->weapontype2])
  1448. } else { //Right hand
  1449. if(sd->right_weapon.overrefine)
  1450. damage += rnd()%sd->right_weapon.overrefine+1;
  1451. if (sd->weapon_atk_rate[sd->weapontype1])
  1452. DAMAGE_ADDRATE(sd->weapon_atk_rate[sd->weapontype1])
  1453. }
  1454. }
  1455. #ifdef RENEWAL
  1456. if (flag&1)
  1457. damage = (damage * 14) / 10;
  1458. #endif
  1459. return damage;
  1460. }
  1461. /*==========================================
  1462. * Consumes ammo for the given skill.
  1463. *------------------------------------------
  1464. * Credits:
  1465. * Original coder Skoltex
  1466. * Initial refactoring by Baalberith
  1467. * Refined and optimized by helvetica
  1468. */
  1469. void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
  1470. {
  1471. int qty = 1;
  1472. if (!battle_config.arrow_decrement)
  1473. return;
  1474. if (skill) {
  1475. qty = skill_get_ammo_qty(skill, lv);
  1476. if (!qty) qty = 1;
  1477. }
  1478. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  1479. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  1480. sd->state.arrow_atk = 0;
  1481. }
  1482. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  1483. {
  1484. // [Akinari] , [Xynvaroth]: Traps are always short range.
  1485. if( skill_get_inf2( skill_id ) & INF2_TRAP )
  1486. return BF_SHORT;
  1487. //Skill Range Criteria
  1488. if (battle_config.skillrange_by_distance &&
  1489. (src->type&battle_config.skillrange_by_distance)
  1490. ) { //based on distance between src/target [Skotlex]
  1491. if (check_distance_bl(src, target, 5))
  1492. return BF_SHORT;
  1493. return BF_LONG;
  1494. }
  1495. if (skill_id == SR_GATEOFHELL) {
  1496. if (skill_lv < 5)
  1497. return BF_SHORT;
  1498. else
  1499. return BF_LONG;
  1500. }
  1501. //based on used skill's range
  1502. if (skill_get_range2(src, skill_id, skill_lv) < 5)
  1503. return BF_SHORT;
  1504. return BF_LONG;
  1505. }
  1506. static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id)
  1507. {
  1508. uint8 i;
  1509. if (!sd->skillblown[0].id)
  1510. return 0;
  1511. //Apply the bonus blewcount. [Skotlex]
  1512. for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
  1513. if (sd->skillblown[i].id == skill_id)
  1514. return sd->skillblown[i].val;
  1515. }
  1516. return 0;
  1517. }
  1518. /** Damage calculation for adjusting skill damage
  1519. * @param caster Applied caster type for damage skill
  1520. * @param type BL_Type of attacker
  1521. * @author [Lilith] for the first release of this, [Cydh]
  1522. **/
  1523. #ifdef ADJUST_SKILL_DAMAGE
  1524. static bool battle_skill_damage_iscaster(uint8 caster, enum bl_type src_type) {
  1525. if (caster == 0)
  1526. return false;
  1527. switch (src_type) {
  1528. case BL_PC: if (caster&SDC_PC) return true; break;
  1529. case BL_MOB: if (caster&SDC_MOB) return true; break;
  1530. case BL_PET: if (caster&SDC_PET) return true; break;
  1531. case BL_HOM: if (caster&SDC_HOM) return true; break;
  1532. case BL_MER: if (caster&SDC_MER) return true; break;
  1533. case BL_ELEM: if (caster&SDC_ELEM) return true; break;
  1534. }
  1535. return false;
  1536. }
  1537. /** Gets skill damage rate from a skill (based on skill_damage_db.txt)
  1538. * @param src
  1539. * @param target
  1540. * @param skill_id
  1541. * @return Skill damage rate
  1542. */
  1543. static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1544. uint16 idx = skill_get_index(skill_id), m = src->m;
  1545. struct s_skill_damage *damage = NULL;
  1546. if (!idx || !skill_db[idx].damage.map)
  1547. return 0;
  1548. damage = &skill_db[idx].damage;
  1549. //check the adjustment works for specified type
  1550. if (!battle_skill_damage_iscaster(damage->caster, src->type))
  1551. return 0;
  1552. if ((damage->map&1 && (!map[m].flag.pvp && !map_flag_gvg(m) && !map[m].flag.battleground && !map[m].flag.skill_damage && !map[m].flag.restricted)) ||
  1553. (damage->map&2 && map[m].flag.pvp) ||
  1554. (damage->map&4 && map_flag_gvg(m)) ||
  1555. (damage->map&8 && map[m].flag.battleground) ||
  1556. (damage->map&16 && map[m].flag.skill_damage) ||
  1557. (map[m].flag.restricted && skill_db[idx].damage.map&(8*map[m].zone)))
  1558. {
  1559. switch (target->type) {
  1560. case BL_PC:
  1561. return damage->pc;
  1562. case BL_MOB:
  1563. if (is_boss(target))
  1564. return damage->boss;
  1565. else
  1566. return damage->mob;
  1567. default:
  1568. return damage->other;
  1569. }
  1570. }
  1571. return 0;
  1572. }
  1573. /** Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  1574. * @param src
  1575. * @param target
  1576. * @param skill_id
  1577. * @return Skill damage rate
  1578. */
  1579. static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1580. int rate = 0;
  1581. uint16 m = src->m;
  1582. uint8 i;
  1583. if (!map[m].flag.skill_damage)
  1584. return 0;
  1585. // Damage rate for all skills at this map
  1586. if (battle_skill_damage_iscaster(map[m].adjust.damage.caster, src->type)) {
  1587. switch (target->type) {
  1588. case BL_PC:
  1589. rate = map[m].adjust.damage.pc;
  1590. break;
  1591. case BL_MOB:
  1592. if (is_boss(target))
  1593. rate = map[m].adjust.damage.boss;
  1594. else
  1595. rate = map[m].adjust.damage.mob;
  1596. break;
  1597. default:
  1598. rate = map[m].adjust.damage.other;
  1599. break;
  1600. }
  1601. }
  1602. // Damage rate for specified skill at this map
  1603. ARR_FIND(0, ARRAYLENGTH(map[m].skill_damage), i, map[m].skill_damage[i].skill_id == skill_id);
  1604. if (i < ARRAYLENGTH(map[m].skill_damage)) {
  1605. if (battle_skill_damage_iscaster(map[m].skill_damage[i].caster, src->type)) {
  1606. switch (target->type) {
  1607. case BL_PC:
  1608. rate += map[m].skill_damage[i].pc;
  1609. break;
  1610. case BL_MOB:
  1611. if (is_boss(target))
  1612. rate += map[m].skill_damage[i].boss;
  1613. else
  1614. rate += map[m].skill_damage[i].mob;
  1615. break;
  1616. default:
  1617. rate += map[m].skill_damage[i].other;
  1618. break;
  1619. }
  1620. }
  1621. }
  1622. return rate;
  1623. }
  1624. /** Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  1625. * @param src
  1626. * @param target
  1627. * @param skill_id
  1628. * @return Total damage rate
  1629. */
  1630. static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1631. if (!target)
  1632. return 0;
  1633. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  1634. }
  1635. #endif
  1636. /**
  1637. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  1638. * @param sd Player who has Chorus skill active
  1639. * @return Bonus value based on party count
  1640. */
  1641. static int battle_calc_chorusbonus(struct map_session_data *sd) {
  1642. int members = 0;
  1643. if (!sd || !sd->status.party_id)
  1644. return 0;
  1645. members = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  1646. if (members < 3)
  1647. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  1648. if (members > 7)
  1649. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  1650. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  1651. }
  1652. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  1653. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  1654. /*=======================================================
  1655. * Should infinite defense be applied on target? (plant)
  1656. *-------------------------------------------------------
  1657. * Credits:
  1658. * Original coder Skoltex
  1659. * Initial refactoring by Baalberith
  1660. * Refined and optimized by helvetica
  1661. */
  1662. static bool target_has_infinite_defense(struct block_list *target, int skill_id)
  1663. {
  1664. struct status_data *tstatus = status_get_status_data(target);
  1665. if(target->type == BL_SKILL) {
  1666. TBL_SKILL *su = ((TBL_SKILL*)target);
  1667. if (su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  1668. return true;
  1669. }
  1670. return (tstatus->mode&MD_PLANT && skill_id != RA_CLUSTERBOMB
  1671. #ifdef RENEWAL
  1672. && skill_id != HT_FREEZINGTRAP && skill_id != HT_CLAYMORETRAP
  1673. #endif
  1674. );
  1675. }
  1676. /*========================
  1677. * Is attack arrow based?
  1678. *------------------------
  1679. * Credits:
  1680. * Original coder Skoltex
  1681. * Initial refactoring by Baalberith
  1682. * Refined and optimized by helvetica
  1683. */
  1684. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  1685. {
  1686. if(src != NULL) {
  1687. struct status_data *sstatus = status_get_status_data(src);
  1688. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1689. return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3)) || (skill_id == HT_PHANTASMIC));
  1690. } else
  1691. return false;
  1692. }
  1693. /*=========================================
  1694. * Is attack right handed? By default yes.
  1695. *-----------------------------------------
  1696. * Credits:
  1697. * Original coder Skoltex
  1698. * Initial refactoring by Baalberith
  1699. * Refined and optimized by helvetica
  1700. */
  1701. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  1702. {
  1703. if(src != NULL) {
  1704. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1705. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  1706. if(!skill_id && sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  1707. return false;
  1708. }
  1709. return true;
  1710. }
  1711. /*=======================================
  1712. * Is attack left handed? By default no.
  1713. *---------------------------------------
  1714. * Credits:
  1715. * Original coder Skoltex
  1716. * Initial refactoring by Baalberith
  1717. * Refined and optimized by helvetica
  1718. */
  1719. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  1720. {
  1721. if(src != NULL) {
  1722. struct status_data *sstatus = status_get_status_data(src);
  1723. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1724. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  1725. if(!skill_id) {
  1726. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  1727. return true;
  1728. if (sstatus->lhw.atk)
  1729. return true;
  1730. if (sd && sd->status.weapon == W_KATAR)
  1731. return true;
  1732. }
  1733. }
  1734. return false;
  1735. }
  1736. /*=============================
  1737. * Do we score a critical hit?
  1738. *-----------------------------
  1739. * Credits:
  1740. * Original coder Skoltex
  1741. * Initial refactoring by Baalberith
  1742. * Refined and optimized by helvetica
  1743. */
  1744. static bool is_attack_critical(struct Damage wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  1745. {
  1746. struct status_data *sstatus = status_get_status_data(src);
  1747. struct status_data *tstatus = status_get_status_data(target);
  1748. struct status_change *sc = status_get_sc(src);
  1749. struct status_change *tsc = status_get_sc(target);
  1750. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1751. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  1752. if (!first_call)
  1753. return (wd.type == DMG_CRITICAL);
  1754. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  1755. return true;
  1756. if( !(wd.type&DMG_MULTI_HIT) && sstatus->cri && (!skill_id ||
  1757. skill_id == KN_AUTOCOUNTER || skill_id == SN_SHARPSHOOTING ||
  1758. skill_id == MA_SHARPSHOOTING || skill_id == NJ_KIRIKAGE))
  1759. {
  1760. short cri = sstatus->cri;
  1761. if (sd) {
  1762. cri += sd->critaddrace[tstatus->race] + sd->critaddrace[RC_ALL];
  1763. if(is_skill_using_arrow(src, skill_id))
  1764. cri += sd->bonus.arrow_cri;
  1765. }
  1766. if(sc && sc->data[SC_CAMOUFLAGE])
  1767. cri += 100 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max 100% (1K)
  1768. //The official equation is *2, but that only applies when sd's do critical.
  1769. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  1770. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  1771. if( tsc && tsc->data[SC_SLEEP] )
  1772. cri <<= 1;
  1773. switch(skill_id) {
  1774. case 0:
  1775. if(sc && !sc->data[SC_AUTOCOUNTER])
  1776. break;
  1777. clif_specialeffect(src, 131, AREA);
  1778. status_change_end(src, SC_AUTOCOUNTER, INVALID_TIMER);
  1779. case KN_AUTOCOUNTER:
  1780. if(battle_config.auto_counter_type &&
  1781. (battle_config.auto_counter_type&src->type))
  1782. return true;
  1783. else
  1784. cri <<= 1;
  1785. break;
  1786. case SN_SHARPSHOOTING:
  1787. case MA_SHARPSHOOTING:
  1788. cri += 200;
  1789. break;
  1790. case NJ_KIRIKAGE:
  1791. cri += 250 + 50*skill_lv;
  1792. break;
  1793. }
  1794. if(tsd && tsd->bonus.critical_def)
  1795. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  1796. return (rnd()%1000 < cri);
  1797. }
  1798. return 0;
  1799. }
  1800. /*==========================================================
  1801. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  1802. *----------------------------------------------------------
  1803. * Credits:
  1804. * Original coder Skoltex
  1805. * Initial refactoring by Baalberith
  1806. * Refined and optimized by helvetica
  1807. */
  1808. static int is_attack_piercing(struct Damage wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, short weapon_position)
  1809. {
  1810. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  1811. return 2;
  1812. if(src != NULL) {
  1813. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1814. struct status_data *tstatus = status_get_status_data(target);
  1815. #ifdef RENEWAL
  1816. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  1817. && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI && skill_id != ASC_BREAKER ) // Renewal: Soul Breaker no longer gains ice pick effect and ice pick effect gets crit benefit [helvetica]
  1818. #else
  1819. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  1820. && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI && !is_attack_critical(wd, src, target, skill_id, skill_lv, false) )
  1821. #endif
  1822. { //Elemental/Racial adjustments
  1823. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  1824. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  1825. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  1826. )
  1827. if (weapon_position == EQI_HAND_R)
  1828. return 1;
  1829. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  1830. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  1831. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  1832. )
  1833. { //Pass effect onto right hand if configured so. [Skotlex]
  1834. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  1835. if (weapon_position == EQI_HAND_R)
  1836. return 1;
  1837. }
  1838. else if (weapon_position == EQI_HAND_L)
  1839. return 1;
  1840. }
  1841. }
  1842. }
  1843. return 0;
  1844. }
  1845. static bool battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  1846. {
  1847. int nk = skill_get_nk(skill_id);
  1848. if( !skill_id && is_splash ) //If flag, this is splash damage from Baphomet Card and it always hits.
  1849. nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
  1850. return nk;
  1851. }
  1852. /*=============================
  1853. * Checks if attack is hitting
  1854. *-----------------------------
  1855. * Credits:
  1856. * Original coder Skoltex
  1857. * Initial refactoring by Baalberith
  1858. * Refined and optimized by helvetica
  1859. */
  1860. static bool is_attack_hitting(struct Damage wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  1861. {
  1862. struct status_data *sstatus = status_get_status_data(src);
  1863. struct status_data *tstatus = status_get_status_data(target);
  1864. struct status_change *sc = status_get_sc(src);
  1865. struct status_change *tsc = status_get_sc(target);
  1866. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1867. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  1868. short flee, hitrate;
  1869. if (!first_call)
  1870. return (wd.dmg_lv != ATK_FLEE);
  1871. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  1872. return true;
  1873. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  1874. return true;
  1875. else if (sc && sc->data[SC_FUSION])
  1876. return true;
  1877. else if (skill_id == AS_SPLASHER && !wd.miscflag)
  1878. return true;
  1879. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  1880. return true;
  1881. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  1882. return true;
  1883. else if (nk&NK_IGNORE_FLEE)
  1884. return true;
  1885. if( sc && (sc->data[SC_NEUTRALBARRIER] || sc->data[SC_NEUTRALBARRIER_MASTER]) && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
  1886. return false;
  1887. flee = tstatus->flee;
  1888. #ifdef RENEWAL
  1889. hitrate = 0; //Default hitrate
  1890. #else
  1891. hitrate = 80; //Default hitrate
  1892. #endif
  1893. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  1894. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  1895. if(attacker_count >= battle_config.agi_penalty_count) {
  1896. if (battle_config.agi_penalty_type == 1)
  1897. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  1898. else //assume type 2: absolute reduction
  1899. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  1900. if(flee < 1)
  1901. flee = 1;
  1902. }
  1903. }
  1904. hitrate += sstatus->hit - flee;
  1905. //Fogwall's hit penalty is only for normal ranged attacks.
  1906. if ((wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->data[SC_FOGWALL])
  1907. hitrate -= 50;
  1908. if(sd && is_skill_using_arrow(src, skill_id))
  1909. hitrate += sd->bonus.arrow_hit;
  1910. #ifdef RENEWAL
  1911. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  1912. hitrate += pc_checkskill(sd,AC_VULTURE);
  1913. #endif
  1914. if(skill_id) {
  1915. switch(skill_id) { //Hit skill modifiers
  1916. //It is proven that bonus is applied on final hitrate, not hit.
  1917. case SM_BASH:
  1918. case MS_BASH:
  1919. hitrate += hitrate * 5 * skill_lv / 100;
  1920. break;
  1921. case MS_MAGNUM:
  1922. case SM_MAGNUM:
  1923. hitrate += hitrate * 10 * skill_lv / 100;
  1924. break;
  1925. case KN_AUTOCOUNTER:
  1926. case PA_SHIELDCHAIN:
  1927. case NPC_WATERATTACK:
  1928. case NPC_GROUNDATTACK:
  1929. case NPC_FIREATTACK:
  1930. case NPC_WINDATTACK:
  1931. case NPC_POISONATTACK:
  1932. case NPC_HOLYATTACK:
  1933. case NPC_DARKNESSATTACK:
  1934. case NPC_UNDEADATTACK:
  1935. case NPC_TELEKINESISATTACK:
  1936. case NPC_BLEEDING:
  1937. hitrate += hitrate * 20 / 100;
  1938. break;
  1939. case KN_PIERCE:
  1940. case ML_PIERCE:
  1941. hitrate += hitrate * 5 * skill_lv / 100;
  1942. break;
  1943. case AS_SONICBLOW:
  1944. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  1945. hitrate += hitrate * 50 / 100;
  1946. break;
  1947. case MC_CARTREVOLUTION:
  1948. case GN_CART_TORNADO:
  1949. case GN_CARTCANNON:
  1950. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  1951. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  1952. break;
  1953. case LG_BANISHINGPOINT:
  1954. hitrate += 3 * skill_lv;
  1955. break;
  1956. case GC_VENOMPRESSURE:
  1957. hitrate += 10 + 4 * skill_lv;
  1958. break;
  1959. case SC_FATALMENACE:
  1960. hitrate -= 35 - 5 * skill_lv;
  1961. break;
  1962. case RL_SLUGSHOT:
  1963. if (distance_bl(src,target) > 3)
  1964. hitrate -= (10 - (skill_lv - 1));
  1965. break;
  1966. }
  1967. } else if (sd && wd.type&DMG_MULTI_HIT && wd.div_ == 2) // +1 hit per level of Double Attack on a successful double attack (making sure other multi attack skills do not trigger this) [helvetica]
  1968. hitrate += pc_checkskill(sd,TF_DOUBLE);
  1969. if (sd) {
  1970. int skill = 0;
  1971. #ifdef RENEWAL
  1972. // Weaponry Research hidden bonus
  1973. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1974. hitrate += hitrate * ( 2 * skill ) / 100;
  1975. #endif
  1976. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  1977. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  1978. hitrate += 3 * skill;
  1979. }
  1980. if(sc && sc->data[SC_MTF_ASPD])
  1981. hitrate += 5;
  1982. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  1983. return (rnd()%100 < hitrate);
  1984. }
  1985. /*==========================================
  1986. * If attack ignores def.
  1987. *------------------------------------------
  1988. * Credits:
  1989. * Original coder Skoltex
  1990. * Initial refactoring by Baalberith
  1991. * Refined and optimized by helvetica
  1992. */
  1993. static bool attack_ignores_def(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position)
  1994. {
  1995. struct status_data *tstatus = status_get_status_data(target);
  1996. struct status_change *sc = status_get_sc(src);
  1997. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1998. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  1999. #ifndef RENEWAL
  2000. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2001. return true;
  2002. else
  2003. #endif
  2004. if (sc && sc->data[SC_FUSION])
  2005. return true;
  2006. #ifdef RENEWAL
  2007. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != ASC_BREAKER) // Renewal: Soul Breaker no longer gains ignore DEF from weapon [helvetica]
  2008. #else
  2009. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2010. #endif
  2011. { //Ignore Defense?
  2012. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2013. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2014. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2015. if (weapon_position == EQI_HAND_R)
  2016. return true;
  2017. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2018. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2019. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2020. {
  2021. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2022. if (weapon_position == EQI_HAND_R)
  2023. return true;
  2024. } else if (weapon_position == EQI_HAND_L)
  2025. return true;
  2026. }
  2027. }
  2028. return (nk&NK_IGNORE_DEF);
  2029. }
  2030. /*================================================
  2031. * Should skill attack consider VVS and masteries?
  2032. *------------------------------------------------
  2033. * Credits:
  2034. * Original coder Skoltex
  2035. * Initial refactoring by Baalberith
  2036. * Refined and optimized by helvetica
  2037. */
  2038. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
  2039. {
  2040. if (
  2041. #ifndef RENEWAL
  2042. skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
  2043. #endif
  2044. skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER || skill_id == NC_SELFDESTRUCTION ||
  2045. skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE)
  2046. return false;
  2047. return true;
  2048. }
  2049. #ifdef RENEWAL
  2050. /*========================================
  2051. * Calculate equipment ATK for renewal ATK
  2052. *----------------------------------------
  2053. * Credits:
  2054. * Original coder Skoltex
  2055. * Initial refactoring by Baalberith
  2056. * Refined and optimized by helvetica
  2057. */
  2058. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  2059. {
  2060. if(src != NULL) {
  2061. int eatk = 0;
  2062. struct status_data *status = status_get_status_data(src);
  2063. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2064. if (sd) // add arrow atk if using an applicable skill
  2065. eatk += (is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0);
  2066. return eatk + status->eatk;
  2067. }
  2068. return 0; // shouldn't happen but just in case
  2069. }
  2070. #endif
  2071. /*========================================
  2072. * Returns the element type of attack
  2073. *----------------------------------------
  2074. * Credits:
  2075. * Original coder Skoltex
  2076. * Initial refactoring by Baalberith
  2077. * Refined and optimized by helvetica
  2078. */
  2079. static int battle_get_weapon_element(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only)
  2080. {
  2081. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2082. struct status_change *sc = status_get_sc(src);
  2083. struct status_data *sstatus = status_get_status_data(src);
  2084. uint8 i;
  2085. int element = skill_get_ele(skill_id, skill_lv);
  2086. //Take weapon's element
  2087. if( !skill_id || element == -1 ) {
  2088. if (weapon_position == EQI_HAND_R)
  2089. element = sstatus->rhw.ele;
  2090. else
  2091. element = sstatus->lhw.ele;
  2092. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  2093. element = sd->bonus.arrow_ele;
  2094. // on official endows override all other elements [helvetica]
  2095. if (sd) { //Summoning 10 talisman will endow your weapon.
  2096. ARR_FIND(1, 6, i, sd->talisman[i] >= 10);
  2097. if (i < 5)
  2098. element = i;
  2099. if (sc) { // check for endows
  2100. if(sc->data[SC_ENCHANTARMS])
  2101. element = sc->data[SC_ENCHANTARMS]->val2;
  2102. }
  2103. }
  2104. } else if( element == -2 ) //Use enchantment's element
  2105. element = status_get_attack_sc_element(src,sc);
  2106. else if( element == -3 ) //Use random element
  2107. element = rnd()%ELE_ALL;
  2108. switch( skill_id ) {
  2109. case GS_GROUNDDRIFT:
  2110. element = wd.miscflag; //element comes in flag.
  2111. break;
  2112. case LK_SPIRALPIERCE:
  2113. if (!sd)
  2114. element = ELE_NEUTRAL; //forced neutral for monsters
  2115. break;
  2116. case LG_HESPERUSLIT:
  2117. if (sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 4)
  2118. element = ELE_HOLY;
  2119. break;
  2120. case RL_H_MINE:
  2121. if (sd && sd->skill_id_old == RL_FLICKER) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  2122. element = ELE_FIRE;
  2123. break;
  2124. }
  2125. if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN))
  2126. element = ELE_HOLY;
  2127. // calc_flag means the element should be calculated for damage only
  2128. if (calc_for_damage_only)
  2129. return element;
  2130. #ifdef RENEWAL
  2131. if (skill_id == CR_SHIELDBOOMERANG)
  2132. element = ELE_NEUTRAL;
  2133. #endif
  2134. return element;
  2135. }
  2136. /*========================================
  2137. * Do element damage modifier calculation
  2138. *----------------------------------------
  2139. * Credits:
  2140. * Original coder Skoltex
  2141. * Initial refactoring by Baalberith
  2142. * Refined and optimized by helvetica
  2143. */
  2144. static struct Damage battle_calc_element_damage(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2145. {
  2146. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2147. struct status_change *sc = status_get_sc(src);
  2148. struct status_data *sstatus = status_get_status_data(src);
  2149. struct status_data *tstatus = status_get_status_data(target);
  2150. int element = skill_get_ele(skill_id, skill_lv);
  2151. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  2152. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  2153. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2154. //Elemental attribute fix
  2155. if(!(nk&NK_NO_ELEFIX)) {
  2156. //Non-pc physical melee attacks (mob, pet, homun) are "non elemental", they deal 100% to all target elements
  2157. //However the "non elemental" attacks still get reduced by "Neutral resistance"
  2158. //Also non-pc units have only a defending element, but can inflict elemental attacks using skills [exneval]
  2159. if(battle_config.attack_attr_none&src->type)
  2160. if(((!skill_id && !right_element) || (skill_id && (element == -1 || !right_element))) &&
  2161. (wd.flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON))
  2162. return wd;
  2163. if(wd.damage > 0) {
  2164. //Forced to its element
  2165. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2166. switch( skill_id ) {
  2167. case MC_CARTREVOLUTION:
  2168. case SR_GATEOFHELL:
  2169. case KO_BAKURETSU:
  2170. //Forced to neutral element
  2171. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2172. break;
  2173. case GS_GROUNDDRIFT:
  2174. //Additional 50 * lv neutral damage
  2175. wd.damage += battle_attr_fix(src, target, 50 * skill_lv, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2176. break;
  2177. case GN_CARTCANNON:
  2178. case KO_HAPPOKUNAI:
  2179. //Forced to ammo's element
  2180. wd.damage = battle_attr_fix(src, target, wd.damage, (sd && sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2181. break;
  2182. }
  2183. }
  2184. if (is_attack_left_handed(src, skill_id) && wd.damage2 > 0)
  2185. wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element ,tstatus->def_ele, tstatus->ele_lv);
  2186. if (sc && sc->data[SC_WATK_ELEMENT]) {
  2187. // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  2188. int64 damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2189. wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2190. if (is_attack_left_handed(src, skill_id)) {
  2191. damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2192. wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2193. }
  2194. }
  2195. }
  2196. return wd;
  2197. }
  2198. #define ATK_RATE(damage, damage2, a) { damage = damage * (a) / 100; if(is_attack_left_handed(src, skill_id)) damage2 = damage2 * (a) / 100; }
  2199. #define ATK_RATE2(damage, damage2, a , b) { damage = damage *(a) / 100; if(is_attack_left_handed(src, skill_id)) damage2 = damage2 * (b) / 100; }
  2200. #define ATK_RATER(damage, a) { damage = damage * (a) / 100; }
  2201. #define ATK_RATEL(damage2, a) { damage2 = damage2 * (a) / 100; }
  2202. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2203. #define ATK_ADDRATE(damage, damage2, a) { damage += damage * (a) / 100; if(is_attack_left_handed(src, skill_id)) damage2 += damage2 *(a) / 100; }
  2204. #define ATK_ADDRATE2(damage, damage2, a , b) { damage += damage * (a) / 100; if(is_attack_left_handed(src, skill_id)) damage2 += damage2 * (b) / 100; }
  2205. //Adds an absolute value to damage. 100 = +100 damage
  2206. #define ATK_ADD(damage, damage2, a) { damage += a; if(is_attack_left_handed(src, skill_id)) damage2 += a; }
  2207. #define ATK_ADD2(damage, damage2, a , b) { damage += a; if(is_attack_left_handed(src, skill_id)) damage2 += b; }
  2208. #ifdef RENEWAL
  2209. #define RE_ALLATK_ADD(wd, a) { ATK_ADD(wd.statusAtk, wd.statusAtk2, a); ATK_ADD(wd.weaponAtk, wd.weaponAtk2, a); ATK_ADD(wd.equipAtk, wd.equipAtk2, a); ATK_ADD(wd.masteryAtk, wd.masteryAtk2, a); }
  2210. #define RE_ALLATK_RATE(wd, a) { ATK_RATE(wd.statusAtk, wd.statusAtk2, a); ATK_RATE(wd.weaponAtk, wd.weaponAtk2, a); ATK_RATE(wd.equipAtk, wd.equipAtk2, a); ATK_RATE(wd.masteryAtk, wd.masteryAtk2, a); }
  2211. #define RE_ALLATK_ADDRATE(wd, a) { ATK_ADDRATE(wd.statusAtk, wd.statusAtk2, a); ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, a); ATK_ADDRATE(wd.equipAtk, wd.equipAtk2, a); ATK_ADDRATE(wd.masteryAtk, wd.masteryAtk2, a); }
  2212. #else
  2213. #define RE_ALLATK_ADD(wd, a) {;}
  2214. #define RE_ALLATK_RATE(wd, a) {;}
  2215. #define RE_ALLATK_ADDRATE(wd, a) {;}
  2216. #endif
  2217. /*==================================
  2218. * Calculate weapon mastery damages
  2219. *----------------------------------
  2220. * Credits:
  2221. * Original coder Skoltex
  2222. * Initial refactoring by Baalberith
  2223. * Refined and optimized by helvetica
  2224. */
  2225. static struct Damage battle_calc_attack_masteries(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2226. {
  2227. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2228. struct status_change *sc = status_get_sc(src);
  2229. struct status_data *sstatus = status_get_status_data(src);
  2230. int t_class = status_get_class(target);
  2231. if (sd && battle_skill_stacks_masteries_vvs(skill_id) &&
  2232. skill_id != MO_INVESTIGATE &&
  2233. skill_id != MO_EXTREMITYFIST &&
  2234. skill_id != CR_GRANDCROSS)
  2235. { //Add mastery damage
  2236. int skill;
  2237. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  2238. #ifdef RENEWAL
  2239. wd.masteryAtk = (int)battle_addmastery(sd,target,wd.weaponAtk,0);
  2240. #endif
  2241. if (is_attack_left_handed(src, skill_id)) {
  2242. wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  2243. #ifdef RENEWAL
  2244. wd.masteryAtk2 = (int)battle_addmastery(sd,target,wd.weaponAtk2,1);
  2245. #endif
  2246. }
  2247. #ifdef RENEWAL
  2248. //General skill masteries
  2249. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  2250. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 15 * skill_lv);
  2251. if (skill_id != CR_SHIELDBOOMERANG)
  2252. ATK_ADD2(wd.masteryAtk, wd.masteryAtk2, wd.div_ * sd->right_weapon.star, wd.div_ * sd->left_weapon.star);
  2253. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  2254. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 4);
  2255. if (skill_id == MO_FINGEROFFENSIVE) {
  2256. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  2257. } else
  2258. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  2259. #endif
  2260. if (sc) { // Status change considered as masteries
  2261. uint8 i;
  2262. if (sc->data[SC_MIRACLE])
  2263. i = 2; //Star anger
  2264. else
  2265. ARR_FIND(0, MAX_PC_FEELHATE, i, t_class == sd->hate_mob[i]);
  2266. if (i < MAX_PC_FEELHATE && (skill=pc_checkskill(sd,sg_info[i].anger_id))) {
  2267. int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  2268. if (i == 2)
  2269. skillratio += sstatus->str; //Star Anger
  2270. if (skill < 4)
  2271. skillratio /= 12 - 3 * skill;
  2272. ATK_ADDRATE(wd.damage, wd.damage2, skillratio);
  2273. #ifdef RENEWAL
  2274. ATK_ADDRATE(wd.masteryAtk, wd.masteryAtk2, skillratio);
  2275. #endif
  2276. }
  2277. if(sc->data[SC_CAMOUFLAGE]) {
  2278. ATK_ADD(wd.damage, wd.damage2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2279. #ifdef RENEWAL
  2280. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2281. #endif
  2282. }
  2283. }
  2284. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) {
  2285. ATK_ADD(wd.damage, wd.damage2, 3 * skill);
  2286. #ifdef RENEWAL
  2287. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 3 * skill);
  2288. #endif
  2289. }
  2290. }
  2291. return wd;
  2292. }
  2293. #ifdef RENEWAL
  2294. /*=========================================
  2295. * Calculate the various Renewal ATK parts
  2296. *-----------------------------------------
  2297. * Credits:
  2298. * Original coder Skoltex
  2299. * Initial refactoring by Baalberith
  2300. * Refined and optimized by helvetica
  2301. */
  2302. struct Damage battle_calc_damage_parts(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2303. {
  2304. struct status_data *sstatus = status_get_status_data(src);
  2305. struct status_data *tstatus = status_get_status_data(target);
  2306. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2307. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  2308. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  2309. wd.statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
  2310. wd.statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
  2311. if (skill_id || (sd && sd->sc.data[SC_SEVENWIND])) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  2312. wd.statusAtk = (int)battle_attr_fix(src, target, wd.statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2313. wd.statusAtk2 = (int)battle_attr_fix(src, target, wd.statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv);
  2314. } else { // status atk is considered neutral on normal attacks [helvetica]
  2315. wd.statusAtk = (int)battle_attr_fix(src, target, wd.statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2316. wd.statusAtk2 = (int)battle_attr_fix(src, target, wd.statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2317. }
  2318. wd.weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd);
  2319. wd.weaponAtk = (int)battle_attr_fix(src, target, wd.weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2320. wd.weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd);
  2321. wd.weaponAtk2 = (int)battle_attr_fix(src, target, wd.weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2322. wd.equipAtk += battle_calc_equip_attack(src, skill_id);
  2323. wd.equipAtk = (int)battle_attr_fix(src, target, wd.equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2324. wd.equipAtk2 += battle_calc_equip_attack(src, skill_id);
  2325. wd.equipAtk2 = (int)battle_attr_fix(src, target, wd.equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2326. //Mastery ATK is a special kind of ATK that has no elemental properties
  2327. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  2328. wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  2329. wd.damage = 0;
  2330. wd.damage2 = 0;
  2331. return wd;
  2332. }
  2333. #endif
  2334. /*==========================================================
  2335. * Calculate basic ATK that goes into the skill ATK formula
  2336. *----------------------------------------------------------
  2337. * Credits:
  2338. * Original coder Skoltex
  2339. * Initial refactoring by Baalberith
  2340. * Refined and optimized by helvetica
  2341. */
  2342. struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2343. {
  2344. struct status_change *sc = status_get_sc(src);
  2345. struct status_data *sstatus = status_get_status_data(src);
  2346. struct status_data *tstatus = status_get_status_data(target);
  2347. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2348. uint16 i;
  2349. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2350. switch (skill_id) { //Calc base damage according to skill
  2351. case PA_SACRIFICE:
  2352. wd.damage = (int64)sstatus->max_hp* 9/100;
  2353. wd.damage2 = 0;
  2354. #ifdef RENEWAL
  2355. wd.weaponAtk = (int)wd.damage;
  2356. wd.weaponAtk2 = (int)wd.damage2;
  2357. #endif
  2358. break;
  2359. #ifdef RENEWAL
  2360. case LK_SPIRALPIERCE:
  2361. case ML_SPIRALPIERCE:
  2362. if (sd) {
  2363. short index = sd->equip_index[EQI_HAND_R];
  2364. if (index >= 0 &&
  2365. sd->inventory_data[index] &&
  2366. sd->inventory_data[index]->type == IT_WEAPON)
  2367. wd.equipAtk += sd->inventory_data[index]->weight/20; // weight from spear is treated as equipment ATK on official [helvetica]
  2368. wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2369. wd.masteryAtk = 0; // weapon mastery is ignored for spiral
  2370. } else {
  2371. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
  2372. }
  2373. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2374. case SZ_SMALL: //Small: 125%
  2375. ATK_RATE(wd.damage, wd.damage2, 125);
  2376. RE_ALLATK_RATE(wd, 125);
  2377. break;
  2378. //case SZ_MEDIUM: //Medium: 100%
  2379. case SZ_BIG: //Large: 75%
  2380. ATK_RATE(wd.damage, wd.damage2, 75);
  2381. RE_ALLATK_RATE(wd, 75);
  2382. break;
  2383. }
  2384. #else
  2385. case NJ_ISSEN:
  2386. wd.damage = (40 * sstatus->str) + ((sstatus->hp * (8 * skill_lv)) / 100);
  2387. wd.damage2 = 0;
  2388. break;
  2389. case LK_SPIRALPIERCE:
  2390. case ML_SPIRALPIERCE:
  2391. if (sd) {
  2392. short index = sd->equip_index[EQI_HAND_R];
  2393. if (index >= 0 &&
  2394. sd->inventory_data[index] &&
  2395. sd->inventory_data[index]->type == IT_WEAPON)
  2396. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  2397. ATK_ADDRATE(wd.damage, wd.damage2, 50*skill_lv); //Skill modifier applies to weight only.
  2398. } else {
  2399. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
  2400. }
  2401. i = sstatus->str/10;
  2402. i*=i;
  2403. ATK_ADD(wd.damage, wd.damage2, i); //Add str bonus.
  2404. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2405. case SZ_SMALL: //Small: 125%
  2406. ATK_RATE(wd.damage, wd.damage2, 125);
  2407. break;
  2408. //case SZ_MEDIUM: //Medium: 100%
  2409. case SZ_BIG: //Large: 75%
  2410. ATK_RATE(wd.damage, wd.damage2, 75);
  2411. break;
  2412. }
  2413. #endif
  2414. break;
  2415. case CR_SHIELDBOOMERANG:
  2416. case PA_SHIELDCHAIN:
  2417. wd.damage = sstatus->batk;
  2418. if (sd) {
  2419. short index = sd->equip_index[EQI_HAND_L];
  2420. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  2421. ATK_ADD(wd.damage, wd.damage2, sd->inventory_data[index]->weight/10);
  2422. } else
  2423. ATK_ADD(wd.damage, wd.damage2, sstatus->rhw.atk2); //Else use Atk2
  2424. #ifdef RENEWAL
  2425. wd.weaponAtk = (int)wd.damage;
  2426. wd.weaponAtk2 = (int)wd.damage2;
  2427. #endif
  2428. break;
  2429. case RK_DRAGONBREATH:
  2430. case RK_DRAGONBREATH_WATER:
  2431. {
  2432. int damagevalue = 0;
  2433. wd.damage = wd.damage2 = 0;
  2434. #ifdef RENEWAL
  2435. wd.weaponAtk = wd.weaponAtk2 = 0;
  2436. #endif
  2437. damagevalue = ((sstatus->hp / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
  2438. if(status_get_lv(src) > 100)
  2439. damagevalue = damagevalue * status_get_lv(src) / 150;
  2440. if(sd)
  2441. damagevalue = damagevalue * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
  2442. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2443. #ifdef RENEWAL
  2444. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
  2445. #endif
  2446. wd.flag |= BF_LONG;
  2447. }
  2448. break;
  2449. case NC_SELFDESTRUCTION: {
  2450. int damagevalue = 0;
  2451. wd.damage = wd.damage2 = 0;
  2452. #ifdef RENEWAL
  2453. wd.weaponAtk = wd.weaponAtk2 = 0;
  2454. #endif
  2455. damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  2456. if(status_get_lv(src) > 100)
  2457. damagevalue = damagevalue * status_get_lv(src) / 100;
  2458. damagevalue = damagevalue + sstatus->hp;
  2459. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2460. #ifdef RENEWAL
  2461. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
  2462. #endif
  2463. }
  2464. break;
  2465. case KO_HAPPOKUNAI: {
  2466. int damagevalue = 0;
  2467. wd.damage = wd.damage2 = 0;
  2468. #ifdef RENEWAL
  2469. wd.weaponAtk = wd.weaponAtk2 = 0;
  2470. #endif
  2471. if(sd) {
  2472. short index = sd->equip_index[EQI_AMMO];
  2473. damagevalue = (3 * (sstatus->batk + sstatus->rhw.atk + ((index >= 0 && sd->inventory_data[index]) ? sd->inventory_data[index]->atk : 0))) * (skill_lv + 5) / 5;
  2474. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2475. } else {
  2476. damagevalue = 5000;
  2477. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2478. }
  2479. #ifdef RENEWAL
  2480. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
  2481. #endif
  2482. }
  2483. break;
  2484. case HFLI_SBR44: //[orn]
  2485. if(src->type == BL_HOM)
  2486. wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  2487. break;
  2488. default:
  2489. {
  2490. #ifdef RENEWAL
  2491. if (sd)
  2492. wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2493. else {
  2494. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2495. (!skill_id && sc && sc->data[SC_CHANGE]?4:0);
  2496. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  2497. if (is_attack_left_handed(src, skill_id))
  2498. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  2499. }
  2500. #else
  2501. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2502. (is_skill_using_arrow(src, skill_id)?2:0)|
  2503. (skill_id == HW_MAGICCRASHER?4:0)|
  2504. (!skill_id && sc && sc->data[SC_CHANGE]?4:0)|
  2505. (skill_id == MO_EXTREMITYFIST?8:0)|
  2506. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  2507. if (is_skill_using_arrow(src, skill_id) && sd)
  2508. switch(sd->status.weapon) {
  2509. case W_BOW:
  2510. case W_REVOLVER:
  2511. case W_GATLING:
  2512. case W_SHOTGUN:
  2513. case W_GRENADE:
  2514. break;
  2515. default:
  2516. i |= 16; // for ex. shuriken must not be influenced by DEX
  2517. }
  2518. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  2519. if (is_attack_left_handed(src, skill_id))
  2520. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  2521. #endif
  2522. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  2523. if(wd.miscflag > 0) {
  2524. wd.damage /= wd.miscflag;
  2525. #ifdef RENEWAL
  2526. wd.statusAtk /= wd.miscflag;
  2527. wd.weaponAtk /= wd.miscflag;
  2528. wd.equipAtk /= wd.miscflag;
  2529. wd.masteryAtk /= wd.miscflag;
  2530. #endif
  2531. }
  2532. else
  2533. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  2534. }
  2535. //Add any bonuses that modify the base atk (pre-skills)
  2536. if(sd) {
  2537. int skill;
  2538. if (sd->bonus.atk_rate) {
  2539. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.atk_rate);
  2540. RE_ALLATK_ADDRATE(wd, sd->bonus.atk_rate);
  2541. }
  2542. #ifndef RENEWAL
  2543. if(sd->bonus.crit_atk_rate && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) { // add +crit damage bonuses here in pre-renewal mode [helvetica]
  2544. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.crit_atk_rate);
  2545. }
  2546. #endif
  2547. if(sc && sc->data[SC_MTF_CRIDAMAGE] && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
  2548. ATK_ADDRATE(wd.damage, wd.damage2, 25);
  2549. RE_ALLATK_ADDRATE(wd, 25); //Temporary it should be 'bonus.crit_atk_rate'
  2550. }
  2551. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  2552. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  2553. ATK_ADDRATE(wd.damage, wd.damage2, 2*skill*i);
  2554. RE_ALLATK_ADDRATE(wd, 2*skill*i);
  2555. }
  2556. }
  2557. }
  2558. break;
  2559. } //End default case
  2560. } //End switch(skill_id)
  2561. return wd;
  2562. }
  2563. //For quick div adjustment.
  2564. #define DAMAGE_DIV_FIX(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
  2565. #define DAMAGE_DIV_FIX2(dmg, div) { if (div > 1) (dmg)*=div; }
  2566. #define DAMAGE_DIV_FIX_RENEWAL(wd, div) { DAMAGE_DIV_FIX2(wd.statusAtk, div); DAMAGE_DIV_FIX2(wd.weaponAtk, div); DAMAGE_DIV_FIX2(wd.equipAtk, div); DAMAGE_DIV_FIX2(wd.masteryAtk, div); }
  2567. /*=======================================
  2568. * Check for and calculate multi attacks
  2569. *---------------------------------------
  2570. * Credits:
  2571. * Original coder Skoltex
  2572. * Initial refactoring by Baalberith
  2573. * Refined and optimized by helvetica
  2574. */
  2575. static struct Damage battle_calc_multi_attack(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2576. {
  2577. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2578. struct status_change *sc = status_get_sc(src);
  2579. struct status_change *tsc = status_get_sc(target);
  2580. struct status_data *tstatus = status_get_status_data(target);
  2581. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  2582. short i;
  2583. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  2584. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) //Will fail bare-handed
  2585. || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Need confirmation
  2586. { //Success chance is not added, the higher one is used [Skotlex]
  2587. if( rnd()%100 < ( 5*skill_lv > sd->bonus.double_rate ? 5*skill_lv : sc && sc->data[SC_KAGEMUSYA]?sc->data[SC_KAGEMUSYA]->val1*3:sd->bonus.double_rate ) ) {
  2588. wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  2589. wd.type = DMG_MULTI_HIT;
  2590. }
  2591. }
  2592. else if( ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  2593. || (sd && sc->count && sc->data[SC_E_CHAIN] && (skill_lv = sc->data[SC_E_CHAIN]->val2) > 0)) //Chain Action of ETERNAL_CHAIN
  2594. && rnd()%100 < 5*skill_lv ) //Success rate
  2595. {
  2596. wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  2597. wd.type = DMG_MULTI_HIT;
  2598. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  2599. }
  2600. else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
  2601. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1)
  2602. {
  2603. int chance = rnd()%100;
  2604. switch(sc->data[SC_FEARBREEZE]->val1) {
  2605. case 5: if( chance < 4) { wd.div_ = 5; break; } // 3 % chance to attack 5 times.
  2606. case 4: if( chance < 7) { wd.div_ = 4; break; } // 6 % chance to attack 4 times.
  2607. case 3: if( chance < 10) { wd.div_ = 3; break; } // 9 % chance to attack 3 times.
  2608. case 2:
  2609. case 1: if( chance < 13) { wd.div_ = 2; break; } // 12 % chance to attack 2 times.
  2610. }
  2611. wd.div_ = min(wd.div_,sd->status.inventory[i].amount);
  2612. sc->data[SC_FEARBREEZE]->val4 = wd.div_-1;
  2613. if (wd.div_ > 1)
  2614. wd.type = DMG_MULTI_HIT;
  2615. }
  2616. }
  2617. switch (skill_id) {
  2618. case RA_AIMEDBOLT:
  2619. if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) )
  2620. wd.div_ = tstatus->size + 2 + ( (rnd()%100 < 50-tstatus->size*10) ? 1 : 0 );
  2621. break;
  2622. case SC_JYUMONJIKIRI:
  2623. if( tsc && tsc->data[SC_JYUMONJIKIRI] )
  2624. wd.div_ = wd.div_ * -1;// needs more info
  2625. break;
  2626. }
  2627. return wd;
  2628. }
  2629. /*======================================================
  2630. * Calculate skill level ratios for weapon-based skills
  2631. *------------------------------------------------------
  2632. * Credits:
  2633. * Original coder Skoltex
  2634. * Initial refactoring by Baalberith
  2635. * Refined and optimized by helvetica
  2636. */
  2637. static int battle_calc_attack_skill_ratio(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2638. {
  2639. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2640. struct map_session_data *tsd = BL_CAST(BL_PC, src);
  2641. struct status_change *sc = status_get_sc(src);
  2642. struct status_change *tsc = status_get_sc(target);
  2643. struct status_data *sstatus = status_get_status_data(src);
  2644. struct status_data *tstatus = status_get_status_data(target);
  2645. int skillratio = 100;
  2646. int i;
  2647. //Skill damage modifiers that stack linearly
  2648. if(sc && skill_id != PA_SACRIFICE) {
  2649. if(sc->data[SC_OVERTHRUST])
  2650. skillratio += sc->data[SC_OVERTHRUST]->val3;
  2651. if(sc->data[SC_MAXOVERTHRUST])
  2652. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  2653. if(sc->data[SC_BERSERK])
  2654. #ifndef RENEWAL
  2655. skillratio += 100;
  2656. #else
  2657. skillratio += 200;
  2658. if (sc && sc->data[SC_TRUESIGHT])
  2659. skillratio += 2*sc->data[SC_TRUESIGHT]->val1;
  2660. if (sc->data[SC_CONCENTRATION])
  2661. skillratio += sc->data[SC_CONCENTRATION]->val2;
  2662. #endif
  2663. if (sc->data[SC_CRUSHSTRIKE] && (!skill_id || skill_id == KN_AUTOCOUNTER)) {
  2664. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  2665. short index = sd->equip_index[EQI_HAND_R];
  2666. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  2667. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sstatus->rhw.atk +
  2668. 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6);
  2669. }
  2670. status_change_end(src,SC_CRUSHSTRIKE,INVALID_TIMER);
  2671. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  2672. }
  2673. if (sc->data[SC_EXEEDBREAK] && !skill_id) {
  2674. skillratio += -100 + sc->data[SC_EXEEDBREAK]->val1;
  2675. status_change_end(src,SC_EXEEDBREAK,INVALID_TIMER);
  2676. }
  2677. if(sc->data[SC_HEAT_BARREL])
  2678. skillratio += 200;
  2679. if(sc->data[SC_P_ALTER])
  2680. skillratio += sc->data[SC_P_ALTER]->val2;
  2681. }
  2682. switch( skill_id ) {
  2683. case SM_BASH:
  2684. case MS_BASH:
  2685. skillratio += 30*skill_lv;
  2686. break;
  2687. case SM_MAGNUM:
  2688. case MS_MAGNUM:
  2689. skillratio += 20*skill_lv;
  2690. break;
  2691. case MC_MAMMONITE:
  2692. skillratio += 50*skill_lv;
  2693. break;
  2694. case HT_POWER:
  2695. skillratio += -50+8*sstatus->str;
  2696. break;
  2697. case AC_DOUBLE:
  2698. case MA_DOUBLE:
  2699. skillratio += 10*(skill_lv-1);
  2700. break;
  2701. case AC_SHOWER:
  2702. case MA_SHOWER:
  2703. #ifdef RENEWAL
  2704. skillratio += 50+10*skill_lv;
  2705. #else
  2706. skillratio += -25+5*skill_lv;
  2707. #endif
  2708. break;
  2709. case AC_CHARGEARROW:
  2710. case MA_CHARGEARROW:
  2711. skillratio += 50;
  2712. break;
  2713. #ifndef RENEWAL
  2714. case HT_FREEZINGTRAP:
  2715. case MA_FREEZINGTRAP:
  2716. skillratio += -50+10*skill_lv;
  2717. break;
  2718. #endif
  2719. case KN_PIERCE:
  2720. case ML_PIERCE:
  2721. skillratio += 10*skill_lv;
  2722. break;
  2723. case MER_CRASH:
  2724. skillratio += 10*skill_lv;
  2725. break;
  2726. case KN_SPEARSTAB:
  2727. skillratio += 15*skill_lv;
  2728. break;
  2729. case KN_SPEARBOOMERANG:
  2730. skillratio += 50*skill_lv;
  2731. break;
  2732. case KN_BRANDISHSPEAR:
  2733. case ML_BRANDISH:
  2734. {
  2735. int ratio = 100+20*skill_lv;
  2736. skillratio += ratio-100;
  2737. if(skill_lv>3 && wd.miscflag==1) skillratio += ratio/2;
  2738. if(skill_lv>6 && wd.miscflag==1) skillratio += ratio/4;
  2739. if(skill_lv>9 && wd.miscflag==1) skillratio += ratio/8;
  2740. if(skill_lv>6 && wd.miscflag==2) skillratio += ratio/2;
  2741. if(skill_lv>9 && wd.miscflag==2) skillratio += ratio/4;
  2742. if(skill_lv>9 && wd.miscflag==3) skillratio += ratio/2;
  2743. break;
  2744. }
  2745. case KN_BOWLINGBASH:
  2746. case MS_BOWLINGBASH:
  2747. skillratio+= 40*skill_lv;
  2748. break;
  2749. case AS_GRIMTOOTH:
  2750. skillratio += 20*skill_lv;
  2751. break;
  2752. case AS_POISONREACT:
  2753. skillratio += 30*skill_lv;
  2754. break;
  2755. case AS_SONICBLOW:
  2756. skillratio += -50+5*skill_lv;
  2757. break;
  2758. case TF_SPRINKLESAND:
  2759. skillratio += 30;
  2760. break;
  2761. case MC_CARTREVOLUTION:
  2762. skillratio += 50;
  2763. if(sd && sd->cart_weight)
  2764. skillratio += 100*sd->cart_weight/sd->cart_weight_max; // +1% every 1% weight
  2765. else if (!sd)
  2766. skillratio += 100; //Max damage for non players.
  2767. break;
  2768. case NPC_PIERCINGATT:
  2769. skillratio += -25; //75% base damage
  2770. break;
  2771. case NPC_COMBOATTACK:
  2772. skillratio += 25*skill_lv;
  2773. break;
  2774. case NPC_RANDOMATTACK:
  2775. case NPC_WATERATTACK:
  2776. case NPC_GROUNDATTACK:
  2777. case NPC_FIREATTACK:
  2778. case NPC_WINDATTACK:
  2779. case NPC_POISONATTACK:
  2780. case NPC_HOLYATTACK:
  2781. case NPC_DARKNESSATTACK:
  2782. case NPC_UNDEADATTACK:
  2783. case NPC_TELEKINESISATTACK:
  2784. case NPC_BLOODDRAIN:
  2785. case NPC_ACIDBREATH:
  2786. case NPC_DARKNESSBREATH:
  2787. case NPC_FIREBREATH:
  2788. case NPC_ICEBREATH:
  2789. case NPC_THUNDERBREATH:
  2790. case NPC_HELLJUDGEMENT:
  2791. case NPC_PULSESTRIKE:
  2792. skillratio += 100*(skill_lv-1);
  2793. break;
  2794. case RG_BACKSTAP:
  2795. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  2796. skillratio += (200+40*skill_lv)/2;
  2797. else
  2798. skillratio += 200+40*skill_lv;
  2799. break;
  2800. case RG_RAID:
  2801. skillratio += 40*skill_lv;
  2802. break;
  2803. case RG_INTIMIDATE:
  2804. skillratio += 30*skill_lv;
  2805. break;
  2806. case CR_SHIELDCHARGE:
  2807. skillratio += 20*skill_lv;
  2808. break;
  2809. case CR_SHIELDBOOMERANG:
  2810. skillratio += 30*skill_lv;
  2811. break;
  2812. case NPC_DARKCROSS:
  2813. case CR_HOLYCROSS:
  2814. {
  2815. #ifdef RENEWAL
  2816. if(sd && sd->status.weapon == W_2HSPEAR)
  2817. skillratio += 2*(35*skill_lv);
  2818. else
  2819. #endif
  2820. skillratio += 35*skill_lv;
  2821. break;
  2822. }
  2823. case AM_DEMONSTRATION:
  2824. skillratio += 20*skill_lv;
  2825. break;
  2826. case AM_ACIDTERROR:
  2827. skillratio += 40*skill_lv;
  2828. break;
  2829. case MO_FINGEROFFENSIVE:
  2830. skillratio+= 50 * skill_lv;
  2831. break;
  2832. case MO_INVESTIGATE:
  2833. skillratio += 100 + 150 * skill_lv;
  2834. break;
  2835. case MO_EXTREMITYFIST:
  2836. skillratio += 100*(7 + sstatus->sp/10);
  2837. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  2838. break;
  2839. case MO_TRIPLEATTACK:
  2840. skillratio += 20*skill_lv;
  2841. break;
  2842. case MO_CHAINCOMBO:
  2843. skillratio += 50+50*skill_lv;
  2844. break;
  2845. case MO_COMBOFINISH:
  2846. skillratio += 140+60*skill_lv;
  2847. break;
  2848. case BA_MUSICALSTRIKE:
  2849. case DC_THROWARROW:
  2850. skillratio += 25+25*skill_lv;
  2851. break;
  2852. case CH_TIGERFIST:
  2853. skillratio += 100*skill_lv-60;
  2854. break;
  2855. case CH_CHAINCRUSH:
  2856. skillratio += 300+100*skill_lv;
  2857. break;
  2858. case CH_PALMSTRIKE:
  2859. skillratio += 100+100*skill_lv;
  2860. break;
  2861. case LK_HEADCRUSH:
  2862. skillratio += 40*skill_lv;
  2863. break;
  2864. case LK_JOINTBEAT:
  2865. i = 10*skill_lv-50;
  2866. // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
  2867. if (wd.miscflag&BREAK_NECK) i*=2;
  2868. skillratio += i;
  2869. break;
  2870. #ifdef RENEWAL
  2871. // Renewal: skill ratio applies to entire damage [helvetica]
  2872. case LK_SPIRALPIERCE:
  2873. case ML_SPIRALPIERCE:
  2874. skillratio += 50*skill_lv;
  2875. break;
  2876. #endif
  2877. case ASC_METEORASSAULT:
  2878. skillratio += 40*skill_lv-60;
  2879. break;
  2880. case SN_SHARPSHOOTING:
  2881. case MA_SHARPSHOOTING:
  2882. skillratio += 100+50*skill_lv;
  2883. break;
  2884. case CG_ARROWVULCAN:
  2885. skillratio += 100+100*skill_lv;
  2886. break;
  2887. case AS_SPLASHER:
  2888. skillratio += 400+50*skill_lv;
  2889. if(sd)
  2890. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  2891. break;
  2892. #ifndef RENEWAL
  2893. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  2894. case ASC_BREAKER:
  2895. skillratio += 100*skill_lv-100;
  2896. break;
  2897. #endif
  2898. case PA_SACRIFICE:
  2899. skillratio += 10*skill_lv-10;
  2900. break;
  2901. case PA_SHIELDCHAIN:
  2902. skillratio += 30*skill_lv;
  2903. break;
  2904. case WS_CARTTERMINATION:
  2905. i = 10 * (16 - skill_lv);
  2906. if (i < 1) i = 1;
  2907. //Preserve damage ratio when max cart weight is changed.
  2908. if(sd && sd->cart_weight)
  2909. skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
  2910. else if (!sd)
  2911. skillratio += 80000 / i - 100;
  2912. break;
  2913. case TK_DOWNKICK:
  2914. skillratio += 60 + 20*skill_lv;
  2915. break;
  2916. case TK_STORMKICK:
  2917. skillratio += 60 + 20*skill_lv;
  2918. break;
  2919. case TK_TURNKICK:
  2920. skillratio += 90 + 30*skill_lv;
  2921. break;
  2922. case TK_COUNTER:
  2923. skillratio += 90 + 30*skill_lv;
  2924. break;
  2925. case TK_JUMPKICK:
  2926. skillratio += -70 + 10*skill_lv;
  2927. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  2928. skillratio += 10*status_get_lv(src)/3; //Tumble bonus
  2929. if (wd.miscflag)
  2930. {
  2931. skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
  2932. if( sc && sc->data[SC_SPURT] ) // Spurt bonus
  2933. skillratio *= 2;
  2934. }
  2935. break;
  2936. case GS_TRIPLEACTION:
  2937. skillratio += 50*skill_lv;
  2938. break;
  2939. case GS_BULLSEYE:
  2940. //Only works well against brute/demihumans non bosses.
  2941. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  2942. && !(tstatus->mode&MD_BOSS))
  2943. skillratio += 400;
  2944. break;
  2945. case GS_TRACKING:
  2946. skillratio += 100 *(skill_lv+1);
  2947. break;
  2948. case GS_PIERCINGSHOT:
  2949. skillratio += 20*skill_lv;
  2950. break;
  2951. case GS_RAPIDSHOWER:
  2952. skillratio += 10*skill_lv;
  2953. break;
  2954. case GS_DESPERADO:
  2955. skillratio += 50*(skill_lv-1);
  2956. break;
  2957. case GS_DUST:
  2958. skillratio += 50*skill_lv;
  2959. break;
  2960. case GS_FULLBUSTER:
  2961. skillratio += 100*(skill_lv+2);
  2962. break;
  2963. case GS_SPREADATTACK:
  2964. #ifdef RENEWAL
  2965. skillratio += 20*(skill_lv);
  2966. #else
  2967. skillratio += 20*(skill_lv-1);
  2968. #endif
  2969. break;
  2970. case NJ_HUUMA:
  2971. skillratio += 50 + 150*skill_lv;
  2972. break;
  2973. case NJ_TATAMIGAESHI:
  2974. skillratio += 10 * skill_lv;
  2975. #ifdef RENEWAL
  2976. skillratio += 200;
  2977. #endif
  2978. break;
  2979. case NJ_KASUMIKIRI:
  2980. skillratio += 10*skill_lv;
  2981. break;
  2982. case NJ_KIRIKAGE:
  2983. skillratio += 100*(skill_lv-1);
  2984. break;
  2985. case NJ_KUNAI:
  2986. skillratio += 200;
  2987. break;
  2988. case KN_CHARGEATK:
  2989. {
  2990. int k = (wd.miscflag-1)/3; //+100% every 3 cells of distance
  2991. if( k > 2 ) k = 2; // ...but hard-limited to 300%.
  2992. skillratio += 100 * k;
  2993. }
  2994. break;
  2995. case HT_PHANTASMIC:
  2996. skillratio += 50;
  2997. break;
  2998. case MO_BALKYOUNG:
  2999. skillratio += 200;
  3000. break;
  3001. case HFLI_MOON: //[orn]
  3002. skillratio += 10+110*skill_lv;
  3003. break;
  3004. case HFLI_SBR44: //[orn]
  3005. skillratio += 100 *(skill_lv-1);
  3006. break;
  3007. case NPC_VAMPIRE_GIFT:
  3008. skillratio += ((skill_lv-1)%5+1)*100;
  3009. break;
  3010. case RK_SONICWAVE:
  3011. skillratio = (skill_lv + 5) * 100; // ATK = {((Skill Level + 5) x 100) x (1 + [(Caster's Base Level - 100) / 200])} %
  3012. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  3013. break;
  3014. case RK_HUNDREDSPEAR:
  3015. skillratio += 500 + (80 * skill_lv);
  3016. if( sd ) {
  3017. short index = sd->equip_index[EQI_HAND_R];
  3018. if( index >= 0 && sd->inventory_data[index]
  3019. && sd->inventory_data[index]->type == IT_WEAPON )
  3020. skillratio += max(10000 - sd->inventory_data[index]->weight, 0) / 10;
  3021. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  3022. } // (1 + [(Casters Base Level - 100) / 200])
  3023. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  3024. break;
  3025. case RK_WINDCUTTER:
  3026. skillratio = (skill_lv + 2) * 50;
  3027. RE_LVL_DMOD(100);
  3028. break;
  3029. case RK_IGNITIONBREAK: {
  3030. // 3x3 cell Damage = ATK [{(Skill Level x 300) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3031. // 7x7 cell Damage = ATK [{(Skill Level x 250) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3032. // 11x11 cell Damage = ATK [{(Skill Level x 200) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3033. i = distance_bl(src,target);
  3034. if( i < 2 )
  3035. skillratio = 300 * skill_lv;
  3036. else if( i < 4 )
  3037. skillratio = 250 * skill_lv;
  3038. else
  3039. skillratio = 200 * skill_lv;
  3040. skillratio = skillratio * status_get_lv(src) / 100;
  3041. // Elemental check, 1.5x damage if your element is fire.
  3042. if( sstatus->rhw.ele == ELE_FIRE )
  3043. skillratio += 100 * skill_lv;
  3044. }
  3045. break;
  3046. case RK_STORMBLAST:
  3047. skillratio = (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)) + (status_get_int(src) / 8)) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's INT / 8)} x 100] %
  3048. break;
  3049. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  3050. skillratio = 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  3051. RE_LVL_DMOD(150); // Base level bonus.
  3052. break;
  3053. /**
  3054. * GC Guilotine Cross
  3055. **/
  3056. case GC_CROSSIMPACT:
  3057. skillratio += 900 + 100 * skill_lv;
  3058. RE_LVL_DMOD(120);
  3059. break;
  3060. case GC_PHANTOMMENACE:
  3061. skillratio += 200;
  3062. break;
  3063. case GC_COUNTERSLASH:
  3064. //ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  3065. skillratio += 200 + (100 * skill_lv);
  3066. RE_LVL_DMOD(120);
  3067. break;
  3068. case GC_ROLLINGCUTTER:
  3069. skillratio += -50 + 50 * skill_lv;
  3070. RE_LVL_DMOD(100);
  3071. break;
  3072. case GC_CROSSRIPPERSLASHER:
  3073. skillratio += 300 + 80 * skill_lv;
  3074. RE_LVL_DMOD(100);
  3075. if( sc && sc->data[SC_ROLLINGCUTTER] )
  3076. skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * status_get_agi(src);
  3077. break;
  3078. case GC_DARKCROW:
  3079. skillratio += 100 * (skill_lv - 1);
  3080. break;
  3081. /**
  3082. * Arch Bishop
  3083. **/
  3084. case AB_DUPLELIGHT_MELEE:
  3085. skillratio += 10 * skill_lv;
  3086. break;
  3087. /**
  3088. * Ranger
  3089. **/
  3090. case RA_ARROWSTORM:
  3091. skillratio += 900 + 80 * skill_lv;
  3092. RE_LVL_DMOD(100);
  3093. break;
  3094. case RA_AIMEDBOLT:
  3095. skillratio += 400 + 50 * skill_lv;
  3096. RE_LVL_DMOD(100);
  3097. break;
  3098. case RA_CLUSTERBOMB:
  3099. skillratio += 100 + 100 * skill_lv;
  3100. break;
  3101. case RA_WUGDASH:// ATK 300%
  3102. skillratio += 200;
  3103. if (sc && sc->data[SC_DANCEWITHWUG])
  3104. skillratio += 10 * sc->data[SC_DANCEWITHWUG]->val1 * (2 + battle_calc_chorusbonus(sd));
  3105. break;
  3106. case RA_WUGSTRIKE:
  3107. skillratio += -100 + 200 * skill_lv;
  3108. if (sc && sc->data[SC_DANCEWITHWUG])
  3109. skillratio += 10 * sc->data[SC_DANCEWITHWUG]->val1 * (2 + battle_calc_chorusbonus(sd));
  3110. break;
  3111. case RA_WUGBITE:
  3112. skillratio += 300 + 200 * skill_lv;
  3113. if ( skill_lv == 5 ) skillratio += 100;
  3114. break;
  3115. case RA_SENSITIVEKEEN:
  3116. skillratio += 50 * skill_lv;
  3117. break;
  3118. /**
  3119. * Mechanic
  3120. **/
  3121. case NC_BOOSTKNUCKLE:
  3122. skillratio += 100 + 100 * skill_lv + status_get_dex(src);
  3123. RE_LVL_DMOD(120);
  3124. break;
  3125. case NC_PILEBUNKER:
  3126. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  3127. RE_LVL_DMOD(100);
  3128. break;
  3129. case NC_VULCANARM:
  3130. skillratio = 70 * skill_lv + status_get_dex(src);
  3131. RE_LVL_DMOD(120);
  3132. break;
  3133. case NC_FLAMELAUNCHER:
  3134. case NC_COLDSLOWER:
  3135. skillratio += 200 + 300 * skill_lv;
  3136. RE_LVL_DMOD(150);
  3137. break;
  3138. case NC_ARMSCANNON:
  3139. switch( tstatus->size ) {
  3140. case SZ_SMALL: skillratio += 200 + 400 * skill_lv; break;// Small
  3141. case SZ_MEDIUM: skillratio += 200 + 350 * skill_lv; break;// Medium
  3142. case SZ_BIG: skillratio += 200 + 300 * skill_lv; break;// Large
  3143. }
  3144. RE_LVL_DMOD(120);
  3145. //NOTE: There are some other factors that affect damage, but not sure how exactly. Will recheck one day. [Rytech]
  3146. break;
  3147. case NC_AXEBOOMERANG:
  3148. skillratio += (skill_lv * 50) + 150;
  3149. if( sd ) {
  3150. short index = sd->equip_index[EQI_HAND_R];
  3151. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
  3152. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  3153. }
  3154. RE_LVL_DMOD(100);
  3155. break;
  3156. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  3157. skillratio = status_get_str(src) + status_get_dex(src);
  3158. RE_LVL_DMOD(100);
  3159. skillratio += 200 + 100 * skill_lv;
  3160. break;
  3161. case NC_AXETORNADO:
  3162. skillratio += 100 + 100 * skill_lv + status_get_vit(src);
  3163. RE_LVL_DMOD(100);
  3164. if ( distance_bl(src, target) > 2 ) // Will deal 75% damage outside of 5x5 area.
  3165. skillratio = skillratio * 75 / 100;
  3166. break;
  3167. case SC_FATALMENACE:
  3168. skillratio += 100 * skill_lv;
  3169. RE_LVL_DMOD(100);
  3170. break;
  3171. case SC_TRIANGLESHOT:
  3172. skillratio += ((skill_lv - 1) * (status_get_agi(src) / 2)) + 200;
  3173. RE_LVL_DMOD(120);
  3174. break;
  3175. case SC_FEINTBOMB:
  3176. skillratio = (skill_lv + 1) * (status_get_dex(src) / 2) * ((sd) ? sd->status.job_level : 1) / 10;
  3177. RE_LVL_DMOD(120);
  3178. break;
  3179. case LG_CANNONSPEAR:
  3180. skillratio = (50 * skill_lv) + (status_get_str(src) * skill_lv);
  3181. RE_LVL_DMOD(100);
  3182. break;
  3183. case LG_BANISHINGPOINT:
  3184. skillratio = (50 * skill_lv) + (30 * ((sd) ? pc_checkskill(sd,SM_BASH) : skill_get_max(SM_BASH)));
  3185. RE_LVL_DMOD(100);
  3186. break;
  3187. case LG_SHIELDPRESS:
  3188. skillratio = 150 * skill_lv + status_get_str(src);
  3189. if (sd) {
  3190. short index = sd->equip_index[EQI_HAND_L];
  3191. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3192. skillratio += sd->inventory_data[index]->weight / 10;
  3193. }
  3194. RE_LVL_DMOD(100);
  3195. break;
  3196. case LG_PINPOINTATTACK:
  3197. skillratio = (100 * skill_lv) + (5 * status_get_agi(src));
  3198. RE_LVL_DMOD(120);
  3199. break;
  3200. case LG_RAGEBURST:
  3201. if( sd && sd->spiritball_old )
  3202. skillratio = sd->spiritball_old * 200 + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  3203. else
  3204. skillratio = 15 * 200;
  3205. RE_LVL_DMOD(100);
  3206. break;
  3207. case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
  3208. if (sd && skill_lv == 1) {
  3209. short index = sd->equip_index[EQI_HAND_L];
  3210. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3211. skillratio += sd->inventory_data[index]->def * 10;
  3212. skillratio = status_get_lv(src) * 4 + status_get_vit(src) * 2;
  3213. } else
  3214. skillratio = 0; // Prevent damage since level 2 is MATK. [Aleos]
  3215. break;
  3216. case LG_MOONSLASHER:
  3217. skillratio = 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) : skill_get_max(LG_OVERBRAND)) * 80;
  3218. RE_LVL_DMOD(100);
  3219. break;
  3220. case LG_OVERBRAND:
  3221. skillratio = 200 * skill_lv + ((sd) ? pc_checkskill(sd,CR_SPEARQUICKEN) : skill_get_max(CR_SPEARQUICKEN)) * 50;
  3222. RE_LVL_DMOD(100);
  3223. break;
  3224. case LG_OVERBRAND_BRANDISH:
  3225. skillratio = 100 * skill_lv + status_get_str(src) + status_get_dex(src);
  3226. RE_LVL_DMOD(100);
  3227. break;
  3228. case LG_OVERBRAND_PLUSATK: // Only Piercing and Swing damage get RE_LVL_DMOD bonus damage
  3229. skillratio = 100 * skill_lv + rnd()%90 + 10;
  3230. break;
  3231. case LG_RAYOFGENESIS:
  3232. skillratio = 300 + 300 * skill_lv;
  3233. RE_LVL_DMOD(100);
  3234. break;
  3235. case LG_EARTHDRIVE:
  3236. if (sd) {
  3237. short index = sd->equip_index[EQI_HAND_L];
  3238. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3239. skillratio += -100 + (skill_lv + 1) * sd->inventory_data[index]->weight / 10;
  3240. }
  3241. RE_LVL_DMOD(100);
  3242. break;
  3243. case LG_HESPERUSLIT:
  3244. skillratio = 120 * skill_lv;
  3245. if( sc && sc->data[SC_BANDING] )
  3246. skillratio += 200 * sc->data[SC_BANDING]->val2;
  3247. RE_LVL_DMOD(100);
  3248. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  3249. skillratio = skillratio * 150 / 100;
  3250. if( sc && sc->data[SC_INSPIRATION] )
  3251. skillratio += 600;
  3252. break;
  3253. case SR_DRAGONCOMBO:
  3254. skillratio += 40 * skill_lv;
  3255. RE_LVL_DMOD(100);
  3256. break;
  3257. case SR_SKYNETBLOW:
  3258. //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] %
  3259. skillratio = 80 * skill_lv + status_get_agi(src);
  3260. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO )//ATK [{(Skill Level x 100) + (Caster AGI) + 150} x Caster Base Level / 100] %
  3261. skillratio = 100 * skill_lv + status_get_agi(src) + 150;
  3262. RE_LVL_DMOD(100);
  3263. break;
  3264. case SR_EARTHSHAKER:
  3265. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || // [(Skill Level x 150) x (Caster Base Level / 100) + (Caster INT x 3)] %
  3266. tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC__INVISIBILITY]) ){
  3267. skillratio = 150 * skill_lv;
  3268. RE_LVL_DMOD(100);
  3269. skillratio += status_get_int(src) * 3;
  3270. }else{ //[(Skill Level x 50) x (Caster Base Level / 100) + (Caster INT x 2)] %
  3271. skillratio = 50 * skill_lv;
  3272. RE_LVL_DMOD(100);
  3273. skillratio += status_get_int(src) * 2;
  3274. }
  3275. break;
  3276. case SR_FALLENEMPIRE:// ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] %
  3277. skillratio += 150 *skill_lv;
  3278. RE_LVL_DMOD(150);
  3279. break;
  3280. case SR_TIGERCANNON:// ATK [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  3281. {
  3282. int hp = (int64)status_get_max_hp(src) * (10 + 2 * skill_lv) / 100,
  3283. sp = (int64)status_get_max_sp(src) * (5 + 1 * skill_lv) / 100;
  3284. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // ATK [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  3285. skillratio = ((int64)hp+sp) / 2;
  3286. else
  3287. skillratio = ((int64)hp+sp) / 4;
  3288. RE_LVL_DMOD(100);
  3289. }
  3290. break;
  3291. case SR_RAMPAGEBLASTER:
  3292. skillratio = 20 * skill_lv * ((sd) ? sd->spiritball_old : 5);
  3293. if( sc && sc->data[SC_EXPLOSIONSPIRITS] ) {
  3294. skillratio += sc->data[SC_EXPLOSIONSPIRITS]->val1 * 20;
  3295. RE_LVL_DMOD(120);
  3296. } else {
  3297. RE_LVL_DMOD(150);
  3298. }
  3299. break;
  3300. case SR_KNUCKLEARROW:
  3301. if( wd.miscflag&4 ){ // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
  3302. skillratio = 150 * skill_lv + status_get_lv(target) * 5;
  3303. if( tsd && tsd->weight )
  3304. skillratio += 100 * (tsd->weight / tsd->max_weight);
  3305. RE_LVL_DMOD(150);
  3306. } else { // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  3307. skillratio += 400 + (100 * skill_lv);
  3308. RE_LVL_DMOD(100);
  3309. }
  3310. break;
  3311. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  3312. skillratio = status_get_lv(src) + status_get_dex(src);
  3313. RE_LVL_DMOD(100);
  3314. break;
  3315. case SR_GATEOFHELL:
  3316. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  3317. skillratio += 700 * skill_lv;
  3318. else
  3319. skillratio += 400 * skill_lv;
  3320. RE_LVL_DMOD(100);
  3321. break;
  3322. case SR_GENTLETOUCH_QUIET:
  3323. skillratio = 100 * skill_lv + status_get_dex(src);
  3324. RE_LVL_DMOD(100);
  3325. break;
  3326. case SR_HOWLINGOFLION:
  3327. skillratio = 300 * skill_lv;
  3328. RE_LVL_DMOD(150);
  3329. break;
  3330. case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster Base Level / 100] %
  3331. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  3332. skillratio = skill_lv * 50;
  3333. skillratio = 200 * skill_lv;
  3334. RE_LVL_DMOD(100);
  3335. break;
  3336. case WM_REVERBERATION_MELEE:
  3337. // ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100]
  3338. skillratio += 200 + 100 * ((sd) ? pc_checkskill(sd, WM_REVERBERATION) : skill_get_max(WM_REVERBERATION));
  3339. RE_LVL_DMOD(100);
  3340. break;
  3341. case WM_SEVERE_RAINSTORM_MELEE:
  3342. //ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] %
  3343. skillratio = (status_get_dex(src) + status_get_agi(src)) * skill_lv / 5;
  3344. RE_LVL_DMOD(100);
  3345. break;
  3346. case WM_GREAT_ECHO:
  3347. skillratio += 300 + 200 * skill_lv;
  3348. if( sd ) {
  3349. uint16 lv = skill_lv;
  3350. skillratio += 100 * skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),0);
  3351. }
  3352. RE_LVL_DMOD(100);
  3353. break;
  3354. case WM_SOUND_OF_DESTRUCTION:
  3355. skillratio = (1000 * skill_lv) + (((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) * status_get_int(src));
  3356. break;
  3357. case GN_CART_TORNADO: { // ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  3358. int strbonus = status_get_base_status(src)->str; // Only use base STR
  3359. if(strbonus > 130)
  3360. strbonus = 130;
  3361. skillratio = 50 * skill_lv;
  3362. if(sd && sd->cart_weight)
  3363. skillratio += sd->cart_weight / 10 / (150 - strbonus) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  3364. }
  3365. break;
  3366. case GN_CARTCANNON:
  3367. // ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] %
  3368. skillratio = 60 * skill_lv;
  3369. if( sd ) skillratio += (pc_checkskill(sd, GN_REMODELING_CART) * 50) * (status_get_int(src) / 40);
  3370. break;
  3371. case GN_SPORE_EXPLOSION:
  3372. skillratio = (100 * skill_lv) + (200 + status_get_int(src));
  3373. RE_LVL_DMOD(100);
  3374. break;
  3375. case GN_WALLOFTHORN:
  3376. skillratio += 10 * skill_lv;
  3377. break;
  3378. case GN_CRAZYWEED_ATK:
  3379. skillratio += 400 + 100 * skill_lv;
  3380. break;
  3381. case GN_SLINGITEM_RANGEMELEEATK:
  3382. if( sd ) {
  3383. switch( sd->itemid ) {
  3384. case ITEMID_APPLE_BOMB:
  3385. skillratio = status_get_str(src) + status_get_dex(src) + 300;
  3386. break;
  3387. case ITEMID_MELON_BOMB:
  3388. skillratio = status_get_str(src) + status_get_dex(src) + 500;
  3389. case ITEMID_COCONUT_BOMB:
  3390. case ITEMID_PINEAPPLE_BOMB:
  3391. case ITEMID_BANANA_BOMB:
  3392. skillratio = status_get_str(src) + status_get_dex(src) + 800;
  3393. break;
  3394. case ITEMID_BLACK_LUMP:
  3395. skillratio = (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
  3396. break;
  3397. case ITEMID_BLACK_HARD_LUMP:
  3398. skillratio = (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
  3399. break;
  3400. case ITEMID_VERY_HARD_LUMP:
  3401. skillratio = status_get_str(src) + status_get_agi(src) + status_get_dex(src);
  3402. break;
  3403. }
  3404. } else
  3405. skillratio += 300; // Bombs
  3406. break;
  3407. case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster Base Level / 100 ] %
  3408. skillratio = 50 * skill_lv + ((sd) ? pc_checkskill(sd, SO_STRIKING) * 50 : skill_get_max(SO_STRIKING));
  3409. RE_LVL_DMOD(100);
  3410. if( sc && sc->data[SC_BLAST_OPTION] )
  3411. skillratio += (sd ? sd->status.job_level * 5 : 0);
  3412. break;
  3413. // Physical Elemantal Spirits Attack Skills
  3414. case EL_CIRCLE_OF_FIRE:
  3415. case EL_FIRE_BOMB_ATK:
  3416. case EL_STONE_RAIN:
  3417. skillratio += 200;
  3418. break;
  3419. case EL_FIRE_WAVE_ATK:
  3420. skillratio += 500;
  3421. break;
  3422. case EL_TIDAL_WEAPON:
  3423. skillratio += 1400;
  3424. break;
  3425. case EL_WIND_SLASH:
  3426. skillratio += 100;
  3427. break;
  3428. case EL_HURRICANE:
  3429. skillratio += 600;
  3430. break;
  3431. case EL_TYPOON_MIS:
  3432. case EL_WATER_SCREW_ATK:
  3433. skillratio += 900;
  3434. break;
  3435. case EL_STONE_HAMMER:
  3436. skillratio += 400;
  3437. break;
  3438. case EL_ROCK_CRUSHER:
  3439. skillratio += 700;
  3440. break;
  3441. case KO_JYUMONJIKIRI:
  3442. skillratio = 150 * skill_lv;
  3443. RE_LVL_DMOD(120);
  3444. if(tsc && tsc->data[SC_JYUMONJIKIRI])
  3445. skillratio += skill_lv * status_get_lv(src);
  3446. break;
  3447. case KO_HUUMARANKA:
  3448. skillratio = 150 * skill_lv + sstatus->agi + sstatus->dex + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  3449. break;
  3450. case KO_SETSUDAN:
  3451. skillratio += 100 * (skill_lv-1);
  3452. RE_LVL_DMOD(100);
  3453. if(tsc && tsc->data[SC_SPIRIT])
  3454. skillratio += 200 * tsc->data[SC_SPIRIT]->val1;
  3455. break;
  3456. case KO_BAKURETSU:
  3457. skillratio = (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  3458. RE_LVL_DMOD(120);
  3459. skillratio += 10 * (sd ? sd->status.job_level : 1);
  3460. break;
  3461. case KO_MAKIBISHI:
  3462. skillratio = 20 * skill_lv;
  3463. break;
  3464. case MH_NEEDLE_OF_PARALYZE:
  3465. skillratio += 600 + 100 * skill_lv;
  3466. break;
  3467. case MH_STAHL_HORN:
  3468. skillratio += 400 + 100 * skill_lv * status_get_lv(src) / 150;
  3469. break;
  3470. case MH_LAVA_SLIDE:
  3471. skillratio = 70 * skill_lv;
  3472. break;
  3473. case MH_SONIC_CRAW:
  3474. skillratio = 40 * skill_lv;
  3475. break;
  3476. case MH_SILVERVEIN_RUSH:
  3477. skillratio = 150 * skill_lv;
  3478. break;
  3479. case MH_MIDNIGHT_FRENZY:
  3480. skillratio = 300 * skill_lv;
  3481. break;
  3482. case MH_TINDER_BREAKER:
  3483. skillratio = 100 * skill_lv;
  3484. break;
  3485. case MH_CBC:
  3486. skillratio = 400 * skill_lv; //! TODO: This doesn't seem to be a ratio, but straight damage?
  3487. break;
  3488. case MH_MAGMA_FLOW:
  3489. skillratio += -100 + 100 * skill_lv + 3 * status_get_lv(src);
  3490. skillratio = (skillratio * status_get_lv(src)) / 120;
  3491. break;
  3492. /**
  3493. * Rebellion
  3494. **/
  3495. case RL_MASS_SPIRAL:
  3496. skillratio += -100 + (200 * skill_lv);
  3497. break;
  3498. case RL_FIREDANCE:
  3499. skillratio += -100 + (100 * skill_lv);
  3500. skillratio += (skillratio * status_get_lv(src)) / 300; //(custom)
  3501. break;
  3502. case RL_BANISHING_BUSTER:
  3503. skillratio += -100 + (400 * skill_lv); //(custom)
  3504. break;
  3505. case RL_S_STORM:
  3506. skillratio += -100 + (200 * skill_lv); //(custom)
  3507. break;
  3508. case RL_SLUGSHOT:
  3509. {
  3510. uint16 w = 50;
  3511. int16 idx = 0;
  3512. if (sd && (idx = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[idx])
  3513. w = sd->inventory_data[idx]->weight;
  3514. w /= 10;
  3515. skillratio += -100 + (max(w,1) * skill_lv * 30); //(custom)
  3516. }
  3517. break;
  3518. case RL_D_TAIL:
  3519. skillratio += -100 + (2500 + 500 * skill_lv );
  3520. //if (sd && &sd->c_marker)
  3521. // skillratio /= max(sd->c_marker.count,1);
  3522. break;
  3523. case RL_R_TRIP:
  3524. skillratio += -100 + (150 * skill_lv); //(custom)
  3525. break;
  3526. case RL_R_TRIP_PLUSATK:
  3527. skillratio += -100 + (50 * skill_lv); //(custom)
  3528. break;
  3529. case RL_H_MINE:
  3530. skillratio += 100 + (200 * skill_lv);
  3531. //If damaged by Flicker
  3532. if (sd && sd->skill_id_old == RL_FLICKER && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id)
  3533. skillratio += 400 + (300 * skill_lv);
  3534. break;
  3535. case RL_HAMMER_OF_GOD:
  3536. //! TODO: Please check the right formula. [Cydh]
  3537. //kRO Update 2013-07-24. Ratio: 1600+lv*800
  3538. //kRO Update 2014-02-12. Coins increase the damage
  3539. skillratio += -100 + (1600 + skill_lv * 800) + ((sd) ? sd->spiritball_old : 10) * 20; //(custom)
  3540. break;
  3541. case RL_QD_SHOT:
  3542. skillratio += -100 + (max(pc_checkskill(sd,GS_CHAINACTION),1) * status_get_dex(src) / 5); //(custom)
  3543. break;
  3544. case RL_FIRE_RAIN:
  3545. skillratio += -100 + 2000 + status_get_dex(src); //(custom) //kRO Update 2013-07-24. 2,000% + caster's DEX (?) [Cydh]
  3546. break;
  3547. case RL_AM_BLAST:
  3548. skillratio += -100 + (skill_lv * status_get_dex(src) / 2); //(custom)
  3549. break;
  3550. }
  3551. return skillratio;
  3552. }
  3553. /*==================================================================================================
  3554. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  3555. *--------------------------------------------------------------------------------------------------*
  3556. * Credits:
  3557. * Original coder Skoltex
  3558. * Initial refactoring by Baalberith
  3559. * Refined and optimized by helvetica
  3560. */
  3561. static int battle_calc_skill_constant_addition(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3562. {
  3563. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3564. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3565. struct status_change *sc = status_get_sc(src);
  3566. struct status_data *sstatus = status_get_status_data(src);
  3567. struct status_data *tstatus = status_get_status_data(target);
  3568. int atk = 0;
  3569. //Constant/misc additions from skills
  3570. switch (skill_id) {
  3571. case MO_EXTREMITYFIST:
  3572. atk = 250 + 150 * skill_lv;
  3573. break;
  3574. case GS_MAGICALBULLET:
  3575. if(sstatus->matk_max>sstatus->matk_min)
  3576. atk = sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min);
  3577. else
  3578. atk = sstatus->matk_min;
  3579. break;
  3580. case NJ_SYURIKEN:
  3581. atk = 4*skill_lv;
  3582. break;
  3583. #ifdef RENEWAL
  3584. case HT_FREEZINGTRAP:
  3585. if(sd)
  3586. atk = ( 40 * pc_checkskill(sd, RA_RESEARCHTRAP) );
  3587. break;
  3588. #endif
  3589. case RA_WUGDASH:
  3590. if( sd && sd->weight )
  3591. atk = (sd->weight / 8) + (30 * pc_checkskill(sd,RA_TOOTHOFWUG));
  3592. if (sc && sc->data[SC_DANCEWITHWUG])
  3593. atk += 10 * sc->data[SC_DANCEWITHWUG]->val1 * (2 + battle_calc_chorusbonus(sd));
  3594. break;
  3595. case RA_WUGSTRIKE:
  3596. case RA_WUGBITE:
  3597. if(sd)
  3598. atk = (30 * pc_checkskill(sd, RA_TOOTHOFWUG));
  3599. if (sc && sc->data[SC_DANCEWITHWUG])
  3600. atk += 10 * sc->data[SC_DANCEWITHWUG]->val1 * (2 + battle_calc_chorusbonus(sd));
  3601. break;
  3602. case GC_COUNTERSLASH:
  3603. atk = sstatus->agi * 2 + (sd ? sd->status.job_level * 4 : 0);
  3604. break;
  3605. case LG_SHIELDPRESS:
  3606. if (sd) {
  3607. int damagevalue = 0;
  3608. short index = sd->equip_index[EQI_HAND_L];
  3609. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3610. damagevalue = sstatus->vit * sd->status.inventory[index].refine;
  3611. atk = damagevalue;
  3612. }
  3613. break;
  3614. case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  3615. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // (Tiger Cannon skill level x 500) + (Target Base Level x 40)
  3616. atk = ( skill_lv * 500 + status_get_lv(target) * 40 );
  3617. else
  3618. atk = ( skill_lv * 240 + status_get_lv(target) * 40 );
  3619. break;
  3620. case SR_FALLENEMPIRE:// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
  3621. atk = ( ((tstatus->size+1)*2 + skill_lv - 1) * status_get_str(src));
  3622. if( tsd && tsd->weight )
  3623. atk += ( (tsd->weight/10) * status_get_dex(src) / 120 );
  3624. else
  3625. atk += ( status_get_lv(target) * 50 ); //mobs
  3626. break;
  3627. }
  3628. return atk;
  3629. }
  3630. /*==============================================================
  3631. * Stackable SC bonuses added on top of calculated skill damage
  3632. *--------------------------------------------------------------
  3633. * Credits:
  3634. * Original coder Skoltex
  3635. * Initial refactoring by Baalberith
  3636. * Refined and optimized by helvetica
  3637. */
  3638. struct Damage battle_attack_sc_bonus(struct Damage wd, struct block_list *src, uint16 skill_id)
  3639. {
  3640. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3641. struct status_change *sc = status_get_sc(src);
  3642. struct status_data *sstatus = status_get_status_data(src);
  3643. if( sd ) {
  3644. int type;
  3645. // Kagerou/Oboro Earth Charm effect +15% wATK
  3646. ARR_FIND(1, 6, type, sd->talisman[type] > 0);
  3647. if( type == 2 ) {
  3648. ATK_ADDRATE(wd.damage, wd.damage2, 15 * sd->talisman[type]);
  3649. #ifdef RENEWAL
  3650. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, 15 * sd->talisman[type]);
  3651. #endif
  3652. }
  3653. }
  3654. //The following are applied on top of current damage and are stackable.
  3655. if (sc) {
  3656. #ifdef RENEWAL
  3657. if (sc->data[SC_WATK_ELEMENT])
  3658. if (skill_id != ASC_METEORASSAULT)
  3659. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, sc->data[SC_WATK_ELEMENT]->val2);
  3660. #else
  3661. if( sc->data[SC_TRUESIGHT] )
  3662. ATK_ADDRATE(wd.damage, wd.damage2, 2*sc->data[SC_TRUESIGHT]->val1);
  3663. #endif
  3664. if( sc->data[SC_GLOOMYDAY_SK] &&
  3665. ( skill_id == LK_SPIRALPIERCE || skill_id == KN_BRANDISHSPEAR ||
  3666. skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ||
  3667. skill_id == RK_HUNDREDSPEAR || skill_id == LG_SHIELDPRESS ) ) {
  3668. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_GLOOMYDAY_SK]->val2);
  3669. #ifdef RENEWAL
  3670. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, sc->data[SC_GLOOMYDAY_SK]->val2);
  3671. #endif
  3672. }
  3673. if (sc->data[SC_SPIRIT]) {
  3674. if(skill_id == AS_SONICBLOW && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN){
  3675. ATK_ADDRATE(wd.damage, wd.damage2, map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
  3676. #ifdef RENEWAL
  3677. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
  3678. #endif
  3679. } else if (skill_id == CR_SHIELDBOOMERANG && (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)) {
  3680. ATK_ADDRATE(wd.damage, wd.damage2, 100);
  3681. #ifdef RENEWAL
  3682. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, 100);
  3683. #endif
  3684. }
  3685. }
  3686. if( sc->data[SC_EDP] ) {
  3687. switch(skill_id) {
  3688. case AS_SPLASHER:
  3689. // Pre-Renewal only: Soul Breaker and Meteor Assault ignores EDP
  3690. // Renewal only: Grimtooth and Venom Knife ignore EDP
  3691. // Both: Venom Splasher ignores EDP [helvetica]
  3692. #ifndef RENEWAL
  3693. case ASC_BREAKER:
  3694. case ASC_METEORASSAULT:
  3695. #else
  3696. case AS_GRIMTOOTH:
  3697. case AS_VENOMKNIFE:
  3698. #endif
  3699. break; // skills above have no effect with edp
  3700. #ifdef RENEWAL
  3701. // renewal EDP mode requires renewal enabled as well
  3702. // Renewal EDP: damage gets a half modifier on top of EDP bonus for skills [helvetica]
  3703. // * Sonic Blow
  3704. // * Soul Breaker
  3705. // * Counter Slash
  3706. // * Cross Impact
  3707. case AS_SONICBLOW:
  3708. case ASC_BREAKER:
  3709. case GC_COUNTERSLASH:
  3710. case GC_CROSSIMPACT:
  3711. ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 50);
  3712. ATK_RATE(wd.equipAtk, wd.equipAtk2, 50);
  3713. default: // fall through to apply EDP bonuses
  3714. // Renewal EDP formula [helvetica]
  3715. // weapon atk * (1 + (edp level * .8))
  3716. // equip atk * (1 + (edp level * .6))
  3717. ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80));
  3718. ATK_RATE(wd.equipAtk, wd.equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60));
  3719. break;
  3720. #else
  3721. default:
  3722. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_EDP]->val3);
  3723. #endif
  3724. }
  3725. }
  3726. if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2) {
  3727. ATK_ADD(wd.damage, wd.damage2, 200);
  3728. #ifdef RENEWAL
  3729. ATK_ADD(wd.equipAtk, wd.equipAtk2, 200);
  3730. #endif
  3731. }
  3732. if(sc->data[SC_STYLE_CHANGE]) {
  3733. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  3734. if(hd) {
  3735. ATK_ADD(wd.damage, wd.damage2, hd->homunculus.spiritball * 3);
  3736. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  3737. }
  3738. }
  3739. if(sc->data[SC_UNLIMIT] && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  3740. switch(skill_id) {
  3741. case RA_WUGDASH:
  3742. case RA_WUGSTRIKE:
  3743. case RA_WUGBITE:
  3744. break;
  3745. default:
  3746. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_UNLIMIT]->val2);
  3747. RE_ALLATK_ADDRATE(wd, sc->data[SC_UNLIMIT]->val2);
  3748. break;
  3749. }
  3750. }
  3751. if(sc->data[SC_FLASHCOMBO]) {
  3752. ATK_ADD(wd.damage, wd.damage2, sc->data[SC_FLASHCOMBO]->val2);
  3753. #ifdef RENEWAL
  3754. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_FLASHCOMBO]->val2);
  3755. #endif
  3756. }
  3757. if(sc->data[SC_MTF_RANGEATK] && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) { // Monster Transformation bonus
  3758. ATK_ADDRATE(wd.damage, wd.damage2, 25);
  3759. RE_ALLATK_ADDRATE(wd, 25);
  3760. }
  3761. }
  3762. return wd;
  3763. }
  3764. /*====================================
  3765. * Calc defense damage reduction
  3766. *------------------------------------
  3767. * Credits:
  3768. * Original coder Skoltex
  3769. * Initial refactoring by Baalberith
  3770. * Refined and optimized by helvetica
  3771. */
  3772. struct Damage battle_calc_defense_reduction(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3773. {
  3774. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3775. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3776. struct status_change *sc = status_get_sc(src);
  3777. struct status_change *tsc = status_get_sc(target);
  3778. struct status_data *sstatus = status_get_status_data(src);
  3779. struct status_data *tstatus = status_get_status_data(target);
  3780. //Defense reduction
  3781. short vit_def;
  3782. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  3783. short def2 = tstatus->def2;
  3784. #ifdef RENEWAL
  3785. if( tsc && tsc->data[SC_ASSUMPTIO] )
  3786. def1 <<= 1; // only eDEF is doubled
  3787. #endif
  3788. if (sd) {
  3789. int type;
  3790. int i = sd->ignore_def_by_race[tstatus->race] + sd->ignore_def_by_race[RC_ALL];
  3791. if (i) {
  3792. i = min(i,100); //cap it to 100 for 0 def min
  3793. def1 -= def1 * i / 100;
  3794. def2 -= def2 * i / 100;
  3795. }
  3796. //Kagerou/Oboro Earth Charm effect +5% eDEF
  3797. ARR_FIND(1, 6, type, sd->talisman[type] > 0);
  3798. if (type == 2) {
  3799. short j = 5 * sd->talisman[type];
  3800. def1 = (def1 * (100 + j)) / 100;
  3801. }
  3802. }
  3803. if (sc && sc->data[SC_EXPIATIO]) {
  3804. short i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  3805. i = min(i,100); //cap it to 100 for 0 def min
  3806. def1 = (def1*(100-i))/100;
  3807. def2 = (def2*(100-i))/100;
  3808. }
  3809. if (tsc) {
  3810. if (tsc->data[SC_FORCEOFVANGUARD]) {
  3811. short i = 2 * tsc->data[SC_FORCEOFVANGUARD]->val1;
  3812. def1 = (def1 * (100 + i)) / 100;
  3813. }
  3814. if( tsc->data[SC_CAMOUFLAGE] ){
  3815. short i = 5 * tsc->data[SC_CAMOUFLAGE]->val3; //5% per second
  3816. i = min(i,100); //cap it to 100 for 0 def min
  3817. def1 = (def1*(100-i))/100;
  3818. def2 = (def2*(100-i))/100;
  3819. }
  3820. if (tsc->data[SC_GT_REVITALIZE] && tsc->data[SC_GT_REVITALIZE]->val2)
  3821. def2 += tsc->data[SC_GT_REVITALIZE]->val4;
  3822. if (tsc->data[SC_OVERED_BOOST] && target->type == BL_PC)
  3823. def1 = (def1 * tsc->data[SC_OVERED_BOOST]->val4) / 100;
  3824. }
  3825. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  3826. unsigned char target_count; //256 max targets should be a sane max
  3827. target_count = unit_counttargeted(target);
  3828. if(target_count >= battle_config.vit_penalty_count) {
  3829. if(battle_config.vit_penalty_type == 1) {
  3830. if( !tsc || !tsc->data[SC_STEELBODY] )
  3831. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  3832. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  3833. } else { //Assume type 2
  3834. if( !tsc || !tsc->data[SC_STEELBODY] )
  3835. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  3836. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  3837. }
  3838. }
  3839. if (skill_id == AM_ACIDTERROR)
  3840. #ifdef RENEWAL
  3841. def2 = 0; //Ignore only status defense. [FatalEror]
  3842. #else
  3843. def1 = 0; //Ignores only armor defense. [Skotlex]
  3844. #endif
  3845. if(def2 < 1)
  3846. def2 = 1;
  3847. }
  3848. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  3849. if (tsd) { //Sd vit-eq
  3850. int skill;
  3851. #ifndef RENEWAL
  3852. //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  3853. vit_def = def2*(def2-15)/150;
  3854. vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
  3855. #else
  3856. vit_def = def2;
  3857. #endif
  3858. if( src->type == BL_MOB && (battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesn't work vs players
  3859. (skill=pc_checkskill(tsd,AL_DP)) > 0 )
  3860. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  3861. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  3862. (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  3863. vit_def += skill*5;
  3864. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  3865. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  3866. vit_def += skill * 10;
  3867. if( src->type == BL_MOB && //Only affected from mob
  3868. tsc && tsc->count && tsc->data[SC_P_ALTER] && //If the Platinum Alter is activated
  3869. (battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_UNDEAD) ) //Undead attacker
  3870. vit_def += tsc->data[SC_P_ALTER]->val3;
  3871. } else { //Mob-Pet vit-eq
  3872. #ifndef RENEWAL
  3873. //VIT + rnd(0,[VIT/20]^2-1)
  3874. vit_def = (def2/20)*(def2/20);
  3875. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  3876. #else
  3877. //renewal monsters have their def swapped
  3878. vit_def = def1;
  3879. def1 = def2;
  3880. #endif
  3881. }
  3882. if (battle_config.weapon_defense_type) {
  3883. vit_def += def1*battle_config.weapon_defense_type;
  3884. def1 = 0;
  3885. }
  3886. #ifdef RENEWAL
  3887. /**
  3888. * RE DEF Reduction
  3889. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  3890. * Pierce defence gains 1 atk per def/2
  3891. **/
  3892. if( def1 == -400 ) /* being hit by a gazillion units, -400 creates a division by 0 and subsequently crashes */
  3893. def1 = -399;
  3894. ATK_ADD2(wd.damage, wd.damage2,
  3895. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1/2) : 0,
  3896. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1/2) : 0
  3897. );
  3898. if( !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) )
  3899. wd.damage = wd.damage * (4000+def1) / (4000+10*def1) - vit_def;
  3900. if( is_attack_left_handed(src, skill_id) && !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) )
  3901. wd.damage2 = wd.damage2 * (4000+def1) / (4000+10*def1) - vit_def;
  3902. #else
  3903. if (def1 > 100) def1 = 100;
  3904. ATK_RATE2(wd.damage, wd.damage2,
  3905. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R)*(def1+vit_def) : (100-def1)),
  3906. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L)*(def1+vit_def) : (100-def1))
  3907. );
  3908. ATK_ADD2(wd.damage, wd.damage2,
  3909. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?0:-vit_def,
  3910. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?0:-vit_def
  3911. );
  3912. #endif
  3913. return wd;
  3914. }
  3915. /*====================================
  3916. * Modifiers ignoring DEF
  3917. *------------------------------------
  3918. * Credits:
  3919. * Original coder Skoltex
  3920. * Initial refactoring by Baalberith
  3921. * Refined and optimized by helvetica
  3922. */
  3923. struct Damage battle_calc_attack_post_defense(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3924. {
  3925. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3926. struct status_change *sc = status_get_sc(src);
  3927. struct status_data *sstatus = status_get_status_data(src);
  3928. //Post skill/vit reduction damage increases
  3929. if( sc )
  3930. { //SC skill damages
  3931. if(sc->data[SC_AURABLADE]
  3932. #ifndef RENEWAL
  3933. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  3934. #endif
  3935. ){
  3936. int lv = sc->data[SC_AURABLADE]->val1;
  3937. #ifdef RENEWAL
  3938. lv *= ((skill_id == LK_SPIRALPIERCE || skill_id == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5
  3939. #endif
  3940. ATK_ADD(wd.damage, wd.damage2, 20*lv);
  3941. }
  3942. }
  3943. #ifndef RENEWAL
  3944. wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  3945. //Refine bonus
  3946. if( sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST )
  3947. { // Counts refine bonus multiple times
  3948. if( skill_id == MO_FINGEROFFENSIVE )
  3949. {
  3950. ATK_ADD2(wd.damage, wd.damage2, wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
  3951. } else {
  3952. ATK_ADD2(wd.damage, wd.damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  3953. }
  3954. }
  3955. #endif
  3956. //Set to min of 1
  3957. if (is_attack_right_handed(src, skill_id) && wd.damage < 1) wd.damage = 1;
  3958. if (is_attack_left_handed(src, skill_id) && wd.damage2 < 1) wd.damage2 = 1;
  3959. switch (skill_id) {
  3960. case AS_SONICBLOW:
  3961. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  3962. ATK_ADDRATE(wd.damage, wd.damage2, 10);
  3963. break;
  3964. case NC_AXETORNADO:
  3965. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  3966. ATK_ADDRATE(wd.damage, wd.damage2, 25);
  3967. break;
  3968. }
  3969. return wd;
  3970. }
  3971. /*=================================================================================
  3972. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  3973. *---------------------------------------------------------------------------------
  3974. * Credits:
  3975. * Original coder Skoltex
  3976. * Initial refactoring by Baalberith
  3977. * Refined and optimized by helvetica
  3978. */
  3979. struct Damage battle_calc_attack_plant(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3980. {
  3981. struct status_data *tstatus = status_get_status_data(target);
  3982. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  3983. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  3984. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  3985. short class_ = status_get_class(target);
  3986. //Plants receive 1 damage when hit
  3987. if( attack_hits || wd.damage > 0 )
  3988. wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage
  3989. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd.damage2 > 0) )
  3990. wd.damage2 = wd.div_;
  3991. if (is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) // force left hand to 1 damage while dual wielding [helvetica]
  3992. wd.damage2 = 1;
  3993. if( attack_hits && class_ == MOBID_EMPERIUM ) {
  3994. if(target && map_flag_gvg2(target->m) && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0)) {
  3995. wd.damage = wd.damage2 = 0;
  3996. return wd;
  3997. }
  3998. if (wd.damage > 0) {
  3999. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  4000. wd.damage = battle_calc_gvg_damage(src, target, wd.damage, skill_id, wd.flag);
  4001. } else if (wd.damage2 > 0) {
  4002. wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  4003. wd.damage2 = battle_calc_gvg_damage(src, target, wd.damage2, skill_id, wd.flag);
  4004. }
  4005. return wd;
  4006. }
  4007. //if( !(battle_config.skill_min_damage&1) )
  4008. //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
  4009. return wd;
  4010. }
  4011. /*========================================================================================
  4012. * Perform left/right hand weapon damage calculation based on previously calculated damage
  4013. *----------------------------------------------------------------------------------------
  4014. * Credits:
  4015. * Original coder Skoltex
  4016. * Initial refactoring by Baalberith
  4017. * Refined and optimized by helvetica
  4018. */
  4019. struct Damage battle_calc_attack_left_right_hands(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4020. {
  4021. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4022. if (sd) {
  4023. int skill;
  4024. if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {
  4025. wd.damage = wd.damage2;
  4026. wd.damage2 = 0;
  4027. } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  4028. skill = pc_checkskill(sd,TF_DOUBLE);
  4029. wd.damage2 = (int64)wd.damage * (1 + (skill * 2))/100;
  4030. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
  4031. if (wd.damage) {
  4032. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  4033. skill = pc_checkskill(sd,AS_RIGHT);
  4034. ATK_RATER(wd.damage, 50 + (skill * 10))
  4035. }
  4036. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4037. skill = pc_checkskill(sd,KO_RIGHT);
  4038. ATK_RATER(wd.damage, 70 + (skill * 10))
  4039. }
  4040. if(wd.damage < 1)
  4041. wd.damage = 1;
  4042. }
  4043. if (wd.damage2) {
  4044. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  4045. skill = pc_checkskill(sd,AS_LEFT);
  4046. ATK_RATEL(wd.damage2, 30 + (skill * 10))
  4047. }
  4048. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4049. skill = pc_checkskill(sd,KO_LEFT);
  4050. ATK_RATEL(wd.damage2, 50 + (skill * 10))
  4051. }
  4052. if(wd.damage2 < 1)
  4053. wd.damage2 = 1;
  4054. }
  4055. }
  4056. }
  4057. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd.damage)
  4058. wd.damage=0;
  4059. if(!is_attack_left_handed(src, skill_id) && wd.damage2)
  4060. wd.damage2=0;
  4061. return wd;
  4062. }
  4063. /*==========================================
  4064. * BG/GvG attack modifiers
  4065. *------------------------------------------
  4066. * Credits:
  4067. * Original coder Skoltex
  4068. * Initial refactoring by Baalberith
  4069. * Refined and optimized by helvetica
  4070. */
  4071. struct Damage battle_calc_attack_gvg_bg(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4072. {
  4073. if( wd.damage + wd.damage2 ) { //There is a total damage value
  4074. if(!wd.damage2) {
  4075. wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_id,skill_lv);
  4076. if( map_flag_gvg2(target->m) )
  4077. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,skill_id,wd.flag);
  4078. else if( map[target->m].flag.battleground )
  4079. wd.damage=battle_calc_bg_damage(src,target,wd.damage,skill_id,wd.flag);
  4080. }
  4081. else if(!wd.damage) {
  4082. wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_id,skill_lv);
  4083. if( map_flag_gvg2(target->m) )
  4084. wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,skill_id,wd.flag);
  4085. else if( map[target->m].flag.battleground )
  4086. wd.damage2 = battle_calc_bg_damage(src,target,wd.damage2,skill_id,wd.flag);
  4087. }
  4088. else {
  4089. int64 d1 = wd.damage + wd.damage2,d2 = wd.damage2;
  4090. wd.damage = battle_calc_damage(src,target,&wd,d1,skill_id,skill_lv);
  4091. if( map_flag_gvg2(target->m) )
  4092. wd.damage = battle_calc_gvg_damage(src,target,wd.damage,skill_id,wd.flag);
  4093. else if( map[target->m].flag.battleground )
  4094. wd.damage = battle_calc_bg_damage(src,target,wd.damage,skill_id,wd.flag);
  4095. wd.damage2 = (int64)d2*100/d1 * wd.damage/100;
  4096. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
  4097. wd.damage-=wd.damage2;
  4098. }
  4099. }
  4100. return wd;
  4101. }
  4102. /*==========================================
  4103. * final ATK modifiers - after BG/GvG calc
  4104. *------------------------------------------
  4105. * Credits:
  4106. * Original coder Skoltex
  4107. * Initial refactoring by Baalberith
  4108. * Refined and optimized by helvetica
  4109. */
  4110. struct Damage battle_calc_weapon_final_atk_modifiers(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4111. {
  4112. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4113. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4114. struct status_change *sc = status_get_sc(src);
  4115. struct status_change *tsc = status_get_sc(target);
  4116. struct status_data *sstatus = status_get_status_data(src);
  4117. struct status_data *tstatus = status_get_status_data(target);
  4118. #ifdef ADJUST_SKILL_DAMAGE
  4119. int skill_damage;
  4120. #endif
  4121. //Reject Sword bugreport:4493 by Daegaladh
  4122. if(wd.damage && tsc && tsc->data[SC_REJECTSWORD] &&
  4123. (src->type!=BL_PC || (
  4124. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  4125. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  4126. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  4127. )) &&
  4128. rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
  4129. )
  4130. {
  4131. ATK_RATER(wd.damage, 50)
  4132. status_fix_damage(target,src,wd.damage,clif_damage(target,src,gettick(),0,0,wd.damage,0,DMG_NORMAL,0));
  4133. clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
  4134. if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
  4135. status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
  4136. }
  4137. if( tsc && tsc->data[SC_CRESCENTELBOW] && !is_boss(src) && wd.flag&BF_SHORT && rnd()%100 < tsc->data[SC_CRESCENTELBOW]->val2 ) {
  4138. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  4139. int64 rdamage = 0;
  4140. int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125;
  4141. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  4142. rdamage = battle_calc_base_damage(tstatus,&tstatus->rhw,tsc,sstatus->size,tsd,0);
  4143. rdamage = (int64)rdamage * ratio / 100 + wd.damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
  4144. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), 0);
  4145. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  4146. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
  4147. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0);
  4148. status_damage(target, src, rdamage, 0, 0, 0);
  4149. status_damage(src, target, rdamage/10, 0, 0, 1);
  4150. status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
  4151. }
  4152. if( sc ) {
  4153. //SC_FUSION hp penalty [Komurka]
  4154. if (sc->data[SC_FUSION]) {
  4155. int hp= sstatus->max_hp;
  4156. if (sd && tsd) {
  4157. hp = 8*hp/100;
  4158. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  4159. hp = sstatus->hp;
  4160. } else
  4161. hp = 2*hp/100; //2% hp loss per hit
  4162. status_zap(src, hp, 0);
  4163. }
  4164. /**
  4165. * affecting non-skills
  4166. **/
  4167. if( !skill_id ) {
  4168. /**
  4169. * RK Enchant Blade
  4170. **/
  4171. if( sc->data[SC_ENCHANTBLADE] && sd && ( (is_attack_right_handed(src, skill_id) && sd->weapontype1) || (is_attack_left_handed(src, skill_id) && sd->weapontype2) ) ) {
  4172. //[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt
  4173. ATK_ADD(wd.damage, wd.damage2, ( sc->data[SC_ENCHANTBLADE]->val1*20+100 ) * status_get_lv(src) / 150 + status_get_int(src) );
  4174. }
  4175. }
  4176. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  4177. }
  4178. switch (skill_id) {
  4179. case LG_RAYOFGENESIS:
  4180. {
  4181. struct Damage md = battle_calc_magic_attack(src, target, skill_id, skill_lv, wd.miscflag);
  4182. wd.damage += md.damage;
  4183. }
  4184. break;
  4185. #ifndef RENEWAL
  4186. case ASC_BREAKER:
  4187. { //Breaker's int-based damage (a misc attack?)
  4188. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd.miscflag);
  4189. wd.damage += md.damage;
  4190. }
  4191. break;
  4192. #endif
  4193. }
  4194. // Skill damage adjustment
  4195. #ifdef ADJUST_SKILL_DAMAGE
  4196. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  4197. ATK_ADDRATE(wd.damage, wd.damage2, skill_damage);
  4198. #endif
  4199. return wd;
  4200. }
  4201. /*====================================================
  4202. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  4203. *----------------------------------------------------
  4204. * Credits:
  4205. * Original coder Skoltex
  4206. * Initial refactoring by Baalberith
  4207. * Refined and optimized by helvetica
  4208. */
  4209. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  4210. {
  4211. struct status_data *sstatus = status_get_status_data(src);
  4212. struct status_data *tstatus = status_get_status_data(target);
  4213. struct status_change *sc = status_get_sc(src);
  4214. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4215. struct Damage wd;
  4216. wd.type = DMG_NORMAL; //Normal attack
  4217. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  4218. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  4219. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  4220. /*if(skill_id == KN_AUTOCOUNTER)
  4221. wd.amotion >>= 1; */
  4222. wd.dmotion = tstatus->dmotion;
  4223. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  4224. wd.miscflag = wflag;
  4225. wd.flag = BF_WEAPON; //Initial Flag
  4226. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  4227. wd.damage = wd.damage2 =
  4228. #ifdef RENEWAL
  4229. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  4230. #endif
  4231. 0;
  4232. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  4233. if(sd)
  4234. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  4235. if (skill_id) {
  4236. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  4237. switch(skill_id)
  4238. {
  4239. case MH_SONIC_CRAW:{
  4240. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4241. wd.div_ = hd->homunculus.spiritball;
  4242. }
  4243. break;
  4244. case MO_FINGEROFFENSIVE:
  4245. if(sd) {
  4246. if (battle_config.finger_offensive_type)
  4247. wd.div_ = 1;
  4248. else
  4249. wd.div_ = sd->spiritball_old;
  4250. }
  4251. break;
  4252. case KN_PIERCE:
  4253. case ML_PIERCE:
  4254. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  4255. break;
  4256. case TF_DOUBLE: //For NPC used skill.
  4257. case GS_CHAINACTION:
  4258. wd.type = DMG_MULTI_HIT;
  4259. break;
  4260. case GS_GROUNDDRIFT:
  4261. case KN_SPEARSTAB:
  4262. case KN_BOWLINGBASH:
  4263. case MS_BOWLINGBASH:
  4264. case MO_BALKYOUNG:
  4265. case TK_TURNKICK:
  4266. wd.blewcount = 0;
  4267. break;
  4268. case KN_AUTOCOUNTER:
  4269. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  4270. break;
  4271. case LK_SPIRALPIERCE:
  4272. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  4273. break;
  4274. // The number of hits is set to 3 by default for use in Inspiration status.
  4275. // When in Banding, the number of hits is equal to the number of Royal Guards in Banding.
  4276. case LG_HESPERUSLIT:
  4277. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  4278. wd.div_ = sc->data[SC_BANDING]->val2;
  4279. break;
  4280. }
  4281. } else {
  4282. wd.flag |= is_skill_using_arrow(src, skill_id)?BF_LONG:BF_SHORT;
  4283. }
  4284. return wd;
  4285. }
  4286. /*
  4287. * Check if we should reflect the damage and calculate it if so
  4288. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  4289. * @param wd : weapon damage
  4290. * @param src : bl who did the attack
  4291. * @param target : target of the attack
  4292. * @param skill_id : id of casted skill, 0 = basic atk
  4293. * @param skill_lv : lvl of skill casted
  4294. */
  4295. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv){
  4296. if( (wd->damage + wd->damage2) && src && target && src != target &&
  4297. (src->type != BL_SKILL ||
  4298. (src->type == BL_SKILL && ( skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM )) )
  4299. ){ //don't reflect to yourself
  4300. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  4301. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4302. struct status_change *tsc = status_get_sc(target);
  4303. struct status_data *sstatus = status_get_status_data(src);
  4304. int tick = gettick(), rdelay = 0;
  4305. // Item reflect gets calculated first
  4306. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, 0);
  4307. if( rdamage > 0 ) {
  4308. bool isDevotRdamage = false;
  4309. //Get info if the attacker has Devotion from other player
  4310. struct block_list *d_bl = NULL;
  4311. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rand()%100) {
  4312. struct status_change *ssc = status_get_sc(src);
  4313. if (ssc && ssc->data[SC_DEVOTION] && (d_bl = map_id2bl(ssc->data[SC_DEVOTION]->val1)))
  4314. isDevotRdamage = true;
  4315. }
  4316. rdelay = clif_damage(src, (!isDevotRdamage) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0);
  4317. if( tsd )
  4318. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  4319. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  4320. battle_delay_damage(tick, wd->amotion,target,(!isDevotRdamage) ? src : d_bl,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
  4321. skill_additional_effect(target, (!isDevotRdamage) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  4322. }
  4323. // Calculate skill reflect damage separately
  4324. if( tsc ) {
  4325. struct status_data *tstatus = status_get_status_data(target);
  4326. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, 1);
  4327. if( rdamage > 0 ) {
  4328. bool isDevotRdamage = false;
  4329. //Get info if the attacker has Devotion from other player
  4330. struct block_list *d_bl = NULL;
  4331. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rand()%100) {
  4332. struct status_change *ssc = status_get_sc(src);;
  4333. if (ssc && ssc->data[SC_DEVOTION] && (d_bl = map_id2bl(ssc->data[SC_DEVOTION]->val1)))
  4334. isDevotRdamage = true;
  4335. }
  4336. if( attack_type == BF_WEAPON && tsc->data[SC_REFLECTDAMAGE] ) // Don't reflect your own damage (Grand Cross)
  4337. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,tstatus->race);
  4338. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  4339. rdelay = clif_damage(src, (!isDevotRdamage) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0);
  4340. if( tsd )
  4341. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  4342. // It appears that official servers give skill reflect damage a longer delay
  4343. battle_delay_damage(tick, wd->amotion,target,(!isDevotRdamage) ? src : d_bl,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
  4344. skill_additional_effect(target, (!isDevotRdamage) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  4345. }
  4346. }
  4347. }
  4348. }
  4349. }
  4350. /*============================================
  4351. * Calculate "weapon"-type attacks and skills
  4352. *--------------------------------------------
  4353. * Credits:
  4354. * Original coder Skoltex
  4355. * Initial refactoring by Baalberith
  4356. * Refined and optimized by helvetica
  4357. */
  4358. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  4359. {
  4360. struct map_session_data *sd, *tsd;
  4361. struct Damage wd;
  4362. struct status_change *sc = status_get_sc(src);
  4363. struct status_change *tsc = status_get_sc(target);
  4364. struct status_data *tstatus = status_get_status_data(target);
  4365. int right_element, left_element;
  4366. memset(&wd,0,sizeof(wd));
  4367. if (src == NULL || target == NULL) {
  4368. nullpo_info(NLP_MARK);
  4369. return wd;
  4370. }
  4371. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  4372. right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4373. left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4374. if (sc && !sc->count)
  4375. sc = NULL; //Skip checking as there are no status changes active.
  4376. if (tsc && !tsc->count)
  4377. tsc = NULL; //Skip checking as there are no status changes active.
  4378. sd = BL_CAST(BL_PC, src);
  4379. tsd = BL_CAST(BL_PC, target);
  4380. //Check for Lucky Dodge
  4381. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  4382. wd.type = DMG_LUCY_DODGE;
  4383. wd.dmg_lv = ATK_LUCKY;
  4384. if(wd.div_ < 0)
  4385. wd.div_ *= -1;
  4386. return wd;
  4387. }
  4388. // on official check for multi hit first so we can override crit on double attack [helvetica]
  4389. wd = battle_calc_multi_attack(wd, src, target, skill_id, skill_lv);
  4390. // crit check is next since crits always hit on official [helvetica]
  4391. if (is_attack_critical(wd, src, target, skill_id, skill_lv, true))
  4392. wd.type = DMG_CRITICAL;
  4393. // check if we're landing a hit
  4394. if(!is_attack_hitting(wd, src, target, skill_id, skill_lv, true))
  4395. wd.dmg_lv = ATK_FLEE;
  4396. else if(!target_has_infinite_defense(target, skill_id)) { //no need for math against plants
  4397. int ratio, i = 0;
  4398. wd = battle_calc_skill_base_damage(wd, src, target, skill_id, skill_lv); // base skill damage
  4399. ratio = battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv); // skill level ratios
  4400. ATK_RATE(wd.damage, wd.damage2, ratio);
  4401. RE_ALLATK_RATE(wd, ratio);
  4402. ratio = battle_calc_skill_constant_addition(wd, src, target, skill_id, skill_lv); // other skill bonuses
  4403. ATK_ADD(wd.damage, wd.damage2, ratio);
  4404. RE_ALLATK_ADD(wd, ratio);
  4405. #ifdef RENEWAL
  4406. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  4407. struct status_data *sstatus = status_get_status_data(src);
  4408. if (sstatus->matk_max > sstatus->matk_min) {
  4409. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  4410. } else
  4411. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  4412. }
  4413. #endif
  4414. // add any miscellaneous player ATK bonuses
  4415. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  4416. ATK_ADDRATE(wd.damage, wd.damage2, i);
  4417. RE_ALLATK_ADDRATE(wd, i);
  4418. }
  4419. #ifdef RENEWAL
  4420. // In Renewal we only cardfix to the weapon and equip ATK
  4421. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  4422. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk, 2, wd.flag);
  4423. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk, 2, wd.flag);
  4424. if (is_attack_left_handed(src, skill_id)) {
  4425. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  4426. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk2, 3, wd.flag);
  4427. }
  4428. // final attack bonuses that aren't affected by cards
  4429. wd = battle_attack_sc_bonus(wd, src, skill_id);
  4430. if (sd) { //monsters, homuns and pets have their damage computed directly
  4431. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.masteryAtk;
  4432. wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.masteryAtk2;
  4433. if(wd.flag&BF_LONG) //Long damage rate addition doesn't use weapon + equip attack
  4434. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  4435. //Custom fix for "a hole" in renewal attack calculation [exneval]
  4436. ATK_ADDRATE(wd.damage, wd.damage2, 6);
  4437. }
  4438. #else
  4439. // final attack bonuses that aren't affected by cards
  4440. wd = battle_attack_sc_bonus(wd, src, skill_id);
  4441. #endif
  4442. if (wd.damage + wd.damage2) { //Check if attack ignores DEF
  4443. if(!attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) || !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R))
  4444. wd = battle_calc_defense_reduction(wd, src, target, skill_id, skill_lv);
  4445. wd = battle_calc_attack_post_defense(wd, src, target, skill_id, skill_lv);
  4446. }
  4447. } else if(wd.div_ < 0) //Since the attack missed.
  4448. wd.div_ *= -1;
  4449. //WS_CARTTERMINATION never be missed because of flee, deals damage from BS_WEAPONRESEARCH [Cydh]
  4450. //NOTE: Idk the official behavior, if this damage can be reflected/adjusted or not
  4451. if (sd && skill_id == WS_CARTTERMINATION && wd.dmg_lv == ATK_FLEE && pc_checkskill(sd,BS_WEAPONRESEARCH)) {
  4452. wd.dmg_lv = ATK_DEF;
  4453. if(target_has_infinite_defense(target, skill_id))
  4454. return battle_calc_attack_plant(wd, src, target, skill_id, skill_lv);
  4455. wd.damage = pc_checkskill(sd,BS_WEAPONRESEARCH) * 2;
  4456. wd.damage2 = 0;
  4457. return wd;
  4458. }
  4459. #ifdef RENEWAL
  4460. if(!sd) // monsters only have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica]
  4461. #endif
  4462. wd = battle_calc_element_damage(wd, src, target, skill_id, skill_lv);
  4463. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  4464. return wd; //Enough, rest is not needed.
  4465. #ifdef RENEWAL
  4466. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
  4467. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  4468. wd.damage = (int)floor((float)((wd.damage * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  4469. if (is_attack_left_handed(src, skill_id))
  4470. wd.damage2 = (int)floor((float)((wd.damage2 * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  4471. } else
  4472. wd.damage = (int)floor((float)(wd.damage * 140) / 100);
  4473. }
  4474. #endif
  4475. #ifndef RENEWAL
  4476. if (skill_id == NJ_KUNAI) {
  4477. short nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  4478. ATK_ADD(wd.damage, wd.damage2, 90);
  4479. nk |= NK_IGNORE_DEF;
  4480. }
  4481. #endif
  4482. switch (skill_id) {
  4483. case TK_DOWNKICK:
  4484. case TK_STORMKICK:
  4485. case TK_TURNKICK:
  4486. case TK_COUNTER:
  4487. case TK_JUMPKICK:
  4488. if(sd && pc_checkskill(sd,TK_RUN)) {
  4489. uint8 i;
  4490. uint16 skill = pc_checkskill(sd,TK_RUN);
  4491. switch(skill) {
  4492. case 1: case 4: case 7: case 10: i = 1; break;
  4493. case 2: case 5: case 8: i = 2; break;
  4494. default: i = 0; break;
  4495. }
  4496. if(sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  4497. ATK_ADD(wd.damage, wd.damage2, 10 * skill - i);
  4498. }
  4499. break;
  4500. case SR_GATEOFHELL: {
  4501. struct status_data *sstatus = status_get_status_data(src);
  4502. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - status_get_hp(src));
  4503. if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) {
  4504. ATK_ADD(wd.damage, wd.damage2, (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src));
  4505. } else
  4506. ATK_ADD(wd.damage, wd.damage2, (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src));
  4507. }
  4508. break;
  4509. }
  4510. if(sd) {
  4511. #ifndef RENEWAL
  4512. uint16 skill;
  4513. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  4514. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  4515. if (skill_id == TF_POISON)
  4516. ATK_ADD(wd.damage, wd.damage2, 15 * skill_lv);
  4517. if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  4518. ATK_ADD2(wd.damage, wd.damage2, wd.div_ * sd->right_weapon.star, wd.div_ * sd->left_weapon.star);
  4519. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  4520. ATK_ADD(wd.damage, wd.damage2, 4);
  4521. if (skill_id == MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  4522. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  4523. } else
  4524. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  4525. #endif
  4526. if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements.
  4527. short index = sd->equip_index[EQI_HAND_L];
  4528. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  4529. ATK_ADD(wd.damage, wd.damage2, 10*sd->status.inventory[index].refine);
  4530. }
  4531. #ifndef RENEWAL
  4532. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  4533. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 2, wd.flag);
  4534. if( is_attack_left_handed(src, skill_id ))
  4535. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 3, wd.flag);
  4536. #endif
  4537. }
  4538. if(tsd) { // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  4539. switch(skill_id) {
  4540. #ifdef RENEWAL
  4541. case NJ_ISSEN:
  4542. case ASC_BREAKER:
  4543. case CR_ACIDDEMONSTRATION:
  4544. case GN_FIRE_EXPANSION_ACID:
  4545. #endif
  4546. case SO_VARETYR_SPEAR:
  4547. break; //These skills will do a card fix later
  4548. default:
  4549. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 0, wd.flag);
  4550. if(is_attack_left_handed(src, skill_id))
  4551. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 1, wd.flag);
  4552. break;
  4553. }
  4554. }
  4555. #ifdef RENEWAL
  4556. // forced to neutral skills [helvetica]
  4557. // skills forced to neutral gain benefits from weapon element
  4558. // but final damage is considered "neutral" and resistances are applied again
  4559. switch (skill_id) {
  4560. case MC_CARTREVOLUTION:
  4561. case MO_INVESTIGATE:
  4562. case CR_ACIDDEMONSTRATION:
  4563. case SR_GATEOFHELL:
  4564. case GN_FIRE_EXPANSION_ACID:
  4565. case KO_BAKURETSU:
  4566. // Forced to neutral element
  4567. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4568. break;
  4569. case CR_SHIELDBOOMERANG:
  4570. case LK_SPIRALPIERCE:
  4571. case ML_SPIRALPIERCE:
  4572. case PA_SHIELDCHAIN:
  4573. case PA_SACRIFICE:
  4574. case RK_DRAGONBREATH:
  4575. case RK_DRAGONBREATH_WATER:
  4576. case NC_SELFDESTRUCTION:
  4577. case KO_HAPPOKUNAI: {
  4578. int64 tmp = wd.damage;
  4579. if (sd) {
  4580. if (skill_id == PA_SHIELDCHAIN) {
  4581. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4582. if (wd.damage > 0) {
  4583. wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv);
  4584. if (!wd.damage)
  4585. wd.damage = battle_attr_fix(src, target, tmp, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4586. }
  4587. } else if (skill_id == KO_HAPPOKUNAI) {
  4588. wd.damage = battle_attr_fix(src, target, wd.damage, (sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4589. if (wd.damage > 0) {
  4590. wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv);
  4591. if (!wd.damage)
  4592. wd.damage = battle_attr_fix(src, target, tmp, (sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4593. }
  4594. } else
  4595. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  4596. }
  4597. }
  4598. break;
  4599. case GN_CARTCANNON: // Cart Cannon gets forced to element of cannon ball (neutral or holy/shadow/ghost)
  4600. wd.damage = battle_attr_fix(src, target, wd.damage, (sd && sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4601. break;
  4602. }
  4603. // perform multihit calculations
  4604. DAMAGE_DIV_FIX_RENEWAL(wd, wd.div_);
  4605. #endif
  4606. DAMAGE_DIV_FIX(wd.damage, wd.div_);
  4607. // only do 1 dmg to plant, no need to calculate rest
  4608. if(target_has_infinite_defense(target, skill_id))
  4609. return battle_calc_attack_plant(wd, src, target, skill_id, skill_lv);
  4610. wd = battle_calc_attack_left_right_hands(wd, src, target, skill_id, skill_lv);
  4611. switch (skill_id) {
  4612. #ifdef RENEWAL
  4613. case NJ_ISSEN:
  4614. case ASC_BREAKER:
  4615. case CR_ACIDDEMONSTRATION:
  4616. case GN_FIRE_EXPANSION_ACID:
  4617. #endif
  4618. case SO_VARETYR_SPEAR:
  4619. return wd; //These skills will do a GVG fix later
  4620. default:
  4621. wd = battle_calc_attack_gvg_bg(wd, src, target, skill_id, skill_lv);
  4622. break;
  4623. }
  4624. wd = battle_calc_weapon_final_atk_modifiers(wd, src, target, skill_id, skill_lv);
  4625. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  4626. return wd;
  4627. }
  4628. /*==========================================
  4629. * Calculate "magic"-type attacks and skills
  4630. *------------------------------------------
  4631. * Credits:
  4632. * Original coder DracoRPG
  4633. * Refined and optimized by helvetica
  4634. */
  4635. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  4636. {
  4637. int i, nk;
  4638. #ifdef ADJUST_SKILL_DAMAGE
  4639. int skill_damage;
  4640. #endif
  4641. short s_ele = 0;
  4642. TBL_PC *sd;
  4643. TBL_PC *tsd;
  4644. struct status_change *sc, *tsc;
  4645. struct Damage ad;
  4646. struct status_data *sstatus = status_get_status_data(src);
  4647. struct status_data *tstatus = status_get_status_data(target);
  4648. struct {
  4649. unsigned imdef : 1;
  4650. unsigned infdef : 1;
  4651. } flag;
  4652. memset(&ad,0,sizeof(ad));
  4653. memset(&flag,0,sizeof(flag));
  4654. if(src==NULL || target==NULL)
  4655. {
  4656. nullpo_info(NLP_MARK);
  4657. return ad;
  4658. }
  4659. //Initial Values
  4660. ad.damage = 1;
  4661. ad.div_=skill_get_num(skill_id,skill_lv);
  4662. ad.amotion=skill_get_inf(skill_id)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  4663. ad.dmotion=tstatus->dmotion;
  4664. ad.blewcount = skill_get_blewcount(skill_id,skill_lv);
  4665. ad.flag=BF_MAGIC|BF_SKILL;
  4666. ad.dmg_lv=ATK_DEF;
  4667. nk = skill_get_nk(skill_id);
  4668. flag.imdef = nk&NK_IGNORE_DEF?1:0;
  4669. sd = BL_CAST(BL_PC, src);
  4670. tsd = BL_CAST(BL_PC, target);
  4671. sc = status_get_sc(src);
  4672. tsc = status_get_sc(target);
  4673. //Initialize variables that will be used afterwards
  4674. s_ele = skill_get_ele(skill_id, skill_lv);
  4675. if (s_ele == -1){ // pl=-1 : the skill takes the weapon's element
  4676. s_ele = sstatus->rhw.ele;
  4677. if( sd ){ //Summoning 10 talisman will endow your weapon
  4678. ARR_FIND(1, 6, i, sd->talisman[i] >= 10);
  4679. if( i < 5 ) s_ele = i;
  4680. }
  4681. }else if (s_ele == -2) //Use status element
  4682. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  4683. else if( s_ele == -3 ) //Use random element
  4684. s_ele = rnd()%ELE_ALL;
  4685. switch( skill_id ) {
  4686. case LG_SHIELDSPELL:
  4687. if (skill_lv == 2)
  4688. s_ele = ELE_HOLY;
  4689. break;
  4690. case SO_PSYCHIC_WAVE:
  4691. if( sc && sc->count ) {
  4692. if( sc->data[SC_HEATER_OPTION] ) s_ele = sc->data[SC_HEATER_OPTION]->val3;
  4693. else if( sc->data[SC_COOLER_OPTION] ) s_ele = sc->data[SC_COOLER_OPTION]->val3;
  4694. else if( sc->data[SC_BLAST_OPTION] ) s_ele = sc->data[SC_BLAST_OPTION]->val3;
  4695. else if( sc->data[SC_CURSED_SOIL_OPTION] ) s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val3;
  4696. }
  4697. break;
  4698. case KO_KAIHOU:
  4699. if(sd) {
  4700. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  4701. if(i < 5)
  4702. s_ele = i;
  4703. }
  4704. break;
  4705. }
  4706. //Set miscellaneous data that needs be filled
  4707. if(sd) {
  4708. sd->state.arrow_atk = 0;
  4709. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  4710. }
  4711. //Skill Range Criteria
  4712. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  4713. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  4714. if( target->type == BL_SKILL){
  4715. TBL_SKILL *su = (TBL_SKILL*)target;
  4716. if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
  4717. flag.infdef = 1;
  4718. }
  4719. switch(skill_id)
  4720. {
  4721. case MG_FIREWALL:
  4722. case NJ_KAENSIN:
  4723. ad.dmotion = 0; //No flinch animation.
  4724. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  4725. ad.blewcount = 0; //No knockback
  4726. break;
  4727. case PR_SANCTUARY:
  4728. ad.dmotion = 0; //No flinch animation.
  4729. break;
  4730. }
  4731. if(!flag.infdef && (
  4732. (tstatus->mode&MD_IGNOREMAGIC && ad.flag&(BF_MAGIC) ) //magic
  4733. )) flag.infdef = 1;
  4734. if (!flag.infdef) //No need to do the math for plants
  4735. {
  4736. unsigned int skillratio = 100; //Skill dmg modifiers.
  4737. #ifdef RENEWAL
  4738. ad.damage = 0; //reinitialize..
  4739. #endif
  4740. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  4741. #define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
  4742. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  4743. #define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
  4744. //Adds an absolute value to damage. 100 = +100 damage
  4745. #define MATK_ADD( a ) { ad.damage+= a; }
  4746. switch (skill_id)
  4747. { //Calc base damage according to skill
  4748. case AL_HEAL:
  4749. case PR_BENEDICTIO:
  4750. case PR_SANCTUARY:
  4751. /**
  4752. * Arch Bishop
  4753. **/
  4754. case AB_HIGHNESSHEAL:
  4755. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  4756. break;
  4757. case PR_ASPERSIO:
  4758. ad.damage = 40;
  4759. break;
  4760. case ALL_RESURRECTION:
  4761. case PR_TURNUNDEAD:
  4762. //Undead check is on skill_castend_damageid code.
  4763. #ifdef RENEWAL
  4764. i = 10*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  4765. + 300 - 300*tstatus->hp/tstatus->max_hp;
  4766. #else
  4767. i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  4768. + 200 - 200*tstatus->hp/tstatus->max_hp;
  4769. #endif
  4770. if(i > 700) i = 700;
  4771. if(rnd()%1000 < i && !(tstatus->mode&MD_BOSS))
  4772. ad.damage = tstatus->hp;
  4773. else {
  4774. #ifdef RENEWAL
  4775. if (sstatus->matk_max > sstatus->matk_min) {
  4776. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  4777. } else {
  4778. MATK_ADD(sstatus->matk_min);
  4779. }
  4780. MATK_RATE(skill_lv);
  4781. #else
  4782. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  4783. #endif
  4784. }
  4785. break;
  4786. case PF_SOULBURN:
  4787. ad.damage = tstatus->sp * 2;
  4788. break;
  4789. /**
  4790. * Arch Bishop
  4791. **/
  4792. case AB_RENOVATIO:
  4793. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  4794. break;
  4795. case GN_FIRE_EXPANSION_ACID:
  4796. #ifdef RENEWAL
  4797. {
  4798. struct Damage wd = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  4799. ad.damage = (int64)(7 * ((wd.damage / skill_lv + ad.damage / skill_lv) * tstatus->vit / 100));
  4800. }
  4801. #else
  4802. if(tstatus->vit + sstatus->int_)
  4803. ad.damage = (int64)(7 * tstatus->vit * sstatus->int_ * sstatus->int_ / (10 * (tstatus->vit + sstatus->int_)));
  4804. else
  4805. ad.damage = 0;
  4806. if(tsd)
  4807. ad.damage >>= 1;
  4808. #endif
  4809. break;
  4810. default: {
  4811. if (sstatus->matk_max > sstatus->matk_min) {
  4812. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  4813. } else {
  4814. MATK_ADD(sstatus->matk_min);
  4815. }
  4816. if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill
  4817. if(mflag>0)
  4818. ad.damage/= mflag;
  4819. else
  4820. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  4821. }
  4822. switch(skill_id){
  4823. case MG_NAPALMBEAT:
  4824. skillratio += skill_lv*10-30;
  4825. break;
  4826. case MG_FIREBALL:
  4827. #ifdef RENEWAL
  4828. skillratio += 20*skill_lv;
  4829. #else
  4830. skillratio += skill_lv*10-30;
  4831. #endif
  4832. break;
  4833. case MG_SOULSTRIKE:
  4834. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  4835. skillratio += 5*skill_lv;
  4836. break;
  4837. case MG_FIREWALL:
  4838. skillratio -= 50;
  4839. break;
  4840. case MG_FIREBOLT:
  4841. case MG_COLDBOLT:
  4842. case MG_LIGHTNINGBOLT:
  4843. if ( sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
  4844. skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
  4845. ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax]
  4846. ad.flag = BF_WEAPON|BF_SHORT;
  4847. ad.type = DMG_NORMAL;
  4848. }
  4849. break;
  4850. case MG_THUNDERSTORM:
  4851. /**
  4852. * in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  4853. **/
  4854. #ifndef RENEWAL
  4855. skillratio -= 20;
  4856. #endif
  4857. break;
  4858. case MG_FROSTDIVER:
  4859. skillratio += 10*skill_lv;
  4860. break;
  4861. case AL_HOLYLIGHT:
  4862. skillratio += 25;
  4863. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  4864. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  4865. break;
  4866. case AL_RUWACH:
  4867. skillratio += 45;
  4868. break;
  4869. case WZ_FROSTNOVA:
  4870. skillratio += (100+skill_lv*10)*2/3-100;
  4871. break;
  4872. case WZ_FIREPILLAR:
  4873. if (skill_lv > 10)
  4874. skillratio += 100;
  4875. else
  4876. skillratio -= 80;
  4877. break;
  4878. case WZ_SIGHTRASHER:
  4879. skillratio += 20*skill_lv;
  4880. break;
  4881. case WZ_WATERBALL:
  4882. skillratio += 30*skill_lv;
  4883. break;
  4884. case WZ_STORMGUST:
  4885. skillratio += 40*skill_lv;
  4886. break;
  4887. case HW_NAPALMVULCAN:
  4888. skillratio += 10*skill_lv-30;
  4889. break;
  4890. case SL_STIN:
  4891. skillratio += (tstatus->size!=SZ_SMALL?-99:10*skill_lv); //target size must be small (0) for full damage.
  4892. break;
  4893. case SL_STUN:
  4894. skillratio += (tstatus->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets
  4895. break;
  4896. case SL_SMA:
  4897. skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
  4898. break;
  4899. case NJ_KOUENKA:
  4900. skillratio -= 10;
  4901. break;
  4902. case NJ_KAENSIN:
  4903. skillratio -= 50;
  4904. break;
  4905. case NJ_BAKUENRYU:
  4906. skillratio += 50*(skill_lv-1);
  4907. break;
  4908. case NJ_HYOUSYOURAKU:
  4909. skillratio += 50*skill_lv;
  4910. break;
  4911. case NJ_RAIGEKISAI:
  4912. skillratio += 60 + 40*skill_lv;
  4913. break;
  4914. case NJ_KAMAITACHI:
  4915. case NPC_ENERGYDRAIN:
  4916. skillratio += 100*skill_lv;
  4917. break;
  4918. case NPC_EARTHQUAKE:
  4919. skillratio += 100 +100*skill_lv +100*(skill_lv/2);
  4920. break;
  4921. #ifdef RENEWAL
  4922. case WZ_HEAVENDRIVE:
  4923. case WZ_METEOR:
  4924. skillratio += 25;
  4925. break;
  4926. case WZ_VERMILION:
  4927. {
  4928. int interval = 0, per = interval, ratio = per;
  4929. while( (per++) < skill_lv ){
  4930. ratio += interval;
  4931. if(per%3==0) interval += 20;
  4932. }
  4933. if( skill_lv > 9 )
  4934. ratio -= 10;
  4935. skillratio += ratio;
  4936. }
  4937. break;
  4938. case NJ_HUUJIN:
  4939. skillratio += 50;
  4940. break;
  4941. #else
  4942. case WZ_VERMILION:
  4943. skillratio += 20*skill_lv-20;
  4944. break;
  4945. #endif
  4946. /**
  4947. * Arch Bishop
  4948. **/
  4949. case AB_JUDEX:
  4950. skillratio += 200 + 20 * skill_lv;
  4951. RE_LVL_DMOD(100);
  4952. break;
  4953. case AB_ADORAMUS:
  4954. skillratio += 400 + 100 * skill_lv;
  4955. RE_LVL_DMOD(100);
  4956. break;
  4957. case AB_DUPLELIGHT_MAGIC:
  4958. skillratio += 100 + 20 * skill_lv;
  4959. break;
  4960. /**
  4961. * Warlock
  4962. **/
  4963. case WL_SOULEXPANSION:
  4964. skillratio += 300 + 100 * skill_lv + status_get_int(src);
  4965. RE_LVL_DMOD(100);
  4966. break;
  4967. case WL_FROSTMISTY:
  4968. skillratio += 100 + 100 * skill_lv;
  4969. RE_LVL_DMOD(100);
  4970. break;
  4971. case WL_JACKFROST:
  4972. if( tsc && tsc->data[SC_FREEZING] ){
  4973. skillratio += 900 + 300 * skill_lv;
  4974. RE_LVL_DMOD(100);
  4975. }else{
  4976. skillratio += 400 + 100 * skill_lv;
  4977. RE_LVL_DMOD(150);
  4978. }
  4979. break;
  4980. case WL_DRAINLIFE:
  4981. skillratio = 200 * skill_lv + status_get_int(src);
  4982. RE_LVL_DMOD(100);
  4983. break;
  4984. case WL_CRIMSONROCK:
  4985. skillratio += 1200 + 300 * skill_lv;
  4986. RE_LVL_DMOD(100);
  4987. break;
  4988. case WL_HELLINFERNO:
  4989. skillratio = 300 * skill_lv;
  4990. RE_LVL_DMOD(100);
  4991. // Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] %
  4992. // Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] %
  4993. if( mflag&ELE_DARK ){ skillratio *= 4; s_ele = ELE_DARK; }
  4994. skillratio /= 5;
  4995. break;
  4996. case WL_COMET:
  4997. i = ( sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8 );
  4998. if( i <= 3 )
  4999. skillratio += 2400 + 500 * skill_lv; // 7 x 7 cell
  5000. else if( i <= 5 )
  5001. skillratio += 1900 + 500 * skill_lv; // 11 x 11 cell
  5002. else if( i <= 7 )
  5003. skillratio += 1400 + 500 * skill_lv; // 15 x 15 cell
  5004. else
  5005. skillratio += 900 + 500 * skill_lv; // 19 x 19 cell
  5006. if( sd && sd->status.party_id ){
  5007. struct map_session_data* psd;
  5008. int p_sd[5] = {0, 0, 0, 0, 0}, c; // just limit it to 5
  5009. c = 0;
  5010. memset (p_sd, 0, sizeof(p_sd));
  5011. party_foreachsamemap(skill_check_condition_char_sub, sd, 3, &sd->bl, &c, &p_sd, skill_id);
  5012. c = ( c > 1 ? rand()%c : 0 );
  5013. if( (psd = map_id2sd(p_sd[c])) && pc_checkskill(psd,WL_COMET) > 0 ){
  5014. skillratio = skill_lv * 400; //MATK [{( Skill Level x 400 ) x ( Caster's Base Level / 120 )} + 2500 ] %
  5015. RE_LVL_DMOD(120);
  5016. skillratio += 2500;
  5017. status_zap(&psd->bl, 0, skill_get_sp(skill_id, skill_lv) / 2);
  5018. }
  5019. }
  5020. break;
  5021. case WL_CHAINLIGHTNING_ATK:
  5022. skillratio += 400 + 100 * skill_lv;
  5023. RE_LVL_DMOD(100);
  5024. if (mflag > 0)
  5025. skillratio += 100 * mflag;
  5026. break;
  5027. case WL_EARTHSTRAIN:
  5028. skillratio += 1900 + 100 * skill_lv;
  5029. RE_LVL_DMOD(100);
  5030. break;
  5031. case WL_TETRAVORTEX_FIRE:
  5032. case WL_TETRAVORTEX_WATER:
  5033. case WL_TETRAVORTEX_WIND:
  5034. case WL_TETRAVORTEX_GROUND:
  5035. skillratio += 400 + 500 * skill_lv;
  5036. break;
  5037. case WL_SUMMON_ATK_FIRE:
  5038. case WL_SUMMON_ATK_WATER:
  5039. case WL_SUMMON_ATK_WIND:
  5040. case WL_SUMMON_ATK_GROUND:
  5041. skillratio = skill_lv * (status_get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech]
  5042. RE_LVL_DMOD(100);
  5043. break;
  5044. case LG_RAYOFGENESIS:
  5045. {
  5046. uint16 lv = skill_lv;
  5047. int bandingBonus = 0;
  5048. if( sc && sc->data[SC_BANDING] )
  5049. bandingBonus = 200 * (sd ? skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),0) : 1);
  5050. skillratio = ((300 * skill_lv) + bandingBonus) * (sd ? sd->status.job_level : 1) / 25;
  5051. }
  5052. break;
  5053. case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
  5054. if (sd && skill_lv == 2) {
  5055. skillratio = status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
  5056. } else
  5057. skillratio = 0;
  5058. break;
  5059. case WM_METALICSOUND:
  5060. skillratio = 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON));
  5061. RE_LVL_DMOD(100);
  5062. break;
  5063. case WM_REVERBERATION_MAGIC:
  5064. // MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] %
  5065. skillratio += 100 * ((sd) ? pc_checkskill(sd, WM_REVERBERATION) : skill_get_max(WM_REVERBERATION));
  5066. RE_LVL_DMOD(100);
  5067. break;
  5068. case SO_FIREWALK:
  5069. skillratio = 60 * skill_lv;
  5070. RE_LVL_DMOD(100);
  5071. if( sc && sc->data[SC_HEATER_OPTION] )
  5072. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5073. break;
  5074. case SO_ELECTRICWALK:
  5075. skillratio = 60 * skill_lv;
  5076. RE_LVL_DMOD(100);
  5077. if( sc && sc->data[SC_BLAST_OPTION] )
  5078. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5079. break;
  5080. case SO_EARTHGRAVE:
  5081. skillratio = ( 200 * ((sd) ? pc_checkskill(sd, SA_SEISMICWEAPON) : skill_get_max(SA_SEISMICWEAPON)) + sstatus->int_ * skill_lv );
  5082. RE_LVL_DMOD(100);
  5083. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5084. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5085. break;
  5086. case SO_DIAMONDDUST:
  5087. skillratio = ( 200 * ((sd) ? pc_checkskill(sd, SA_FROSTWEAPON) : skill_get_max(SA_FROSTWEAPON)) + sstatus->int_ * skill_lv );
  5088. RE_LVL_DMOD(100);
  5089. if( sc && sc->data[SC_COOLER_OPTION] )
  5090. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5091. break;
  5092. case SO_POISON_BUSTER:
  5093. skillratio += 900 + 300 * skill_lv;
  5094. RE_LVL_DMOD(120);
  5095. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5096. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5097. break;
  5098. case SO_PSYCHIC_WAVE:
  5099. skillratio = skill_lv * 70 + (sstatus->int_ * 3);
  5100. RE_LVL_DMOD(100);
  5101. if (sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] ||
  5102. sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION]))
  5103. skillratio += 20;
  5104. break;
  5105. case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
  5106. skillratio = status_get_int(src) * skill_lv + ((sd) ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : skill_get_max(SA_LIGHTNINGLOADER));
  5107. RE_LVL_DMOD(100);
  5108. if( sc && sc->data[SC_BLAST_OPTION] )
  5109. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5110. break;
  5111. case SO_CLOUD_KILL:
  5112. skillratio = skill_lv * 40;
  5113. RE_LVL_DMOD(100);
  5114. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5115. skillratio += (sd ? sd->status.job_level : 0);
  5116. break;
  5117. case GN_DEMONIC_FIRE:
  5118. if( skill_lv > 20) // Fire expansion Lv.2
  5119. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  5120. else if( skill_lv > 10 ) { // Fire expansion Lv.1
  5121. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  5122. RE_LVL_DMOD(100);
  5123. } else
  5124. skillratio += 10 + 20 * skill_lv;
  5125. break;
  5126. case KO_KAIHOU:
  5127. if(sd) {
  5128. int ttype;
  5129. ARR_FIND(1, 6, ttype, sd->talisman[ttype] > 0);
  5130. if(ttype < 5) {
  5131. skillratio += -100 + 200 * sd->talisman[ttype];
  5132. RE_LVL_DMOD(100);
  5133. pc_del_talisman(sd, sd->talisman[ttype], ttype);
  5134. }
  5135. }
  5136. break;
  5137. // Magical Elemental Spirits Attack Skills
  5138. case EL_FIRE_MANTLE:
  5139. case EL_WATER_SCREW:
  5140. skillratio += 900;
  5141. break;
  5142. case EL_FIRE_ARROW:
  5143. case EL_ROCK_CRUSHER_ATK:
  5144. skillratio += 200;
  5145. break;
  5146. case EL_FIRE_BOMB:
  5147. case EL_ICE_NEEDLE:
  5148. case EL_HURRICANE_ATK:
  5149. skillratio += 400;
  5150. break;
  5151. case EL_FIRE_WAVE:
  5152. case EL_TYPOON_MIS_ATK:
  5153. skillratio += 1100;
  5154. break;
  5155. case MH_ERASER_CUTTER:
  5156. skillratio += 400 + 100 * skill_lv + (skill_lv%2 > 0 ? 0 : 300);
  5157. break;
  5158. case MH_XENO_SLASHER:
  5159. if(skill_lv%2)
  5160. skillratio += 350 + 50 * skill_lv; //500:600:700
  5161. else
  5162. skillratio += 400 + 100 * skill_lv; //700:900
  5163. break;
  5164. case MH_HEILIGE_STANGE:
  5165. skillratio += 400 + 250 * skill_lv;
  5166. skillratio = (skillratio * status_get_lv(src))/150;
  5167. break;
  5168. case MH_POISON_MIST:
  5169. skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 100;
  5170. break;
  5171. }
  5172. if (sd) {
  5173. int sd_charm;
  5174. ARR_FIND(1, 6, sd_charm, sd->talisman[sd_charm] > 0);
  5175. if(sd_charm < 5 && s_ele == sd_charm) {
  5176. switch(skill_id) {
  5177. case NJ_HYOUSYOURAKU:
  5178. skillratio += 25 * sd->talisman[sd_charm];
  5179. break;
  5180. case NJ_KOUENKA:
  5181. case NJ_HUUJIN:
  5182. skillratio += 20 * sd->talisman[sd_charm];
  5183. break;
  5184. case NJ_BAKUENRYU:
  5185. case NJ_RAIGEKISAI:
  5186. skillratio += 15 * sd->talisman[sd_charm];
  5187. break;
  5188. case NJ_KAMAITACHI:
  5189. skillratio += 10 * sd->talisman[sd_charm];
  5190. break;
  5191. case NJ_KAENSIN:
  5192. case NJ_HYOUSENSOU:
  5193. skillratio += 5 * sd->talisman[sd_charm];
  5194. break;
  5195. }
  5196. }
  5197. }
  5198. if (tsd) {
  5199. int tsd_charm;
  5200. ARR_FIND(1, 6, tsd_charm, tsd->talisman[tsd_charm] > 0);
  5201. if(tsd_charm < 5 && s_ele == tsd_charm) {
  5202. switch(skill_id) {
  5203. case NJ_HYOUSYOURAKU:
  5204. skillratio -= 25 * tsd->talisman[tsd_charm];
  5205. break;
  5206. case NJ_KOUENKA:
  5207. case NJ_HUUJIN:
  5208. skillratio -= 20 * tsd->talisman[tsd_charm];
  5209. break;
  5210. case NJ_BAKUENRYU:
  5211. case NJ_RAIGEKISAI:
  5212. skillratio -= 15 * tsd->talisman[tsd_charm];
  5213. break;
  5214. case NJ_KAMAITACHI:
  5215. skillratio -= 10 * tsd->talisman[tsd_charm];
  5216. break;
  5217. case NJ_KAENSIN:
  5218. case NJ_HYOUSENSOU:
  5219. skillratio -= 5 * tsd->talisman[tsd_charm];
  5220. break;
  5221. }
  5222. }
  5223. }
  5224. MATK_RATE(skillratio);
  5225. //Constant/misc additions from skills
  5226. if (skill_id == WZ_FIREPILLAR)
  5227. MATK_ADD(50);
  5228. }
  5229. }
  5230. #ifdef RENEWAL
  5231. switch(skill_id) { // These skills will do a card fix later
  5232. case CR_ACIDDEMONSTRATION:
  5233. case ASC_BREAKER:
  5234. break;
  5235. default:
  5236. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  5237. }
  5238. #endif
  5239. if(sd) {
  5240. //Damage bonuses
  5241. if ((i = pc_skillatk_bonus(sd, skill_id)))
  5242. ad.damage += (int64)ad.damage*i/100;
  5243. //Ignore Defense?
  5244. if (!flag.imdef && (
  5245. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  5246. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  5247. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  5248. ))
  5249. flag.imdef = 1;
  5250. }
  5251. if(!flag.imdef){
  5252. defType mdef = tstatus->mdef;
  5253. int mdef2= tstatus->mdef2;
  5254. #ifdef RENEWAL
  5255. if(tsc && tsc->data[SC_ASSUMPTIO])
  5256. mdef <<= 1; // only eMDEF is doubled
  5257. #endif
  5258. if(sd) {
  5259. i = sd->ignore_mdef_by_race[tstatus->race] + sd->ignore_mdef_by_race[RC_ALL];
  5260. i += sd->ignore_mdef_by_class[tstatus->class_] + sd->ignore_mdef_by_class[CLASS_ALL];
  5261. if (i)
  5262. {
  5263. if (i > 100) i = 100;
  5264. mdef -= mdef * i/100;
  5265. //mdef2-= mdef2* i/100;
  5266. }
  5267. }
  5268. #ifdef RENEWAL
  5269. /**
  5270. * RE MDEF Reduction
  5271. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  5272. **/
  5273. if (mdef < -99)
  5274. mdef = -99; // Avoid divide by 0
  5275. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  5276. #else
  5277. if(battle_config.magic_defense_type)
  5278. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  5279. else
  5280. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  5281. #endif
  5282. }
  5283. if (skill_id == NPC_EARTHQUAKE)
  5284. { //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
  5285. //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
  5286. if(mflag>0)
  5287. ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
  5288. else
  5289. ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5290. }
  5291. if(ad.damage<1)
  5292. ad.damage=1;
  5293. else if(sc) { //only applies when hit
  5294. switch(skill_id) {
  5295. case MG_LIGHTNINGBOLT:
  5296. case MG_THUNDERSTORM:
  5297. if(sc->data[SC_GUST_OPTION])
  5298. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5299. break;
  5300. case MG_FIREBOLT:
  5301. case MG_FIREWALL:
  5302. if(sc->data[SC_PYROTECHNIC_OPTION])
  5303. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5304. break;
  5305. case MG_COLDBOLT:
  5306. case MG_FROSTDIVER:
  5307. if(sc->data[SC_AQUAPLAY_OPTION])
  5308. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5309. break;
  5310. case WZ_EARTHSPIKE:
  5311. case WZ_HEAVENDRIVE:
  5312. if(sc->data[SC_PETROLOGY_OPTION])
  5313. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5314. break;
  5315. }
  5316. }
  5317. if (!(nk&NK_NO_ELEFIX))
  5318. ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  5319. //Apply the physical part of the skill's damage. [Skotlex]
  5320. switch(skill_id) {
  5321. case CR_GRANDCROSS:
  5322. case NPC_GRANDDARKNESS:
  5323. {
  5324. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  5325. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40 * skill_lv) / 100;
  5326. if(src == target) {
  5327. if(src->type == BL_PC)
  5328. ad.damage = ad.damage / 2;
  5329. else
  5330. ad.damage = 0;
  5331. }
  5332. }
  5333. break;
  5334. case SO_VARETYR_SPEAR: {
  5335. struct Damage wd = battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag);
  5336. ad.damage += wd.damage;
  5337. }
  5338. break;
  5339. }
  5340. #ifndef RENEWAL
  5341. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  5342. #endif
  5343. }
  5344. DAMAGE_DIV_FIX(ad.damage, ad.div_);
  5345. if (flag.infdef && ad.damage)
  5346. ad.damage = ad.damage>0?1:-1;
  5347. switch(skill_id) { // These skills will do a GVG fix later
  5348. #ifdef RENEWAL
  5349. case ASC_BREAKER:
  5350. case CR_ACIDDEMONSTRATION:
  5351. return ad; //These skills will do a GVG fix later
  5352. #endif
  5353. default:
  5354. ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  5355. if( map_flag_gvg2(target->m) )
  5356. ad.damage=battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  5357. else if( map[target->m].flag.battleground )
  5358. ad.damage=battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  5359. break;
  5360. }
  5361. // Skill damage adjustment
  5362. #ifdef ADJUST_SKILL_DAMAGE
  5363. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  5364. MATK_ADDRATE(skill_damage);
  5365. #endif
  5366. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  5367. return ad;
  5368. }
  5369. /*==========================================
  5370. * Calculate "misc"-type attacks and skills
  5371. *------------------------------------------
  5372. * Credits:
  5373. * Original coder Skoltex
  5374. * Refined and optimized by helvetica
  5375. */
  5376. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  5377. {
  5378. #ifdef ADJUST_SKILL_DAMAGE
  5379. int skill_damage;
  5380. #endif
  5381. short i, nk;
  5382. short s_ele;
  5383. struct map_session_data *sd, *tsd;
  5384. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  5385. struct status_data *sstatus = status_get_status_data(src);
  5386. struct status_data *tstatus = status_get_status_data(target);
  5387. memset(&md,0,sizeof(md));
  5388. if (src == NULL || target == NULL) {
  5389. nullpo_info(NLP_MARK);
  5390. return md;
  5391. }
  5392. //Some initial values
  5393. md.amotion=skill_get_inf(skill_id)&INF_GROUND_SKILL?0:sstatus->amotion;
  5394. md.dmotion=tstatus->dmotion;
  5395. md.div_=skill_get_num( skill_id,skill_lv );
  5396. md.blewcount=skill_get_blewcount(skill_id,skill_lv);
  5397. md.dmg_lv=ATK_DEF;
  5398. md.flag=BF_MISC|BF_SKILL;
  5399. nk = skill_get_nk(skill_id);
  5400. sd = BL_CAST(BL_PC, src);
  5401. tsd = BL_CAST(BL_PC, target);
  5402. if(sd) {
  5403. sd->state.arrow_atk = 0;
  5404. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  5405. }
  5406. s_ele = skill_get_ele(skill_id, skill_lv);
  5407. if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  5408. s_ele = ELE_NEUTRAL;
  5409. else if (s_ele == -3) { //Use random element
  5410. if (skill_id == SN_FALCONASSAULT) {
  5411. if (sstatus->rhw.ele && !status_get_attack_sc_element(src, status_get_sc(src)))
  5412. s_ele = sstatus->rhw.ele;
  5413. else
  5414. s_ele = status_get_attack_sc_element(src, status_get_sc(src));
  5415. } else
  5416. s_ele = rnd()%ELE_ALL;
  5417. }
  5418. //Skill Range Criteria
  5419. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5420. switch (skill_id) {
  5421. case NC_MAGMA_ERUPTION:
  5422. md.damage = 1200 + 400 * skill_lv;
  5423. break;
  5424. #ifdef RENEWAL
  5425. case HT_LANDMINE:
  5426. case MA_LANDMINE:
  5427. case HT_BLASTMINE:
  5428. case HT_CLAYMORETRAP:
  5429. md.damage = skill_lv * sstatus->dex * (3+status_get_lv(src)/100) * (1+sstatus->int_/35);
  5430. md.damage += md.damage * (rnd()%20-10) / 100;
  5431. md.damage += 40 * ((sd) ? pc_checkskill(sd,RA_RESEARCHTRAP) : skill_get_max(RA_RESEARCHTRAP));
  5432. break;
  5433. #else
  5434. case HT_LANDMINE:
  5435. case MA_LANDMINE:
  5436. md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
  5437. break;
  5438. case HT_BLASTMINE:
  5439. md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
  5440. break;
  5441. case HT_CLAYMORETRAP:
  5442. md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
  5443. break;
  5444. #endif
  5445. case HT_BLITZBEAT:
  5446. case SN_FALCONASSAULT:
  5447. {
  5448. uint8 skill;
  5449. //Blitz-beat Damage.
  5450. if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  5451. skill=0;
  5452. md.damage=(sstatus->dex/10 + sstatus->int_/2 + skill*3+40)*2;
  5453. if(mflag > 1) //Autocasted Blitz.
  5454. nk|=NK_SPLASHSPLIT;
  5455. if (skill_id == SN_FALCONASSAULT) {
  5456. //Div fix of Blitzbeat
  5457. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  5458. //Falcon Assault Modifier
  5459. md.damage=(int64)md.damage*(150+70*skill_lv)/100;
  5460. }
  5461. }
  5462. break;
  5463. case TF_THROWSTONE:
  5464. md.damage=50;
  5465. break;
  5466. case BA_DISSONANCE:
  5467. md.damage=30+skill_lv*10;
  5468. if (sd)
  5469. md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
  5470. break;
  5471. case NPC_SELFDESTRUCTION:
  5472. md.damage = sstatus->hp;
  5473. break;
  5474. case NPC_SMOKING:
  5475. md.damage=3;
  5476. break;
  5477. case NPC_DARKBREATH:
  5478. md.damage = tstatus->max_hp * (skill_lv * 10) / 100;
  5479. break;
  5480. case PA_PRESSURE:
  5481. md.damage=500+300*skill_lv;
  5482. break;
  5483. case PA_GOSPEL:
  5484. md.damage = 1+rnd()%9999;
  5485. break;
  5486. case CR_ACIDDEMONSTRATION:
  5487. #ifdef RENEWAL
  5488. // Official Renewal formula [helvetica]
  5489. // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
  5490. // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
  5491. // is considered "neutral" for purposes of resistances
  5492. {
  5493. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5494. struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  5495. md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
  5496. // AD benefits from endow/element but damage is forced back to neutral
  5497. battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5498. }
  5499. #else
  5500. if(tstatus->vit+sstatus->int_) //crash fix
  5501. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  5502. else
  5503. md.damage = 0;
  5504. if (tsd) md.damage>>=1;
  5505. #endif
  5506. break;
  5507. case NJ_ZENYNAGE:
  5508. case KO_MUCHANAGE:
  5509. md.damage = skill_get_zeny(skill_id, skill_lv);
  5510. if (!md.damage) md.damage = (skill_id == NJ_ZENYNAGE ? 2 : 10);
  5511. md.damage = (skill_id == NJ_ZENYNAGE ? rnd()%md.damage + md.damage : md.damage * rnd_value(50,100)) / (skill_id == NJ_ZENYNAGE ? 1 : 100);
  5512. if (is_boss(target))
  5513. md.damage = md.damage / (skill_id == NJ_ZENYNAGE ? 3 : 2);
  5514. if (sd && skill_id == KO_MUCHANAGE && !pc_checkskill(sd, NJ_TOBIDOUGU))
  5515. md.damage = md.damage / 2;
  5516. else if (tsd && skill_id == NJ_ZENYNAGE)
  5517. md.damage = md.damage / 2;
  5518. break;
  5519. #ifdef RENEWAL
  5520. case NJ_ISSEN:
  5521. // Official Renewal formula [helvetica]
  5522. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  5523. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  5524. // modified def formula
  5525. {
  5526. short totaldef;
  5527. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5528. struct status_change *sc = status_get_sc(src);
  5529. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  5530. if (sc && sc->data[SC_BUNSINJYUTSU] && (i=sc->data[SC_BUNSINJYUTSU]->val2) > 0) { // mirror image bonus only occurs if active
  5531. md.div_ = -( i + 2 ); // mirror image count + 2
  5532. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  5533. }
  5534. // modified def reduction, final damage = base damage - (edef + sdef)
  5535. totaldef = tstatus->def2 + (short)status_get_def(target);
  5536. md.damage -= totaldef;
  5537. }
  5538. break;
  5539. #endif
  5540. case GS_FLING:
  5541. md.damage = sd?sd->status.job_level:status_get_lv(src);
  5542. break;
  5543. case GS_GROUNDDRIFT:
  5544. // Official formula [helvetica]
  5545. // damage = 50 * skill level
  5546. // fixed damage, ignores DEF and benefits from weapon +%ATK cards
  5547. md.damage = 50*skill_lv;
  5548. md.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, 0, md.damage, 0, md.flag|NK_NO_CARDFIX_DEF); // ground drift benefits from weapon atk cards, ignore DEF cards so we don't apply twice
  5549. break;
  5550. case HVAN_EXPLOSION: //[orn]
  5551. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  5552. break ;
  5553. case ASC_BREAKER:
  5554. #ifdef RENEWAL
  5555. // Official Renewal formula [helvetica]
  5556. // damage = ((atk + matk) * (3 + (.5 * skill level))) - (edef + sdef + emdef + smdef)
  5557. // atk part takes weapon element, matk part is non-elemental
  5558. // modified def formula
  5559. {
  5560. short totaldef, totalmdef;
  5561. struct Damage atk, matk;
  5562. atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5563. nk|=NK_NO_ELEFIX; // atk part takes on weapon element, matk part is non-elemental
  5564. matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  5565. // (atk + matk) * (3 + (.5 * skill level))
  5566. md.damage = ((30 + (5 * skill_lv)) * (atk.damage + matk.damage)) / 10;
  5567. // modified def reduction, final damage = base damage - (edef + sdef + emdef + smdef)
  5568. totaldef = tstatus->def2 + (short)status_get_def(target);
  5569. totalmdef = tstatus->mdef + tstatus->mdef2;
  5570. md.damage -= totaldef + totalmdef;
  5571. }
  5572. #else
  5573. md.damage = 500+rnd()%500 + 5*skill_lv * sstatus->int_;
  5574. nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
  5575. #endif
  5576. break;
  5577. case HW_GRAVITATION:
  5578. md.damage = 200+200*skill_lv;
  5579. md.dmotion = 0; //No flinch animation.
  5580. break;
  5581. case NPC_EVILLAND:
  5582. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  5583. break;
  5584. case RK_DRAGONBREATH_WATER:
  5585. case RK_DRAGONBREATH:
  5586. md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
  5587. RE_LVL_MDMOD(150);
  5588. if (sd) md.damage = (int64)md.damage * (95 + 5 * pc_checkskill(sd,RK_DRAGONTRAINING)) / 100;
  5589. md.flag |= BF_LONG|BF_WEAPON;
  5590. break;
  5591. case RA_CLUSTERBOMB:
  5592. case RA_FIRINGTRAP:
  5593. case RA_ICEBOUNDTRAP:
  5594. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  5595. RE_LVL_TMDMOD();
  5596. if(sd) {
  5597. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  5598. if(researchskill_lv)
  5599. md.damage = (int64)md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB?50:100);
  5600. else
  5601. md.damage = 0;
  5602. } else
  5603. md.damage = (int64)md.damage * 200 / (skill_id == RA_CLUSTERBOMB?50:100);
  5604. break;
  5605. case GN_THORNS_TRAP:
  5606. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  5607. break;
  5608. case GN_HELLS_PLANT_ATK:
  5609. //[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level ))
  5610. md.damage = ( skill_lv * status_get_lv(src) * 10 ) + ( status_get_int(src) * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - ((sd) ? pc_checkskill(sd,AM_CANNIBALIZE) : skill_get_max(AM_CANNIBALIZE))) );
  5611. break;
  5612. case RL_B_TRAP:
  5613. md.damage = (200 + status_get_int(src) + status_get_dex(src)) * skill_lv * 10; //(custom)
  5614. break;
  5615. }
  5616. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  5617. if(mflag>0)
  5618. md.damage/= mflag;
  5619. else
  5620. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5621. }
  5622. DAMAGE_DIV_FIX(md.damage, md.div_);
  5623. if (!(nk&NK_IGNORE_FLEE))
  5624. {
  5625. struct status_change *sc = status_get_sc(target);
  5626. i = 0; //Temp for "hit or no hit"
  5627. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  5628. i = 1;
  5629. else {
  5630. short
  5631. flee = tstatus->flee,
  5632. #ifdef RENEWAL
  5633. hitrate = 0; //Default hitrate
  5634. #else
  5635. hitrate = 80; //Default hitrate
  5636. #endif
  5637. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  5638. unsigned char attacker_count; //256 max targets should be a sane max
  5639. attacker_count = unit_counttargeted(target);
  5640. if(attacker_count >= battle_config.agi_penalty_count)
  5641. {
  5642. if (battle_config.agi_penalty_type == 1)
  5643. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  5644. else //assume type 2: absolute reduction
  5645. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  5646. if(flee < 1) flee = 1;
  5647. }
  5648. }
  5649. hitrate+= sstatus->hit - flee;
  5650. #ifdef RENEWAL
  5651. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  5652. hitrate += pc_checkskill(sd,AC_VULTURE);
  5653. #endif
  5654. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  5655. if(rnd()%100 < hitrate)
  5656. i = 1;
  5657. }
  5658. if (!i) {
  5659. md.damage = 0;
  5660. md.dmg_lv=ATK_FLEE;
  5661. }
  5662. }
  5663. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  5664. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  5665. md.damage += (int64)md.damage*i/100;
  5666. if(md.damage < 0)
  5667. md.damage = 0;
  5668. else if(md.damage && tstatus->mode&MD_PLANT){
  5669. switch(skill_id){
  5670. case NJ_ISSEN: // Final Strike will MISS on "plant"-type mobs [helvetica]
  5671. md.damage = 0;
  5672. md.dmg_lv = ATK_FLEE;
  5673. break;
  5674. case HT_LANDMINE:
  5675. case MA_LANDMINE:
  5676. case HT_BLASTMINE:
  5677. case HT_CLAYMORETRAP:
  5678. case RA_CLUSTERBOMB:
  5679. #ifdef RENEWAL
  5680. break;
  5681. #endif
  5682. default:
  5683. md.damage = 1;
  5684. }
  5685. }else if( target->type == BL_SKILL ){
  5686. TBL_SKILL *su = (TBL_SKILL*)target;
  5687. if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
  5688. md.damage = 1;
  5689. }
  5690. if(!(nk&NK_NO_ELEFIX))
  5691. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  5692. md.damage=battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  5693. if( map_flag_gvg2(target->m) )
  5694. md.damage=battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  5695. else if( map[target->m].flag.battleground )
  5696. md.damage=battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  5697. switch( skill_id ) {
  5698. case RA_FIRINGTRAP:
  5699. case RA_ICEBOUNDTRAP:
  5700. if( md.damage == 1 ) break;
  5701. case RA_CLUSTERBOMB:
  5702. {
  5703. struct Damage wd;
  5704. wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  5705. md.damage += wd.damage;
  5706. }
  5707. break;
  5708. case NJ_ZENYNAGE:
  5709. if( sd ) {
  5710. if ( md.damage > sd->status.zeny )
  5711. md.damage = sd->status.zeny;
  5712. pc_payzeny(sd, (int)md.damage,LOG_TYPE_STEAL,NULL);
  5713. }
  5714. break;
  5715. }
  5716. // Skill damage adjustment
  5717. #ifdef ADJUST_SKILL_DAMAGE
  5718. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  5719. md.damage += (int64)md.damage * skill_damage / 100;
  5720. #endif
  5721. if(tstatus->mode&MD_IGNOREMISC && md.flag&(BF_MISC) ) //misc @TODO optimize me
  5722. md.damage = md.damage2 = 1;
  5723. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  5724. return md;
  5725. }
  5726. /*==========================================
  5727. * Battle main entry, from skill_attack
  5728. *------------------------------------------
  5729. * Credits:
  5730. * Original coder unknown
  5731. * Initial refactoring by Baalberith
  5732. * Refined and optimized by helvetica
  5733. */
  5734. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag)
  5735. {
  5736. struct Damage d;
  5737. switch(attack_type) {
  5738. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  5739. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  5740. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  5741. default:
  5742. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  5743. memset(&d,0,sizeof(d));
  5744. break;
  5745. }
  5746. if( d.damage + d.damage2 < 1 )
  5747. { //Miss/Absorbed
  5748. //Weapon attacks should go through to cause additional effects.
  5749. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  5750. d.dmg_lv = ATK_MISS;
  5751. d.dmotion = 0;
  5752. }
  5753. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  5754. d.dmg_lv = ATK_DEF;
  5755. return d;
  5756. }
  5757. /*==========================================
  5758. * Final damage return function
  5759. *------------------------------------------
  5760. * Credits:
  5761. * Original coder unknown
  5762. * Initial refactoring by Baalberith
  5763. * Refined and optimized by helvetica
  5764. */
  5765. int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  5766. struct map_session_data* sd;
  5767. int64 rdamage = 0, damage = *dmg;
  5768. int max_damage = status_get_max_hp(bl);
  5769. struct status_change *sc, *ssc;
  5770. sd = BL_CAST(BL_PC, bl);
  5771. sc = status_get_sc(bl);
  5772. ssc = status_get_sc(src);
  5773. if (flag & BF_SHORT) {//Bounces back part of the damage.
  5774. if ( !status_reflect && sd && sd->bonus.short_weapon_damage_return ) {
  5775. rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
  5776. if(rdamage < 1) rdamage = 1;
  5777. } else if( status_reflect && sc && sc->count ) {
  5778. if( sc->data[SC_REFLECTDAMAGE] && !(skill_get_inf2(skill_id)&INF2_TRAP)) {
  5779. if( rnd()%100 <= sc->data[SC_REFLECTDAMAGE]->val1*10 + 30 ){
  5780. max_damage = (int64)max_damage * status_get_lv(bl) / 100;
  5781. rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
  5782. if( --(sc->data[SC_REFLECTDAMAGE]->val3) < 1)
  5783. status_change_end(bl,SC_REFLECTDAMAGE,INVALID_TIMER);
  5784. }
  5785. } else {
  5786. if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
  5787. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  5788. if (rdamage < 1) rdamage = 1;
  5789. }
  5790. if(sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && !(src->type == BL_MOB && is_boss(src)) ) {
  5791. uint8 dir = map_calc_dir(bl,src->x,src->y),
  5792. t_dir = unit_getdir(bl);
  5793. if( distance_bl(src,bl) <= 0 || !map_check_dir(dir,t_dir) ) {
  5794. int64 rd1 = 0;
  5795. rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  5796. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  5797. clif_skill_damage(src,bl,gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1,6);
  5798. status_change_end(bl,SC_DEATHBOUND,INVALID_TIMER);
  5799. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  5800. }
  5801. }
  5802. if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 && !(src->type == BL_MOB && is_boss(src)) ){
  5803. rdamage += damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100;
  5804. if (rdamage < 1) rdamage = 1;
  5805. }
  5806. }
  5807. }
  5808. } else {
  5809. if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) {
  5810. rdamage += damage * sd->bonus.long_weapon_damage_return / 100;
  5811. if (rdamage < 1) rdamage = 1;
  5812. }
  5813. }
  5814. if (ssc && ssc->data[SC_INSPIRATION]) {
  5815. rdamage += damage / 100;
  5816. #ifdef RENEWAL
  5817. rdamage = cap_value(rdamage, 1, max_damage);
  5818. #else
  5819. if( rdamage < 1 )
  5820. rdamage = 1;
  5821. #endif
  5822. }
  5823. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  5824. rdamage = 0;
  5825. return cap_value(min(rdamage,max_damage),INT_MIN,INT_MAX);
  5826. }
  5827. /*===========================================
  5828. * Perform battle drain effects (HP/SP loss)
  5829. *-------------------------------------------*/
  5830. void battle_drain(TBL_PC *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_)
  5831. {
  5832. struct weapon_data *wd;
  5833. int64 *damage;
  5834. int thp = 0, tsp = 0, rhp = 0, rsp = 0, hp=0, sp=0, i;
  5835. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  5836. return;
  5837. for (i = 0; i < 4; i++) {
  5838. //First two iterations: Right hand
  5839. if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
  5840. else { wd = &sd->left_weapon; damage = &ldamage; }
  5841. if (*damage <= 0) continue;
  5842. if( i == 1 || i == 3 ) {
  5843. hp = wd->hp_drain_class[class_].value + wd->hp_drain_class[CLASS_ALL].value;
  5844. if (wd->hp_drain_class[class_].rate)
  5845. hp += battle_calc_drain(*damage, wd->hp_drain_class[class_].rate, wd->hp_drain_class[class_].per);
  5846. if (wd->hp_drain_class[CLASS_ALL].rate)
  5847. hp += battle_calc_drain(*damage, wd->hp_drain_class[CLASS_ALL].rate, wd->hp_drain_class[CLASS_ALL].per);
  5848. sp = wd->sp_drain_class[class_].value + wd->sp_drain_class[CLASS_ALL].value;
  5849. if (wd->sp_drain_class[class_].rate)
  5850. sp += battle_calc_drain(*damage, wd->sp_drain_class[class_].rate, wd->sp_drain_class[class_].per);
  5851. if (wd->sp_drain_class[CLASS_ALL].rate)
  5852. sp += battle_calc_drain(*damage, wd->sp_drain_class[CLASS_ALL].rate, wd->sp_drain_class[CLASS_ALL].per);
  5853. if( hp ) {
  5854. if( wd->hp_drain_class[class_].type )
  5855. rhp += hp;
  5856. if( wd->hp_drain_class[CLASS_ALL].type )
  5857. rhp += hp;
  5858. thp += hp;
  5859. }
  5860. if( sp ) {
  5861. if( wd->sp_drain_class[class_].type )
  5862. rsp += sp;
  5863. if( wd->sp_drain_class[CLASS_ALL].type )
  5864. rsp += sp;
  5865. tsp += sp;
  5866. }
  5867. } else {
  5868. hp = wd->hp_drain_race[race].value + wd->hp_drain_race[RC_ALL].value;
  5869. if (wd->hp_drain_race[race].rate)
  5870. hp += battle_calc_drain(*damage, wd->hp_drain_race[race].rate, wd->hp_drain_race[race].per);
  5871. if (wd->hp_drain_race[RC_ALL].rate)
  5872. hp += battle_calc_drain(*damage, wd->hp_drain_race[RC_ALL].rate, wd->hp_drain_race[RC_ALL].per);
  5873. sp = wd->sp_drain_race[race].value + wd->sp_drain_race[RC_ALL].value;
  5874. if (wd->sp_drain_race[race].rate)
  5875. sp += battle_calc_drain(*damage, wd->sp_drain_race[race].rate, wd->sp_drain_race[race].per);
  5876. if (wd->sp_drain_race[RC_ALL].rate)
  5877. sp += battle_calc_drain(*damage, wd->sp_drain_race[RC_ALL].rate, wd->sp_drain_race[RC_ALL].per);
  5878. if( hp ) {
  5879. if( wd->hp_drain_race[race].type )
  5880. rhp += hp;
  5881. if( wd->hp_drain_race[RC_ALL].type )
  5882. rhp += hp;
  5883. thp += hp;
  5884. }
  5885. if( sp ) {
  5886. if( wd->sp_drain_race[race].type )
  5887. rsp += sp;
  5888. if( wd->sp_drain_race[RC_ALL].type )
  5889. rsp += sp;
  5890. tsp += sp;
  5891. }
  5892. }
  5893. }
  5894. if (sd->bonus.sp_vanish_rate && rnd()%1000 < sd->bonus.sp_vanish_rate)
  5895. status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->bonus.sp_vanish_per, false);
  5896. if (sd->bonus.hp_vanish_rate && rnd()%1000 < sd->bonus.hp_vanish_rate
  5897. && tbl->type == BL_PC && (map[sd->bl.m].flag.pvp || map[sd->bl.m].flag.gvg))
  5898. status_percent_damage(&sd->bl, tbl, (unsigned char)sd->bonus.hp_vanish_per, 0, false);
  5899. if( sd->sp_gain_race_attack[race] )
  5900. tsp += sd->sp_gain_race_attack[race];
  5901. if( sd->sp_gain_race_attack[RC_ALL] )
  5902. tsp += sd->sp_gain_race_attack[RC_ALL];
  5903. if( sd->hp_gain_race_attack[race] )
  5904. thp += sd->hp_gain_race_attack[race];
  5905. if( sd->hp_gain_race_attack[RC_ALL] )
  5906. thp += sd->hp_gain_race_attack[RC_ALL];
  5907. if (!thp && !tsp) return;
  5908. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  5909. if (rhp || rsp)
  5910. status_zap(tbl, rhp, rsp);
  5911. }
  5912. /*===========================================
  5913. * Deals the same damage to targets in area.
  5914. *-------------------------------------------
  5915. * Credits:
  5916. * Original coder pakpil
  5917. */
  5918. int battle_damage_area( struct block_list *bl, va_list ap) {
  5919. unsigned int tick;
  5920. int64 damage;
  5921. int amotion, dmotion;
  5922. struct block_list *src;
  5923. nullpo_ret(bl);
  5924. tick=va_arg(ap, unsigned int);
  5925. src=va_arg(ap,struct block_list *);
  5926. amotion=va_arg(ap,int);
  5927. dmotion=va_arg(ap,int);
  5928. damage=va_arg(ap,int);
  5929. if( bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  5930. return 0;
  5931. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  5932. map_freeblock_lock();
  5933. if( src->type == BL_PC )
  5934. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  5935. if( amotion )
  5936. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true);
  5937. else
  5938. status_fix_damage(src,bl,damage,0);
  5939. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0);
  5940. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  5941. map_freeblock_unlock();
  5942. }
  5943. return 0;
  5944. }
  5945. /*==========================================
  5946. * Do a basic physical attack (call through unit_attack_timer)
  5947. *------------------------------------------*/
  5948. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag) {
  5949. struct map_session_data *sd = NULL, *tsd = NULL;
  5950. struct status_data *sstatus, *tstatus;
  5951. struct status_change *sc, *tsc;
  5952. int64 damage;
  5953. int skillv;
  5954. struct Damage wd;
  5955. nullpo_retr(ATK_NONE, src);
  5956. nullpo_retr(ATK_NONE, target);
  5957. if (src->prev == NULL || target->prev == NULL)
  5958. return ATK_NONE;
  5959. sd = BL_CAST(BL_PC, src);
  5960. tsd = BL_CAST(BL_PC, target);
  5961. sstatus = status_get_status_data(src);
  5962. tstatus = status_get_status_data(target);
  5963. sc = status_get_sc(src);
  5964. tsc = status_get_sc(target);
  5965. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  5966. sc = NULL;
  5967. if (tsc && !tsc->count)
  5968. tsc = NULL;
  5969. if (sd)
  5970. {
  5971. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  5972. if (sd->state.arrow_atk)
  5973. {
  5974. short index = sd->equip_index[EQI_AMMO];
  5975. if (index < 0) {
  5976. clif_arrow_fail(sd,0);
  5977. return ATK_NONE;
  5978. }
  5979. //Ammo check by Ishizu-chan
  5980. if (sd->inventory_data[index]) {
  5981. switch (sd->status.weapon) {
  5982. case W_BOW:
  5983. if (sd->inventory_data[index]->look != A_ARROW) {
  5984. clif_arrow_fail(sd,0);
  5985. return ATK_NONE;
  5986. }
  5987. break;
  5988. case W_REVOLVER:
  5989. case W_RIFLE:
  5990. case W_GATLING:
  5991. case W_SHOTGUN:
  5992. if (sd->inventory_data[index]->look != A_BULLET) {
  5993. clif_arrow_fail(sd,0);
  5994. return ATK_NONE;
  5995. }
  5996. break;
  5997. case W_GRENADE:
  5998. if (sd->inventory_data[index]->look != A_GRENADE) {
  5999. clif_arrow_fail(sd,0);
  6000. return ATK_NONE;
  6001. }
  6002. break;
  6003. }
  6004. }
  6005. }
  6006. }
  6007. if (sc && sc->count) {
  6008. if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
  6009. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  6010. else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
  6011. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  6012. }
  6013. if (tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  6014. uint8 dir = map_calc_dir(target,src->x,src->y);
  6015. int t_dir = unit_getdir(target);
  6016. int dist = distance_bl(src, target);
  6017. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  6018. uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
  6019. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  6020. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0); //Display MISS.
  6021. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  6022. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  6023. return ATK_BLOCK;
  6024. }
  6025. }
  6026. if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  6027. {
  6028. uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  6029. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  6030. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  6031. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  6032. { //Target locked.
  6033. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0); //Display MISS.
  6034. clif_bladestop(target, src->id, 1);
  6035. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  6036. return ATK_BLOCK;
  6037. }
  6038. }
  6039. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  6040. int triple_rate= 30 - skillv; //Base Rate
  6041. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
  6042. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  6043. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  6044. }
  6045. if (rnd()%100 < triple_rate) {
  6046. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  6047. return ATK_DEF;
  6048. return ATK_MISS;
  6049. }
  6050. }
  6051. if (sc) {
  6052. if (sc->data[SC_SACRIFICE]) {
  6053. uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
  6054. damage_lv ret_val;
  6055. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  6056. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  6057. /**
  6058. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  6059. * For further information: bugreport:4950
  6060. **/
  6061. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  6062. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  6063. if( ret_val == ATK_NONE )
  6064. return ATK_MISS;
  6065. return ret_val;
  6066. }
  6067. if (sc->data[SC_MAGICALATTACK]) {
  6068. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
  6069. return ATK_DEF;
  6070. return ATK_MISS;
  6071. }
  6072. if( sc->data[SC_GT_ENERGYGAIN] && sc->data[SC_GT_ENERGYGAIN]->val2 ) {
  6073. int spheres = 5;
  6074. if( sc->data[SC_RAISINGDRAGON] )
  6075. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  6076. if( sd && rnd()%100 < sc->data[SC_GT_ENERGYGAIN]->val3 )
  6077. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  6078. }
  6079. }
  6080. if( tsc && tsc->data[SC_GT_ENERGYGAIN] && tsc->data[SC_GT_ENERGYGAIN]->val2 ) {
  6081. int spheres = 5;
  6082. if( tsc->data[SC_RAISINGDRAGON] )
  6083. spheres += tsc->data[SC_RAISINGDRAGON]->val1;
  6084. if( tsd && rnd()%100 < tsc->data[SC_GT_ENERGYGAIN]->val3 )
  6085. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  6086. }
  6087. if (tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < 20)
  6088. clif_skill_nodamage(target, target, SM_ENDURE, 5, sc_start(src, target, SC_ENDURE, 100, 5, skill_get_time(SM_ENDURE, 5)));
  6089. if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp)
  6090. tsc->data[SC_KAAHI]->val4 = add_timer(tick + skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal.
  6091. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  6092. if( sc && sc->count ) {
  6093. if( sc->data[SC_SPELLFIST] ) {
  6094. if( --(sc->data[SC_SPELLFIST]->val1) >= 0 ){
  6095. struct Damage ad = battle_calc_attack(BF_MAGIC,src,target,sc->data[SC_SPELLFIST]->val3,sc->data[SC_SPELLFIST]->val4,flag|BF_SHORT);
  6096. wd.damage = ad.damage;
  6097. if (wd.div_ > 1)
  6098. wd.damage *= 2; // Double the damage for multiple hits.
  6099. } else
  6100. status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
  6101. }
  6102. if( sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 )
  6103. wd.damage *= 3; // Triple Damage
  6104. if( sd && battle_config.arrow_decrement && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0) {
  6105. short idx = sd->equip_index[EQI_AMMO];
  6106. if (idx >= 0 && sd->status.inventory[idx].amount >= sc->data[SC_FEARBREEZE]->val4) {
  6107. pc_delitem(sd,idx,sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
  6108. sc->data[SC_FEARBREEZE]->val4 = 0;
  6109. }
  6110. }
  6111. }
  6112. if (sd && sd->state.arrow_atk) //Consume arrow.
  6113. battle_consume_ammo(sd, 0, 0);
  6114. damage = wd.damage + wd.damage2;
  6115. if( damage > 0 && src != target )
  6116. {
  6117. if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
  6118. { // Activates it only from melee damage
  6119. uint16 skill_id;
  6120. if( rnd()%2 == 1 )
  6121. skill_id = AB_DUPLELIGHT_MELEE;
  6122. else
  6123. skill_id = AB_DUPLELIGHT_MAGIC;
  6124. skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
  6125. }
  6126. }
  6127. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , (enum e_damage_type)wd.type, wd.damage2);
  6128. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  6129. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  6130. if ( target->type == BL_SKILL && damage > 0 ){
  6131. TBL_SKILL *su = (TBL_SKILL*)target;
  6132. if (su->group) {
  6133. if (su->group->skill_id == HT_BLASTMINE)
  6134. skill_blown(src, target, 3, -1, 0);
  6135. if (su->group->skill_id == GN_WALLOFTHORN) {
  6136. if (--su->val2 <= 0)
  6137. skill_delunit(su);
  6138. }
  6139. }
  6140. }
  6141. map_freeblock_lock();
  6142. if( skill_check_shadowform(target, damage, wd.div_) ) {
  6143. if( !status_isdead(target) )
  6144. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  6145. if( wd.dmg_lv > ATK_BLOCK )
  6146. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  6147. } else
  6148. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true);
  6149. if( tsc ) {
  6150. if( tsc->data[SC_DEVOTION] ) {
  6151. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  6152. struct block_list *d_bl = map_id2bl(sce->val1);
  6153. if( d_bl && (
  6154. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  6155. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  6156. ) && check_distance_bl(target, d_bl, sce->val3) )
  6157. {
  6158. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  6159. status_fix_damage(NULL, d_bl, damage, 0);
  6160. }
  6161. else
  6162. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  6163. }
  6164. if( target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->data[SC_CIRCLE_OF_FIRE_OPTION] ) {
  6165. struct elemental_data *ed = ((TBL_PC*)target)->ed;
  6166. if( ed ) {
  6167. clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, 6);
  6168. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
  6169. }
  6170. }
  6171. if( tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1 ) {
  6172. struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
  6173. if( e_bl && !status_isdead(e_bl) ) {
  6174. clif_damage(e_bl,e_bl,tick,wd.amotion,wd.dmotion,damage,wd.div_,(enum e_damage_type)wd.type,wd.damage2);
  6175. status_damage(target,e_bl,damage,0,0,0);
  6176. // Just show damage in target.
  6177. clif_damage(src, target, tick, wd.amotion, wd.dmotion, damage, wd.div_, (enum e_damage_type)wd.type, wd.damage2 );
  6178. map_freeblock_unlock();
  6179. return ATK_BLOCK;
  6180. }
  6181. }
  6182. }
  6183. if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
  6184. int sp = 0;
  6185. uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
  6186. uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
  6187. int i = rnd()%100;
  6188. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  6189. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  6190. //reduction only for skill_lv > 1
  6191. if (skill_lv > 1) {
  6192. if (i >= 50) skill_lv -= 2;
  6193. else if (i >= 15) skill_lv--;
  6194. }
  6195. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  6196. if (status_charge(src, 0, sp)) {
  6197. switch (skill_get_casttype(skill_id)) {
  6198. case CAST_GROUND:
  6199. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  6200. break;
  6201. case CAST_NODAMAGE:
  6202. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  6203. break;
  6204. case CAST_DAMAGE:
  6205. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  6206. break;
  6207. }
  6208. }
  6209. }
  6210. if (sd) {
  6211. if( wd.flag&BF_SHORT && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
  6212. sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id != 0 && sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].flag == SKILL_FLAG_PLAGIARIZED )
  6213. {
  6214. int r_skill = sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id,
  6215. r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;
  6216. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  6217. int type;
  6218. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  6219. int maxcount = 0;
  6220. if( !(BL_PC&battle_config.skill_reiteration) &&
  6221. skill_get_unit_flag(r_skill)&UF_NOREITERATION )
  6222. type = -1;
  6223. if( BL_PC&battle_config.skill_nofootset &&
  6224. skill_get_unit_flag(r_skill)&UF_NOFOOTSET )
  6225. type = -1;
  6226. if( BL_PC&battle_config.land_skill_limit &&
  6227. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  6228. ) {
  6229. int v;
  6230. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  6231. if(sd->ud.skillunit[v]->skill_id == r_skill)
  6232. maxcount--;
  6233. }
  6234. if( maxcount == 0 )
  6235. type = -1;
  6236. }
  6237. if( type != CAST_GROUND ){
  6238. clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
  6239. map_freeblock_unlock();
  6240. return wd.dmg_lv;
  6241. }
  6242. }
  6243. sd->state.autocast = 1;
  6244. skill_consume_requirement(sd,r_skill,r_lv,3);
  6245. switch( type ) {
  6246. case CAST_GROUND:
  6247. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  6248. break;
  6249. case CAST_NODAMAGE:
  6250. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  6251. break;
  6252. case CAST_DAMAGE:
  6253. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  6254. break;
  6255. }
  6256. sd->state.autocast = 0;
  6257. sd->ud.canact_tick = tick + skill_delayfix(src, r_skill, r_lv);
  6258. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  6259. }
  6260. }
  6261. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  6262. if (battle_config.left_cardfix_to_right)
  6263. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  6264. else
  6265. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  6266. }
  6267. }
  6268. if (tsc) {
  6269. if (damage > 0 && tsc->data[SC_POISONREACT] &&
  6270. (rnd()%100 < tsc->data[SC_POISONREACT]->val3
  6271. || sstatus->def_ele == ELE_POISON) &&
  6272. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  6273. status_check_skilluse(target, src, TF_POISON, 0)
  6274. ) { //Poison React
  6275. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  6276. if (sstatus->def_ele == ELE_POISON) {
  6277. sce->val2 = 0;
  6278. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  6279. } else {
  6280. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  6281. --sce->val2;
  6282. }
  6283. if (sce->val2 <= 0)
  6284. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  6285. }
  6286. }
  6287. map_freeblock_unlock();
  6288. return wd.dmg_lv;
  6289. }
  6290. /*=========================
  6291. * Check for undead status
  6292. *-------------------------
  6293. * Credits:
  6294. * Original coder Skoltex
  6295. * Refactored by Baalberith
  6296. */
  6297. int battle_check_undead(int race,int element)
  6298. {
  6299. if(battle_config.undead_detect_type == 0) {
  6300. if(element == ELE_UNDEAD)
  6301. return 1;
  6302. }
  6303. else if(battle_config.undead_detect_type == 1) {
  6304. if(race == RC_UNDEAD)
  6305. return 1;
  6306. }
  6307. else {
  6308. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  6309. return 1;
  6310. }
  6311. return 0;
  6312. }
  6313. /*================================================================
  6314. * Returns the upmost level master starting with the given object
  6315. *----------------------------------------------------------------*/
  6316. struct block_list* battle_get_master(struct block_list *src)
  6317. {
  6318. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  6319. do {
  6320. prev = src;
  6321. switch (src->type) {
  6322. case BL_PET:
  6323. if (((TBL_PET*)src)->master)
  6324. src = (struct block_list*)((TBL_PET*)src)->master;
  6325. break;
  6326. case BL_MOB:
  6327. if (((TBL_MOB*)src)->master_id)
  6328. src = map_id2bl(((TBL_MOB*)src)->master_id);
  6329. break;
  6330. case BL_HOM:
  6331. if (((TBL_HOM*)src)->master)
  6332. src = (struct block_list*)((TBL_HOM*)src)->master;
  6333. break;
  6334. case BL_MER:
  6335. if (((TBL_MER*)src)->master)
  6336. src = (struct block_list*)((TBL_MER*)src)->master;
  6337. break;
  6338. case BL_ELEM:
  6339. if (((TBL_ELEM*)src)->master)
  6340. src = (struct block_list*)((TBL_ELEM*)src)->master;
  6341. break;
  6342. case BL_SKILL:
  6343. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  6344. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  6345. break;
  6346. }
  6347. } while (src && src != prev);
  6348. return prev;
  6349. }
  6350. /*==========================================
  6351. * Checks the state between two targets
  6352. * (enemy, friend, party, guild, etc)
  6353. *------------------------------------------
  6354. * Usage:
  6355. * See battle.h for possible values/combinations
  6356. * to be used here (BCT_* constants)
  6357. * Return value is:
  6358. * 1: flag holds true (is enemy, party, etc)
  6359. * -1: flag fails
  6360. * 0: Invalid target (non-targetable ever)
  6361. *
  6362. * Credits:
  6363. * Original coder unknown
  6364. * Rewritten by Skoltex
  6365. */
  6366. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  6367. {
  6368. int16 m; //map
  6369. int state = 0; //Initial state none
  6370. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  6371. struct block_list *s_bl = src, *t_bl = target;
  6372. nullpo_ret(src);
  6373. nullpo_ret(target);
  6374. m = target->m;
  6375. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  6376. //objects involved.
  6377. if( (t_bl = battle_get_master(target)) == NULL )
  6378. t_bl = target;
  6379. if( (s_bl = battle_get_master(src)) == NULL )
  6380. s_bl = src;
  6381. if ( s_bl->type == BL_PC ) {
  6382. switch( t_bl->type ) {
  6383. case BL_MOB: // Source => PC, Target => MOB
  6384. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  6385. return 0;
  6386. break;
  6387. case BL_PC:
  6388. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  6389. return 0;
  6390. break;
  6391. default:/* anything else goes */
  6392. break;
  6393. }
  6394. }
  6395. switch( target->type ) { // Checks on actual target
  6396. case BL_PC: {
  6397. struct status_change* sc = status_get_sc(src);
  6398. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  6399. return -1; //Cannot be targeted yet.
  6400. if( sc && sc->count ) {
  6401. if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
  6402. return -1;
  6403. }
  6404. }
  6405. break;
  6406. case BL_MOB:
  6407. {
  6408. struct mob_data *md = ((TBL_MOB*)target);
  6409. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  6410. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  6411. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzoe
  6412. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  6413. ){ //Targettable by players
  6414. state |= BCT_ENEMY;
  6415. strip_enemy = 0;
  6416. }
  6417. break;
  6418. }
  6419. case BL_SKILL:
  6420. {
  6421. TBL_SKILL *su = (TBL_SKILL*)target;
  6422. if( !su->group )
  6423. return 0;
  6424. if( skill_get_inf2(su->group->skill_id)&INF2_TRAP ) { //Only a few skills can target traps...
  6425. switch( battle_getcurrentskill(src) ) {
  6426. case RK_DRAGONBREATH:// it can only hit traps in pvp/gvg maps
  6427. case RK_DRAGONBREATH_WATER:
  6428. if( !map[m].flag.pvp && !map[m].flag.gvg )
  6429. break;
  6430. case 0://you can hit them without skills
  6431. case MA_REMOVETRAP:
  6432. case HT_REMOVETRAP:
  6433. case AC_SHOWER:
  6434. case MA_SHOWER:
  6435. case WZ_SIGHTRASHER:
  6436. case WZ_SIGHTBLASTER:
  6437. case SM_MAGNUM:
  6438. case MS_MAGNUM:
  6439. case RA_DETONATOR:
  6440. case RA_SENSITIVEKEEN:
  6441. case GN_CRAZYWEED_ATK:
  6442. case RK_STORMBLAST:
  6443. case SR_RAMPAGEBLASTER:
  6444. case NC_COLDSLOWER:
  6445. case NC_SELFDESTRUCTION:
  6446. #ifdef RENEWAL
  6447. case KN_BOWLINGBASH:
  6448. case KN_SPEARSTAB:
  6449. case LK_SPIRALPIERCE:
  6450. case ML_SPIRALPIERCE:
  6451. case MO_FINGEROFFENSIVE:
  6452. case MO_INVESTIGATE:
  6453. case MO_TRIPLEATTACK:
  6454. case MO_EXTREMITYFIST:
  6455. case CR_HOLYCROSS:
  6456. case ASC_METEORASSAULT:
  6457. case RG_RAID:
  6458. case MC_CARTREVOLUTION:
  6459. case HT_CLAYMORETRAP:
  6460. case RA_ICEBOUNDTRAP:
  6461. case RA_FIRINGTRAP:
  6462. #endif
  6463. state |= BCT_ENEMY;
  6464. strip_enemy = 0;
  6465. break;
  6466. default:
  6467. if(su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD){
  6468. state |= BCT_ENEMY;
  6469. strip_enemy = 0;
  6470. }else
  6471. return 0;
  6472. }
  6473. } else if (su->group->skill_id == WZ_ICEWALL || su->group->skill_id == GN_WALLOFTHORN) {
  6474. state |= BCT_ENEMY;
  6475. strip_enemy = 0;
  6476. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  6477. return 0;
  6478. }
  6479. break;
  6480. //Valid targets with no special checks here.
  6481. case BL_MER:
  6482. case BL_HOM:
  6483. case BL_ELEM:
  6484. break;
  6485. //All else not specified is an invalid target.
  6486. default:
  6487. return 0;
  6488. } //end switch actual target
  6489. switch( t_bl->type )
  6490. { //Checks on target master
  6491. case BL_PC:
  6492. {
  6493. struct map_session_data *sd;
  6494. if( t_bl == s_bl ) break;
  6495. sd = BL_CAST(BL_PC, t_bl);
  6496. if( sd->state.monster_ignore && flag&BCT_ENEMY )
  6497. return 0; // Global immunity only to Attacks
  6498. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  6499. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  6500. if( sd->state.killable ) {
  6501. state |= BCT_ENEMY; // Everything can kill it
  6502. strip_enemy = 0;
  6503. }
  6504. break;
  6505. }
  6506. case BL_MOB:
  6507. {
  6508. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  6509. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  6510. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  6511. break;
  6512. }
  6513. default: break; //other type doesn't have slave yet
  6514. } //end switch master target
  6515. switch( src->type ) { //Checks on actual src type
  6516. case BL_PET:
  6517. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  6518. return 0; //Pet may not attack non-mobs.
  6519. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  6520. return 0; //pet may not attack Guardians/Emperium
  6521. break;
  6522. case BL_SKILL: {
  6523. struct skill_unit *su = (struct skill_unit *)src;
  6524. if (!su->group)
  6525. return 0;
  6526. if (su->group->src_id == target->id) {
  6527. int inf2 = skill_get_inf2(su->group->skill_id);
  6528. if (inf2&INF2_NO_TARGET_SELF)
  6529. return -1;
  6530. if (inf2&INF2_TARGET_SELF)
  6531. return 1;
  6532. }
  6533. }
  6534. break;
  6535. case BL_MER:
  6536. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  6537. return 0; //mercenary may not attack Emperium
  6538. break;
  6539. } //end switch actual src
  6540. switch( s_bl->type )
  6541. { //Checks on source master
  6542. case BL_PC:
  6543. {
  6544. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  6545. if( s_bl != t_bl )
  6546. {
  6547. if( sd->state.killer )
  6548. {
  6549. state |= BCT_ENEMY; // Can kill anything
  6550. strip_enemy = 0;
  6551. }
  6552. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
  6553. {
  6554. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  6555. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  6556. else
  6557. return 0; // You can't target anything out of your duel
  6558. }
  6559. }
  6560. if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM )
  6561. return 0; //If you don't belong to a guild, can't target emperium.
  6562. if( t_bl->type != BL_PC )
  6563. state |= BCT_ENEMY; //Natural enemy.
  6564. break;
  6565. }
  6566. case BL_MOB:
  6567. {
  6568. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  6569. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  6570. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  6571. if( !md->special_state.ai )
  6572. { //Normal mobs
  6573. if(
  6574. ( target->type == BL_MOB && t_bl->type == BL_PC && ( ((TBL_MOB*)target)->special_state.ai != AI_ZANZOU && ((TBL_MOB*)target)->special_state.ai != AI_ATTACK ) ) ||
  6575. ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  6576. )
  6577. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  6578. else
  6579. state |= BCT_ENEMY; //However, all else are enemies.
  6580. }
  6581. else
  6582. {
  6583. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  6584. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  6585. }
  6586. break;
  6587. }
  6588. default:
  6589. //Need some sort of default behaviour for unhandled types.
  6590. if (t_bl->type != s_bl->type)
  6591. state |= BCT_ENEMY;
  6592. break;
  6593. } //end switch on src master
  6594. if( (flag&BCT_ALL) == BCT_ALL )
  6595. { //All actually stands for all attackable chars
  6596. if( target->type&BL_CHAR )
  6597. return 1;
  6598. else
  6599. return -1;
  6600. }
  6601. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  6602. return -1;
  6603. if( t_bl == s_bl )
  6604. { //No need for further testing.
  6605. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  6606. if( state&BCT_ENEMY && strip_enemy )
  6607. state&=~BCT_ENEMY;
  6608. return (flag&state)?1:-1;
  6609. }
  6610. if( map_flag_vs(m) )
  6611. { //Check rivalry settings.
  6612. int sbg_id = 0, tbg_id = 0;
  6613. if( map[m].flag.battleground )
  6614. {
  6615. sbg_id = bg_team_get_id(s_bl);
  6616. tbg_id = bg_team_get_id(t_bl);
  6617. }
  6618. if( flag&(BCT_PARTY|BCT_ENEMY) )
  6619. {
  6620. int s_party = status_get_party_id(s_bl);
  6621. if( s_party && s_party == status_get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  6622. state |= BCT_PARTY;
  6623. else
  6624. state |= BCT_ENEMY;
  6625. }
  6626. if( flag&(BCT_GUILD|BCT_ENEMY) )
  6627. {
  6628. int s_guild = status_get_guild_id(s_bl);
  6629. int t_guild = status_get_guild_id(t_bl);
  6630. if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  6631. state |= BCT_GUILD;
  6632. else
  6633. state |= BCT_ENEMY;
  6634. }
  6635. if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id )
  6636. state &= ~BCT_ENEMY;
  6637. if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  6638. { // Prevent novice engagement on pk_mode (feature by Valaris)
  6639. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  6640. if (
  6641. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  6642. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  6643. (int)sd->status.base_level < battle_config.pk_min_level ||
  6644. (int)sd2->status.base_level < battle_config.pk_min_level ||
  6645. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  6646. )
  6647. state &= ~BCT_ENEMY;
  6648. }
  6649. }//end map_flag_vs chk rivality
  6650. else
  6651. { //Non pvp/gvg, check party/guild settings.
  6652. if( flag&BCT_PARTY || state&BCT_ENEMY )
  6653. {
  6654. int s_party = status_get_party_id(s_bl);
  6655. if(s_party && s_party == status_get_party_id(t_bl))
  6656. state |= BCT_PARTY;
  6657. }
  6658. if( flag&BCT_GUILD || state&BCT_ENEMY )
  6659. {
  6660. int s_guild = status_get_guild_id(s_bl);
  6661. int t_guild = status_get_guild_id(t_bl);
  6662. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  6663. state |= BCT_GUILD;
  6664. }
  6665. } //end non pvp/gvg chk rivality
  6666. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  6667. state = BCT_NEUTRAL;
  6668. //Alliance state takes precedence over enemy one.
  6669. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  6670. state&=~BCT_ENEMY;
  6671. return (flag&state)?1:-1;
  6672. }
  6673. /*==========================================
  6674. * Check if can attack from this range
  6675. * Basic check then calling path_search for obstacle etc..
  6676. *------------------------------------------
  6677. */
  6678. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  6679. {
  6680. int d;
  6681. nullpo_retr(false, src);
  6682. nullpo_retr(false, bl);
  6683. if( src->m != bl->m )
  6684. return false;
  6685. #ifndef CIRCULAR_AREA
  6686. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  6687. int dx = src->x - bl->x, dy = src->y - bl->y;
  6688. if( !check_distance(dx, dy, range) )
  6689. return false;
  6690. } else
  6691. #endif
  6692. if( !check_distance_bl(src, bl, range) )
  6693. return false;
  6694. if( (d = distance_bl(src, bl)) < 2 )
  6695. return true; // No need for path checking.
  6696. if( d > AREA_SIZE )
  6697. return false; // Avoid targetting objects beyond your range of sight.
  6698. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  6699. }
  6700. /*=============================================
  6701. * Battle.conf settings and default/max values
  6702. *---------------------------------------------
  6703. */
  6704. static const struct _battle_data {
  6705. const char* str;
  6706. int* val;
  6707. int defval;
  6708. int min;
  6709. int max;
  6710. } battle_data[] = {
  6711. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  6712. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  6713. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  6714. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  6715. { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
  6716. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  6717. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  6718. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  6719. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  6720. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  6721. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  6722. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  6723. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  6724. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  6725. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  6726. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, ~BL_PC, BL_NUL, BL_ALL, },
  6727. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  6728. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  6729. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  6730. { "traps_setting", &battle_config.traps_setting, 0, 0, 1, },
  6731. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  6732. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  6733. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  6734. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  6735. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  6736. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  6737. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  6738. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  6739. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  6740. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  6741. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  6742. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  6743. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  6744. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  6745. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  6746. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  6747. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  6748. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  6749. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  6750. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  6751. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  6752. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  6753. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  6754. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  6755. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  6756. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  6757. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  6758. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  6759. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  6760. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  6761. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  6762. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  6763. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  6764. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  6765. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  6766. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  6767. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  6768. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  6769. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  6770. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  6771. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  6772. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  6773. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  6774. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  6775. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  6776. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  6777. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  6778. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  6779. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  6780. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  6781. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  6782. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  6783. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  6784. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  6785. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  6786. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, },
  6787. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  6788. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  6789. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  6790. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  6791. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  6792. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  6793. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  6794. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  6795. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  6796. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  6797. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  6798. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  6799. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  6800. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  6801. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  6802. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  6803. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  6804. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  6805. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  6806. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  6807. { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, },
  6808. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  6809. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  6810. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  6811. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  6812. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  6813. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  6814. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  6815. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  6816. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  6817. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  6818. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  6819. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  6820. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  6821. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  6822. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  6823. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  6824. { "item_check", &battle_config.item_check, 0, 0, 7, },
  6825. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  6826. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  6827. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  6828. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  6829. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  6830. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  6831. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  6832. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  6833. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  6834. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  6835. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  6836. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
  6837. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  6838. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  6839. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  6840. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  6841. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  6842. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  6843. { "max_hp", &battle_config.max_hp, 32500, 100, 1000000000, },
  6844. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  6845. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  6846. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  6847. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  6848. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  6849. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  6850. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  6851. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  6852. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  6853. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  6854. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  6855. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  6856. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  6857. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  6858. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  6859. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  6860. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  6861. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  6862. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  6863. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  6864. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  6865. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, },
  6866. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  6867. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  6868. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  6869. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  6870. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  6871. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  6872. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  6873. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  6874. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  6875. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  6876. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  6877. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  6878. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  6879. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  6880. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  6881. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  6882. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  6883. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  6884. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  6885. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  6886. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  6887. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  6888. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  6889. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  6890. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  6891. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
  6892. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  6893. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  6894. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  6895. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  6896. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  6897. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  6898. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  6899. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  6900. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  6901. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  6902. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  6903. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  6904. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  6905. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  6906. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  6907. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  6908. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  6909. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  6910. { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
  6911. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  6912. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  6913. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  6914. { "cell_stack_limit", &battle_config.cell_stack_limit, 1, 1, 255, },
  6915. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  6916. // eAthena additions
  6917. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  6918. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, },
  6919. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  6920. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, },
  6921. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  6922. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, },
  6923. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  6924. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, },
  6925. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  6926. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, },
  6927. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  6928. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, },
  6929. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  6930. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, },
  6931. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  6932. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, },
  6933. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  6934. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  6935. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  6936. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  6937. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  6938. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  6939. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  6940. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  6941. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  6942. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  6943. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  6944. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  6945. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  6946. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  6947. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  6948. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  6949. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  6950. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  6951. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  6952. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  6953. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  6954. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  6955. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  6956. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  6957. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  6958. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  6959. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  6960. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  6961. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  6962. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  6963. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  6964. { "packet_ver_flag", &battle_config.packet_ver_flag, 0x7FFFFFFF,0, INT_MAX, },
  6965. { "packet_ver_flag2", &battle_config.packet_ver_flag2, 0x7FFFFFFF,0, INT_MAX, },
  6966. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  6967. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  6968. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  6969. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  6970. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  6971. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  6972. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  6973. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  6974. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  6975. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  6976. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  6977. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  6978. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  6979. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  6980. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  6981. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  6982. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  6983. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  6984. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  6985. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  6986. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  6987. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  6988. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  6989. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  6990. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  6991. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  6992. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  6993. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  6994. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  6995. { "display_version", &battle_config.display_version, 1, 0, 1, },
  6996. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  6997. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  6998. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  6999. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  7000. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  7001. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, },
  7002. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  7003. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  7004. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  7005. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  7006. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  7007. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  7008. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  7009. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, },
  7010. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  7011. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  7012. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  7013. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  7014. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  7015. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  7016. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  7017. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  7018. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  7019. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  7020. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  7021. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  7022. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  7023. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  7024. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  7025. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  7026. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  7027. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  7028. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  7029. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  7030. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  7031. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  7032. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  7033. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  7034. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  7035. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  7036. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  7037. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  7038. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  7039. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  7040. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  7041. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  7042. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  7043. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  7044. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  7045. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  7046. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  7047. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  7048. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  7049. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  7050. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  7051. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  7052. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  7053. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 1, 0, 1, },
  7054. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  7055. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  7056. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  7057. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  7058. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  7059. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  7060. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  7061. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  7062. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  7063. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  7064. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  7065. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  7066. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  7067. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  7068. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  7069. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  7070. // BattleGround Settings
  7071. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  7072. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  7073. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  7074. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  7075. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  7076. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  7077. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  7078. /**
  7079. * rAthena
  7080. **/
  7081. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  7082. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  7083. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  7084. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  7085. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  7086. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 90, 0, 300 },
  7087. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  7088. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  7089. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  7090. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  7091. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  7092. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  7093. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  7094. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 1, },
  7095. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  7096. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  7097. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  7098. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  7099. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  7100. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  7101. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  7102. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  7103. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  7104. #ifdef VIP_ENABLE
  7105. { "vip_storage_increase", &battle_config.vip_storage_increase, 0, 0, MAX_STORAGE-MIN_STORAGE, },
  7106. #else
  7107. { "vip_storage_increase", &battle_config.vip_storage_increase, 0, 0, MAX_STORAGE, },
  7108. #endif
  7109. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 0, 0, INT_MAX, },
  7110. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 0, 0, INT_MAX, },
  7111. { "vip_exp_penalty_base_normal", &battle_config.vip_exp_penalty_base_normal, 0, 0, INT_MAX, },
  7112. { "vip_exp_penalty_job_normal", &battle_config.vip_exp_penalty_job_normal, 0, 0, INT_MAX, },
  7113. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 0, 0, INT_MAX, },
  7114. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 0, 0, INT_MAX, },
  7115. { "vip_bm_increase", &battle_config.vip_bm_increase, 0, 0, INT_MAX, },
  7116. { "vip_drop_increase", &battle_config.vip_drop_increase, 0, 0, INT_MAX, },
  7117. { "vip_gemstone", &battle_config.vip_gemstone, 0, 0, 1, },
  7118. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  7119. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  7120. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  7121. { "emblem_woe_change", &battle_config.emblem_woe_change, 0, 0, 1, },
  7122. { "emblem_transparency_limit", &battle_config.emblem_transparency_limit, 80, 0, 100, },
  7123. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  7124. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  7125. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  7126. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  7127. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  7128. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  7129. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  7130. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  7131. { "disp_serverbank_msg", &battle_config.disp_serverbank_msg, 0, 0, 1, },
  7132. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  7133. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  7134. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  7135. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  7136. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  7137. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  7138. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  7139. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  7140. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  7141. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  7142. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  7143. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  7144. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  7145. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  7146. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  7147. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  7148. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  7149. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  7150. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  7151. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  7152. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  7153. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  7154. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  7155. { "idletime_option", &battle_config.idletime_option, 0x25, 1, INT_MAX, },
  7156. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  7157. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  7158. };
  7159. #ifndef STATS_OPT_OUT
  7160. /**
  7161. * rAthena anonymous statistic usage report -- packet is built here, and sent to char server to report.
  7162. **/
  7163. void rAthena_report(char* date, char *time_c) {
  7164. int i, rev = 0, bd_size = ARRAYLENGTH(battle_data);
  7165. unsigned int config = 0;
  7166. const char* rev_str;
  7167. char timestring[25];
  7168. time_t curtime;
  7169. char* buf;
  7170. enum config_table {
  7171. C_CIRCULAR_AREA = 0x0001,
  7172. C_CELLNOSTACK = 0x0002,
  7173. C_BETA_THREAD_TEST = 0x0004,
  7174. C_SCRIPT_CALLFUNC_CHECK = 0x0008,
  7175. C_OFFICIAL_WALKPATH = 0x0010,
  7176. C_RENEWAL = 0x0020,
  7177. C_RENEWAL_CAST = 0x0040,
  7178. C_RENEWAL_DROP = 0x0080,
  7179. C_RENEWAL_EXP = 0x0100,
  7180. C_RENEWAL_LVDMG = 0x0200,
  7181. C_RENEWAL_ASPD = 0x0400,
  7182. C_SECURE_NPCTIMEOUT = 0x0800,
  7183. C_SQL_DBS = 0x1000,
  7184. C_SQL_LOGS = 0x2000,
  7185. };
  7186. if( (rev_str = get_svn_revision()) != 0 )
  7187. rev = atoi(rev_str);
  7188. /* we get the current time */
  7189. time(&curtime);
  7190. strftime(timestring, 24, "%Y-%m-%d %H:%M:%S", localtime(&curtime));
  7191. // Various compile-time options
  7192. #ifdef CIRCULAR_AREA
  7193. config |= C_CIRCULAR_AREA;
  7194. #endif
  7195. #ifdef CELL_NOSTACK
  7196. config |= C_CELLNOSTACK;
  7197. #endif
  7198. #ifdef BETA_THREAD_TEST
  7199. config |= C_BETA_THREAD_TEST;
  7200. #endif
  7201. #ifdef SCRIPT_CALLFUNC_CHECK
  7202. config |= C_SCRIPT_CALLFUNC_CHECK;
  7203. #endif
  7204. #ifdef OFFICIAL_WALKPATH
  7205. config |= C_OFFICIAL_WALKPATH;
  7206. #endif
  7207. #ifdef RENEWAL
  7208. config |= C_RENEWAL;
  7209. #endif
  7210. #ifdef RENEWAL_CAST
  7211. config |= C_RENEWAL_CAST;
  7212. #endif
  7213. #ifdef RENEWAL_DROP
  7214. config |= C_RENEWAL_DROP;
  7215. #endif
  7216. #ifdef RENEWAL_EXP
  7217. config |= C_RENEWAL_EXP;
  7218. #endif
  7219. #ifdef RENEWAL_LVDMG
  7220. config |= C_RENEWAL_LVDMG;
  7221. #endif
  7222. #ifdef RENEWAL_ASPD
  7223. config |= C_RENEWAL_ASPD;
  7224. #endif
  7225. #ifdef SECURE_NPCTIMEOUT
  7226. config |= C_SECURE_NPCTIMEOUT;
  7227. #endif
  7228. /* non-define part */
  7229. if( db_use_sqldbs )
  7230. config |= C_SQL_DBS;
  7231. if( log_config.sql_logs )
  7232. config |= C_SQL_LOGS;
  7233. #define BFLAG_LENGTH 35
  7234. CREATE(buf, char, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) + 1 );
  7235. /* build packet */
  7236. WBUFW(buf,0) = 0x3000;
  7237. WBUFW(buf,2) = 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) );
  7238. WBUFW(buf,4) = 0x9c;
  7239. safestrncpy((char*)WBUFP(buf,6), date, 12);
  7240. safestrncpy((char*)WBUFP(buf,6 + 12), time_c, 9);
  7241. safestrncpy((char*)WBUFP(buf,6 + 12 + 9), timestring, 24);
  7242. WBUFL(buf,6 + 12 + 9 + 24) = rev;
  7243. WBUFL(buf,6 + 12 + 9 + 24 + 4) = map_getusers();
  7244. WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4) = config;
  7245. WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4) = bd_size;
  7246. for( i = 0; i < bd_size; i++ ) {
  7247. safestrncpy((char*)WBUFP(buf,6 + 12 + 9+ 24 + 4 + 4 + 4 + 4 + ( i * ( BFLAG_LENGTH + 4 ) ) ), battle_data[i].str, 35);
  7248. WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + BFLAG_LENGTH + ( i * ( BFLAG_LENGTH + 4 ) ) ) = *battle_data[i].val;
  7249. }
  7250. chrif_send_report(buf, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) );
  7251. aFree(buf);
  7252. #undef BFLAG_LENGTH
  7253. }
  7254. static int rAthena_report_timer(int tid, unsigned int tick, int id, intptr_t data) {
  7255. if( chrif_isconnected() ) { /* char server relays it, so it must be online. */
  7256. rAthena_report(__DATE__,__TIME__);
  7257. }
  7258. return 0;
  7259. }
  7260. #endif
  7261. /*==========================
  7262. * Set battle settings
  7263. *--------------------------*/
  7264. int battle_set_value(const char* w1, const char* w2)
  7265. {
  7266. int val = config_switch(w2);
  7267. int i;
  7268. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  7269. if (i == ARRAYLENGTH(battle_data))
  7270. return 0; // not found
  7271. if (val < battle_data[i].min || val > battle_data[i].max) {
  7272. ShowWarning("Value for setting '%s': %s is invalid (min:%i max:%i)! Defaulting to %i...\n", w1, w2, battle_data[i].min, battle_data[i].max, battle_data[i].defval);
  7273. val = battle_data[i].defval;
  7274. }
  7275. *battle_data[i].val = val;
  7276. return 1;
  7277. }
  7278. /*===========================
  7279. * Get battle settings
  7280. *---------------------------*/
  7281. int battle_get_value(const char* w1)
  7282. {
  7283. int i;
  7284. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  7285. if (i == ARRAYLENGTH(battle_data))
  7286. return 0; // not found
  7287. else
  7288. return *battle_data[i].val;
  7289. }
  7290. /*======================
  7291. * Set default settings
  7292. *----------------------*/
  7293. void battle_set_defaults()
  7294. {
  7295. int i;
  7296. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  7297. *battle_data[i].val = battle_data[i].defval;
  7298. }
  7299. /*==================================
  7300. * Cap certain battle.conf settings
  7301. *----------------------------------*/
  7302. void battle_adjust_conf()
  7303. {
  7304. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd * 10;
  7305. battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
  7306. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd * 10;
  7307. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  7308. battle_config.max_cart_weight *= 10;
  7309. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  7310. battle_config.max_def = 100;
  7311. if (battle_config.min_hitrate > battle_config.max_hitrate)
  7312. battle_config.min_hitrate = battle_config.max_hitrate;
  7313. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  7314. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  7315. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  7316. battle_config.day_duration = 60000;
  7317. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  7318. battle_config.night_duration = 60000;
  7319. #if PACKETVER < 20100427
  7320. if (battle_config.feature_buying_store) {
  7321. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  7322. battle_config.feature_buying_store = 0;
  7323. }
  7324. #endif
  7325. #if PACKETVER < 20100803
  7326. if (battle_config.feature_search_stores) {
  7327. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  7328. battle_config.feature_search_stores = 0;
  7329. }
  7330. #endif
  7331. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  7332. if (battle_config.feature_auction) {
  7333. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER "EXPAND_AND_QUOTE(PACKETVER)", disabling...\n");
  7334. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  7335. battle_config.feature_auction = 0;
  7336. }
  7337. #endif
  7338. #if PACKETVER < 20130724
  7339. if (battle_config.feature_banking) {
  7340. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  7341. battle_config.feature_banking = 0;
  7342. }
  7343. #endif
  7344. #ifndef CELL_NOSTACK
  7345. if (battle_config.cell_stack_limit != 1)
  7346. ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  7347. #endif
  7348. }
  7349. /*=====================================
  7350. * Read battle.conf settings from file
  7351. *-------------------------------------*/
  7352. int battle_config_read(const char* cfgName)
  7353. {
  7354. FILE* fp;
  7355. static int count = 0;
  7356. if (count == 0)
  7357. battle_set_defaults();
  7358. count++;
  7359. fp = fopen(cfgName,"r");
  7360. if (fp == NULL)
  7361. ShowError("File not found: %s\n", cfgName);
  7362. else {
  7363. char line[1024], w1[1024], w2[1024];
  7364. while(fgets(line, sizeof(line), fp)) {
  7365. if (line[0] == '/' && line[1] == '/')
  7366. continue;
  7367. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  7368. continue;
  7369. if (strcmpi(w1, "import") == 0)
  7370. battle_config_read(w2);
  7371. else if
  7372. (battle_set_value(w1, w2) == 0)
  7373. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  7374. }
  7375. fclose(fp);
  7376. }
  7377. count--;
  7378. if (count == 0)
  7379. battle_adjust_conf();
  7380. return 0;
  7381. }
  7382. /*==========================
  7383. * initialize battle timer
  7384. *--------------------------*/
  7385. void do_init_battle(void)
  7386. {
  7387. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.c::delay_damage_ers",ERS_OPT_CLEAR);
  7388. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  7389. #ifndef STATS_OPT_OUT
  7390. add_timer_func_list(rAthena_report_timer, "rAthena_report_timer");
  7391. add_timer_interval(gettick() + 30000, rAthena_report_timer, 0, 0, 60000 * 30);
  7392. #endif
  7393. }
  7394. /*==================
  7395. * end battle timer
  7396. *------------------*/
  7397. void do_final_battle(void)
  7398. {
  7399. ers_destroy(delay_damage_ers);
  7400. }