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- // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
- // For more information, see LICENCE in the main folder
- #include "battle.hpp"
- #include <cmath>
- #include <cstdlib>
- #include <common/cbasetypes.hpp>
- #include <common/ers.hpp>
- #include <common/malloc.hpp>
- #include <common/nullpo.hpp>
- #include <common/random.hpp>
- #include <common/showmsg.hpp>
- #include <common/socket.hpp>
- #include <common/strlib.hpp>
- #include <common/timer.hpp>
- #include <common/utils.hpp>
- #include "atcommand.hpp"
- #include "battleground.hpp"
- #include "chrif.hpp"
- #include "clif.hpp"
- #include "elemental.hpp"
- #include "guild.hpp"
- #include "homunculus.hpp"
- #include "log.hpp"
- #include "map.hpp"
- #include "mercenary.hpp"
- #include "mob.hpp"
- #include "party.hpp"
- #include "path.hpp"
- #include "pc.hpp"
- #include "pc_groups.hpp"
- #include "pet.hpp"
- using namespace rathena;
- struct Battle_Config battle_config;
- static struct eri *delay_damage_ers; //For battle delay damage structures.
- // Early declaration
- int32 battle_get_weapon_element(struct Damage *wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int16 weapon_position, bool calc_for_damage_only);
- int32 battle_get_magic_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int32 mflag);
- int32 battle_get_misc_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int32 mflag);
- static void battle_calc_defense_reduction(struct Damage* wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv);
- /**
- * Returns the current/list skill used by the bl
- * @param bl
- * @return skill_id
- */
- uint16 battle_getcurrentskill(struct block_list *bl)
- {
- struct unit_data *ud;
- if( bl->type == BL_SKILL ) {
- struct skill_unit *su = (struct skill_unit*)bl;
- return (su && su->group?su->group->skill_id:0);
- }
- ud = unit_bl2ud(bl);
- return (ud?ud->skill_id:0);
- }
- /**
- * Get random targeting enemy
- * @param bl
- * @param ap
- * @return Found target (1) or not found (0)
- */
- static int32 battle_gettargeted_sub(struct block_list *bl, va_list ap)
- {
- struct block_list **bl_list;
- struct unit_data *ud;
- int32 target_id;
- int32 *c;
- bl_list = va_arg(ap, struct block_list **);
- c = va_arg(ap, int32 *);
- target_id = va_arg(ap, int32);
- if (bl->id == target_id)
- return 0;
- if (*c >= 24)
- return 0;
- if ( !(ud = unit_bl2ud(bl)) )
- return 0;
- if (ud->target == target_id || ud->skilltarget == target_id) {
- bl_list[(*c)++] = bl;
- return 1;
- }
- return 0;
- }
- /**
- * Returns list of targets
- * @param target
- * @return Target list
- */
- struct block_list* battle_gettargeted(struct block_list *target)
- {
- struct block_list *bl_list[24];
- int32 c = 0;
- nullpo_retr(nullptr, target);
- memset(bl_list, 0, sizeof(bl_list));
- map_foreachinallrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
- if ( c == 0 )
- return nullptr;
- if( c > 24 )
- c = 24;
- return bl_list[rnd()%c];
- }
- /**
- * Returns the ID of the current targeted character of the passed bl
- * @param bl
- * @return Target Unit ID
- * @author [Skotlex]
- */
- int32 battle_gettarget(struct block_list* bl)
- {
- switch (bl->type) {
- case BL_PC: return ((map_session_data*)bl)->ud.target;
- case BL_MOB: return ((struct mob_data*)bl)->target_id;
- case BL_PET: return ((struct pet_data*)bl)->target_id;
- case BL_HOM: return ((struct homun_data*)bl)->ud.target;
- case BL_MER: return ((s_mercenary_data*)bl)->ud.target;
- case BL_ELEM: return ((s_elemental_data*)bl)->ud.target;
- }
- return 0;
- }
- /**
- * Get random enemy
- * @param bl
- * @param ap
- * @return Found target (1) or not found (0)
- */
- static int32 battle_getenemy_sub(struct block_list *bl, va_list ap)
- {
- struct block_list **bl_list;
- struct block_list *target;
- int32 *c;
- bl_list = va_arg(ap, struct block_list **);
- c = va_arg(ap, int32 *);
- target = va_arg(ap, struct block_list *);
- if (bl->id == target->id)
- return 0;
- if (*c >= 24)
- return 0;
- if (status_isdead(*bl))
- return 0;
- if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
- bl_list[(*c)++] = bl;
- return 1;
- }
- return 0;
- }
- /**
- * Returns list of enemies within given range
- * @param target
- * @param type
- * @param range
- * @return Target list
- * @author [Skotlex]
- */
- struct block_list* battle_getenemy(struct block_list *target, int32 type, int32 range)
- {
- struct block_list *bl_list[24];
- int32 c = 0;
- memset(bl_list, 0, sizeof(bl_list));
- map_foreachinallrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
- if ( c == 0 )
- return nullptr;
- if( c > 24 )
- c = 24;
- return bl_list[rnd()%c];
- }
- /**
- * Get random enemy within area
- * @param bl
- * @param ap
- * @return Found target (1) or not found (0)
- */
- static int32 battle_getenemyarea_sub(struct block_list *bl, va_list ap)
- {
- struct block_list **bl_list, *src;
- int32 *c, ignore_id;
- bl_list = va_arg(ap, struct block_list **);
- c = va_arg(ap, int32 *);
- src = va_arg(ap, struct block_list *);
- ignore_id = va_arg(ap, int32);
- if( bl->id == src->id || bl->id == ignore_id )
- return 0; // Ignores Caster and a possible pre-target
- if( *c >= 23 )
- return 0;
- if( status_isdead(*bl) )
- return 0;
- if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
- bl_list[(*c)++] = bl;
- return 1;
- }
- return 0;
- }
- /**
- * Returns list of enemies within an area
- * @param src
- * @param x
- * @param y
- * @param range
- * @param type
- * @param ignore_id
- * @return Target list
- */
- struct block_list* battle_getenemyarea(struct block_list *src, int32 x, int32 y, int32 range, int32 type, int32 ignore_id)
- {
- struct block_list *bl_list[24];
- int32 c = 0;
- memset(bl_list, 0, sizeof(bl_list));
- map_foreachinallarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
- if( c == 0 )
- return nullptr;
- if( c >= 24 )
- c = 23;
- return bl_list[rnd()%c];
- }
- /**
- * Deals damage without delay, applies additional effects and triggers monster events
- * This function is called from battle_delay_damage or battle_delay_damage_sub
- * All other instances of battle damage should also go through this function (i.e. anything that displays a damage number)
- * Consider calling this function or battle_fix_damage instead status_fix_damage directly
- * @param src: Source of damage
- * @param target: Target of damage
- * @param damage: Damage to be dealt
- * @param delay: Damage delay
- * @param skill_lv: Level of skill used
- * @param skill_id: ID of skill used
- * @param dmg_lv: State of the attack (miss, etc.)
- * @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC)
- * @param additional_effects: Whether additional effects should be applied (otherwise it's just damage+coma)
- * @param isspdamage: If the damage is done to SP
- * @param tick: Current tick
- * @return HP+SP+AP (0 if HP/SP/AP remained unchanged)
- */
- int32 battle_damage(struct block_list *src, struct block_list *target, int64 damage, t_tick delay, uint16 skill_lv, uint16 skill_id, enum damage_lv dmg_lv, uint16 attack_type, bool additional_effects, t_tick tick, bool isspdamage) {
- int32 dmg_change;
- map_session_data* sd = nullptr;
- if (src)
- sd = BL_CAST(BL_PC, src);
- map_freeblock_lock();
- if (isspdamage)
- dmg_change = status_fix_spdamage(src, target, damage, delay, skill_id);
- else if (sd && battle_check_coma(*sd, *target, (e_battle_flag)attack_type))
- dmg_change = status_damage(src, target, damage, 0, delay, 16, skill_id); // Coma attack
- else
- dmg_change = status_fix_damage(src, target, damage, delay, skill_id);
- if (attack_type && !status_isdead(*target) && additional_effects)
- skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick);
- if (dmg_lv > ATK_BLOCK && attack_type && additional_effects)
- skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick);
- // This is the last place where we have access to the actual damage type, so any monster events depending on type must be placed here
- if (target->type == BL_MOB && additional_effects) {
- mob_data *md = BL_CAST(BL_MOB, target);
- if (md != nullptr) {
- // Trigger monster skill condition for non-skill attacks.
- if (!status_isdead(*target) && src != target) {
- if (damage > 0)
- mobskill_event(md, src, tick, attack_type, damage);
- if (skill_id > 0)
- mobskill_event(md, src, tick, MSC_SKILLUSED | (skill_id << 16));
- }
- // Monsters differentiate whether they have been attacked by a skill or a normal attack
- if (damage > 0 && (attack_type & BF_NORMAL))
- md->norm_attacked_id = md->attacked_id;
- }
- }
- map_freeblock_unlock();
- return dmg_change;
- }
- /// Damage Delayed Structure
- struct delay_damage {
- int32 src_id;
- int32 target_id;
- int64 damage;
- t_tick delay;
- uint16 distance;
- uint16 skill_lv;
- uint16 skill_id;
- enum damage_lv dmg_lv;
- uint16 attack_type;
- bool additional_effects;
- enum bl_type src_type;
- bool isspdamage;
- };
- TIMER_FUNC(battle_delay_damage_sub){
- struct delay_damage *dat = (struct delay_damage *)data;
- if ( dat ) {
- struct block_list* src = map_id2bl(dat->src_id);
- struct block_list* target = map_id2bl(dat->target_id);
- if (target && !status_isdead(*target)) {
- if( src && target->m == src->m &&
- (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
- check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
- {
- //Deal damage
- battle_damage(src, target, dat->damage, dat->delay, dat->skill_lv, dat->skill_id, dat->dmg_lv, dat->attack_type, dat->additional_effects, tick, dat->isspdamage);
- } else if( !src && dat->skill_id == CR_REFLECTSHIELD ) { // it was monster reflected damage, and the monster died, we pass the damage to the character as expected
- battle_fix_damage(target, target, dat->damage, dat->delay, dat->skill_id);
- }
- }
- map_session_data *sd = BL_CAST(BL_PC, src);
- if (sd && --sd->delayed_damage == 0 && sd->state.hold_recalc) {
- sd->state.hold_recalc = false;
- status_calc_pc(sd, SCO_FORCE);
- }
- }
- ers_free(delay_damage_ers, dat);
- return 0;
- }
- int32 battle_delay_damage(t_tick tick, int32 amotion, struct block_list *src, struct block_list *target, int32 attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, t_tick ddelay, bool additional_effects, bool isspdamage)
- {
- struct delay_damage *dat;
- status_change *sc;
- struct block_list *d_tbl = nullptr;
- struct block_list *e_tbl = nullptr;
- nullpo_ret(src);
- nullpo_ret(target);
- sc = status_get_sc(target);
- if (sc) {
- if (sc->getSCE(SC_DEVOTION) && sc->getSCE(SC_DEVOTION)->val1)
- d_tbl = map_id2bl(sc->getSCE(SC_DEVOTION)->val1);
- if (sc->getSCE(SC_WATER_SCREEN_OPTION) && sc->getSCE(SC_WATER_SCREEN_OPTION)->val1)
- e_tbl = map_id2bl(sc->getSCE(SC_WATER_SCREEN_OPTION)->val1);
- }
- if( ((d_tbl && check_distance_bl(target, d_tbl, sc->getSCE(SC_DEVOTION)->val3)) || e_tbl) &&
- damage > 0 && skill_id != CR_REFLECTSHIELD
- #ifndef RENEWAL
- && skill_id != PA_PRESSURE
- #endif
- ) {
- map_session_data* tsd = BL_CAST( BL_PC, target );
- if( tsd && pc_issit( tsd ) && battle_config.devotion_standup_fix ){
- pc_setstand( tsd, true );
- skill_sit( tsd, 0 );
- }
- damage = 0;
- }
- // The client refuses to display animations slower than 1x speed
- // So we need to shorten AttackMotion to be in-sync with the client in this case
- if (battle_config.synchronize_damage && skill_id == 0 && src->type == BL_MOB && amotion > status_get_clientamotion(src))
- amotion = status_get_clientamotion(src);
- // Check for delay battle damage config
- else if (!battle_config.delay_battle_damage)
- amotion = 1;
- // Aegis places a damage-delay cap of 1 sec to non player attacks
- // We only want to apply this cap if damage was not synchronized
- else if (src->type != BL_PC && amotion > 1000)
- amotion = 1000;
- // Skip creation of timer
- if (amotion <= 1) {
- //Deal damage
- battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage);
- return 0;
- }
- dat = ers_alloc(delay_damage_ers, struct delay_damage);
- dat->src_id = src->id;
- dat->target_id = target->id;
- dat->skill_id = skill_id;
- dat->skill_lv = skill_lv;
- dat->attack_type = attack_type;
- dat->damage = damage;
- dat->dmg_lv = dmg_lv;
- dat->delay = ddelay;
- dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
- dat->additional_effects = additional_effects;
- dat->src_type = src->type;
- dat->isspdamage = isspdamage;
- if( src->type == BL_PC )
- ((TBL_PC*)src)->delayed_damage++;
- add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
- return 0;
- }
- int32 battle_fix_damage(struct block_list* src, struct block_list* target, int64 damage, t_tick walkdelay, uint16 skill_id) {
- return battle_damage(src, target, damage, walkdelay, 0, skill_id, ATK_DEF, BF_MISC, false, gettick(), false);
- }
- /**
- * Does attribute fix modifiers.
- * Added passing of the chars so that the status changes can affect it. [Skotlex]
- * Note: Passing src/target == nullptr is perfectly valid, it skips SC_ checks.
- * @param src
- * @param target
- * @param damage
- * @param atk_elem
- * @param def_type
- * @param def_lv
- * @param flag 0x1 = allow to return negative values even if config for healing through negative resist is disabled
- * @return damage
- */
- int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int32 atk_elem,int32 def_type, int32 def_lv, int32 flag)
- {
- status_change *sc = nullptr, *tsc = nullptr;
- int32 ratio;
- if (src) sc = status_get_sc(src);
- if (target) tsc = status_get_sc(target);
- if (!CHK_ELEMENT(atk_elem))
- atk_elem = rnd()%ELE_ALL;
- if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
- ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
- return damage;
- }
- ratio = elemental_attribute_db.getAttribute(def_lv, atk_elem, def_type);
- if (sc != nullptr && !sc->empty()) { //increase dmg by src status
- switch(atk_elem){
- case ELE_FIRE:
- if (sc->getSCE(SC_VOLCANO))
- #ifdef RENEWAL
- ratio += sc->getSCE(SC_VOLCANO)->val3;
- #else
- damage += (int64)((damage*sc->getSCE(SC_VOLCANO)->val3) / 100);
- #endif
- break;
- case ELE_WIND:
- if (sc->getSCE(SC_VIOLENTGALE))
- #ifdef RENEWAL
- ratio += sc->getSCE(SC_VIOLENTGALE)->val3;
- #else
- damage += (int64)((damage*sc->getSCE(SC_VIOLENTGALE)->val3) / 100);
- #endif
- break;
- case ELE_WATER:
- if (sc->getSCE(SC_DELUGE))
- #ifdef RENEWAL
- ratio += sc->getSCE(SC_DELUGE)->val3;
- #else
- damage += (int64)((damage*sc->getSCE(SC_DELUGE)->val3) / 100);
- #endif
- break;
- case ELE_GHOST:
- if (sc->getSCE(SC_TELEKINESIS_INTENSE)) {
- // At least for SC_TELEKINESIS_INTENSE:
- // damage after elemental_attribute_db should be calculated first to avoid rounding issues
- damage = damage - (int64)((damage * (100 - ratio)) / 100);
- // Initialize ratio to 100 (default)
- ratio = 100;
- ratio += ratio * sc->getSCE(SC_TELEKINESIS_INTENSE)->val3 / 100;
- }
- break;
- }
- }
- if( target && target->type == BL_SKILL ) {
- if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
- struct skill_unit *su = (struct skill_unit*)target;
- std::shared_ptr<s_skill_unit_group> sg;
- struct block_list *src2;
- if( !su || !su->alive || (sg = su->group) == nullptr || !sg || sg->val3 == -1 ||
- (src2 = map_id2bl(sg->src_id)) == nullptr || status_isdead(*src2) )
- return 0;
- if( sg->unit_id != UNT_FIREWALL ) {
- int32 x,y;
- x = sg->val3 >> 16;
- y = sg->val3 & 0xffff;
- skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
- sg->val3 = -1;
- sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
- }
- }
- }
- if (tsc != nullptr && !tsc->empty()) { //increase dmg by target status
- switch(atk_elem) {
- case ELE_FIRE:
- if (tsc->getSCE(SC_SPIDERWEB)) { //Double damage
- #ifdef RENEWAL
- ratio += 100;
- #else
- damage *= 2;
- #endif
- //Remove a unit group or end whole status change
- status_change_end(target, SC_SPIDERWEB);
- }
- if (tsc->getSCE(SC_THORNSTRAP) && battle_getcurrentskill(src) != GN_CARTCANNON)
- status_change_end(target, SC_THORNSTRAP);
- if (tsc->getSCE(SC_CRYSTALIZE))
- status_change_end(target, SC_CRYSTALIZE);
- if (tsc->getSCE(SC_EARTH_INSIGNIA))
- #ifdef RENEWAL
- ratio += 50;
- #else
- damage += (int64)(damage * 50 / 100);
- #endif
- if( tsc->getSCE(SC_WIDEWEB) ) {
- #ifdef RENEWAL
- ratio += 100;
- #else
- damage *= 2;
- #endif
- status_change_end(target,SC_WIDEWEB);
- }
- if( tsc->getSCE(SC_BURNT) ) {
- #ifdef RENEWAL
- ratio += 400;
- #else
- damage += (int64)(damage * 400 / 100);
- #endif
- }
- break;
- case ELE_HOLY:
- if (tsc->getSCE(SC_ORATIO))
- #ifdef RENEWAL
- ratio += tsc->getSCE(SC_ORATIO)->val1 * 2;
- #else
- damage += (int64)(damage * (tsc->getSCE(SC_ORATIO)->val1 * 2) / 100);
- #endif
- break;
- case ELE_POISON:
- if (tsc->getSCE(SC_VENOMIMPRESS))
- #ifdef RENEWAL
- ratio += tsc->getSCE(SC_VENOMIMPRESS)->val2;
- #else
- damage += (int64)(damage * tsc->getSCE(SC_VENOMIMPRESS)->val2 / 100);
- #endif
- break;
- case ELE_WIND:
- if (tsc->getSCE(SC_WATER_INSIGNIA))
- #ifdef RENEWAL
- ratio += 50;
- #else
- damage += (int64)(damage * 50 / 100);
- #endif
- if (tsc->getSCE(SC_CRYSTALIZE)) {
- uint16 skill_id = battle_getcurrentskill(src);
- if (skill_get_type(skill_id)&BF_MAGIC)
- #ifdef RENEWAL
- ratio += 50;
- #else
- damage += (int64)(damage * 50 / 100);
- #endif
- }
- break;
- case ELE_WATER:
- if (tsc->getSCE(SC_FIRE_INSIGNIA))
- #ifdef RENEWAL
- ratio += 50;
- #else
- damage += (int64)(damage * 50 / 100);
- #endif
- break;
- case ELE_EARTH:
- if (tsc->getSCE(SC_WIND_INSIGNIA))
- #ifdef RENEWAL
- ratio += 50;
- #else
- damage += (int64)(damage * 50 / 100);
- #endif
- status_change_end(target, SC_MAGNETICFIELD); //freed if received earth dmg
- break;
- case ELE_NEUTRAL:
- if (tsc->getSCE(SC_ANTI_M_BLAST))
- #ifdef RENEWAL
- ratio += tsc->getSCE(SC_ANTI_M_BLAST)->val2;
- #else
- damage += (int64)(damage * tsc->getSCE(SC_ANTI_M_BLAST)->val2 / 100);
- #endif
- break;
- case ELE_DARK:
- if (tsc->getSCE(SC_SOULCURSE)) {
- if (status_get_class_(target) == CLASS_BOSS)
- #ifdef RENEWAL
- ratio += 20;
- #else
- damage += (int64)(damage * 20 / 100);
- #endif
- else
- #ifdef RENEWAL
- ratio += 100;
- #else
- damage *= 2;
- #endif
- }
- break;
- }
- }
- if (battle_config.attr_recover == 0 && !(flag & 1) && ratio < 0)
- ratio = 0;
- #ifdef RENEWAL
- //In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0
- damage = damage - (int64)((damage * (100 - ratio)) / 100);
- #else
- damage = (int64)((damage*ratio)/100);
- #endif
- //Damage can be negative, see battle_config.attr_recover
- return damage;
- }
- /**
- * Statuses that affect the target's element in battle_calc_cardfix.
- * @param tsc Target status change
- * @param rh_ele Right-hand weapon element
- * @return ele_fix ratio affecting damage
- */
- static int32 battle_calc_cardfix_debuff( status_change& tsc, int32 rh_ele ){
- int32 ele_fix = 0;
- if (tsc.getSCE(SC_MAGIC_POISON))
- ele_fix += 50;
- // !TODO: unknown how it should work for physical damage, lh_ele is ignored for now
- switch(rh_ele) {
- case ELE_FIRE:
- if (tsc.getSCE(SC_CLIMAX_BLOOM))
- ele_fix += 100;
- break;
- case ELE_EARTH:
- if (tsc.getSCE(SC_CLIMAX_EARTH))
- ele_fix += 100;
- break;
- case ELE_WATER:
- if (tsc.getSCE(SC_MISTYFROST))
- ele_fix += 15;
- break;
- case ELE_POISON:
- if (tsc.getSCE(SC_CLOUD_POISON))
- ele_fix += 5 * tsc.getSCE(SC_CLOUD_POISON)->val1;
- break;
- }
- return ele_fix;
- }
- /**
- * Calculates card bonuses damage adjustments.
- * @param attack_type @see enum e_battle_flag
- * @param src Attacker
- * @param target Target
- * @param nk Skill's nk @see enum e_skill_nk [NK_IGNOREATKCARD|NK_IGNOREELEMENT|NK_IGNOREDEFCARD]
- * @param rh_ele Right-hand weapon element
- * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
- * @param damage Original damage
- * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
- * 3: Calculates attacker bonuses in both hands.
- * 2: Calculates attacker bonuses in right-hand only.
- * 0 or 1: Only calculates target bonuses.
- * @param flag Misc value of skill & damage flags
- * @return damage Damage diff between original damage and after calculation
- */
- int32 battle_calc_cardfix(int32 attack_type, struct block_list *src, struct block_list *target, std::bitset<NK_MAX> nk, int32 rh_ele, int32 lh_ele, int64 damage, int32 left, int32 flag){
- map_session_data *sd, ///< Attacker session data if BL_PC
- *tsd; ///< Target session data if BL_PC
- int32 cardfix = 1000;
- int32 s_class, ///< Attacker class
- t_class; ///< Target class
- std::vector<e_race2> s_race2, /// Attacker Race2
- t_race2; ///< Target Race2
- enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
- int64 original_damage;
- if( !damage )
- return 0;
- original_damage = damage;
- sd = BL_CAST(BL_PC, src);
- tsd = BL_CAST(BL_PC, target);
- t_class = status_get_class(target);
- s_class = status_get_class(src);
- ///< Attacker status data
- status_data* sstatus = status_get_status_data(*src);
- ///< Target status data
- status_data* tstatus = status_get_status_data(*target);
- status_change *tsc = status_get_sc(target);
- s_race2 = status_get_race2(src);
- t_race2 = status_get_race2(target);
- s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
- // When the attacker is a monster, then all bonuses on BF_WEAPON will work and no bonuses on BF_MAGIC
- // Does not impact the attack type
- if (src && src->type == BL_MOB && battle_config.cardfix_monster_physical) {
- flag |= BF_WEAPON;
- flag &= ~BF_MAGIC;
- }
- //Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase
- #define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - max(0, fix))) / 1000); }
- switch( attack_type ) {
- case BF_MAGIC:
- // Affected by attacker ATK bonuses
- if( sd && !nk[NK_IGNOREATKCARD] ) {
- int32 race2_val = 0;
- #ifdef RENEWAL
- // Simplified formula to round down the damage
- #define APPLY_CARDFIX_RE(damage, fix) { (damage) = (damage) - (int64)(((damage) * (100 - max(0, 100+(fix)))) / 100); }
- // On (at least) BF_MAGIC, damages are calculated consecutively and rounded down in the following order to match official damage :
- // size, race2, ele, atk_ele, race, class
- APPLY_CARDFIX_RE( damage, sd->indexed_bonus.magic_addsize[tstatus->size] + sd->indexed_bonus.magic_addsize[SZ_ALL] );
- // race2 is the same as the bonus per class ID
- for (const auto &raceit : t_race2)
- race2_val += sd->indexed_bonus.magic_addrace2[raceit];
- for (const auto &it : sd->add_mdmg) {
- if (it.id == t_class) {
- race2_val += it.val;
- break;
- }
- }
- APPLY_CARDFIX_RE( damage, race2_val );
- if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
- APPLY_CARDFIX_RE( damage, sd->indexed_bonus.magic_addele[tstatus->def_ele] + sd->indexed_bonus.magic_addele[ELE_ALL] +
- sd->indexed_bonus.magic_addele_script[tstatus->def_ele] + sd->indexed_bonus.magic_addele_script[ELE_ALL] );
- }
- }
- // Statuses that affect the target's element and should be calculated right after magic_addele, independently of it
- if (tsc != nullptr && !nk[NK_IGNOREDEFCARD] && !nk[NK_IGNOREELEMENT]) {
- APPLY_CARDFIX_RE( damage, battle_calc_cardfix_debuff( *tsc, rh_ele ) );
- }
- if( sd && !nk[NK_IGNOREATKCARD] ) {
- if( !nk[NK_IGNOREELEMENT] ) {
- APPLY_CARDFIX_RE( damage, sd->indexed_bonus.magic_atk_ele[rh_ele] + sd->indexed_bonus.magic_atk_ele[ELE_ALL] );
- }
- APPLY_CARDFIX_RE( damage, sd->indexed_bonus.magic_addrace[tstatus->race] + sd->indexed_bonus.magic_addrace[RC_ALL] );
- APPLY_CARDFIX_RE( damage, sd->indexed_bonus.magic_addclass[tstatus->class_] + sd->indexed_bonus.magic_addclass[CLASS_ALL] );
- #undef APPLY_CARDFIX_RE
- // Pre-renewal / old renewal behaviour
- #else
- for (const auto &raceit : t_race2)
- race2_val += sd->indexed_bonus.magic_addrace2[raceit];
- cardfix = cardfix * (100 + sd->indexed_bonus.magic_addrace[tstatus->race] + sd->indexed_bonus.magic_addrace[RC_ALL] + race2_val) / 100;
- if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
- cardfix = cardfix * (100 + sd->indexed_bonus.magic_addele[tstatus->def_ele] + sd->indexed_bonus.magic_addele[ELE_ALL] +
- sd->indexed_bonus.magic_addele_script[tstatus->def_ele] + sd->indexed_bonus.magic_addele_script[ELE_ALL]) / 100;
- cardfix = cardfix * (100 + sd->indexed_bonus.magic_atk_ele[rh_ele] + sd->indexed_bonus.magic_atk_ele[ELE_ALL]) / 100;
- }
- cardfix = cardfix * (100 + sd->indexed_bonus.magic_addsize[tstatus->size] + sd->indexed_bonus.magic_addsize[SZ_ALL]) / 100;
- cardfix = cardfix * (100 + sd->indexed_bonus.magic_addclass[tstatus->class_] + sd->indexed_bonus.magic_addclass[CLASS_ALL]) / 100;
- for (const auto &it : sd->add_mdmg) {
- if (it.id == t_class) {
- cardfix = cardfix * (100 + it.val) / 100;
- break;
- }
- }
- APPLY_CARDFIX(damage, cardfix);
- #endif
- }
- // Affected by target DEF bonuses
- if( tsd && !nk[NK_IGNOREDEFCARD] ) {
- cardfix = 1000; // reset var for target
- if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
- int32 ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
- for (const auto &it : tsd->subele2) {
- if (it.ele != ELE_ALL && it.ele != rh_ele)
- continue;
- if (!(((it.flag)&flag)&BF_WEAPONMASK &&
- ((it.flag)&flag)&BF_RANGEMASK &&
- ((it.flag)&flag)&BF_SKILLMASK))
- continue;
- ele_fix += it.rate;
- }
- if (s_defele != ELE_NONE)
- ele_fix += tsd->indexed_bonus.magic_subdefele[s_defele] + tsd->indexed_bonus.magic_subdefele[ELE_ALL];
- #ifndef RENEWAL
- // Custom to follow SC_ debuff renewal behavior
- if (tsc != nullptr)
- ele_fix += battle_calc_cardfix_debuff( *tsc, rh_ele );
- #endif
- cardfix = cardfix * (100 - ele_fix) / 100;
- }
- cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
- cardfix = cardfix * (100 - tsd->indexed_bonus.magic_subsize[sstatus->size] - tsd->indexed_bonus.magic_subsize[SZ_ALL]) / 100;
- int32 race_fix = 0;
- for (const auto &raceit : s_race2)
- race_fix += tsd->indexed_bonus.subrace2[raceit];
- cardfix = cardfix * (100 - race_fix) / 100;
- race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
- for (const auto &it : tsd->subrace3) {
- if (it.race != RC_ALL && it.race != sstatus->race)
- continue;
- if (!(((it.flag)&flag)&BF_WEAPONMASK &&
- ((it.flag)&flag)&BF_RANGEMASK &&
- ((it.flag)&flag)&BF_SKILLMASK))
- continue;
- race_fix += it.rate;
- }
- cardfix = cardfix * (100 - race_fix) / 100;
- cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
- for (const auto &it : tsd->add_mdef) {
- if (it.id == s_class) {
- cardfix = cardfix * (100 - it.val) / 100;
- break;
- }
- }
- #ifndef RENEWAL
- //It was discovered that ranged defense also counts vs magic! [Skotlex]
- if( flag&BF_SHORT )
- cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
- else if (!nk[NK_IGNORELONGCARD])
- cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
- #endif
- cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
- if( tsc->getSCE(SC_MDEF_RATE) )
- cardfix = cardfix * (100 - tsc->getSCE(SC_MDEF_RATE)->val1) / 100;
- APPLY_CARDFIX(damage, cardfix);
- }
- break;
- case BF_WEAPON:
- // Affected by attacker ATK bonuses
- if( sd && !nk[NK_IGNOREATKCARD] && (left&2) ) {
- int16 cardfix_ = 1000;
- if( sd->state.arrow_atk ) { // Ranged attack
- cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->indexed_bonus.arrow_addrace[tstatus->race] +
- sd->right_weapon.addrace[RC_ALL] + sd->indexed_bonus.arrow_addrace[RC_ALL]) / 100;
- if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
- int32 ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->indexed_bonus.arrow_addele[tstatus->def_ele] +
- sd->right_weapon.addele[ELE_ALL] + sd->indexed_bonus.arrow_addele[ELE_ALL];
- for (const auto &it : sd->right_weapon.addele2) {
- if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
- continue;
- if (!(((it.flag)&flag)&BF_WEAPONMASK &&
- ((it.flag)&flag)&BF_RANGEMASK &&
- ((it.flag)&flag)&BF_SKILLMASK))
- continue;
- ele_fix += it.rate;
- }
- cardfix = cardfix * (100 + ele_fix) / 100;
- }
- cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->indexed_bonus.arrow_addsize[tstatus->size] +
- sd->right_weapon.addsize[SZ_ALL] + sd->indexed_bonus.arrow_addsize[SZ_ALL]) / 100;
- int32 race_fix = 0;
- for (const auto &raceit : t_race2)
- race_fix += sd->right_weapon.addrace2[raceit];
- cardfix = cardfix * (100 + race_fix) / 100;
- cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->indexed_bonus.arrow_addclass[tstatus->class_] +
- sd->right_weapon.addclass[CLASS_ALL] + sd->indexed_bonus.arrow_addclass[CLASS_ALL]) / 100;
- } else { // Melee attack
- int32 skill = 0;
- // Calculates each right & left hand weapon bonuses separatedly
- if( !battle_config.left_cardfix_to_right ) {
- // Right-handed weapon
- cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
- if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
- int32 ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
- for (const auto &it : sd->right_weapon.addele2) {
- if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
- continue;
- if (!(((it.flag)&flag)&BF_WEAPONMASK &&
- ((it.flag)&flag)&BF_RANGEMASK &&
- ((it.flag)&flag)&BF_SKILLMASK))
- continue;
- ele_fix += it.rate;
- }
- cardfix = cardfix * (100 + ele_fix) / 100;
- }
- cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
- for (const auto &raceit : t_race2)
- cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit]) / 100;
- cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
- if( left&1 ) { // Left-handed weapon
- cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
- if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
- int32 ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
- for (const auto &it : sd->left_weapon.addele2) {
- if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
- continue;
- if (!(((it.flag)&flag)&BF_WEAPONMASK &&
- ((it.flag)&flag)&BF_RANGEMASK &&
- ((it.flag)&flag)&BF_SKILLMASK))
- continue;
- ele_fix_lh += it.rate;
- }
- cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
- }
- cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
- for (const auto &raceit : t_race2)
- cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[raceit]) / 100;
- cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
- }
- }
- // Calculates right & left hand weapon as unity
- else {
- //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_IGNOREELEMENT?
- //if( !nk[&]K_IGNOREELEMENT) ) { // Affected by Element modifier bonuses
- int32 ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
- + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
- for (const auto &it : sd->right_weapon.addele2) {
- if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
- continue;
- if (!(((it.flag)&flag)&BF_WEAPONMASK &&
- ((it.flag)&flag)&BF_RANGEMASK &&
- ((it.flag)&flag)&BF_SKILLMASK))
- continue;
- ele_fix += it.rate;
- }
- for (const auto &it : sd->left_weapon.addele2) {
- if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
- continue;
- if (!(((it.flag)&flag)&BF_WEAPONMASK &&
- ((it.flag)&flag)&BF_RANGEMASK &&
- ((it.flag)&flag)&BF_SKILLMASK))
- continue;
- ele_fix += it.rate;
- }
- cardfix = cardfix * (100 + ele_fix) / 100;
- //}
- cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
- sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
- cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
- sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
- for (const auto &raceit : t_race2)
- cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit] + sd->left_weapon.addrace2[raceit]) / 100;
- cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
- sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
- }
- #ifndef RENEWAL
- 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]
- cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
- #endif
- }
- //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
- for (const auto &it : sd->right_weapon.add_dmg) {
- if (it.id == t_class) {
- cardfix = cardfix * (100 + it.val) / 100;
- break;
- }
- }
- if( left&1 ) {
- for (const auto &it : sd->left_weapon.add_dmg) {
- if (it.id == t_class) {
- cardfix_ = cardfix_ * (100 + it.val) / 100;
- break;
- }
- }
- }
- #ifndef RENEWAL
- if (flag & BF_SHORT)
- cardfix = cardfix * (100 + sd->bonus.short_attack_atk_rate) / 100;
- if( flag&BF_LONG )
- cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
- #endif
- if (left&1) {
- APPLY_CARDFIX(damage, cardfix_);
- } else {
- APPLY_CARDFIX(damage, cardfix);
- }
- }
- // Affected by target DEF bonuses
- else if( tsd && !nk[NK_IGNOREDEFCARD] && !(left&2) ) {
- if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
- int32 ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
- for (const auto &it : tsd->subele2) {
- if (it.ele != ELE_ALL && it.ele != rh_ele)
- continue;
- if (!(((it.flag)&flag)&BF_WEAPONMASK &&
- ((it.flag)&flag)&BF_RANGEMASK &&
- ((it.flag)&flag)&BF_SKILLMASK))
- continue;
- ele_fix += it.rate;
- }
- cardfix = cardfix * (100 - ele_fix) / 100;
- if( left&1 && lh_ele != rh_ele ) {
- int32 ele_fix_lh = tsd->indexed_bonus.subele[lh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[lh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
- for (const auto &it : tsd->subele2) {
- if (it.ele != ELE_ALL && it.ele != lh_ele)
- continue;
- if (!(((it.flag)&flag)&BF_WEAPONMASK &&
- ((it.flag)&flag)&BF_RANGEMASK &&
- ((it.flag)&flag)&BF_SKILLMASK))
- continue;
- ele_fix_lh += it.rate;
- }
- cardfix = cardfix * (100 - ele_fix_lh) / 100;
- }
- cardfix = cardfix * (100 - tsd->indexed_bonus.subdefele[s_defele] - tsd->indexed_bonus.subdefele[ELE_ALL]) / 100;
- }
- int32 race_fix = 0;
- cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
- cardfix = cardfix * (100 - tsd->indexed_bonus.weapon_subsize[sstatus->size] - tsd->indexed_bonus.weapon_subsize[SZ_ALL]) / 100;
- for (const auto &raceit : s_race2)
- race_fix += tsd->indexed_bonus.subrace2[raceit];
- cardfix = cardfix * (100 - race_fix) / 100;
- race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
- for (const auto &it : tsd->subrace3) {
- if (it.race != RC_ALL && it.race != sstatus->race)
- continue;
- if (!(((it.flag)&flag)&BF_WEAPONMASK &&
- ((it.flag)&flag)&BF_RANGEMASK &&
- ((it.flag)&flag)&BF_SKILLMASK))
- continue;
- race_fix += it.rate;
- }
- cardfix = cardfix * (100 - race_fix) / 100;
- cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
- for (const auto &it : tsd->add_def) {
- if (it.id == s_class) {
- cardfix = cardfix * (100 - it.val) / 100;
- break;
- }
- }
- if( flag&BF_SHORT )
- cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
- else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
- cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
- if( tsc->getSCE(SC_DEF_RATE) )
- cardfix = cardfix * (100 - tsc->getSCE(SC_DEF_RATE)->val1) / 100;
- APPLY_CARDFIX(damage, cardfix);
- }
- // Custom on BF_WEAPON to follow SC_ debuff BF_MAGIC renewal behavior
- if (tsc != nullptr && !nk[NK_IGNOREDEFCARD] && !nk[NK_IGNOREELEMENT]) {
- cardfix = 1000;
- cardfix = cardfix * (100 + battle_calc_cardfix_debuff( *tsc, rh_ele )) / 100;
- APPLY_CARDFIX(damage, cardfix);
- }
- break;
- case BF_MISC:
- // Affected by target DEF bonuses
- if( tsd && !nk[NK_IGNOREDEFCARD] ) {
- if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
- int32 ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
- for (const auto &it : tsd->subele2) {
- if (it.ele != rh_ele)
- continue;
- if (!(((it.flag)&flag)&BF_WEAPONMASK &&
- ((it.flag)&flag)&BF_RANGEMASK &&
- ((it.flag)&flag)&BF_SKILLMASK))
- continue;
- ele_fix += it.rate;
- }
- if (s_defele != ELE_NONE)
- ele_fix += tsd->indexed_bonus.subdefele[s_defele] + tsd->indexed_bonus.subdefele[ELE_ALL];
- cardfix = cardfix * (100 - ele_fix) / 100;
- }
- int32 race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
- for (const auto &it : tsd->subrace3) {
- if (it.race != RC_ALL && it.race != sstatus->race)
- continue;
- if (!(((it.flag)&flag)&BF_WEAPONMASK &&
- ((it.flag)&flag)&BF_RANGEMASK &&
- ((it.flag)&flag)&BF_SKILLMASK))
- continue;
- race_fix += it.rate;
- }
- cardfix = cardfix * (100 - race_fix) / 100;
- cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
- race_fix = 0;
- for (const auto &raceit : s_race2)
- race_fix += tsd->indexed_bonus.subrace2[raceit];
- cardfix = cardfix * (100 - race_fix) / 100;
- cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
- cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
- if( flag&BF_SHORT )
- cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
- else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
- cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
- APPLY_CARDFIX(damage, cardfix);
- }
- // Custom on BF_MISC to follow SC_ debuff BF_MAGIC renewal behavior
- if (tsc != nullptr && !nk[NK_IGNOREDEFCARD] && !nk[NK_IGNOREELEMENT]) {
- cardfix = 1000;
- cardfix = cardfix * (100 + battle_calc_cardfix_debuff( *tsc, rh_ele )) / 100;
- APPLY_CARDFIX(damage, cardfix);
- }
- break;
- }
- #undef APPLY_CARDFIX
- return (int32)cap_value(damage - original_damage, INT_MIN, INT_MAX);
- }
- /**
- * Absorb damage based on criteria
- * @param bl
- * @param d Damage
- **/
- static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
- int64 dmg_ori = 0, dmg_new = 0;
- nullpo_retv(bl);
- nullpo_retv(d);
- if (!d->damage && !d->damage2)
- return;
- switch (bl->type) {
- case BL_PC:
- {
- map_session_data *sd = BL_CAST(BL_PC, bl);
- if (!sd)
- return;
- dmg_ori = dmg_new = d->damage + d->damage2;
- if (sd->bonus.absorb_dmg_maxhp) {
- int32 hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
- if (dmg_ori > hp)
- dmg_new = dmg_ori - hp;
- }
- if (sd->bonus.absorb_dmg_maxhp2) {
- int32 hp = sd->bonus.absorb_dmg_maxhp2 * status_get_max_hp(bl) / 100;
- if (dmg_ori > hp) {
- dmg_new = hp;
- }
- }
- }
- break;
- }
- if (dmg_ori == dmg_new)
- return;
- if (!d->damage2)
- d->damage = dmg_new;
- else if (!d->damage)
- d->damage2 = dmg_new;
- else {
- d->damage = dmg_new;
- d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
- if (d->damage2 < 1)
- d->damage2 = 1;
- d->damage = d->damage - d->damage2;
- }
- }
- /**
- * Check for active statuses that block damage
- * @param src: Attacker
- * @param target: Target of attack
- * @param sc: Status Change data
- * @param d: Damage data
- * @param damage: Damage received as a reference
- * @param skill_id: Skill ID
- * @param skill_lv: Skill level
- * @return True: Damage inflicted, False: Missed
- **/
- bool battle_status_block_damage(struct block_list *src, struct block_list *target, status_change *sc, struct Damage *d, int64 &damage, uint16 skill_id, uint16 skill_lv) {
- if (!src || !target || !sc || !d)
- return true;
- status_change_entry *sce;
- int32 flag = d->flag;
- // SC Types that must be first because they may or may not block damage
- if ((sce = sc->getSCE(SC_KYRIE)) && damage > 0) {
- sce->val2 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
- if (flag & BF_WEAPON || skill_id == TF_THROWSTONE) {
- if (sce->val2 >= 0)
- damage = 0;
- else
- damage = -sce->val2;
- }
- if ((--sce->val3) <= 0 || (sce->val2 <= 0) || skill_id == AL_HOLYLIGHT)
- status_change_end(target, SC_KYRIE);
- }
- int32 element;
- if (flag & BF_WEAPON) {
- status_data* sstatus = status_get_status_data(*src);
- if(sstatus->rhw.ele == ELE_NEUTRAL && sstatus->lhw.ele > sstatus->rhw.ele)
- element = battle_get_weapon_element(d, src, target, skill_id, skill_lv, EQI_HAND_L, false);
- else
- element = battle_get_weapon_element(d, src, target, skill_id, skill_lv, EQI_HAND_R, false);
- } else if(flag & BF_MAGIC)
- element = battle_get_magic_element(src, target, skill_id, skill_lv, d->miscflag);
- else
- element = battle_get_misc_element(src, target, skill_id, skill_lv, d->miscflag);
-
- switch( element ){
- case ELE_NEUTRAL:
- if( sc->getSCE( SC_IMMUNE_PROPERTY_NOTHING ) ){
- damage = 0;
- return false;
- }
- break;
- case ELE_WATER:
- if( sc->getSCE( SC_IMMUNE_PROPERTY_WATER ) ){
- damage = 0;
- return false;
- }
- break;
- case ELE_EARTH:
- if( sc->getSCE( SC_IMMUNE_PROPERTY_GROUND ) ){
- damage = 0;
- return false;
- }
- break;
- case ELE_FIRE:
- if( sc->getSCE( SC_IMMUNE_PROPERTY_FIRE ) ){
- damage = 0;
- return false;
- }
- break;
- case ELE_WIND:
- if( sc->getSCE( SC_IMMUNE_PROPERTY_WIND ) ){
- damage = 0;
- return false;
- }
- break;
- case ELE_DARK:
- if( sc->getSCE( SC_IMMUNE_PROPERTY_DARKNESS ) ){
- damage = 0;
- return false;
- }
- break;
- case ELE_HOLY:
- if( sc->getSCE( SC_IMMUNE_PROPERTY_SAINT ) ){
- damage = 0;
- return false;
- }
- break;
- case ELE_POISON:
- if( sc->getSCE( SC_IMMUNE_PROPERTY_POISON ) ){
- damage = 0;
- return false;
- }
- break;
- case ELE_GHOST:
- if( sc->getSCE( SC_IMMUNE_PROPERTY_TELEKINESIS ) ){
- damage = 0;
- return false;
- }
- break;
- case ELE_UNDEAD:
- if( sc->getSCE( SC_IMMUNE_PROPERTY_UNDEAD ) ){
- damage = 0;
- return false;
- }
- break;
- }
- if ((sce = sc->getSCE(SC_P_ALTER)) && damage > 0) {
- clif_specialeffect(target, EF_GUARD, AREA);
- sce->val3 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
- if (sce->val3 >= 0)
- damage = 0;
- else
- damage = -sce->val3;
- if (sce->val3 <= 0)
- status_change_end(target, SC_P_ALTER);
- }
- if ((sce = sc->getSCE(SC_TUNAPARTY)) && damage > 0) {
- sce->val2 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
- if (sce->val2 >= 0)
- damage = 0;
- else
- damage = -sce->val2;
- if (sce->val2 <= 0)
- status_change_end(target, SC_TUNAPARTY);
- }
- if ((sce = sc->getSCE(SC_DIMENSION1)) && damage > 0) {
- sce->val2 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
- if (sce->val2 <= 0)
- status_change_end(target, SC_DIMENSION1);
- return false;
- }
- if ((sce = sc->getSCE(SC_DIMENSION2)) && damage > 0) {
- sce->val2 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
- if (sce->val2 <= 0)
- status_change_end(target, SC_DIMENSION2);
- return false;
- }
- if ((sce = sc->getSCE(SC_GUARDIAN_S)) && damage > 0) {
- clif_specialeffect(target, EF_GUARD3, AREA);// Not official but we gotta show some way the barrier is working. [Rytech]
- sce->val2 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
- if (flag & BF_WEAPON) {
- if (sce->val2 >= 0)
- damage = 0;
- else
- damage = -sce->val2;
- }
- if (sce->val2 <= 0)
- status_change_end(target, SC_GUARDIAN_S);
- }
- // Weapon Blocking can be triggered while the above statuses are active.
- if ((sce = sc->getSCE(SC_WEAPONBLOCKING)) && flag & (BF_SHORT | BF_WEAPON) && rnd() % 100 < sce->val2) {
- clif_skill_nodamage(target, *src, GC_WEAPONBLOCKING, sce->val1);
- sc_start(src, target, SC_WEAPONBLOCK_ON, 100, src->id, skill_get_time2(GC_WEAPONBLOCKING, sce->val1));
- d->dmg_lv = ATK_BLOCK;
- return false;
- }
- if (damage == 0)
- return false;
- // ATK_BLOCK Type
- if ((sce = sc->getSCE(SC_SAFETYWALL)) && (flag&(BF_SHORT | BF_MAGIC)) == BF_SHORT) {
- std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
- if (group) {
- d->dmg_lv = ATK_BLOCK;
- switch (sce->val2) {
- case MG_SAFETYWALL:
- if (--group->val2 <= 0) {
- skill_delunitgroup(group);
- break;
- }
- #ifdef RENEWAL
- if (group->val3 - damage > 0)
- group->val3 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
- else
- skill_delunitgroup(group);
- #endif
- break;
- case MH_STEINWAND:
- if (--group->val2 <= 0) {
- skill_delunitgroup(group);
- break;
- }
- if (group->val3 - damage > 0)
- group->val3 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
- else
- skill_delunitgroup(group);
- break;
- }
- return false;
- }
- status_change_end(target, SC_SAFETYWALL);
- }
- if ((sc->getSCE(SC_PNEUMA) && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
- #ifdef RENEWAL
- (sc->getSCE(SC_BASILICA_CELL)
- #else
- (sc->getSCE(SC_BASILICA)
- #endif
- && !status_bl_has_mode(src, MD_STATUSIMMUNE) && skill_id != SP_SOULEXPLOSION) ||
- (sc->getSCE(SC_ZEPHYR) && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL | INF_SELF_SKILL))) ||
- sc->getSCE(SC__MANHOLE) ||
- sc->getSCE(SC_KINGS_GRACE) ||
- sc->getSCE(SC_GRAVITYCONTROL)
- )
- {
- d->dmg_lv = ATK_BLOCK;
- return false;
- }
- if (sc->getSCE(SC_WHITEIMPRISON)) { // Gravitation and Pressure do damage without removing the effect
- if (skill_id == MG_NAPALMBEAT ||
- skill_id == MG_SOULSTRIKE ||
- skill_id == WL_SOULEXPANSION ||
- (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
- (skill_id == 0 && (status_get_status_data(*src))->rhw.ele == ELE_GHOST))
- {
- if (skill_id == WL_SOULEXPANSION)
- damage *= 2; // If used against a player in White Imprison, the skill deals double damage.
- status_change_end(target, SC_WHITEIMPRISON); // Those skills do damage and removes effect
- } else {
- d->dmg_lv = ATK_BLOCK;
- return false;
- }
- }
- if ((sce = sc->getSCE(SC_MILLENNIUMSHIELD)) && sce->val2 > 0 && damage > 0) {
- sce->val3 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX)); // absorb damage
- d->dmg_lv = ATK_BLOCK;
- if (sce->val3 <= 0) { // Shield Down
- sce->val2--;
- if (sce->val2 > 0) {
- clif_millenniumshield( *target, sce->val2 );
- sce->val3 = 1000; // Next shield
- } else
- status_change_end(target, SC_MILLENNIUMSHIELD); // All shields down
- status_change_start(src, target, SC_STUN, 10000, 0, 0, 0, 0, 1000, SCSTART_NOTICKDEF);
- }
- return false;
- }
- // ATK_MISS Type
- if ((sce = sc->getSCE(SC_AUTOGUARD)) && flag&BF_WEAPON && rnd() % 100 < sce->val2 && !skill_get_inf2(skill_id, INF2_IGNOREAUTOGUARD)) {
- status_change_entry *sce_d = sc->getSCE(SC_DEVOTION);
- block_list *d_bl;
- int32 delay;
- // different delay depending on skill level [celest]
- if (sce->val1 <= 5)
- delay = 300;
- else if (sce->val1 > 5 && sce->val1 <= 9)
- delay = 200;
- else
- delay = 100;
- map_session_data *sd = map_id2sd(target->id);
- if (sd && pc_issit(sd))
- pc_setstand(sd, true);
- if (sce_d && (d_bl = map_id2bl(sce_d->val1)) &&
- ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
- (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == target->id)) &&
- check_distance_bl(target, d_bl, sce_d->val3))
- { //If player is target of devotion, show guard effect on the devotion caster rather than the target
- clif_skill_nodamage(d_bl, *d_bl, CR_AUTOGUARD, sce->val1);
- unit_set_walkdelay(d_bl, gettick(), delay, 1);
- d->dmg_lv = ATK_MISS;
- return false;
- } else {
- clif_skill_nodamage(target, *target, CR_AUTOGUARD, sce->val1);
- unit_set_walkdelay(target, gettick(), delay, 1);
- #ifdef RENEWAL
- if (sc->getSCE(SC_SHRINK))
- sc_start(target, src, SC_STUN, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
- #else
- if (sc->getSCE(SC_SHRINK) && rnd() % 100 < 5 * sce->val1)
- skill_blown(target, src, skill_get_blewcount(CR_SHRINK, 1), -1, BLOWN_NONE);
- #endif
- d->dmg_lv = ATK_MISS;
- return false;
- }
- }
- if (sc->getSCE(SC_NEUTRALBARRIER) && ((flag&(BF_LONG|BF_MAGIC)) == BF_LONG
- #ifndef RENEWAL
- || skill_id == CR_ACIDDEMONSTRATION
- #endif
- )) {
- d->dmg_lv = ATK_MISS;
- return false;
- }
- // ATK_DEF Type
- if ((sce = sc->getSCE(SC_LIGHTNINGWALK)) && !(flag & BF_MAGIC) && flag&BF_LONG && rnd() % 100 < sce->val1) {
- uint8 dir = map_calc_dir(target, src->x, src->y);
- if (unit_movepos(target, src->x - dirx[dir], src->y - diry[dir], 1, 1)) {
- clif_blown(target);
- unit_setdir(target, dir);
- }
- d->dmg_lv = ATK_DEF;
- status_change_end(target, SC_LIGHTNINGWALK);
- return false;
- }
- // Other
- if ((sc->getSCE(SC_HERMODE) && flag&BF_MAGIC) ||
- (sc->getSCE(SC_TATAMIGAESHI) && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
- (sc->getSCE(SC_MEIKYOUSISUI) && rnd() % 100 < 40)) // custom value
- return false;
- if ((sce = sc->getSCE(SC_PARRYING)) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd() % 100 < sce->val2) {
- clif_skill_nodamage(target, *target, LK_PARRYING, sce->val1);
- unit_set_attackdelay(*target, gettick());
- return false;
- }
- if (sc->getSCE(SC_DODGE) && (flag&BF_LONG || sc->getSCE(SC_SPURT)) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < 20) {
- map_session_data *sd = map_id2sd(target->id);
- if (sd && pc_issit(sd))
- pc_setstand(sd, true); //Stand it to dodge.
- clif_skill_nodamage(target, *target, TK_DODGE, 1);
- sc_start4(src, target, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
- return false;
- }
- if ((sce = sc->getSCE(SC_KAUPE)) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < sce->val2) { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
- clif_specialeffect(target, EF_STORMKICK4, AREA);
- //Shouldn't end until Breaker's non-weapon part connects.
- #ifndef RENEWAL
- if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
- #endif
- if (--sce->val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
- status_change_end(target, SC_KAUPE);
- return false;
- }
- if (flag&BF_MAGIC && (sce = sc->getSCE(SC_PRESTIGE)) && rnd() % 100 < sce->val2) {
- clif_specialeffect(target, EF_STORMKICK4, AREA); // Still need confirm it.
- return false;
- }
- if (((sce = sc->getSCE(SC_UTSUSEMI)) || sc->getSCE(SC_BUNSINJYUTSU)) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNORECICADA)) {
- skill_additional_effect(src, target, skill_id, skill_lv, flag, ATK_BLOCK, gettick());
- if (!status_isdead(*src))
- skill_counter_additional_effect(src, target, skill_id, skill_lv, flag, gettick());
- if (sce) {
- clif_specialeffect(target, EF_STORMKICK4, AREA);
- skill_blown(src, target, sce->val3, -1, BLOWN_NONE);
- }
- //Both need to be consumed if they are active.
- if (sce && --sce->val2 <= 0)
- status_change_end(target, SC_UTSUSEMI);
- if ((sce = sc->getSCE(SC_BUNSINJYUTSU)) && --sce->val2 <= 0)
- status_change_end(target, SC_BUNSINJYUTSU);
- return false;
- }
-
- if ((sce = sc->getSCE(SC_DAMAGE_HEAL))) {
- if (damage > 0 && (flag & sce->val2)) {
- int32 heal = static_cast<int32>( i64min( damage, INT32_MAX ) );
- if(flag & BF_WEAPON) {
- clif_specialeffect_value(target, EF_HEAL, heal, AREA);
- } else {
- clif_specialeffect_value(target, 1143, heal, AREA);
- }
- clif_specialeffect_value(target, EF_GREEN_NUMBER, heal, AREA);
- status_heal(target, damage, 0, 0);
- damage = 0;
- return false;
- }
- }
- return true;
- }
- /**
- * Check damage through status.
- * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
- * After this we apply bg/gvg reduction
- * @param src
- * @param bl
- * @param d
- * @param damage
- * @param skill_id
- * @param skill_lv
- * @return damage
- */
- int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
- {
- map_session_data *sd = nullptr, *tsd = BL_CAST(BL_PC, src);
- struct status_change_entry *sce;
- int32 div_ = d->div_, flag = d->flag;
- nullpo_ret(bl);
- if( !damage )
- return 0;
- if( battle_config.ksprotection && mob_ksprotected(src, bl) )
- return 0;
- if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_id && skill_get_type(skill_id) != BF_MISC
- && skill_get_casttype(skill_id) == CAST_GROUND )
- return 0;
- if (bl->type == BL_PC) {
- sd=(map_session_data *)bl;
- //Special no damage states
- if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
- damage -= damage * sd->special_state.no_weapon_damage / 100;
- if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
- damage -= damage * sd->special_state.no_magic_damage / 100;
- if(flag&BF_MISC && sd->special_state.no_misc_damage)
- damage -= damage * sd->special_state.no_misc_damage / 100;
- if(!damage)
- return 0;
- }
- switch (skill_id) {
- #ifndef RENEWAL
- case PA_PRESSURE:
- case HW_GRAVITATION:
- #endif
- case SP_SOULEXPLOSION:
- // Adjust these based on any possible PK damage rates.
- if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
- damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
- return damage; //These skills bypass everything else.
- }
- status_change* tsc = status_get_sc(bl); //check target status
- // Nothing can reduce the damage, but Safety Wall and Millennium Shield can block it completely.
- // So can defense sphere's but what the heck is that??? [Rytech]
- if (skill_id == SJ_NOVAEXPLOSING && !(tsc && (tsc->getSCE(SC_SAFETYWALL) || tsc->getSCE(SC_MILLENNIUMSHIELD)))) {
- // Adjust this based on any possible PK damage rates.
- if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
- damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
- return damage;
- }
- if( tsc != nullptr && !tsc->empty() ) {
- // Barrier just sets damage to 1 per hit and prevents the rest of the code from being processed
- // But only if the damage at this point is greater than 0
- if (damage > 0 && tsc->getSCE(SC_BARRIER) != nullptr)
- return div_;
- // Damage increasing effects
- #ifdef RENEWAL // Flat +400% damage from melee
- if (tsc->getSCE(SC_KAITE) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
- damage *= 4;
- #endif
- if (tsc->getSCE(SC_GROUNDGRAVITY) && flag&(BF_MAGIC|BF_WEAPON))
- damage += damage * 10 / 100;
- if (tsc->getSCE(SC_SHIELDCHAINRUSH))
- damage += damage / 10;
- if (tsc->getSCE(SC_AETERNA) && skill_id != PF_SOULBURN) {
- if (src->type != BL_MER || !skill_id)
- damage *= 2; // Lex Aeterna only doubles damage of regular attacks from mercenaries
- #ifndef RENEWAL
- if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
- #endif
- status_change_end(bl, SC_AETERNA); //Shouldn't end until Breaker's non-weapon part connects.
- }
- #ifdef RENEWAL
- if( tsc->getSCE(SC_RAID) ) {
- if (status_get_class_(bl) == CLASS_BOSS)
- damage += damage * 15 / 100;
- else
- damage += damage * 30 / 100;
- }
- #endif
- if( damage ) {
- if( tsc->getSCE(SC_DEEPSLEEP) ) {
- damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
- status_change_end(bl,SC_DEEPSLEEP);
- }
- if( tsd && sd && tsc->getSCE(SC_CRYSTALIZE) && flag&BF_WEAPON ) {
- switch(tsd->status.weapon) {
- case W_MACE:
- case W_2HMACE:
- case W_1HAXE:
- case W_2HAXE:
- damage += damage / 2;
- break;
- case W_MUSICAL:
- case W_WHIP:
- if(!tsd->state.arrow_atk)
- break;
- [[fallthrough]];
- case W_BOW:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- case W_DAGGER:
- case W_1HSWORD:
- case W_2HSWORD:
- damage -= damage / 2;
- break;
- }
- }
- if( tsc->getSCE(SC_VOICEOFSIREN) )
- status_change_end(bl,SC_VOICEOFSIREN);
- }
- if (tsc->getSCE(SC_SOUNDOFDESTRUCTION))
- damage *= 2;
- if (tsc->getSCE(SC_DARKCROW) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
- int32 bonus = tsc->getSCE(SC_DARKCROW)->val2;
- if( tsc->getSCE(SC_BURNT) && status_get_element(src) == ELE_FIRE )
- damage += damage * 666 / 100; //Custom value
- if (status_get_class_(bl) == CLASS_BOSS)
- bonus /= 2;
- damage += damage * bonus / 100;
- }
- if (tsc->getSCE(SC_HOLY_OIL) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
- damage += damage * (3 * tsc->getSCE(SC_HOLY_OIL)->val1) / 100;
- if( tsc->getSCE( SC_RUSH_QUAKE1 ) && ( flag&BF_WEAPON ) == BF_WEAPON ){
- damage += damage * 50 / 100;
- }
- if (tsc->getSCE(SC_SHADOW_SCAR)) // !TODO: Need official adjustment for this too.
- damage += damage * (3 * tsc->getSCE(SC_SHADOW_SCAR)->val1) / 100;
- // Damage reductions
- // Assumptio increases DEF on RE mode, otherwise gives a reduction on the final damage. [Igniz]
- #ifndef RENEWAL
- if( tsc->getSCE(SC_ASSUMPTIO) ) {
- if( map_flag_vs(bl->m) )
- damage = (int64)damage*2/3; //Receive 66% damage
- else
- damage /= 2; //Receive 50% damage
- }
- #endif
- if( tsc->getSCE( SC_SHADOW_CLOCK ) != nullptr && ( flag&(BF_WEAPON|BF_MAGIC) ) ){
- damage = damage * 85 / 100;
- }
- if (tsc->getSCE(SC_DEFENDER) &&
- skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE &&
- #ifdef RENEWAL
- ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == GN_FIRE_EXPANSION_ACID))
- #else
- (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
- #endif
- damage -= damage * tsc->getSCE(SC_DEFENDER)->val2 / 100;
- if(tsc->getSCE(SC_ADJUSTMENT) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
- damage -= damage * 20 / 100;
- if(tsc->getSCE(SC_FOGWALL) && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER && skill_id != NPC_DRAGONBREATH) {
- if(flag&BF_SKILL) //25% reduction
- damage -= damage * 25 / 100;
- else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
- damage /= 4; //75% reduction
- }
- if (tsc->getSCE(SC_SPORE_EXPLOSION) && (flag & BF_LONG) == BF_LONG)
- damage += damage * (status_get_class(bl) == CLASS_BOSS ? 5 : 10) / 100;
- if(tsc->getSCE(SC_ARMORCHANGE)) {
- //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
- if(flag&BF_WEAPON)
- damage -= damage * tsc->getSCE(SC_ARMORCHANGE)->val2 / 100;
- else if(flag&BF_MAGIC)
- damage -= damage * tsc->getSCE(SC_ARMORCHANGE)->val3 / 100;
- }
- if(tsc->getSCE(SC_SMOKEPOWDER)) {
- if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
- damage -= damage * 15 / 100; // 15% reduction to physical melee attacks
- else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
- damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks
- }
- if (tsc->getSCE(SC_WATER_BARRIER))
- damage = damage * 80 / 100; // 20% reduction to all type attacks
- if (tsc->getSCE(SC_SU_STOOP))
- damage -= damage * 90 / 100;
- if((sce=tsc->getSCE(SC_ARMOR)) && //NPC_DEFENDER
- sce->val3&flag && sce->val4&flag)
- damage /= tsc->getSCE(SC_ARMOR)->val2;
- if( tsc->getSCE(SC_ENERGYCOAT) && (skill_id == GN_HELLS_PLANT_ATK ||
- #ifdef RENEWAL
- ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
- #else
- (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
- #endif
- ) )
- {
- status_data* status = status_get_status_data(*bl);
- int32 per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
- per /=20; //Uses 20% SP intervals.
- //SP Cost: 1% + 0.5% per every 20% SP
- if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
- status_change_end(bl, SC_ENERGYCOAT);
- damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20%
- }
- if(tsc->getSCE(SC_GRANITIC_ARMOR))
- damage -= damage * tsc->getSCE(SC_GRANITIC_ARMOR)->val2 / 100;
- if(tsc->getSCE(SC_PAIN_KILLER)) {
- damage -= tsc->getSCE(SC_PAIN_KILLER)->val2;
- damage = i64max(damage, 1);
- }
- if( (sce=tsc->getSCE(SC_MAGMA_FLOW)) && (rnd()%100 <= sce->val2) )
- skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
- if( damage > 0 && (sce = tsc->getSCE(SC_STONEHARDSKIN)) ) {
- if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
- sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
- else if (flag&(BF_WEAPON|BF_SHORT))
- skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
- }
- if (src->type == BL_PC && tsc->getSCE(SC_GVG_GOLEM)) {
- if (flag&BF_WEAPON)
- damage -= damage * tsc->getSCE(SC_GVG_GOLEM)->val3 / 100;
- if (flag&BF_MAGIC)
- damage -= damage * tsc->getSCE(SC_GVG_GOLEM)->val4 / 100;
- }
- #ifdef RENEWAL
- // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
- if( tsc->getSCE(SC_STEELBODY) )
- damage = damage > 10 ? damage / 10 : 1;
- #endif
- //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
- if( skill_id == RA_AIMEDBOLT && (tsc->getSCE(SC_BITE) || tsc->getSCE(SC_ANKLE) || tsc->getSCE(SC_ELECTRICSHOCKER)) ) {
- status_change_end(bl, SC_BITE);
- status_change_end(bl, SC_ANKLE);
- status_change_end(bl, SC_ELECTRICSHOCKER);
- }
- if (!damage)
- return 0;
- if( sd && (sce = tsc->getSCE(SC_FORCEOFVANGUARD)) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
- pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
- if( sd && (sce = tsc->getSCE(SC_GT_ENERGYGAIN)) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
- int32 spheres = 5;
- if( tsc->getSCE(SC_RAISINGDRAGON) )
- spheres += tsc->getSCE(SC_RAISINGDRAGON)->val1;
- pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
- }
- if (tsc->getSCE(SC_STYLE_CHANGE) && tsc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING) {
- TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
- if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
- hom_addspiritball(hd, 10);
- }
- if( tsc->getSCE(SC__DEADLYINFECT) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * tsc->getSCE(SC__DEADLYINFECT)->val1 )
- status_change_spread(bl, src);
- } //End of target SC_ check
- //SC effects from caster side.
- status_change* sc = status_get_sc(src);
- if (sc != nullptr && !sc->empty()) {
- if (sc->getSCE(SC_BREAKINGLIMIT)) {
- switch (skill_id) {
- case HN_SHIELD_CHAIN_RUSH:
- case HN_DOUBLEBOWLINGBASH:
- damage += damage * 120 / 100;
- break;
- case HN_MEGA_SONIC_BLOW:
- case HN_SPIRAL_PIERCE_MAX:
- damage *= 2;
- break;
- }
- }
- if ((sce = sc->getSCE(SC_BLOODLUST)) && flag & BF_WEAPON && damage > 0 && rnd_chance(sce->val3, 100))
- status_heal(src, damage * sce->val4 / 100, 0, 1);
- if ((sce = sc->getSCE(SC_BLOODSUCKER)) && flag & BF_WEAPON && damage > 0 && rnd() % 100 < (2 * sce->val1 - 1))
- status_heal(src, damage * sce->val1 / 100, 0, 3);
- if (flag&BF_MAGIC && bl->type == BL_PC && sc->getSCE(SC_GVG_GIANT) && sc->getSCE(SC_GVG_GIANT)->val4)
- damage += damage * sc->getSCE(SC_GVG_GIANT)->val4 / 100;
- if (sc->getSCE(SC_POISONINGWEAPON) && flag&BF_SHORT && damage > 0) {
- damage += damage * 10 / 100;
- if (rnd() % 100 < sc->getSCE(SC_POISONINGWEAPON)->val3)
- sc_start4(src, bl, (sc_type)sc->getSCE(SC_POISONINGWEAPON)->val2, 100, sc->getSCE(SC_POISONINGWEAPON)->val1, 0, 1, 0, (sc->getSCE(SC_POISONINGWEAPON)->val2 == SC_VENOMBLEED ? skill_get_time2(GC_POISONINGWEAPON, 1) : skill_get_time2(GC_POISONINGWEAPON, 2)));
- }
- if( sc->getSCE(SC__DEADLYINFECT) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->getSCE(SC__DEADLYINFECT)->val1 )
- status_change_spread(src, bl);
- if (sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING) {
- TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
- if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
- }
- if (flag & BF_WEAPON && (sce = sc->getSCE(SC_ADD_ATK_DAMAGE)))
- damage += damage * sce->val1 / 100;
- if (flag & BF_MAGIC && (sce = sc->getSCE(SC_ADD_MATK_DAMAGE)))
- damage += damage * sce->val1 / 100;
- if (sc->getSCE(SC_DANCEWITHWUG) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
- damage += damage * sc->getSCE(SC_DANCEWITHWUG)->val1 / 100;
- if (sc->getSCE(SC_UNLIMITEDHUMMINGVOICE) && flag&BF_MAGIC)
- damage += damage * sc->getSCE(SC_UNLIMITEDHUMMINGVOICE)->val3 / 100;
- if (tsd && (sce = sc->getSCE(SC_SOULREAPER))) {
- if (rnd()%100 < sce->val2 && tsd->soulball < MAX_SOUL_BALL) {
- clif_specialeffect(src, 1208, AREA);
- pc_addsoulball( *tsd, 1, 5 + 3 * pc_checkskill(tsd, SP_SOULENERGY) );
- }
- }
- } //End of caster SC_ check
- //PK damage rates
- if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
- damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
- if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
- if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
- || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
- || (flag&BF_MISC && battle_config.skill_min_damage&4)
- )
- damage = div_;
- }
- if (sd && pc_ismadogear(sd)) {
- pc_overheat(*sd, (battle_get_weapon_element(d, src, bl, skill_id, skill_lv, EQI_HAND_R, false) == ELE_FIRE ? 3 : 1));
- }
- // Target status (again), required for RELIEVE
- sc = status_get_sc(bl);
- // !TODO: Should RELIEVE needed to be down here or after some other check? Should the skill be independent of damagetaken from mob_db.yml?
- if (sc != nullptr && !sc->empty()) {
- if ((sce = sc->getSCE(SC_RELIEVE_ON)) && !sc->getSCE(SC_RELIEVE_OFF))
- damage = i64max((damage - damage * sce->val2 / 100), 1);
- }
- if (bl->type == BL_MOB) { // Reduces damage received for Green Aura MVP
- mob_data *md = BL_CAST(BL_MOB, bl);
- if (md && md->damagetaken != 100)
- damage = i64max(damage * md->damagetaken / 100, 1);
- }
-
- if (tsc != nullptr && !tsc->empty()) {
- if (!battle_status_block_damage(src, bl, tsc, d, damage, skill_id, skill_lv)) // Statuses that reduce damage to 0.
- return 0;
- }
- return damage;
- }
- /**
- * Determines whether battleground target can be hit
- * @param src: Source of attack
- * @param bl: Target of attack
- * @param skill_id: Skill ID used
- * @param flag: Special flags
- * @return Can be hit (true) or can't be hit (false)
- */
- bool battle_can_hit_bg_target(struct block_list *src, struct block_list *bl, uint16 skill_id, int32 flag)
- {
- struct mob_data* md = BL_CAST(BL_MOB, bl);
- struct unit_data *ud = unit_bl2ud(bl);
- if (ud && ud->immune_attack)
- return false;
- if (md && md->bg_id) {
- if (status_bl_has_mode(bl, MD_SKILLIMMUNE) && flag&BF_SKILL) //Skill immunity.
- return false;
- if (src->type == BL_PC) {
- map_session_data *sd = map_id2sd(src->id);
- if (sd && sd->bg_id == md->bg_id)
- return false;
- }
- }
- return true;
- }
- /**
- * Calculates BG related damage adjustments.
- * @param src
- * @param bl
- * @param damage
- * @param skill_id
- * @param flag
- * @return damage
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int32 flag)
- {
- if( !damage )
- return 0;
- if (!battle_can_hit_bg_target(src, bl, skill_id, flag))
- return 0;
- if(skill_get_inf2(skill_id, INF2_IGNOREBGREDUCTION))
- return damage; //skill that ignore bg map reduction
- if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
- if( flag&BF_WEAPON )
- damage = damage * battle_config.bg_weapon_damage_rate / 100;
- if( flag&BF_MAGIC )
- damage = damage * battle_config.bg_magic_damage_rate / 100;
- if( flag&BF_MISC )
- damage = damage * battle_config.bg_misc_damage_rate / 100;
- } else { //Normal attacks get reductions based on range.
- if( flag&BF_SHORT )
- damage = damage * battle_config.bg_short_damage_rate / 100;
- if( flag&BF_LONG )
- damage = damage * battle_config.bg_long_damage_rate / 100;
- }
- damage = i64max(damage,1); //min 1 damage
- return damage;
- }
- /**
- * Determines whether target can be hit
- * @param src
- * @param bl
- * @param skill_id
- * @param flag
- * @return Can be hit (true) or can't be hit (false)
- */
- bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int32 flag)
- {
- struct mob_data* md = BL_CAST(BL_MOB, bl);
- struct unit_data *ud = unit_bl2ud(bl);
- int32 class_ = status_get_class(bl);
- if (ud && ud->immune_attack)
- return false;
- if(md && (md->guardian_data || md->special_state.ai == AI_GUILD)) {
- if ((status_bl_has_mode(bl,MD_SKILLIMMUNE) || (class_ == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM))) && flag&BF_SKILL) //Skill immunity.
- return false;
- if( src->type != BL_MOB || mob_is_clone( ((struct mob_data*)src)->mob_id ) ){
- auto g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
- if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g->guild, GD_APPROVAL) <= 0 ))
- return false;
- if (g != nullptr) {
- if (battle_config.guild_max_castles && guild_checkcastles(g->guild)>=battle_config.guild_max_castles)
- return false; // [MouseJstr]
- if (md->special_state.ai == AI_GUILD && g->guild.guild_id == md->master_id)
- return false;
- }
- }
- }
- return true;
- }
- /**
- * Calculates GVG related damage adjustments.
- * @param src
- * @param bl
- * @param damage
- * @param skill_id
- * @param flag
- * @return damage
- */
- int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int32 flag)
- {
- if (!damage) //No reductions to make.
- return 0;
- if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
- return 0;
- if (skill_get_inf2(skill_id, INF2_IGNOREGVGREDUCTION)) //Skills with no gvg damage reduction.
- return damage;
- if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
- if (flag&BF_WEAPON)
- damage = damage * battle_config.gvg_weapon_damage_rate / 100;
- if (flag&BF_MAGIC)
- damage = damage * battle_config.gvg_magic_damage_rate / 100;
- if (flag&BF_MISC)
- damage = damage * battle_config.gvg_misc_damage_rate / 100;
- } else { //Normal attacks get reductions based on range.
- if (flag & BF_SHORT)
- damage = damage * battle_config.gvg_short_damage_rate / 100;
- if (flag & BF_LONG)
- damage = damage * battle_config.gvg_long_damage_rate / 100;
- }
- damage = i64max(damage,1);
- return damage;
- }
- /**
- * Calculates PK related damage adjustments (between players only).
- * @param src: Source object
- * @param bl: Target object
- * @param damage: Damage being done
- * @param skill_id: Skill used
- * @param flag: Battle flag type
- * @return Modified damage
- */
- int64 battle_calc_pk_damage(block_list &src, block_list &bl, int64 damage, uint16 skill_id, int32 flag) {
- if (damage == 0) // No reductions to make.
- return 0;
- if (battle_config.pk_mode == 0) // PK mode is disabled.
- return damage;
- if (src.type == BL_PC && bl.type == BL_PC) {
- if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
- if (flag & BF_WEAPON)
- damage = damage * battle_config.pk_weapon_damage_rate / 100;
- if (flag & BF_MAGIC)
- damage = damage * battle_config.pk_magic_damage_rate / 100;
- if (flag & BF_MISC)
- damage = damage * battle_config.pk_misc_damage_rate / 100;
- } else { //Normal attacks get reductions based on range.
- if (flag & BF_SHORT)
- damage = damage * battle_config.pk_short_damage_rate / 100;
- if (flag & BF_LONG)
- damage = damage * battle_config.pk_long_damage_rate / 100;
- }
- }
- return i64max(damage, 1);
- }
- /**
- * HP/SP drain calculation
- * @param damage Damage inflicted to the enemy
- * @param rate Success chance 1000 = 100%
- * @param per HP/SP drained
- * @return diff
- */
- static int32 battle_calc_drain(int64 damage, int32 rate, int32 per)
- {
- int64 diff = 0;
- if (per && (rate > 1000 || rnd()%1000 < rate)) {
- diff = (damage * per) / 100;
- if (diff == 0) {
- if (per > 0)
- diff = 1;
- else
- diff = -1;
- }
- }
- return (int32)cap_value(diff, INT_MIN, INT_MAX);
- }
- /**
- * Passive skill damage increases
- * @param sd
- * @param target
- * @param dmg
- * @param type
- * @return damage
- */
- int64 battle_addmastery(map_session_data *sd,struct block_list *target,int64 dmg,int32 type)
- {
- int64 damage;
- status_data* status = status_get_status_data(*target);
- int32 weapon, skill;
- #ifdef RENEWAL
- damage = 0;
- #else
- damage = dmg;
- #endif
- nullpo_ret(sd);
- if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
- target->type == BL_MOB && //This bonus doesn't work against players.
- (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) )
- damage += (skill*(int32)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
- if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM || status->race == RC_PLANT || status->race == RC_FISH) )
- damage += (skill * 5);
- if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
- damage += (skill * 10);
- damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear
- if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_INSECT || status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM) ) {
- damage += (skill * 4);
- if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_HUNTER)
- damage += sd->status.str;
- }
- #ifdef RENEWAL
- //Weapon Research bonus applies to all weapons
- if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
- damage += (skill * 2);
- #endif
- if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
- damage += 15 * skill + (skill > 4 ? 25 : 0);
- // Kagerou/Oboro Spirit Charm bonus
- if (sd->spiritcharm >= MAX_SPIRITCHARM) {
- if ((sd->spiritcharm_type == CHARM_TYPE_FIRE && status->def_ele == ELE_EARTH) ||
- (sd->spiritcharm_type == CHARM_TYPE_WATER && status->def_ele == ELE_FIRE) ||
- (sd->spiritcharm_type == CHARM_TYPE_LAND && status->def_ele == ELE_WIND) ||
- (sd->spiritcharm_type == CHARM_TYPE_WIND && status->def_ele == ELE_WATER))
- damage += damage * 30 / 100;
- }
- if(type == 0)
- weapon = sd->weapontype1;
- else
- weapon = sd->weapontype2;
- switch(weapon) {
- case W_1HSWORD:
- #ifdef RENEWAL
- if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
- damage += (skill * 3);
- #endif
- case W_DAGGER:
- if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
- damage += (skill * 4);
- if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
- damage += skill * 10;
- break;
- case W_2HSWORD:
- if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
- damage += (skill * 4);
- break;
- case W_1HSPEAR:
- case W_2HSPEAR:
- if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
- if(!pc_isriding(sd) && !pc_isridingdragon(sd))
- damage += (skill * 4);
- else
- damage += (skill * 5);
- // Increase damage by level of KN_SPEARMASTERY * 10
- if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
- damage += (skill * 10);
- }
- break;
- case W_1HAXE:
- case W_2HAXE:
- if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
- damage += (skill * 3);
- if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
- damage += (skill * 5);
- break;
- case W_MACE:
- case W_2HMACE:
- if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
- damage += (skill * 3);
- if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
- damage += (skill * 4);
- break;
- case W_FIST:
- if((skill = pc_checkskill(sd,TK_RUN)) > 0)
- damage += (skill * 10);
- [[fallthrough]];
- case W_KNUCKLE:
- if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
- damage += (skill * 3);
- break;
- case W_MUSICAL:
- if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
- damage += (skill * 3);
- break;
- case W_WHIP:
- if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
- damage += (skill * 3);
- break;
- case W_BOOK:
- if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
- damage += (skill * 3);
- break;
- case W_KATAR:
- if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
- damage += (skill * 3);
- break;
- }
- return damage;
- }
- /** Calculates overrefine damage bonus and weapon related bonuses (unofficial)
- * @param sd Player
- * @param damage Current damage
- * @param lr_type EQI_HAND_L:left-hand weapon, EQI_HAND_R:right-hand weapon
- */
- static void battle_add_weapon_damage(map_session_data *sd, int64 *damage, int32 lr_type) {
- if (!sd)
- return;
- //rodatazone says that Overrefine bonuses are part of baseatk
- //Here we also apply the weapon_damage_rate bonus so it is correctly applied on left/right hands.
- if (lr_type == EQI_HAND_L) {
- if (sd->left_weapon.overrefine)
- (*damage) = (*damage) + rnd() % sd->left_weapon.overrefine + 1;
- if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype2])
- (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype2] / 100;
- }
- else if (lr_type == EQI_HAND_R) {
- if (sd->right_weapon.overrefine)
- (*damage) = (*damage) + rnd() % sd->right_weapon.overrefine + 1;
- if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype1])
- (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype1] / 100;
- }
- }
- #ifdef RENEWAL
- static int32 battle_calc_sizefix(int64 damage, map_session_data *sd, unsigned char t_size, unsigned char weapon_type, int16 flag)
- {
- if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players
- damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
- return (int32)cap_value(damage, INT_MIN, INT_MAX);
- }
- /**
- * Calculates renewal Variance, OverUpgradeBonus, and SizePenaltyMultiplier of weapon damage parts for player
- * @param src Block list of attacker
- * @param tstatus Target's status data
- * @param wa Weapon attack data
- * @param sd Player
- * @return Base weapon damage
- */
- static int32 battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, map_session_data *sd, bool critical)
- {
- status_data* status = status_get_status_data(*src);
- uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
- uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
- uint16 atkmax = atkmin;
- int64 damage = atkmin;
- bool weapon_perfection = false;
- status_change *sc = status_get_sc(src);
- if (sd && sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
- int16 base_stat;
- switch (sd->status.weapon) {
- case W_BOW:
- case W_MUSICAL:
- case W_WHIP:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- if (pc_checkskill(sd, SU_SOULATTACK) > 0)
- base_stat = status->str;
- else
- base_stat = status->dex;
- break;
- default:
- base_stat = status->str;
- break;
- }
- float variance = 5.0f * wa->atk * wa->wlv / 100.0f;
- float base_stat_bonus = wa->atk * base_stat / 200.0f;
- atkmin = max(0, (int32)(atkmin - variance + base_stat_bonus));
- atkmax = min(UINT16_MAX, (int32)(atkmax + variance + base_stat_bonus));
- if ((sc && sc->getSCE(SC_MAXIMIZEPOWER)) || critical == true)
- damage = atkmax;
- else
- damage = rnd_value(atkmin, atkmax);
- }
- if (sc && sc->getSCE(SC_WEAPONPERFECTION))
- weapon_perfection = true;
- battle_add_weapon_damage(sd, &damage, type);
- damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
- return (int32)cap_value(damage, INT_MIN, INT_MAX);
- }
- #endif
- /*==========================================
- * Calculates the standard damage of a normal attack assuming it hits
- * This applies to pre-renewal and non-sd in renewal
- *------------------------------------------
- * Pass damage2 as nullptr to not calc it.
- * Flag values (see e_base_damage_flag):
- * &1 : Critical hit
- * &2 : Arrow attack
- * &4 : Skill is Magic Crasher
- * &8 : Skip target size adjustment (Weapon Perfection)
- * &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)
- *
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static int64 battle_calc_base_damage(struct block_list *src, struct status_data *status, struct weapon_atk *wa, status_change *sc, uint16 t_size, int32 flag)
- {
- uint32 atkmin = 0, atkmax = 0;
- int16 type = 0;
- int64 damage = 0;
- map_session_data *sd = nullptr;
- nullpo_retr(damage, src);
- sd = BL_CAST(BL_PC, src);
- if (!sd) { //Mobs/Pets
- #ifndef RENEWAL
- if (sc != nullptr && sc->getSCE(SC_CHANGE) != nullptr)
- return status->matk_max; // [Aegis] simply uses raw max matk for base damage when Mental Charge active
- #endif
- if(flag&BDMG_MAGIC) {
- atkmin = status->matk_min;
- atkmax = status->matk_max;
- } else {
- atkmin = wa->atk;
- atkmax = wa->atk2;
- }
- if (atkmin > atkmax)
- atkmin = atkmax;
- } else { //PCs
- atkmax = wa->atk;
- type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
- if (!(flag&BDMG_CRIT) || (flag&BDMG_ARROW)) { //Normal attacks
- atkmin = status->dex;
- if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]] && sd->inventory_data[sd->equip_index[type]]->type == IT_WEAPON)
- atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->weapon_level*20)/100;
- if (atkmin > atkmax)
- atkmin = atkmax;
- if(flag&BDMG_ARROW) { //Bows
- atkmin = atkmin*atkmax/100;
- if (atkmin > atkmax)
- atkmax = atkmin;
- }
- }
- }
- if (sc && sc->getSCE(SC_MAXIMIZEPOWER))
- atkmin = atkmax;
- //Weapon Damage calculation
- if (!(flag&BDMG_CRIT))
- damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
- else
- damage = atkmax;
- if (sd) {
- //rodatazone says the range is 0~arrow_atk-1 for non crit
- if (flag&BDMG_ARROW && sd->bonus.arrow_atk)
- damage += ( (flag&BDMG_CRIT) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
- // Size fix only for players
- if (!(sd->special_state.no_sizefix || (flag&BDMG_NOSIZE)))
- damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
- } else if (src->type == BL_ELEM) {
- status_change *ele_sc = status_get_sc(src);
- int32 ele_class = status_get_class(src);
- if (ele_sc) {
- switch (ele_class) {
- case ELEMENTALID_AGNI_S:
- case ELEMENTALID_AGNI_M:
- case ELEMENTALID_AGNI_L:
- case ELEMENTALID_ARDOR:
- if (ele_sc->getSCE(SC_FIRE_INSIGNIA) && ele_sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 1)
- damage += damage * 20 / 100;
- break;
- case ELEMENTALID_AQUA_S:
- case ELEMENTALID_AQUA_M:
- case ELEMENTALID_AQUA_L:
- case ELEMENTALID_DILUVIO:
- if (ele_sc->getSCE(SC_WATER_INSIGNIA) && ele_sc->getSCE(SC_WATER_INSIGNIA)->val1 == 1)
- damage += damage * 20 / 100;
- break;
- case ELEMENTALID_VENTUS_S:
- case ELEMENTALID_VENTUS_M:
- case ELEMENTALID_VENTUS_L:
- case ELEMENTALID_PROCELLA:
- if (ele_sc->getSCE(SC_WIND_INSIGNIA) && ele_sc->getSCE(SC_WIND_INSIGNIA)->val1 == 1)
- damage += damage * 20 / 100;
- break;
- case ELEMENTALID_TERA_S:
- case ELEMENTALID_TERA_M:
- case ELEMENTALID_TERA_L:
- case ELEMENTALID_TERREMOTUS:
- case ELEMENTALID_SERPENS:
- if (ele_sc->getSCE(SC_EARTH_INSIGNIA) && ele_sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 1)
- damage += damage * 20 / 100;
- break;
- }
- }
- }
- //Finally, add baseatk
- if(flag&BDMG_MAGIC)
- damage += status->matk_min;
- else
- damage += status->batk;
- if (sd)
- battle_add_weapon_damage(sd, &damage, type);
- #ifdef RENEWAL
- if (flag&BDMG_CRIT)
- damage = (damage * 14) / 10;
- #endif
- return damage;
- }
- /*==========================================
- * Consumes ammo for the given skill.
- *------------------------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- void battle_consume_ammo(map_session_data*sd, int32 skill, int32 lv)
- {
- int32 qty = 1;
- if( sd == nullptr ){
- return;
- }
- if (!battle_config.arrow_decrement)
- return;
- if (skill) {
- qty = skill_get_ammo_qty(skill, lv);
- if (!qty) qty = 1;
- if( skill == NW_MAGAZINE_FOR_ONE && sd->weapontype1 == W_GATLING ){
- qty += 4;
- }
- }
- if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
- pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
- sd->state.arrow_atk = 0;
- }
- static int32 battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
- {
- // [Akinari] , [Xynvaroth]: Traps are always short range.
- if (skill_get_inf2(skill_id, INF2_ISTRAP))
- return BF_SHORT;
- switch (skill_id) {
- case AC_SHOWER:
- case AM_DEMONSTRATION:
- // When monsters use Arrow Shower or Bomb, it is always short range
- if (src->type == BL_MOB)
- return BF_SHORT;
- break;
- #ifdef RENEWAL
- case KN_BRANDISHSPEAR:
- // Renewal changes to ranged physical damage
- #endif
- case SR_RAMPAGEBLASTER:
- case BO_ACIDIFIED_ZONE_WATER_ATK:
- case BO_ACIDIFIED_ZONE_FIRE_ATK:
- case BO_ACIDIFIED_ZONE_GROUND_ATK:
- case BO_ACIDIFIED_ZONE_WIND_ATK:
- case NW_THE_VIGILANTE_AT_NIGHT:
- case SS_FUUMAKOUCHIKU:
- case SS_KUNAIKAITEN:
- case SS_KUNAIKUSSETSU:
- case SS_HITOUAKUMU:
- return BF_LONG;
- case NJ_KIRIKAGE: // Cast range mimics NJ_SHADOWJUMP but damage is considered melee
- case GC_CROSSIMPACT: // Cast range is 7 cells and player jumps to target but skill is considered melee
- case DK_SERVANT_W_PHANTOM: // 9 cell cast range.
- case SHC_SAVAGE_IMPACT: // 7 cell cast range.
- case SHC_FATAL_SHADOW_CROW: // 9 cell cast range.
- case MT_RUSH_QUAKE: // 9 cell cast range.
- case MT_RUSH_STRIKE: // 7 cell cast range.
- case ABC_UNLUCKY_RUSH: // 7 cell cast range.
- case MH_THE_ONE_FIGHTER_RISES: // 7 cell cast range.
- //case ABC_DEFT_STAB: // 2 cell cast range???
- case NPC_MAXPAIN_ATK:
- case SS_SHIMIRU: // 11 cell cast range.
- return BF_SHORT;
- case CD_PETITIO: { // Skill range is 2 but damage is melee with books and ranged with mace.
- map_session_data *sd = BL_CAST(BL_PC, src);
- if (sd && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
- return BF_LONG;
- break;
- }
- case DK_HACKANDSLASHER:
- case DK_HACKANDSLASHER_ATK: {
- map_session_data* sd = BL_CAST( BL_PC, src );
- if( sd != nullptr && ( sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR ) ){
- return BF_LONG;
- }
- break;
- }
- }
- //Skill Range Criteria
- if (battle_config.skillrange_by_distance &&
- (src->type&battle_config.skillrange_by_distance)
- ) { //based on distance between src/target [Skotlex]
- if (check_distance_bl(src, target, 3))
- return BF_SHORT;
- return BF_LONG;
- }
- //based on used skill's range
- if (skill_get_range2(src, skill_id, skill_lv, true) < 4)
- return BF_SHORT;
- return BF_LONG;
- }
- static int32 battle_blewcount_bonus(map_session_data *sd, uint16 skill_id)
- {
- if (sd->skillblown.empty())
- return 0;
- //Apply the bonus blewcount. [Skotlex]
- for (const auto &it : sd->skillblown) {
- if (it.id == skill_id)
- return it.val;
- }
- return 0;
- }
- static enum e_skill_damage_type battle_skill_damage_type( struct block_list* bl ){
- switch( bl->type ){
- case BL_PC:
- return SKILLDMG_PC;
- case BL_MOB:
- if( status_get_class_(bl) == CLASS_BOSS ){
- return SKILLDMG_BOSS;
- }else{
- return SKILLDMG_MOB;
- }
- default:
- return SKILLDMG_OTHER;
- }
- }
- /**
- * Gets skill damage rate from a skill (based on skill_damage_db.txt)
- * @param src
- * @param target
- * @param skill_id
- * @return Skill damage rate
- */
- static int32 battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
- std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
- if (!skill || !skill->damage.map)
- return 0;
- s_skill_damage *damage = &skill->damage;
- //check the adjustment works for specified type
- if (!(damage->caster&src->type))
- return 0;
- map_data *mapdata = map_getmapdata(src->m);
- if ((damage->map&1 && (!mapdata->getMapFlag(MF_PVP) && !mapdata_flag_gvg2(mapdata) && !mapdata->getMapFlag(MF_BATTLEGROUND) && !mapdata->getMapFlag(MF_SKILL_DAMAGE) && !mapdata->getMapFlag(MF_RESTRICTED))) ||
- (damage->map&2 && mapdata->getMapFlag(MF_PVP)) ||
- (damage->map&4 && mapdata_flag_gvg2(mapdata)) ||
- (damage->map&8 && mapdata->getMapFlag(MF_BATTLEGROUND)) ||
- (damage->map&16 && mapdata->getMapFlag(MF_SKILL_DAMAGE)) ||
- (damage->map&mapdata->zone && mapdata->getMapFlag(MF_RESTRICTED)))
- {
- return damage->rate[battle_skill_damage_type(target)];
- }
- return 0;
- }
- /**
- * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
- * @param src
- * @param target
- * @param skill_id
- * @return Skill damage rate
- */
- static int32 battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
- map_data *mapdata = map_getmapdata(src->m);
- if (!mapdata || !mapdata->getMapFlag(MF_SKILL_DAMAGE))
- return 0;
- int32 rate = 0;
- // Damage rate for all skills at this map
- if (mapdata->damage_adjust.caster&src->type)
- rate = mapdata->damage_adjust.rate[battle_skill_damage_type(target)];
- if (mapdata->skill_damage.empty())
- return rate;
- // Damage rate for specified skill at this map
- if (mapdata->skill_damage.find(skill_id) != mapdata->skill_damage.end() && mapdata->skill_damage[skill_id].caster&src->type) {
- rate += mapdata->skill_damage[skill_id].rate[battle_skill_damage_type(target)];
- }
- return rate;
- }
- /**
- * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
- * @param src
- * @param target
- * @param skill_id
- * @return Total damage rate
- */
- static int32 battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
- nullpo_ret(src);
- if (!target || !skill_id)
- return 0;
- skill_id = skill_dummy2skill_id(skill_id);
- return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
- }
- /**
- * Calculates Minstrel/Wanderer bonus for Chorus skills.
- * @param sd: Player who has Chorus skill active
- * @return Bonus value based on party count
- */
- int32 battle_calc_chorusbonus(map_session_data *sd) {
- #ifdef RENEWAL // No bonus in renewal
- return 0;
- #endif
- int32 members = 0;
- if (!sd || !sd->status.party_id)
- return 0;
- members = party_foreachsamemap(party_sub_count_class, sd, 0, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
- if (members < 3)
- return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
- if (members > 7)
- return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
- return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
- }
- struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int32 mflag);
- struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int32 mflag);
- /*=======================================================
- * Should infinite defense be applied on target? (plant)
- *-------------------------------------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- * flag - see e_battle_flag
- */
- bool is_infinite_defense(struct block_list *target, int32 flag)
- {
- status_data* tstatus = status_get_status_data(*target);
- if(target->type == BL_SKILL) {
- TBL_SKILL *su = ((TBL_SKILL*)target);
- if (su && su->group && (su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
- return true;
- }
- if(status_has_mode(tstatus,MD_IGNOREMELEE) && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
- return true;
- if(status_has_mode(tstatus,MD_IGNOREMAGIC) && flag&(BF_MAGIC) )
- return true;
- if(status_has_mode(tstatus,MD_IGNORERANGED) && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
- return true;
- if(status_has_mode(tstatus,MD_IGNOREMISC) && flag&(BF_MISC) )
- return true;
- status_change* tsc = status_get_sc(target);
- if (tsc && tsc->getSCE(SC_INVINCIBLE))
- return true;
- return false;
- }
- /*========================
- * Is attack arrow based?
- *------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static bool is_skill_using_arrow(struct block_list *src, int32 skill_id)
- {
- if (src == nullptr)
- return false;
- map_session_data *sd = BL_CAST(BL_PC, src);
- if( sd != nullptr ){
- if( sd->state.arrow_atk ){
- return true;
- }
- }else{
- if( skill_id != 0 && skill_get_ammotype( skill_id ) != AMMO_NONE ){
- return true;
- }
- status_data* sstatus = status_get_status_data(*src);
- if( sstatus != nullptr && sstatus->rhw.range > 3 ){
- return true;
- }
- }
- switch( skill_id ) {
- case HT_FREEZINGTRAP:
- case HT_PHANTASMIC:
- case GS_GROUNDDRIFT:
- case SS_KUNAIKUSSETSU:
- case SS_KUNAIKAITEN:
- return true;
- }
- return false;
- }
- /*=========================================
- * Is attack right handed? By default yes.
- *-----------------------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static bool is_attack_right_handed(struct block_list *src, int32 skill_id)
- {
- if(src != nullptr) {
- map_session_data *sd = BL_CAST(BL_PC, src);
- //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
- if(!skill_id && sd && sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
- return false;
- }
- return true;
- }
- /*=======================================
- * Is attack left handed? By default no.
- *---------------------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static bool is_attack_left_handed(struct block_list *src, int32 skill_id)
- {
- if(src != nullptr) {
- //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
- if(!skill_id) {
- map_session_data *sd = BL_CAST(BL_PC, src);
- if (sd) {
- if (sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
- return true;
- if (sd->status.weapon == W_KATAR)
- return true;
- }
- struct status_data *sstatus = status_get_status_data(*src);
- if (sstatus->lhw.atk)
- return true;
- }
- }
- return false;
- }
- /*=============================
- * Do we score a critical hit?
- *-----------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static bool is_attack_critical(struct Damage* wd, struct block_list *src, struct block_list *target, int32 skill_id, int32 skill_lv, bool first_call)
- {
- if (!first_call)
- return (wd->type == DMG_CRITICAL || wd->type == DMG_MULTI_HIT_CRITICAL);
- if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
- return true;
- if( skill_id && !skill_get_nk(skill_id,NK_CRITICAL) )
- return false;
- status_data* sstatus = status_get_status_data(*src);
- if( sstatus->cri )
- {
- map_session_data *sd = BL_CAST(BL_PC, src);
- if(wd->type == DMG_MULTI_HIT){ //Multiple Hit Attack Skills.
- if(pc_checkskill(sd,GS_CHAINACTION) && !skill_get_nk(GS_CHAINACTION,NK_CRITICAL)) //Chain Action
- return false;
- if(pc_checkskill(sd,TF_DOUBLE) && !skill_get_nk(TF_DOUBLE,NK_CRITICAL)) //Double Attack
- return false;
- }
- status_data* tstatus = status_get_status_data(*target);
- status_change *sc = status_get_sc(src);
- status_change *tsc = status_get_sc(target);
- map_session_data *tsd = BL_CAST(BL_PC, target);
- int16 cri = sstatus->cri;
- if (sd) {
- cri += sd->indexed_bonus.critaddrace[tstatus->race] + sd->indexed_bonus.critaddrace[RC_ALL];
- if(!skill_id && is_skill_using_arrow(src, skill_id)) {
- cri += sd->bonus.arrow_cri;
- cri += sd->bonus.critical_rangeatk;
- }
- }
- if(sc && sc->getSCE(SC_CAMOUFLAGE))
- cri += 100 * min(10,sc->getSCE(SC_CAMOUFLAGE)->val3); //max 100% (1K)
- //The official equation is *2, but that only applies when sd's do critical.
- //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
- cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
- if( tsc && tsc->getSCE(SC_SLEEP) )
- cri *= 2;
- switch(skill_id) {
- case 0:
- if(sc && !sc->getSCE(SC_AUTOCOUNTER))
- break;
- clif_specialeffect(src, EF_AUTOCOUNTER, AREA);
- status_change_end(src, SC_AUTOCOUNTER);
- [[fallthrough]];
- case KN_AUTOCOUNTER:
- if(battle_config.auto_counter_type &&
- (battle_config.auto_counter_type&src->type))
- return true;
- else
- cri *= 2;
- break;
- case SN_SHARPSHOOTING:
- case MA_SHARPSHOOTING:
- #ifdef RENEWAL
- cri += 300; // !TODO: Confirm new bonus
- #else
- cri += 200;
- #endif
- break;
- case NJ_KIRIKAGE:
- cri += 250 + 50*skill_lv;
- break;
- #ifdef RENEWAL
- case ASC_BREAKER:
- #endif
- case GC_CROSSIMPACT:
- case SHC_SAVAGE_IMPACT:
- case SHC_ETERNAL_SLASH:
- case SHC_IMPACT_CRATER:
- case SHC_CROSS_SLASH:
- cri /= 2;
- break;
- case WH_GALESTORM:
- if (sc && !sc->getSCE(SC_CALAMITYGALE))
- return false;
- break;
- case NW_ONLY_ONE_BULLET:
- case NW_SPIRAL_SHOOTING:
- if( sd == nullptr || sd->weapontype1 != W_RIFLE ){
- return false;
- }
- break;
- case NW_MAGAZINE_FOR_ONE:
- if( sd == nullptr || sd->weapontype1 != W_REVOLVER ){
- return false;
- }
- break;
- case SH_CHUL_HO_SONIC_CLAW:
- if( pc_checkskill( sd, SH_COMMUNE_WITH_CHUL_HO ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
- break;
- }
- return false;
- case SKE_NOON_BLAST:
- if( sc == nullptr ){
- return false;
- }
- if( sc->getSCE( SC_NOON_SUN ) == nullptr && sc->getSCE( SC_SKY_ENCHANT ) == nullptr ){
- return false;
- }
- break;
- case SKE_SUNSET_BLAST:
- if( sc == nullptr ){
- return false;
- }
- if( sc->getSCE( SC_SUNSET_SUN ) == nullptr && sc->getSCE( SC_SKY_ENCHANT ) == nullptr ){
- return false;
- }
- break;
- }
- if(tsd && tsd->bonus.critical_def)
- cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
- return (rnd()%1000 < cri);
- }
- return false;
- }
- /*==========================================================
- * Is the attack piercing? (Investigate/Ice Pick in pre-re)
- *----------------------------------------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static int32 is_attack_piercing(struct Damage* wd, struct block_list *src, struct block_list *target, int32 skill_id, int32 skill_lv, int16 weapon_position)
- {
- if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
- return 2;
- if(src != nullptr) {
- map_session_data *sd = BL_CAST(BL_PC, src);
- status_data* tstatus = status_get_status_data(*target);
- if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI
- #ifndef RENEWAL
- && !is_attack_critical(wd, src, target, skill_id, skill_lv, false)
- #endif
- )
- { //Elemental/Racial adjustments
- if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
- sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
- sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
- )
- if (weapon_position == EQI_HAND_R)
- return 1;
- if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
- sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
- sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
- )
- { //Pass effect onto right hand if configured so. [Skotlex]
- if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
- if (weapon_position == EQI_HAND_R)
- return 1;
- }
- else if (weapon_position == EQI_HAND_L)
- return 1;
- }
- }
- }
- return 0;
- }
- static std::bitset<NK_MAX> battle_skill_get_damage_properties(uint16 skill_id, int32 is_splash)
- {
- if (skill_id == 0) {
- if (is_splash) {
- std::bitset<NK_MAX> tmp_nk;
- tmp_nk.set(NK_IGNOREATKCARD);
- tmp_nk.set(NK_IGNOREFLEE);
- return tmp_nk;
- } else
- return 0;
- } else
- return skill_db.find(skill_id)->nk;
- }
- /*=============================
- * Checks if attack is hitting
- *-----------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static bool is_attack_hitting(struct Damage* wd, struct block_list *src, struct block_list *target, int32 skill_id, int32 skill_lv, bool first_call)
- {
- status_data* sstatus = status_get_status_data(*src);
- status_data* tstatus = status_get_status_data(*target);
- status_change *sc = status_get_sc(src);
- status_change *tsc = status_get_sc(target);
- map_session_data *sd = BL_CAST(BL_PC, src);
- std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
- int16 flee, hitrate;
- if (!first_call)
- return (wd->dmg_lv != ATK_FLEE);
- if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
- return true;
- else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
- return true;
- else if (sc && sc->getSCE(SC_FUSION))
- return true;
- else if ((skill_id == AS_SPLASHER || skill_id == GN_SPORE_EXPLOSION) && !wd->miscflag)
- return true;
- else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER )
- return true;
- else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
- return true;
- else if (nk[NK_IGNOREFLEE])
- return true;
- if( tsc && tsc->getSCE(SC_NEUTRALBARRIER) && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
- return false;
- flee = tstatus->flee;
- #ifdef RENEWAL
- hitrate = 0; //Default hitrate
- #else
- hitrate = 80; //Default hitrate
- #endif
- if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
- unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
- if(attacker_count >= battle_config.agi_penalty_count) {
- if (battle_config.agi_penalty_type == 1)
- flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
- else //assume type 2: absolute reduction
- flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
- if(flee < 1)
- flee = 1;
- }
- }
- hitrate += sstatus->hit - flee;
- //Fogwall's hit penalty is only for normal ranged attacks.
- if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->getSCE(SC_FOGWALL))
- hitrate -= 50;
- if(sd && is_skill_using_arrow(src, skill_id))
- hitrate += sd->bonus.arrow_hit;
- #ifdef RENEWAL
- if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
- hitrate += pc_checkskill(sd,AC_VULTURE);
- #endif
- if(skill_id) {
- switch(skill_id) { //Hit skill modifiers
- //It is proven that bonus is applied on final hitrate, not hit.
- case SM_BASH:
- case MS_BASH:
- hitrate += hitrate * 5 * skill_lv / 100;
- break;
- case MS_MAGNUM:
- case SM_MAGNUM:
- hitrate += hitrate * 10 * skill_lv / 100;
- break;
- case KN_AUTOCOUNTER:
- case NPC_WATERATTACK:
- case NPC_GROUNDATTACK:
- case NPC_FIREATTACK:
- case NPC_WINDATTACK:
- case NPC_POISONATTACK:
- case NPC_HOLYATTACK:
- case NPC_DARKNESSATTACK:
- case NPC_TELEKINESISATTACK:
- case NPC_UNDEADATTACK:
- case NPC_CHANGEUNDEAD:
- case NPC_EARTHQUAKE:
- case NPC_POISON:
- case NPC_BLINDATTACK:
- case NPC_SILENCEATTACK:
- case NPC_STUNATTACK:
- case NPC_PETRIFYATTACK:
- case NPC_CURSEATTACK:
- case NPC_SLEEPATTACK:
- case NPC_BLEEDING:
- case NPC_BLEEDING2:
- hitrate += hitrate * 20 / 100;
- break;
- case NPC_FIREBREATH:
- case NPC_ICEBREATH:
- case NPC_ICEBREATH2:
- case NPC_THUNDERBREATH:
- case NPC_ACIDBREATH:
- case NPC_DARKNESSBREATH:
- hitrate *= 2;
- break;
- case KN_PIERCE:
- case ML_PIERCE:
- hitrate += hitrate * 5 * skill_lv / 100;
- break;
- case AS_SONICBLOW:
- if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
- #ifdef RENEWAL
- hitrate += hitrate * 90 / 100;
- #else
- hitrate += hitrate * 50 / 100;
- #endif
- break;
- #ifdef RENEWAL
- case RG_BACKSTAP:
- hitrate += skill_lv; // !TODO: What's the rate increase?
- break;
- #endif
- case RK_SONICWAVE:
- hitrate += hitrate * 3 * skill_lv / 100; // !TODO: Confirm the hitrate bonus
- break;
- case MC_CARTREVOLUTION:
- case GN_CART_TORNADO:
- case GN_CARTCANNON:
- if (sd && pc_checkskill(sd, GN_REMODELING_CART))
- hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
- break;
- case LG_BANISHINGPOINT:
- hitrate += 5 * skill_lv;
- break;
- case GC_VENOMPRESSURE:
- hitrate += 10 + 4 * skill_lv;
- break;
- case SC_FATALMENACE:
- if (skill_lv < 6)
- hitrate -= 35 - 5 * skill_lv;
- else if (skill_lv > 6)
- hitrate += 5 * skill_lv - 30;
- break;
- case RL_SLUGSHOT:
- {
- int8 dist = distance_bl(src, target);
- if (dist > 3) {
- // Reduce n hitrate for each cell after initial 3 cells. Different each level
- // -10:-9:-8:-7:-6
- dist -= 3;
- hitrate -= ((11 - skill_lv) * dist);
- }
- }
- break;
- }
- } 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]
- hitrate += pc_checkskill(sd,TF_DOUBLE);
- if (sd) {
- int32 skill = 0;
- // Weaponry Research hidden bonus
- if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
- hitrate += hitrate * ( 2 * skill ) / 100;
- if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
- (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
- hitrate += 3 * skill;
- }
- hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
- if(skill_id == PA_SHIELDCHAIN)
- hitrate += 20; //Rapid Smiting gives a flat +20 hit after the hitrate was capped
- return (rnd()%100 < hitrate);
- }
- /*==========================================
- * If attack ignores def.
- *------------------------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static bool attack_ignores_def(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int16 weapon_position)
- {
- status_data* tstatus = status_get_status_data(*target);
- status_change *sc = status_get_sc(src);
- map_session_data *sd = BL_CAST(BL_PC, src);
- std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
- #ifndef RENEWAL
- if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
- return true;
- else
- #endif
- if (sc && sc->getSCE(SC_FUSION))
- return true;
- if( sd != nullptr ){
- switch( skill_id ){
- case RK_WINDCUTTER:
- if( sd->status.weapon == W_2HSWORD ){
- return true;
- }
- break;
- case NW_THE_VIGILANTE_AT_NIGHT:
- if( sd->status.weapon == W_GATLING ){
- return true;
- }
- break;
- case NW_ONLY_ONE_BULLET:
- if( sd->status.weapon == W_REVOLVER ){
- return true;
- }
- break;
- }
- }
- if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
- { //Ignore Defense?
- if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
- sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
- sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
- if (weapon_position == EQI_HAND_R)
- return true;
- if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
- sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
- sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
- {
- if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
- if (weapon_position == EQI_HAND_R)
- return true;
- } else if (weapon_position == EQI_HAND_L)
- return true;
- }
- }
- return nk[NK_IGNOREDEFENSE] != 0;
- }
- /**
- * This function lists which skills are unaffected by refine bonus, masteries, Star Crumbs and Spirit Spheres
- * This function is also used to determine if atkpercent applies
- * @param skill_id: Skill being used
- * @param chk_flag: The bonus that is currently being checked for, see e_bonus_chk_flag
- * @return true = bonus applies; false = bonus does not apply
- */
- static bool battle_skill_stacks_masteries_vvs(uint16 skill_id, e_bonus_chk_flag chk_flag)
- {
- switch (skill_id) {
- // PC skills that are unaffected
- case PA_SHIELDCHAIN:
- case CR_SHIELDBOOMERANG:
- case AM_ACIDTERROR:
- case MO_INVESTIGATE:
- case MO_EXTREMITYFIST:
- case PA_SACRIFICE:
- case RK_DRAGONBREATH:
- case RK_DRAGONBREATH_WATER:
- case NC_SELFDESTRUCTION:
- case LG_SHIELDPRESS:
- case LG_EARTHDRIVE:
- case NPC_DRAGONBREATH:
- return false;
- #ifndef RENEWAL
- case LK_SPIRALPIERCE:
- // In Pre-Renewal Spiral Pierce is influenced only by refine bonus and Star Crumbs for players
- if (chk_flag != BCHK_REFINE && chk_flag != BCHK_STAR)
- return false;
- #endif
- break;
- }
- return true;
- }
- #ifdef RENEWAL
- /*========================================
- * Calculate equipment ATK for renewal ATK
- *----------------------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static int32 battle_calc_equip_attack(struct block_list *src, int32 skill_id)
- {
- if(src != nullptr) {
- int32 eatk = 0;
- status_data* status = status_get_status_data(*src);
- map_session_data *sd = BL_CAST(BL_PC, src);
- // Add arrow atk if using an applicable skill
- if (sd != nullptr && is_skill_using_arrow(src, skill_id)) {
- int16 ammo_idx = sd->equip_index[EQI_AMMO];
- // Attack of cannon balls is not added to equip attack, it needs to be added by the skills that use them
- if (ammo_idx >= 0 && sd->inventory_data[ammo_idx] != nullptr && sd->inventory_data[ammo_idx]->subtype != AMMO_CANNONBALL)
- eatk += sd->bonus.arrow_atk;
- }
- return eatk + status->eatk;
- }
- return 0; // shouldn't happen but just in case
- }
- #endif
- /*========================================
- * Returns the element type of attack
- *----------------------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- int32 battle_get_weapon_element(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int16 weapon_position, bool calc_for_damage_only)
- {
- map_session_data *sd = BL_CAST(BL_PC, src);
- status_change *sc = status_get_sc(src);
- status_data* sstatus = status_get_status_data(*src);
- int32 element = skill_get_ele(skill_id, skill_lv);
- //Take weapon's element
- if( !skill_id || element == ELE_WEAPON ) {
- if (weapon_position == EQI_HAND_R)
- element = sstatus->rhw.ele;
- else
- element = sstatus->lhw.ele;
- if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
- element = sd->bonus.arrow_ele;
- if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
- element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
- // on official endows override all other elements [helvetica]
- if(sc && sc->getSCE(SC_ENCHANTARMS)) // Check for endows
- element = sc->getSCE(SC_ENCHANTARMS)->val1;
- } else if( element == ELE_ENDOWED ) //Use enchantment's element
- element = status_get_attack_sc_element(src,sc);
- else if( element == ELE_RANDOM ) //Use random element
- element = rnd()%ELE_ALL;
- switch( skill_id ) {
- case GS_GROUNDDRIFT:
- element = wd->miscflag; //element comes in flag.
- break;
- case LK_SPIRALPIERCE:
- if (!sd)
- element = ELE_NEUTRAL; //forced neutral for monsters
- break;
- case RK_DRAGONBREATH:
- if (sc) {
- if (sc->getSCE(SC_LUXANIMA)) // Lux Anima has priority over Giant Growth
- element = ELE_DARK;
- else if (sc->getSCE(SC_GIANTGROWTH))
- element = ELE_HOLY;
- }
- break;
- case RK_DRAGONBREATH_WATER:
- if (sc) {
- if (sc->getSCE(SC_LUXANIMA)) // Lux Anima has priority over Fighting Spirit
- element = ELE_NEUTRAL;
- else if (sc->getSCE(SC_FIGHTINGSPIRIT))
- element = ELE_GHOST;
- }
- break;
- case LG_HESPERUSLIT:
- if (sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 4)
- element = ELE_HOLY;
- break;
- case GN_CARTCANNON:
- case NC_ARMSCANNON:
- if (sd && sd->state.arrow_atk > 0)
- element = sd->bonus.arrow_ele;
- break;
- case SJ_PROMINENCEKICK:
- element = ELE_FIRE;
- break;
- case RL_H_MINE:
- if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
- element = ELE_FIRE;
- break;
- case NW_BASIC_GRENADE:
- case NW_HASTY_FIRE_IN_THE_HOLE:
- case NW_GRENADES_DROPPING:
- case NW_MISSION_BOMBARD:
- // Night Watch Grenade Fragment elementals affecting those skills.
- if( sc != nullptr ){
- if( sc->getSCE( SC_GRENADE_FRAGMENT_1 ) != nullptr ){
- element = ELE_WATER;
- }else if( sc->getSCE( SC_GRENADE_FRAGMENT_2 ) != nullptr ){
- element = ELE_WIND;
- }else if( sc->getSCE( SC_GRENADE_FRAGMENT_3 ) != nullptr ){
- element = ELE_EARTH;
- }else if( sc->getSCE( SC_GRENADE_FRAGMENT_4 ) != nullptr ){
- element = ELE_FIRE;
- }else if( sc->getSCE( SC_GRENADE_FRAGMENT_5 ) != nullptr ){
- element = ELE_DARK;
- }else if( sc->getSCE( SC_GRENADE_FRAGMENT_6 ) != nullptr ){
- element = ELE_HOLY;
- }
- }
- break;
- case SS_FUUMASHOUAKU:
- case SS_FUUMAKOUCHIKU:
- if( sd != nullptr ){
- element = sd->bonus.arrow_ele;
- }
- break;
- }
- if (sc && sc->getSCE(SC_GOLDENE_FERSE) && ((!skill_id && (rnd() % 100 < sc->getSCE(SC_GOLDENE_FERSE)->val4)) || skill_id == MH_STAHL_HORN))
- element = ELE_HOLY;
- // calc_flag means the element should be calculated for damage only
- if (calc_for_damage_only)
- return element;
- #ifdef RENEWAL
- if (skill_id == CR_SHIELDBOOMERANG)
- element = ELE_NEUTRAL;
- #endif
- return element;
- }
- int32 battle_get_magic_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int32 mflag) {
- int32 element = skill_get_ele(skill_id, skill_lv);
- map_session_data *sd = BL_CAST(BL_PC, src);
- status_change *sc = status_get_sc(src);
- status_data* sstatus = status_get_status_data(*src);
-
- if (element == ELE_WEAPON) { // pl=-1 : the skill takes the weapon's element
- element = sstatus->rhw.ele;
- if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
- element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
- } else if (element == ELE_ENDOWED) //Use status element
- element = status_get_attack_sc_element(src,status_get_sc(src));
- else if (element == ELE_RANDOM) //Use random element
- element = rnd()%ELE_ALL;
- switch(skill_id) {
- case NPC_EARTHQUAKE:
- element = ELE_NEUTRAL;
- break;
- case WL_HELLINFERNO:
- if (mflag & 2) { // ELE_DARK
- element = ELE_DARK;
- }
- break;
- case NPC_PSYCHIC_WAVE:
- case SO_PSYCHIC_WAVE:
- if( sc != nullptr && !sc->empty() ) {
- static const std::vector<sc_type> types = {
- SC_HEATER_OPTION,
- SC_COOLER_OPTION,
- SC_BLAST_OPTION,
- SC_CURSED_SOIL_OPTION,
- SC_FLAMETECHNIC_OPTION,
- SC_COLD_FORCE_OPTION,
- SC_GRACE_BREEZE_OPTION,
- SC_EARTH_CARE_OPTION,
- SC_DEEP_POISONING_OPTION
- };
- for( sc_type type : types ){
- if( sc->getSCE( type ) ){
- element = sc->getSCE( type )->val3;
- break;
- }
- }
- }
- break;
- case KO_KAIHOU:
- if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
- element = sd->spiritcharm_type;
- break;
- case AB_ADORAMUS:
- if (sc && sc->getSCE(SC_ANCILLA))
- element = ELE_NEUTRAL;
- break;
- case LG_RAYOFGENESIS:
- if (sc && sc->getSCE(SC_INSPIRATION))
- element = ELE_NEUTRAL;
- break;
- case WM_REVERBERATION:
- case TR_METALIC_FURY:
- case TR_SOUNDBLEND:
- if (sd)
- element = sd->bonus.arrow_ele;
- break;
- case SU_CN_METEOR:
- case SU_CN_METEOR2:
- case SH_HYUN_ROKS_BREEZE:
- case SH_HYUN_ROK_CANNON:
- if( sc != nullptr && sc->count > 0 ){
- if( sc->getSCE( SC_COLORS_OF_HYUN_ROK_1 ) != nullptr ){
- element = ELE_WATER;
- }else if( sc->getSCE( SC_COLORS_OF_HYUN_ROK_2 ) != nullptr ){
- element = ELE_WIND;
- }else if( sc->getSCE( SC_COLORS_OF_HYUN_ROK_3 ) != nullptr ){
- element = ELE_EARTH;
- }else if( sc->getSCE( SC_COLORS_OF_HYUN_ROK_4 ) != nullptr ){
- element = ELE_FIRE;
- }else if( sc->getSCE( SC_COLORS_OF_HYUN_ROK_5 ) != nullptr ){
- element = ELE_DARK;
- }else if( sc->getSCE( SC_COLORS_OF_HYUN_ROK_6 ) != nullptr ){
- element = ELE_HOLY;
- }
- }
- break;
- case SS_ANKOKURYUUAKUMU:
- if (mflag & SKILL_ALTDMG_FLAG)
- element = ELE_FIRE;
- break;
- }
- return element;
- }
- int32 battle_get_misc_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int32 mflag) {
- int32 element = skill_get_ele(skill_id, skill_lv);
-
- if (element == ELE_WEAPON || element == ELE_ENDOWED) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
- element = ELE_NEUTRAL;
- else if (element == ELE_RANDOM) //Use random element
- element = rnd()%ELE_ALL;
- return element;
- }
- #define ATK_RATE(damage, damage2, a) do { int64 rate_ = (a); (damage) = (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate_ / 100; } while(0);
- #define ATK_RATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) = (damage) *rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate2_ / 100; } while(0);
- #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; }
- #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; }
- //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
- #define ATK_ADDRATE(damage, damage2, a) do { int64 rate_ = (a); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) *rate_ / 100; } while(0);
- #define ATK_ADDRATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) * rate2_ / 100; } while(0);
- //Adds an absolute value to damage. 100 = +100 damage
- #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0);
- #define ATK_ADD2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate2_; } while(0);
- #ifdef RENEWAL
- #define RE_ALLATK_ADD(wd, a) do { int64 a_ = (a); ATK_ADD((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_ADD((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_ADD((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_ADD((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
- #define RE_ALLATK_RATE(wd, a) do { int64 a_ = (a); ATK_RATE((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_RATE((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_RATE((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_RATE((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
- #define RE_ALLATK_ADDRATE(wd, a) do { int64 a_ = (a); ATK_ADDRATE((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_ADDRATE((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_ADDRATE((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_ADDRATE((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
- #else
- #define RE_ALLATK_ADD(wd, a) {;}
- #define RE_ALLATK_RATE(wd, a) {;}
- #define RE_ALLATK_ADDRATE(wd, a) {;}
- #endif
- /**
- * Cap both damage and basedamage of damage struct to a minimum value
- * @param wd: Weapon damage structure
- * @param src: Source of the attack
- * @param skill_id: Skill ID of the skill used by source
- * @param min: Minimum value to which damage should be capped
- */
- static void battle_min_damage(struct Damage &wd, struct block_list &src, uint16 skill_id, int64 min) {
- if (is_attack_right_handed(&src, skill_id)) {
- wd.damage = cap_value(wd.damage, min, INT64_MAX);
- #ifndef RENEWAL
- wd.basedamage = cap_value(wd.basedamage, min, INT64_MAX);
- #endif
- }
- // Left-hand damage is always capped to 0
- if (is_attack_left_handed(&src, skill_id)) {
- wd.damage2 = cap_value(wd.damage2, 0, INT64_MAX);
- }
- }
- /**
- * Returns the bonus damage granted by Spirit Spheres
- * As we delete the spheres before calculating the damage, we need some kind of logic to figure out how many were available
- * Each skill handles this in its own way, this function handles the different cases
- * @param wd: Weapon damage structure
- * @param src: Source of the attack
- * @param skill_id: Skill ID of the skill used by source
- * @param min: Minimum value to which damage should be capped
- */
- static int32 battle_get_spiritball_damage(struct Damage& wd, struct block_list& src, uint16 skill_id) {
- map_session_data* sd = BL_CAST(BL_PC, &src);
- // Return 0 for non-players
- if (!sd)
- return 0;
- int32 damage = 0;
- switch (skill_id) {
- case MO_INVESTIGATE:
- #ifndef RENEWAL
- case MO_FINGEROFFENSIVE:
- #endif
- // These skills used as many spheres as they do hits
- damage = (wd.div_ + sd->spiritball) * 3;
- break;
- #ifdef RENEWAL
- case MO_FINGEROFFENSIVE:
- // These skills store the spheres used in spiritball_old
- damage = (sd->spiritball_old + sd->spiritball) * 3;
- break;
- #endif
- case MO_EXTREMITYFIST:
- // These skills store the number of spheres the player had before cast
- damage = sd->spiritball_old * 3;
- break;
- default:
- // Any skills that do not consume spheres or do not care
- damage = sd->spiritball * 3;
- break;
- }
- return damage;
- }
- /*========================================
- * Do element damage modifier calculation
- *----------------------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static void battle_calc_element_damage(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
- {
- std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
- map_session_data* sd = BL_CAST(BL_PC, src);
- status_change* sc = status_get_sc(src);
- status_data* sstatus = status_get_status_data(*src);
- status_data* tstatus = status_get_status_data(*target);
- int32 right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
- // Elemental attribute fix
- if(!nk[NK_IGNOREELEMENT] && (wd->damage > 0 || wd->damage2 > 0)) {
- int32 left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
- switch (skill_id) {
- case PA_SACRIFICE:
- case RK_DRAGONBREATH:
- case RK_DRAGONBREATH_WATER:
- case NC_SELFDESTRUCTION:
- case HFLI_SBR44:
- wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv, 1);
- if (is_attack_left_handed(src, skill_id))
- wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv, 1);
- break;
- default:
- if (skill_id == 0 && (battle_config.attack_attr_none & src->type))
- return; // Non-player basic attacks are non-elemental, they deal 100% against all defense elements
- #ifdef RENEWAL
- if (sd == nullptr) { // Renewal player's elemental damage calculation is already done before this point, only calculate for everything else
- #endif
- wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv, 1);
- if (is_attack_left_handed(src, skill_id))
- wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv, 1);
- #ifdef RENEWAL
- }
- #endif
- break;
- }
- // Forced to neutral skills [helvetica]
- // Skills forced to neutral gain benefits from weapon element but final damage is considered "neutral" and resistances are applied again
- switch (skill_id) {
- #ifdef RENEWAL
- case MO_INVESTIGATE:
- case MO_EXTREMITYFIST:
- case CR_SHIELDBOOMERANG:
- case PA_SHIELDCHAIN:
- #endif
- case MC_CARTREVOLUTION:
- case HW_MAGICCRASHER:
- case SR_FALLENEMPIRE:
- case SR_CRESCENTELBOW_AUTOSPELL:
- case SR_GATEOFHELL:
- case GN_FIRE_EXPANSION_ACID:
- wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1);
- if (is_attack_left_handed(src, skill_id))
- wd->damage2 = battle_attr_fix(src, target, wd->damage2, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1);
- break;
- }
- }
- #ifndef RENEWAL
- // These mastery bonuses are non-elemental and should apply even if the attack misses
- // They are still increased by the EDP/Magnum Break bonus damage (WATK_ELEMENT)
- // In renewal these bonuses do not apply when the attack misses
- if (sd && battle_skill_stacks_masteries_vvs(skill_id, BCHK_STAR)) {
- // Star Crumb bonus damage
- ATK_ADD2(wd->damage, wd->damage2, sd->right_weapon.star, sd->left_weapon.star);
- }
- // Check if general mastery bonuses apply (above check is only for Star Crumb)
- if (battle_skill_stacks_masteries_vvs(skill_id, BCHK_ALL)) {
- // Spirit Sphere bonus damage
- ATK_ADD(wd->damage, wd->damage2, battle_get_spiritball_damage(*wd, *src, skill_id));
- // Skill-specific bonuses
- switch(skill_id) {
- case TF_POISON:
- ATK_ADD(wd->damage, wd->damage2, 15 * skill_lv);
- // Envenom applies the attribute table to the base damage and then again to the final damage
- wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv, 1);
- break;
- case NJ_SYURIKEN:
- ATK_ADD(wd->damage, wd->damage2, 4 * skill_lv);
- if (sd) {
- ATK_ADD(wd->damage, wd->damage2, 3 * pc_checkskill(sd, NJ_TOBIDOUGU));
- ATK_ADD(wd->damage, wd->damage2, sd->bonus.arrow_atk);
- }
- // Applies attribute table on neutral element to the final damage
- wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1);
- break;
- case NJ_KUNAI:
- if (sd) {
- ATK_ADD(wd->damage, wd->damage2, 3 * sd->bonus.arrow_atk);
- }
- // Applies attribute table on neutral element to the final damage
- wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1);
- break;
- }
- }
- // These bonuses do not apply to skills that ignore +% damage cards
- // If damage was reduced below 0 and was not increased again to a positive value through mastery bonuses, these bonuses are ignored
- // Any of these are only applied to your right hand weapon in pre-renewal
- if (!nk[NK_IGNOREELEMENT] && !nk[NK_IGNOREATKCARD] && (wd->damage > 0 || wd->damage2 > 0) && sc) {
- // EDP bonus damage
- // This has to be applied after mastery bonuses but still before the elemental extra damage
- if (sc->getSCE(SC_EDP))
- wd->damage += (wd->damage * sc->getSCE(SC_EDP)->val3) / 100;
- // This adds a percentual damage bonus based on the damage you would deal with a normal attack
- // Applies only to player damage; monsters and mercenaries don't get this damage boost
- if (sd && sc->getSCE(SC_WATK_ELEMENT)) {
- // Pretend the normal attack was of the element stored in the status change
- wd->basedamage = battle_attr_fix(src, target, wd->basedamage, sc->getSCE(SC_WATK_ELEMENT)->val1, tstatus->def_ele, tstatus->ele_lv, 1);
- // Star Crumb bonus damage
- wd->basedamage += sd->right_weapon.star;
- // Spirit Sphere bonus damage
- wd->basedamage += battle_get_spiritball_damage(*wd, *src, skill_id);
- // Add percent of the base damage to the damage
- wd->damage += (wd->basedamage * sc->getSCE(SC_WATK_ELEMENT)->val2) / 100;
- }
- }
- #endif
- // Cap damage to 0
- if (battle_config.attr_recover == 0)
- battle_min_damage(*wd, *src, skill_id, 0);
- }
- /*==================================
- * Calculate weapon mastery damages
- *----------------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static void battle_calc_attack_masteries(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
- {
- map_session_data *sd = BL_CAST(BL_PC, src);
- status_change *sc = status_get_sc(src);
- status_data* sstatus = status_get_status_data(*src);
- int32 t_class = status_get_class(target);
- #ifndef RENEWAL
- if (sd) {
- wd->basedamage = battle_addmastery(sd, target, wd->basedamage, 0);
- }
- #endif
- // Check if mastery damage applies to current skill
- if (sd && battle_skill_stacks_masteries_vvs(skill_id, BCHK_ALL))
- { //Add mastery damage
- uint16 skill;
- wd->damage = battle_addmastery(sd,target,wd->damage,0);
- #ifdef RENEWAL
- wd->masteryAtk = battle_addmastery(sd,target,wd->weaponAtk,0);
- #endif
- if (is_attack_left_handed(src, skill_id)) {
- wd->damage2 = battle_addmastery(sd,target,wd->damage2,1);
- #ifdef RENEWAL
- wd->masteryAtk2 = battle_addmastery(sd,target,wd->weaponAtk2,1);
- #endif
- }
- #ifdef RENEWAL
- //General skill masteries
- if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
- ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv);
- if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
- ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 4);
- // Star Crumb bonus damage
- ATK_ADD2(wd->masteryAtk, wd->masteryAtk2, sd->right_weapon.star, sd->left_weapon.star);
- // Spirit Sphere bonus damage
- ATK_ADD(wd->masteryAtk, wd->masteryAtk2, battle_get_spiritball_damage(*wd, *src, skill_id));
- if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) {
- ATK_ADD(wd->damage, wd->damage2, 3 * skill);
- ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 3 * skill);
- }
- #endif
- switch(skill_id) {
- case RA_WUGDASH:
- case RA_WUGSTRIKE:
- case RA_WUGBITE:
- if (sd) {
- skill = pc_checkskill(sd, RA_TOOTHOFWUG);
- ATK_ADD(wd->damage, wd->damage2, 30 * skill);
- #ifdef RENEWAL
- ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * skill);
- #endif
- }
- break;
- #ifdef RENEWAL
- case GN_CARTCANNON:
- case NC_ARMSCANNON:
- // Arrow attack of these skills is not influenced by P.ATK so we add it as mastery attack
- if (sd != nullptr) {
- status_data* tstatus = status_get_status_data(*target);
- ATK_ADD(wd->masteryAtk, wd->masteryAtk2, battle_attr_fix(src, target, sd->bonus.arrow_atk, sd->bonus.arrow_ele, tstatus->def_ele, tstatus->ele_lv));
- }
- break;
- #endif
- }
- if (sc) { // Status change considered as masteries
- #ifdef RENEWAL
- if (sc->getSCE(SC_NIBELUNGEN)) // With renewal, the level 4 weapon limitation has been removed
- ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->getSCE(SC_NIBELUNGEN)->val2);
- #endif
- if(sc->getSCE(SC_CAMOUFLAGE)) {
- ATK_ADD(wd->damage, wd->damage2, 30 * min(10, sc->getSCE(SC_CAMOUFLAGE)->val3));
- #ifdef RENEWAL
- ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * min(10, sc->getSCE(SC_CAMOUFLAGE)->val3));
- #endif
- }
- if(sc->getSCE(SC_GN_CARTBOOST)) {
- ATK_ADD(wd->damage, wd->damage2, 10 * sc->getSCE(SC_GN_CARTBOOST)->val1);
- #ifdef RENEWAL
- ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 10 * sc->getSCE(SC_GN_CARTBOOST)->val1);
- #endif
- }
- if (sc->getSCE(SC_P_ALTER)) {
- ATK_ADD(wd->damage, wd->damage2, sc->getSCE(SC_P_ALTER)->val2);
- #ifdef RENEWAL
- ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->getSCE(SC_P_ALTER)->val2);
- #endif
- }
- }
- }
- }
- #ifdef RENEWAL
- /*=========================================
- * Calculate the various Renewal ATK parts
- *-----------------------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static void battle_calc_damage_parts(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
- {
- status_data* sstatus = status_get_status_data(*src);
- status_data* tstatus = status_get_status_data(*target);
- map_session_data *sd = BL_CAST(BL_PC, src);
- bool critical = false;
- int32 right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
- int32 left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
- wd->statusAtk += sstatus->batk;
- wd->statusAtk2 += sstatus->batk;
- if (sd && sd->sc.getSCE(SC_SEVENWIND)) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
- wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, sstatus->rhw.ele, tstatus->def_ele, tstatus->ele_lv);
- wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk2, sstatus->lhw.ele, tstatus->def_ele, tstatus->ele_lv);
- } else { // status atk is considered neutral on normal attacks [helvetica]
- wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
- wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk2, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
- }
- // Right-hand status attack is doubled after elemental adjustments
- wd->statusAtk *= 2;
- // Check critical
- if (wd->type == DMG_MULTI_HIT_CRITICAL || wd->type == DMG_CRITICAL)
- critical = true;
- wd->weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd, critical);
- wd->weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd, critical);
- // Weapon ATK gain bonus from SC_SUB_WEAPONPROPERTY here ( +x% pseudo element damage)
- if (sd && sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)) {
- int64 bonus_atk = (int64)floor((float)( wd->weaponAtk * sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val2 / 100));
- int64 bonus_atk2 = (int64)floor((float)( wd->weaponAtk2 * sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val2 / 100));
- bonus_atk = battle_attr_fix(src, target, bonus_atk, sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val1, tstatus->def_ele, tstatus->ele_lv);
- bonus_atk2 = battle_attr_fix(src, target, bonus_atk2, sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val1, tstatus->def_ele, tstatus->ele_lv);
- wd->weaponAtk += bonus_atk;
- wd->weaponAtk2 += bonus_atk2;
- }
- wd->weaponAtk = battle_attr_fix(src, target, wd->weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
- wd->weaponAtk2 = battle_attr_fix(src, target, wd->weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
- wd->equipAtk += battle_calc_equip_attack(src, skill_id);
- wd->equipAtk = battle_attr_fix(src, target, wd->equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
- wd->equipAtk2 += battle_calc_equip_attack(src, skill_id);
- wd->equipAtk2 = battle_attr_fix(src, target, wd->equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
- // AtkRate gives a static bonus from (W.ATK + E.ATK)
- if (sd && sd->bonus.atk_rate) {
- wd->percentAtk = (wd->weaponAtk + wd->equipAtk) * sd->bonus.atk_rate / 100;
- wd->percentAtk2 = (wd->weaponAtk2 + wd->equipAtk2) * sd->bonus.atk_rate / 100;
- }
- //Mastery ATK is a special kind of ATK that has no elemental properties
- //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
- battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
- wd->damage = 0;
- wd->damage2 = 0;
- }
- #endif
- /*==========================================================
- * Calculate basic ATK that goes into the skill ATK formula
- *----------------------------------------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static void battle_calc_skill_base_damage(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
- {
- status_change *sc = status_get_sc(src);
- status_data* sstatus = status_get_status_data(*src);
- status_data* tstatus = status_get_status_data(*target);
- map_session_data *sd = BL_CAST(BL_PC, src);
- map_session_data *tsd = BL_CAST(BL_PC, target);
- uint16 bflag = BDMG_NONE;
- #ifndef RENEWAL
- uint16 i;
- #endif
- std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
- switch (skill_id) { //Calc base damage according to skill
- case PA_SACRIFICE:
- wd->damage = sstatus->max_hp* 9/100;
- wd->damage2 = 0;
- #ifdef RENEWAL
- wd->weaponAtk = wd->damage;
- wd->weaponAtk2 = wd->damage2;
- #endif
- break;
- #ifdef RENEWAL
- case LK_SPIRALPIERCE:
- case ML_SPIRALPIERCE:
- if (sd) {
- battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
- // Officially statusAtk + weaponAtk + equipAtk make base attack
- // We simulate this here by adding them all into equip attack
- ATK_ADD2(wd->equipAtk, wd->equipAtk2, wd->statusAtk + wd->weaponAtk, wd->statusAtk2 + wd->weaponAtk2);
- // Set statusAtk and weaponAtk to 0
- ATK_RATE(wd->statusAtk, wd->statusAtk2, 0);
- ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 0);
- // Add weight
- int16 index = sd->equip_index[EQI_HAND_R];
- if (index >= 0 &&
- sd->inventory_data[index] &&
- sd->inventory_data[index]->type == IT_WEAPON)
- wd->equipAtk += sd->inventory_data[index]->weight / 10;
- // 70% damage modifier is applied to base attack + weight
- ATK_RATE(wd->equipAtk, wd->equipAtk2, 70);
- // Additional skill-specific size fix
- switch (tstatus->size) {
- case SZ_SMALL: //Small: 130%
- ATK_RATE(wd->equipAtk, wd->equipAtk2, 130);
- break;
- case SZ_MEDIUM: //Medium: 115%
- ATK_RATE(wd->equipAtk, wd->equipAtk2, 115);
- break;
- //case SZ_BIG: //Large: 100%
- }
- } else {
- wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
- }
- #else
- case NJ_ISSEN:
- wd->damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100;
- wd->damage2 = 0;
- break;
- case LK_SPIRALPIERCE:
- case ML_SPIRALPIERCE:
- if (sd) {
- int16 index = sd->equip_index[EQI_HAND_R];
- if (index >= 0 &&
- sd->inventory_data[index] &&
- sd->inventory_data[index]->type == IT_WEAPON)
- wd->damage = sd->inventory_data[index]->weight*8/100; //80% of weight
- ATK_ADDRATE(wd->damage, wd->damage2, 50*skill_lv); //Skill modifier applies to weight only.
- } else {
- wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
- }
- i = sstatus->str/10;
- i*=i;
- ATK_ADD(wd->damage, wd->damage2, i); //Add str bonus.
- switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
- case SZ_SMALL: //Small: 125%
- ATK_RATE(wd->damage, wd->damage2, 125);
- break;
- //case SZ_MEDIUM: //Medium: 100%
- case SZ_BIG: //Large: 75%
- ATK_RATE(wd->damage, wd->damage2, 75);
- break;
- }
- #endif
- break;
- case CR_SHIELDBOOMERANG:
- case PA_SHIELDCHAIN:
- wd->damage = sstatus->batk;
- if (sd) {
- int16 index = sd->equip_index[EQI_HAND_L];
- //Base damage of shield skills is [batk + 4*refine + weight]
- if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
- ATK_ADD(wd->damage, wd->damage2, 4 * sd->inventory.u.items_inventory[index].refine);
- ATK_ADD(wd->damage, wd->damage2, sd->inventory_data[index]->weight / 10);
- #ifdef RENEWAL
- ATK_ADD(wd->weaponAtk, wd->weaponAtk2, 4 * sd->inventory.u.items_inventory[index].refine);
- ATK_ADD(wd->weaponAtk, wd->weaponAtk2, sd->inventory_data[index]->weight / 10);
- #endif
- }
- #ifndef RENEWAL
- // Shield Boomerang and Rapid Smiting calculate DEF before the skill ratio
- battle_calc_defense_reduction(wd, src, target, skill_id, skill_lv);
- #endif
- } else
- ATK_ADD(wd->damage, wd->damage2, sstatus->rhw.atk2); //Else use Atk2
- break;
- case RK_DRAGONBREATH:
- case RK_DRAGONBREATH_WATER:
- {
- int32 damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
- if(status_get_lv(src) > 100)
- damagevalue = damagevalue * status_get_lv(src) / 100;
- if(sd) {
- if (pc_checkskill( sd, DK_DRAGONIC_AURA ) >= 1) {
- damagevalue = damagevalue * (90 + 10 * pc_checkskill( sd, RK_DRAGONTRAINING ) + sstatus->pow / 5 ) / 100;
- } else {
- damagevalue = damagevalue * (90 + 10 * pc_checkskill( sd, RK_DRAGONTRAINING )) / 100;
- }
- }
- if (sc && sc->getSCE(SC_DRAGONIC_AURA))
- damagevalue += damagevalue * sc->getSCE(SC_DRAGONIC_AURA)->val1 * 10 / 100;
- ATK_ADD(wd->damage, wd->damage2, damagevalue);
- #ifdef RENEWAL
- ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
- #endif
- wd->flag |= BF_LONG;
- }
- break;
- case NC_SELFDESTRUCTION: {
- int32 damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
- if(status_get_lv(src) > 100)
- damagevalue = damagevalue * status_get_lv(src) / 100;
- damagevalue = damagevalue + sstatus->hp;
- ATK_ADD(wd->damage, wd->damage2, damagevalue);
- #ifdef RENEWAL
- ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
- #endif
- }
- break;
- case KO_HAPPOKUNAI:
- if(sd) {
- int16 index = sd->equip_index[EQI_AMMO];
- int32 damagevalue = 3 * (
- #ifdef RENEWAL
- 2 *
- #endif
- sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ?
- sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5;
- if (sc && sc->getSCE(SC_KAGEMUSYA))
- damagevalue += damagevalue * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
- ATK_ADD(wd->damage, wd->damage2, damagevalue);
- #ifdef RENEWAL
- ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
- #endif
- } else
- ATK_ADD(wd->damage, wd->damage2, 5000);
- break;
- case HFLI_SBR44: //[orn]
- if(src->type == BL_HOM)
- wd->damage = ((TBL_HOM*)src)->homunculus.intimacy ;
- break;
- default:
- // Flags that apply to both pre-renewal and renewal
- bflag = BDMG_NONE;
- if (is_attack_critical(wd, src, target, skill_id, skill_lv, false)) bflag |= BDMG_CRIT;
- if (!skill_id && sc && sc->getSCE(SC_CHANGE)) bflag |= BDMG_MAGIC;
- #ifdef RENEWAL
- if (sd)
- battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
- else {
- wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, bflag);
- if (is_attack_left_handed(src, skill_id))
- wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, bflag);
- }
- #else
- // Pre-renewal exclusive flags
- if (skill_id == HW_MAGICCRASHER) bflag |= BDMG_MAGIC;
- if (sc && sc->getSCE(SC_WEAPONPERFECTION)) bflag |= BDMG_NOSIZE;
- if (is_skill_using_arrow(src, skill_id) && sd) {
- switch(sd->status.weapon) {
- case W_BOW:
- bflag |= BDMG_ARROW;
- break;
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- // Criticals with any guns are calculated like melee criticals
- if (!(bflag & BDMG_CRIT)) {
- bflag |= BDMG_ARROW;
- }
- break;
- default:
- // Attacks that use ammo are calculated like melee attacks as long as no ranged weapon is equipped
- // Some skills manually add arrow_atk as mastery bonus later (e.g. Throw Shuriken, Throw Kunai)
- break;
- }
- }
- if (skill_id == SN_SHARPSHOOTING || skill_id == MA_SHARPSHOOTING)
- bflag &= ~(BDMG_CRIT); // Sharpshooting just ignores DEF/FLEE but damage is like a normal attack
- wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, bflag);
- if (is_attack_left_handed(src, skill_id))
- wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, bflag);
- #endif
- if (nk[NK_SPLASHSPLIT]){ // Divide ATK among targets
- if(wd->miscflag > 0) {
- wd->damage /= wd->miscflag;
- #ifdef RENEWAL
- wd->statusAtk /= wd->miscflag;
- wd->weaponAtk /= wd->miscflag;
- wd->equipAtk /= wd->miscflag;
- wd->masteryAtk /= wd->miscflag;
- #endif
- } else
- ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
- }
- //Add any bonuses that modify the base atk (pre-skills)
- if(sd) {
- int32 skill;
- #ifndef RENEWAL
- if (sd->bonus.crit_atk_rate && (bflag & BDMG_CRIT)) { // add +crit damage bonuses here in pre-renewal mode [helvetica]
- ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.crit_atk_rate);
- }
- if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
- if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
- // Reduce count by one (self) [Tydus1]
- i -= 1;
- ATK_ADDRATE(wd->damage, wd->damage2, 2*skill*i);
- }
- }
- #else
- if ((skill = pc_checkskill(sd, TK_POWER)) > 0) {
- int32 dmg_bonus = 20 * skill;
- ATK_ADDRATE(wd->damage, wd->damage2, dmg_bonus);
- RE_ALLATK_ADDRATE(wd, dmg_bonus);
- }
- #endif
- }
- #ifndef RENEWAL
- if (tsd != nullptr && tsd->bonus.crit_def_rate != 0 && !skill_id && (bflag & BDMG_CRIT)) {
- ATK_ADDRATE(wd->damage, wd->damage2, -tsd->bonus.crit_def_rate);
- }
- //Acid Terror ignores DEF but will substract VIT from base attack value instead
- if (skill_id == AM_ACIDTERROR)
- ATK_ADD(wd->damage, wd->damage2, -tstatus->def2);
- #endif
- break;
- } //End switch(skill_id)
- }
- //For quick div adjustment.
- #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); }
- #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; }
- /*================================================= [Playtester]
- * Applies DAMAGE_DIV_FIX and checks for min damage
- * @param d: Damage struct to apply DAMAGE_DIV_FIX to
- * @param skill_id: ID of the skill that deals damage
- * @return Modified damage struct
- *------------------------------------------------*/
- static void battle_apply_div_fix(struct Damage* d, uint16 skill_id)
- {
- if(d->damage) {
- DAMAGE_DIV_FIX(d->damage, d->div_);
- //Min damage
- if(d->damage < d->div_ && (skill_id == SU_LUNATICCARROTBEAT || skill_id == SU_LUNATICCARROTBEAT2 || skill_id == SU_CN_METEOR || skill_id == SU_CN_METEOR2 || (battle_config.skill_min_damage&d->flag)))
- d->damage = d->div_;
- } else if (d->div_ < 0) {
- d->div_ *= -1;
- }
- }
- /*=======================================
- * Check for and calculate multi attacks
- *---------------------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static void battle_calc_multi_attack(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
- {
- map_session_data *sd = BL_CAST(BL_PC, src);
- status_change *sc = status_get_sc(src);
- status_change *tsc = status_get_sc(target);
- status_data* tstatus = status_get_status_data(*target);
- if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
- int16 i;
- if(sc && sc->getSCE(SC_FEARBREEZE) && sd->weapontype1==W_BOW
- && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->inventory.u.items_inventory[i].amount > 1)
- {
- int32 chance = rnd()%100;
- switch(sc->getSCE(SC_FEARBREEZE)->val1) {
- case 5:
- if (chance < 4) {
- wd->div_ = 5;
- break;
- } // 3 % chance to attack 5 times.
- [[fallthrough]];
- case 4:
- if (chance < 7) {
- wd->div_ = 4;
- break;
- } // 6 % chance to attack 4 times.
- [[fallthrough]];
- case 3:
- if (chance < 10) {
- wd->div_ = 3;
- break;
- } // 9 % chance to attack 3 times.
- [[fallthrough]];
- case 2:
- case 1:
- if (chance < 13) {
- wd->div_ = 2;
- break;
- } // 12 % chance to attack 2 times.
- }
- wd->div_ = min(wd->div_,sd->inventory.u.items_inventory[i].amount);
- sc->getSCE(SC_FEARBREEZE)->val4 = wd->div_-1;
- if (wd->div_ > 1)
- wd->type = DMG_MULTI_HIT;
- }
- if( wd->div_ == 1 && ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
- || ( pc_checkskill_flag(*sd, TF_DOUBLE) > SKILL_FLAG_PERMANENT && sd->weapontype1 != W_FIST )
- || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) // Will fail bare-handed
- || ( sc && sc->getSCE(SC_KAGEMUSYA) && sd->weapontype1 != W_FIST )) // Will fail bare-handed
- { //Success chance is not added, the higher one is used [Skotlex]
- int32 max_rate = 0;
- if (sc && sc->getSCE(SC_KAGEMUSYA))
- max_rate = sc->getSCE(SC_KAGEMUSYA)->val1 * 10; // Same rate as even levels of TF_DOUBLE
- else
- #ifdef RENEWAL
- max_rate = max(7 * skill_lv, sd->bonus.double_rate);
- #else
- max_rate = max(5 * skill_lv, sd->bonus.double_rate);
- #endif
- if( rnd()%100 < max_rate ) {
- wd->div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
- wd->type = DMG_MULTI_HIT;
- }
- }
- if( wd->div_ == 1 && ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
- || (sc != nullptr && !sc->empty() && sc->getSCE(SC_E_CHAIN) && (skill_lv = sc->getSCE(SC_E_CHAIN)->val1) > 0)) //Chain Action of ETERNAL_CHAIN
- && rnd()%100 < 5*skill_lv ) //Success rate
- {
- wd->div_ = skill_get_num(GS_CHAINACTION,skill_lv);
- wd->type = DMG_MULTI_HIT;
- sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
- }
- }
- switch (skill_id) {
- case RK_WINDCUTTER:
- if (sd && sd->weapontype1 == W_2HSWORD)
- wd->div_ = 2;
- break;
- case SC_FATALMENACE:
- if (sd && sd->weapontype1 == W_DAGGER)
- wd->div_++;
- break;
- case SR_RIDEINLIGHTNING:
- wd->div_ = (sd ? max(1, skill_lv) : 1);
- break;
- case RL_QD_SHOT:
- wd->div_ = 1 + (sd ? sd->status.job_level : 1) / 20 + (tsc && tsc->getSCE(SC_C_MARKER) ? 2 : 0);
- break;
- case KO_JYUMONJIKIRI:
- if( tsc && tsc->getSCE(SC_JYUMONJIKIRI) )
- wd->div_ = wd->div_ * -1;// needs more info
- break;
- case MH_BLAZING_AND_FURIOUS: {
- struct homun_data *hd = BL_CAST(BL_HOM, src);
- if (hd) {
- wd->div_ = hd->homunculus.spiritball;
- hom_delspiritball(hd, MAX_SPIRITBALL, 1);
- }
- break;
- }
- case ABC_FRENZY_SHOT:
- if( rnd_chance( 5 * skill_lv, 100 ) ){
- wd->div_ = 3;
- }
- break;
- #ifdef RENEWAL
- case AS_POISONREACT:
- skill_lv = pc_checkskill(sd, TF_DOUBLE);
- if (skill_lv > 0) {
- if(rnd()%100 < (7 * skill_lv)) {
- wd->div_++;
- }
- }
- break;
- #endif
- case NW_SPIRAL_SHOOTING:
- if (sd && sd->weapontype1 == W_GRENADE)
- wd->div_ += 1;
- break;
- case NW_MAGAZINE_FOR_ONE:
- if (sd && sd->weapontype1 == W_GATLING)
- wd->div_ += 4;
- break;
- case NW_THE_VIGILANTE_AT_NIGHT:
- if (sd && sd->weapontype1 == W_GATLING)
- wd->div_ += 3;
- break;
- }
- }
- /**
- * Calculates the percentual attack modificator (ATKpercent) based on status changes
- * These bonuses are added together and the percent is applied to the damage before the defense reduction in pre-renewal
- * In renewal this simply sets the base skillratio before the actual skill ratio of the skill used is added
- * This bonus works as a separate unit to the rest (e.g., if one of these is not applied to a skill, then we know none are)
- * Do not add additional status changes here unless they are confirmed to use ATKpercent
- * @param bl: Object to calc atkpercent for
- * @param skill_id: Skill used by object
- * @param sc: Object's status change information
- * @return atkpercent with cap_value(watk,0,USHRT_MAX)
- */
- static uint16 battle_get_atkpercent(struct block_list& bl, uint16 skill_id, status_change& sc)
- {
- if (bl.type == BL_PC && !battle_skill_stacks_masteries_vvs(skill_id, BCHK_ALL))
- return 100;
- int32 atkpercent = 100;
- if (sc.getSCE(SC_CURSE))
- atkpercent -= 25;
- if (sc.getSCE(SC_PROVOKE))
- atkpercent += sc.getSCE(SC_PROVOKE)->val2;
- if (sc.getSCE(SC_STRIPWEAPON) && bl.type != BL_PC)
- atkpercent -= sc.getSCE(SC_STRIPWEAPON)->val2;
- if (sc.getSCE(SC_CONCENTRATION))
- atkpercent += sc.getSCE(SC_CONCENTRATION)->val2;
- if (sc.getSCE(SC_TRUESIGHT))
- atkpercent += 2 * sc.getSCE(SC_TRUESIGHT)->val1;
- if (sc.getSCE(SC_JOINTBEAT) && sc.getSCE(SC_JOINTBEAT)->val2 & BREAK_WAIST)
- atkpercent -= 25;
- if (sc.getSCE(SC_INCATKRATE))
- atkpercent += sc.getSCE(SC_INCATKRATE)->val1;
- if (sc.getSCE(SC_POWERUP))
- atkpercent += sc.getSCE(SC_POWERUP)->val1;
- if (sc.getSCE(SC_SKE))
- atkpercent += 300;
- if (sc.getSCE(SC_BLOODLUST))
- atkpercent += sc.getSCE(SC_BLOODLUST)->val2;
- if (sc.getSCE(SC_FLEET))
- atkpercent += sc.getSCE(SC_FLEET)->val3;
- if (sc.getSCE(SC_INVINCIBLE))
- atkpercent += sc.getSCE(SC_INVINCIBLE)->val2;
- /* Only few selected skills should use this function, DO NOT ADD any that are not caused by the skills listed below
- * TODO:
- * GD_GUARDUP (2*skLevel+8)
- * EL_WATERBARRIER (-3)
- * SC_ENERVATION (-30/-40/-50)
- * MH_EQC (skLevel*5)
- * MH_VOLCANIC_ASH (-50)
- */
- return (uint16)cap_value(atkpercent, 0, USHRT_MAX);
- }
- /*======================================================
- * Calculate skill level ratios for weapon-based skills
- *------------------------------------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static int32 battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
- {
- map_session_data *sd = BL_CAST(BL_PC, src);
- map_session_data *tsd = BL_CAST(BL_PC, target);
- status_change *sc = status_get_sc(src);
- status_change *tsc = status_get_sc(target);
- status_data* sstatus = status_get_status_data(*src);
- status_data* tstatus = status_get_status_data(*target);
- int32 skillratio = 100;
- int32 i;
- //Skill damage modifiers that stack linearly
- if(sc && skill_id != PA_SACRIFICE) {
- #ifdef RENEWAL
- //ATK percent modifier (in renewal, it's applied before the skillratio)
- skillratio = battle_get_atkpercent(*src, skill_id, *sc);
- #endif
- if(sc->getSCE(SC_OVERTHRUST))
- skillratio += sc->getSCE(SC_OVERTHRUST)->val3;
- if(sc->getSCE(SC_MAXOVERTHRUST))
- skillratio += sc->getSCE(SC_MAXOVERTHRUST)->val2;
- if(sc->getSCE(SC_BERSERK))
- #ifndef RENEWAL
- skillratio += 100;
- #else
- skillratio += 200;
- #endif
- if (!skill_id || skill_id == KN_AUTOCOUNTER) {
- if (sc->getSCE(SC_CRUSHSTRIKE)) {
- if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
- int16 index = sd->equip_index[EQI_HAND_R];
- if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
- skillratio += -100 + sd->inventory_data[index]->weight / 10 + sd->inventory_data[index]->atk +
- 100 * sd->inventory_data[index]->weapon_level * (sd->inventory.u.items_inventory[index].refine + 6);
- }
- status_change_end(src,SC_CRUSHSTRIKE);
- skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
- } else {
- if (sc->getSCE(SC_GIANTGROWTH) && (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) { // Increase damage again if Crush Strike is not active
- if (map_flag_vs(src->m)) // Only half of the 2.5x increase on versus-type maps
- skillratio += 125;
- else
- skillratio += 250;
- }
- }
- }
- }
- switch(skill_id) {
- case SM_BASH:
- case MS_BASH:
- skillratio += 30 * skill_lv;
- break;
- case SM_MAGNUM:
- case MS_MAGNUM:
- if(wd->miscflag == 1)
- skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester]
- else
- skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester]
- break;
- case MC_MAMMONITE:
- skillratio += 50 * skill_lv;
- break;
- case HT_POWER:
- skillratio += -50 + 8 * sstatus->str;
- break;
- case AC_DOUBLE:
- case MA_DOUBLE:
- skillratio += 10 * (skill_lv - 1);
- break;
- case AC_SHOWER:
- case MA_SHOWER:
- #ifdef RENEWAL
- skillratio += 50 + 10 * skill_lv;
- #else
- skillratio += -25 + 5 * skill_lv;
- #endif
- break;
- case AC_CHARGEARROW:
- case MA_CHARGEARROW:
- skillratio += 50;
- break;
- case KN_PIERCE:
- skillratio += 10 * skill_lv;
- if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
- skillratio *= 2;
- break;
- case ML_PIERCE:
- skillratio += 10 * skill_lv;
- break;
- case MER_CRASH:
- skillratio += 10 * skill_lv;
- break;
- case KN_SPEARSTAB:
- skillratio += 20 * skill_lv;
- break;
- case KN_SPEARBOOMERANG:
- skillratio += 50 * skill_lv;
- break;
- #ifdef RENEWAL
- case KN_BRANDISHSPEAR:
- skillratio += -100 + 400 + 100 * skill_lv + sstatus->str * 3;
- break;
- #else
- case KN_BRANDISHSPEAR:
- #endif
- case ML_BRANDISH:
- {
- int32 ratio = 100 + 20 * skill_lv;
- skillratio += -100 + ratio;
- if(skill_lv > 3 && wd->miscflag == 0)
- skillratio += ratio / 2;
- if(skill_lv > 6 && wd->miscflag == 0)
- skillratio += ratio / 4;
- if(skill_lv > 9 && wd->miscflag == 0)
- skillratio += ratio / 8;
- if(skill_lv > 6 && wd->miscflag == 1)
- skillratio += ratio / 2;
- if(skill_lv > 9 && wd->miscflag == 1)
- skillratio += ratio / 4;
- if(skill_lv > 9 && wd->miscflag == 2)
- skillratio += ratio / 2;
- }
- break;
- case KN_BOWLINGBASH:
- case MS_BOWLINGBASH:
- skillratio += 40 * skill_lv;
- break;
- case AS_GRIMTOOTH:
- skillratio += 20 * skill_lv;
- break;
- case AS_POISONREACT:
- skillratio += 30 * skill_lv;
- break;
- case AS_SONICBLOW:
- #ifdef RENEWAL
- skillratio += 100 + 100 * skill_lv;
- if (tstatus->hp < (tstatus->max_hp / 2))
- skillratio += skillratio / 2;
- #else
- skillratio += 200 + 50 * skill_lv;
- if (sd && pc_checkskill(sd, AS_SONICACCEL) > 0)
- skillratio += skillratio / 10;
- #endif
- break;
- case TF_SPRINKLESAND:
- skillratio += 30;
- break;
- case MC_CARTREVOLUTION:
- skillratio += 50;
- if(sd && sd->cart_weight)
- skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
- else if (!sd)
- skillratio += 100; //Max damage for non players.
- break;
- case NPC_PIERCINGATT:
- skillratio += -25; //75% base damage
- break;
- case NPC_COMBOATTACK:
- skillratio += 25 * skill_lv;
- break;
- case NPC_RANDOMATTACK:
- case NPC_WATERATTACK:
- case NPC_GROUNDATTACK:
- case NPC_FIREATTACK:
- case NPC_WINDATTACK:
- case NPC_POISONATTACK:
- case NPC_HOLYATTACK:
- case NPC_DARKNESSATTACK:
- case NPC_UNDEADATTACK:
- case NPC_TELEKINESISATTACK:
- case NPC_BLOODDRAIN:
- case NPC_ACIDBREATH:
- case NPC_DARKNESSBREATH:
- case NPC_FIREBREATH:
- case NPC_ICEBREATH:
- case NPC_ICEBREATH2:
- case NPC_THUNDERBREATH:
- case NPC_HELLJUDGEMENT:
- case NPC_HELLJUDGEMENT2:
- case NPC_PULSESTRIKE:
- skillratio += 100 * (skill_lv - 1);
- break;
- case NPC_REVERBERATION_ATK:
- skillratio += 400 + 200 * skill_lv;
- break;
- case RG_BACKSTAP:
- if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
- skillratio += (200 + 40 * skill_lv) / 2;
- else
- skillratio += 200 + 40 * skill_lv;
- break;
- case RG_RAID:
- #ifdef RENEWAL
- skillratio += -100 + 50 + skill_lv * 150;
- #else
- skillratio += 40 * skill_lv;
- #endif
- break;
- case RG_INTIMIDATE:
- skillratio += 30 * skill_lv;
- break;
- case CR_SHIELDCHARGE:
- skillratio += 20 * skill_lv;
- break;
- case CR_SHIELDBOOMERANG:
- #ifdef RENEWAL
- skillratio += -100 + skill_lv * 80;
- #else
- skillratio += 30 * skill_lv;
- #endif
- break;
- case NPC_DARKCROSS:
- case CR_HOLYCROSS:
- #ifdef RENEWAL
- if(sd && sd->status.weapon == W_2HSPEAR)
- skillratio += 70 * skill_lv;
- else
- #endif
- skillratio += 35 * skill_lv;
- break;
- case AM_DEMONSTRATION:
- skillratio += 20 * skill_lv;
- break;
- case AM_ACIDTERROR:
- #ifdef RENEWAL
- skillratio += -100 + 200 * skill_lv;
- if (sd && pc_checkskill(sd, AM_LEARNINGPOTION))
- skillratio += 100; // !TODO: What's this bonus increase?
- #else
- skillratio += -50 + 50 * skill_lv;
- #endif
- break;
- case MO_FINGEROFFENSIVE:
- #ifdef RENEWAL
- skillratio += 500 + skill_lv * 200;
- if (tsc && tsc->getSCE(SC_BLADESTOP))
- skillratio += skillratio / 2;
- #else
- skillratio += 50 * skill_lv;
- #endif
- break;
- case MO_INVESTIGATE:
- #ifdef RENEWAL
- skillratio += -100 + 100 * skill_lv;
- if (tsc && tsc->getSCE(SC_BLADESTOP))
- skillratio += skillratio / 2;
- #else
- skillratio += 75 * skill_lv;
- #endif
- break;
- case MO_EXTREMITYFIST:
- skillratio += 700 + sstatus->sp * 10;
- #ifdef RENEWAL
- if (wd->miscflag&1)
- skillratio *= 2; // More than 5 spirit balls active
- #endif
- skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
- break;
- case MO_TRIPLEATTACK:
- skillratio += 20 * skill_lv;
- break;
- case MO_CHAINCOMBO:
- #ifdef RENEWAL
- skillratio += 150 + 50 * skill_lv;
- if (sd && sd->status.weapon == W_KNUCKLE)
- skillratio *= 2;
- #else
- skillratio += 50 + 50 * skill_lv;
- #endif
- break;
- case MO_COMBOFINISH:
- #ifdef RENEWAL
- skillratio += 450 + 50 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
- #else
- skillratio += 140 + 60 * skill_lv;
- #endif
- if (sc->getSCE(SC_GT_ENERGYGAIN))
- skillratio += skillratio * 50 / 100;
- break;
- case BA_MUSICALSTRIKE:
- case DC_THROWARROW:
- #ifdef RENEWAL
- skillratio += 10 + 40 * skill_lv;
- #else
- skillratio += 25 + 25 * skill_lv;
- #endif
- break;
- case CH_TIGERFIST:
- #ifdef RENEWAL
- skillratio += 400 + 150 * skill_lv;
- RE_LVL_DMOD(100);
- #else
- skillratio += -60 + 100 * skill_lv;
- #endif
- if (sc->getSCE(SC_GT_ENERGYGAIN))
- skillratio += skillratio * 50 / 100;
- break;
- case CH_CHAINCRUSH:
- #ifdef RENEWAL
- skillratio += -100 + 200 * skill_lv;
- RE_LVL_DMOD(100);
- #else
- skillratio += 300 + 100 * skill_lv;
- #endif
- if (sc->getSCE(SC_GT_ENERGYGAIN))
- skillratio += skillratio * 50 / 100;
- break;
- case CH_PALMSTRIKE:
- #ifdef RENEWAL
- skillratio += 100 + 100 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
- RE_LVL_DMOD(100);
- #else
- skillratio += 100 + 100 * skill_lv;
- #endif
- break;
- case LK_HEADCRUSH:
- skillratio += 40 * skill_lv;
- break;
- case LK_JOINTBEAT:
- skillratio += 10 * skill_lv - 50;
- if (wd->miscflag & BREAK_NECK || (tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)) // The 2x damage is only for the BREAK_NECK ailment.
- skillratio *= 2;
- break;
- #ifdef RENEWAL
- // Renewal: skill ratio applies to entire damage [helvetica]
- case LK_SPIRALPIERCE:
- skillratio += 50 + 50 * skill_lv;
- RE_LVL_DMOD(100);
- if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
- skillratio *= 2;
- break;
- case ML_SPIRALPIERCE:
- skillratio += 50 + 50 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- #endif
- case ASC_METEORASSAULT:
- #ifdef RENEWAL
- skillratio += 100 + 120 * skill_lv;
- RE_LVL_DMOD(100);
- #else
- skillratio += -60 + 40 * skill_lv;
- #endif
- break;
- case SN_SHARPSHOOTING:
- if (src->type == BL_MOB) { // TODO: Did these formulas change in the renewal balancing?
- if (wd->miscflag & 2) // Splash damage bonus
- skillratio += -100 + 140 * skill_lv;
- else
- skillratio += 100 + 50 * skill_lv;
- break;
- }
- [[fallthrough]];
- case MA_SHARPSHOOTING:
- #ifdef RENEWAL
- skillratio += -100 + 300 + 300 * skill_lv;
- RE_LVL_DMOD(100);
- #else
- skillratio += 100 + 50 * skill_lv;
- #endif
- break;
- #ifdef RENEWAL
- case CR_ACIDDEMONSTRATION:
- skillratio += -100 + 200 * skill_lv + sstatus->int_ + tstatus->vit; // !TODO: Confirm status bonus
- if (target->type == BL_PC)
- skillratio /= 2;
- break;
- #endif
- case CG_ARROWVULCAN:
- #ifdef RENEWAL
- skillratio += 400 + 100 * skill_lv;
- RE_LVL_DMOD(100);
- #else
- skillratio += 100 + 100 * skill_lv;
- #endif
- break;
- case AS_SPLASHER:
- #ifdef RENEWAL
- skillratio += -100 + 400 + 100 * skill_lv;
- #else
- skillratio += 400 + 50 * skill_lv;
- #endif
- if(sd)
- skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
- break;
- case ASC_BREAKER:
- #ifdef RENEWAL
- skillratio += -100 + 150 * skill_lv + sstatus->str + sstatus->int_; // !TODO: Confirm stat modifier
- RE_LVL_DMOD(100);
- #else
- // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
- skillratio += -100 + 100 * skill_lv;
- #endif
- break;
- case PA_SACRIFICE:
- skillratio += -10 + 10 * skill_lv;
- break;
- case PA_SHIELDCHAIN:
- #ifdef RENEWAL
- skillratio = -100 + 300 + 200 * skill_lv;
- if( sd != nullptr ){
- int16 index = sd->equip_index[EQI_HAND_L];
- // Damage affected by the shield's weight and refine.
- if( index >= 0 && sd->inventory_data[index] != nullptr && sd->inventory_data[index]->type == IT_ARMOR ){
- skillratio += sd->inventory_data[index]->weight / 10 + 4 * sd->inventory.u.items_inventory[index].refine;
- }
- // Damage affected by shield mastery
- if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
- skillratio += skill_lv * 14 * pc_checkskill( sd, IG_SHIELD_MASTERY );
- }
- }
- RE_LVL_DMOD(100);
- #else
- skillratio += 30 * skill_lv;
- #endif
- if (sc && sc->getSCE(SC_SHIELD_POWER))// Whats the official increase? [Rytech]
- skillratio += skillratio * 50 / 100;
- break;
- case WS_CARTTERMINATION:
- i = 10 * (16 - skill_lv);
- if (i < 1) i = 1;
- //Preserve damage ratio when max cart weight is changed.
- if (sd && sd->cart_weight)
- skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100;
- else if (!sd)
- skillratio += 80000 / i - 100;
- break;
- case TK_DOWNKICK:
- case TK_STORMKICK:
- skillratio += 60 + 20 * skill_lv;
- break;
- case TK_TURNKICK:
- case TK_COUNTER:
- skillratio += 90 + 30 * skill_lv;
- break;
- case TK_JUMPKICK:
- //Different damage formulas depending on damage trigger
- if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
- skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
- else if (wd->miscflag) {
- skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
- if (sc && sc->getSCE(SC_SPURT)) //Spurt formula [8%*baselevel]
- skillratio *= 2;
- }
- else
- skillratio += -70 + 10 * skill_lv;
- break;
- case GS_TRIPLEACTION:
- skillratio += 50 * skill_lv;
- break;
- case GS_BULLSEYE:
- //Only works well against brute/demihumans non bosses.
- if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM) && !status_has_mode(tstatus,MD_STATUSIMMUNE))
- skillratio += 400;
- break;
- case GS_TRACKING:
- skillratio += 100 * (skill_lv + 1);
- break;
- case GS_PIERCINGSHOT:
- #ifdef RENEWAL
- if (sd && sd->weapontype1 == W_RIFLE)
- skillratio += 150 + 30 * skill_lv;
- else
- skillratio += 100 + 20 * skill_lv;
- #else
- skillratio += 20 * skill_lv;
- #endif
- break;
- case GS_RAPIDSHOWER:
- skillratio += 400 + 50 * skill_lv;
- break;
- case GS_DESPERADO:
- skillratio += 50 * (skill_lv - 1);
- if (sc && sc->getSCE(SC_FALLEN_ANGEL))
- skillratio *= 2;
- break;
- case GS_DUST:
- skillratio += 50 * skill_lv;
- break;
- case GS_FULLBUSTER:
- skillratio += 100 * (skill_lv + 2);
- break;
- case GS_SPREADATTACK:
- #ifdef RENEWAL
- skillratio += 30 * skill_lv;
- #else
- skillratio += 20 * (skill_lv - 1);
- #endif
- break;
- #ifdef RENEWAL
- case GS_GROUNDDRIFT:
- skillratio += 100 + 20 * skill_lv;
- break;
- #endif
- case NJ_HUUMA:
- #ifdef RENEWAL
- skillratio += -150 + 250 * skill_lv;
- #else
- skillratio += 50 + 150 * skill_lv;
- #endif
- break;
- case NJ_TATAMIGAESHI:
- skillratio += 10 * skill_lv;
- #ifdef RENEWAL
- skillratio *= 2;
- #endif
- break;
- case NJ_KASUMIKIRI:
- #ifdef RENEWAL
- skillratio += 20 * skill_lv;
- #else
- skillratio += 10 * skill_lv;
- #endif
- break;
- case NJ_KIRIKAGE:
- #ifdef RENEWAL
- skillratio += -50 + 150 * skill_lv;
- #else
- skillratio += 100 * (skill_lv - 1);
- #endif
- break;
- #ifdef RENEWAL
- case NJ_SYURIKEN:
- skillratio += 5 * skill_lv;
- break;
- case NJ_KUNAI:
- skillratio += -100 + 100 * skill_lv;
- break;
- case KN_CHARGEATK:
- skillratio += 600;
- break;
- case AS_VENOMKNIFE:
- skillratio += 400;
- break;
- #else
- case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500%
- int32 k = (wd->miscflag-1)/3;
- if (k < 0)
- k = 0;
- else if (k > 4)
- k = 4;
- skillratio += 100 * k;
- }
- break;
- #endif
- case HT_PHANTASMIC:
- #ifdef RENEWAL
- skillratio += 400;
- #else
- skillratio += 50;
- #endif
- break;
- case MO_BALKYOUNG:
- #ifdef RENEWAL
- skillratio += 700;
- #else
- skillratio += 200;
- #endif
- break;
- case HFLI_MOON: //[orn]
- skillratio += 10 + 110 * skill_lv;
- break;
- case HFLI_SBR44: //[orn]
- skillratio += 100 * (skill_lv - 1);
- break;
- case NPC_VAMPIRE_GIFT:
- skillratio += ((skill_lv - 1) % 5 + 1) * 100;
- break;
- case RK_SONICWAVE:
- skillratio += -100 + 1050 + 150 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case RK_HUNDREDSPEAR:
- skillratio += -100 + 600 + 200 * skill_lv;
- if (sd)
- skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
- if (sc) {
- if( sc->getSCE( SC_DRAGONIC_AURA ) ){
- skillratio += sc->getSCE( SC_DRAGONIC_AURA )->val1 * 160;
- }
- if (sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
- skillratio *= 2;
- }
- RE_LVL_DMOD(100);
- break;
- case RK_WINDCUTTER:
- if (sd) {
- if (sd->weapontype1 == W_2HSWORD)
- skillratio += -100 + 250 * skill_lv;
- else if (sd->weapontype1 == W_1HSPEAR || sd->weapontype1 == W_2HSPEAR)
- skillratio += -100 + 400 * skill_lv;
- else
- skillratio += -100 + 300 * skill_lv;
- } else
- skillratio += -100 + 300 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case RK_IGNITIONBREAK:
- skillratio += -100 + 450 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case NPC_IGNITIONBREAK:
- // 3x3 cell Damage = 1000 1500 2000 2500 3000 %
- // 7x7 cell Damage = 750 1250 1750 2250 2750 %
- // 11x11 cell Damage = 500 1000 1500 2000 2500 %
- i = distance_bl(src,target);
- if (i < 2)
- skillratio += -100 + 500 * (skill_lv + 1);
- else if (i < 4)
- skillratio += -100 + 250 + 500 * skill_lv;
- else
- skillratio += -100 + 500 * skill_lv;
- break;
- case RK_STORMBLAST:
- skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + sstatus->str / 6) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's STR / 6)} x 100] %
- RE_LVL_DMOD(100);
- break;
- case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
- skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
- RE_LVL_DMOD(150); // Base level bonus.
- break;
- // case NPC_PHANTOMTHRUST: // ATK = 100% for all level
- case GC_CROSSIMPACT:
- skillratio += -100 + 1400 + 150 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case GC_COUNTERSLASH:
- //ATK [{(Skill Level x 150) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
- skillratio += -100 + 300 + 150 * skill_lv;
- RE_LVL_DMOD(120);
- skillratio += sstatus->agi * 2;
- // If 4th job, job level of your 3rd job counts
- skillratio += (sd ? (sd->class_&JOBL_FOURTH ? sd->change_level_4th : sd->status.job_level) * 4 : 0);
- break;
- case GC_VENOMPRESSURE:
- skillratio += 900;
- break;
- case GC_PHANTOMMENACE:
- skillratio += 200;
- break;
- case GC_ROLLINGCUTTER:
- skillratio += -100 + 50 + 80 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case GC_CROSSRIPPERSLASHER:
- skillratio += -100 + 80 * skill_lv + (sstatus->agi * 3);
- RE_LVL_DMOD(100);
- if (sc && sc->getSCE(SC_ROLLINGCUTTER))
- skillratio += sc->getSCE(SC_ROLLINGCUTTER)->val1 * 200;
- break;
- case GC_DARKCROW:
- skillratio += 100 * (skill_lv - 1);
- break;
- case AB_DUPLELIGHT_MELEE:
- skillratio += 50 + 15 * skill_lv;
- break;
- case NPC_ARROWSTORM:
- if (skill_lv > 4)
- skillratio += 1900;
- else
- skillratio += 900;
- break;
- case NPC_DRAGONBREATH:
- if (skill_lv > 5)
- skillratio += 500 + 500 * (skill_lv - 5); // Level 6-10 is using water element, like RK_DRAGONBREATH_WATER
- else
- skillratio += 500 + 500 * skill_lv; // Level 1-5 is using fire element, like RK_DRAGONBREATH
- break;
- case RA_ARROWSTORM:
- if (sc && sc->getSCE(SC_FEARBREEZE))
- skillratio += -100 + 200 + 250 * skill_lv;
- else
- skillratio += -100 + 200 + 180 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case RA_AIMEDBOLT:
- if (sc && sc->getSCE(SC_FEARBREEZE))
- skillratio += -100 + 800 + 35 * skill_lv;
- else
- skillratio += -100 + 500 + 20 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case RA_CLUSTERBOMB:
- skillratio += 100 + 100 * skill_lv;
- break;
- case RA_WUGDASH:// ATK 300%
- skillratio += 200;
- break;
- case RA_WUGSTRIKE:
- skillratio += -100 + 200 * skill_lv;
- break;
- case RA_WUGBITE:
- skillratio += 300 + 200 * skill_lv;
- if (skill_lv == 5)
- skillratio += 100;
- break;
- case RA_SENSITIVEKEEN:
- skillratio += 50 * skill_lv;
- break;
- case NC_BOOSTKNUCKLE:
- skillratio += -100 + 260 * skill_lv + sstatus->dex; // !TODO: What's the DEX bonus?
- RE_LVL_DMOD(100);
- break;
- case NC_PILEBUNKER:
- skillratio += 200 + 100 * skill_lv + status_get_str(src);
- RE_LVL_DMOD(100);
- break;
- case NC_VULCANARM:
- skillratio += -100 + 230 * skill_lv + sstatus->dex; // !TODO: What's the DEX bonus?
- RE_LVL_DMOD(100);
- break;
- case NC_FLAMELAUNCHER:
- case NC_COLDSLOWER:
- skillratio += 200 + 300 * skill_lv;
- RE_LVL_DMOD(150);
- break;
- case NC_ARMSCANNON:
- skillratio += -100 + 400 + 350 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case NC_AXEBOOMERANG:
- skillratio += 150 + 50 * skill_lv;
- if (sd) {
- int16 index = sd->equip_index[EQI_HAND_R];
- if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
- skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
- }
- RE_LVL_DMOD(100);
- break;
- case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
- skillratio += -100 + ((sstatus->str + sstatus->dex)/ 2) + 300 + 100 * skill_lv;
- RE_LVL_DMOD(100);
- if (sc && sc->getSCE(SC_ABR_BATTLE_WARIOR))
- skillratio *= 2;
- break;
- case NC_MAGMA_ERUPTION: // 'Slam' damage
- skillratio += 350 + 50 * skill_lv;
- break;
- case NC_AXETORNADO:
- skillratio += -100 + 200 + 180 * skill_lv + sstatus->vit * 2;
- if (sc && sc->getSCE(SC_AXE_STOMP))
- skillratio += 380;
- RE_LVL_DMOD(100);
- break;
- case SC_FATALMENACE:
- skillratio += 120 * skill_lv + sstatus->agi; // !TODO: What's the AGI bonus?
- if( sc != nullptr && sc->getSCE( SC_ABYSS_DAGGER ) ){
- skillratio += 30 * skill_lv;
- }
- RE_LVL_DMOD(100);
- break;
- case SC_TRIANGLESHOT:
- skillratio += -100 + 230 * skill_lv + 3 * sstatus->agi;
- RE_LVL_DMOD(100);
- break;
- case SC_FEINTBOMB:
- skillratio += -100 + (skill_lv + 1) * sstatus->dex / 2 * ((sd) ? sd->status.job_level / 10 : 1);
- RE_LVL_DMOD(120);
- break;
- case LG_CANNONSPEAR:
- skillratio += -100 + skill_lv * ( 120 + sstatus->str );
- if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) ){
- skillratio += 400;
- }
- RE_LVL_DMOD(100);
- break;
- case LG_BANISHINGPOINT:
- skillratio += -100 + ( 100 * skill_lv );
- if( sd != nullptr ){
- skillratio += pc_checkskill( sd, SM_BASH ) * 70;
- }
- if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) ){
- skillratio += 800;
- }
- RE_LVL_DMOD(100);
- break;
- case LG_SHIELDPRESS:
- skillratio += -100 + 200 * skill_lv;
- if (sd) {
- // Shield Press only considers base STR without job bonus
- skillratio += sd->status.str;
- if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
- skillratio += skill_lv * 15 * pc_checkskill( sd, IG_SHIELD_MASTERY );
- }
- int16 index = sd->equip_index[EQI_HAND_L];
- if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
- skillratio += sd->inventory_data[index]->weight / 10;
- }
- RE_LVL_DMOD(100);
- break;
- case LG_PINPOINTATTACK:
- skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src);
- RE_LVL_DMOD(120);
- break;
- case LG_RAGEBURST:
- if (sd && sd->spiritball_old)
- skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100;
- else
- skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src));
- RE_LVL_DMOD(100);
- break;
- case LG_MOONSLASHER:
- skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0);
- RE_LVL_DMOD(100);
- break;
- case LG_OVERBRAND:
- if(sc && sc->getSCE(SC_OVERBRANDREADY))
- skillratio += -100 + 500 * skill_lv;
- else
- skillratio += -100 + 350 * skill_lv;
- skillratio += ((sd) ? pc_checkskill(sd, CR_SPEARQUICKEN) * 50 : 0);
- RE_LVL_DMOD(100);
- break;
- case LG_EARTHDRIVE:
- skillratio += -100 + 380 * skill_lv + sstatus->str + sstatus->vit; // !TODO: What's the STR/VIT bonus?
- if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
- skillratio += skill_lv * 37 * pc_checkskill( sd, IG_SHIELD_MASTERY );
- }
- RE_LVL_DMOD(100);
- break;
- case LG_HESPERUSLIT:
- if (sc && sc->getSCE(SC_INSPIRATION))
- skillratio += -100 + 450 * skill_lv;
- else
- skillratio += -100 + 300 * skill_lv;
- skillratio += sstatus->vit / 6; // !TODO: What's the VIT bonus?
- RE_LVL_DMOD(100);
- break;
- case SR_EARTHSHAKER:
- if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD) || tsc->getSCE(SC__SHADOWFORM))) {
- //[(Skill Level x 300) x (Caster Base Level / 100) + (Caster STR x 3)] %
- skillratio += -100 + 300 * skill_lv;
- RE_LVL_DMOD(100);
- skillratio += status_get_str(src) * 3;
- } else { //[(Skill Level x 400) x (Caster Base Level / 100) + (Caster STR x 2)] %
- skillratio += -100 + 400 * skill_lv;
- RE_LVL_DMOD(100);
- skillratio += status_get_str(src) * 2;
- }
- break;
- case SR_DRAGONCOMBO:
- skillratio += 100 + 80 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case SR_FALLENEMPIRE:
- // ATK [(Skill Level x 300 + 100) x Caster Base Level / 150] %
- skillratio += 300 * skill_lv;
- RE_LVL_DMOD(150);
- break;
- case SR_TIGERCANNON:
- {
- uint32 hp = sstatus->max_hp * (10 + (skill_lv * 2)) / 100,
- sp = sstatus->max_sp * (5 + skill_lv) / 100;
- if (wd->miscflag&8)
- // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
- skillratio += -100 + (hp + sp) / 2;
- else
- // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
- skillratio += -100 + (hp + sp) / 4;
- RE_LVL_DMOD(100);
- }
- if (sc->getSCE(SC_GT_REVITALIZE))
- skillratio += skillratio * 30 / 100;
- break;
- case SR_SKYNETBLOW:
- //ATK [{(Skill Level x 200) + (Caster AGI)} x Caster Base Level / 100] %
- skillratio += -100 + 200 * skill_lv + sstatus->agi / 6; // !TODO: Confirm AGI bonus
- RE_LVL_DMOD(100);
- break;
- case SR_RAMPAGEBLASTER:
- if (tsc && tsc->getSCE(SC_EARTHSHAKER)) {
- skillratio += 1400 + 550 * skill_lv;
- RE_LVL_DMOD(120);
- } else {
- skillratio += 900 + 350 * skill_lv;
- RE_LVL_DMOD(150);
- }
- if (sc->getSCE(SC_GT_CHANGE))
- skillratio += skillratio * 30 / 100;
- break;
- case SR_KNUCKLEARROW:
- 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)] %
- skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5;
- if (tsd && tsd->weight)
- skillratio += 100 * tsd->weight / tsd->max_weight;
- RE_LVL_DMOD(150);
- } else {
- if (status_get_class_(target) == CLASS_BOSS)
- skillratio += 400 + 200 * skill_lv;
- else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
- skillratio += 400 + 100 * skill_lv;
- RE_LVL_DMOD(100);
- }
- if (sc->getSCE(SC_GT_CHANGE))
- skillratio += skillratio * 30 / 100;
- break;
- case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
- skillratio += -100 + status_get_lv(src) + sstatus->dex;
- RE_LVL_DMOD(100);
- break;
- case SR_GATEOFHELL:
- if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE)
- skillratio += -100 + 800 * skill_lv;
- else
- skillratio += -100 + 500 * skill_lv;
- RE_LVL_DMOD(100);
- if (sc->getSCE(SC_GT_REVITALIZE))
- skillratio += skillratio * 30 / 100;
- break;
- case SR_GENTLETOUCH_QUIET:
- skillratio += -100 + 100 * skill_lv + sstatus->dex;
- RE_LVL_DMOD(100);
- break;
- case SR_HOWLINGOFLION:
- skillratio += -100 + 500 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case SR_RIDEINLIGHTNING:
- skillratio += -100 + 40 * skill_lv;
- if (sd && sd->status.weapon == W_KNUCKLE)
- skillratio += 50 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case WM_SEVERE_RAINSTORM_MELEE:
- //ATK [{(Caster DEX / 300 + AGI / 200)} x Caster Base Level / 100] %
- skillratio += -100 + 100 * skill_lv + (sstatus->dex / 300 + sstatus->agi / 200);
- if (wd->miscflag&4) // Whip/Instrument equipped
- skillratio += 20 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case WM_GREAT_ECHO:
- skillratio += -100 + 250 + 500 * skill_lv;
- if (sd) {
- skillratio += pc_checkskill(sd, WM_LESSON) * 50; // !TODO: Confirm bonus
- if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
- skillratio *= 2;
- }
- RE_LVL_DMOD(100);
- break;
- case GN_CART_TORNADO: { // ATK [( Skill Level x 200 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
- skillratio += -100 + 200 * skill_lv;
- if(sd && sd->cart_weight)
- skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
- if (sc && sc->getSCE(SC_BIONIC_WOODENWARRIOR))
- skillratio *= 2;
- }
- break;
- case GN_CARTCANNON:
- skillratio += -100 + (250 + 20 * pc_checkskill(sd, GN_REMODELING_CART)) * skill_lv + 2 * sstatus->int_ / (6 - pc_checkskill(sd, GN_REMODELING_CART));
- RE_LVL_DMOD(100);
- break;
- case GN_SPORE_EXPLOSION:
- skillratio += -100 + 400 + 200 * skill_lv;
- RE_LVL_DMOD(100);
- if (sc && sc->getSCE(SC_BIONIC_WOODEN_FAIRY))
- skillratio *= 2;
- break;
- case GN_WALLOFTHORN:
- skillratio += 10 * skill_lv;
- break;
- case GN_CRAZYWEED_ATK:
- skillratio += -100 + 700 + 100 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case GN_SLINGITEM_RANGEMELEEATK:
- if( sd ) {
- switch( sd->itemid ) {
- case ITEMID_APPLE_BOMB:
- skillratio += 200 + status_get_str(src) + status_get_dex(src);
- break;
- case ITEMID_COCONUT_BOMB:
- case ITEMID_PINEAPPLE_BOMB:
- skillratio += 700 + status_get_str(src) + status_get_dex(src);
- break;
- case ITEMID_MELON_BOMB:
- skillratio += 400 + status_get_str(src) + status_get_dex(src);
- break;
- case ITEMID_BANANA_BOMB:
- skillratio += 777 + status_get_str(src) + status_get_dex(src);
- break;
- case ITEMID_BLACK_LUMP:
- skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
- break;
- case ITEMID_BLACK_HARD_LUMP:
- skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
- break;
- case ITEMID_VERY_HARD_LUMP:
- skillratio += -100 + status_get_str(src) + status_get_agi(src) + status_get_dex(src);
- break;
- }
- RE_LVL_DMOD(100);
- }
- break;
- case GN_HELLS_PLANT_ATK:
- skillratio += -100 + 100 * skill_lv + sstatus->int_ * (sd ? pc_checkskill(sd, AM_CANNIBALIZE) : 5); // !TODO: Confirm INT and Cannibalize bonus
- RE_LVL_DMOD(100);
- break;
- // Physical Elemantal Spirits Attack Skills
- case EL_CIRCLE_OF_FIRE:
- case EL_FIRE_BOMB_ATK:
- case EL_STONE_RAIN:
- skillratio += 200;
- break;
- case EL_FIRE_WAVE_ATK:
- skillratio += 500;
- break;
- case EL_TIDAL_WEAPON:
- skillratio += 1400;
- break;
- case EL_WIND_SLASH:
- skillratio += 100;
- break;
- case EL_HURRICANE:
- skillratio += 600;
- break;
- case EL_TYPOON_MIS:
- case EL_WATER_SCREW_ATK:
- skillratio += 900;
- break;
- case EL_STONE_HAMMER:
- skillratio += 400;
- break;
- case EL_ROCK_CRUSHER:
- skillratio += 700;
- break;
- case KO_JYUMONJIKIRI:
- skillratio += -100 + 200 * skill_lv;
- RE_LVL_DMOD(120);
- if(tsc && tsc->getSCE(SC_JYUMONJIKIRI))
- skillratio += skill_lv * status_get_lv(src);
- if (sc && sc->getSCE(SC_KAGEMUSYA))
- skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
- break;
- case KO_HUUMARANKA:
- skillratio += -100 + 150 * skill_lv + sstatus->str + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
- RE_LVL_DMOD(100);
- if (sc && sc->getSCE(SC_KAGEMUSYA))
- skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
- break;
- case KO_SETSUDAN:
- skillratio += 100 * (skill_lv - 1);
- RE_LVL_DMOD(100);
- if (tsc) {
- struct status_change_entry *sce;
- if ((sce = tsc->getSCE(SC_SPIRIT)) || (sce = tsc->getSCE(SC_SOULGOLEM)) || (sce = tsc->getSCE(SC_SOULSHADOW)) || (sce = tsc->getSCE(SC_SOULFALCON)) || (sce = tsc->getSCE(SC_SOULFAIRY))) // Bonus damage added when target is soul linked.
- skillratio += 200 * sce->val1;
- }
- break;
- case KO_BAKURETSU:
- skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
- RE_LVL_DMOD(120);
- skillratio += 10 * (sd ? sd->status.job_level : 1);
- if (sc && sc->getSCE(SC_KAGEMUSYA))
- skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
- break;
- case KO_MAKIBISHI:
- skillratio += -100 + 20 * skill_lv;
- break;
- case MH_NEEDLE_OF_PARALYZE:
- skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
- break;
- case MH_TOXIN_OF_MANDARA:
- skillratio += -100 + 400 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
- break;
- case MH_NEEDLE_STINGER:
- skillratio += -100 + 200 + 500 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
- break;
- case MH_STAHL_HORN:
- skillratio += -100 + 1000 + 300 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
- break;
- case MH_GLANZEN_SPIES:
- skillratio += -100 + 300 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->vit; // !TODO: Confirm VIT bonus
- break;
- case MH_LAVA_SLIDE:
- skillratio += -100 + 50 * skill_lv;
- break;
- case MH_BLAST_FORGE:
- skillratio += -100 + 70 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
- break;
- case MH_SONIC_CRAW:
- skillratio += -100 + 60 * skill_lv * status_get_lv(src) / 150;
- break;
- case MH_BLAZING_AND_FURIOUS:
- skillratio += -100 + 80 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
- break;
- case MH_THE_ONE_FIGHTER_RISES:
- skillratio += -100 + 580 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
- break;
- case MH_SILVERVEIN_RUSH:
- skillratio += -100 + 250 * skill_lv * status_get_lv(src) / 100 + sstatus->str; // !TODO: Confirm STR bonus
- break;
- case MH_MIDNIGHT_FRENZY:
- skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 150 + sstatus->str; // !TODO: Confirm STR bonus
- break;
- case MH_MAGMA_FLOW:
- skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120;
- break;
- case RL_MASS_SPIRAL:
- skillratio += -100 + 200 * skill_lv;
- break;
- case RL_FIREDANCE:
- skillratio += 100 + 100 * skill_lv;
- skillratio += (sd ? pc_checkskill(sd, GS_DESPERADO) * 20 : 0);
- RE_LVL_DMOD(100);
- break;
- case RL_BANISHING_BUSTER:
- skillratio += -100 + 1000 + 200 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case RL_S_STORM:
- skillratio += -100 + 1700 + 200 * skill_lv;
- break;
- case RL_SLUGSHOT:
- if (target->type == BL_MOB)
- skillratio += -100 + 1200 * skill_lv;
- else
- skillratio += -100 + 2000 * skill_lv;
- skillratio *= 2 + tstatus->size;
- break;
- case RL_D_TAIL:
- skillratio += -100 + 500 + 200 * skill_lv;
- if (sd && (wd->miscflag & 8))
- skillratio *= 2;
- RE_LVL_DMOD(100);
- break;
- case RL_R_TRIP:
- skillratio += -100 + 350 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case RL_R_TRIP_PLUSATK:
- skillratio += -100 + 300 + 300 * skill_lv;
- break;
- case RL_H_MINE:
- if (sd && sd->flicker) // Flicker explosion damage: 500 + 300 * SkillLv
- skillratio += -100 + 500 + 300 * skill_lv;
- else // 200 + 200 * SkillLv
- skillratio += -100 + 200 + 200 * skill_lv;
- break;
- case RL_HAMMER_OF_GOD:
- skillratio += -100 + 100 * skill_lv;
- if (sd) {
- if (wd->miscflag & 8)
- skillratio += 400 * sd->spiritball_old;
- else
- skillratio += 150 * sd->spiritball_old;
- }
- RE_LVL_DMOD(100);
- break;
- case RL_FIRE_RAIN:
- case RL_AM_BLAST:
- skillratio += -100 + 3500 + 300 * skill_lv;
- break;
- case SU_BITE:
- skillratio += 100;
- break;
- case SU_SCRATCH:
- skillratio += -50 + 50 * skill_lv;
- break;
- case SU_SCAROFTAROU:
- skillratio += -100 + 100 * skill_lv;
- if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
- skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
- break;
- case SU_PICKYPECK:
- case SU_PICKYPECK_DOUBLE_ATK:
- skillratio += 100 + 100 * skill_lv;
- if (status_get_hp(target) < (status_get_max_hp(target) / 2))
- skillratio *= 2;
- if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
- skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
- break;
- case SU_LUNATICCARROTBEAT:
- case SU_LUNATICCARROTBEAT2:
- skillratio += 100 + 100 * skill_lv;
- if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
- skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
- if (status_get_lv(src) > 99)
- skillratio += sstatus->str;
- RE_LVL_DMOD(100);
- break;
- case SU_SVG_SPIRIT:
- skillratio += 150 + 150 * skill_lv;
- if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
- skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
- break;
- case SJ_FULLMOONKICK:
- skillratio += 1000 + 100 * skill_lv;
- RE_LVL_DMOD(100);
- if (sc && sc->getSCE(SC_LIGHTOFMOON))
- skillratio += skillratio * sc->getSCE(SC_LIGHTOFMOON)->val2 / 100;
- break;
- case SJ_NEWMOONKICK:
- skillratio += 600 + 100 * skill_lv;
- break;
- case SJ_STAREMPEROR:
- skillratio += 700 + 200 * skill_lv;
- break;
- case SJ_SOLARBURST:
- skillratio += 900 + 220 * skill_lv;
- RE_LVL_DMOD(100);
- if (sc && sc->getSCE(SC_LIGHTOFSUN))
- skillratio += skillratio * sc->getSCE(SC_LIGHTOFSUN)->val2 / 100;
- break;
- case SJ_PROMINENCEKICK:
- skillratio += 50 + 50 * skill_lv;
- break;
- case SJ_FALLINGSTAR_ATK:
- case SJ_FALLINGSTAR_ATK2:
- skillratio += 100 * skill_lv;
- RE_LVL_DMOD(100);
- if (sc && sc->getSCE(SC_LIGHTOFSTAR))
- skillratio += skillratio * sc->getSCE(SC_LIGHTOFSTAR)->val2 / 100;
- break;
- case DK_SERVANTWEAPON_ATK:
- skillratio += -100 + 600 + 850 * skill_lv;
- skillratio += 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case DK_SERVANT_W_PHANTOM:
- skillratio += -100 + 200 + 300 * skill_lv + 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case DK_SERVANT_W_DEMOL:
- skillratio += -100 + 500 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case DK_HACKANDSLASHER:
- case DK_HACKANDSLASHER_ATK:
- skillratio += -100 + 350 + 820 * skill_lv;
- skillratio += 7 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case DK_DRAGONIC_AURA:
- skillratio += 3650 * skill_lv + 10 * sstatus->pow;
- if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
- skillratio += 150 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case DK_MADNESS_CRUSHER:
- skillratio += -100 + 1000 + 3800 * skill_lv;
- skillratio += 10 * sstatus->pow;
- if( sd != nullptr ){
- int16 index = sd->equip_index[EQI_HAND_R];
- if( index >= 0 && sd->inventory_data[index] != nullptr ){
- skillratio += sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->weapon_level;
- }
- }
- RE_LVL_DMOD(100);
- if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
- skillratio *= 2;
- break;
- case DK_STORMSLASH:
- skillratio += -100 + 300 + 750 * skill_lv;
- skillratio += 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- if (sc && sc->getSCE(SC_GIANTGROWTH) && rnd_chance(60, 100))
- skillratio *= 2;
- break;
- case DK_DRAGONIC_BREATH:
- skillratio += -100 + 50 + 350 * skill_lv;
- skillratio += 7 * sstatus->pow;
- if (sc && sc->getSCE(SC_DRAGONIC_AURA)) {
- skillratio += 3 * sstatus->pow;
- skillratio += (skill_lv * (sstatus->max_hp * 25 / 100) * 7) / 100; // Skill level x 0.07 x ((MaxHP / 4) + (MaxSP / 2))
- skillratio += (skill_lv * (sstatus->max_sp * 50 / 100) * 7) / 100;
- } else {
- skillratio += (skill_lv * (sstatus->max_hp * 25 / 100) * 5) / 100; // Skill level x 0.05 x ((MaxHP / 4) + (MaxSP / 2))
- skillratio += (skill_lv * (sstatus->max_sp * 50 / 100) * 5) / 100;
- }
- RE_LVL_DMOD(100);
- break;
- case IQ_OLEUM_SANCTUM:
- skillratio += -100 + 500 + 2000 * skill_lv + 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case IQ_MASSIVE_F_BLASTER:
- skillratio += -100 + 2300 * skill_lv + 15 * sstatus->pow;
- if (tstatus->race == RC_BRUTE || tstatus->race == RC_DEMON)
- skillratio += 150 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case IQ_EXPOSION_BLASTER:
- skillratio += -100 + 450 + 2600 * skill_lv;
- skillratio += 10 * sstatus->pow;
- if( tsc != nullptr && tsc->getSCE( SC_HOLY_OIL ) ){
- skillratio += 950 * skill_lv;
- }
- RE_LVL_DMOD(100);
- break;
- case IQ_FIRST_BRAND:
- skillratio += -100 + 1200 * skill_lv + 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case IQ_SECOND_FLAME:
- skillratio += -100 + 200 + 2900 * skill_lv + 9 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case IQ_SECOND_FAITH:
- skillratio += -100 + 100 + 2300 * skill_lv + 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case IQ_SECOND_JUDGEMENT:
- skillratio += -100 + 150 + 2600 * skill_lv + 7 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case IQ_THIRD_PUNISH:
- skillratio += -100 + 450 + 1800 * skill_lv;
- skillratio += 10 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case IQ_THIRD_FLAME_BOMB:
- skillratio += -100 + 650 * skill_lv + 10 * sstatus->pow;
- skillratio += sstatus->max_hp * 20 / 100;
- RE_LVL_DMOD(100);
- break;
- case IQ_THIRD_CONSECRATION:
- skillratio += -100 + 700 * skill_lv + 10 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case IG_GRAND_JUDGEMENT:
- skillratio += -100 + 250 + 1500 * skill_lv + 10 * sstatus->pow;
- if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
- skillratio += 100 + 150 * skill_lv;
- RE_LVL_DMOD(100);
- if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
- skillratio += skillratio * i / 100;
- break;
- case IG_SHIELD_SHOOTING:
- skillratio += -100 + 1000 + 3500 * skill_lv;
- skillratio += 10 * sstatus->pow;
- skillratio += skill_lv * 150 * pc_checkskill( sd, IG_SHIELD_MASTERY );
- if (sd) { // Damage affected by the shield's weight and refine. Need official formula. [Rytech]
- int16 index = sd->equip_index[EQI_HAND_L];
- if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
- skillratio += (sd->inventory_data[index]->weight * 7 / 6) / 10;
- skillratio += sd->inventory.u.items_inventory[index].refine * 100;
- }
- }
- RE_LVL_DMOD(100);
- break;
- case IG_OVERSLASH:
- skillratio += -100 + 220 * skill_lv;
- skillratio += pc_checkskill(sd, IG_SPEAR_SWORD_M) * 50 * skill_lv;
- skillratio += 7 * sstatus->pow;
- RE_LVL_DMOD(100);
- if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
- skillratio += skillratio * i / 100;
- break;
- case IG_RADIANT_SPEAR:
- skillratio += -100 + 3500 + 1150 * skill_lv;
- skillratio += pc_checkskill(sd, IG_SPEAR_SWORD_M) * 50;
- skillratio += 5 * sstatus->pow; // !TODO: check POW ratio
- if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) )
- skillratio += 250 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case IG_IMPERIAL_CROSS:
- skillratio += -100 + 1650 + 1350 * skill_lv;
- skillratio += pc_checkskill(sd, IG_SPEAR_SWORD_M) * 25;
- skillratio += 5 * sstatus->pow; // !TODO: check POW ratio
- if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) )
- skillratio += 100 + 300 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case CD_EFFLIGO:
- skillratio += -100 + 1650 * skill_lv + 7 * sstatus->pow;
- skillratio += 8 * pc_checkskill( sd, CD_MACE_BOOK_M );
- if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON) {
- skillratio += 150 * skill_lv;
- skillratio += 7 * pc_checkskill( sd, CD_MACE_BOOK_M );
- }
- RE_LVL_DMOD(100);
- break;
- case CD_PETITIO:
- skillratio += -100 + (1050 + pc_checkskill(sd,CD_MACE_BOOK_M) * 50) * skill_lv + 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case SHC_DANCING_KNIFE:
- skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case SHC_SAVAGE_IMPACT:
- skillratio += -100 + 105 * skill_lv + 5 * sstatus->pow;
- if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ){
- skillratio += 20 * skill_lv + 3 * sstatus->pow; // !TODO: check POW ratio
- }
- RE_LVL_DMOD(100);
- break;
- case SHC_ETERNAL_SLASH:
- skillratio += -100 + 300 * skill_lv + 2 * sstatus->pow;
- if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ){
- skillratio += 120 * skill_lv + sstatus->pow;
- }
- RE_LVL_DMOD(100);
- break;
- case SHC_SHADOW_STAB:
- skillratio += -100 + 550 * skill_lv;
- skillratio += 5 * sstatus->pow;
- if (wd->miscflag & SKILL_ALTDMG_FLAG) {
- skillratio += 100 * skill_lv + 2 * sstatus->pow;
- }
- RE_LVL_DMOD(100);
- break;
- case SHC_IMPACT_CRATER:
- skillratio += -100 + 80 * skill_lv + 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case SHC_FATAL_SHADOW_CROW:
- skillratio += -100 + 1300 * skill_lv + 10 * sstatus->pow;
- if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_DRAGON)
- skillratio += 150 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case SHC_CROSS_SLASH:
- skillratio += -100 + 300 * skill_lv;
- skillratio += 5 * sstatus->pow;
- if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ) {
- skillratio += 60 * skill_lv;
- skillratio += 2 * sstatus->pow;
- }
- RE_LVL_DMOD(100);
- break;
- case MT_AXE_STOMP:
- skillratio += -100 + 450 + 1150 * skill_lv;
- skillratio += 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case MT_MIGHTY_SMASH:
- skillratio += -100 + 80 + 240 * skill_lv;
- skillratio += 5 * sstatus->pow;
- if (sc && sc->getSCE(SC_AXE_STOMP)) {
- skillratio += 20;
- skillratio += 5 * sstatus->pow;
- }
- RE_LVL_DMOD(100);
- break;
- case MT_RUSH_QUAKE:
- skillratio += -100 + 3600 * skill_lv + 10 * sstatus->pow;
- if (tstatus->race == RC_FORMLESS || tstatus->race == RC_INSECT)
- skillratio += 150 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case MT_A_MACHINE:// Formula unknown. Using Dancing Knife's formula for now. [Rytech]
- skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case MT_SPARK_BLASTER:
- skillratio += -100 + 600 + 1400 * skill_lv;
- skillratio += 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case MT_TRIPLE_LASER:
- skillratio += -100 + 650 + 1150 * skill_lv;
- skillratio += 12 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case MT_RUSH_STRIKE:
- skillratio += -100 + 3500 * skill_lv;
- skillratio += 5 * sstatus->pow; // !TODO: check POW ratio
- RE_LVL_DMOD(100);
- break;
- case MT_POWERFUL_SWING:
- skillratio += -100 + 300 + 850 * skill_lv;
- skillratio += 5 * sstatus->pow; // !TODO: check POW ratio
- if (sc && sc->getSCE(SC_AXE_STOMP))
- skillratio += 100 + 100 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case MT_ENERGY_CANNONADE:
- skillratio += -100 + 250 + 750 * skill_lv;
- skillratio += 5 * sstatus->pow; // !TODO: check POW ratio
- RE_LVL_DMOD(100);
- break;
- case ABC_ABYSS_DAGGER:
- skillratio += -100 + 350 + 1400 * skill_lv;
- skillratio += 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case ABC_UNLUCKY_RUSH:
- skillratio += -100 + 100 + 300 * skill_lv + 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case ABC_CHAIN_REACTION_SHOT:
- skillratio += -100 + 850 * skill_lv;
- skillratio += 15 * sstatus->con;
- RE_LVL_DMOD(100);
- break;
- case ABC_CHAIN_REACTION_SHOT_ATK:
- skillratio += -100 + 800 + 2550 * skill_lv;
- skillratio += 15 * sstatus->con;
- RE_LVL_DMOD(100);
- break;
- case ABC_DEFT_STAB:
- skillratio += -100 + 700 + 550 * skill_lv;
- skillratio += 7 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case ABC_FRENZY_SHOT:
- skillratio += -100 + 250 + 800 * skill_lv;
- skillratio += 15 * sstatus->con;
- RE_LVL_DMOD(100);
- break;
- case WH_HAWKRUSH:
- skillratio += -100 + 500 * skill_lv + 5 * sstatus->con;
- if (sd)
- skillratio += skillratio * pc_checkskill(sd, WH_NATUREFRIENDLY) / 10;
- RE_LVL_DMOD(100);
- break;
- case WH_HAWKBOOMERANG:
- skillratio += -100 + 600 * skill_lv + 10 * sstatus->con;
- if (sd)
- skillratio += skillratio * pc_checkskill(sd, WH_NATUREFRIENDLY) / 10;
- if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)
- skillratio += skillratio * 50 / 100;
- RE_LVL_DMOD(100);
- break;
- case WH_GALESTORM:
- skillratio += -100 + 1350 * skill_lv;
- skillratio += 10 * sstatus->con;
- RE_LVL_DMOD(100);
- if (sc && sc->getSCE(SC_CALAMITYGALE) && (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH))
- skillratio += skillratio * 50 / 100;
- break;
- case WH_CRESCIVE_BOLT:
- skillratio += -100 + 500 + 1300 * skill_lv;
- skillratio += 5 * sstatus->con;
- RE_LVL_DMOD(100);
- if (sc) {
- if (sc->getSCE(SC_CRESCIVEBOLT))
- skillratio += skillratio * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
- if (sc->getSCE(SC_CALAMITYGALE)) {
- skillratio += skillratio * 20 / 100;
- if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)
- skillratio += skillratio * 50 / 100;
- }
- }
- break;
- case WH_DEEPBLINDTRAP:
- case WH_SOLIDTRAP:
- case WH_SWIFTTRAP:
- case WH_FLAMETRAP:
- skillratio += -100 + 850 * skill_lv + 5 * sstatus->con;
- RE_LVL_DMOD(100);
- skillratio += skillratio * (20 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5)) / 100;
- break;
- case WH_WILD_WALK:
- skillratio += -100 + 1800 + 2800 * skill_lv;
- // !TODO: unknown con and WH_NATUREFRIENDLY/HT_STEELCROW skills ratio
- skillratio += 5 * sstatus->con;
- skillratio += skillratio * pc_checkskill(sd, WH_NATUREFRIENDLY) / 10;
- skillratio += skillratio * pc_checkskill(sd, HT_STEELCROW) / 10;
- RE_LVL_DMOD(100);
- break;
- case BO_ACIDIFIED_ZONE_WATER:
- case BO_ACIDIFIED_ZONE_GROUND:
- case BO_ACIDIFIED_ZONE_WIND:
- case BO_ACIDIFIED_ZONE_FIRE:
- case BO_ACIDIFIED_ZONE_WATER_ATK:// These deal the same damage? [Rytech]
- case BO_ACIDIFIED_ZONE_GROUND_ATK:
- case BO_ACIDIFIED_ZONE_WIND_ATK:
- case BO_ACIDIFIED_ZONE_FIRE_ATK:
- skillratio += -100 + 400 * skill_lv + 5 * sstatus->pow;
- if( sc != nullptr && sc->getSCE( SC_RESEARCHREPORT ) ){
- skillratio += skillratio * 50 / 100;
- if (tstatus->race == RC_FORMLESS || tstatus->race == RC_PLANT)
- skillratio += skillratio * 50 / 100;
- }
- RE_LVL_DMOD(100);
- break;
- case BO_EXPLOSIVE_POWDER:
- skillratio += -100 + 500 + 650 * skill_lv;
- skillratio += 5 * sstatus->pow;
- if (sc && sc->getSCE(SC_RESEARCHREPORT))
- skillratio += 100 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case BO_MAYHEMIC_THORNS:
- skillratio += -100 + 200 + 300 * skill_lv;
- skillratio += 5 * sstatus->pow;
- if (sc && sc->getSCE(SC_RESEARCHREPORT))
- skillratio += 150;
- RE_LVL_DMOD(100);
- break;
- case BO_MYSTERY_POWDER:
- skillratio += -100 + 1500 + 4000 * skill_lv;
- skillratio += 5 * sstatus->pow; // !TODO: check POW ratio
- RE_LVL_DMOD(100);
- break;
- case BO_DUST_EXPLOSION:
- skillratio += -100 + 450 + 600 * skill_lv;
- skillratio += 5 * sstatus->pow; // !TODO: check POW ratio
- if (sc && sc->getSCE(SC_RESEARCHREPORT))
- skillratio += 200 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case TR_ROSEBLOSSOM:
- skillratio += -100 + 200 + 2000 * skill_lv;
- if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
- skillratio += 3 * sstatus->con;
- if( tsc != nullptr && tsc->getSCE( SC_SOUNDBLEND ) ){
- skillratio += 200 * skill_lv;
- }
- RE_LVL_DMOD(100);
- if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
- skillratio *= 2;
- if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
- skillratio += skillratio * 50 / 100;
- }
- break;
- case TR_ROSEBLOSSOM_ATK:
- skillratio += -100 + 250 + 2800 * skill_lv;
- if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
- skillratio += 3 * sstatus->con;
- if( tsc != nullptr && tsc->getSCE( SC_SOUNDBLEND ) ){
- skillratio += 200 * skill_lv;
- }
- RE_LVL_DMOD(100);
- if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
- skillratio *= 2;
- if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
- skillratio += skillratio * 50 / 100;
- }
- break;
- case TR_RHYTHMSHOOTING:
- skillratio += -100 + 550 + 950 * skill_lv;
- if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
- skillratio += 5 * sstatus->con;
- if (tsc && tsc->getSCE(SC_SOUNDBLEND)) {
- skillratio += 300 + 100 * skill_lv;
- skillratio += 2 * sstatus->con;
- }
- RE_LVL_DMOD(100);
- if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
- skillratio *= 2;
- if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
- skillratio += skillratio * 50 / 100;
- }
- break;
- case ABR_BATTLE_BUSTER:// Need official formula.
- case ABR_DUAL_CANNON_FIRE:// Need official formula.
- skillratio += -100 + 8000;
- break;
- case ABR_INFINITY_BUSTER:// Need official formula.
- skillratio += -100 + 50000;
- break;
- case HN_SPIRAL_PIERCE_MAX:
- skillratio += -100 + 1000 + 1500 * skill_lv;
- skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 3 * skill_lv;
- skillratio += 5 * sstatus->pow;
- switch (status_get_size(target)){
- case SZ_SMALL:
- skillratio = skillratio * 150 / 100;
- break;
- case SZ_MEDIUM:
- skillratio = skillratio * 130 / 100;
- break;
- case SZ_BIG:
- skillratio = skillratio * 120 / 100;
- break;
- }
- RE_LVL_DMOD(100);
- break;
- case HN_SHIELD_CHAIN_RUSH:
- skillratio += -100 + 850 + 1050 * skill_lv;
- skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 3 * skill_lv;
- skillratio += 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case HN_MEGA_SONIC_BLOW:
- skillratio += -100 + 900 + 750 * skill_lv;
- skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 5 * skill_lv;
- skillratio += 5 * sstatus->pow;
- if (status_get_hp(target) < status_get_max_hp(target) / 2)
- skillratio *= 2;
- RE_LVL_DMOD(100);
- break;
- case HN_DOUBLEBOWLINGBASH:
- skillratio += -100 + 250 + 400 * skill_lv;
- skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 3 * skill_lv;
- skillratio += 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case NW_HASTY_FIRE_IN_THE_HOLE:
- skillratio += -100 + 1500 + 1500 * skill_lv;
- skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 20;
- skillratio += 5 * sstatus->con;
- RE_LVL_DMOD(100);
- break;
- case NW_BASIC_GRENADE:
- skillratio += -100 + 1500 + 2100 * skill_lv;
- skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 50;
- skillratio += 5 * sstatus->con;
- RE_LVL_DMOD(100);
- break;
- case NW_GRENADES_DROPPING:
- skillratio += -100 + 550 + 850 * skill_lv;
- skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 30;
- skillratio += 5 * sstatus->con;
- RE_LVL_DMOD(100);
- break;
- case NW_WILD_FIRE:
- skillratio += -100 + 1500 + 3000 * skill_lv;
- skillratio += 5 * sstatus->con;
- if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
- skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 500 * skill_lv;
- if (sd && sd->weapontype1 == W_SHOTGUN)
- skillratio += 200 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case NW_MAGAZINE_FOR_ONE:
- skillratio += -100 + 250 + 500 * skill_lv;
- skillratio += 5 * sstatus->con;
- if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
- skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 100 * skill_lv;
- if (sd && sd->weapontype1 == W_REVOLVER)
- skillratio += 50 + 300 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case NW_SPIRAL_SHOOTING:
- skillratio += -100 + 1200 + 1700 * skill_lv;
- skillratio += 5 * sstatus->con;
- if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
- skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 150 * skill_lv;
- if (sd && sd->weapontype1 == W_RIFLE)
- skillratio += 200 + 1100 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case NW_ONLY_ONE_BULLET:
- skillratio += -100 + 1200 + 3000 * skill_lv;
- skillratio += 5 * sstatus->con;
- if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
- skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 350 * skill_lv;
- if (sd && sd->weapontype1 == W_REVOLVER) {
- skillratio += 400 * skill_lv;
- }
- RE_LVL_DMOD(100);
- break;
- case NW_THE_VIGILANTE_AT_NIGHT:
- if (sd && sd->weapontype1 == W_GATLING) {
- skillratio += -100 + 300 * skill_lv;
- if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
- skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 100 * skill_lv;
- } else {
- skillratio += -100 + 800 + 700 * skill_lv;
- if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
- skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 200 * skill_lv;
- }
- skillratio += 5 * sstatus->con;
- RE_LVL_DMOD(100);
- break;
- case NW_MISSION_BOMBARD:
- if( wd->miscflag&SKILL_ALTDMG_FLAG ){
- skillratio += -100 + 5000 + 1800 * skill_lv;
- skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 100;
- }else{
- skillratio += -100 + 800 + 200 * skill_lv;
- skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 30;
- }
- skillratio += 5 * sstatus->con;
- RE_LVL_DMOD(100);
- break;
- case SH_CHUL_HO_SONIC_CLAW:
- skillratio += -100 + 1100 + 2200 * skill_lv;
- skillratio += 50 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
- skillratio += 5 * sstatus->pow;
- if( pc_checkskill( sd, SH_COMMUNE_WITH_CHUL_HO ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
- skillratio += 400 * skill_lv;
- skillratio += 50 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
- }
- RE_LVL_DMOD(100);
- break;
- case SH_HOWLING_OF_CHUL_HO:
- skillratio += -100 + 600 + 1050 * skill_lv;
- skillratio += 50 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
- skillratio += 5 * sstatus->pow;
- if( pc_checkskill( sd, SH_COMMUNE_WITH_CHUL_HO ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
- skillratio += 100 + 100 * skill_lv;
- skillratio += 50 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
- }
- RE_LVL_DMOD(100);
- break;
- case SH_HOGOGONG_STRIKE:
- skillratio += -100 + 180 + 200 * skill_lv;
- skillratio += 10 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
- skillratio += 5 * sstatus->pow;
- if( pc_checkskill( sd, SH_COMMUNE_WITH_CHUL_HO ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
- skillratio += 70 + 150 * skill_lv;
- skillratio += 10 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
- }
- RE_LVL_DMOD(100);
- break;
- case SKE_MIDNIGHT_KICK:
- skillratio += -100 + 800 + 1500 * skill_lv;
- skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv;
- skillratio += 5 * sstatus->pow;
- if( sc != nullptr && ( sc->getSCE( SC_MIDNIGHT_MOON ) != nullptr || sc->getSCE( SC_SKY_ENCHANT ) != nullptr ) ){
- skillratio += 950 + 250 * skill_lv;
- }
- RE_LVL_DMOD(100);
- break;
- case SKE_ALL_IN_THE_SKY:
- skillratio += -100 + 250 + 1200 * skill_lv;
- skillratio += 5 * sstatus->pow;
- if (status_get_race(target) == RC_DEMIHUMAN || status_get_race(target) == RC_DEMON)
- wd->div_ = 3;
- break;
- case SKE_TWINKLING_GALAXY:
- skillratio += -100 + 300 + 500 * skill_lv;
- skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 3 * skill_lv;
- skillratio += 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case SKE_STAR_CANNON:
- skillratio += -100 + 250 + 550 * skill_lv;
- skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv;
- skillratio += 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case SKE_STAR_BURST:
- skillratio += -100 + 500 + 400 * skill_lv;
- skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 3 * skill_lv;
- skillratio += 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case SKE_DAWN_BREAK:
- skillratio += -100 + 600 + 700 * skill_lv;
- skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv;
- skillratio += 5 * sstatus->pow;
- if( sc != nullptr && ( sc->getSCE( SC_DAWN_MOON ) != nullptr || sc->getSCE( SC_SKY_ENCHANT ) != nullptr ) ){
- skillratio += 200 * skill_lv;
- }
- RE_LVL_DMOD(100);
- break;
- case SKE_SUNSET_BLAST:
- skillratio += -100 + 950 + 400 * skill_lv;
- skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv;
- skillratio += 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case SKE_RISING_MOON:
- skillratio += -100 + 700 + 450 * skill_lv;
- skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv;
- skillratio += 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case SKE_NOON_BLAST:
- skillratio += -100 + 1500 + 1250 * skill_lv;
- skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv;
- skillratio += 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case SKE_RISING_SUN:
- skillratio += -100 + 500 + 600 * skill_lv;
- skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv;
- skillratio += 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case SS_SHIMIRU:
- skillratio += -100 + 700 * skill_lv;
- skillratio += 5 * sstatus->con;
- RE_LVL_DMOD(100);
- break;
- case SS_KAGEGARI:
- skillratio += -100 + 500 + 400 * skill_lv;
- skillratio += pc_checkskill( sd, SS_KAGEGISSEN ) * 5 * skill_lv;
- skillratio += 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case SS_KAGEAKUMU:
- case SS_HITOUAKUMU:
- skillratio += -100 + 18000 + 5 * sstatus->pow;
- if( tsc != nullptr && tsc->getSCE( SC_NIGHTMARE ) != nullptr ){
- skillratio += skillratio / 2;
- }
- RE_LVL_DMOD(100);
- break;
- case SS_KAGENOMAI:
- skillratio += -100 + 400 + 550 * skill_lv;
- skillratio += pc_checkskill( sd, SS_KAGEGARI ) * 50 * skill_lv;
- skillratio += 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- if (wd->miscflag & SKILL_ALTDMG_FLAG)
- skillratio = skillratio * 3 / 10;
- break;
- case SS_FUUMASHOUAKU:
- skillratio += -100 + 700 + 200 * skill_lv;
- skillratio += pc_checkskill( sd, SS_FUUMAKOUCHIKU ) * 5 * skill_lv;
- skillratio += 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case SS_FUUMAKOUCHIKU:
- skillratio += -100 + 600 + 400 * skill_lv;
- if( wd->miscflag&SKILL_ALTDMG_FLAG ){
- skillratio += 200;
- }
- skillratio += pc_checkskill( sd, SS_FUUMASHOUAKU ) * 30 * skill_lv;
- skillratio += 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case SS_KUNAIWAIKYOKU:
- skillratio += -100 + 300 + 600 * skill_lv;
- skillratio += pc_checkskill( sd, SS_KUNAIKUSSETSU ) * 10 * skill_lv;
- skillratio += 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- if (wd->miscflag & SKILL_ALTDMG_FLAG)
- skillratio = skillratio * 3 / 10;
- break;
- case SS_KUNAIKUSSETSU:
- skillratio += -100 + 200 + 360 * skill_lv;
- skillratio += pc_checkskill( sd, SS_KUNAIKAITEN ) * 10 * skill_lv;
- skillratio += 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case SS_KUNAIKAITEN:
- skillratio += -100 + 800 + 700 * skill_lv;
- skillratio += pc_checkskill( sd, SS_KUNAIWAIKYOKU ) * 70 * skill_lv;
- skillratio += 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- break;
- case SS_KAGEGISSEN:
- skillratio += -100 + 1600 + 700 * skill_lv;
- skillratio += pc_checkskill( sd, SS_KAGENOMAI ) * 100 * skill_lv;
- skillratio += 5 * sstatus->pow;
- RE_LVL_DMOD(100);
- if (wd->miscflag & SKILL_ALTDMG_FLAG)
- skillratio = skillratio * 3 / 10;
- break;
- }
- return skillratio;
- }
- /*==================================================================================================
- * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
- *--------------------------------------------------------------------------------------------------*
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static int64 battle_calc_skill_constant_addition(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
- {
- map_session_data *sd = BL_CAST(BL_PC, src);
- map_session_data *tsd = BL_CAST(BL_PC, target);
- status_data* sstatus = status_get_status_data(*src);
- status_data* tstatus = status_get_status_data(*target);
- int64 atk = 0;
- //Constant/misc additions from skills
- switch (skill_id) {
- case MO_EXTREMITYFIST:
- atk = 250 + 150 * skill_lv;
- break;
- case PA_SHIELDCHAIN:
- if (sd) {
- int16 index = sd->equip_index[EQI_HAND_L];
- // Bonus damage: [max(100, Random(100, 0.7*weight + pow(skill level + refine)))]
- if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
- // First calculate the random part of the bonus
- int32 bonus = (7 * sd->inventory_data[index]->weight) / 100;
- bonus += static_cast<decltype(bonus)>(pow(skill_lv + sd->inventory.u.items_inventory[index].refine, 2));
- // Now get a random value between 100 and the random part
- atk = max(100, rnd_value(100, bonus));
- }
- }
- break;
- #ifndef RENEWAL
- case GS_MAGICALBULLET:
- if (sstatus->matk_max > sstatus->matk_min)
- atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min);
- else
- atk = sstatus->matk_min;
- break;
- #endif
- #ifdef RENEWAL
- case HT_FREEZINGTRAP:
- if(sd)
- atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP);
- break;
- #endif
- }
- return atk;
- }
- /*==============================================================
- * Stackable SC bonuses added on top of calculated skill damage
- *--------------------------------------------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static void battle_attack_sc_bonus(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
- {
- map_session_data *sd = BL_CAST(BL_PC, src);
- status_change *sc = status_get_sc(src);
- status_data* sstatus = status_get_status_data(*src);
- status_data* tstatus = status_get_status_data(*target);
- uint8 anger_id = 0; // SLS Anger
- // Kagerou/Oboro Earth Charm effect +15% wATK
- if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
- ATK_ADDRATE(wd->damage, wd->damage2, 15 * sd->spiritcharm);
- #ifdef RENEWAL
- ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, 15 * sd->spiritcharm);
- #endif
- }
- //The following are applied on top of current damage and are stackable.
- if (sc) {
- #ifdef RENEWAL
- if (sc->getSCE(SC_WATK_ELEMENT) && skill_id != ASC_METEORASSAULT)
- ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, sc->getSCE(SC_WATK_ELEMENT)->val2);
- if (sc->getSCE(SC_DRUMBATTLE))
- ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_DRUMBATTLE)->val2);
- if (sc->getSCE(SC_MADNESSCANCEL))
- ATK_ADD(wd->equipAtk, wd->equipAtk2, 100);
- if (sc->getSCE(SC_MAGICALBULLET)) {
- int16 tmdef = tstatus->mdef + tstatus->mdef2;
- if (sstatus->matk_min > tmdef && sstatus->matk_max > sstatus->matk_min) {
- ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max((sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min)) - tmdef, 0));
- } else {
- ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max(sstatus->matk_min - tmdef, 0));
- }
- }
- if (sc->getSCE(SC_GATLINGFEVER))
- ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_GATLINGFEVER)->val3);
- #else
- //ATK percent modifier (in pre-renewal, it's applied multiplicatively after the skill ratio)
- ATK_RATE(wd->damage, wd->damage2, battle_get_atkpercent(*src, skill_id, *sc));
- ATK_RATER(wd->basedamage, battle_get_atkpercent(*src, 0, *sc));
- #endif
- if (sc->getSCE(SC_SPIRIT)) {
- if (skill_id == AS_SONICBLOW && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN) {
- ATK_ADDRATE(wd->damage, wd->damage2, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
- RE_ALLATK_ADDRATE(wd, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
- } else if (skill_id == CR_SHIELDBOOMERANG && sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER) {
- ATK_ADDRATE(wd->damage, wd->damage2, 100);
- RE_ALLATK_ADDRATE(wd, 100);
- }
- }
- if (sc->getSCE(SC_GT_CHANGE))
- ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_GT_CHANGE)->val1);
- #ifdef RENEWAL
- if (sc->getSCE(SC_EDP)) {
- switch(skill_id) {
- // Renewal: Venom Splasher, Meteor Assault, Grimtooth and Venom Knife ignore EDP
- case TF_SPRINKLESAND:
- case AS_SPLASHER:
- case ASC_METEORASSAULT:
- case AS_GRIMTOOTH:
- case AS_VENOMKNIFE:
- break; // skills above have no effect with EDP
- default: // fall through to apply EDP bonuses
- // Renewal EDP formula [helvetica]
- // weapon atk * (2.5 + (edp level * .3))
- // equip atk * (2.5 + (edp level * .3))
- ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 250 + (sc->getSCE(SC_EDP)->val1 * 30));
- ATK_RATE(wd->equipAtk, wd->equipAtk2, 250 + (sc->getSCE(SC_EDP)->val1 * 30));
- break;
- }
- }
- #endif
- if (sc->getSCE(SC_DANCEWITHWUG)) {
- if (skill_get_inf2(skill_id, INF2_INCREASEDANCEWITHWUGDAMAGE)) {
- ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 10 * battle_calc_chorusbonus(sd));
- RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_DANCEWITHWUG)->val1 * 10 * battle_calc_chorusbonus(sd));
- }
- ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 2 * battle_calc_chorusbonus(sd));
- #ifdef RENEWAL
- ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 2 * battle_calc_chorusbonus(sd));
- #endif
- }
- if(sc->getSCE(SC_ZENKAI) && sstatus->rhw.ele == sc->getSCE(SC_ZENKAI)->val2) {
- ATK_ADD(wd->damage, wd->damage2, 200);
- #ifdef RENEWAL
- ATK_ADD(wd->equipAtk, wd->equipAtk2, 200);
- #endif
- }
- if (sc->getSCE(SC_EQC)) {
- ATK_ADDRATE(wd->damage, wd->damage2, -sc->getSCE(SC_EQC)->val2);
- #ifdef RENEWAL
- ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, -sc->getSCE(SC_EQC)->val2);
- #endif
- }
- if(sc->getSCE(SC_STYLE_CHANGE)) {
- TBL_HOM *hd = BL_CAST(BL_HOM,src);
- if(hd) {
- ATK_ADD(wd->damage, wd->damage2, hd->homunculus.spiritball * 3);
- RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
- }
- }
- if(sc->getSCE(SC_UNLIMIT) && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
- switch(skill_id) {
- case RA_WUGDASH:
- case RA_WUGSTRIKE:
- case RA_WUGBITE:
- break;
- default:
- ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_UNLIMIT)->val2);
- RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_UNLIMIT)->val2);
- break;
- }
- }
- if (sc->getSCE(SC_HEAT_BARREL)) {
- ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_HEAT_BARREL)->val3);
- RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_HEAT_BARREL)->val3);
- }
- if((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
- if (sc->getSCE(SC_ARCLOUSEDASH) && sc->getSCE(SC_ARCLOUSEDASH)->val4) {
- ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_ARCLOUSEDASH)->val4);
- RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_ARCLOUSEDASH)->val4);
- }
- }
- if (sd && wd->flag&BF_WEAPON && sc->getSCE(SC_GVG_GIANT) && sc->getSCE(SC_GVG_GIANT)->val3) {
- ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_GVG_GIANT)->val3);
- RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_GVG_GIANT)->val3);
- }
- if (skill_id == 0 && sc->getSCE(SC_EXEEDBREAK)) {
- ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_EXEEDBREAK)->val2);
- RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_EXEEDBREAK)->val2);
- }
- if (sc->getSCE(SC_PYREXIA) && sc->getSCE(SC_PYREXIA)->val3 == 0 && skill_id == 0) {
- ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_PYREXIA)->val2);
- RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_PYREXIA)->val2);
- }
- if (sc->getSCE(SC_MIRACLE))
- anger_id = 2; // Always treat all monsters as star flagged monster when in miracle state
- if (sc->getSCE(SC_HIDDEN_CARD) && (wd->flag&BF_LONG) == BF_LONG)
- RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_HIDDEN_CARD)->val3);
- }
- if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
- if (sd && pc_checkskill(sd, SU_POWEROFLIFE) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LIFE) >= 20) {
- ATK_ADDRATE(wd->damage, wd->damage2, 20);
- RE_ALLATK_ADDRATE(wd, 20);
- }
- }
- if (sd != nullptr && !anger_id)
- ARR_FIND(0, MAX_PC_FEELHATE, anger_id, status_get_class(target) == sd->hate_mob[anger_id]);
- uint16 anger_level;
- if (sd != nullptr && anger_id < MAX_PC_FEELHATE && (anger_level = pc_checkskill(sd, sg_info[anger_id].anger_id))) {
- int32 skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
- if (anger_id == 2)
- skillratio += sstatus->str; // SG_STAR_ANGER additionally has STR added in its formula.
- if (anger_level < 4)
- skillratio /= 12 - 3 * anger_level;
- #ifdef RENEWAL
- // (renewal) maximum damage bonus limit : (skill level x 25)%
- skillratio = min( skillratio, 25 * anger_level );
- #endif
- ATK_ADDRATE(wd->damage, wd->damage2, skillratio);
- #ifdef RENEWAL
- RE_ALLATK_ADDRATE(wd, skillratio);
- #endif
- }
- }
- /*====================================
- * Calc defense damage reduction
- *------------------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static void battle_calc_defense_reduction(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
- {
- map_session_data *sd = BL_CAST(BL_PC, src);
- map_session_data *tsd = BL_CAST(BL_PC, target);
- status_change *sc = status_get_sc(src);
- status_change *tsc = status_get_sc(target);
- status_data* sstatus = status_get_status_data(*src);
- status_data* tstatus = status_get_status_data(*target);
- //Defense reduction
- int16 vit_def;
- defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
- int16 def2 = tstatus->def2;
- if (sd) {
- int32 i = sd->indexed_bonus.ignore_def_by_race[tstatus->race] + sd->indexed_bonus.ignore_def_by_race[RC_ALL];
- i += sd->indexed_bonus.ignore_def_by_class[tstatus->class_] + sd->indexed_bonus.ignore_def_by_class[CLASS_ALL];
- if (i) {
- i = min(i,100); //cap it to 100 for 0 def min
- def1 -= def1 * i / 100;
- def2 -= def2 * i / 100;
- }
- //Kagerou/Oboro Earth Charm effect +10% eDEF
- if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
- int16 si = 10 * sd->spiritcharm;
- def1 = (def1 * (100 + si)) / 100;
- }
- }
- if (sc && sc->getSCE(SC_EXPIATIO)) {
- int16 i = 5 * sc->getSCE(SC_EXPIATIO)->val1; // 5% per level
- i = min(i,100); //cap it to 100 for 0 def min
- def1 = (def1*(100-i))/100;
- def2 = (def2*(100-i))/100;
- }
- if (tsc) {
- if (tsc->getSCE(SC_FORCEOFVANGUARD)) {
- int16 i = 2 * tsc->getSCE(SC_FORCEOFVANGUARD)->val1;
- def1 = (def1 * (100 + i)) / 100;
- }
- if( tsc->getSCE(SC_CAMOUFLAGE) ){
- int16 i = 5 * tsc->getSCE(SC_CAMOUFLAGE)->val3; //5% per second
- i = min(i,100); //cap it to 100 for 0 def min
- def1 = (def1*(100-i))/100;
- def2 = (def2*(100-i))/100;
- }
- if (tsc->getSCE(SC_GT_REVITALIZE))
- def1 += tsc->getSCE(SC_GT_REVITALIZE)->val4;
- if (tsc->getSCE(SC_OVERED_BOOST) && target->type == BL_PC)
- def1 = (def1 * tsc->getSCE(SC_OVERED_BOOST)->val4) / 100;
- }
- if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
- unsigned char target_count; //256 max targets should be a sane max
- //Official servers limit the count to 22 targets
- target_count = min(unit_counttargeted(target), (100 / battle_config.vit_penalty_num) + (battle_config.vit_penalty_count - 1));
- if(target_count >= battle_config.vit_penalty_count) {
- if(battle_config.vit_penalty_type == 1) {
- if( !tsc || !tsc->getSCE(SC_STEELBODY) )
- def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
- def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
- } else { //Assume type 2
- if( !tsc || !tsc->getSCE(SC_STEELBODY) )
- def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
- def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
- }
- }
- if(def2 < 1)
- def2 = 1;
- }
- #ifdef RENEWAL
- if (skill_id == AM_ACIDTERROR)
- def2 = 0; // Ignore only status defense.
- #endif
- //Damage reduction based on vitality
- if (tsd) { //Sd vit-eq
- int32 skill;
- #ifndef RENEWAL
- //Damage reduction: [VIT*0.3] + RND(0, [VIT^2/150] - [VIT*0.3] - 1) + [VIT*0.5]
- vit_def = ((3 * def2) / 10);
- vit_def += rnd_value(0, max(0, (def2 * def2) / 150 - ((3 * def2) / 10) - 1));
- vit_def += (def2 / 2);
- #else
- vit_def = def2;
- #endif
- 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
- (skill = pc_checkskill(tsd, AL_DP)) > 0)
- vit_def += (int32)(((float)tsd->status.base_level / 25.0 + 3.0) * skill + 0.5);
- if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
- (sstatus->race == RC_BRUTE || sstatus->race == RC_PLAYER_DORAM || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
- vit_def += skill*5;
- if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
- (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
- vit_def += skill * 10;
- } else { //Mob-Pet vit-eq
- #ifndef RENEWAL
- //VIT + rnd(0,[VIT/20]^2-1)
- if (tsc && tsc->getSCE(SC_SKA))
- vit_def = 90; //Eska sets the random part of the formula to 90
- else
- vit_def = (def2 / 20) * (def2 / 20);
- vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
- #else
- //SoftDEF of monsters is floor((BaseLevel+Vit)/2)
- vit_def = def2;
- #endif
- }
- if (battle_config.weapon_defense_type) {
- vit_def += def1*battle_config.weapon_defense_type;
- def1 = 0;
- }
- #ifdef RENEWAL
- std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
- if (nk[NK_SIMPLEDEFENSE]) {
- // Defense reduction by flat value.
- // This completely bypasses the normal RE DEF Reduction formula.
- wd->damage -= (def1 + vit_def);
- if (is_attack_left_handed(src, skill_id))
- wd->damage2 -= (def1 + vit_def);
- }
- else {
- /**
- * RE DEF Reduction
- * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
- * Pierce defence gains 1 atk per def/2
- */
- if (def1 == -400) /* -400 creates a division by 0 and subsequently crashes */
- def1 = -399;
- ATK_ADD2(wd->damage, wd->damage2,
- is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1 * battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv)) / 200 : 0,
- is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1 * battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv)) / 200 : 0
- );
- 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))
- wd->damage = wd->damage * (4000 + def1) / (4000 + 10 * def1) - vit_def;
- 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))
- wd->damage2 = wd->damage2 * (4000 + def1) / (4000 + 10 * def1) - vit_def;
- }
- #else
- if (def1 > 100) def1 = 100;
- ATK_RATE2(wd->damage, wd->damage2,
- 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)),
- 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))
- );
- ATK_RATER(wd->basedamage, 100 - def1);
- ATK_ADD2(wd->damage, wd->damage2,
- 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,
- 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
- );
- wd->basedamage -= vit_def;
- #endif
- }
- /*====================================
- * Modifiers ignoring DEF
- *------------------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static void battle_calc_attack_post_defense(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
- {
- map_session_data *sd = BL_CAST(BL_PC, src);
- status_change *sc = status_get_sc(src);
- status_data* sstatus = status_get_status_data(*src);
- // Post skill/vit reduction damage increases
- #ifndef RENEWAL
- //Refine bonus
- if (sd) {
- if (battle_skill_stacks_masteries_vvs(skill_id, BCHK_REFINE)) {
- ATK_ADD2(wd->damage, wd->damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
- }
- wd->basedamage += sstatus->rhw.atk2;
- }
- //After DEF reduction, damage can be negative, refine bonus works against that value
- //After refinement bonus was applied, damage is capped to 1, then masteries are applied
- battle_min_damage(*wd, *src, skill_id, 1);
- battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
- #endif
- if (sc) { // SC skill damages
- if (sc->getSCE(SC_AURABLADE)
- #ifndef RENEWAL
- && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
- #endif
- ) {
- #ifdef RENEWAL
- ATK_ADD(wd->damage, wd->damage2, (3 + sc->getSCE(SC_AURABLADE)->val1) * status_get_lv(src)); // !TODO: Confirm formula
- #else
- ATK_ADD(wd->damage, wd->damage2, 20 * sc->getSCE(SC_AURABLADE)->val1);
- #endif
- }
- }
- //Set to min of 1
- battle_min_damage(*wd, *src, skill_id, 1);
- #ifdef RENEWAL
- switch (skill_id) {
- case AS_SONICBLOW:
- if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
- ATK_ADDRATE(wd->damage, wd->damage2, 90);
- break;
- }
- #endif
- }
- /*=================================================================================
- * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
- *---------------------------------------------------------------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static void battle_calc_attack_plant(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
- {
- status_data* tstatus = status_get_status_data(*target);
- bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
- if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
- status_change_end(src, SC_CAMOUFLAGE);
- //Plants receive 1 damage when hit
- if( attack_hits || wd->damage > 0 )
- wd->damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
- if( is_attack_left_handed(src, skill_id) && (attack_hits || wd->damage2 > 0) ) {
- map_session_data *sd = BL_CAST(BL_PC, src);
- if (sd && sd->status.weapon == W_KATAR)
- wd->damage2 = 0; //No backhand damage against plants
- else
- wd->damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
- }
- if (attack_hits && target->type == BL_MOB) {
- status_change *sc = status_get_sc(target);
- int64 damage_dummy = 1;
- if (sc && !battle_status_block_damage(src, target, sc, wd, damage_dummy, skill_id, skill_lv)) { // Statuses that reduce damage to 0.
- wd->damage = wd->damage2 = 0;
- return;
- }
- }
- if( attack_hits && status_get_class(target) == MOBID_EMPERIUM ) {
- if(target && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0) && map_flag_gvg2(target->m)) {
- wd->damage = wd->damage2 = 0;
- return;
- }
- const int32 right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
- const int32 left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
- if (wd->damage > 0) {
- wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
- wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
- } else if (wd->damage2 > 0) {
- wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
- wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
- }
- return;
- }
- // Triple Attack and Finger Offensive have a special property, they do not split damage on plant mode
- // In pre-renewal, it requires the monster to have exactly 100 def
- if ((skill_id == MO_TRIPLEATTACK || skill_id == MO_FINGEROFFENSIVE) && wd->div_ < 0
- #ifndef RENEWAL
- && tstatus->def == 100
- #endif
- )
- wd->div_ *= -1;
- //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
- battle_apply_div_fix(wd, skill_id);
- //If there is left hand damage, total damage can never exceed 2, even on multiple hits
- if(wd->damage > 1 && wd->damage2 > 0) {
- wd->damage = 1;
- wd->damage2 = 1;
- }
- }
- /*========================================================================================
- * Perform left/right hand weapon damage calculation based on previously calculated damage
- *----------------------------------------------------------------------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static void battle_calc_attack_left_right_hands(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
- {
- map_session_data *sd = BL_CAST(BL_PC, src);
- if (sd) {
- int32 skill;
- if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
- skill = pc_checkskill(sd,TF_DOUBLE);
- wd->damage2 = (int64)wd->damage * (1 + (skill * 2))/100;
- #ifdef RENEWAL
- } else if(is_attack_left_handed(src, skill_id) && sd->status.weapon != W_KATAR) { //Dual-wield
- #else
- } else if(is_attack_left_handed(src, skill_id)) { //Dual-wield
- #endif
- // If you only have a weapon in the left hand, then your main hand damage will be identical to an unarmed attack
- if (is_attack_right_handed(src, skill_id) && wd->damage) {
- if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
- skill = pc_checkskill(sd,AS_RIGHT);
- ATK_RATER(wd->damage, 50 + (skill * 10))
- }
- else if(sd->class_ == MAPID_KAGEROUOBORO) {
- skill = pc_checkskill(sd,KO_RIGHT);
- ATK_RATER(wd->damage, 70 + (skill * 10))
- }
- if(wd->damage < 1)
- wd->damage = 1;
- }
- // Left hand damage will always be adjusted, even if you don't have a weapon in the main hand
- if (wd->damage2) {
- if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
- skill = pc_checkskill(sd,AS_LEFT);
- ATK_RATEL(wd->damage2, 30 + (skill * 10))
- }
- else if(sd->class_ == MAPID_KAGEROUOBORO) {
- skill = pc_checkskill(sd,KO_LEFT);
- ATK_RATEL(wd->damage2, 50 + (skill * 10))
- }
- if(wd->damage2 < 1)
- wd->damage2 = 1;
- }
- }
- }
- if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd->damage)
- wd->damage=0;
- if(!is_attack_left_handed(src, skill_id) && wd->damage2)
- wd->damage2=0;
- }
- /**
- * Check if bl is devoted by someone
- * @param bl
- * @return 'd_bl' if devoted or nullptr if not devoted
- */
- struct block_list *battle_check_devotion(struct block_list *bl) {
- struct block_list *d_bl = nullptr;
- if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) {
- status_change *sc = status_get_sc(bl);
- if (sc && sc->getSCE(SC_DEVOTION))
- d_bl = map_id2bl(sc->getSCE(SC_DEVOTION)->val1);
- }
- return d_bl;
- }
- /*==========================================
- * BG/GvG attack modifiers
- *------------------------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static void battle_calc_attack_gvg_bg(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
- {
- if( wd->damage + wd->damage2 ) { //There is a total damage value
- if( src != target && //Don't reflect your own damage (Grand Cross)
- (!skill_id || skill_id ||
- (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
- int64 damage = wd->damage + wd->damage2, rdamage = 0;
- map_session_data *tsd = BL_CAST(BL_PC, target);
- status_data* sstatus = status_get_status_data(*src);
- t_tick tick = gettick(), rdelay = 0;
- rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, false);
- if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
- struct block_list *d_bl = battle_check_devotion(src);
- rdelay = clif_damage(*src, (d_bl == nullptr) ? *src : *d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
- if( tsd )
- battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
- //Use Reflect Shield to signal this kind of skill trigger [Skotlex]
- battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true, false);
- skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
- }
- }
- struct map_data *mapdata = map_getmapdata(target->m);
- if(!wd->damage2) {
- wd->damage = battle_calc_damage(src,target,wd,wd->damage,skill_id,skill_lv);
- if( mapdata_flag_gvg2(mapdata) )
- wd->damage=battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
- else if( mapdata->getMapFlag(MF_BATTLEGROUND) )
- wd->damage=battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
- }
- else if(!wd->damage) {
- wd->damage2 = battle_calc_damage(src,target,wd,wd->damage2,skill_id,skill_lv);
- if( mapdata_flag_gvg2(mapdata) )
- wd->damage2 = battle_calc_gvg_damage(src,target,wd->damage2,skill_id,wd->flag);
- else if( mapdata->getMapFlag(MF_BATTLEGROUND) )
- wd->damage2 = battle_calc_bg_damage(src,target,wd->damage2,skill_id,wd->flag);
- }
- else {
- wd->damage = battle_calc_damage(src, target, wd, wd->damage, skill_id, skill_lv);
- wd->damage2 = battle_calc_damage(src, target, wd, wd->damage2, skill_id, skill_lv);
- if (mapdata_flag_gvg2(mapdata)) {
- wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
- wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
- }
- else if (mapdata->getMapFlag(MF_BATTLEGROUND)) {
- wd->damage = battle_calc_bg_damage(src, target, wd->damage, skill_id, wd->flag);
- wd->damage2 = battle_calc_bg_damage(src, target, wd->damage2, skill_id, wd->flag);
- }
- if(wd->damage > 1 && wd->damage2 < 1) wd->damage2 = 1;
- }
- }
- }
- /*==========================================
- * final ATK modifiers - after BG/GvG calc
- *------------------------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static void battle_calc_weapon_final_atk_modifiers(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
- {
- map_session_data *sd = BL_CAST(BL_PC, src);
- map_session_data *tsd = BL_CAST(BL_PC, target);
- status_change *sc = status_get_sc(src);
- status_change *tsc = status_get_sc(target);
- status_data* sstatus = status_get_status_data(*src);
- status_data* tstatus = status_get_status_data(*target);
- int32 skill_damage = 0;
- //Reject Sword bugreport:4493 by Daegaladh
- if(wd->damage && tsc && tsc->getSCE(SC_REJECTSWORD) &&
- (src->type!=BL_PC || (
- ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
- ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
- ((TBL_PC *)src)->status.weapon == W_2HSWORD
- )) &&
- rnd()%100 < tsc->getSCE(SC_REJECTSWORD)->val2
- )
- {
- ATK_RATER(wd->damage, 50)
- clif_skill_nodamage(target, *target,ST_REJECTSWORD, tsc->getSCE(SC_REJECTSWORD)->val1);
- battle_fix_damage(target,src,wd->damage,clif_damage(*target,*src,gettick(),0,0,wd->damage,0,DMG_NORMAL,0,false),ST_REJECTSWORD);
- if (status_isdead(*target))
- return;
- if( --(tsc->getSCE(SC_REJECTSWORD)->val3) <= 0 )
- status_change_end(target, SC_REJECTSWORD);
- }
- if( tsc && tsc->getSCE(SC_CRESCENTELBOW) && wd->flag&BF_SHORT && rnd()%100 < tsc->getSCE(SC_CRESCENTELBOW)->val2 ) {
- //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
- int64 rdamage = 0;
- int32 ratio = (int64)(status_get_hp(src) / 100) * tsc->getSCE(SC_CRESCENTELBOW)->val1 * status_get_lv(target) / 125;
- if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
- rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0);
- rdamage = (int64)rdamage * ratio / 100 + wd->damage * (10 + tsc->getSCE(SC_CRESCENTELBOW)->val1 * 20 / 10) / 10;
- skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->getSCE(SC_CRESCENTELBOW)->val1), unit_getdir(src), BLOWN_NONE);
- clif_skill_damage( *target, *src, gettick(), status_get_amotion(src), 0, rdamage,
- 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->getSCE(SC_CRESCENTELBOW)->val1, DMG_SINGLE ); // This is how official does
- clif_damage(*src, *target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false);
- battle_fix_damage(target, src, rdamage, 0, SR_CRESCENTELBOW);
- status_damage(src, target, rdamage/10, 0, 0, 1, 0);
- status_change_end(target, SC_CRESCENTELBOW);
- }
- if( sc ) {
- //SC_FUSION hp penalty [Komurka]
- if (sc->getSCE(SC_FUSION)) {
- uint32 hp = sstatus->max_hp;
- if (sd && tsd) {
- hp = hp / 13;
- if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
- hp = sstatus->hp;
- } else
- hp = 2*hp/100; //2% hp loss per hit
- status_zap(src, hp, 0);
- }
- if (sc->getSCE(SC_VIGOR))
- status_zap(src, sc->getSCE(SC_VIGOR)->val2, 0);
- // Only affecting non-skills
- if (!skill_id && wd->dmg_lv > ATK_BLOCK) {
- if (sc->getSCE(SC_ENCHANTBLADE)) {
- //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2
- int64 enchant_dmg = sc->getSCE(SC_ENCHANTBLADE)->val2;
- if (sstatus->matk_max > sstatus->matk_min)
- enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min);
- else
- enchant_dmg = enchant_dmg + sstatus->matk_min;
- enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2);
- if (enchant_dmg > 0)
- ATK_ADD(wd->damage, wd->damage2, enchant_dmg);
- }
- }
- if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
- status_change_end(src, SC_CAMOUFLAGE);
- }
- #ifndef RENEWAL
- if (skill_id == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
- struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd->miscflag);
- wd->damage += md.damage;
- }
- #endif
- // Skill damage adjustment
- if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
- ATK_ADDRATE(wd->damage, wd->damage2, skill_damage);
- }
- /*====================================================
- * Basic wd init - not influenced by HIT/MISS/DEF/etc.
- *----------------------------------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int32 wflag)
- {
- status_data* sstatus = status_get_status_data(*src);
- status_data* tstatus = status_get_status_data(*target);
- status_change *sc = status_get_sc(src);
- map_session_data *sd = BL_CAST(BL_PC, src);
- struct Damage wd;
- wd.type = DMG_NORMAL; //Normal attack
- wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
- wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
- // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
- /*if(skill_id == KN_AUTOCOUNTER)
- wd.amotion /= 2; */
- wd.dmotion = tstatus->dmotion;
- wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
- wd.miscflag = wflag;
- wd.flag = BF_WEAPON; //Initial Flag
- wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
- wd.isspdamage = false;
- wd.damage = wd.damage2 =
- #ifdef RENEWAL
- wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
- wd.percentAtk = wd.percentAtk2 =
- #else
- wd.basedamage =
- #endif
- 0;
- wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
- if(sd)
- wd.blewcount += battle_blewcount_bonus(sd, skill_id);
- if (skill_id) {
- wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
- switch(skill_id)
- {
- #ifdef RENEWAL
- case RG_BACKSTAP:
- if (sd && sd->status.weapon == W_DAGGER)
- wd.div_ = 2;
- break;
- case MO_CHAINCOMBO:
- if (sd && sd->status.weapon == W_KNUCKLE)
- wd.div_ = -6;
- break;
- #endif
- case MH_SONIC_CRAW:{
- TBL_HOM *hd = BL_CAST(BL_HOM,src);
- wd.div_ = hd->homunculus.spiritball;
- }
- break;
- case MO_FINGEROFFENSIVE:
- if (sd) {
- if (battle_config.finger_offensive_type)
- wd.div_ = 1;
- #ifndef RENEWAL
- else if ((sd->spiritball + sd->spiritball_old) < wd.div_)
- wd.div_ = sd->spiritball + sd->spiritball_old;
- #endif
- }
- break;
- case KN_PIERCE:
- case ML_PIERCE:
- wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
- break;
- case TF_DOUBLE: //For NPC used skill.
- case GS_CHAINACTION:
- wd.type = DMG_MULTI_HIT;
- break;
- case GS_GROUNDDRIFT:
- wd.amotion = sstatus->amotion;
- [[fallthrough]];
- case KN_SPEARSTAB:
- #ifndef RENEWAL
- case KN_BOWLINGBASH:
- #endif
- case MS_BOWLINGBASH:
- case MO_BALKYOUNG:
- case TK_TURNKICK:
- wd.blewcount = 0;
- break;
- case SG_SUN_WARM:
- case SG_MOON_WARM:
- case SG_STAR_WARM:
- // A random 0~3 knockback bonus is added to the base knockback
- wd.blewcount += rnd_value(0, 3);
- break;
- #ifdef RENEWAL
- case KN_BOWLINGBASH:
- if (sd && sd->status.weapon == W_2HSWORD) {
- if (wd.miscflag >= 2 && wd.miscflag <= 3)
- wd.div_ = 3;
- else if (wd.miscflag >= 4)
- wd.div_ = 4;
- }
- break;
- #endif
- case KN_AUTOCOUNTER:
- wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
- break;
- case LK_SPIRALPIERCE:
- if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
- break;
- case RK_WINDCUTTER:
- if (sd && (sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR))
- wd.flag |= BF_LONG;
- break;
- case NC_BOOSTKNUCKLE:
- case NC_VULCANARM:
- case NC_ARMSCANNON:
- if (sc && sc->getSCE(SC_ABR_DUAL_CANNON))
- wd.div_ = 2;
- break;
- case NC_POWERSWING:
- if (sc && sc->getSCE(SC_ABR_BATTLE_WARIOR))
- wd.div_ = -2;
- break;
- case GN_CARTCANNON:
- if (sc && sc->getSCE(SC_BIONIC_WOODENWARRIOR))
- wd.div_ = 2;
- break;
- case DK_SERVANT_W_PHANTOM:
- case DK_SERVANT_W_DEMOL:
- if (sd && (sd->servantball + sd->servantball_old) < wd.div_)
- wd.div_ = sd->servantball + sd->servantball_old;
- break;
- case IQ_THIRD_FLAME_BOMB:
- wd.div_ = min(wd.div_ + wd.miscflag, 3); // Number of hits doesn't go above 3.
- break;
- case IG_OVERSLASH:
- if( wd.miscflag >= 4 ){
- wd.div_ = 7;
- }else if( wd.miscflag >= 2 ){
- wd.div_ = 5;
- }
- break;
- case SHC_ETERNAL_SLASH:
- if (sc && sc->getSCE(SC_E_SLASH_COUNT))
- wd.div_ = sc->getSCE(SC_E_SLASH_COUNT)->val1;
- break;
- case SHC_IMPACT_CRATER:
- if (sc && sc->getSCE(SC_ROLLINGCUTTER))
- wd.div_ = sc->getSCE(SC_ROLLINGCUTTER)->val1;
- break;
- case MT_AXE_STOMP:
- if (sd && sd->status.weapon == W_2HAXE)
- wd.div_ = 3;
- break;
- case SHC_SAVAGE_IMPACT:
- wd.div_ = wd.div_ + wd.miscflag;
- break;
- case MT_MIGHTY_SMASH:
- if (sc && sc->getSCE(SC_AXE_STOMP))
- wd.div_ = 7;
- break;
- case BO_EXPLOSIVE_POWDER:
- if (sc && sc->getSCE(SC_RESEARCHREPORT))
- wd.div_ = 5;
- break;
- case BO_MAYHEMIC_THORNS:
- if (sc && sc->getSCE(SC_RESEARCHREPORT))
- wd.div_ = 4;
- break;
- case HN_DOUBLEBOWLINGBASH:
- if (wd.miscflag > 1)
- wd.div_ += min(4, wd.miscflag);
- break;
- }
- } else {
- bool is_long = false;
- if (is_skill_using_arrow(src, skill_id) || (sc && sc->getSCE(SC_SOULATTACK)))
- is_long = true;
- wd.flag |= is_long ? BF_LONG : BF_SHORT;
- }
- return wd;
- }
- /**
- * Check if we should reflect the damage and calculate it if so
- * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
- * @param wd : weapon damage
- * @param src : bl who did the attack
- * @param target : target of the attack
- * @param skill_id : id of casted skill, 0 = basic atk
- * @param skill_lv : lvl of skill casted
- */
- void battle_do_reflect(int32 attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv)
- {
- // Don't reflect your own damage (Grand Cross)
- if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL ||
- (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ))))
- {
- int64 damage = wd->damage + wd->damage2, rdamage = 0;
- map_session_data *tsd = BL_CAST(BL_PC, target);
- status_change *tsc = status_get_sc(target);
- status_data* sstatus = status_get_status_data(*src);
- struct unit_data *ud = unit_bl2ud(target);
- t_tick tick = gettick(), rdelay = 0;
- if (!tsc)
- return;
- auto * sce = tsc->getSCE(SC_MAXPAIN);
- if (sce) {
- sce->val2 = (int32)damage;
- if (!tsc->getSCE(SC_KYOMU) && !(tsc->getSCE(SC_DARKCROW) && (wd->flag&BF_SHORT))) //SC_KYOMU invalidates reflecting ability. SC_DARKCROW also does, but only for short weapon attack.
- skill_castend_damage_id(target, src, NPC_MAXPAIN_ATK, sce->val1, tick, ((wd->flag & 1) ? wd->flag - 1 : wd->flag));
- }
-
- // Calculate skill reflect damage separately
- if ((ud && !ud->immune_attack) || !status_bl_has_mode(target, MD_SKILLIMMUNE))
- rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
- if( rdamage > 0 ) {
- struct block_list *d_bl = battle_check_devotion(src);
- status_change *sc = status_get_sc(src);
- if (sc && sc->getSCE(SC_VITALITYACTIVATION))
- rdamage /= 2;
- if( attack_type == BF_WEAPON && tsc->getSCE(SC_REFLECTDAMAGE) ) // Don't reflect your own damage (Grand Cross)
- map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag);
- else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
- rdelay = clif_damage(*src, (d_bl == nullptr) ? *src : *d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
- if( tsd )
- battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
- // It appears that official servers give skill reflect damage a longer delay
- battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true, false);
- skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
- }
- }
- }
- }
- /*============================================
- * Calculate "weapon"-type attacks and skills
- *--------------------------------------------
- * Credits:
- * Original coder Skotlex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int32 wflag)
- {
- map_session_data *sd, *tsd;
- struct Damage wd;
- status_change *sc = status_get_sc(src);
- status_change *tsc = status_get_sc(target);
- status_data* sstatus = status_get_status_data(*src);
- status_data* tstatus = status_get_status_data(*target);
- int32 right_element, left_element;
- bool infdef = false;
- memset(&wd,0,sizeof(wd));
- if (src == nullptr || target == nullptr) {
- nullpo_info(NLP_MARK);
- return wd;
- }
- wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
- right_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
- left_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
- if (sc != nullptr && sc->empty())
- sc = nullptr; //Skip checking as there are no status changes active.
- if (tsc != nullptr && tsc->empty())
- tsc = nullptr; //Skip checking as there are no status changes active.
- sd = BL_CAST(BL_PC, src);
- tsd = BL_CAST(BL_PC, target);
- //Check for Lucky Dodge
- if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
- wd.type = DMG_LUCY_DODGE;
- wd.dmg_lv = ATK_LUCKY;
- if(wd.div_ < 0)
- wd.div_ *= -1;
- return wd;
- }
- // on official check for multi hit first so we can override crit on double attack [helvetica]
- battle_calc_multi_attack(&wd, src, target, skill_id, skill_lv);
- // crit check is next since crits always hit on official [helvetica]
- if (is_attack_critical(&wd, src, target, skill_id, skill_lv, true)) {
- #if PACKETVER >= 20161207
- if (wd.type&DMG_MULTI_HIT)
- wd.type = DMG_MULTI_HIT_CRITICAL;
- else
- wd.type = DMG_CRITICAL;
- #else
- wd.type = DMG_CRITICAL;
- #endif
- }
- std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
- // check if we're landing a hit
- if(!is_attack_hitting(&wd, src, target, skill_id, skill_lv, true))
- wd.dmg_lv = ATK_FLEE;
- else if(!(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants
- #ifndef RENEWAL
- // First call function with skill_id 0 to get base damage of a normal attack
- battle_calc_skill_base_damage(&wd, src, target, 0, 0); // base damage
- wd.basedamage = wd.damage;
- // Now get actual skill damage
- if (skill_id != 0)
- #endif
- battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv); // base skill damage
- #ifndef RENEWAL
- // Skill ratio
- ATK_RATE(wd.damage, wd.damage2, battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv));
- // Additive damage bonus
- ATK_ADD(wd.damage, wd.damage2, battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv));
- #endif
- #ifdef RENEWAL
- if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
- status_data* sstatus = status_get_status_data(*src);
- if (sstatus->matk_max > sstatus->matk_min) {
- ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
- } else
- ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
- }
- #endif
- int32 i = 0;
- #ifndef RENEWAL
- // add any miscellaneous player ATK bonuses
- if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id)))
- ATK_ADDRATE(wd.damage, wd.damage2, i);
- if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
- ATK_ADDRATE(wd.damage, wd.damage2, -i);
- #endif
- #ifdef RENEWAL
- // In Renewal we only cardfix to the weapon and equip ATK
- //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
- if (sd) {
- wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 2, wd.flag);
- wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 2, wd.flag);
- if (is_attack_left_handed(src, skill_id)) {
- wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 3, wd.flag);
- wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 3, wd.flag);
- }
- }
- //Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
- if (tsd && skill_id != NJ_ISSEN && skill_id != GN_FIRE_EXPANSION_ACID) { // These skills will do a card fix later
- std::bitset<NK_MAX> ignoreele_nk = nk;
- ignoreele_nk.set(NK_IGNOREELEMENT);
- wd.statusAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk, 0, wd.flag);
- wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 0, wd.flag);
- wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 0, wd.flag);
- wd.masteryAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk, 0, wd.flag);
- if (is_attack_left_handed(src, skill_id)) {
- wd.statusAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk2, 1, wd.flag);
- wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 1, wd.flag);
- wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 1, wd.flag);
- wd.masteryAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk2, 1, wd.flag);
- }
- }
- // final attack bonuses that aren't affected by cards
- battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
- if (sd) { //monsters, homuns and pets have their damage computed directly
- wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.percentAtk;
- if( is_attack_left_handed( src, skill_id ) ){
- wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.percentAtk2;
- }
- // Apply P.ATK mod
- // But for Dragonbreaths it only applies if Dragonic Aura is skilled
- if( ( skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER ) || pc_checkskill( sd, DK_DRAGONIC_AURA ) > 0 ){
- wd.damage = (int64)floor( (float)( wd.damage * ( 100 + sstatus->patk ) / 100 ) );
- if( is_attack_left_handed( src, skill_id ) ){
- wd.damage2 = (int64)floor( (float)( wd.damage2 * ( 100 + sstatus->patk ) / 100 ) );
- }
- }
- // Apply MasteryATK
- wd.damage += wd.masteryAtk;
- if( is_attack_left_handed( src, skill_id ) ){
- wd.damage2 += wd.masteryAtk2;
- }
- // CritAtkRate modifier
- if (wd.type == DMG_CRITICAL || wd.type == DMG_MULTI_HIT_CRITICAL) {
- if (skill_id > 0) {
- wd.damage += (int64)floor((float)(wd.damage * sd->bonus.crit_atk_rate / 200));
- if (is_attack_left_handed(src, skill_id))
- wd.damage2 += (int64)floor((float)(wd.damage2 * sd->bonus.crit_atk_rate / 200));
- }
- else {
- wd.damage += (int64)floor((float)(wd.damage * sd->bonus.crit_atk_rate / 100));
- if (is_attack_left_handed(src, skill_id))
- wd.damage2 += (int64)floor((float)(wd.damage2 * sd->bonus.crit_atk_rate / 100));
- }
- }
- if (wd.flag & BF_SHORT)
- ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.short_attack_atk_rate);
- if(wd.flag&BF_LONG && (skill_id != RA_WUGBITE && skill_id != RA_WUGSTRIKE)) //Long damage rate addition doesn't use weapon + equip attack
- ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
- }
- // Skill ratio
- ATK_RATE(wd.damage, wd.damage2, battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv));
- // Additive damage bonus
- ATK_ADD(wd.damage, wd.damage2, battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv));
- // Advance Katar Mastery
- if (sd) {
- uint16 katar_skill;
- if (sd->status.weapon == W_KATAR && (katar_skill = pc_checkskill(sd, ASC_KATAR)) > 0) // Adv. Katar Mastery applied after calculate with skillratio.
- ATK_ADDRATE(wd.damage, wd.damage2, (10 + 2 * katar_skill));
- }
- // Res reduces physical damage by a percentage and
- // is calculated before DEF and other reductions.
- // All skills that use the simple defense formula (damage substracted by DEF+DEF2) ignore Res
- // TODO: Res formula probably should be: (2000+x)/(2000+5x), but with the reduction rounded down
- if ((wd.damage + wd.damage2) && tstatus->res > 0 && !nk[NK_SIMPLEDEFENSE]) {
- int16 res = tstatus->res;
- int16 ignore_res = 0;// Value used as a percentage.
- if (sd)
- ignore_res += sd->indexed_bonus.ignore_res_by_race[tstatus->race] + sd->indexed_bonus.ignore_res_by_race[RC_ALL];
- // Attacker status's that pierce Res.
- if (sc) {
- if (sc->getSCE(SC_A_TELUM))
- ignore_res += sc->getSCE(SC_A_TELUM)->val2;
- if (sc->getSCE(SC_POTENT_VENOM))
- ignore_res += sc->getSCE(SC_POTENT_VENOM)->val2;
- }
- ignore_res = min(ignore_res, battle_config.max_res_mres_ignored);
- if (ignore_res > 0)
- res -= res * ignore_res / 100;
- // Apply damage reduction.
- wd.damage = wd.damage * (5000 + res) / (5000 + 10 * res);
- wd.damage2 = wd.damage2 * (5000 + res) / (5000 + 10 * res);
- }
- #else
- // final attack bonuses that aren't affected by cards
- battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
- #endif
- if (wd.damage + wd.damage2) {
- #ifdef RENEWAL
- // Check if attack ignores DEF (in pre-renewal we need to update base damage even when the skill ignores DEF)
- 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))
- #else
- // Shield Boomerang and Rapid Smiting already calculated the defense before the skill ratio was applied
- if(skill_id != PA_SHIELDCHAIN && skill_id != CR_SHIELDBOOMERANG)
- #endif
- battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv);
- battle_calc_attack_post_defense(&wd, src, target, skill_id, skill_lv);
- }
- #ifdef RENEWAL
- // add any miscellaneous player ATK bonuses
- if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
- ATK_ADDRATE(wd.damage, wd.damage2, i);
- RE_ALLATK_ADDRATE(&wd, i);
- }
- if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) {
- ATK_ADDRATE(wd.damage, wd.damage2, -i);
- RE_ALLATK_ADDRATE(&wd, -i);
- }
- #endif
- }
- battle_calc_element_damage(&wd, src, target, skill_id, skill_lv);
- #ifdef RENEWAL
- if (is_attack_critical(&wd, src, target, skill_id, skill_lv, false)) {
- if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
- wd.damage = (int64)floor((float)((wd.damage * (1.4f + (0.01f * sstatus->crate)))));
- if (is_attack_left_handed(src, skill_id))
- wd.damage2 = (int64)floor((float)((wd.damage2 * (1.4f + (0.01f * sstatus->crate)))));
- } else
- wd.damage = (int64)floor((float)(wd.damage * 1.4f));
- if (tsd && tsd->bonus.crit_def_rate != 0)
- ATK_ADDRATE(wd.damage, wd.damage2, -tsd->bonus.crit_def_rate);
- }
- #endif
- switch (skill_id) {
- case TK_DOWNKICK:
- case TK_STORMKICK:
- case TK_TURNKICK:
- case TK_COUNTER:
- if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
- ATK_ADD(wd.damage, wd.damage2, 10 * pc_checkskill(sd, TK_RUN));
- break;
- case LG_SHIELDPRESS:
- if (sd) {
- int32 damagevalue = 0;
- int16 index = sd->equip_index[EQI_HAND_L];
- if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
- damagevalue = sstatus->vit * sd->inventory.u.items_inventory[index].refine;
- ATK_ADD(wd.damage, wd.damage2, damagevalue);
- }
- break;
- case SR_TIGERCANNON:
- // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
- if (wd.miscflag&8) {
- ATK_ADD(wd.damage, wd.damage2, skill_lv * 500 + status_get_lv(target) * 40);
- } else
- ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40);
- break;
- case SR_GATEOFHELL: {
- status_data* sstatus = status_get_status_data(*src);
- double bonus = 1 + skill_lv * 2 / 10;
- ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - sstatus->hp);
- if(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE) {
- ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->max_sp * bonus) + 40 * status_get_lv(src));
- } else
- ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->sp * bonus) + 10 * status_get_lv(src));
- }
- break;
- case MH_TINDER_BREAKER:
- ATK_ADD(wd.damage, wd.damage2, 2500 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
- break;
- case MH_CBC:
- ATK_ADD(wd.damage, wd.damage2, 4000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
- break;
- case MH_EQC:
- ATK_ADD(wd.damage, wd.damage2, 6000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
- break;
- case NPC_MAXPAIN_ATK:
- if (sc) {
- auto * sce = sc->getSCE(SC_MAXPAIN);
- if (sce) {
- if (sce->val2)
- wd.damage = sce->val2 * skill_lv / 10;
- else if (sce->val3)
- wd.damage = sce->val3 * skill_lv / 10;
- }
- }
- else
- wd.damage = 0;
- break;
- }
- if(sd) {
- #ifndef RENEWAL
- uint16 skill;
- if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
- ATK_ADD(wd.damage, wd.damage2, skill * 2);
- if (skill_id == GS_GROUNDDRIFT)
- ATK_ADD(wd.damage, wd.damage2, 50 * skill_lv);
- if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
- ATK_ADD(wd.damage, wd.damage2, 4);
- //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
- switch(skill_id) {
- case RK_DRAGONBREATH:
- case RK_DRAGONBREATH_WATER:
- if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
- wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
- if(is_attack_left_handed(src, skill_id))
- wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
- }
- break;
- default:
- wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 2, wd.flag);
- if( is_attack_left_handed(src, skill_id ))
- wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 3, wd.flag);
- break;
- }
- #endif
- }
- #ifdef RENEWAL
- // In renewal only do it for non player attacks
- if( tsd && !sd ){
- #else
- if( tsd ){
- #endif
- // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
- wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 0, wd.flag);
- if(is_attack_left_handed(src, skill_id))
- wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 1, wd.flag);
- }
- // only do 1 dmg to plant, no need to calculate rest
- if(infdef){
- battle_calc_attack_plant(&wd, src, target, skill_id, skill_lv);
- return wd;
- }
- //Apply DAMAGE_DIV_FIX and check for min damage
- battle_apply_div_fix(&wd, skill_id);
- battle_calc_attack_left_right_hands(&wd, src, target, skill_id, skill_lv);
- #ifdef RENEWAL
- switch (skill_id) {
- case NJ_ISSEN:
- case GN_FIRE_EXPANSION_ACID:
- return wd; //These skills will do a GVG fix later
- default:
- #endif
- battle_calc_attack_gvg_bg(&wd, src, target, skill_id, skill_lv);
- #ifdef RENEWAL
- break;
- }
- #endif
- battle_calc_weapon_final_atk_modifiers(&wd, src, target, skill_id, skill_lv);
- battle_absorb_damage(target, &wd);
- battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
- return wd;
- }
- /*==========================================
- * Calculate "magic"-type attacks and skills
- *------------------------------------------
- * Credits:
- * Original coder DracoRPG
- * Refined and optimized by helvetica
- */
- struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int32 mflag)
- {
- int32 i, skill_damage = 0;
- int16 s_ele = 0;
- TBL_PC *sd;
- TBL_PC *tsd;
- status_change *sc, *tsc;
- struct Damage ad;
- struct {
- unsigned imdef : 1;
- unsigned infdef : 1;
- } flag;
- memset(&ad,0,sizeof(ad));
- memset(&flag,0,sizeof(flag));
- if (src == nullptr || target == nullptr) {
- nullpo_info(NLP_MARK);
- return ad;
- }
- status_data* sstatus = status_get_status_data(*src);
- status_data* tstatus = status_get_status_data(*target);
- // Initial Values
- // Set to 1 because magic damage on plants is 1 per hit; if target is not a plant this gets reinitialized to 0 later
- ad.damage = 1;
- ad.div_ = skill_get_num(skill_id,skill_lv);
- ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills.
- ad.dmotion = tstatus->dmotion;
- ad.blewcount = skill_get_blewcount(skill_id, skill_lv);
- ad.flag = BF_MAGIC|BF_SKILL;
- ad.miscflag = mflag;
- ad.dmg_lv = ATK_DEF;
- std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
- std::bitset<NK_MAX> nk;
- if (skill)
- nk = skill->nk;
- flag.imdef = nk[NK_IGNOREDEFENSE] ? 1 : 0;
- sd = BL_CAST(BL_PC, src);
- tsd = BL_CAST(BL_PC, target);
- s_elemental_data* ed = BL_CAST(BL_ELEM, src);
- sc = status_get_sc(src);
- tsc = status_get_sc(target);
- //Initialize variables that will be used afterwards
- s_ele = battle_get_magic_element(src, target, skill_id, skill_lv, mflag);
- switch(skill_id) {
- case WL_HELLINFERNO:
- if (mflag & 2) { // ELE_DARK
- ad.div_ = -3;
- }
- break;
- case NPC_PSYCHIC_WAVE:
- case SO_PSYCHIC_WAVE:
- if (sd && (sd->weapontype1 == W_STAFF || sd->weapontype1 == W_2HSTAFF || sd->weapontype1 == W_BOOK))
- ad.div_ = 2;
- break;
- case AG_DESTRUCTIVE_HURRICANE:
- if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
- ad.blewcount = 2;
- break;
- case AG_CRYSTAL_IMPACT:
- if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
- ad.div_ = 2;
- break;
- case ABC_ABYSS_SQUARE:
- if (mflag == 2)
- ad.div_ = 2;
- break;
- case AG_CRIMSON_ARROW_ATK:
- if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
- ad.div_ = 2;
- }
- break;
- case SOA_TALISMAN_OF_FOUR_BEARING_GOD:
- if (sc != nullptr){
- if (sc->getSCE(SC_T_FIRST_GOD) != nullptr)
- ad.div_ = 2;
- else if (sc->getSCE(SC_T_SECOND_GOD) != nullptr)
- ad.div_ = 3;
- else if (sc->getSCE(SC_T_THIRD_GOD) != nullptr)
- ad.div_ = 4;
- else if (sc->getSCE(SC_T_FOURTH_GOD) != nullptr)
- ad.div_ = 5;
- else if (sc->getSCE(SC_T_FIFTH_GOD) != nullptr)
- ad.div_ = 7;
- }
- break;
- }
- //Set miscellaneous data that needs be filled
- if(sd) {
- sd->state.arrow_atk = 0;
- ad.blewcount += battle_blewcount_bonus(sd, skill_id);
- }
- //Skill Range Criteria
- ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
- //Infinite defense (plant mode)
- flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
- switch(skill_id) {
- case MG_FIREWALL:
- if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
- ad.blewcount = 0; //No knockback
- [[fallthrough]];
- case NJ_KAENSIN:
- case PR_SANCTUARY:
- ad.dmotion = 1; //No flinch animation.
- break;
- }
- if (!flag.infdef) { //No need to do the math for plants
- uint32 skillratio = 100; //Skill dmg modifiers.
- #ifdef RENEWAL
- // Some skills do not use S.MATK and skillratio
- bool has_skillratio = false;
- #endif
- //Damage was set to 1 to simulate plant damage; if not plant, need to reinitialize damage with 0
- ad.damage = 0;
- //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
- #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; }
- //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
- #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; }
- //Adds an absolute value to damage. 100 = +100 damage
- #define MATK_ADD(a) { ad.damage += a; }
- //Calc base damage according to skill
- switch (skill_id) {
- case AL_HEAL:
- case PR_BENEDICTIO:
- case PR_SANCTUARY:
- case AB_HIGHNESSHEAL:
- ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
- break;
- case PR_ASPERSIO:
- ad.damage = 40;
- break;
- case ALL_RESURRECTION:
- case PR_TURNUNDEAD:
- //Undead check is on skill_castend_damageid code.
- #ifdef RENEWAL
- i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
- + 300 - 300 * tstatus->hp / tstatus->max_hp;
- #else
- i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
- + 200 - 200 * tstatus->hp / tstatus->max_hp;
- #endif
- if(i > 700)
- i = 700;
- if(rnd()%1000 < i && !status_has_mode(tstatus,MD_STATUSIMMUNE))
- ad.damage = tstatus->hp;
- else {
- #ifdef RENEWAL
- if (sstatus->matk_max > sstatus->matk_min) {
- MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
- } else {
- MATK_ADD(sstatus->matk_min);
- }
- MATK_RATE(skill_lv);
- #else
- ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
- #endif
- }
- break;
- case NPC_DARKBREATH:
- ad.damage = tstatus->hp * (skill_lv <= 5 ? 100 / (2 * (6 - skill_lv)) : 50) / 100;
- break;
- case PF_SOULBURN:
- ad.damage = tstatus->sp * 2;
- break;
- case AB_RENOVATIO:
- ad.damage = status_get_lv(src) * 10 + sstatus->int_;
- break;
- case NPC_EARTHQUAKE:
- if (mflag & NPC_EARTHQUAKE_FLAG) {
- ad.flag |= NPC_EARTHQUAKE_FLAG; // Pass flag to battle_calc_damage
- mflag &= ~NPC_EARTHQUAKE_FLAG; // Remove before NK_SPLASHSPLIT check
- }
- if (src->type == BL_PC)
- ad.damage = sstatus->str * 2 + battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag).damage;
- else
- ad.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0);
- MATK_RATE(200 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0));
- if (nk[NK_SPLASHSPLIT] && mflag > 1)
- ad.damage /= mflag;
- break;
- case NPC_ICEMINE:
- case NPC_FLAMECROSS:
- ad.damage = static_cast<int64>( sstatus->rhw.atk ) * static_cast<int64>( 20 ) * static_cast<int64>( skill_lv );
- break;
- default: {
- if (sstatus->matk_max > sstatus->matk_min) {
- MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
- } else {
- MATK_ADD(sstatus->matk_min);
- }
- if (nk[NK_SPLASHSPLIT]) { // Divide MATK in case of multiple targets skill
- if (mflag>0)
- ad.damage /= mflag;
- else
- ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
- }
- switch(skill_id) {
- case MG_NAPALMBEAT:
- skillratio += -30 + 10 * skill_lv;
- break;
- case MG_FIREBALL:
- #ifdef RENEWAL
- skillratio += 40 + 20 * skill_lv;
- if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage
- skillratio = skillratio * 3 / 4;
- #else
- skillratio += -30 + 10 * skill_lv;
- #endif
- break;
- case MG_SOULSTRIKE:
- if (battle_check_undead(tstatus->race,tstatus->def_ele))
- skillratio += 5 * skill_lv;
- break;
- case MG_FIREWALL:
- skillratio -= 50;
- break;
- case MG_FIREBOLT:
- case MG_COLDBOLT:
- case MG_LIGHTNINGBOLT:
- if (sc) {
- if ((skill_id == MG_FIREBOLT && sc->getSCE(SC_FLAMETECHNIC_OPTION)) ||
- (skill_id == MG_COLDBOLT && sc->getSCE(SC_COLD_FORCE_OPTION)) ||
- (skill_id == MG_LIGHTNINGBOLT && sc->getSCE(SC_GRACE_BREEZE_OPTION)))
- skillratio *= 5;
- if (sc->getSCE(SC_SPELLFIST) && mflag & BF_SHORT) {
- skillratio += (sc->getSCE(SC_SPELLFIST)->val3 * 100) + (sc->getSCE(SC_SPELLFIST)->val1 * 50 - 50) - 100; // val3 = used bolt level, val1 = used spellfist level. [Rytech]
- ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
- ad.flag = BF_WEAPON | BF_SHORT;
- ad.type = DMG_NORMAL;
- }
- }
- break;
- case MG_THUNDERSTORM:
- // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
- #ifndef RENEWAL
- skillratio -= 20;
- #endif
- break;
- case MG_FROSTDIVER:
- skillratio += 10 * skill_lv;
- break;
- case AL_HOLYLIGHT:
- skillratio += 25;
- if (sd && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
- skillratio *= 5; //Does 5x damage include bonuses from other skills?
- break;
- case AL_RUWACH:
- skillratio += 45;
- break;
- case WZ_FROSTNOVA:
- #ifndef RENEWAL
- skillratio += -100 + (100 + skill_lv * 10) * 2 / 3;
- #else
- // In renewal the damage formula is identical to MG_FROSTDIVER
- skillratio += 10 * skill_lv;
- #endif
- break;
- case WZ_FIREPILLAR:
- if (sd && ad.div_ > 0)
- ad.div_ *= -1; //For players, damage is divided by number of hits
- skillratio += -60 + 20 * skill_lv; //20% MATK each hit
- break;
- case WZ_SIGHTRASHER:
- skillratio += 20 * skill_lv;
- break;
- case WZ_WATERBALL:
- skillratio += 30 * skill_lv;
- break;
- case WZ_STORMGUST:
- #ifdef RENEWAL
- skillratio -= 30; // Offset only once
- skillratio += 50 * skill_lv;
- #else
- skillratio += 40 * skill_lv;
- #endif
- break;
- #ifdef RENEWAL
- case WZ_EARTHSPIKE:
- skillratio += 100;
- if (sc && sc->getSCE(SC_EARTH_CARE_OPTION))
- skillratio += skillratio * 800 / 100;
- break;
- #endif
- case HW_NAPALMVULCAN:
- #ifdef RENEWAL
- skillratio += -100 + 70 * skill_lv;
- RE_LVL_DMOD(100);
- #else
- skillratio += 25;
- #endif
- break;
- case SL_STIN: //Target size must be small (0) for full damage
- skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv);
- break;
- case SL_STUN:
- skillratio += 5 * skill_lv;
- break;
- case SL_SMA: //Base damage is 40% + lv%
- skillratio += -60 + status_get_lv(src);
- break;
- case NJ_KOUENKA:
- skillratio -= 10;
- if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
- skillratio += 10 * sd->spiritcharm;
- break;
- case NJ_KAENSIN:
- skillratio -= 50;
- if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
- skillratio += 20 * sd->spiritcharm;
- break;
- case NJ_BAKUENRYU:
- skillratio += 50 + 150 * skill_lv;
- if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
- skillratio += 100 * sd->spiritcharm;
- break;
- case NJ_HYOUSENSOU:
- #ifdef RENEWAL
- skillratio -= 30;
- if (sc && sc->getSCE(SC_SUITON))
- skillratio += 2 * skill_lv;
- #endif
- if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
- skillratio += 20 * sd->spiritcharm;
- break;
- case NJ_HYOUSYOURAKU:
- skillratio += 50 * skill_lv;
- if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
- skillratio += 100 * sd->spiritcharm;
- break;
- case NJ_RAIGEKISAI:
- #ifdef RENEWAL
- skillratio += 100 * skill_lv;
- #else
- skillratio += 60 + 40 * skill_lv;
- #endif
- if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
- skillratio += 20 * sd->spiritcharm;
- break;
- case NJ_KAMAITACHI:
- skillratio += 100 * skill_lv;
- if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
- skillratio += 100 * sd->spiritcharm;
- break;
- case NJ_HUUJIN:
- #ifdef RENEWAL
- skillratio += 50;
- #endif
- if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
- skillratio += 10 * sd->spiritcharm;
- break;
- case NPC_ENERGYDRAIN:
- skillratio += 100 * skill_lv;
- break;
- #ifdef RENEWAL
- case WZ_HEAVENDRIVE:
- case NPC_GROUNDDRIVE:
- skillratio += 25;
- break;
- case WZ_METEOR:
- skillratio += 25;
- break;
- case WZ_VERMILION:
- if(sd)
- skillratio += 300 + skill_lv * 100;
- else
- skillratio += 20 * skill_lv - 20; //Monsters use old formula
- break;
- case PR_MAGNUS:
- if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
- skillratio += 30;
- break;
- case BA_DISSONANCE:
- skillratio += skill_lv * 10;
- if (sd)
- skillratio += 3 * pc_checkskill(sd, BA_MUSICALLESSON);
- break;
- case HW_GRAVITATION:
- skillratio += -100 + 100 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case PA_PRESSURE:
- skillratio += -100 + 500 + 150 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case WZ_SIGHTBLASTER:
- skillratio += 500;
- break;
- #else
- case WZ_VERMILION:
- skillratio += 20 * skill_lv - 20;
- break;
- #endif
- case AB_JUDEX:
- skillratio += -100 + 300 + 70 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case AB_ADORAMUS:
- skillratio += - 100 + 300 + 250 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case AB_DUPLELIGHT_MAGIC:
- skillratio += 300 + 40 * skill_lv;
- break;
- case WL_SOULEXPANSION:
- skillratio += -100 + 1000 + skill_lv * 200;
- skillratio += sstatus->int_;
- RE_LVL_DMOD(100);
- break;
- case WL_FROSTMISTY:
- skillratio += -100 + 200 + 100 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case NPC_JACKFROST:
- if (tsc && tsc->getSCE(SC_FREEZING)) {
- skillratio += 900 + 300 * skill_lv;
- RE_LVL_DMOD(100);
- } else {
- skillratio += 400 + 100 * skill_lv;
- RE_LVL_DMOD(150);
- }
- break;
- case WL_JACKFROST:
- if (tsc && tsc->getSCE(SC_MISTY_FROST))
- skillratio += -100 + 1200 + 600 * skill_lv;
- else
- skillratio += -100 + 1000 + 300 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case WL_DRAINLIFE:
- skillratio += -100 + 200 * skill_lv + sstatus->int_;
- RE_LVL_DMOD(100);
- break;
- case WL_CRIMSONROCK:
- skillratio += -100 + 700 + 600 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case WL_HELLINFERNO:
- skillratio += -100 + 400 * skill_lv;
- if (mflag & 2) // ELE_DARK
- skillratio += 200 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case WL_COMET:
- skillratio += -100 + 2500 + 700 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case WL_CHAINLIGHTNING_ATK:
- skillratio += 400 + 100 * skill_lv;
- RE_LVL_DMOD(100);
- if (mflag > 0)
- skillratio += 100 * mflag;
- break;
- case WL_EARTHSTRAIN:
- skillratio += -100 + 1000 + 600 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case WL_TETRAVORTEX_FIRE:
- case WL_TETRAVORTEX_WATER:
- case WL_TETRAVORTEX_WIND:
- case WL_TETRAVORTEX_GROUND:
- skillratio += -100 + 800 + 400 * skill_lv;
- break;
- case WL_SUMMON_ATK_FIRE:
- case WL_SUMMON_ATK_WATER:
- case WL_SUMMON_ATK_WIND:
- case WL_SUMMON_ATK_GROUND:
- skillratio += 200;
- RE_LVL_DMOD(100);
- break;
- case LG_RAYOFGENESIS:
- skillratio += -100 + 350 * skill_lv + sstatus->int_; // !TODO: What's the INT bonus?
- RE_LVL_DMOD(100);
- break;
- case NPC_RAYOFGENESIS:
- skillratio += -100 + 200 * skill_lv;
- break;
- case WM_METALICSOUND:
- skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1);
- if (tsc && tsc->getSCE(SC_SLEEP))
- skillratio += 100; // !TODO: Confirm target sleeping bonus
- RE_LVL_DMOD(100);
- if (tsc && tsc->getSCE(SC_SOUNDBLEND))
- skillratio += skillratio * 50 / 100;
- break;
- case WM_REVERBERATION:
- // MATK [{(Skill Level x 300) + 400} x Casters Base Level / 100] %
- skillratio += -100 + 700 + 300 * skill_lv;
- RE_LVL_DMOD(100);
- if (tsc && tsc->getSCE(SC_SOUNDBLEND))
- skillratio += skillratio * 50 / 100;
- break;
- case SO_FIREWALK:
- skillratio += -100 + 60 * skill_lv;
- RE_LVL_DMOD(100);
- if( sc && sc->getSCE(SC_HEATER_OPTION) )
- skillratio += (sd ? sd->status.job_level / 2 : 0);
- break;
- case SO_ELECTRICWALK:
- skillratio += -100 + 60 * skill_lv;
- RE_LVL_DMOD(100);
- if( sc && sc->getSCE(SC_BLAST_OPTION) )
- skillratio += (sd ? sd->status.job_level / 2 : 0);
- break;
- case NPC_FIREWALK:
- case NPC_ELECTRICWALK:
- skillratio += -100 + 100 * skill_lv;
- break;
- case SO_EARTHGRAVE:
- skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_SEISMICWEAPON) + sstatus->int_ * skill_lv;
- RE_LVL_DMOD(100);
- if( sc && sc->getSCE(SC_CURSED_SOIL_OPTION) )
- skillratio += (sd ? sd->status.job_level * 5 : 0);
- break;
- case SO_DIAMONDDUST:
- skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_FROSTWEAPON) + sstatus->int_ * skill_lv;
- RE_LVL_DMOD(100);
- if( sc && sc->getSCE(SC_COOLER_OPTION) )
- skillratio += (sd ? sd->status.job_level * 5 : 0);
- break;
- case SO_POISON_BUSTER:
- skillratio += -100 + 1000 + 300 * skill_lv;
- skillratio += sstatus->int_;
- if( tsc && tsc->getSCE(SC_CLOUD_POISON) )
- skillratio += 200 * skill_lv;
- RE_LVL_DMOD(100);
- if( sc && sc->getSCE(SC_CURSED_SOIL_OPTION) )
- skillratio += (sd ? sd->status.job_level * 5 : 0);
- break;
- case NPC_POISON_BUSTER:
- skillratio += -100 + 1500 * skill_lv;
- break;
- case SO_PSYCHIC_WAVE:
- skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_;
- RE_LVL_DMOD(100);
- if (sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) ||
- sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION)))
- skillratio += 20;
- break;
- case NPC_PSYCHIC_WAVE:
- skillratio += -100 + 500 * skill_lv;
- break;
- case SO_CLOUD_KILL:
- skillratio += -100 + 40 * skill_lv;
- skillratio += sstatus->int_ * 3;
- RE_LVL_DMOD(100);
- if (sc) {
- if (sc->getSCE(SC_CURSED_SOIL_OPTION))
- skillratio += (sd ? sd->status.job_level : 0);
- if (sc->getSCE(SC_DEEP_POISONING_OPTION))
- skillratio += skillratio * 1500 / 100;
- }
- break;
- case NPC_CLOUD_KILL:
- skillratio += -100 + 50 * skill_lv;
- break;
- case SO_VARETYR_SPEAR:
- skillratio += -100 + (2 * sstatus->int_ + 150 * (pc_checkskill(sd, SO_STRIKING) + pc_checkskill(sd, SA_LIGHTNINGLOADER)) + sstatus->int_ * skill_lv / 2) / 3;
- RE_LVL_DMOD(100);
- if (sc && sc->getSCE(SC_BLAST_OPTION))
- skillratio += (sd ? sd->status.job_level * 5 : 0);
- break;
- case GN_DEMONIC_FIRE:
- if (skill_lv > 20) // Fire expansion Lv.2
- skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
- else if (skill_lv > 10) { // Fire expansion Lv.1
- skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
- RE_LVL_DMOD(100);
- } else
- skillratio += 10 + 20 * skill_lv;
- break;
- case KO_KAIHOU:
- if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
- skillratio += -100 + 200 * sd->spiritcharm;
- RE_LVL_DMOD(100);
- pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
- }
- break;
- // Magical Elemental Spirits Attack Skills
- case EL_FIRE_MANTLE:
- case EL_WATER_SCREW:
- skillratio += 900;
- break;
- case EL_FIRE_ARROW:
- case EL_ROCK_CRUSHER_ATK:
- skillratio += 200;
- break;
- case EL_FIRE_BOMB:
- case EL_ICE_NEEDLE:
- case EL_HURRICANE_ATK:
- skillratio += 400;
- break;
- case EL_FIRE_WAVE:
- case EL_TYPOON_MIS_ATK:
- skillratio += 1100;
- break;
- case MH_ERASER_CUTTER:
- case MH_XENO_SLASHER:
- skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
- break;
- case MH_TWISTER_CUTTER:
- skillratio += -100 + 480 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
- break;
- case MH_ABSOLUTE_ZEPHYR:
- skillratio += -100 + 1000 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
- break;
- case MH_HEILIGE_STANGE:
- skillratio += -100 + 1500 + 250 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
- break;
- case MH_HEILIGE_PFERD:
- skillratio += -100 + 1200 + 350 * skill_lv * status_get_lv(src) / 100 + sstatus->vit; // !TODO: Confirm VIT bonus
- break;
- case MH_POISON_MIST:
- skillratio += -100 + 200 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // ! TODO: Confirm DEX bonus
- break;
- case SU_SV_STEMSPEAR:
- skillratio += 600;
- break;
- case SU_CN_METEOR:
- case SU_CN_METEOR2:
- skillratio += -100 + 200 + 100 * skill_lv;
- if (status_get_lv(src) > 99) {
- skillratio += sstatus->int_ * 5;
- }
- RE_LVL_DMOD(100);
- break;
- case NPC_VENOMFOG:
- skillratio += 600 + 100 * skill_lv;
- break;
- case NPC_COMET:
- i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8) / 2;
- i = cap_value(i, 1, 4);
- skillratio = 2500 + ((skill_lv - i + 1) * 500);
- break;
- case NPC_FIRESTORM:
- skillratio += 200;
- break;
- case NPC_HELLBURNING:
- skillratio += 900;
- break;
- case NPC_PULSESTRIKE2:
- skillratio += 100;
- break;
- case SP_CURSEEXPLOSION:
- if (tsc && tsc->getSCE(SC_SOULCURSE))
- skillratio += -100 + 1200 + 300 * skill_lv;
- else
- skillratio += -100 + 400 + 100 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case SP_SPA:
- skillratio += 400 + 250 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case SP_SHA:
- skillratio += -100 + 5 * skill_lv;
- break;
- case SP_SWHOO:
- skillratio += 1000 + 200 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case NPC_STORMGUST2:
- skillratio += 200 * skill_lv;
- break;
- case AG_DEADLY_PROJECTION:
- skillratio += -100 + 2800 * skill_lv + 5 * sstatus->spl;
- RE_LVL_DMOD(100);
- break;
- case AG_DESTRUCTIVE_HURRICANE:
- skillratio += -100 + 600 + 2850 * skill_lv + 5 * sstatus->spl;
- // (climax buff applied with pc_skillatk_bonus)
- RE_LVL_DMOD(100);
- break;
- case AG_RAIN_OF_CRYSTAL:
- skillratio += -100 + 180 + 760 * skill_lv + 5 * sstatus->spl;
- RE_LVL_DMOD(100);
- break;
- case AG_MYSTERY_ILLUSION:
- skillratio += -100 + 950 * skill_lv + 5 * sstatus->spl;
- RE_LVL_DMOD(100);
- break;
- case AG_VIOLENT_QUAKE_ATK:
- skillratio += -100 + 200 + 1200 * skill_lv + 5 * sstatus->spl;
- // (climax buff applied with pc_skillatk_bonus)
- RE_LVL_DMOD(100);
- break;
- case AG_SOUL_VC_STRIKE:
- skillratio += -100 + 300 * skill_lv + 3 * sstatus->spl;
- RE_LVL_DMOD(100);
- break;
- case AG_STRANTUM_TREMOR:
- skillratio += -100 + 100 + 730 * skill_lv + 5 * sstatus->spl;
- RE_LVL_DMOD(100);
- break;
- case AG_ALL_BLOOM_ATK:
- skillratio += -100 + 200 + 1200 * skill_lv + 5 * sstatus->spl;
- // (climax buff applied with pc_skillatk_bonus)
- RE_LVL_DMOD(100);
- break;
- case AG_ALL_BLOOM_ATK2:
- skillratio += -100 + 85000;
- // Skill not affected by Baselevel and SPL
- break;
- case AG_CRYSTAL_IMPACT:
- skillratio += -100 + 250 + 1300 * skill_lv + 5 * sstatus->spl;
- // (climax buff applied with pc_skillatk_bonus)
- RE_LVL_DMOD(100);
- break;
- case AG_CRYSTAL_IMPACT_ATK:
- skillratio += -100 + 250 + 1300 * skill_lv + 5 * sstatus->spl;
- // (climax buff applied with pc_skillatk_bonus)
- RE_LVL_DMOD(100);
- break;
- case AG_TORNADO_STORM:
- skillratio += -100 + 100 + 760 * skill_lv + 5 * sstatus->spl;
- RE_LVL_DMOD(100);
- break;
- case AG_FLORAL_FLARE_ROAD:
- skillratio += -100 + 50 + 740 * skill_lv + 5 * sstatus->spl;
- RE_LVL_DMOD(100);
- break;
- case AG_ASTRAL_STRIKE:
- skillratio += -100 + 300 + 1800 * skill_lv + 10 * sstatus->spl;
- if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DRAGON)
- skillratio += 400 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case AG_ASTRAL_STRIKE_ATK:
- skillratio += -100 + 650 * skill_lv + 10 * sstatus->spl;
- RE_LVL_DMOD(100);
- break;
- case AG_ROCK_DOWN:
- skillratio += -100 + 1550 * skill_lv + 5 * sstatus->spl;
- if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
- skillratio += 300 * skill_lv;
- }
- RE_LVL_DMOD(100);
- break;
- case AG_STORM_CANNON:
- skillratio += -100 + 1550 * skill_lv + 5 * sstatus->spl;
- if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
- skillratio += 300 * skill_lv;
- }
- RE_LVL_DMOD(100);
- break;
- case AG_CRIMSON_ARROW:
- skillratio += -100 + 400 * skill_lv + 3 * sstatus->spl;
- RE_LVL_DMOD(100);
- break;
- case AG_CRIMSON_ARROW_ATK:
- skillratio += -100 + 750 * skill_lv + 5 * sstatus->spl;
- RE_LVL_DMOD(100);
- break;
- case AG_FROZEN_SLASH:
- skillratio += -100 + 450 + 950 * skill_lv + 5 * sstatus->spl;
- if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
- skillratio += 150 + 350 * skill_lv;
- }
- RE_LVL_DMOD(100);
- break;
- case IG_JUDGEMENT_CROSS:
- skillratio += -100 + 1950 * skill_lv + 10 * sstatus->spl;
- if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
- skillratio += 150 * skill_lv;
- RE_LVL_DMOD(100);
- if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
- skillratio += skillratio * i / 100;
- break;
- case IG_CROSS_RAIN:
- if( sc && sc->getSCE( SC_HOLY_S ) ){
- skillratio += -100 + ( 650 + 15 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
- }else{
- skillratio += -100 + ( 450 + 10 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
- }
- skillratio += 7 * sstatus->spl;
- RE_LVL_DMOD(100);
- break;
- case CD_ARBITRIUM:
- skillratio += -100 + 1000 * skill_lv + 10 * sstatus->spl;
- skillratio += 10 * pc_checkskill( sd, CD_FIDUS_ANIMUS ) * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case CD_ARBITRIUM_ATK:
- skillratio += -100 + 1750 * skill_lv + 10 * sstatus->spl;
- skillratio += 50 * pc_checkskill( sd, CD_FIDUS_ANIMUS ) * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case CD_PNEUMATICUS_PROCELLA:
- skillratio += -100 + 150 + 2100 * skill_lv + 10 * sstatus->spl;
- skillratio += 3 * pc_checkskill( sd, CD_FIDUS_ANIMUS );
- if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON) {
- skillratio += 50 + 150 * skill_lv;
- skillratio += 2 * pc_checkskill( sd, CD_FIDUS_ANIMUS );
- }
- RE_LVL_DMOD(100);
- break;
- case CD_FRAMEN:
- skillratio += -100 + 1300 * skill_lv;
- skillratio += 5 * pc_checkskill(sd,CD_FIDUS_ANIMUS) * skill_lv;
- skillratio += 5 * sstatus->spl;
- if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON)
- skillratio += 50 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
- skillratio += -100 + 12500;
- // Skill not affected by Baselevel and SPL
- break;
- case ABC_ABYSS_STRIKE:
- skillratio += -100 + 2650 * skill_lv;
- skillratio += 10 * sstatus->spl;
- if (tstatus->race == RC_DEMON || tstatus->race == RC_ANGEL)
- skillratio += 200 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case ABC_ABYSS_SQUARE:
- skillratio += -100 + 750 * skill_lv;
- skillratio += 40 * pc_checkskill( sd, ABC_MAGIC_SWORD_M ) * skill_lv;
- skillratio += 5 * sstatus->spl;
- RE_LVL_DMOD(100);
- break;
- case TR_METALIC_FURY:
- skillratio += -100 + 3850 * skill_lv;
- // !Todo: skill affected by SPL (without SC_SOUNDBLEND) as well?
- if (tsc && tsc->getSCE(SC_SOUNDBLEND)) {
- skillratio += 800 * skill_lv;
- skillratio += 2 * pc_checkskill(sd, TR_STAGE_MANNER) * sstatus->spl;
- }
- RE_LVL_DMOD(100);
- break;
- case TR_SOUNDBLEND:
- skillratio += -100 + 120 * skill_lv + 5 * sstatus->spl;
- RE_LVL_DMOD(100);
- if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
- skillratio += skillratio * 100 / 100;
- if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
- skillratio += skillratio * 50 / 100;
- }
- break;
- case EM_DIAMOND_STORM:
- skillratio += -100 + 500 + 2400 * skill_lv;
- skillratio += 5 * sstatus->spl;
- if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_DILUVIO ) ){
- skillratio += 7300 + 200 * skill_lv;
- skillratio += 5 * sstatus->spl;
- }
- RE_LVL_DMOD(100);
- break;
- case EM_LIGHTNING_LAND:
- skillratio += -100 + 700 + 1100 * skill_lv;
- skillratio += 5 * sstatus->spl;
- if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_PROCELLA ) ){
- skillratio += 200 * skill_lv;
- }
- RE_LVL_DMOD(100);
- break;
- case EM_VENOM_SWAMP:
- skillratio += -100 + 700 + 1100 * skill_lv;
- skillratio += 5 * sstatus->spl;
- if( sc && sc->getSCE( SC_SUMMON_ELEMENTAL_SERPENS ) ){
- skillratio += 200 * skill_lv;
- }
- RE_LVL_DMOD(100);
- break;
- case EM_CONFLAGRATION:
- skillratio += -100 + 700 + 1100 * skill_lv;
- skillratio += 5 * sstatus->spl;
- if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_ARDOR ) ){
- skillratio += 200 * skill_lv;
- }
- RE_LVL_DMOD(100);
- break;
- case EM_TERRA_DRIVE:
- skillratio += -100 + 500 + 2400 * skill_lv;
- skillratio += 5 * sstatus->spl;
- if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_TERREMOTUS ) ){
- skillratio += 7300 + 200 * skill_lv;
- skillratio += 5 * sstatus->spl;
- }
- RE_LVL_DMOD(100);
- break;
- case ABC_FROM_THE_ABYSS_ATK:
- skillratio += -100 + 150 + 650 * skill_lv;
- skillratio += 5 * sstatus->spl;
- RE_LVL_DMOD(100);
- break;
- case EM_ELEMENTAL_BUSTER_FIRE:
- case EM_ELEMENTAL_BUSTER_WATER:
- case EM_ELEMENTAL_BUSTER_WIND:
- case EM_ELEMENTAL_BUSTER_GROUND:
- case EM_ELEMENTAL_BUSTER_POISON:
- skillratio += -100 + 550 + 2650 * skill_lv;
- skillratio += 10 * sstatus->spl;
- if (tstatus->race == RC_FORMLESS || tstatus->race == RC_DRAGON)
- skillratio += 150 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case EM_EL_FLAMEROCK:
- skillratio += -100 + 2400;
- if (ed)
- skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
- break;
- case EM_EL_AGE_OF_ICE:
- skillratio += -100 + 3700;
- if (ed)
- skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
- break;
- case EM_EL_STORM_WIND:
- skillratio += -100 + 2600;
- if (ed)
- skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
- break;
- case EM_EL_AVALANCHE:
- skillratio += -100 + 450;
- if (ed)
- skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
- break;
- case EM_EL_DEADLY_POISON:
- skillratio += -100 + 700;
- if (ed)
- skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
- break;
- case NPC_RAINOFMETEOR:
- skillratio += 350; // unknown ratio
- break;
- case HN_NAPALM_VULCAN_STRIKE:
- skillratio += -100 + 350 + 650 * skill_lv;
- skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 4 * skill_lv;
- skillratio += 3 * sstatus->spl;
- RE_LVL_DMOD(100);
- // After RE_LVL_DMOD calculation, HN_SELFSTUDY_SOCERY amplifies the skill ratio of HN_NAPALM_VULCAN_STRIKE by (2x skill level)%
- skillratio += skillratio * 2 * pc_checkskill(sd, HN_SELFSTUDY_SOCERY) / 100;
- // SC_RULEBREAK increases the skill ratio after HN_SELFSTUDY_SOCERY
- if (sc && sc->getSCE(SC_RULEBREAK))
- skillratio += skillratio * 40 / 100;
- break;
- case HN_JUPITEL_THUNDER_STORM:
- skillratio += -100 + 1800 * skill_lv;
- skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 3 * skill_lv;
- skillratio += 3 * sstatus->spl;
- RE_LVL_DMOD(100);
- // After RE_LVL_DMOD calculation, HN_SELFSTUDY_SOCERY amplifies the skill ratio of HN_JUPITEL_THUNDER_STORM by (skill level)%
- skillratio += skillratio * pc_checkskill(sd, HN_SELFSTUDY_SOCERY) / 100;
- // SC_RULEBREAK increases the skill ratio after HN_SELFSTUDY_SOCERY
- if (sc && sc->getSCE(SC_RULEBREAK))
- skillratio += skillratio * 70 / 100;
- break;
- case HN_HELLS_DRIVE:
- skillratio += -100 + 1700 + 900 * skill_lv;
- skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 4 * skill_lv;
- skillratio += 3 * sstatus->spl;
- RE_LVL_DMOD(100);
- // After RE_LVL_DMOD calculation, HN_SELFSTUDY_SOCERY amplifies the skill ratio of HN_HELLS_DRIVE by (skill level)%
- skillratio += skillratio * pc_checkskill(sd, HN_SELFSTUDY_SOCERY) / 100;
- // SC_RULEBREAK increases the skill ratio after HN_SELFSTUDY_SOCERY
- if (sc && sc->getSCE(SC_RULEBREAK))
- skillratio += skillratio * 70 / 100;
- break;
- case HN_GROUND_GRAVITATION:
- if (mflag & SKILL_ALTDMG_FLAG) {
- // Initial damage
- skillratio += -100 + 3000 + 1500 * skill_lv;
- skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 4 * skill_lv;
- skillratio += 5 * sstatus->spl;
- ad.div_ = -2;
- } else {
- // Gravitational field damage
- skillratio += -100 + 800 + 700 * skill_lv;
- skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 2 * skill_lv;
- skillratio += 2 * sstatus->spl;
- }
- RE_LVL_DMOD(100);
- // After RE_LVL_DMOD calculation, HN_SELFSTUDY_SOCERY amplifies the skill ratio of HN_GROUND_GRAVITATION (gravity field damage) by (skill level)%
- if (!(mflag & SKILL_ALTDMG_FLAG))
- skillratio += skillratio * pc_checkskill(sd, HN_SELFSTUDY_SOCERY) / 100;
- // SC_RULEBREAK increases the skill ratio after HN_SELFSTUDY_SOCERY
- if (sc && sc->getSCE(SC_RULEBREAK))
- skillratio += skillratio * 50 / 100;
- break;
- case HN_JACK_FROST_NOVA:
- if (mflag & SKILL_ALTDMG_FLAG) {
- // Initial damage
- skillratio += -100 + 200 * skill_lv;
- skillratio += 2 * sstatus->spl;
- ad.div_ = 1; // 1 hit
- } else {
- // Explosion damage
- skillratio += -100 + 400 + 500 * skill_lv;
- skillratio += 4 * sstatus->spl;
- }
- skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 3 * skill_lv;
- RE_LVL_DMOD(100);
- // After RE_LVL_DMOD calculation, HN_SELFSTUDY_SOCERY amplifies the skill ratio of HN_JACK_FROST_NOVA (explosion damage) by (skill level)%
- if (!(mflag & SKILL_ALTDMG_FLAG))
- skillratio += skillratio * pc_checkskill(sd, HN_SELFSTUDY_SOCERY) / 100;
- // SC_RULEBREAK increases the skill ratio after HN_SELFSTUDY_SOCERY
- if (sc && sc->getSCE(SC_RULEBREAK))
- skillratio += skillratio * 70 / 100;
- break;
- case HN_METEOR_STORM_BUSTER:
- if (mflag & SKILL_ALTDMG_FLAG) {
- // Fall damage
- skillratio += -100 + 300 + 320 * skill_lv;
- ad.div_ = -3;
- } else {
- // Explosion damage
- skillratio += -100 + 450 + 160 * skill_lv;
- }
- skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 5 * skill_lv;
- skillratio += 3 * sstatus->spl;
- RE_LVL_DMOD(100);
- // After RE_LVL_DMOD calculation, HN_SELFSTUDY_SOCERY amplifies the skill ratio of HN_METEOR_STORM_BUSTER (fall damage) by (skill level)%
- if (mflag & SKILL_ALTDMG_FLAG)
- skillratio += skillratio * pc_checkskill(sd, HN_SELFSTUDY_SOCERY) / 100;
- // SC_RULEBREAK increases the skill ratio after HN_SELFSTUDY_SOCERY
- if (sc && sc->getSCE(SC_RULEBREAK))
- skillratio += skillratio * 50 / 100;
- break;
- case SOA_EXORCISM_OF_MALICIOUS_SOUL:
- skillratio += -100 + 150 * skill_lv;
- skillratio += pc_checkskill(sd, SOA_SOUL_MASTERY) * 2;
- skillratio += 1 * sstatus->spl;
- if ((tsc != nullptr && tsc->getSCE(SC_SOULCURSE) != nullptr) || (sc != nullptr && sc->getSCE(SC_TOTEM_OF_TUTELARY) != nullptr))
- skillratio += 100 * skill_lv;
- if (sd != nullptr)
- skillratio *= sd->soulball_old;
- RE_LVL_DMOD(100);
- break;
- case SOA_TALISMAN_OF_BLUE_DRAGON:
- skillratio += -100 + 850 + 2250 * skill_lv;
- skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 15 * skill_lv;
- skillratio += 5 * sstatus->spl;
- if (sc != nullptr && sc->getSCE(SC_T_FIFTH_GOD) != nullptr)
- skillratio += 100 + 700 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case SOA_TALISMAN_OF_WHITE_TIGER:
- skillratio += -100 + 400 + 1000 * skill_lv;
- skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 15 * skill_lv;
- skillratio += 5 * sstatus->spl;
- if (sc != nullptr && sc->getSCE(SC_T_FIFTH_GOD) != nullptr)
- skillratio += 400 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case SOA_TALISMAN_OF_RED_PHOENIX:
- skillratio += -100 + 1400 + 1450 * skill_lv;
- skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 15 * skill_lv;
- skillratio += 5 * sstatus->spl;
- if (sc != nullptr && sc->getSCE(SC_T_FIFTH_GOD) != nullptr)
- skillratio += 200 + 400 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case SOA_TALISMAN_OF_BLACK_TORTOISE:
- skillratio += -100 + 2150 + 1600 * skill_lv;
- skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 15 * skill_lv;
- skillratio += 5 * sstatus->spl;
- if (sc != nullptr && sc->getSCE(SC_T_FIFTH_GOD) != nullptr)
- skillratio += 150 + 500 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case SOA_CIRCLE_OF_DIRECTIONS_AND_ELEMENTALS:
- skillratio += -100 + 500 + 2000 * skill_lv;
- skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 15 * skill_lv;
- skillratio += pc_checkskill(sd, SOA_SOUL_MASTERY) * 15 * skill_lv;
- skillratio += 5 * sstatus->spl;
- RE_LVL_DMOD(100);
- break;
- case SOA_TALISMAN_OF_FOUR_BEARING_GOD:
- skillratio += -100 + 50 + 250 * skill_lv;
- skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 15 * skill_lv;
- skillratio += 5 * sstatus->spl;
- RE_LVL_DMOD(100);
- break;
- case SOA_TALISMAN_OF_SOUL_STEALING:
- skillratio += -100 + 500 + 1250 * skill_lv;
- skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 7 * skill_lv;
- skillratio += pc_checkskill(sd, SOA_SOUL_MASTERY) * 7 * skill_lv;
- skillratio += 3 * sstatus->spl;
- RE_LVL_DMOD(100);
- break;
- case SH_HYUN_ROKS_BREEZE:
- skillratio += -100 + 650 + 750 * skill_lv;
- skillratio += 20 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
- skillratio += 5 * sstatus->spl;
- if( pc_checkskill( sd, SH_COMMUNE_WITH_HYUN_ROK ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
- skillratio += 100 + 200 * skill_lv;
- skillratio += 20 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
- }
- RE_LVL_DMOD(100);
- break;
- case SH_HYUN_ROK_CANNON:
- skillratio += -100 + 1100 + 2050 * skill_lv;
- skillratio += 50 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
- skillratio += 5 * sstatus->spl;
- if( pc_checkskill( sd, SH_COMMUNE_WITH_HYUN_ROK ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
- skillratio += 400 * skill_lv;
- skillratio += 25 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
- }
- RE_LVL_DMOD(100);
- break;
- case SS_TOKEDASU:
- skillratio += -100 + 700 * skill_lv;
- skillratio += 5 * sstatus->con;
- RE_LVL_DMOD(100);
- break;
- case SS_SEKIENHOU:
- skillratio += -100 + 850 + 1250 * skill_lv;
- skillratio += 70 * pc_checkskill( sd, SS_ANTENPOU ) * skill_lv;
- skillratio += 5 * sstatus->spl;
- RE_LVL_DMOD(100);
- break;
- case SS_REIKETSUHOU:
- skillratio += -100 + 250 + 550 * skill_lv;
- skillratio += 40 * pc_checkskill( sd, SS_ANTENPOU ) * skill_lv;
- skillratio += 5 * sstatus->spl;
- RE_LVL_DMOD(100);
- break;
- case SS_KINRYUUHOU:
- skillratio += -100 + 300 + 400 * skill_lv;
- skillratio += 15 * pc_checkskill( sd, SS_ANTENPOU ) * skill_lv;
- skillratio += 5 * sstatus->spl;
- RE_LVL_DMOD(100);
- break;
- case SS_ANKOKURYUUAKUMU:
- skillratio += -100 + 15500 * skill_lv;
- skillratio += 5 * sstatus->spl;
- RE_LVL_DMOD(100);
- break;
- case SS_RAIDENPOU:
- skillratio += -100 + 600 + 1300 * skill_lv;
- skillratio += 70 * pc_checkskill( sd, SS_ANTENPOU ) * skill_lv;
- skillratio += 5 * sstatus->spl;
- RE_LVL_DMOD(100);
- break;
- case SS_ANTENPOU:
- skillratio += -100 + 450 + 950 * skill_lv;
- skillratio += 5 * sstatus->spl;
- RE_LVL_DMOD(100);
- if (mflag & SKILL_ALTDMG_FLAG)
- skillratio = skillratio * 3 / 10;
- break;
- }
- if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element.
- if ((sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3 && s_ele == ELE_FIRE) ||
- (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && s_ele == ELE_WATER) ||
- (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && s_ele == ELE_WIND) ||
- (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3 && s_ele == ELE_EARTH))
- skillratio += 25;
- }
- #ifdef RENEWAL
- has_skillratio = true;
- #else
- MATK_RATE(skillratio);
- #endif
- //Constant/misc additions from skills
- if (skill_id == WZ_FIREPILLAR)
- MATK_ADD(100 + 50 * skill_lv);
- break;
- }
- }
- #ifdef RENEWAL
- // Damage modifier need to be applied before SMATK
- ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
- // Additionnal damage from W_2HSTAFF
- // Must be before smatk and after battle_calc_cardfix
- if (sd != nullptr && sd->status.weapon == W_2HSTAFF && (i = pc_checkskill(sd, AG_TWOHANDSTAFF)) > 0) {
- ad.damage += ad.damage * i / 100;
- }
- if (has_skillratio) {
- // S.MATK needs to be applied before the skill ratio to prevent rounding issues
- if (sd && sstatus->smatk > 0)
- ad.damage += ad.damage * sstatus->smatk / 100;
- MATK_RATE(skillratio);
- }
- #endif
- if(sd) {
- #ifndef RENEWAL
- //Damage bonuses
- if ((i = pc_skillatk_bonus(sd, skill_id)))
- ad.damage += (int64)ad.damage*i/100;
- #endif
- //Ignore Defense?
- if (!flag.imdef && (
- sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
- sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
- sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
- ))
- flag.imdef = 1;
- }
- if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
- ad.damage -= (int64)ad.damage*i/100;
- #ifdef RENEWAL
- // MRes reduces magical damage by a percentage and
- // is calculated before MDEF and other reductions.
- // TODO: MRes formula probably should be: (2000+x)/(2000+5x), but with the reduction rounded down
- if (ad.damage && tstatus->mres > 0) {
- int16 mres = tstatus->mres;
- int16 ignore_mres = 0;// Value used as percentage.
- if (sd)
- ignore_mres += sd->indexed_bonus.ignore_mres_by_race[tstatus->race] + sd->indexed_bonus.ignore_mres_by_race[RC_ALL];
- // Attacker status's that pierce MRes.
- if (sc && sc->getSCE(SC_A_VITA))
- ignore_mres += sc->getSCE(SC_A_VITA)->val2;
- ignore_mres = min(ignore_mres, battle_config.max_res_mres_ignored);
- if (ignore_mres > 0)
- mres -= mres * ignore_mres / 100;
- // Apply damage reduction.
- ad.damage = ad.damage * (5000 + mres) / (5000 + 10 * mres);
- }
- #endif
- if(!flag.imdef){
- // Bonuses ignoring Mdef are added together
- defType mdef = tstatus->mdef;
- int32 mdef2 = tstatus->mdef2;
- i = 0; // Bonus ratio that ignores Mdef
- if (sc != nullptr && sc->getSCE(SC_EXPIATIO))
- i += 5 * sc->getSCE(SC_EXPIATIO)->val1;
- if (sd != nullptr) {
- i += sd->indexed_bonus.ignore_mdef_by_race[tstatus->race] + sd->indexed_bonus.ignore_mdef_by_race[RC_ALL] +
- sd->indexed_bonus.ignore_mdef_by_class[tstatus->class_] + sd->indexed_bonus.ignore_mdef_by_class[CLASS_ALL];
- std::vector<e_race2> race2 = status_get_race2(target);
- for (const auto &raceit : race2)
- i += sd->indexed_bonus.ignore_mdef_by_race2[raceit];
- }
- i = cap_value(i, 0, 100);
- #ifdef RENEWAL
- // On renewal, Mdef is rounded after calculation
- if (i > 0) {
- mdef = (defType)( (float)(mdef - mdef * i / 100.) );
- }
- /**
- * RE MDEF Reduction
- * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
- */
- if (mdef < 0)
- mdef = 0; // Negative eMDEF is treated as 0 on official
- ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
- #else
- // On pre-renewal, Mdef reduction is rounded down before being subtracted from Mdef
- if (i > 0)
- mdef -= mdef * i / 100;
- if(battle_config.magic_defense_type)
- ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
- else
- ad.damage = ad.damage * (100-mdef)/100 - mdef2;
- #endif
- }
- i = 0; // pc_skillatk_bonus ratio
- #ifdef RENEWAL
- // pc_skillatk_bonus must be after def reduction and before the damages applied when the target is hit (at least on renewal)
- if (sd != nullptr)
- i += pc_skillatk_bonus(sd, skill_id);
- #endif
- // Buffs added to pc_skillatk_bonus (renewal) ratio
- switch (skill_id) {
- case AG_DESTRUCTIVE_HURRICANE:
- if (sc->getSCE(SC_CLIMAX)) {
- if (sc->getSCE(SC_CLIMAX)->val1 == 3)
- i += 150;
- else if (sc->getSCE(SC_CLIMAX)->val1 == 5)
- i -= 20;
- }
- break;
- case AG_VIOLENT_QUAKE_ATK:
- if (sc->getSCE(SC_CLIMAX)) {
- if (sc->getSCE(SC_CLIMAX)->val1 == 1)
- i -= 50;
- else if (sc->getSCE(SC_CLIMAX)->val1 == 3)
- i += 200;
- }
- break;
- case AG_ALL_BLOOM_ATK:
- if (sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 3)
- i += 300;
- break;
- case AG_CRYSTAL_IMPACT:
- if (sc->getSCE(SC_CLIMAX)) {
- if (sc->getSCE(SC_CLIMAX)->val1 == 3)
- i += 50;
- else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
- i -= 50;
- }
- break;
- case AG_CRYSTAL_IMPACT_ATK:
- if (sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 4)
- i += 150;
- break;
- case SU_CN_METEOR:
- case SU_CN_METEOR2:
- if (sc->getSCE(SC_COLORS_OF_HYUN_ROK_BUFF) != nullptr)
- i += sc->getSCE(SC_COLORS_OF_HYUN_ROK_BUFF)->val2;
- break;
- }
- if (i != 0)
- ad.damage = (int64)( (double)( ad.damage + ad.damage * i / 100. ) );
- //Apply the physical part of the skill's damage. [Skotlex]
- switch (skill_id) {
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS: {
- // Pre-re ATK = Take atk, apply def reduction and add refine bonus
- // Final Damage = (ATK+MATK)*RATIO
- // Renewal ATK = Take total atk
- // Final Damage = ((ATK+MATK)/2)*RATIO - (tDEF + tMDEF)
- // No need to go through the whole physical damage code
- struct Damage wd = initialize_weapon_data(src, target, skill_id, skill_lv, mflag);
- battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv);
- // Calculate ATK
- #ifdef RENEWAL
- if (sd)
- wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.percentAtk;
- #else
- battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv);
- if (sd) {
- wd.damage += sstatus->rhw.atk2;
- }
- #endif
- // Combine ATK and MATK
- #ifdef RENEWAL
- ad.damage = (wd.damage + ad.damage) / 2;
- #else
- ad.damage = std::max((int64)1, wd.damage + ad.damage);
- #endif
- // Ratio
- skillratio += 40 * skill_lv;
- MATK_RATE(skillratio);
- #ifdef RENEWAL
- // Total defense reduction (renewal only)
- battle_calc_defense_reduction(&ad, src, target, skill_id, skill_lv);
- ad.damage -= (tstatus->mdef + tstatus->mdef2);
- #endif
- }
- break;
- }
- if(ad.damage<1)
- ad.damage=1;
- else if(sc) { //only applies when hit
- // !TODO: shouldn't they be with pc_skillatk_bonus?
- switch(skill_id) {
- case MG_LIGHTNINGBOLT:
- case MG_THUNDERSTORM:
- if(sc->getSCE(SC_GUST_OPTION))
- ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
- break;
- case MG_FIREBOLT:
- case MG_FIREWALL:
- if(sc->getSCE(SC_PYROTECHNIC_OPTION))
- ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
- break;
- case MG_COLDBOLT:
- case MG_FROSTDIVER:
- if(sc->getSCE(SC_AQUAPLAY_OPTION))
- ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
- break;
- case WZ_EARTHSPIKE:
- case WZ_HEAVENDRIVE:
- if(sc->getSCE(SC_PETROLOGY_OPTION))
- ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
- break;
- }
- }
- if (!nk[NK_IGNOREELEMENT])
- ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
- #ifndef RENEWAL
- ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
- #endif
- switch (skill_id) {
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS:
- if (src == target) {
- // Grand Cross on self first applies attr_fix, then cardfix and finally halves the damage
- if (src->type == BL_PC)
- ad.damage = ad.damage / 2;
- else
- ad.damage = 0;
- }
- else
- // Grand Cross on target applies attr_fix, then cardfix and then attr_fix a second time
- ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
- break;
- }
- } //Hint: Against plants damage will still be 1 at this point
- //Apply DAMAGE_DIV_FIX and check for min damage
- battle_apply_div_fix(&ad, skill_id);
- struct map_data *mapdata = map_getmapdata(target->m);
- ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
- if (mapdata_flag_gvg2(mapdata))
- ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
- else if (mapdata->getMapFlag(MF_BATTLEGROUND))
- ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
- // Skill damage adjustment
- if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
- MATK_ADDRATE(skill_damage);
- battle_absorb_damage(target, &ad);
- //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
- return ad;
- }
- /*==========================================
- * Calculate "misc"-type attacks and skills
- *------------------------------------------
- * Credits:
- * Original coder Skotlex
- * Refined and optimized by helvetica
- */
- struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int32 mflag)
- {
- int32 skill_damage = 0;
- int16 i, s_ele;
- map_session_data *sd, *tsd;
- struct Damage md; //DO NOT CONFUSE with md of mob_data!
- status_change *ssc = status_get_sc(src);
- memset(&md,0,sizeof(md));
- if (src == nullptr || target == nullptr) {
- nullpo_info(NLP_MARK);
- return md;
- }
- status_data* sstatus = status_get_status_data(*src);
- status_data* tstatus = status_get_status_data(*target);
- //Some initial values
- md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion);
- md.dmotion = tstatus->dmotion;
- md.div_ = skill_get_num(skill_id,skill_lv);
- md.blewcount = skill_get_blewcount(skill_id,skill_lv);
- md.dmg_lv = ATK_DEF;
- md.flag = BF_MISC|BF_SKILL;
- md.miscflag = mflag;
- std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
- std::bitset<NK_MAX> nk;
- if (skill)
- nk = skill->nk;
- sd = BL_CAST(BL_PC, src);
- tsd = BL_CAST(BL_PC, target);
- if(sd) {
- sd->state.arrow_atk = 0;
- md.blewcount += battle_blewcount_bonus(sd, skill_id);
- }
- s_ele = battle_get_misc_element(src, target, skill_id, skill_lv, mflag);
- //Skill Range Criteria
- md.flag |= battle_range_type(src, target, skill_id, skill_lv);
- switch (skill_id) {
- case TF_THROWSTONE:
- if (sd)
- md.damage = 50;
- else
- md.damage = 30;
- md.flag |= BF_WEAPON;
- break;
- case NPC_KILLING_AURA:
- md.damage = 10000;
- break;
- #ifdef RENEWAL
- case HT_LANDMINE:
- case MA_LANDMINE:
- case HT_BLASTMINE:
- case HT_CLAYMORETRAP:
- md.damage = (int64)(skill_lv * sstatus->dex * (3.0 + (float)status_get_lv(src) / 100.0) * (1.0 + (float)sstatus->int_ / 35.0));
- md.damage += md.damage * (rnd()%20 - 10) / 100;
- md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0);
- break;
- #else
- case HT_LANDMINE:
- case MA_LANDMINE:
- md.damage = static_cast<decltype(md.damage)>(skill_lv * (sstatus->dex + 75.0) * (100.0 + sstatus->int_) / 100.0);
- break;
- case HT_BLASTMINE:
- md.damage = static_cast<decltype(md.damage)>(skill_lv * (sstatus->dex / 2.0 + 50.0) * (100.0 + sstatus->int_) / 100.0);
- break;
- case HT_CLAYMORETRAP:
- md.damage = static_cast<decltype(md.damage)>(skill_lv * (sstatus->dex / 2.0 + 75.0) * (100.0 + sstatus->int_) / 100.0);
- break;
- #endif
- case HT_BLITZBEAT:
- case SN_FALCONASSAULT:
- {
- uint16 skill;
- //Blitz-beat Damage
- if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW)))
- skill = 0;
- #ifdef RENEWAL
- md.damage = (sstatus->dex / 10 + sstatus->agi / 2 + skill * 3 + 40) * 2;
- RE_LVL_MDMOD(100);
- #else
- md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2;
- if(mflag > 1) //Autocasted Blitz
- nk.set(NK_SPLASHSPLIT);
- #endif
- if (skill_id == SN_FALCONASSAULT) {
- //Div fix of Blitzbeat
- DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
- //Falcon Assault Modifier
- md.damage = md.damage * (150 + 70 * skill_lv) / 100;
- }
- }
- break;
- #ifndef RENEWAL
- case BA_DISSONANCE:
- md.damage = 30 + skill_lv * 10;
- if (sd)
- md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON);
- break;
- #endif
- case NPC_SELFDESTRUCTION:
- md.damage = sstatus->hp;
- break;
- case NPC_SMOKING:
- md.damage = 3;
- break;
- case NPC_EVILLAND:
- md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
- break;
- #ifndef RENEWAL
- case ASC_BREAKER:
- md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_;
- nk.set(NK_IGNOREFLEE);
- nk.set(NK_IGNOREELEMENT); //These two are not properties of the weapon based part.
- break;
- case HW_GRAVITATION:
- md.damage = 200 + 200 * skill_lv;
- md.dmotion = 0; //No flinch animation
- break;
- case PA_PRESSURE:
- md.damage = 500 + 300 * skill_lv;
- break;
- #endif
- case PA_GOSPEL:
- if (mflag > 0)
- md.damage = (rnd() % 4000) + 1500;
- else {
- md.damage = (rnd() % 5000) + 3000;
- #ifdef RENEWAL
- md.damage -= (int64)status_get_def(target);
- #else
- md.damage -= (md.damage * (int64)status_get_def(target)) / 100;
- #endif
- md.damage -= tstatus->def2;
- if (md.damage < 0)
- md.damage = 0;
- }
- break;
- case GN_FIRE_EXPANSION_ACID:
- #ifdef RENEWAL
- // Official Renewal formula [helvetica]
- // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
- // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
- // is considered "neutral" for purposes of resistances
- {
- struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
- struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
- md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
- // AD benefits from endow/element but damage is forced back to neutral
- md.damage = battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
- }
- // Fall through
- #else
- case CR_ACIDDEMONSTRATION:
- if(tstatus->vit+sstatus->int_) //crash fix
- md.damage = (int32)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
- else
- md.damage = 0;
- if (tsd)
- md.damage /= 2;
- #endif
- break;
- case NJ_ZENYNAGE:
- md.damage = skill_get_zeny( skill_id, skill_lv );
- if( md.damage == 0 ){
- md.damage = 2;
- }
- md.damage += rnd_value( static_cast<decltype(md.damage)>( 0 ), md.damage );
- // Specific to Boss Class
- if( status_get_class_( target ) == CLASS_BOSS ){
- md.damage /= 3;
- }
- if( tsd != nullptr ){
- md.damage /= 2;
- }
- break;
- case KO_MUCHANAGE:
- md.damage = skill_get_zeny( skill_id, skill_lv );
- if( md.damage == 0 ){
- md.damage = 10;
- }
- md.damage = rnd_value( md.damage / 2, md.damage );
- if( pc_checkskill( sd, NJ_TOBIDOUGU ) == 0 ){
- md.damage /= 2;
- }
- // Specific to Boss Class
- if( status_get_class_( target ) == CLASS_BOSS ){
- md.damage /= 2;
- }
- break;
- #ifdef RENEWAL
- case NJ_ISSEN:
- // Official Renewal formula [helvetica]
- // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
- // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
- // modified def formula
- {
- int16 totaldef;
- struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
- status_change *sc = status_get_sc(src);
- md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
- if (sc && sc->getSCE(SC_BUNSINJYUTSU) && (i = sc->getSCE(SC_BUNSINJYUTSU)->val2) > 0) { // mirror image bonus only occurs if active
- md.div_ = -(i + 2); // mirror image count + 2
- md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
- }
- // modified def reduction, final damage = base damage - (edef + sdef)
- totaldef = tstatus->def2 + (int16)status_get_def(target);
- md.damage -= totaldef;
- md.flag |= BF_WEAPON;
- }
- break;
- #endif
- case GS_FLING:
- md.damage = (sd ? sd->status.job_level : status_get_lv(src));
- break;
- case HVAN_EXPLOSION: //[orn]
- md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
- break;
- case RA_CLUSTERBOMB:
- case RA_FIRINGTRAP:
- case RA_ICEBOUNDTRAP:
- md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
- RE_LVL_TMDMOD();
- if(sd) {
- int32 researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
- if(researchskill_lv)
- md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
- else
- md.damage = 0;
- } else
- md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
- nk.set(NK_IGNOREELEMENT);
- nk.set(NK_IGNOREFLEE);
- nk.set(NK_IGNOREDEFCARD);
- break;
- case NC_MAGMA_ERUPTION_DOTDAMAGE: // 'Eruption' damage
- md.damage = 800 + 200 * skill_lv;
- break;
- case NPC_MAGMA_ERUPTION_DOTDAMAGE:
- md.damage = 1000 * skill_lv;
- break;
- case GN_THORNS_TRAP:
- md.damage = 100 + 200 * skill_lv + status_get_int(src);
- break;
- case RL_B_TRAP:
- // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
- md.damage = status_get_dex(src) * 10 + (skill_lv * 3 * status_get_hp(target)) / 100;
- if (status_bl_has_mode(target, MD_STATUSIMMUNE))
- md.damage /= 10;
- break;
- case NPC_WIDESUCK:
- md.damage = tstatus->max_hp * 15 / 100;
- break;
- case SU_SV_ROOTTWIST_ATK:
- md.damage = 100;
- break;
- case SP_SOULEXPLOSION:
- md.damage = tstatus->hp * (20 + 10 * skill_lv) / 100;
- break;
- case SJ_NOVAEXPLOSING:
- // (Base ATK + Weapon ATK) * Ratio
- md.damage = (sstatus->batk + sstatus->rhw.atk) * (200 + 100 * skill_lv) / 100;
- // Additional Damage
- md.damage += sstatus->max_hp / (6 - min(5, skill_lv)) + status_get_max_sp(src) * (2 * skill_lv);
- break;
- case NPC_CANE_OF_EVIL_EYE:
- md.damage = 15000;
- break;
- }
- if (nk[NK_SPLASHSPLIT]) { // Divide ATK among targets
- if(mflag > 0)
- md.damage /= mflag;
- else
- ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
- }
- if (!nk[NK_IGNOREFLEE]) {
- status_change *sc = status_get_sc(target);
- i = 0; //Temp for "hit or no hit"
- if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
- i = 1;
- else {
- int16
- flee = tstatus->flee,
- #ifdef RENEWAL
- hitrate = 0; //Default hitrate
- #else
- hitrate = 80; //Default hitrate
- #endif
- if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
- unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
- if(attacker_count >= battle_config.agi_penalty_count) {
- if (battle_config.agi_penalty_type == 1)
- flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
- else //assume type 2: absolute reduction
- flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
- if(flee < 1)
- flee = 1;
- }
- }
- hitrate += sstatus->hit - flee;
- #ifdef RENEWAL
- if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
- hitrate += pc_checkskill(sd,AC_VULTURE);
- #endif
- hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
- if(rnd()%100 < hitrate)
- i = 1;
- }
- if (!i) {
- md.damage = 0;
- md.dmg_lv = ATK_FLEE;
- }
- }
- md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
- if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
- md.damage += (int64)md.damage*i/100;
- if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
- md.damage -= (int64)md.damage*i/100;
- if(!nk[NK_IGNOREELEMENT])
- md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
- //Plant damage
- if(md.damage < 0)
- md.damage = 0;
- else if(md.damage && is_infinite_defense(target, md.flag)) {
- md.damage = 1;
- }
- //Apply DAMAGE_DIV_FIX and check for min damage
- battle_apply_div_fix(&md, skill_id);
- switch(skill_id) {
- case RA_FIRINGTRAP:
- case RA_ICEBOUNDTRAP:
- if (md.damage == 1)
- break;
- [[fallthrough]];
- case RA_CLUSTERBOMB:
- {
- struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
- md.damage += wd.damage;
- }
- break;
- case NJ_ZENYNAGE:
- if (sd) {
- if (md.damage > sd->status.zeny)
- md.damage = sd->status.zeny;
- pc_payzeny( sd, static_cast<int32>( md.damage ), LOG_TYPE_CONSUME );
- }
- break;
- }
- struct map_data *mapdata = map_getmapdata(target->m);
- md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
- if(mapdata_flag_gvg2(mapdata))
- md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
- else if(mapdata->getMapFlag(MF_BATTLEGROUND))
- md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
- // Skill damage adjustment
- if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
- md.damage += (int64)md.damage * skill_damage / 100;
- battle_absorb_damage(target, &md);
- battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
- return md;
- }
- /**
- * Calculate vanish damage on a target
- * @param sd: Player with vanish item
- * @param target: Target to vanish HP/SP
- * @param flag: Damage struct battle flag
- */
- void battle_vanish_damage(map_session_data *sd, struct block_list *target, int32 flag)
- {
- nullpo_retv(sd);
- nullpo_retv(target);
- // bHPVanishRate
- int16 vanish_hp = 0;
- if (!sd->hp_vanish.empty()) {
- for (auto &it : sd->hp_vanish) {
- if (!(((it.flag)&flag)&BF_WEAPONMASK &&
- ((it.flag)&flag)&BF_RANGEMASK &&
- ((it.flag)&flag)&BF_SKILLMASK))
- continue;
- if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
- vanish_hp += it.per;
- }
- }
- // bSPVanishRate
- int16 vanish_sp = 0;
- if (!sd->sp_vanish.empty()) {
- for (auto &it : sd->sp_vanish) {
- if (!(((it.flag)&flag)&BF_WEAPONMASK &&
- ((it.flag)&flag)&BF_RANGEMASK &&
- ((it.flag)&flag)&BF_SKILLMASK))
- continue;
- if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
- vanish_sp += it.per;
- }
- }
- if (vanish_hp > 0 || vanish_sp > 0)
- status_percent_damage(&sd->bl, target, -vanish_hp, -vanish_sp, false); // Damage HP/SP applied once
- }
- /*==========================================
- * Battle main entry, from skill_attack
- *------------------------------------------
- * Credits:
- * Original coder unknown
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- struct Damage battle_calc_attack(int32 attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int32 flag)
- {
- struct Damage d;
- switch(attack_type) {
- case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
- case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
- case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
- default:
- ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
- memset(&d,0,sizeof(d));
- break;
- }
- if( d.damage + d.damage2 < 1 )
- { //Miss/Absorbed
- //Weapon attacks should go through to cause additional effects.
- if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
- d.dmg_lv = ATK_MISS;
- d.dmotion = 0;
- if(bl->type == BL_PC)
- d.div_ = 1;
-
- status_change *tsc = status_get_sc(target);
- // Weapon Blocking has the ability to trigger on ATK_MISS as well.
- if (tsc != nullptr && tsc->getSCE(SC_WEAPONBLOCKING)) {
- status_change_entry *tsce = tsc->getSCE(SC_WEAPONBLOCKING);
- if (attack_type == BF_WEAPON && rnd() % 100 < tsce->val2) {
- clif_skill_nodamage(target, *bl, GC_WEAPONBLOCKING, tsce->val1);
- sc_start(bl, target, SC_WEAPONBLOCK_ON, 100, bl->id, skill_get_time2(GC_WEAPONBLOCKING, tsce->val1));
- }
- }
- }
- else // Some skills like Weaponry Research will cause damage even if attack is dodged
- d.dmg_lv = ATK_DEF;
- map_session_data *sd = BL_CAST(BL_PC, bl);
- if (sd && d.damage + d.damage2 > 1)
- battle_vanish_damage(sd, target, d.flag);
- return d;
- }
- /*==========================================
- * Final damage return function
- *------------------------------------------
- * Credits:
- * Original coder unknown
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- int64 battle_calc_return_damage(struct block_list* tbl, struct block_list *src, int64 *dmg, int32 flag, uint16 skill_id, bool status_reflect){
- status_change *tsc = status_get_sc(tbl);
- if (tsc) { // These statuses do not reflect any damage (off the target)
- if (tsc->getSCE(SC_WHITEIMPRISON) || tsc->getSCE(SC_DARKCROW) || tsc->getSCE(SC_KYOMU))
- return 0;
- }
- status_change *sc = status_get_sc(src);
- if (sc) {
- if (skill_id == GN_HELLS_PLANT_ATK && sc->getSCE(SC_HELLS_PLANT))
- return 0;
- }
- map_session_data *tsd = BL_CAST(BL_PC, tbl);
- int64 rdamage = 0, damage = *dmg;
- if (flag & BF_SHORT) {//Bounces back part of the damage.
- if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && tsd && tsd->bonus.short_weapon_damage_return ) {
- rdamage += damage * tsd->bonus.short_weapon_damage_return / 100;
- } else if( status_reflect && tsc != nullptr && !tsc->empty() ) {
- if( tsc->getSCE(SC_REFLECTSHIELD) ) {
- status_change_entry *sce_d;
- block_list *d_bl;
- if( (sce_d = tsc->getSCE(SC_DEVOTION)) && (d_bl = map_id2bl(sce_d->val1)) &&
- ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == tbl->id) ||
- (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == tbl->id)) )
- { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
- if( (!skill_id && battle_config.devotion_rdamage_skill_only && tsc->getSCE(SC_REFLECTSHIELD)->val4) ||
- !check_distance_bl(tbl,d_bl,sce_d->val3) )
- return 0;
- }
- }
- if ( tsc->getSCE(SC_REFLECTSHIELD) && skill_id != WS_CARTTERMINATION && skill_id != NPC_MAXPAIN_ATK ) {
- // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
- if (!skill_id && battle_config.devotion_rdamage_skill_only && tsc->getSCE(SC_REFLECTSHIELD)->val4)
- rdamage = 0;
- else {
- rdamage += damage * tsc->getSCE(SC_REFLECTSHIELD)->val2 / 100;
- }
- }
- if (tsc->getSCE(SC_DEATHBOUND) && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUSIMMUNE)) {
- if (distance_bl(src,tbl) <= 0 || !map_check_dir(map_calc_dir(tbl,src->x,src->y), unit_getdir(tbl))) {
- int64 rd1 = i64min(damage, status_get_max_hp(tbl)) * tsc->getSCE(SC_DEATHBOUND)->val2 / 100; // Amplify damage.
- *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
- clif_skill_damage( *src, *tbl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, tsc->getSCE(SC_DEATHBOUND)->val1, DMG_SINGLE );
- skill_blown(tbl, src, skill_get_blewcount(RK_DEATHBOUND, tsc->getSCE(SC_DEATHBOUND)->val1), unit_getdir(src), BLOWN_NONE);
- status_change_end(tbl, SC_DEATHBOUND);
- rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
- }
- }
- }
- } else {
- if (!status_reflect && tsd && tsd->bonus.long_weapon_damage_return) {
- rdamage += damage * tsd->bonus.long_weapon_damage_return / 100;
- }
- }
- // Config damage adjustment
- map_data *mapdata = map_getmapdata(src->m);
- if (mapdata_flag_gvg2(mapdata))
- rdamage = battle_calc_gvg_damage(src, tbl, rdamage, skill_id, flag);
- else if (mapdata->getMapFlag(MF_BATTLEGROUND))
- rdamage = battle_calc_bg_damage(src, tbl, rdamage, skill_id, flag);
- else if (mapdata->getMapFlag(MF_PVP))
- rdamage = battle_calc_pk_damage(*src, *tbl, rdamage, skill_id, flag);
- // Skill damage adjustment
- int32 skill_damage = battle_skill_damage(src, tbl, skill_id);
- if (skill_damage != 0) {
- rdamage += rdamage * skill_damage / 100;
- }
- int64 reduce = 0;
- map_session_data* sd = BL_CAST(BL_PC, src);
- if (sd && sd->bonus.reduce_damage_return != 0) {
- reduce += (sd->bonus.reduce_damage_return);
- }
- if (sc) {
- if (status_reflect && sc->getSCE(SC_REFLECTDAMAGE)) {
- reduce += sc->getSCE(SC_REFLECTDAMAGE)->val2;
- }
- if (sc->getSCE(SC_VENOMBLEED) && sc->getSCE(SC_VENOMBLEED)->val3 == 0) {
- reduce += sc->getSCE(SC_VENOMBLEED)->val2;
- }
- if (sc->getSCE(SC_REF_T_POTION))
- reduce += 100;
- }
- if (rdamage > 0) {
- rdamage -= rdamage * i64min(100, reduce) / 100;
- rdamage = i64max(rdamage, 1);
- }
- if (rdamage == 0)
- return 0; // No reflecting damage calculated.
- else
- return cap_value(rdamage, 1, status_get_max_hp(tbl));
- }
- /** Check for Coma damage
- * @param sd: Source player
- * @param bl: Target
- * @param attack_type: Attack type
- * @return True if Coma applies, false if Coma does not apply
- */
- bool battle_check_coma(map_session_data& sd, struct block_list& target, e_battle_flag attack_type)
- {
- status_data* tstatus = status_get_status_data(target);
- mob_data* dstmd = BL_CAST(BL_MOB, &target);
- // Coma
- if (sd.special_state.bonus_coma && (!dstmd || (!util::vector_exists(status_get_race2(&dstmd->bl), RC2_GVG) && status_get_class(&dstmd->bl) != CLASS_BATTLEFIELD))) {
- int32 rate = 0;
- rate += sd.indexed_bonus.coma_class[tstatus->class_] + sd.indexed_bonus.coma_class[CLASS_ALL];
- if(!status_bl_has_mode(&target, MD_STATUSIMMUNE))
- rate += sd.indexed_bonus.coma_race[tstatus->race] + sd.indexed_bonus.coma_race[RC_ALL];
- if (attack_type&BF_WEAPON) {
- rate += sd.indexed_bonus.weapon_coma_class[tstatus->class_] + sd.indexed_bonus.weapon_coma_class[CLASS_ALL];
- if (!status_bl_has_mode(&target, MD_STATUSIMMUNE)) {
- rate += sd.indexed_bonus.weapon_coma_ele[tstatus->def_ele] + sd.indexed_bonus.weapon_coma_ele[ELE_ALL];
- rate += sd.indexed_bonus.weapon_coma_race[tstatus->race] + sd.indexed_bonus.weapon_coma_race[RC_ALL];
- }
- }
- if (rate > 0 && rnd_chance(rate, 10000))
- return true;
- }
- return false;
- }
- /**
- * Calculate Vellum damage on a target
- * @param sd: Player with vanish item
- * @param target: Target to vanish HP/SP
- * @param wd: Damage struct reference
- * @return True on damage done or false if not
- */
- bool battle_vellum_damage(map_session_data *sd, struct block_list *target, struct Damage *wd)
- {
- nullpo_retr(false, sd);
- nullpo_retr(false, target);
- nullpo_retr(false, wd);
- status_data* tstatus = status_get_status_data(*target);
- // bHPVanishRaceRate
- int16 vellum_rate_hp = cap_value(sd->hp_vanish_race[tstatus->race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
- int8 vellum_hp = cap_value(sd->hp_vanish_race[tstatus->race].per + sd->hp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
- // bSPVanishRaceRate
- int16 vellum_rate_sp = cap_value(sd->sp_vanish_race[tstatus->race].rate + sd->sp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
- int8 vellum_sp = cap_value(sd->sp_vanish_race[tstatus->race].per + sd->sp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
- // The HP and SP damage bonus from these items don't stack because of the special damage display for SP.
- // Vellum damage overrides any other damage done as well.
- if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 1000 || rnd() % 1000 < vellum_rate_hp)) {
- wd->damage = apply_rate(tstatus->max_hp, vellum_hp);
- wd->damage2 = 0;
- } else if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 1000 || rnd() % 1000 < vellum_rate_sp)) {
- wd->damage = apply_rate(tstatus->max_sp, vellum_sp);
- wd->damage2 = 0;
- wd->isspdamage = true;
- } else
- return false;
- return true;
- }
- /*===========================================
- * Perform battle drain effects (HP/SP loss)
- *-------------------------------------------*/
- void battle_drain(map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int32 race, int32 class_)
- {
- struct weapon_data *wd;
- int64 *damage;
- int32 thp = 0, // HP gained
- tsp = 0, // SP gained
- //rhp = 0, // HP reduced from target
- //rsp = 0, // SP reduced from target
- hp = 0, sp = 0;
- if (!CHK_RACE(race) && !CHK_CLASS(class_))
- return;
- for (int32 i = 0; i < 4; i++) {
- //First two iterations: Right hand
- if (i < 2) {
- wd = &sd->right_weapon;
- damage = &rdamage;
- } else {
- wd = &sd->left_weapon;
- damage = &ldamage;
- }
- if (*damage <= 0)
- continue;
- if (i == 1 || i == 3) {
- hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL];
- hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per);
- sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL];
- sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per);
- if( hp ) {
- //rhp += hp;
- thp += hp;
- }
- if( sp ) {
- //rsp += sp;
- tsp += sp;
- }
- } else {
- hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL];
- sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL];
- if( hp ) {
- //rhp += hp;
- thp += hp;
- }
- if( sp ) {
- //rsp += sp;
- tsp += sp;
- }
- }
- }
- if (!thp && !tsp)
- return;
- status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
- //if (rhp || rsp)
- // status_zap(tbl, rhp, rsp);
- }
- /*===========================================
- * Deals the same damage to targets in area.
- *-------------------------------------------
- * Credits:
- * Original coder pakpil
- */
- int32 battle_damage_area(struct block_list *bl, va_list ap) {
- t_tick tick;
- int64 damage;
- int32 amotion, dmotion;
- struct block_list *src;
- nullpo_ret(bl);
- tick = va_arg(ap, t_tick);
- src = va_arg(ap,struct block_list *);
- amotion = va_arg(ap,int32);
- dmotion = va_arg(ap,int32);
- damage = va_arg(ap,int32);
- if (status_bl_has_mode(bl, MD_SKILLIMMUNE) || status_get_class(bl) == MOBID_EMPERIUM)
- return 0;
- if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
- map_freeblock_lock();
- if( src->type == BL_PC )
- battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
- if( amotion )
- battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false);
- else
- battle_fix_damage(src,bl,damage,0,LG_REFLECTDAMAGE);
- clif_damage(*bl,*bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false);
- skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
- map_freeblock_unlock();
- }
- return 0;
- }
- /**
- * Triggers aftercast delay for autocasted skills.
- * @param src: Source data
- * @param skill_id: Skill used
- * @param skill_lv: Skill level used
- * @param tick: Server tick
- */
- void battle_autocast_aftercast(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
- {
- unit_data *ud = unit_bl2ud(src);
- if (ud) {
- int32 autocast_tick = skill_delayfix(src, skill_id, skill_lv);
- if (DIFF_TICK(ud->canact_tick, tick + autocast_tick) < 0) {
- ud->canact_tick = i64max(tick + autocast_tick, ud->canact_tick);
- if (battle_config.display_status_timers && src->type == BL_PC)
- clif_status_change(src, EFST_POSTDELAY, 1, autocast_tick, 0, 0, 0);
- }
- }
- }
- /**
- * Triggers autocasted skills from super elemental supportive buffs.
- * @param sd: Player data
- * @param target: Target data
- * @param skill_id: Skill used
- * @param tick: Server tick
- * @param flag: Special skill flags
- */
- void battle_autocast_elembuff_skill(map_session_data* sd, struct block_list* target, uint16 skill_id, t_tick tick, int32 flag)
- {
- uint16 skill_lv = pc_checkskill(sd, skill_id);
- skill_lv = max(1, skill_lv);
- sd->state.autocast = 1;
- if (status_charge(&sd->bl, 0, skill_get_sp(skill_id, skill_lv))) {
- skill_castend_damage_id(&sd->bl, target, skill_id, skill_lv, tick, flag);
- battle_autocast_aftercast(&sd->bl, skill_id, skill_lv, tick);
- }
- sd->state.autocast = 0;
- }
- /*==========================================
- * Do a basic physical attack (call through unit_attack_timer)
- *------------------------------------------*/
- enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, t_tick tick, int32 flag) {
- map_session_data *sd = nullptr, *tsd = nullptr;
- status_change *sc, *tsc;
- int64 damage;
- int32 skillv;
- struct Damage wd;
- bool vellum_damage = false;
- nullpo_retr(ATK_NONE, src);
- nullpo_retr(ATK_NONE, target);
- if (src->prev == nullptr || target->prev == nullptr)
- return ATK_NONE;
- sd = BL_CAST(BL_PC, src);
- tsd = BL_CAST(BL_PC, target);
- status_data* sstatus = status_get_status_data(*src);
- status_data* tstatus = status_get_status_data(*target);
- sc = status_get_sc(src);
- tsc = status_get_sc(target);
- if (sc != nullptr && sc->empty()) //Avoid sc checks when there's none to check for. [Skotlex]
- sc = nullptr;
- if (tsc != nullptr && tsc->empty())
- tsc = nullptr;
- if (sd)
- {
- sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
- if (sd->state.arrow_atk)
- {
- int16 index = sd->equip_index[EQI_AMMO];
- if (index < 0) {
- if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA)
- clif_skill_fail( *sd, 0, USESKILL_FAIL_NEED_MORE_BULLET );
- else
- clif_arrow_fail( *sd, ARROWFAIL_NO_AMMO );
- return ATK_NONE;
- }
- //Ammo check by Ishizu-chan
- if (sd->inventory_data[index]) {
- switch (sd->status.weapon) {
- case W_BOW:
- if (sd->inventory_data[index]->subtype != AMMO_ARROW) {
- clif_arrow_fail( *sd, ARROWFAIL_NO_AMMO );
- return ATK_NONE;
- }
- break;
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- if (sd->inventory_data[index]->subtype != AMMO_BULLET) {
- clif_skill_fail( *sd, 0, USESKILL_FAIL_NEED_MORE_BULLET );
- return ATK_NONE;
- }
- break;
- case W_GRENADE:
- if (sd->inventory_data[index]->subtype !=
- #ifdef RENEWAL
- AMMO_BULLET) {
- #else
- AMMO_GRENADE) {
- #endif
- clif_skill_fail( *sd, 0, USESKILL_FAIL_NEED_MORE_BULLET );
- return ATK_NONE;
- }
- break;
- }
- }
- }
- }
- if (sc != nullptr && !sc->empty()) {
- if (sc->getSCE(SC_CLOAKING) && !(sc->getSCE(SC_CLOAKING)->val4 & 2))
- status_change_end(src, SC_CLOAKING);
- else if (sc->getSCE(SC_CLOAKINGEXCEED) && !(sc->getSCE(SC_CLOAKINGEXCEED)->val4 & 2))
- status_change_end(src, SC_CLOAKINGEXCEED);
- else if (sc->getSCE(SC_NEWMOON) && --(sc->getSCE(SC_NEWMOON)->val2) <= 0)
- status_change_end(src, SC_NEWMOON);
- }
- if (tsc && tsc->getSCE(SC_AUTOCOUNTER) && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
- uint8 dir = map_calc_dir(target,src->x,src->y);
- int32 t_dir = unit_getdir(target);
- int32 dist = distance_bl(src, target);
- if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
- uint16 skill_lv = tsc->getSCE(SC_AUTOCOUNTER)->val1;
- clif_skillcastcancel( *target ); //Remove the casting bar. [Skotlex]
- clif_damage(*src, *target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
- status_change_end(target, SC_AUTOCOUNTER);
- skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
- return ATK_BLOCK;
- }
- }
- if( tsc && tsc->getSCE(SC_BLADESTOP_WAIT) &&
- #ifndef RENEWAL
- status_get_class_(src) != CLASS_BOSS &&
- #endif
- (src->type == BL_PC || tsd == nullptr || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
- {
- uint16 skill_lv = tsc->getSCE(SC_BLADESTOP_WAIT)->val1;
- int32 duration = skill_get_time2(MO_BLADESTOP,skill_lv);
- #ifdef RENEWAL
- if (status_get_class_(src) == CLASS_BOSS)
- duration = 2000; // Only lasts 2 seconds for Boss monsters
- #endif
- status_change_end(target, SC_BLADESTOP_WAIT);
- if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
- { //Target locked.
- clif_damage(*src, *target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
- clif_bladestop( *target, src->id, true );
- sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
- return ATK_BLOCK;
- }
- }
- if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
- #ifdef RENEWAL
- int32 triple_rate = 30; //Base Rate
- #else
- int32 triple_rate = 30 - skillv; //Base Rate
- #endif
- if (sc && sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == MO_TRIPLEATTACK) {
- triple_rate+= triple_rate*(sc->getSCE(SC_SKILLRATE_UP)->val2)/100;
- status_change_end(src, SC_SKILLRATE_UP);
- }
- if (rnd()%100 < triple_rate) {
- //Need to apply canact_tick here because it doesn't go through skill_castend_id
- sd->ud.canact_tick = i64max(tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv), sd->ud.canact_tick);
- if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
- return ATK_DEF;
- return ATK_MISS;
- }
- }
- if (sc) {
- if (sc->getSCE(SC_SACRIFICE)) {
- uint16 skill_lv = sc->getSCE(SC_SACRIFICE)->val1;
- damage_lv ret_val;
- if( --sc->getSCE(SC_SACRIFICE)->val2 <= 0 )
- status_change_end(src, SC_SACRIFICE);
- /**
- * We need to calculate the DMG before the hp reduction, because it can kill the source.
- * For further information: bugreport:4950
- */
- ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
- status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
- if( ret_val == ATK_NONE )
- return ATK_MISS;
- return ret_val;
- }
- if (sc->getSCE(SC_MAGICALATTACK)) {
- if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->getSCE(SC_MAGICALATTACK)->val1,tick,0) )
- return ATK_DEF;
- return ATK_MISS;
- }
- if( sc->getSCE(SC_GT_ENERGYGAIN) ) {
- int32 spheres = 5;
- if( sc->getSCE(SC_RAISINGDRAGON) )
- spheres += sc->getSCE(SC_RAISINGDRAGON)->val1;
- if( sd && rnd()%100 < sc->getSCE(SC_GT_ENERGYGAIN)->val2 )
- pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->getSCE(SC_GT_ENERGYGAIN)->val1), spheres);
- }
- }
- if( tsc && tsc->getSCE(SC_GT_ENERGYGAIN) ) {
- int32 spheres = 5;
- if( tsc->getSCE(SC_RAISINGDRAGON) )
- spheres += tsc->getSCE(SC_RAISINGDRAGON)->val1;
- if( tsd && rnd()%100 < tsc->getSCE(SC_GT_ENERGYGAIN)->val2 )
- pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->getSCE(SC_GT_ENERGYGAIN)->val1), spheres);
- }
- if(tsc && tsc->getSCE(SC_KAAHI) && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->getSCE(SC_KAAHI)->val3)) {
- int32 hp_heal = tstatus->max_hp - tstatus->hp;
- if (hp_heal > tsc->getSCE(SC_KAAHI)->val2)
- hp_heal = tsc->getSCE(SC_KAAHI)->val2;
- if (hp_heal)
- status_heal(target, hp_heal, 0, 2);
- }
- wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
- if (sd && wd.damage + wd.damage2 > 0 && battle_vellum_damage(sd, target, &wd))
- vellum_damage = true;
- if( sc != nullptr && !sc->empty() ) {
- if (sc->getSCE(SC_EXEEDBREAK))
- status_change_end(src, SC_EXEEDBREAK);
- if( sc->getSCE(SC_SPELLFIST) && !vellum_damage ){
- if (status_charge(src, 0, 20)) {
- if (!is_infinite_defense(target, wd.flag)) {
- struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->getSCE(SC_SPELLFIST)->val2, sc->getSCE(SC_SPELLFIST)->val3, flag | BF_SHORT);
- wd.damage = ad.damage;
- DAMAGE_DIV_FIX(wd.damage, wd.div_); // Double the damage for multiple hits.
- } else {
- wd.damage = 1;
- DAMAGE_DIV_FIX(wd.damage, wd.div_);
- }
- } else
- status_change_end(src,SC_SPELLFIST);
- }
- if (sc->getSCE(SC_GIANTGROWTH) && (wd.flag&BF_SHORT) && rnd()%100 < sc->getSCE(SC_GIANTGROWTH)->val2 && !is_infinite_defense(target, wd.flag) && !vellum_damage)
- wd.damage += wd.damage * 150 / 100; // 2.5 times damage
- if( sc->getSCE( SC_VIGOR ) && ( wd.flag&BF_SHORT ) && !is_infinite_defense( target, wd.flag ) && !vellum_damage ){
- int32 mod = 100 + sc->getSCE(SC_VIGOR)->val1 * 15;
- if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
- mod += sc->getSCE(SC_VIGOR)->val1 * 10;
- wd.damage += wd.damage * mod / 100;
- }
- if( sd && battle_config.arrow_decrement && sc->getSCE(SC_FEARBREEZE) && sc->getSCE(SC_FEARBREEZE)->val4 > 0) {
- int16 idx = sd->equip_index[EQI_AMMO];
- if (idx >= 0 && sd->inventory.u.items_inventory[idx].amount >= sc->getSCE(SC_FEARBREEZE)->val4) {
- pc_delitem(sd,idx,sc->getSCE(SC_FEARBREEZE)->val4,0,1,LOG_TYPE_CONSUME);
- sc->getSCE(SC_FEARBREEZE)->val4 = 0;
- }
- }
- }
- if (sd && sd->state.arrow_atk) //Consume arrow.
- battle_consume_ammo(sd, 0, 0);
- damage = wd.damage + wd.damage2;
- if( damage > 0 && src != target )
- {
- if (sc && sc->getSCE(SC_DUPLELIGHT) && (wd.flag & BF_SHORT)) { // Activates only from regular melee damage. Success chance is seperate for both duple light attacks.
- uint16 duple_rate = 10 + 2 * sc->getSCE(SC_DUPLELIGHT)->val1;
- if (rand() % 100 < duple_rate)
- skill_castend_damage_id(src, target, AB_DUPLELIGHT_MELEE, sc->getSCE(SC_DUPLELIGHT)->val1, tick, flag | SD_LEVEL);
- if (rand() % 100 < duple_rate)
- skill_castend_damage_id(src, target, AB_DUPLELIGHT_MAGIC, sc->getSCE(SC_DUPLELIGHT)->val1, tick, flag | SD_LEVEL);
- }
- }
- wd.dmotion = clif_damage(*src, *target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
- if (sd && sd->bonus.splash_range > 0 && damage > 0)
- skill_castend_damage_id(src, target, 0, 1, tick, 0);
- if ( target->type == BL_SKILL && damage > 0 ) {
- TBL_SKILL *su = (TBL_SKILL*)target;
- if (su && su->group) {
- if (su->group->skill_id == HT_BLASTMINE)
- skill_blown(src, target, 3, -1, BLOWN_NONE);
- if (su->group->skill_id == GN_WALLOFTHORN) {
- if (--su->val2 <= 0)
- skill_delunit(su);
- }
- }
- }
- map_freeblock_lock();
- if( !(tsc && tsc->getSCE(SC_DEVOTION)) && !vellum_damage && skill_check_shadowform(target, damage, wd.div_) ) {
- if( !status_isdead(*target) )
- skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
- if( wd.dmg_lv > ATK_BLOCK )
- skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
- } else
- battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true, wd.isspdamage);
- if( tsc ) {
- if( tsc->getSCE(SC_DEVOTION) ) {
- struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
- struct block_list *d_bl = map_id2bl(sce->val1);
- if( d_bl && (
- (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
- (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
- ) && check_distance_bl(target, d_bl, sce->val3) )
- {
- // Only trigger if the devoted player was hit
- if( damage > 0 ){
- int64 devotion_damage = damage;
- map_session_data* dsd = BL_CAST( BL_PC, d_bl );
- // Needed to check the devotion master for Rebound Shield status.
- status_change *d_sc = status_get_sc(d_bl);
- // The devoting player needs to stand up
- if( dsd && pc_issit( dsd ) ){
- pc_setstand( dsd, true );
- skill_sit( dsd, 0 );
- }
- if (d_sc && d_sc->getSCE(SC_REBOUND_S))
- devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
- clif_damage(*d_bl, *d_bl, gettick(), wd.amotion, wd.dmotion, devotion_damage, 1, DMG_NORMAL, 0, false);
- battle_fix_damage(src, d_bl, devotion_damage, 0, CR_DEVOTION);
- }
- }
- else
- status_change_end(target, SC_DEVOTION);
- }
- if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)) {
- s_elemental_data *ed = ((TBL_PC*)target)->ed;
- if (ed) {
- clif_skill_damage( ed->bl, *target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)->val1, DMG_SINGLE );
- skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)->val1,tick,wd.flag);
- }
- }
- if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
- struct block_list *e_bl = map_id2bl(tsc->getSCE(SC_WATER_SCREEN_OPTION)->val1);
- if (e_bl && !status_isdead(*e_bl)) {
- clif_damage(*e_bl, *e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false);
- battle_fix_damage(src, e_bl, damage, 0, EL_WATER_SCREEN);
- }
- }
- }
- if (sc && sc->getSCE(SC_AUTOSPELL) && rnd()%100 < sc->getSCE(SC_AUTOSPELL)->val4) {
- int32 sp = 0;
- uint16 skill_id = sc->getSCE(SC_AUTOSPELL)->val2;
- uint16 skill_lv = sc->getSCE(SC_AUTOSPELL)->val3;
- int32 i = rnd()%100;
- if (sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_SAGE)
- i = 0; //Max chance, no skill_lv reduction. [Skotlex]
- //reduction only for skill_lv > 1
- if (skill_lv > 1) {
- if (i >= 50) skill_lv /= 2;
- else if (i >= 15) skill_lv--;
- }
- sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
- if (status_charge(src, 0, sp)) {
- struct unit_data *ud = unit_bl2ud(src);
- switch (skill_get_casttype(skill_id)) {
- case CAST_GROUND:
- skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
- break;
- case CAST_NODAMAGE:
- skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
- break;
- case CAST_DAMAGE:
- skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
- break;
- }
- if (ud) {
- int32 autospell_tick = skill_delayfix(src, skill_id, skill_lv);
- if (DIFF_TICK(ud->canact_tick, tick + autospell_tick) < 0) {
- ud->canact_tick = i64max(tick + autospell_tick, ud->canact_tick);
- if (battle_config.display_status_timers && sd)
- clif_status_change(src, EFST_POSTDELAY, 1, autospell_tick, 0, 0, 0);
- }
- }
- }
- }
- if (sd) {
- uint16 r_skill = 0, sk_idx = 0;
- if( wd.flag&BF_WEAPON && sc && sc->getSCE(SC__AUTOSHADOWSPELL) && rnd()%100 < sc->getSCE(SC__AUTOSHADOWSPELL)->val3 &&
- (r_skill = (uint16)sc->getSCE(SC__AUTOSHADOWSPELL)->val1) && (sk_idx = skill_get_index(r_skill)) &&
- sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED )
- {
- if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
- int32 r_lv = sc->getSCE(SC__AUTOSHADOWSPELL)->val2, type;
- if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
- int32 maxcount = 0;
- std::shared_ptr<s_skill_db> skill = skill_db.find(r_skill);
- if( !(BL_PC&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] )
- type = -1;
- if( BL_PC&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] )
- type = -1;
- if( BL_PC&battle_config.land_skill_limit &&
- (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
- ) {
- unit_skillunit_maxcount(sd->ud, r_skill, maxcount);
- if( maxcount == 0 )
- type = -1;
- }
- if( type != CAST_GROUND ){
- clif_skill_fail( *sd, r_skill );
- map_freeblock_unlock();
- return wd.dmg_lv;
- }
- }
- if (sd->state.autocast == 0) {
- sd->state.autocast = 1;
- skill_consume_requirement(sd, r_skill, r_lv, 3);
- switch (type) {
- case CAST_GROUND:
- skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
- break;
- case CAST_NODAMAGE:
- skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
- break;
- case CAST_DAMAGE:
- skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
- break;
- }
- }
- sd->state.autocast = 0;
- sd->ud.canact_tick = i64max(tick + skill_delayfix(src, r_skill, r_lv), sd->ud.canact_tick);
- clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
- }
- }
- if (wd.flag&BF_WEAPON && sc && sc->getSCE(SC_FALLINGSTAR) && rand()%100 < sc->getSCE(SC_FALLINGSTAR)->val2) {
- if (sd)
- sd->state.autocast = 1;
- if (status_charge(src, 0, skill_get_sp(SJ_FALLINGSTAR_ATK, sc->getSCE(SC_FALLINGSTAR)->val1)))
- skill_castend_nodamage_id(src, src, SJ_FALLINGSTAR_ATK, sc->getSCE(SC_FALLINGSTAR)->val1, tick, flag);
- if (sd)
- sd->state.autocast = 0;
- }
- if( sc ){
- if( sc->getSCE( SC_SERVANTWEAPON ) && sd->servantball > 0 && rnd_chance( 5 * sc->getSCE( SC_SERVANTWEAPON )->val1, 100 ) ){
- uint16 skill_id = DK_SERVANTWEAPON_ATK;
- uint16 skill_lv = sc->getSCE(SC_SERVANTWEAPON)->val1;
- sd->state.autocast = 1;
- pc_delservantball( *sd );
- skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
- battle_autocast_aftercast( src, skill_id, skill_lv, tick );
- sd->state.autocast = 0;
- }
- // TODO: Whats the official success chance? Is SP consumed for every autocast? [Rytech]
- if( sc->getSCE(SC_DUPLELIGHT) && pc_checkskill(sd, CD_PETITIO) > 0 && rnd() % 100 < 20 ){
- uint16 skill_id = CD_PETITIO;
- uint16 skill_lv = pc_checkskill( sd, CD_PETITIO );
- sd->state.autocast = 1;
- skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
- battle_autocast_aftercast( src, skill_id, skill_lv, tick );
- sd->state.autocast = 0;
- }
- if( sc->getSCE(SC_ABYSSFORCEWEAPON) && sd->abyssball > 0 && rnd_chance( 25, 100 ) ){
- uint16 skill_id = ABC_FROM_THE_ABYSS_ATK;
- uint16 skill_lv = sc->getSCE(SC_ABYSSFORCEWEAPON)->val1;
- sd->state.autocast = 1;
- pc_delabyssball( *sd );
- skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
- battle_autocast_aftercast( src, skill_id, skill_lv, tick );
- sd->state.autocast = 0;
- }
- // It has a success chance of triggering even tho the description says nothing about it.
- // TODO: Need to find out what the official success chance is. [Rytech]
- if( sc->getSCE(SC_ABYSSFORCEWEAPON) && rnd() % 100 < 20 ){
- uint16 skill_id = ABC_ABYSS_SQUARE;
- uint16 skill_lv = pc_checkskill(sd, ABC_ABYSS_SQUARE);
- sd->state.autocast = 1;
- skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
- battle_autocast_aftercast( src, skill_id, skill_lv, tick );
- sd->state.autocast = 0;
- }
- if( sc->getSCE( SC_AUTO_FIRING_LAUNCHER ) ){
- uint16 skill_id;
- uint16 skill_lv;
- switch( sc->getSCE( SC_AUTO_FIRING_LAUNCHER )->val1 ){
- case 1:
- skill_id = NW_BASIC_GRENADE;
- skill_lv = pc_checkskill( sd, skill_id );
- if( skill_lv > 0 && rnd_chance( 6, 100 ) ){
- sd->state.autocast = 1;
- skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
- battle_autocast_aftercast( src, skill_id, skill_lv, tick );
- sd->state.autocast = 0;
- }
- break;
- case 2:
- skill_id = NW_BASIC_GRENADE;
- skill_lv = pc_checkskill( sd, skill_id );
- if( skill_lv > 0 && rnd_chance( 7, 100 ) ){
- sd->state.autocast = 1;
- skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
- battle_autocast_aftercast( src, skill_id, skill_lv, tick );
- sd->state.autocast = 0;
- }
- break;
- case 3:
- skill_id = NW_HASTY_FIRE_IN_THE_HOLE;
- skill_lv = pc_checkskill( sd, skill_id );
- if( skill_lv > 0 && rnd_chance( 3, 100 ) ){
- sd->state.autocast = 1;
- skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
- battle_autocast_aftercast( src, skill_id, skill_lv, tick );
- sd->state.autocast = 0;
- }
- skill_id = NW_BASIC_GRENADE;
- skill_lv = pc_checkskill( sd, skill_id );
- if( skill_lv > 0 && rnd_chance( 8, 100 ) ){
- sd->state.autocast = 1;
- skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
- battle_autocast_aftercast( src, skill_id, skill_lv, tick );
- sd->state.autocast = 0;
- }
- break;
- case 4:
- skill_id = NW_HASTY_FIRE_IN_THE_HOLE;
- skill_lv = pc_checkskill( sd, skill_id );
- if( skill_lv > 0 && rnd_chance( 5, 100 ) ){
- sd->state.autocast = 1;
- skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
- battle_autocast_aftercast( src, skill_id, skill_lv, tick );
- sd->state.autocast = 0;
- }
- skill_id = NW_BASIC_GRENADE;
- skill_lv = pc_checkskill( sd, skill_id );
- if( skill_lv > 0 && rnd_chance( 9, 100 ) ){
- sd->state.autocast = 1;
- skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
- battle_autocast_aftercast( src, skill_id, skill_lv, tick );
- sd->state.autocast = 0;
- }
- break;
- case 5:
- skill_id = NW_GRENADES_DROPPING;
- skill_lv = pc_checkskill( sd, skill_id );
- if( skill_lv > 0 && rnd_chance( 3, 100 ) ){
- sd->state.autocast = 1;
- skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
- battle_autocast_aftercast( src, skill_id, skill_lv, tick );
- sd->state.autocast = 0;
- }
- skill_id = NW_HASTY_FIRE_IN_THE_HOLE;
- skill_lv = pc_checkskill( sd, skill_id );
- if( skill_lv > 0 && rnd_chance( 7, 100 ) ){
- sd->state.autocast = 1;
- skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
- battle_autocast_aftercast( src, skill_id, skill_lv, tick );
- sd->state.autocast = 0;
- }
- skill_id = NW_BASIC_GRENADE;
- skill_lv = pc_checkskill( sd, skill_id );
- if( skill_lv > 0 && rnd_chance( 10, 100 ) ){
- sd->state.autocast = 1;
- skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
- battle_autocast_aftercast( src, skill_id, skill_lv, tick );
- sd->state.autocast = 0;
- }
- break;
- }
- }
- // Autocasted skills from super elemental supportive buffs.
- if (sc->getSCE(SC_FLAMETECHNIC_OPTION) && rnd() % 100 < 7)
- battle_autocast_elembuff_skill(sd, target, MG_FIREBOLT, tick, flag);
- if (sc->getSCE(SC_COLD_FORCE_OPTION) && rnd() % 100 < 7)
- battle_autocast_elembuff_skill(sd, target, MG_COLDBOLT, tick, flag);
- if (sc->getSCE(SC_GRACE_BREEZE_OPTION) && rnd() % 100 < 7)
- battle_autocast_elembuff_skill(sd, target, MG_LIGHTNINGBOLT, tick, flag);
- if (sc->getSCE(SC_EARTH_CARE_OPTION) && rnd() % 100 < 7)
- battle_autocast_elembuff_skill(sd, target, WZ_EARTHSPIKE, tick, flag);
- if (sc->getSCE(SC_DEEP_POISONING_OPTION) && rnd() % 100 < 7)
- battle_autocast_elembuff_skill(sd, target, SO_POISON_BUSTER, tick, flag);
- }
- if (wd.flag & BF_WEAPON && src != target && damage > 0) {
- if (battle_config.left_cardfix_to_right)
- battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
- else
- battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
- }
- }
- if (tsc) {
- if (damage > 0 && tsc->getSCE(SC_POISONREACT) &&
- (rnd()%100 < tsc->getSCE(SC_POISONREACT)->val3
- || sstatus->def_ele == ELE_POISON) &&
- // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
- status_check_skilluse(target, src, TF_POISON, 0)
- ) { //Poison React
- struct status_change_entry *sce = tsc->getSCE(SC_POISONREACT);
- if (sstatus->def_ele == ELE_POISON) {
- sce->val2 = 0;
- skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
- } else {
- skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
- --sce->val2;
- }
- if (sce->val2 <= 0)
- status_change_end(target, SC_POISONREACT);
- }
- }
- if (sd && tsc && wd.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
- status_heal(src, 0, 0, 1, 0);
- map_freeblock_unlock();
- return wd.dmg_lv;
- }
- /*=========================
- * Check for undead status
- *-------------------------
- * Credits:
- * Original coder Skotlex
- * Refactored by Baalberith
- */
- int32 battle_check_undead(int32 race,int32 element)
- {
- if(battle_config.undead_detect_type == 0) {
- if(element == ELE_UNDEAD)
- return 1;
- }
- else if(battle_config.undead_detect_type == 1) {
- if(race == RC_UNDEAD)
- return 1;
- }
- else {
- if(element == ELE_UNDEAD || race == RC_UNDEAD)
- return 1;
- }
- return 0;
- }
- /*================================================================
- * Returns the upmost level master starting with the given object
- *----------------------------------------------------------------*/
- struct block_list* battle_get_master(struct block_list *src)
- {
- struct block_list *prev; //Used for infinite loop check (master of yourself?)
- do {
- prev = src;
- switch (src->type) {
- case BL_PET:
- if (((TBL_PET*)src)->master)
- src = (struct block_list*)((TBL_PET*)src)->master;
- break;
- case BL_MOB:
- if (((TBL_MOB*)src)->master_id)
- src = map_id2bl(((TBL_MOB*)src)->master_id);
- break;
- case BL_HOM:
- if (((TBL_HOM*)src)->master)
- src = (struct block_list*)((TBL_HOM*)src)->master;
- break;
- case BL_MER:
- if (((TBL_MER*)src)->master)
- src = (struct block_list*)((TBL_MER*)src)->master;
- break;
- case BL_ELEM:
- if (((TBL_ELEM*)src)->master)
- src = (struct block_list*)((TBL_ELEM*)src)->master;
- break;
- case BL_SKILL:
- if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
- src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
- break;
- }
- } while (src && src != prev);
- return prev;
- }
- bool battle_get_exception_ai(block_list &src) {
- mob_data *md = BL_CAST(BL_MOB, &src);
- if (!md)
- return false;
- switch (md->special_state.ai) {
- case AI_ABR:
- case AI_ATTACK:
- case AI_BIONIC:
- case AI_ZANZOU:
- return true;
- }
- return false;
- }
- /*==========================================
- * Checks the state between two targets
- * (enemy, friend, party, guild, etc)
- *------------------------------------------
- * Usage:
- * See battle.hpp for possible values/combinations
- * to be used here (BCT_* constants)
- * Return value is:
- * 1: flag holds true (is enemy, party, etc)
- * -1: flag fails
- * 0: Invalid target (non-targetable ever)
- *
- * Credits:
- * Original coder unknown
- * Rewritten by Skotlex
- */
- int32 battle_check_target( struct block_list *src, struct block_list *target,int32 flag)
- {
- int16 m; //map
- int32 state = 0; //Initial state none
- int32 strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
- struct block_list *s_bl = src, *t_bl = target;
- struct unit_data *ud = nullptr;
- nullpo_ret(src);
- nullpo_ret(target);
- ud = unit_bl2ud(target);
- m = target->m;
- //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
- //objects involved.
- if( (t_bl = battle_get_master(target)) == nullptr )
- t_bl = target;
- if( (s_bl = battle_get_master(src)) == nullptr )
- s_bl = src;
- // Can't hit self and master, but can hit other slaves
- if (flag&BCT_WOS && (src == target || s_bl == target))
- return -1;
- if ( s_bl->type == BL_PC ) {
- switch( t_bl->type ) {
- case BL_MOB: // Source => PC, Target => MOB
- if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
- return 0;
- break;
- case BL_PC:
- if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
- return 0;
- break;
- default:/* anything else goes */
- break;
- }
- }
- struct map_data *mapdata = map_getmapdata(m);
- switch( target->type ) { // Checks on actual target
- case BL_PC: {
- status_change* sc = status_get_sc(src);
- if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
- return -1; //Cannot be targeted yet.
- if( sc != nullptr && !sc->empty() ) {
- if( sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == target->id )
- return -1;
- }
- }
- break;
- case BL_MOB:
- {
- struct mob_data *md = ((TBL_MOB*)target);
- if (ud && ud->immune_attack)
- return 0;
- if((((md->special_state.ai == AI_SPHERE && battle_config.alchemist_summon_setting&2) || //Marine Spheres
- (md->special_state.ai == AI_FLORA && battle_config.alchemist_summon_setting&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
- (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou
- (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
- ){ //Targettable by players
- state |= BCT_ENEMY;
- strip_enemy = 0;
- }
- break;
- }
- case BL_SKILL:
- {
- TBL_SKILL *su = (TBL_SKILL*)target;
- uint16 skill_id = battle_getcurrentskill(src);
- if( !su || !su->group)
- return 0;
- if( skill_get_inf2(su->group->skill_id, INF2_ISTRAP) && su->group->unit_id != UNT_USED_TRAPS) {
- if (!skill_id || su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) {
- ;
- }
- else if (skill_get_inf2(skill_id, INF2_TARGETTRAP)) { // Only a few skills can target traps
- switch (skill_id) {
- case RK_DRAGONBREATH:
- case RK_DRAGONBREATH_WATER:
- case NC_SELFDESTRUCTION:
- case NC_AXETORNADO:
- case SR_SKYNETBLOW:
- // Can only hit traps in PVP/GVG maps
- if (!mapdata->getMapFlag(MF_PVP) && !mapdata->getMapFlag(MF_GVG))
- return 0;
- break;
- }
- }
- else
- return 0;
- state |= BCT_ENEMY;
- strip_enemy = 0;
- } else if (su->group->skill_id == WZ_ICEWALL || (su->group->skill_id == GN_WALLOFTHORN && skill_id != GN_CARTCANNON)) {
- switch (skill_id) {
- case RK_DRAGONBREATH:
- case RK_DRAGONBREATH_WATER:
- case NC_SELFDESTRUCTION:
- case NC_AXETORNADO:
- case SR_SKYNETBLOW:
- // Can only hit icewall in PVP/GVG maps
- if (!mapdata->getMapFlag(MF_PVP) && !mapdata->getMapFlag(MF_GVG))
- return 0;
- break;
- case HT_CLAYMORETRAP:
- // Can't hit icewall
- return 0;
- default:
- // Usually BCT_ALL stands for only hitting chars, but skills specifically set to hit traps also hit icewall
- if ((flag&BCT_ALL) == BCT_ALL && !skill_get_inf2(skill_id, INF2_TARGETTRAP))
- return -1;
- }
- state |= BCT_ENEMY;
- strip_enemy = 0;
- } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
- return 0;
- }
- break;
- case BL_MER:
- case BL_HOM:
- case BL_ELEM:
- if (ud && ud->immune_attack)
- return 0;
- break;
- //All else not specified is an invalid target.
- default:
- return 0;
- } //end switch actual target
- switch( t_bl->type ) { //Checks on target master
- case BL_PC: {
- map_session_data *sd;
- status_change *sc = nullptr;
- if( t_bl == s_bl )
- break;
- sd = BL_CAST(BL_PC, t_bl);
- sc = status_get_sc(t_bl);
- if( ((sd->state.block_action & PCBLOCK_IMMUNE) || (sc->getSCE(SC_KINGS_GRACE) && s_bl->type != BL_PC)) && flag&BCT_ENEMY )
- return 0; // Global immunity only to Attacks
- if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
- state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
- if( sd->state.killable ) {
- state |= BCT_ENEMY; // Everything can kill it
- strip_enemy = 0;
- }
- break;
- }
- case BL_MOB:
- {
- struct mob_data *md = BL_CAST(BL_MOB, t_bl);
- if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
- return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
- break;
- }
- default: break; //other type doesn't have slave yet
- } //end switch master target
- switch( src->type ) { //Checks on actual src type
- case BL_PET:
- if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
- return 0; //Pet may not attack non-mobs.
- if (t_bl->type == BL_MOB && flag & BCT_ENEMY) {
- mob_data *md = BL_CAST(BL_MOB, t_bl);
- if (md->guardian_data || md->special_state.ai == AI_GUILD)
- return 0; //pet may not attack Guardians/Emperium
- }
- break;
- case BL_SKILL: {
- struct skill_unit *su = (struct skill_unit *)src;
- status_change* sc = status_get_sc(target);
- if (!su || !su->group)
- return 0;
- std::bitset<INF2_MAX> inf2 = skill_db.find(su->group->skill_id)->inf2;
- if (su->group->src_id == target->id) {
- if (inf2[INF2_NOTARGETSELF])
- return -1;
- if (inf2[INF2_TARGETSELF])
- return 1;
- }
- //Status changes that prevent traps from triggering
- if (sc != nullptr && !sc->empty() && inf2[INF2_ISTRAP]) {
- if( sc->getSCE(SC_SIGHTBLASTER) && sc->getSCE(SC_SIGHTBLASTER)->val2 > 0 && sc->getSCE(SC_SIGHTBLASTER)->val4%2 == 0)
- return -1;
- }
- }
- break;
- case BL_MER:
- if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
- return 0; //mercenary may not attack Emperium
- break;
- } //end switch actual src
- switch( s_bl->type )
- { //Checks on source master
- case BL_PC:
- {
- map_session_data *sd = BL_CAST(BL_PC, s_bl);
- if( s_bl != t_bl )
- {
- if( sd->state.killer )
- {
- state |= BCT_ENEMY; // Can kill anything
- strip_enemy = 0;
- }
- else if( sd->duel_group && !((!battle_config.duel_allow_pvp && mapdata->getMapFlag(MF_PVP)) || (!battle_config.duel_allow_gvg && mapdata_flag_gvg(mapdata))) )
- {
- if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
- return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
- else
- return 0; // You can't target anything out of your duel
- }
- }
- if( !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && mapdata_flag_gvg(mapdata) )
- return 0; //If you don't belong to a guild, can't target emperium.
- if( t_bl->type != BL_PC )
- state |= BCT_ENEMY; //Natural enemy.
- break;
- }
- case BL_MOB:
- {
- struct mob_data *md = BL_CAST(BL_MOB, s_bl);
- if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
- return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
- if( !md->special_state.ai )
- { //Normal mobs
- if(
- ( target->type == BL_MOB && t_bl->type == BL_PC && !battle_get_exception_ai(*target) ) ||
- ( t_bl->type == BL_MOB && (((TBL_MOB*)t_bl)->special_state.ai == AI_NONE || ((TBL_MOB*)t_bl)->special_state.ai == AI_WAVEMODE ))
- )
- state |= BCT_PARTY; //Normal mobs with no ai or with AI_WAVEMODE are friends.
- else
- state |= BCT_ENEMY; //However, all else are enemies.
- }
- else
- {
- if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
- state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
- }
- break;
- }
- default:
- //Need some sort of default behaviour for unhandled types.
- if (t_bl->type != s_bl->type)
- state |= BCT_ENEMY;
- break;
- } //end switch on src master
- if( (flag&BCT_ALL) == BCT_ALL )
- { //All actually stands for all attackable chars, icewall and traps
- if(target->type&(BL_CHAR|BL_SKILL))
- return 1;
- else
- return -1;
- }
- if( flag == BCT_NOONE ) //Why would someone use this? no clue.
- return -1;
- if( t_bl == s_bl )
- { //No need for further testing.
- state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
- if( state&BCT_ENEMY && strip_enemy )
- state&=~BCT_ENEMY;
- return (flag&state)?1:-1;
- }
- if( mapdata_flag_vs(mapdata) )
- { //Check rivalry settings.
- int32 sbg_id = 0, tbg_id = 0;
- if(mapdata->getMapFlag(MF_BATTLEGROUND) )
- {
- sbg_id = bg_team_get_id(s_bl);
- tbg_id = bg_team_get_id(t_bl);
- }
- if( flag&(BCT_PARTY|BCT_ENEMY) )
- {
- int32 s_party = status_get_party_id(s_bl);
- if( s_party && s_party == status_get_party_id(t_bl) && !(mapdata->getMapFlag(MF_PVP) && mapdata->getMapFlag(MF_PVP_NOPARTY)) && !(mapdata_flag_gvg(mapdata) && mapdata->getMapFlag(MF_GVG_NOPARTY)) && (!mapdata->getMapFlag(MF_BATTLEGROUND) || sbg_id == tbg_id) )
- state |= BCT_PARTY;
- else
- state |= BCT_ENEMY;
- }
- if( flag&(BCT_GUILD|BCT_ENEMY) )
- {
- int32 s_guild = status_get_guild_id(s_bl);
- int32 t_guild = status_get_guild_id(t_bl);
- if( !(mapdata->getMapFlag(MF_PVP) && mapdata->getMapFlag(MF_PVP_NOGUILD)) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!mapdata->getMapFlag(MF_BATTLEGROUND) || sbg_id == tbg_id) )
- state |= BCT_GUILD;
- else
- state |= BCT_ENEMY;
- }
- if( state&BCT_ENEMY && mapdata->getMapFlag(MF_BATTLEGROUND) && sbg_id && sbg_id == tbg_id )
- state &= ~BCT_ENEMY;
- if( state&BCT_ENEMY && battle_config.pk_mode && !mapdata_flag_gvg(mapdata) && s_bl->type == BL_PC && t_bl->type == BL_PC )
- { // Prevent novice engagement on pk_mode (feature by Valaris)
- TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
- if (
- (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
- (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
- (int32)sd->status.base_level < battle_config.pk_min_level ||
- (int32)sd2->status.base_level < battle_config.pk_min_level ||
- (battle_config.pk_level_range && abs((int32)sd->status.base_level - (int32)sd2->status.base_level) > battle_config.pk_level_range)
- )
- state &= ~BCT_ENEMY;
- }
- }//end map_flag_vs chk rivality
- else
- { //Non pvp/gvg, check party/guild settings.
- if( flag&BCT_PARTY || state&BCT_ENEMY )
- {
- int32 s_party = status_get_party_id(s_bl);
- if(s_party && s_party == status_get_party_id(t_bl))
- state |= BCT_PARTY;
- }
- if( flag&BCT_GUILD || state&BCT_ENEMY )
- {
- int32 s_guild = status_get_guild_id(s_bl);
- int32 t_guild = status_get_guild_id(t_bl);
- if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
- state |= BCT_GUILD;
- }
- } //end non pvp/gvg chk rivality
- if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
- state = BCT_NEUTRAL;
- //Alliance state takes precedence over enemy one.
- else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
- state&=~BCT_ENEMY;
- return (flag&state)?1:-1;
- }
- /*==========================================
- * Check if can attack from this range
- * Basic check then calling path_search for obstacle etc..
- *------------------------------------------
- */
- bool battle_check_range(struct block_list *src, struct block_list *bl, int32 range)
- {
- int32 d;
- nullpo_retr(false, src);
- nullpo_retr(false, bl);
- if( src->m != bl->m )
- return false;
- #ifndef CIRCULAR_AREA
- if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
- if ( !check_distance_client_bl(src, bl, range) )
- return false;
- } else
- #endif
- if( !check_distance_bl(src, bl, range) )
- return false;
- if( (d = distance_bl(src, bl)) < 2 )
- return true; // No need for path checking.
- if( d > AREA_SIZE )
- return false; // Avoid targetting objects beyond your range of sight.
- return path_search_long(nullptr,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
- }
- /*=============================================
- * Battle.conf settings and default/max values
- *---------------------------------------------
- */
- static const struct _battle_data {
- const char* str;
- int32* val;
- int32 defval;
- int32 min;
- int32 max;
- } battle_data[] = {
- { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
- { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
- { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
- { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
- { "enable_baseatk", &battle_config.enable_baseatk, BL_CHAR|BL_HOM, BL_NUL, BL_ALL, },
- { "enable_baseatk_renewal", &battle_config.enable_baseatk_renewal, BL_ALL, BL_NUL, BL_ALL, },
- { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
- { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
- { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
- { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
- { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
- { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
- { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
- { "cardfix_monster_physical", &battle_config.cardfix_monster_physical, 1, 0, 1, },
- { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
- { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
- { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
- { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
- { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
- { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
- { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
- #ifdef RENEWAL
- { "traps_setting", &battle_config.traps_setting, 2, 0, 2, },
- #else
- { "traps_setting", &battle_config.traps_setting, 0, 0, 2, },
- #endif
- { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
- { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
- { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
- { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
- { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
- { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
- { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
- { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
- { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
- { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
- { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
- { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
- { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
- { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
- { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
- { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
- { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
- { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
- { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
- { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
- { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
- { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
- { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
- { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
- { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
- { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
- { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
- { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
- { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
- { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
- { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
- { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
- { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
- #ifdef RENEWAL
- { "guild_skill_relog_type", &battle_config.guild_skill_relog_type, 0, 0, 1, },
- #else
- { "guild_skill_relog_type", &battle_config.guild_skill_relog_type, 1, 0, 1, },
- #endif
- { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
- { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
- { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
- { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
- { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
- { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
- { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
- { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
- { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
- { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
- { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
- // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
- { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
- { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
- { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
- { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
- { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
- { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
- { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
- { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
- { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 4, 0, 4, },
- { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
- { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
- { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
- { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
- { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
- { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
- { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
- { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
- { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
- { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
- { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
- { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
- { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
- { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
- { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
- { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
- { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
- { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
- { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
- { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
- { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
- { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
- { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
- { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
- { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
- { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
- { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
- { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
- { "pet_master_dead", &battle_config.pet_master_dead, 0, 0, 1, },
- { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
- { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
- { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
- { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
- { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
- { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
- { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
- { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
- { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, },
- { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
- { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
- { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
- { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
- { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
- { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
- { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
- { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
- { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
- { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
- { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
- { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 0, 100 },
- { "natural_heal_weight_rate_renewal", &battle_config.natural_heal_weight_rate_renewal,70, 0, 100 },
- { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
- { "ammo_unequip", &battle_config.ammo_unequip, 1, 0, 1, },
- { "ammo_check_weapon", &battle_config.ammo_check_weapon, 1, 0, 1, },
- { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
- { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
- { "max_summoner_aspd", &battle_config.max_summoner_aspd, 193, 100, 199, },
- { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
- { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
- { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
- { "max_hp_lv99", &battle_config.max_hp_lv99, 330000, 100, 1000000000, },
- { "max_hp_lv150", &battle_config.max_hp_lv150, 660000, 100, 1000000000, },
- { "max_hp", &battle_config.max_hp, 1100000, 100, 1000000000, },
- { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
- { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
- { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
- { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
- { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
- { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
- { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
- { "battle_log", &battle_config.battle_log, 0, 0, 1, },
- { "etc_log", &battle_config.etc_log, 1, 0, 1, },
- { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
- { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
- { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
- { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
- { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
- { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
- { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
- { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
- { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
- { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
- { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
- { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
- { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 1, INT_MAX, },
- { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
- { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
- { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
- { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
- { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
- { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
- { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
- { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
- { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
- { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
- { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
- { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
- { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
- { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
- { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
- { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
- { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
- { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
- { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
- { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
- { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
- { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
- { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
- { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
- { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
- { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4|8, },
- { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
- { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
- { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
- { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
- { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
- { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
- { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
- { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
- { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
- { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
- { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
- { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
- { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
- { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
- { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
- { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
- { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
- { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
- { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
- { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
- { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
- { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
- { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
- { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
- // eAthena additions
- { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
- { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 0, 10000, },
- { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
- { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 0, 10000, },
- { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
- { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 0, 10000, },
- { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
- { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 0, 10000, },
- { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
- { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
- { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 0, 10000, },
- { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
- { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 0, 10000, },
- { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
- { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 0, 10000, },
- { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
- { "item_group_drop_min", &battle_config.item_group_drop_min, 1, 0, 10000, },
- { "item_group_drop_max", &battle_config.item_group_drop_max, 10000, 1, 10000, },
- { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 0, 10000, },
- { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
- { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
- { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
- { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
- { "item_rate_common_mvp", &battle_config.item_rate_common_mvp, 100, 0, 1000000, },
- { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
- { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
- { "item_rate_equip_mvp", &battle_config.item_rate_equip_mvp, 100, 0, 1000000, },
- { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
- { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
- { "item_rate_card_mvp", &battle_config.item_rate_card_mvp, 100, 0, 1000000, },
- { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
- { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
- { "item_rate_heal_mvp", &battle_config.item_rate_heal_mvp, 100, 0, 1000000, },
- { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
- { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
- { "item_rate_use_mvp", &battle_config.item_rate_use_mvp, 100, 0, 1000000, },
- { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
- { "item_group_rate", &battle_config.item_group_rate, 100, 0, 1000000, },
- { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
- { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
- { "prevent_logout_trigger", &battle_config.prevent_logout_trigger, 0xE, 0, 0xF, },
- { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
- { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
- { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
- { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
- { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
- { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
- { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
- { "pk_mode_mes", &battle_config.pk_mode_mes, 1, 0, 1, },
- { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
- { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
- { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
- { "pet_unequip_destroy", &battle_config.pet_unequip_destroy, 1, 0, 1, },
- { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
- { "multi_level_up_base", &battle_config.multi_level_up_base, 0, 0, MAX_LEVEL, },
- { "multi_level_up_job", &battle_config.multi_level_up_job, 0, 0, MAX_LEVEL, },
- { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
- { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
- { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
- { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
- { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
- { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
- { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
- { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
- { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
- { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
- { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
- { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
- { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
- { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
- { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
- { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
- { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
- { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
- { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
- { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
- { "skill_steal_random_options", &battle_config.skill_steal_random_options, 0, 0, 1, },
- { "motd_type", &battle_config.motd_type, 0, 0, 1, },
- { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 2, },
- { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
- { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
- { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
- { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
- { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
- { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
- { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
- { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
- { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
- { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
- { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
- { "display_version", &battle_config.display_version, 1, 0, 1, },
- { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
- { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
- { "debuff_on_logout", &battle_config.debuff_on_logout, 0, 0, 1|2, },
- { "monster_ai", &battle_config.mob_ai, 0x0000, 0x0000, 0x1FFF, },
- { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
- { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
- { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
- { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
- { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
- { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
- { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
- { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, },
- { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
- { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
- { "drop_rate_cap", &battle_config.drop_rate_cap, 9000, 0, 10000, },
- { "drop_rate_cap_vip", &battle_config.drop_rate_cap_vip, 9000, 0, 10000, },
- { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
- { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
- { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
- { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
- { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
- { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
- { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
- { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
- { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
- { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
- { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
- { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
- { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
- { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
- { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
- { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 20000, },
- { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
- { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
- { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
- { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
- { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
- { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
- { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
- { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
- { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
- { "vending_tax_min", &battle_config.vending_tax_min, 0, 0, MAX_ZENY, },
- { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
- { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
- { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
- { "mob_active_time", &battle_config.mob_active_time, 5000, 0, INT_MAX, },
- { "boss_active_time", &battle_config.boss_active_time, 5000, 0, INT_MAX, },
- { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
- { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
- { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
- { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
- { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
- { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
- { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
- { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
- { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
- { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
- { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
- { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 80, 0, 100, },
- { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
- { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 487, 0, INT_MAX, },
- { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
- { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
- { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
- { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
- { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
- { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
- { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
- { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
- { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
- { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
- { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
- { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
- { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
- { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
- { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
- { "land_protector_behavior", &battle_config.land_protector_behavior, 0, 0, 1, },
- { "npc_emotion_behavior", &battle_config.npc_emotion_behavior, 0, 0, 1, },
- // BattleGround Settings
- { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
- { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
- { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
- { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
- { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
- { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
- { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
- // rAthena
- { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
- { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
- { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
- { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
- { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
- { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, SHRT_MAX, },
- { "max_fourth_parameter", &battle_config.max_fourth_parameter, 135, 10, SHRT_MAX, },
- { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 0, 0, 300 },
- { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
- { "mvp_tomb_delay", &battle_config.mvp_tomb_delay, 9000, 0, INT_MAX, },
- { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
- { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
- { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
- { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
- { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
- { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
- { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
- { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
- { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
- { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
- #ifdef RENEWAL
- { "item_enabled_npc", &battle_config.item_enabled_npc, 0, 0, 1, },
- #else
- { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
- #endif
- { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
- { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
- { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
- { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
- { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
- #ifdef VIP_ENABLE
- { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE-MIN_STORAGE, },
- #else
- { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE, },
- #endif
- { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 50, 0, INT_MAX, },
- { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 50, 0, INT_MAX, },
- { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 100, 0, INT_MAX, },
- { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 100, 0, INT_MAX, },
- { "vip_zeny_penalty", &battle_config.vip_zeny_penalty, 0, 0, INT_MAX, },
- { "vip_bm_increase", &battle_config.vip_bm_increase, 2, 0, INT_MAX, },
- { "vip_drop_increase", &battle_config.vip_drop_increase, 50, 0, INT_MAX, },
- { "vip_gemstone", &battle_config.vip_gemstone, 2, 0, 2, },
- { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
- { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
- { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
- { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
- { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
- { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
- { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
- { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
- { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
- { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
- { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
- { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, },
- { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
- { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
- { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
- { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
- { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
- { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
- { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
- { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
- { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
- { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
- { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
- { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
- { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
- { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
- { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
- { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
- { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
- { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
- { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
- { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
- { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
- { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
- { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
- { "idletime_option", &battle_config.idletime_option, 0x7C1F, 1, 0xFFFF, },
- { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
- { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
- { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
- { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
- { "monster_chase_refresh", &battle_config.mob_chase_refresh, 32, 0, MAX_WALKPATH, },
- { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
- { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
- { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
- { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
- { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, },
- { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, },
- { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, },
- { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, },
- { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, },
- { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, },
- { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
- { "feature.roulette_bonus_reward", &battle_config.feature_roulette_bonus_reward, 1, 0, 1, },
- { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, },
- { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
- { "max_body_style", &battle_config.max_body_style, 1, 0, SHRT_MAX, },
- { "save_body_style", &battle_config.save_body_style, 1, 0, 1, },
- { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, },
- { "monster_stuck_warning", &battle_config.mob_stuck_warning, 0, 0, 1, },
- { "skill_eightpath_algorithm", &battle_config.skill_eightpath_algorithm, 1, 0, 1, },
- { "skill_eightpath_same_cell", &battle_config.skill_eightpath_same_cell, 1, 0, 1, },
- { "death_penalty_maxlv", &battle_config.death_penalty_maxlv, 0, 0, 3, },
- { "exp_cost_redemptio", &battle_config.exp_cost_redemptio, 1, 0, 100, },
- { "exp_cost_redemptio_limit", &battle_config.exp_cost_redemptio_limit, 5, 0, MAX_PARTY, },
- { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, },
- { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, },
- { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, },
- { "atcommand_disable_npc", &battle_config.atcommand_disable_npc, 1, 0, 1, },
- { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, },
- { "tarotcard_equal_chance", &battle_config.tarotcard_equal_chance, 0, 0, 1, },
- { "change_party_leader_samemap", &battle_config.change_party_leader_samemap, 1, 0, 1, },
- { "dispel_song", &battle_config.dispel_song, 0, 0, 1, },
- { "guild_maprespawn_clones", &battle_config.guild_maprespawn_clones, 0, 0, 1, },
- { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, },
- { "mail_daily_count", &battle_config.mail_daily_count, 100, 0, INT32_MAX, },
- { "mail_zeny_fee", &battle_config.mail_zeny_fee, 2, 0, 100, },
- { "mail_attachment_price", &battle_config.mail_attachment_price, 2500, 0, INT32_MAX, },
- { "mail_attachment_weight", &battle_config.mail_attachment_weight, 2000, 0, INT32_MAX, },
- { "banana_bomb_duration", &battle_config.banana_bomb_duration, 0, 0, UINT16_MAX, },
- { "guild_leaderchange_delay", &battle_config.guild_leaderchange_delay, 1440, 0, INT32_MAX, },
- { "guild_leaderchange_woe", &battle_config.guild_leaderchange_woe, 0, 0, 1, },
- { "guild_alliance_onlygm", &battle_config.guild_alliance_onlygm, 0, 0, 1, },
- { "feature.achievement", &battle_config.feature_achievement, 1, 0, 1, },
- { "allow_bound_sell", &battle_config.allow_bound_sell, 0, 0, 0xF, },
- { "autoloot_adjust", &battle_config.autoloot_adjust, 0, 0, 1, },
- { "feature.petevolution", &battle_config.feature_petevolution, 1, 0, 1, },
- { "feature.petautofeed", &battle_config.feature_pet_autofeed, 1, 0, 1, },
- { "feature.pet_autofeed_rate", &battle_config.feature_pet_autofeed_rate, 89, 0, 100, },
- { "pet_autofeed_always", &battle_config.pet_autofeed_always, 1, 0, 1, },
- { "broadcast_hide_name", &battle_config.broadcast_hide_name, 2, 0, NAME_LENGTH, },
- { "skill_drop_items_full", &battle_config.skill_drop_items_full, 0, 0, 1, },
- { "switch_remove_edp", &battle_config.switch_remove_edp, 2, 0, 3, },
- { "feature.homunculus_autofeed", &battle_config.feature_homunculus_autofeed, 1, 0, 1, },
- { "feature.homunculus_autofeed_rate", &battle_config.feature_homunculus_autofeed_rate,30, 0, 100, },
- { "summoner_race", &battle_config.summoner_race, RC_PLAYER_DORAM, RC_FORMLESS, RC_PLAYER_DORAM, },
- { "summoner_size", &battle_config.summoner_size, SZ_SMALL, SZ_SMALL, SZ_BIG, },
- { "homunculus_autofeed_always", &battle_config.homunculus_autofeed_always, 1, 0, 1, },
- { "feature.attendance", &battle_config.feature_attendance, 1, 0, 1, },
- { "feature.privateairship", &battle_config.feature_privateairship, 1, 0, 1, },
- { "rental_transaction", &battle_config.rental_transaction, 1, 0, 1, },
- { "min_shop_buy", &battle_config.min_shop_buy, 1, 0, INT_MAX, },
- { "min_shop_sell", &battle_config.min_shop_sell, 0, 0, INT_MAX, },
- { "feature.equipswitch", &battle_config.feature_equipswitch, 1, 0, 1, },
- { "pet_walk_speed", &battle_config.pet_walk_speed, 1, 1, 3, },
- { "blacksmith_fame_refine_threshold", &battle_config.blacksmith_fame_refine_threshold,10, 1, MAX_REFINE, },
- { "mob_nopc_idleskill_rate", &battle_config.mob_nopc_idleskill_rate, 100, 0, 100, },
- { "mob_nopc_move_rate", &battle_config.mob_nopc_move_rate, 100, 0, 100, },
- { "boss_nopc_idleskill_rate", &battle_config.boss_nopc_idleskill_rate, 100, 0, 100, },
- { "boss_nopc_move_rate", &battle_config.boss_nopc_move_rate, 100, 0, 100, },
- { "hom_idle_no_share", &battle_config.hom_idle_no_share, 0, 0, INT_MAX, },
- { "idletime_hom_option", &battle_config.idletime_hom_option, 0x1F, 0x1, 0xFFF, },
- { "devotion_standup_fix", &battle_config.devotion_standup_fix, 1, 0, 1, },
- { "feature.bgqueue", &battle_config.feature_bgqueue, 1, 0, 1, },
- { "bgqueue_nowarp_mapflag", &battle_config.bgqueue_nowarp_mapflag, 0, 0, 1, },
- { "homunculus_exp_gain", &battle_config.homunculus_exp_gain, 10, 0, 100, },
- { "rental_item_novalue", &battle_config.rental_item_novalue, 1, 0, 1, },
- { "ping_timer_inverval", &battle_config.ping_timer_interval, 30, 0, 99999999, },
- { "ping_time", &battle_config.ping_time, 20, 0, 99999999, },
- { "show_skill_scale", &battle_config.show_skill_scale, 1, 0, 1, },
- { "achievement_mob_share", &battle_config.achievement_mob_share, 0, 0, 1, },
- { "slave_stick_with_master", &battle_config.slave_stick_with_master, 0, 0, 1, },
- { "slave_active_with_master", &battle_config.slave_active_with_master, 0, 0, 1, },
- { "at_logout_event", &battle_config.at_logout_event, 1, 0, 1, },
- { "homunculus_starving_rate", &battle_config.homunculus_starving_rate, 10, 0, 100, },
- { "homunculus_starving_delay", &battle_config.homunculus_starving_delay, 20000, 0, INT_MAX, },
- { "drop_connection_on_quit", &battle_config.drop_connection_on_quit, 0, 0, 1, },
- { "mob_spawn_variance", &battle_config.mob_spawn_variance, 1, 0, 3, },
- { "mercenary_autoloot", &battle_config.mercenary_autoloot, 0, 0, 1, },
- { "mer_idle_no_share" , &battle_config.mer_idle_no_share, 0, 0, INT_MAX, },
- { "idletime_mer_option", &battle_config.idletime_mer_option, 0x1F, 0x1, 0xFFF, },
- { "feature.refineui", &battle_config.feature_refineui, 1, 0, 1, },
- { "rndopt_drop_pillar", &battle_config.rndopt_drop_pillar, 1, 0, 1, },
- { "pet_legacy_formula", &battle_config.pet_legacy_formula, 0, 0, 1, },
- { "pet_distance_check", &battle_config.pet_distance_check, 5, 0, 50, },
- { "pet_hide_check", &battle_config.pet_hide_check, 1, 0, 1, },
- { "instance_block_leave", &battle_config.instance_block_leave, 1, 0, 1, },
- { "instance_block_leaderchange", &battle_config.instance_block_leaderchange, 1, 0, 1, },
- { "instance_block_invite", &battle_config.instance_block_invite, 1, 0, 1, },
- { "instance_block_expulsion", &battle_config.instance_block_expulsion, 1, 0, 1, },
- // 4th Job Stuff
- { "use_traitpoint_table", &battle_config.use_traitpoint_table, 1, 0, 1, },
- { "trait_points_job_change", &battle_config.trait_points_job_change, 7, 1, 1000, },
- { "max_trait_parameter", &battle_config.max_trait_parameter, 100, 10, SHRT_MAX, },
- { "max_res_mres_ignored", &battle_config.max_res_mres_ignored, 50, 0, 100, },
- { "max_ap", &battle_config.max_ap, 200, 100, 1000000000, },
- { "ap_rate", &battle_config.ap_rate, 100, 1, INT_MAX, },
- { "restart_ap_rate", &battle_config.restart_ap_rate, 0, 0, 100, },
- { "loose_ap_on_death", &battle_config.loose_ap_on_death, 1, 0, 1, },
- { "loose_ap_on_map", &battle_config.loose_ap_on_map, 1, 0, 1, },
- { "keep_ap_on_logout", &battle_config.keep_ap_on_logout, 1, 0, 1, },
- { "attack_machine_level_difference", &battle_config.attack_machine_level_difference, 15, 0, INT_MAX, },
- { "feature.barter", &battle_config.feature_barter, 1, 0, 1, },
- { "feature.barter_extended", &battle_config.feature_barter_extended, 1, 0, 1, },
- { "feature.itemlink", &battle_config.feature_itemlink, 1, 0, 1, },
- { "feature.mesitemlink", &battle_config.feature_mesitemlink, 1, 0, 1, },
- { "feature.mesitemlink_brackets", &battle_config.feature_mesitemlink_brackets, 0, 0, 1, },
- { "feature.mesitemlink_dbname", &battle_config.feature_mesitemlink_dbname, 0, 0, 1, },
- { "feature.mesitemicon", &battle_config.feature_mesitemicon, 1, 0, 1, },
- { "feature.mesitemicon_dbname", &battle_config.feature_mesitemicon_dbname, 0, 0, 1, },
- { "break_mob_equip", &battle_config.break_mob_equip, 0, 0, 1, },
- { "macro_detection_retry", &battle_config.macro_detection_retry, 3, 1, INT_MAX, },
- { "macro_detection_timeout", &battle_config.macro_detection_timeout, 60000, 0, INT_MAX, },
- { "macro_detection_punishment", &battle_config.macro_detection_punishment, 0, 0, 1, },
- { "macro_detection_punishment_time", &battle_config.macro_detection_punishment_time, 0, 0, INT_MAX, },
- { "macrochecker_delay", &battle_config.macrochecker_delay, 600000, 0, INT_MAX, },
- { "feature.dynamicnpc_timeout", &battle_config.feature_dynamicnpc_timeout, 1000, 60000, INT_MAX, },
- { "feature.dynamicnpc_rangex", &battle_config.feature_dynamicnpc_rangex, 2, 0, INT_MAX, },
- { "feature.dynamicnpc_rangey", &battle_config.feature_dynamicnpc_rangey, 2, 0, INT_MAX, },
- { "feature.dynamicnpc_direction", &battle_config.feature_dynamicnpc_direction, 0, 0, 1, },
- { "mob_respawn_time", &battle_config.mob_respawn_time, 1000, 1000, INT_MAX, },
- { "mob_unlock_time", &battle_config.mob_unlock_time, 2000, 0, INT_MAX, },
- { "map_edge_size", &battle_config.map_edge_size, 15, 1, 40, },
- { "randomize_center_cell", &battle_config.randomize_center_cell, 1, 0, 1, },
- { "feature.stylist", &battle_config.feature_stylist, 1, 0, 1, },
- { "feature.banking_state_enforce", &battle_config.feature_banking_state_enforce, 0, 0, 1, },
- #ifdef RENEWAL
- { "feature.instance_allow_reconnect", &battle_config.instance_allow_reconnect, 1, 0, 1, },
- #else
- { "feature.instance_allow_reconnect", &battle_config.instance_allow_reconnect, 0, 0, 1, },
- #endif
- { "synchronize_damage", &battle_config.synchronize_damage, 0, 0, 1, },
- { "item_stacking", &battle_config.item_stacking, 1, 0, 1, },
- #ifdef RENEWAL
- { "hom_delay_reset_vaporize", &battle_config.hom_delay_reset_vaporize, 0, 0, 1, },
- { "hom_delay_reset_warp", &battle_config.hom_delay_reset_warp, 0, 0, 1, },
- { "alchemist_summon_setting", &battle_config.alchemist_summon_setting, 12, 0, 15, },
- #else
- { "hom_delay_reset_vaporize", &battle_config.hom_delay_reset_vaporize, 1, 0, 1, },
- { "hom_delay_reset_warp", &battle_config.hom_delay_reset_warp, 1, 0, 1, },
- { "alchemist_summon_setting", &battle_config.alchemist_summon_setting, 15, 0, 15, },
- #endif
- { "loot_range", &battle_config.loot_range, 12, 1, MAX_WALKPATH, },
- { "assist_range", &battle_config.assist_range, 11, 1, MAX_WALKPATH, },
- #include <custom/battle_config_init.inc>
- };
- /*==========================
- * Set battle settings
- *--------------------------*/
- int32 battle_set_value(const char* w1, const char* w2)
- {
- int32 val = config_switch(w2);
- int32 i;
- ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
- if (i == ARRAYLENGTH(battle_data))
- return 0; // not found
- if (val < battle_data[i].min || val > battle_data[i].max) {
- 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);
- val = battle_data[i].defval;
- }
- *battle_data[i].val = val;
- return 1;
- }
- /*===========================
- * Get battle settings
- *---------------------------*/
- int32 battle_get_value(const char* w1)
- {
- int32 i;
- ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
- if (i == ARRAYLENGTH(battle_data))
- return 0; // not found
- else
- return *battle_data[i].val;
- }
- /*======================
- * Set default settings
- *----------------------*/
- void battle_set_defaults()
- {
- int32 i;
- for (i = 0; i < ARRAYLENGTH(battle_data); i++)
- *battle_data[i].val = battle_data[i].defval;
- }
- /*==================================
- * Cap certain battle.conf settings
- *----------------------------------*/
- void battle_adjust_conf()
- {
- // Effectively we calculate the minimum delay between attacks here
- battle_config.max_aspd = (AMOTION_ZERO_ASPD - battle_config.max_aspd * AMOTION_INTERVAL) * AMOTION_DIVIDER_PC;
- battle_config.max_third_aspd = (AMOTION_ZERO_ASPD - battle_config.max_third_aspd * AMOTION_INTERVAL) * AMOTION_DIVIDER_PC;
- battle_config.max_summoner_aspd = (AMOTION_ZERO_ASPD - battle_config.max_summoner_aspd * AMOTION_INTERVAL) * AMOTION_DIVIDER_PC;
- battle_config.max_extended_aspd = (AMOTION_ZERO_ASPD - battle_config.max_extended_aspd * AMOTION_INTERVAL) * AMOTION_DIVIDER_PC;
- battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
- battle_config.max_cart_weight *= 10;
- if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
- battle_config.max_def = 100;
- if (battle_config.min_hitrate > battle_config.max_hitrate)
- battle_config.min_hitrate = battle_config.max_hitrate;
- if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
- battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
- if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
- battle_config.day_duration = 60000;
- if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
- battle_config.night_duration = 60000;
- #if PACKETVER < 20100000
- if( battle_config.feature_mesitemlink ){
- ShowWarning( "conf/battle/feature.conf:mesitemlink is enabled but it requires PACKETVER 2010-01-01 or newer, disabling...\n" );
- battle_config.feature_mesitemlink = 0;
- }
- #elif PACKETVER == 20151029 || PACKETVER == 20151104
- // The feature is broken on those two clients or maybe even more. For more details check ItemDatabase::create_item_link_for_mes [Lemongrass]
- if( battle_config.feature_mesitemlink ){
- ShowWarning( "conf/battle/feature.conf:mesitemlink is enabled but it is broken on this specific PACKETVER, disabling...\n" );
- battle_config.feature_mesitemlink = 0;
- }
- #endif
- #if PACKETVER < 20100427
- if (battle_config.feature_buying_store) {
- ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
- battle_config.feature_buying_store = 0;
- }
- #endif
- #if PACKETVER < 20100803
- if (battle_config.feature_search_stores) {
- ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
- battle_config.feature_search_stores = 0;
- }
- #endif
- #if PACKETVER < 20120101
- if (battle_config.feature_bgqueue) {
- ShowWarning("conf/battle/feature.conf:bgqueue is enabled but it requires PACKETVER 2012-01-01 or newer, disabling...\n");
- battle_config.feature_bgqueue = 0;
- }
- #endif
- #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
- if (battle_config.feature_auction) {
- ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER " EXPAND_AND_QUOTE(PACKETVER) ", disabling...\n");
- ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
- battle_config.feature_auction = 0;
- }
- #elif PACKETVER >= 20141112
- if (battle_config.feature_auction) {
- ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n");
- ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
- battle_config.feature_auction = 0;
- }
- #endif
- #if PACKETVER < 20130724
- if (battle_config.feature_banking) {
- ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
- battle_config.feature_banking = 0;
- }
- #endif
- #if PACKETVER < 20131223
- if (battle_config.mvp_exp_reward_message) {
- ShowWarning("conf/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n");
- battle_config.mvp_exp_reward_message = 0;
- }
- #endif
- #if PACKETVER < 20141022
- if (battle_config.feature_roulette) {
- ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
- battle_config.feature_roulette = 0;
- }
- #endif
- #if PACKETVER < 20150513
- if (battle_config.feature_achievement) {
- ShowWarning("conf/battle/feature.conf achievement is enabled but it requires PACKETVER 2015-05-13 or newer, disabling...\n");
- battle_config.feature_achievement = 0;
- }
- #endif
- #if PACKETVER < 20151104
- if( battle_config.feature_itemlink ){
- ShowWarning( "conf/battle/feature.conf:itemlink is enabled but it requires PACKETVER 2015-11-04 or newer, disabling...\n" );
- battle_config.feature_itemlink = 0;
- }
- #endif
- #if PACKETVER < 20151104
- if( battle_config.feature_stylist ){
- ShowWarning("conf/battle/feature.conf stylist is enabled but it requires PACKETVER 2015-11-04 or newer, disabling...\n");
- battle_config.feature_stylist = 0;
- }
- #endif
- #if PACKETVER < 20141008
- if (battle_config.feature_petevolution) {
- ShowWarning("conf/battle/feature.conf petevolution is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
- battle_config.feature_petevolution = 0;
- }
- if (battle_config.feature_pet_autofeed) {
- ShowWarning("conf/battle/feature.conf pet auto feed is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
- battle_config.feature_pet_autofeed = 0;
- }
- #endif
- #if PACKETVER < 20161012
- if (battle_config.feature_refineui) {
- ShowWarning("conf/battle/feature.conf refine UI is enabled but it requires PACKETVER 2016-10-12 or newer, disabling...\n");
- battle_config.feature_refineui = 0;
- }
- #endif
- #if PACKETVER < 20170208
- if (battle_config.feature_equipswitch) {
- ShowWarning("conf/battle/feature.conf equip switch is enabled but it requires PACKETVER 2017-02-08 or newer, disabling...\n");
- battle_config.feature_equipswitch = 0;
- }
- #endif
- #if PACKETVER < 20170920
- if( battle_config.feature_homunculus_autofeed ){
- ShowWarning("conf/battle/feature.conf homunculus autofeeding is enabled but it requires PACKETVER 2017-09-20 or newer, disabling...\n");
- battle_config.feature_homunculus_autofeed = 0;
- }
- #endif
- #if PACKETVER < 20180307
- if( battle_config.feature_attendance ){
- ShowWarning("conf/battle/feature.conf attendance system is enabled but it requires PACKETVER 2018-03-07 or newer, disabling...\n");
- battle_config.feature_attendance = 0;
- }
- #endif
- #if PACKETVER < 20180321
- if( battle_config.feature_privateairship ){
- ShowWarning("conf/battle/feature.conf private airship system is enabled but it requires PACKETVER 2018-03-21 or newer, disabling...\n");
- battle_config.feature_privateairship = 0;
- }
- #endif
- #if !( PACKETVER_MAIN_NUM >= 20190116 || PACKETVER_RE_NUM >= 20190116 || PACKETVER_ZERO_NUM >= 20181226 )
- if( battle_config.feature_barter ){
- ShowWarning("conf/battle/feature.conf barter shop system is enabled but it requires PACKETVER 2019-01-16 or newer, disabling...\n");
- battle_config.feature_barter = 0;
- }
- #endif
- #if !( PACKETVER_MAIN_NUM >= 20191120 || PACKETVER_RE_NUM >= 20191106 || PACKETVER_ZERO_NUM >= 20191127 )
- if( battle_config.feature_barter_extended ){
- ShowWarning("conf/battle/feature.conf extended barter shop system is enabled but it requires PACKETVER 2019-11-06 or newer, disabling...\n");
- battle_config.feature_barter_extended = 0;
- }
- #endif
- #if PACKETVER < 20230302
- if( battle_config.feature_mesitemicon ){
- #if !defined(BUILDBOT)
- ShowWarning( "conf/battle/feature.conf:mesitemicon is enabled but it requires PACKETVER 2023-03-02 or newer, disabling...\n" );
- #endif
- battle_config.feature_mesitemicon = 0;
- }
- #endif
- #ifndef CELL_NOSTACK
- if (battle_config.custom_cell_stack_limit != 1)
- ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
- #endif
- #ifdef MAP_GENERATOR
- battle_config.dynamic_mobs = 1;
- #endif
- }
- /*=====================================
- * Read battle.conf settings from file
- *-------------------------------------*/
- int32 battle_config_read(const char* cfgName)
- {
- FILE* fp;
- static int32 count = 0;
- if (count == 0)
- battle_set_defaults();
- count++;
- fp = fopen(cfgName,"r");
- if (fp == nullptr)
- ShowError("File not found: %s\n", cfgName);
- else {
- char line[1024], w1[1024], w2[1024];
- while(fgets(line, sizeof(line), fp)) {
- if (line[0] == '/' && line[1] == '/')
- continue;
- if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
- continue;
- if (strcmpi(w1, "import") == 0)
- battle_config_read(w2);
- else if( strcmpi( w1, "atcommand_symbol" ) == 0 ){
- const char* symbol = &w2[0];
- if (ISPRINT(*symbol) && // no control characters
- *symbol != '/' && // symbol of client commands
- *symbol != '%' && // symbol of party chat
- *symbol != '$' && // symbol of guild chat
- *symbol != charcommand_symbol)
- atcommand_symbol = *symbol;
- }else if( strcmpi( w1, "charcommand_symbol" ) == 0 ){
- const char* symbol = &w2[0];
- if (ISPRINT(*symbol) && // no control characters
- *symbol != '/' && // symbol of client commands
- *symbol != '%' && // symbol of party chat
- *symbol != '$' && // symbol of guild chat
- *symbol != atcommand_symbol)
- charcommand_symbol = *symbol;
- }else if( battle_set_value(w1, w2) == 0 )
- ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
- }
- fclose(fp);
- }
- count--;
- if (count == 0)
- battle_adjust_conf();
- return 0;
- }
- /*==========================
- * initialize battle timer
- *--------------------------*/
- void do_init_battle(void)
- {
- delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.cpp::delay_damage_ers",ERS_OPT_CLEAR);
- add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
- }
- /*==================
- * end battle timer
- *------------------*/
- void do_final_battle(void)
- {
- ers_destroy(delay_damage_ers);
- }
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