battle.cpp 464 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "battle.hpp"
  4. #include <cmath>
  5. #include <cstdlib>
  6. #include <common/cbasetypes.hpp>
  7. #include <common/ers.hpp>
  8. #include <common/malloc.hpp>
  9. #include <common/nullpo.hpp>
  10. #include <common/random.hpp>
  11. #include <common/showmsg.hpp>
  12. #include <common/socket.hpp>
  13. #include <common/strlib.hpp>
  14. #include <common/timer.hpp>
  15. #include <common/utils.hpp>
  16. #include "atcommand.hpp"
  17. #include "battleground.hpp"
  18. #include "chrif.hpp"
  19. #include "clif.hpp"
  20. #include "elemental.hpp"
  21. #include "guild.hpp"
  22. #include "homunculus.hpp"
  23. #include "log.hpp"
  24. #include "map.hpp"
  25. #include "mercenary.hpp"
  26. #include "mob.hpp"
  27. #include "party.hpp"
  28. #include "path.hpp"
  29. #include "pc.hpp"
  30. #include "pc_groups.hpp"
  31. #include "pet.hpp"
  32. using namespace rathena;
  33. struct Battle_Config battle_config;
  34. static struct eri *delay_damage_ers; //For battle delay damage structures.
  35. // Early declaration
  36. 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);
  37. int32 battle_get_magic_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int32 mflag);
  38. int32 battle_get_misc_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int32 mflag);
  39. static void battle_calc_defense_reduction(struct Damage* wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv);
  40. /**
  41. * Returns the current/list skill used by the bl
  42. * @param bl
  43. * @return skill_id
  44. */
  45. uint16 battle_getcurrentskill(struct block_list *bl)
  46. {
  47. struct unit_data *ud;
  48. if( bl->type == BL_SKILL ) {
  49. struct skill_unit *su = (struct skill_unit*)bl;
  50. return (su && su->group?su->group->skill_id:0);
  51. }
  52. ud = unit_bl2ud(bl);
  53. return (ud?ud->skill_id:0);
  54. }
  55. /**
  56. * Get random targeting enemy
  57. * @param bl
  58. * @param ap
  59. * @return Found target (1) or not found (0)
  60. */
  61. static int32 battle_gettargeted_sub(struct block_list *bl, va_list ap)
  62. {
  63. struct block_list **bl_list;
  64. struct unit_data *ud;
  65. int32 target_id;
  66. int32 *c;
  67. bl_list = va_arg(ap, struct block_list **);
  68. c = va_arg(ap, int32 *);
  69. target_id = va_arg(ap, int32);
  70. if (bl->id == target_id)
  71. return 0;
  72. if (*c >= 24)
  73. return 0;
  74. if ( !(ud = unit_bl2ud(bl)) )
  75. return 0;
  76. if (ud->target == target_id || ud->skilltarget == target_id) {
  77. bl_list[(*c)++] = bl;
  78. return 1;
  79. }
  80. return 0;
  81. }
  82. /**
  83. * Returns list of targets
  84. * @param target
  85. * @return Target list
  86. */
  87. struct block_list* battle_gettargeted(struct block_list *target)
  88. {
  89. struct block_list *bl_list[24];
  90. int32 c = 0;
  91. nullpo_retr(nullptr, target);
  92. memset(bl_list, 0, sizeof(bl_list));
  93. map_foreachinallrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  94. if ( c == 0 )
  95. return nullptr;
  96. if( c > 24 )
  97. c = 24;
  98. return bl_list[rnd()%c];
  99. }
  100. /**
  101. * Returns the ID of the current targeted character of the passed bl
  102. * @param bl
  103. * @return Target Unit ID
  104. * @author [Skotlex]
  105. */
  106. int32 battle_gettarget(struct block_list* bl)
  107. {
  108. switch (bl->type) {
  109. case BL_PC: return ((map_session_data*)bl)->ud.target;
  110. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  111. case BL_PET: return ((struct pet_data*)bl)->target_id;
  112. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  113. case BL_MER: return ((s_mercenary_data*)bl)->ud.target;
  114. case BL_ELEM: return ((s_elemental_data*)bl)->ud.target;
  115. }
  116. return 0;
  117. }
  118. /**
  119. * Get random enemy
  120. * @param bl
  121. * @param ap
  122. * @return Found target (1) or not found (0)
  123. */
  124. static int32 battle_getenemy_sub(struct block_list *bl, va_list ap)
  125. {
  126. struct block_list **bl_list;
  127. struct block_list *target;
  128. int32 *c;
  129. bl_list = va_arg(ap, struct block_list **);
  130. c = va_arg(ap, int32 *);
  131. target = va_arg(ap, struct block_list *);
  132. if (bl->id == target->id)
  133. return 0;
  134. if (*c >= 24)
  135. return 0;
  136. if (status_isdead(*bl))
  137. return 0;
  138. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  139. bl_list[(*c)++] = bl;
  140. return 1;
  141. }
  142. return 0;
  143. }
  144. /**
  145. * Returns list of enemies within given range
  146. * @param target
  147. * @param type
  148. * @param range
  149. * @return Target list
  150. * @author [Skotlex]
  151. */
  152. struct block_list* battle_getenemy(struct block_list *target, int32 type, int32 range)
  153. {
  154. struct block_list *bl_list[24];
  155. int32 c = 0;
  156. memset(bl_list, 0, sizeof(bl_list));
  157. map_foreachinallrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  158. if ( c == 0 )
  159. return nullptr;
  160. if( c > 24 )
  161. c = 24;
  162. return bl_list[rnd()%c];
  163. }
  164. /**
  165. * Get random enemy within area
  166. * @param bl
  167. * @param ap
  168. * @return Found target (1) or not found (0)
  169. */
  170. static int32 battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  171. {
  172. struct block_list **bl_list, *src;
  173. int32 *c, ignore_id;
  174. bl_list = va_arg(ap, struct block_list **);
  175. c = va_arg(ap, int32 *);
  176. src = va_arg(ap, struct block_list *);
  177. ignore_id = va_arg(ap, int32);
  178. if( bl->id == src->id || bl->id == ignore_id )
  179. return 0; // Ignores Caster and a possible pre-target
  180. if( *c >= 23 )
  181. return 0;
  182. if( status_isdead(*bl) )
  183. return 0;
  184. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  185. bl_list[(*c)++] = bl;
  186. return 1;
  187. }
  188. return 0;
  189. }
  190. /**
  191. * Returns list of enemies within an area
  192. * @param src
  193. * @param x
  194. * @param y
  195. * @param range
  196. * @param type
  197. * @param ignore_id
  198. * @return Target list
  199. */
  200. struct block_list* battle_getenemyarea(struct block_list *src, int32 x, int32 y, int32 range, int32 type, int32 ignore_id)
  201. {
  202. struct block_list *bl_list[24];
  203. int32 c = 0;
  204. memset(bl_list, 0, sizeof(bl_list));
  205. map_foreachinallarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  206. if( c == 0 )
  207. return nullptr;
  208. if( c >= 24 )
  209. c = 23;
  210. return bl_list[rnd()%c];
  211. }
  212. /**
  213. * Deals damage without delay, applies additional effects and triggers monster events
  214. * This function is called from battle_delay_damage or battle_delay_damage_sub
  215. * All other instances of battle damage should also go through this function (i.e. anything that displays a damage number)
  216. * Consider calling this function or battle_fix_damage instead status_fix_damage directly
  217. * @param src: Source of damage
  218. * @param target: Target of damage
  219. * @param damage: Damage to be dealt
  220. * @param delay: Damage delay
  221. * @param skill_lv: Level of skill used
  222. * @param skill_id: ID of skill used
  223. * @param dmg_lv: State of the attack (miss, etc.)
  224. * @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC)
  225. * @param additional_effects: Whether additional effects should be applied (otherwise it's just damage+coma)
  226. * @param isspdamage: If the damage is done to SP
  227. * @param tick: Current tick
  228. * @return HP+SP+AP (0 if HP/SP/AP remained unchanged)
  229. */
  230. 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) {
  231. int32 dmg_change;
  232. map_session_data* sd = nullptr;
  233. if (src)
  234. sd = BL_CAST(BL_PC, src);
  235. map_freeblock_lock();
  236. if (isspdamage)
  237. dmg_change = status_fix_spdamage(src, target, damage, delay, skill_id);
  238. else if (sd && battle_check_coma(*sd, *target, (e_battle_flag)attack_type))
  239. dmg_change = status_damage(src, target, damage, 0, delay, 16, skill_id); // Coma attack
  240. else
  241. dmg_change = status_fix_damage(src, target, damage, delay, skill_id);
  242. if (attack_type && !status_isdead(*target) && additional_effects)
  243. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick);
  244. if (dmg_lv > ATK_BLOCK && attack_type && additional_effects)
  245. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick);
  246. // 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
  247. if (target->type == BL_MOB && additional_effects) {
  248. mob_data *md = BL_CAST(BL_MOB, target);
  249. if (md != nullptr) {
  250. // Trigger monster skill condition for non-skill attacks.
  251. if (!status_isdead(*target) && src != target) {
  252. if (damage > 0)
  253. mobskill_event(md, src, tick, attack_type, damage);
  254. if (skill_id > 0)
  255. mobskill_event(md, src, tick, MSC_SKILLUSED | (skill_id << 16));
  256. }
  257. // Monsters differentiate whether they have been attacked by a skill or a normal attack
  258. if (damage > 0 && (attack_type & BF_NORMAL))
  259. md->norm_attacked_id = md->attacked_id;
  260. }
  261. }
  262. map_freeblock_unlock();
  263. return dmg_change;
  264. }
  265. /// Damage Delayed Structure
  266. struct delay_damage {
  267. int32 src_id;
  268. int32 target_id;
  269. int64 damage;
  270. t_tick delay;
  271. uint16 distance;
  272. uint16 skill_lv;
  273. uint16 skill_id;
  274. enum damage_lv dmg_lv;
  275. uint16 attack_type;
  276. bool additional_effects;
  277. enum bl_type src_type;
  278. bool isspdamage;
  279. };
  280. TIMER_FUNC(battle_delay_damage_sub){
  281. struct delay_damage *dat = (struct delay_damage *)data;
  282. if ( dat ) {
  283. struct block_list* src = map_id2bl(dat->src_id);
  284. struct block_list* target = map_id2bl(dat->target_id);
  285. if (target && !status_isdead(*target)) {
  286. if( src && target->m == src->m &&
  287. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  288. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  289. {
  290. //Deal damage
  291. 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);
  292. } 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
  293. battle_fix_damage(target, target, dat->damage, dat->delay, dat->skill_id);
  294. }
  295. }
  296. map_session_data *sd = BL_CAST(BL_PC, src);
  297. if (sd && --sd->delayed_damage == 0 && sd->state.hold_recalc) {
  298. sd->state.hold_recalc = false;
  299. status_calc_pc(sd, SCO_FORCE);
  300. }
  301. }
  302. ers_free(delay_damage_ers, dat);
  303. return 0;
  304. }
  305. 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)
  306. {
  307. struct delay_damage *dat;
  308. status_change *sc;
  309. struct block_list *d_tbl = nullptr;
  310. struct block_list *e_tbl = nullptr;
  311. nullpo_ret(src);
  312. nullpo_ret(target);
  313. sc = status_get_sc(target);
  314. if (sc) {
  315. if (sc->getSCE(SC_DEVOTION) && sc->getSCE(SC_DEVOTION)->val1)
  316. d_tbl = map_id2bl(sc->getSCE(SC_DEVOTION)->val1);
  317. if (sc->getSCE(SC_WATER_SCREEN_OPTION) && sc->getSCE(SC_WATER_SCREEN_OPTION)->val1)
  318. e_tbl = map_id2bl(sc->getSCE(SC_WATER_SCREEN_OPTION)->val1);
  319. }
  320. if( ((d_tbl && check_distance_bl(target, d_tbl, sc->getSCE(SC_DEVOTION)->val3)) || e_tbl) &&
  321. damage > 0 && skill_id != CR_REFLECTSHIELD
  322. #ifndef RENEWAL
  323. && skill_id != PA_PRESSURE
  324. #endif
  325. ) {
  326. map_session_data* tsd = BL_CAST( BL_PC, target );
  327. if( tsd && pc_issit( tsd ) && battle_config.devotion_standup_fix ){
  328. pc_setstand( tsd, true );
  329. skill_sit( tsd, 0 );
  330. }
  331. damage = 0;
  332. }
  333. // The client refuses to display animations slower than 1x speed
  334. // So we need to shorten AttackMotion to be in-sync with the client in this case
  335. if (battle_config.synchronize_damage && skill_id == 0 && src->type == BL_MOB && amotion > status_get_clientamotion(src))
  336. amotion = status_get_clientamotion(src);
  337. // Check for delay battle damage config
  338. else if (!battle_config.delay_battle_damage)
  339. amotion = 1;
  340. // Aegis places a damage-delay cap of 1 sec to non player attacks
  341. // We only want to apply this cap if damage was not synchronized
  342. else if (src->type != BL_PC && amotion > 1000)
  343. amotion = 1000;
  344. // Skip creation of timer
  345. if (amotion <= 1) {
  346. //Deal damage
  347. battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage);
  348. return 0;
  349. }
  350. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  351. dat->src_id = src->id;
  352. dat->target_id = target->id;
  353. dat->skill_id = skill_id;
  354. dat->skill_lv = skill_lv;
  355. dat->attack_type = attack_type;
  356. dat->damage = damage;
  357. dat->dmg_lv = dmg_lv;
  358. dat->delay = ddelay;
  359. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
  360. dat->additional_effects = additional_effects;
  361. dat->src_type = src->type;
  362. dat->isspdamage = isspdamage;
  363. if( src->type == BL_PC )
  364. ((TBL_PC*)src)->delayed_damage++;
  365. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  366. return 0;
  367. }
  368. int32 battle_fix_damage(struct block_list* src, struct block_list* target, int64 damage, t_tick walkdelay, uint16 skill_id) {
  369. return battle_damage(src, target, damage, walkdelay, 0, skill_id, ATK_DEF, BF_MISC, false, gettick(), false);
  370. }
  371. /**
  372. * Does attribute fix modifiers.
  373. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  374. * Note: Passing src/target == nullptr is perfectly valid, it skips SC_ checks.
  375. * @param src
  376. * @param target
  377. * @param damage
  378. * @param atk_elem
  379. * @param def_type
  380. * @param def_lv
  381. * @param flag 0x1 = allow to return negative values even if config for healing through negative resist is disabled
  382. * @return damage
  383. */
  384. 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)
  385. {
  386. status_change *sc = nullptr, *tsc = nullptr;
  387. int32 ratio;
  388. if (src) sc = status_get_sc(src);
  389. if (target) tsc = status_get_sc(target);
  390. if (!CHK_ELEMENT(atk_elem))
  391. atk_elem = rnd()%ELE_ALL;
  392. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  393. ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  394. return damage;
  395. }
  396. ratio = elemental_attribute_db.getAttribute(def_lv, atk_elem, def_type);
  397. if (sc != nullptr && !sc->empty()) { //increase dmg by src status
  398. switch(atk_elem){
  399. case ELE_FIRE:
  400. if (sc->getSCE(SC_VOLCANO))
  401. #ifdef RENEWAL
  402. ratio += sc->getSCE(SC_VOLCANO)->val3;
  403. #else
  404. damage += (int64)((damage*sc->getSCE(SC_VOLCANO)->val3) / 100);
  405. #endif
  406. break;
  407. case ELE_WIND:
  408. if (sc->getSCE(SC_VIOLENTGALE))
  409. #ifdef RENEWAL
  410. ratio += sc->getSCE(SC_VIOLENTGALE)->val3;
  411. #else
  412. damage += (int64)((damage*sc->getSCE(SC_VIOLENTGALE)->val3) / 100);
  413. #endif
  414. break;
  415. case ELE_WATER:
  416. if (sc->getSCE(SC_DELUGE))
  417. #ifdef RENEWAL
  418. ratio += sc->getSCE(SC_DELUGE)->val3;
  419. #else
  420. damage += (int64)((damage*sc->getSCE(SC_DELUGE)->val3) / 100);
  421. #endif
  422. break;
  423. case ELE_GHOST:
  424. if (sc->getSCE(SC_TELEKINESIS_INTENSE)) {
  425. // At least for SC_TELEKINESIS_INTENSE:
  426. // damage after elemental_attribute_db should be calculated first to avoid rounding issues
  427. damage = damage - (int64)((damage * (100 - ratio)) / 100);
  428. // Initialize ratio to 100 (default)
  429. ratio = 100;
  430. ratio += ratio * sc->getSCE(SC_TELEKINESIS_INTENSE)->val3 / 100;
  431. }
  432. break;
  433. }
  434. }
  435. if( target && target->type == BL_SKILL ) {
  436. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  437. struct skill_unit *su = (struct skill_unit*)target;
  438. std::shared_ptr<s_skill_unit_group> sg;
  439. struct block_list *src2;
  440. if( !su || !su->alive || (sg = su->group) == nullptr || !sg || sg->val3 == -1 ||
  441. (src2 = map_id2bl(sg->src_id)) == nullptr || status_isdead(*src2) )
  442. return 0;
  443. if( sg->unit_id != UNT_FIREWALL ) {
  444. int32 x,y;
  445. x = sg->val3 >> 16;
  446. y = sg->val3 & 0xffff;
  447. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  448. sg->val3 = -1;
  449. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  450. }
  451. }
  452. }
  453. if (tsc != nullptr && !tsc->empty()) { //increase dmg by target status
  454. switch(atk_elem) {
  455. case ELE_FIRE:
  456. if (tsc->getSCE(SC_SPIDERWEB)) { //Double damage
  457. #ifdef RENEWAL
  458. ratio += 100;
  459. #else
  460. damage *= 2;
  461. #endif
  462. //Remove a unit group or end whole status change
  463. status_change_end(target, SC_SPIDERWEB);
  464. }
  465. if (tsc->getSCE(SC_THORNSTRAP) && battle_getcurrentskill(src) != GN_CARTCANNON)
  466. status_change_end(target, SC_THORNSTRAP);
  467. if (tsc->getSCE(SC_CRYSTALIZE))
  468. status_change_end(target, SC_CRYSTALIZE);
  469. if (tsc->getSCE(SC_EARTH_INSIGNIA))
  470. #ifdef RENEWAL
  471. ratio += 50;
  472. #else
  473. damage += (int64)(damage * 50 / 100);
  474. #endif
  475. if( tsc->getSCE(SC_WIDEWEB) ) {
  476. #ifdef RENEWAL
  477. ratio += 100;
  478. #else
  479. damage *= 2;
  480. #endif
  481. status_change_end(target,SC_WIDEWEB);
  482. }
  483. if( tsc->getSCE(SC_BURNT) ) {
  484. #ifdef RENEWAL
  485. ratio += 400;
  486. #else
  487. damage += (int64)(damage * 400 / 100);
  488. #endif
  489. }
  490. break;
  491. case ELE_HOLY:
  492. if (tsc->getSCE(SC_ORATIO))
  493. #ifdef RENEWAL
  494. ratio += tsc->getSCE(SC_ORATIO)->val1 * 2;
  495. #else
  496. damage += (int64)(damage * (tsc->getSCE(SC_ORATIO)->val1 * 2) / 100);
  497. #endif
  498. break;
  499. case ELE_POISON:
  500. if (tsc->getSCE(SC_VENOMIMPRESS))
  501. #ifdef RENEWAL
  502. ratio += tsc->getSCE(SC_VENOMIMPRESS)->val2;
  503. #else
  504. damage += (int64)(damage * tsc->getSCE(SC_VENOMIMPRESS)->val2 / 100);
  505. #endif
  506. break;
  507. case ELE_WIND:
  508. if (tsc->getSCE(SC_WATER_INSIGNIA))
  509. #ifdef RENEWAL
  510. ratio += 50;
  511. #else
  512. damage += (int64)(damage * 50 / 100);
  513. #endif
  514. if (tsc->getSCE(SC_CRYSTALIZE)) {
  515. uint16 skill_id = battle_getcurrentskill(src);
  516. if (skill_get_type(skill_id)&BF_MAGIC)
  517. #ifdef RENEWAL
  518. ratio += 50;
  519. #else
  520. damage += (int64)(damage * 50 / 100);
  521. #endif
  522. }
  523. break;
  524. case ELE_WATER:
  525. if (tsc->getSCE(SC_FIRE_INSIGNIA))
  526. #ifdef RENEWAL
  527. ratio += 50;
  528. #else
  529. damage += (int64)(damage * 50 / 100);
  530. #endif
  531. break;
  532. case ELE_EARTH:
  533. if (tsc->getSCE(SC_WIND_INSIGNIA))
  534. #ifdef RENEWAL
  535. ratio += 50;
  536. #else
  537. damage += (int64)(damage * 50 / 100);
  538. #endif
  539. status_change_end(target, SC_MAGNETICFIELD); //freed if received earth dmg
  540. break;
  541. case ELE_NEUTRAL:
  542. if (tsc->getSCE(SC_ANTI_M_BLAST))
  543. #ifdef RENEWAL
  544. ratio += tsc->getSCE(SC_ANTI_M_BLAST)->val2;
  545. #else
  546. damage += (int64)(damage * tsc->getSCE(SC_ANTI_M_BLAST)->val2 / 100);
  547. #endif
  548. break;
  549. case ELE_DARK:
  550. if (tsc->getSCE(SC_SOULCURSE)) {
  551. if (status_get_class_(target) == CLASS_BOSS)
  552. #ifdef RENEWAL
  553. ratio += 20;
  554. #else
  555. damage += (int64)(damage * 20 / 100);
  556. #endif
  557. else
  558. #ifdef RENEWAL
  559. ratio += 100;
  560. #else
  561. damage *= 2;
  562. #endif
  563. }
  564. break;
  565. }
  566. }
  567. if (battle_config.attr_recover == 0 && !(flag & 1) && ratio < 0)
  568. ratio = 0;
  569. #ifdef RENEWAL
  570. //In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0
  571. damage = damage - (int64)((damage * (100 - ratio)) / 100);
  572. #else
  573. damage = (int64)((damage*ratio)/100);
  574. #endif
  575. //Damage can be negative, see battle_config.attr_recover
  576. return damage;
  577. }
  578. /**
  579. * Statuses that affect the target's element in battle_calc_cardfix.
  580. * @param tsc Target status change
  581. * @param rh_ele Right-hand weapon element
  582. * @return ele_fix ratio affecting damage
  583. */
  584. static int32 battle_calc_cardfix_debuff( status_change& tsc, int32 rh_ele ){
  585. int32 ele_fix = 0;
  586. if (tsc.getSCE(SC_MAGIC_POISON))
  587. ele_fix += 50;
  588. // !TODO: unknown how it should work for physical damage, lh_ele is ignored for now
  589. switch(rh_ele) {
  590. case ELE_FIRE:
  591. if (tsc.getSCE(SC_CLIMAX_BLOOM))
  592. ele_fix += 100;
  593. break;
  594. case ELE_EARTH:
  595. if (tsc.getSCE(SC_CLIMAX_EARTH))
  596. ele_fix += 100;
  597. break;
  598. case ELE_WATER:
  599. if (tsc.getSCE(SC_MISTYFROST))
  600. ele_fix += 15;
  601. break;
  602. case ELE_POISON:
  603. if (tsc.getSCE(SC_CLOUD_POISON))
  604. ele_fix += 5 * tsc.getSCE(SC_CLOUD_POISON)->val1;
  605. break;
  606. }
  607. return ele_fix;
  608. }
  609. /**
  610. * Calculates card bonuses damage adjustments.
  611. * @param attack_type @see enum e_battle_flag
  612. * @param src Attacker
  613. * @param target Target
  614. * @param nk Skill's nk @see enum e_skill_nk [NK_IGNOREATKCARD|NK_IGNOREELEMENT|NK_IGNOREDEFCARD]
  615. * @param rh_ele Right-hand weapon element
  616. * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
  617. * @param damage Original damage
  618. * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
  619. * 3: Calculates attacker bonuses in both hands.
  620. * 2: Calculates attacker bonuses in right-hand only.
  621. * 0 or 1: Only calculates target bonuses.
  622. * @param flag Misc value of skill & damage flags
  623. * @return damage Damage diff between original damage and after calculation
  624. */
  625. 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){
  626. map_session_data *sd, ///< Attacker session data if BL_PC
  627. *tsd; ///< Target session data if BL_PC
  628. int32 cardfix = 1000;
  629. int32 s_class, ///< Attacker class
  630. t_class; ///< Target class
  631. std::vector<e_race2> s_race2, /// Attacker Race2
  632. t_race2; ///< Target Race2
  633. enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
  634. int64 original_damage;
  635. if( !damage )
  636. return 0;
  637. original_damage = damage;
  638. sd = BL_CAST(BL_PC, src);
  639. tsd = BL_CAST(BL_PC, target);
  640. t_class = status_get_class(target);
  641. s_class = status_get_class(src);
  642. ///< Attacker status data
  643. status_data* sstatus = status_get_status_data(*src);
  644. ///< Target status data
  645. status_data* tstatus = status_get_status_data(*target);
  646. status_change *tsc = status_get_sc(target);
  647. s_race2 = status_get_race2(src);
  648. t_race2 = status_get_race2(target);
  649. s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
  650. // When the attacker is a monster, then all bonuses on BF_WEAPON will work and no bonuses on BF_MAGIC
  651. // Does not impact the attack type
  652. if (src && src->type == BL_MOB && battle_config.cardfix_monster_physical) {
  653. flag |= BF_WEAPON;
  654. flag &= ~BF_MAGIC;
  655. }
  656. //Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase
  657. #define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - max(0, fix))) / 1000); }
  658. switch( attack_type ) {
  659. case BF_MAGIC:
  660. // Affected by attacker ATK bonuses
  661. if( sd && !nk[NK_IGNOREATKCARD] ) {
  662. int32 race2_val = 0;
  663. #ifdef RENEWAL
  664. // Simplified formula to round down the damage
  665. #define APPLY_CARDFIX_RE(damage, fix) { (damage) = (damage) - (int64)(((damage) * (100 - max(0, 100+(fix)))) / 100); }
  666. // On (at least) BF_MAGIC, damages are calculated consecutively and rounded down in the following order to match official damage :
  667. // size, race2, ele, atk_ele, race, class
  668. APPLY_CARDFIX_RE( damage, sd->indexed_bonus.magic_addsize[tstatus->size] + sd->indexed_bonus.magic_addsize[SZ_ALL] );
  669. // race2 is the same as the bonus per class ID
  670. for (const auto &raceit : t_race2)
  671. race2_val += sd->indexed_bonus.magic_addrace2[raceit];
  672. for (const auto &it : sd->add_mdmg) {
  673. if (it.id == t_class) {
  674. race2_val += it.val;
  675. break;
  676. }
  677. }
  678. APPLY_CARDFIX_RE( damage, race2_val );
  679. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  680. APPLY_CARDFIX_RE( damage, sd->indexed_bonus.magic_addele[tstatus->def_ele] + sd->indexed_bonus.magic_addele[ELE_ALL] +
  681. sd->indexed_bonus.magic_addele_script[tstatus->def_ele] + sd->indexed_bonus.magic_addele_script[ELE_ALL] );
  682. }
  683. }
  684. // Statuses that affect the target's element and should be calculated right after magic_addele, independently of it
  685. if (tsc != nullptr && !nk[NK_IGNOREDEFCARD] && !nk[NK_IGNOREELEMENT]) {
  686. APPLY_CARDFIX_RE( damage, battle_calc_cardfix_debuff( *tsc, rh_ele ) );
  687. }
  688. if( sd && !nk[NK_IGNOREATKCARD] ) {
  689. if( !nk[NK_IGNOREELEMENT] ) {
  690. APPLY_CARDFIX_RE( damage, sd->indexed_bonus.magic_atk_ele[rh_ele] + sd->indexed_bonus.magic_atk_ele[ELE_ALL] );
  691. }
  692. APPLY_CARDFIX_RE( damage, sd->indexed_bonus.magic_addrace[tstatus->race] + sd->indexed_bonus.magic_addrace[RC_ALL] );
  693. APPLY_CARDFIX_RE( damage, sd->indexed_bonus.magic_addclass[tstatus->class_] + sd->indexed_bonus.magic_addclass[CLASS_ALL] );
  694. #undef APPLY_CARDFIX_RE
  695. // Pre-renewal / old renewal behaviour
  696. #else
  697. for (const auto &raceit : t_race2)
  698. race2_val += sd->indexed_bonus.magic_addrace2[raceit];
  699. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addrace[tstatus->race] + sd->indexed_bonus.magic_addrace[RC_ALL] + race2_val) / 100;
  700. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  701. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addele[tstatus->def_ele] + sd->indexed_bonus.magic_addele[ELE_ALL] +
  702. sd->indexed_bonus.magic_addele_script[tstatus->def_ele] + sd->indexed_bonus.magic_addele_script[ELE_ALL]) / 100;
  703. cardfix = cardfix * (100 + sd->indexed_bonus.magic_atk_ele[rh_ele] + sd->indexed_bonus.magic_atk_ele[ELE_ALL]) / 100;
  704. }
  705. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addsize[tstatus->size] + sd->indexed_bonus.magic_addsize[SZ_ALL]) / 100;
  706. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addclass[tstatus->class_] + sd->indexed_bonus.magic_addclass[CLASS_ALL]) / 100;
  707. for (const auto &it : sd->add_mdmg) {
  708. if (it.id == t_class) {
  709. cardfix = cardfix * (100 + it.val) / 100;
  710. break;
  711. }
  712. }
  713. APPLY_CARDFIX(damage, cardfix);
  714. #endif
  715. }
  716. // Affected by target DEF bonuses
  717. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  718. cardfix = 1000; // reset var for target
  719. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  720. 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];
  721. for (const auto &it : tsd->subele2) {
  722. if (it.ele != ELE_ALL && it.ele != rh_ele)
  723. continue;
  724. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  725. ((it.flag)&flag)&BF_RANGEMASK &&
  726. ((it.flag)&flag)&BF_SKILLMASK))
  727. continue;
  728. ele_fix += it.rate;
  729. }
  730. if (s_defele != ELE_NONE)
  731. ele_fix += tsd->indexed_bonus.magic_subdefele[s_defele] + tsd->indexed_bonus.magic_subdefele[ELE_ALL];
  732. #ifndef RENEWAL
  733. // Custom to follow SC_ debuff renewal behavior
  734. if (tsc != nullptr)
  735. ele_fix += battle_calc_cardfix_debuff( *tsc, rh_ele );
  736. #endif
  737. cardfix = cardfix * (100 - ele_fix) / 100;
  738. }
  739. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  740. cardfix = cardfix * (100 - tsd->indexed_bonus.magic_subsize[sstatus->size] - tsd->indexed_bonus.magic_subsize[SZ_ALL]) / 100;
  741. int32 race_fix = 0;
  742. for (const auto &raceit : s_race2)
  743. race_fix += tsd->indexed_bonus.subrace2[raceit];
  744. cardfix = cardfix * (100 - race_fix) / 100;
  745. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  746. for (const auto &it : tsd->subrace3) {
  747. if (it.race != RC_ALL && it.race != sstatus->race)
  748. continue;
  749. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  750. ((it.flag)&flag)&BF_RANGEMASK &&
  751. ((it.flag)&flag)&BF_SKILLMASK))
  752. continue;
  753. race_fix += it.rate;
  754. }
  755. cardfix = cardfix * (100 - race_fix) / 100;
  756. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  757. for (const auto &it : tsd->add_mdef) {
  758. if (it.id == s_class) {
  759. cardfix = cardfix * (100 - it.val) / 100;
  760. break;
  761. }
  762. }
  763. #ifndef RENEWAL
  764. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  765. if( flag&BF_SHORT )
  766. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  767. else if (!nk[NK_IGNORELONGCARD])
  768. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  769. #endif
  770. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  771. if( tsc->getSCE(SC_MDEF_RATE) )
  772. cardfix = cardfix * (100 - tsc->getSCE(SC_MDEF_RATE)->val1) / 100;
  773. APPLY_CARDFIX(damage, cardfix);
  774. }
  775. break;
  776. case BF_WEAPON:
  777. // Affected by attacker ATK bonuses
  778. if( sd && !nk[NK_IGNOREATKCARD] && (left&2) ) {
  779. int16 cardfix_ = 1000;
  780. if( sd->state.arrow_atk ) { // Ranged attack
  781. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->indexed_bonus.arrow_addrace[tstatus->race] +
  782. sd->right_weapon.addrace[RC_ALL] + sd->indexed_bonus.arrow_addrace[RC_ALL]) / 100;
  783. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  784. int32 ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->indexed_bonus.arrow_addele[tstatus->def_ele] +
  785. sd->right_weapon.addele[ELE_ALL] + sd->indexed_bonus.arrow_addele[ELE_ALL];
  786. for (const auto &it : sd->right_weapon.addele2) {
  787. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  788. continue;
  789. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  790. ((it.flag)&flag)&BF_RANGEMASK &&
  791. ((it.flag)&flag)&BF_SKILLMASK))
  792. continue;
  793. ele_fix += it.rate;
  794. }
  795. cardfix = cardfix * (100 + ele_fix) / 100;
  796. }
  797. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->indexed_bonus.arrow_addsize[tstatus->size] +
  798. sd->right_weapon.addsize[SZ_ALL] + sd->indexed_bonus.arrow_addsize[SZ_ALL]) / 100;
  799. int32 race_fix = 0;
  800. for (const auto &raceit : t_race2)
  801. race_fix += sd->right_weapon.addrace2[raceit];
  802. cardfix = cardfix * (100 + race_fix) / 100;
  803. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->indexed_bonus.arrow_addclass[tstatus->class_] +
  804. sd->right_weapon.addclass[CLASS_ALL] + sd->indexed_bonus.arrow_addclass[CLASS_ALL]) / 100;
  805. } else { // Melee attack
  806. int32 skill = 0;
  807. // Calculates each right & left hand weapon bonuses separatedly
  808. if( !battle_config.left_cardfix_to_right ) {
  809. // Right-handed weapon
  810. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  811. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  812. int32 ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  813. for (const auto &it : sd->right_weapon.addele2) {
  814. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  815. continue;
  816. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  817. ((it.flag)&flag)&BF_RANGEMASK &&
  818. ((it.flag)&flag)&BF_SKILLMASK))
  819. continue;
  820. ele_fix += it.rate;
  821. }
  822. cardfix = cardfix * (100 + ele_fix) / 100;
  823. }
  824. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  825. for (const auto &raceit : t_race2)
  826. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit]) / 100;
  827. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  828. if( left&1 ) { // Left-handed weapon
  829. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  830. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  831. int32 ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  832. for (const auto &it : sd->left_weapon.addele2) {
  833. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  834. continue;
  835. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  836. ((it.flag)&flag)&BF_RANGEMASK &&
  837. ((it.flag)&flag)&BF_SKILLMASK))
  838. continue;
  839. ele_fix_lh += it.rate;
  840. }
  841. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  842. }
  843. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  844. for (const auto &raceit : t_race2)
  845. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[raceit]) / 100;
  846. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  847. }
  848. }
  849. // Calculates right & left hand weapon as unity
  850. else {
  851. //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_IGNOREELEMENT?
  852. //if( !nk[&]K_IGNOREELEMENT) ) { // Affected by Element modifier bonuses
  853. int32 ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  854. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  855. for (const auto &it : sd->right_weapon.addele2) {
  856. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  857. continue;
  858. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  859. ((it.flag)&flag)&BF_RANGEMASK &&
  860. ((it.flag)&flag)&BF_SKILLMASK))
  861. continue;
  862. ele_fix += it.rate;
  863. }
  864. for (const auto &it : sd->left_weapon.addele2) {
  865. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  866. continue;
  867. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  868. ((it.flag)&flag)&BF_RANGEMASK &&
  869. ((it.flag)&flag)&BF_SKILLMASK))
  870. continue;
  871. ele_fix += it.rate;
  872. }
  873. cardfix = cardfix * (100 + ele_fix) / 100;
  874. //}
  875. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  876. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  877. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  878. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  879. for (const auto &raceit : t_race2)
  880. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit] + sd->left_weapon.addrace2[raceit]) / 100;
  881. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  882. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  883. }
  884. #ifndef RENEWAL
  885. 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]
  886. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  887. #endif
  888. }
  889. //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
  890. for (const auto &it : sd->right_weapon.add_dmg) {
  891. if (it.id == t_class) {
  892. cardfix = cardfix * (100 + it.val) / 100;
  893. break;
  894. }
  895. }
  896. if( left&1 ) {
  897. for (const auto &it : sd->left_weapon.add_dmg) {
  898. if (it.id == t_class) {
  899. cardfix_ = cardfix_ * (100 + it.val) / 100;
  900. break;
  901. }
  902. }
  903. }
  904. #ifndef RENEWAL
  905. if (flag & BF_SHORT)
  906. cardfix = cardfix * (100 + sd->bonus.short_attack_atk_rate) / 100;
  907. if( flag&BF_LONG )
  908. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  909. #endif
  910. if (left&1) {
  911. APPLY_CARDFIX(damage, cardfix_);
  912. } else {
  913. APPLY_CARDFIX(damage, cardfix);
  914. }
  915. }
  916. // Affected by target DEF bonuses
  917. else if( tsd && !nk[NK_IGNOREDEFCARD] && !(left&2) ) {
  918. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  919. 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];
  920. for (const auto &it : tsd->subele2) {
  921. if (it.ele != ELE_ALL && it.ele != rh_ele)
  922. continue;
  923. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  924. ((it.flag)&flag)&BF_RANGEMASK &&
  925. ((it.flag)&flag)&BF_SKILLMASK))
  926. continue;
  927. ele_fix += it.rate;
  928. }
  929. cardfix = cardfix * (100 - ele_fix) / 100;
  930. if( left&1 && lh_ele != rh_ele ) {
  931. 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];
  932. for (const auto &it : tsd->subele2) {
  933. if (it.ele != ELE_ALL && it.ele != lh_ele)
  934. continue;
  935. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  936. ((it.flag)&flag)&BF_RANGEMASK &&
  937. ((it.flag)&flag)&BF_SKILLMASK))
  938. continue;
  939. ele_fix_lh += it.rate;
  940. }
  941. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  942. }
  943. cardfix = cardfix * (100 - tsd->indexed_bonus.subdefele[s_defele] - tsd->indexed_bonus.subdefele[ELE_ALL]) / 100;
  944. }
  945. int32 race_fix = 0;
  946. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  947. cardfix = cardfix * (100 - tsd->indexed_bonus.weapon_subsize[sstatus->size] - tsd->indexed_bonus.weapon_subsize[SZ_ALL]) / 100;
  948. for (const auto &raceit : s_race2)
  949. race_fix += tsd->indexed_bonus.subrace2[raceit];
  950. cardfix = cardfix * (100 - race_fix) / 100;
  951. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  952. for (const auto &it : tsd->subrace3) {
  953. if (it.race != RC_ALL && it.race != sstatus->race)
  954. continue;
  955. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  956. ((it.flag)&flag)&BF_RANGEMASK &&
  957. ((it.flag)&flag)&BF_SKILLMASK))
  958. continue;
  959. race_fix += it.rate;
  960. }
  961. cardfix = cardfix * (100 - race_fix) / 100;
  962. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  963. for (const auto &it : tsd->add_def) {
  964. if (it.id == s_class) {
  965. cardfix = cardfix * (100 - it.val) / 100;
  966. break;
  967. }
  968. }
  969. if( flag&BF_SHORT )
  970. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  971. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  972. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  973. if( tsc->getSCE(SC_DEF_RATE) )
  974. cardfix = cardfix * (100 - tsc->getSCE(SC_DEF_RATE)->val1) / 100;
  975. APPLY_CARDFIX(damage, cardfix);
  976. }
  977. // Custom on BF_WEAPON to follow SC_ debuff BF_MAGIC renewal behavior
  978. if (tsc != nullptr && !nk[NK_IGNOREDEFCARD] && !nk[NK_IGNOREELEMENT]) {
  979. cardfix = 1000;
  980. cardfix = cardfix * (100 + battle_calc_cardfix_debuff( *tsc, rh_ele )) / 100;
  981. APPLY_CARDFIX(damage, cardfix);
  982. }
  983. break;
  984. case BF_MISC:
  985. // Affected by target DEF bonuses
  986. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  987. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  988. 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];
  989. for (const auto &it : tsd->subele2) {
  990. if (it.ele != rh_ele)
  991. continue;
  992. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  993. ((it.flag)&flag)&BF_RANGEMASK &&
  994. ((it.flag)&flag)&BF_SKILLMASK))
  995. continue;
  996. ele_fix += it.rate;
  997. }
  998. if (s_defele != ELE_NONE)
  999. ele_fix += tsd->indexed_bonus.subdefele[s_defele] + tsd->indexed_bonus.subdefele[ELE_ALL];
  1000. cardfix = cardfix * (100 - ele_fix) / 100;
  1001. }
  1002. int32 race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  1003. for (const auto &it : tsd->subrace3) {
  1004. if (it.race != RC_ALL && it.race != sstatus->race)
  1005. continue;
  1006. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  1007. ((it.flag)&flag)&BF_RANGEMASK &&
  1008. ((it.flag)&flag)&BF_SKILLMASK))
  1009. continue;
  1010. race_fix += it.rate;
  1011. }
  1012. cardfix = cardfix * (100 - race_fix) / 100;
  1013. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  1014. race_fix = 0;
  1015. for (const auto &raceit : s_race2)
  1016. race_fix += tsd->indexed_bonus.subrace2[raceit];
  1017. cardfix = cardfix * (100 - race_fix) / 100;
  1018. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  1019. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  1020. if( flag&BF_SHORT )
  1021. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  1022. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  1023. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  1024. APPLY_CARDFIX(damage, cardfix);
  1025. }
  1026. // Custom on BF_MISC to follow SC_ debuff BF_MAGIC renewal behavior
  1027. if (tsc != nullptr && !nk[NK_IGNOREDEFCARD] && !nk[NK_IGNOREELEMENT]) {
  1028. cardfix = 1000;
  1029. cardfix = cardfix * (100 + battle_calc_cardfix_debuff( *tsc, rh_ele )) / 100;
  1030. APPLY_CARDFIX(damage, cardfix);
  1031. }
  1032. break;
  1033. }
  1034. #undef APPLY_CARDFIX
  1035. return (int32)cap_value(damage - original_damage, INT_MIN, INT_MAX);
  1036. }
  1037. /**
  1038. * Absorb damage based on criteria
  1039. * @param bl
  1040. * @param d Damage
  1041. **/
  1042. static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
  1043. int64 dmg_ori = 0, dmg_new = 0;
  1044. nullpo_retv(bl);
  1045. nullpo_retv(d);
  1046. if (!d->damage && !d->damage2)
  1047. return;
  1048. switch (bl->type) {
  1049. case BL_PC:
  1050. {
  1051. map_session_data *sd = BL_CAST(BL_PC, bl);
  1052. if (!sd)
  1053. return;
  1054. dmg_ori = dmg_new = d->damage + d->damage2;
  1055. if (sd->bonus.absorb_dmg_maxhp) {
  1056. int32 hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
  1057. if (dmg_ori > hp)
  1058. dmg_new = dmg_ori - hp;
  1059. }
  1060. if (sd->bonus.absorb_dmg_maxhp2) {
  1061. int32 hp = sd->bonus.absorb_dmg_maxhp2 * status_get_max_hp(bl) / 100;
  1062. if (dmg_ori > hp) {
  1063. dmg_new = hp;
  1064. }
  1065. }
  1066. }
  1067. break;
  1068. }
  1069. if (dmg_ori == dmg_new)
  1070. return;
  1071. if (!d->damage2)
  1072. d->damage = dmg_new;
  1073. else if (!d->damage)
  1074. d->damage2 = dmg_new;
  1075. else {
  1076. d->damage = dmg_new;
  1077. d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
  1078. if (d->damage2 < 1)
  1079. d->damage2 = 1;
  1080. d->damage = d->damage - d->damage2;
  1081. }
  1082. }
  1083. /**
  1084. * Check for active statuses that block damage
  1085. * @param src: Attacker
  1086. * @param target: Target of attack
  1087. * @param sc: Status Change data
  1088. * @param d: Damage data
  1089. * @param damage: Damage received as a reference
  1090. * @param skill_id: Skill ID
  1091. * @param skill_lv: Skill level
  1092. * @return True: Damage inflicted, False: Missed
  1093. **/
  1094. 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) {
  1095. if (!src || !target || !sc || !d)
  1096. return true;
  1097. status_change_entry *sce;
  1098. int32 flag = d->flag;
  1099. // SC Types that must be first because they may or may not block damage
  1100. if ((sce = sc->getSCE(SC_KYRIE)) && damage > 0) {
  1101. sce->val2 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
  1102. if (flag & BF_WEAPON || skill_id == TF_THROWSTONE) {
  1103. if (sce->val2 >= 0)
  1104. damage = 0;
  1105. else
  1106. damage = -sce->val2;
  1107. }
  1108. if ((--sce->val3) <= 0 || (sce->val2 <= 0) || skill_id == AL_HOLYLIGHT)
  1109. status_change_end(target, SC_KYRIE);
  1110. }
  1111. int32 element;
  1112. if (flag & BF_WEAPON) {
  1113. status_data* sstatus = status_get_status_data(*src);
  1114. if(sstatus->rhw.ele == ELE_NEUTRAL && sstatus->lhw.ele > sstatus->rhw.ele)
  1115. element = battle_get_weapon_element(d, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  1116. else
  1117. element = battle_get_weapon_element(d, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  1118. } else if(flag & BF_MAGIC)
  1119. element = battle_get_magic_element(src, target, skill_id, skill_lv, d->miscflag);
  1120. else
  1121. element = battle_get_misc_element(src, target, skill_id, skill_lv, d->miscflag);
  1122. switch( element ){
  1123. case ELE_NEUTRAL:
  1124. if( sc->getSCE( SC_IMMUNE_PROPERTY_NOTHING ) ){
  1125. damage = 0;
  1126. return false;
  1127. }
  1128. break;
  1129. case ELE_WATER:
  1130. if( sc->getSCE( SC_IMMUNE_PROPERTY_WATER ) ){
  1131. damage = 0;
  1132. return false;
  1133. }
  1134. break;
  1135. case ELE_EARTH:
  1136. if( sc->getSCE( SC_IMMUNE_PROPERTY_GROUND ) ){
  1137. damage = 0;
  1138. return false;
  1139. }
  1140. break;
  1141. case ELE_FIRE:
  1142. if( sc->getSCE( SC_IMMUNE_PROPERTY_FIRE ) ){
  1143. damage = 0;
  1144. return false;
  1145. }
  1146. break;
  1147. case ELE_WIND:
  1148. if( sc->getSCE( SC_IMMUNE_PROPERTY_WIND ) ){
  1149. damage = 0;
  1150. return false;
  1151. }
  1152. break;
  1153. case ELE_DARK:
  1154. if( sc->getSCE( SC_IMMUNE_PROPERTY_DARKNESS ) ){
  1155. damage = 0;
  1156. return false;
  1157. }
  1158. break;
  1159. case ELE_HOLY:
  1160. if( sc->getSCE( SC_IMMUNE_PROPERTY_SAINT ) ){
  1161. damage = 0;
  1162. return false;
  1163. }
  1164. break;
  1165. case ELE_POISON:
  1166. if( sc->getSCE( SC_IMMUNE_PROPERTY_POISON ) ){
  1167. damage = 0;
  1168. return false;
  1169. }
  1170. break;
  1171. case ELE_GHOST:
  1172. if( sc->getSCE( SC_IMMUNE_PROPERTY_TELEKINESIS ) ){
  1173. damage = 0;
  1174. return false;
  1175. }
  1176. break;
  1177. case ELE_UNDEAD:
  1178. if( sc->getSCE( SC_IMMUNE_PROPERTY_UNDEAD ) ){
  1179. damage = 0;
  1180. return false;
  1181. }
  1182. break;
  1183. }
  1184. if ((sce = sc->getSCE(SC_P_ALTER)) && damage > 0) {
  1185. clif_specialeffect(target, EF_GUARD, AREA);
  1186. sce->val3 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
  1187. if (sce->val3 >= 0)
  1188. damage = 0;
  1189. else
  1190. damage = -sce->val3;
  1191. if (sce->val3 <= 0)
  1192. status_change_end(target, SC_P_ALTER);
  1193. }
  1194. if ((sce = sc->getSCE(SC_TUNAPARTY)) && damage > 0) {
  1195. sce->val2 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
  1196. if (sce->val2 >= 0)
  1197. damage = 0;
  1198. else
  1199. damage = -sce->val2;
  1200. if (sce->val2 <= 0)
  1201. status_change_end(target, SC_TUNAPARTY);
  1202. }
  1203. if ((sce = sc->getSCE(SC_DIMENSION1)) && damage > 0) {
  1204. sce->val2 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
  1205. if (sce->val2 <= 0)
  1206. status_change_end(target, SC_DIMENSION1);
  1207. return false;
  1208. }
  1209. if ((sce = sc->getSCE(SC_DIMENSION2)) && damage > 0) {
  1210. sce->val2 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
  1211. if (sce->val2 <= 0)
  1212. status_change_end(target, SC_DIMENSION2);
  1213. return false;
  1214. }
  1215. if ((sce = sc->getSCE(SC_GUARDIAN_S)) && damage > 0) {
  1216. clif_specialeffect(target, EF_GUARD3, AREA);// Not official but we gotta show some way the barrier is working. [Rytech]
  1217. sce->val2 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
  1218. if (flag & BF_WEAPON) {
  1219. if (sce->val2 >= 0)
  1220. damage = 0;
  1221. else
  1222. damage = -sce->val2;
  1223. }
  1224. if (sce->val2 <= 0)
  1225. status_change_end(target, SC_GUARDIAN_S);
  1226. }
  1227. // Weapon Blocking can be triggered while the above statuses are active.
  1228. if ((sce = sc->getSCE(SC_WEAPONBLOCKING)) && flag & (BF_SHORT | BF_WEAPON) && rnd() % 100 < sce->val2) {
  1229. clif_skill_nodamage(target, *src, GC_WEAPONBLOCKING, sce->val1);
  1230. sc_start(src, target, SC_WEAPONBLOCK_ON, 100, src->id, skill_get_time2(GC_WEAPONBLOCKING, sce->val1));
  1231. d->dmg_lv = ATK_BLOCK;
  1232. return false;
  1233. }
  1234. if (damage == 0)
  1235. return false;
  1236. // ATK_BLOCK Type
  1237. if ((sce = sc->getSCE(SC_SAFETYWALL)) && (flag&(BF_SHORT | BF_MAGIC)) == BF_SHORT) {
  1238. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  1239. if (group) {
  1240. d->dmg_lv = ATK_BLOCK;
  1241. switch (sce->val2) {
  1242. case MG_SAFETYWALL:
  1243. if (--group->val2 <= 0) {
  1244. skill_delunitgroup(group);
  1245. break;
  1246. }
  1247. #ifdef RENEWAL
  1248. if (group->val3 - damage > 0)
  1249. group->val3 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
  1250. else
  1251. skill_delunitgroup(group);
  1252. #endif
  1253. break;
  1254. case MH_STEINWAND:
  1255. if (--group->val2 <= 0) {
  1256. skill_delunitgroup(group);
  1257. break;
  1258. }
  1259. if (group->val3 - damage > 0)
  1260. group->val3 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
  1261. else
  1262. skill_delunitgroup(group);
  1263. break;
  1264. }
  1265. return false;
  1266. }
  1267. status_change_end(target, SC_SAFETYWALL);
  1268. }
  1269. if ((sc->getSCE(SC_PNEUMA) && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1270. #ifdef RENEWAL
  1271. (sc->getSCE(SC_BASILICA_CELL)
  1272. #else
  1273. (sc->getSCE(SC_BASILICA)
  1274. #endif
  1275. && !status_bl_has_mode(src, MD_STATUSIMMUNE) && skill_id != SP_SOULEXPLOSION) ||
  1276. (sc->getSCE(SC_ZEPHYR) && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL | INF_SELF_SKILL))) ||
  1277. sc->getSCE(SC__MANHOLE) ||
  1278. sc->getSCE(SC_KINGS_GRACE) ||
  1279. sc->getSCE(SC_GRAVITYCONTROL)
  1280. )
  1281. {
  1282. d->dmg_lv = ATK_BLOCK;
  1283. return false;
  1284. }
  1285. if (sc->getSCE(SC_WHITEIMPRISON)) { // Gravitation and Pressure do damage without removing the effect
  1286. if (skill_id == MG_NAPALMBEAT ||
  1287. skill_id == MG_SOULSTRIKE ||
  1288. skill_id == WL_SOULEXPANSION ||
  1289. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  1290. (skill_id == 0 && (status_get_status_data(*src))->rhw.ele == ELE_GHOST))
  1291. {
  1292. if (skill_id == WL_SOULEXPANSION)
  1293. damage *= 2; // If used against a player in White Imprison, the skill deals double damage.
  1294. status_change_end(target, SC_WHITEIMPRISON); // Those skills do damage and removes effect
  1295. } else {
  1296. d->dmg_lv = ATK_BLOCK;
  1297. return false;
  1298. }
  1299. }
  1300. if ((sce = sc->getSCE(SC_MILLENNIUMSHIELD)) && sce->val2 > 0 && damage > 0) {
  1301. sce->val3 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX)); // absorb damage
  1302. d->dmg_lv = ATK_BLOCK;
  1303. if (sce->val3 <= 0) { // Shield Down
  1304. sce->val2--;
  1305. if (sce->val2 > 0) {
  1306. clif_millenniumshield( *target, sce->val2 );
  1307. sce->val3 = 1000; // Next shield
  1308. } else
  1309. status_change_end(target, SC_MILLENNIUMSHIELD); // All shields down
  1310. status_change_start(src, target, SC_STUN, 10000, 0, 0, 0, 0, 1000, SCSTART_NOTICKDEF);
  1311. }
  1312. return false;
  1313. }
  1314. // ATK_MISS Type
  1315. if ((sce = sc->getSCE(SC_AUTOGUARD)) && flag&BF_WEAPON && rnd() % 100 < sce->val2 && !skill_get_inf2(skill_id, INF2_IGNOREAUTOGUARD)) {
  1316. status_change_entry *sce_d = sc->getSCE(SC_DEVOTION);
  1317. block_list *d_bl;
  1318. int32 delay;
  1319. // different delay depending on skill level [celest]
  1320. if (sce->val1 <= 5)
  1321. delay = 300;
  1322. else if (sce->val1 > 5 && sce->val1 <= 9)
  1323. delay = 200;
  1324. else
  1325. delay = 100;
  1326. map_session_data *sd = map_id2sd(target->id);
  1327. if (sd && pc_issit(sd))
  1328. pc_setstand(sd, true);
  1329. if (sce_d && (d_bl = map_id2bl(sce_d->val1)) &&
  1330. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  1331. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == target->id)) &&
  1332. check_distance_bl(target, d_bl, sce_d->val3))
  1333. { //If player is target of devotion, show guard effect on the devotion caster rather than the target
  1334. clif_skill_nodamage(d_bl, *d_bl, CR_AUTOGUARD, sce->val1);
  1335. unit_set_walkdelay(d_bl, gettick(), delay, 1);
  1336. d->dmg_lv = ATK_MISS;
  1337. return false;
  1338. } else {
  1339. clif_skill_nodamage(target, *target, CR_AUTOGUARD, sce->val1);
  1340. unit_set_walkdelay(target, gettick(), delay, 1);
  1341. #ifdef RENEWAL
  1342. if (sc->getSCE(SC_SHRINK))
  1343. sc_start(target, src, SC_STUN, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1344. #else
  1345. if (sc->getSCE(SC_SHRINK) && rnd() % 100 < 5 * sce->val1)
  1346. skill_blown(target, src, skill_get_blewcount(CR_SHRINK, 1), -1, BLOWN_NONE);
  1347. #endif
  1348. d->dmg_lv = ATK_MISS;
  1349. return false;
  1350. }
  1351. }
  1352. if (sc->getSCE(SC_NEUTRALBARRIER) && ((flag&(BF_LONG|BF_MAGIC)) == BF_LONG
  1353. #ifndef RENEWAL
  1354. || skill_id == CR_ACIDDEMONSTRATION
  1355. #endif
  1356. )) {
  1357. d->dmg_lv = ATK_MISS;
  1358. return false;
  1359. }
  1360. // ATK_DEF Type
  1361. if ((sce = sc->getSCE(SC_LIGHTNINGWALK)) && !(flag & BF_MAGIC) && flag&BF_LONG && rnd() % 100 < sce->val1) {
  1362. uint8 dir = map_calc_dir(target, src->x, src->y);
  1363. if (unit_movepos(target, src->x - dirx[dir], src->y - diry[dir], 1, 1)) {
  1364. clif_blown(target);
  1365. unit_setdir(target, dir);
  1366. }
  1367. d->dmg_lv = ATK_DEF;
  1368. status_change_end(target, SC_LIGHTNINGWALK);
  1369. return false;
  1370. }
  1371. // Other
  1372. if ((sc->getSCE(SC_HERMODE) && flag&BF_MAGIC) ||
  1373. (sc->getSCE(SC_TATAMIGAESHI) && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1374. (sc->getSCE(SC_MEIKYOUSISUI) && rnd() % 100 < 40)) // custom value
  1375. return false;
  1376. if ((sce = sc->getSCE(SC_PARRYING)) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd() % 100 < sce->val2) {
  1377. clif_skill_nodamage(target, *target, LK_PARRYING, sce->val1);
  1378. unit_set_attackdelay(*target, gettick());
  1379. return false;
  1380. }
  1381. 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) {
  1382. map_session_data *sd = map_id2sd(target->id);
  1383. if (sd && pc_issit(sd))
  1384. pc_setstand(sd, true); //Stand it to dodge.
  1385. clif_skill_nodamage(target, *target, TK_DODGE, 1);
  1386. sc_start4(src, target, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  1387. return false;
  1388. }
  1389. 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.
  1390. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1391. //Shouldn't end until Breaker's non-weapon part connects.
  1392. #ifndef RENEWAL
  1393. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  1394. #endif
  1395. if (--sce->val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  1396. status_change_end(target, SC_KAUPE);
  1397. return false;
  1398. }
  1399. if (flag&BF_MAGIC && (sce = sc->getSCE(SC_PRESTIGE)) && rnd() % 100 < sce->val2) {
  1400. clif_specialeffect(target, EF_STORMKICK4, AREA); // Still need confirm it.
  1401. return false;
  1402. }
  1403. if (((sce = sc->getSCE(SC_UTSUSEMI)) || sc->getSCE(SC_BUNSINJYUTSU)) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNORECICADA)) {
  1404. skill_additional_effect(src, target, skill_id, skill_lv, flag, ATK_BLOCK, gettick());
  1405. if (!status_isdead(*src))
  1406. skill_counter_additional_effect(src, target, skill_id, skill_lv, flag, gettick());
  1407. if (sce) {
  1408. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1409. skill_blown(src, target, sce->val3, -1, BLOWN_NONE);
  1410. }
  1411. //Both need to be consumed if they are active.
  1412. if (sce && --sce->val2 <= 0)
  1413. status_change_end(target, SC_UTSUSEMI);
  1414. if ((sce = sc->getSCE(SC_BUNSINJYUTSU)) && --sce->val2 <= 0)
  1415. status_change_end(target, SC_BUNSINJYUTSU);
  1416. return false;
  1417. }
  1418. if ((sce = sc->getSCE(SC_DAMAGE_HEAL))) {
  1419. if (damage > 0 && (flag & sce->val2)) {
  1420. int32 heal = static_cast<int32>( i64min( damage, INT32_MAX ) );
  1421. if(flag & BF_WEAPON) {
  1422. clif_specialeffect_value(target, EF_HEAL, heal, AREA);
  1423. } else {
  1424. clif_specialeffect_value(target, 1143, heal, AREA);
  1425. }
  1426. clif_specialeffect_value(target, EF_GREEN_NUMBER, heal, AREA);
  1427. status_heal(target, damage, 0, 0);
  1428. damage = 0;
  1429. return false;
  1430. }
  1431. }
  1432. return true;
  1433. }
  1434. /**
  1435. * Check damage through status.
  1436. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
  1437. * After this we apply bg/gvg reduction
  1438. * @param src
  1439. * @param bl
  1440. * @param d
  1441. * @param damage
  1442. * @param skill_id
  1443. * @param skill_lv
  1444. * @return damage
  1445. */
  1446. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  1447. {
  1448. map_session_data *sd = nullptr, *tsd = BL_CAST(BL_PC, src);
  1449. struct status_change_entry *sce;
  1450. int32 div_ = d->div_, flag = d->flag;
  1451. nullpo_ret(bl);
  1452. if( !damage )
  1453. return 0;
  1454. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  1455. return 0;
  1456. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_id && skill_get_type(skill_id) != BF_MISC
  1457. && skill_get_casttype(skill_id) == CAST_GROUND )
  1458. return 0;
  1459. if (bl->type == BL_PC) {
  1460. sd=(map_session_data *)bl;
  1461. //Special no damage states
  1462. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  1463. damage -= damage * sd->special_state.no_weapon_damage / 100;
  1464. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  1465. damage -= damage * sd->special_state.no_magic_damage / 100;
  1466. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  1467. damage -= damage * sd->special_state.no_misc_damage / 100;
  1468. if(!damage)
  1469. return 0;
  1470. }
  1471. switch (skill_id) {
  1472. #ifndef RENEWAL
  1473. case PA_PRESSURE:
  1474. case HW_GRAVITATION:
  1475. #endif
  1476. case SP_SOULEXPLOSION:
  1477. // Adjust these based on any possible PK damage rates.
  1478. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1479. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1480. return damage; //These skills bypass everything else.
  1481. }
  1482. status_change* tsc = status_get_sc(bl); //check target status
  1483. // Nothing can reduce the damage, but Safety Wall and Millennium Shield can block it completely.
  1484. // So can defense sphere's but what the heck is that??? [Rytech]
  1485. if (skill_id == SJ_NOVAEXPLOSING && !(tsc && (tsc->getSCE(SC_SAFETYWALL) || tsc->getSCE(SC_MILLENNIUMSHIELD)))) {
  1486. // Adjust this based on any possible PK damage rates.
  1487. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1488. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1489. return damage;
  1490. }
  1491. if( tsc != nullptr && !tsc->empty() ) {
  1492. // Barrier just sets damage to 1 per hit and prevents the rest of the code from being processed
  1493. // But only if the damage at this point is greater than 0
  1494. if (damage > 0 && tsc->getSCE(SC_BARRIER) != nullptr)
  1495. return div_;
  1496. // Damage increasing effects
  1497. #ifdef RENEWAL // Flat +400% damage from melee
  1498. if (tsc->getSCE(SC_KAITE) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  1499. damage *= 4;
  1500. #endif
  1501. if (tsc->getSCE(SC_GROUNDGRAVITY) && flag&(BF_MAGIC|BF_WEAPON))
  1502. damage += damage * 10 / 100;
  1503. if (tsc->getSCE(SC_SHIELDCHAINRUSH))
  1504. damage += damage / 10;
  1505. if (tsc->getSCE(SC_AETERNA) && skill_id != PF_SOULBURN) {
  1506. if (src->type != BL_MER || !skill_id)
  1507. damage *= 2; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  1508. #ifndef RENEWAL
  1509. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  1510. #endif
  1511. status_change_end(bl, SC_AETERNA); //Shouldn't end until Breaker's non-weapon part connects.
  1512. }
  1513. #ifdef RENEWAL
  1514. if( tsc->getSCE(SC_RAID) ) {
  1515. if (status_get_class_(bl) == CLASS_BOSS)
  1516. damage += damage * 15 / 100;
  1517. else
  1518. damage += damage * 30 / 100;
  1519. }
  1520. #endif
  1521. if( damage ) {
  1522. if( tsc->getSCE(SC_DEEPSLEEP) ) {
  1523. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  1524. status_change_end(bl,SC_DEEPSLEEP);
  1525. }
  1526. if( tsd && sd && tsc->getSCE(SC_CRYSTALIZE) && flag&BF_WEAPON ) {
  1527. switch(tsd->status.weapon) {
  1528. case W_MACE:
  1529. case W_2HMACE:
  1530. case W_1HAXE:
  1531. case W_2HAXE:
  1532. damage += damage / 2;
  1533. break;
  1534. case W_MUSICAL:
  1535. case W_WHIP:
  1536. if(!tsd->state.arrow_atk)
  1537. break;
  1538. [[fallthrough]];
  1539. case W_BOW:
  1540. case W_REVOLVER:
  1541. case W_RIFLE:
  1542. case W_GATLING:
  1543. case W_SHOTGUN:
  1544. case W_GRENADE:
  1545. case W_DAGGER:
  1546. case W_1HSWORD:
  1547. case W_2HSWORD:
  1548. damage -= damage / 2;
  1549. break;
  1550. }
  1551. }
  1552. if( tsc->getSCE(SC_VOICEOFSIREN) )
  1553. status_change_end(bl,SC_VOICEOFSIREN);
  1554. }
  1555. if (tsc->getSCE(SC_SOUNDOFDESTRUCTION))
  1556. damage *= 2;
  1557. if (tsc->getSCE(SC_DARKCROW) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
  1558. int32 bonus = tsc->getSCE(SC_DARKCROW)->val2;
  1559. if( tsc->getSCE(SC_BURNT) && status_get_element(src) == ELE_FIRE )
  1560. damage += damage * 666 / 100; //Custom value
  1561. if (status_get_class_(bl) == CLASS_BOSS)
  1562. bonus /= 2;
  1563. damage += damage * bonus / 100;
  1564. }
  1565. if (tsc->getSCE(SC_HOLY_OIL) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1566. damage += damage * (3 * tsc->getSCE(SC_HOLY_OIL)->val1) / 100;
  1567. if( tsc->getSCE( SC_RUSH_QUAKE1 ) && ( flag&BF_WEAPON ) == BF_WEAPON ){
  1568. damage += damage * 50 / 100;
  1569. }
  1570. if (tsc->getSCE(SC_SHADOW_SCAR)) // !TODO: Need official adjustment for this too.
  1571. damage += damage * (3 * tsc->getSCE(SC_SHADOW_SCAR)->val1) / 100;
  1572. // Damage reductions
  1573. // Assumptio increases DEF on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  1574. #ifndef RENEWAL
  1575. if( tsc->getSCE(SC_ASSUMPTIO) ) {
  1576. if( map_flag_vs(bl->m) )
  1577. damage = (int64)damage*2/3; //Receive 66% damage
  1578. else
  1579. damage /= 2; //Receive 50% damage
  1580. }
  1581. #endif
  1582. if( tsc->getSCE( SC_SHADOW_CLOCK ) != nullptr && ( flag&(BF_WEAPON|BF_MAGIC) ) ){
  1583. damage = damage * 85 / 100;
  1584. }
  1585. if (tsc->getSCE(SC_DEFENDER) &&
  1586. skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE &&
  1587. #ifdef RENEWAL
  1588. ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == GN_FIRE_EXPANSION_ACID))
  1589. #else
  1590. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1591. #endif
  1592. damage -= damage * tsc->getSCE(SC_DEFENDER)->val2 / 100;
  1593. if(tsc->getSCE(SC_ADJUSTMENT) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1594. damage -= damage * 20 / 100;
  1595. if(tsc->getSCE(SC_FOGWALL) && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER && skill_id != NPC_DRAGONBREATH) {
  1596. if(flag&BF_SKILL) //25% reduction
  1597. damage -= damage * 25 / 100;
  1598. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1599. damage /= 4; //75% reduction
  1600. }
  1601. if (tsc->getSCE(SC_SPORE_EXPLOSION) && (flag & BF_LONG) == BF_LONG)
  1602. damage += damage * (status_get_class(bl) == CLASS_BOSS ? 5 : 10) / 100;
  1603. if(tsc->getSCE(SC_ARMORCHANGE)) {
  1604. //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
  1605. if(flag&BF_WEAPON)
  1606. damage -= damage * tsc->getSCE(SC_ARMORCHANGE)->val2 / 100;
  1607. else if(flag&BF_MAGIC)
  1608. damage -= damage * tsc->getSCE(SC_ARMORCHANGE)->val3 / 100;
  1609. }
  1610. if(tsc->getSCE(SC_SMOKEPOWDER)) {
  1611. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  1612. damage -= damage * 15 / 100; // 15% reduction to physical melee attacks
  1613. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  1614. damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks
  1615. }
  1616. if (tsc->getSCE(SC_WATER_BARRIER))
  1617. damage = damage * 80 / 100; // 20% reduction to all type attacks
  1618. if (tsc->getSCE(SC_SU_STOOP))
  1619. damage -= damage * 90 / 100;
  1620. if((sce=tsc->getSCE(SC_ARMOR)) && //NPC_DEFENDER
  1621. sce->val3&flag && sce->val4&flag)
  1622. damage /= tsc->getSCE(SC_ARMOR)->val2;
  1623. if( tsc->getSCE(SC_ENERGYCOAT) && (skill_id == GN_HELLS_PLANT_ATK ||
  1624. #ifdef RENEWAL
  1625. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  1626. #else
  1627. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  1628. #endif
  1629. ) )
  1630. {
  1631. status_data* status = status_get_status_data(*bl);
  1632. int32 per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  1633. per /=20; //Uses 20% SP intervals.
  1634. //SP Cost: 1% + 0.5% per every 20% SP
  1635. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  1636. status_change_end(bl, SC_ENERGYCOAT);
  1637. damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20%
  1638. }
  1639. if(tsc->getSCE(SC_GRANITIC_ARMOR))
  1640. damage -= damage * tsc->getSCE(SC_GRANITIC_ARMOR)->val2 / 100;
  1641. if(tsc->getSCE(SC_PAIN_KILLER)) {
  1642. damage -= tsc->getSCE(SC_PAIN_KILLER)->val2;
  1643. damage = i64max(damage, 1);
  1644. }
  1645. if( (sce=tsc->getSCE(SC_MAGMA_FLOW)) && (rnd()%100 <= sce->val2) )
  1646. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  1647. if( damage > 0 && (sce = tsc->getSCE(SC_STONEHARDSKIN)) ) {
  1648. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  1649. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  1650. else if (flag&(BF_WEAPON|BF_SHORT))
  1651. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  1652. }
  1653. if (src->type == BL_PC && tsc->getSCE(SC_GVG_GOLEM)) {
  1654. if (flag&BF_WEAPON)
  1655. damage -= damage * tsc->getSCE(SC_GVG_GOLEM)->val3 / 100;
  1656. if (flag&BF_MAGIC)
  1657. damage -= damage * tsc->getSCE(SC_GVG_GOLEM)->val4 / 100;
  1658. }
  1659. #ifdef RENEWAL
  1660. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  1661. if( tsc->getSCE(SC_STEELBODY) )
  1662. damage = damage > 10 ? damage / 10 : 1;
  1663. #endif
  1664. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  1665. if( skill_id == RA_AIMEDBOLT && (tsc->getSCE(SC_BITE) || tsc->getSCE(SC_ANKLE) || tsc->getSCE(SC_ELECTRICSHOCKER)) ) {
  1666. status_change_end(bl, SC_BITE);
  1667. status_change_end(bl, SC_ANKLE);
  1668. status_change_end(bl, SC_ELECTRICSHOCKER);
  1669. }
  1670. if (!damage)
  1671. return 0;
  1672. if( sd && (sce = tsc->getSCE(SC_FORCEOFVANGUARD)) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1673. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1674. if( sd && (sce = tsc->getSCE(SC_GT_ENERGYGAIN)) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
  1675. int32 spheres = 5;
  1676. if( tsc->getSCE(SC_RAISINGDRAGON) )
  1677. spheres += tsc->getSCE(SC_RAISINGDRAGON)->val1;
  1678. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1679. }
  1680. if (tsc->getSCE(SC_STYLE_CHANGE) && tsc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING) {
  1681. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1682. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1683. hom_addspiritball(hd, 10);
  1684. }
  1685. if( tsc->getSCE(SC__DEADLYINFECT) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * tsc->getSCE(SC__DEADLYINFECT)->val1 )
  1686. status_change_spread(bl, src);
  1687. } //End of target SC_ check
  1688. //SC effects from caster side.
  1689. status_change* sc = status_get_sc(src);
  1690. if (sc != nullptr && !sc->empty()) {
  1691. if (sc->getSCE(SC_BREAKINGLIMIT)) {
  1692. switch (skill_id) {
  1693. case HN_SHIELD_CHAIN_RUSH:
  1694. case HN_DOUBLEBOWLINGBASH:
  1695. damage += damage * 120 / 100;
  1696. break;
  1697. case HN_MEGA_SONIC_BLOW:
  1698. case HN_SPIRAL_PIERCE_MAX:
  1699. damage *= 2;
  1700. break;
  1701. }
  1702. }
  1703. if ((sce = sc->getSCE(SC_BLOODLUST)) && flag & BF_WEAPON && damage > 0 && rnd_chance(sce->val3, 100))
  1704. status_heal(src, damage * sce->val4 / 100, 0, 1);
  1705. if ((sce = sc->getSCE(SC_BLOODSUCKER)) && flag & BF_WEAPON && damage > 0 && rnd() % 100 < (2 * sce->val1 - 1))
  1706. status_heal(src, damage * sce->val1 / 100, 0, 3);
  1707. if (flag&BF_MAGIC && bl->type == BL_PC && sc->getSCE(SC_GVG_GIANT) && sc->getSCE(SC_GVG_GIANT)->val4)
  1708. damage += damage * sc->getSCE(SC_GVG_GIANT)->val4 / 100;
  1709. if (sc->getSCE(SC_POISONINGWEAPON) && flag&BF_SHORT && damage > 0) {
  1710. damage += damage * 10 / 100;
  1711. if (rnd() % 100 < sc->getSCE(SC_POISONINGWEAPON)->val3)
  1712. 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)));
  1713. }
  1714. if( sc->getSCE(SC__DEADLYINFECT) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->getSCE(SC__DEADLYINFECT)->val1 )
  1715. status_change_spread(src, bl);
  1716. if (sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING) {
  1717. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1718. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1719. }
  1720. if (flag & BF_WEAPON && (sce = sc->getSCE(SC_ADD_ATK_DAMAGE)))
  1721. damage += damage * sce->val1 / 100;
  1722. if (flag & BF_MAGIC && (sce = sc->getSCE(SC_ADD_MATK_DAMAGE)))
  1723. damage += damage * sce->val1 / 100;
  1724. if (sc->getSCE(SC_DANCEWITHWUG) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1725. damage += damage * sc->getSCE(SC_DANCEWITHWUG)->val1 / 100;
  1726. if (sc->getSCE(SC_UNLIMITEDHUMMINGVOICE) && flag&BF_MAGIC)
  1727. damage += damage * sc->getSCE(SC_UNLIMITEDHUMMINGVOICE)->val3 / 100;
  1728. if (tsd && (sce = sc->getSCE(SC_SOULREAPER))) {
  1729. if (rnd()%100 < sce->val2 && tsd->soulball < MAX_SOUL_BALL) {
  1730. clif_specialeffect(src, 1208, AREA);
  1731. pc_addsoulball( *tsd, 1, 5 + 3 * pc_checkskill(tsd, SP_SOULENERGY) );
  1732. }
  1733. }
  1734. } //End of caster SC_ check
  1735. //PK damage rates
  1736. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1737. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1738. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1739. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1740. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1741. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1742. )
  1743. damage = div_;
  1744. }
  1745. if (sd && pc_ismadogear(sd)) {
  1746. pc_overheat(*sd, (battle_get_weapon_element(d, src, bl, skill_id, skill_lv, EQI_HAND_R, false) == ELE_FIRE ? 3 : 1));
  1747. }
  1748. // Target status (again), required for RELIEVE
  1749. sc = status_get_sc(bl);
  1750. // !TODO: Should RELIEVE needed to be down here or after some other check? Should the skill be independent of damagetaken from mob_db.yml?
  1751. if (sc != nullptr && !sc->empty()) {
  1752. if ((sce = sc->getSCE(SC_RELIEVE_ON)) && !sc->getSCE(SC_RELIEVE_OFF))
  1753. damage = i64max((damage - damage * sce->val2 / 100), 1);
  1754. }
  1755. if (bl->type == BL_MOB) { // Reduces damage received for Green Aura MVP
  1756. mob_data *md = BL_CAST(BL_MOB, bl);
  1757. if (md && md->damagetaken != 100)
  1758. damage = i64max(damage * md->damagetaken / 100, 1);
  1759. }
  1760. if (tsc != nullptr && !tsc->empty()) {
  1761. if (!battle_status_block_damage(src, bl, tsc, d, damage, skill_id, skill_lv)) // Statuses that reduce damage to 0.
  1762. return 0;
  1763. }
  1764. return damage;
  1765. }
  1766. /**
  1767. * Determines whether battleground target can be hit
  1768. * @param src: Source of attack
  1769. * @param bl: Target of attack
  1770. * @param skill_id: Skill ID used
  1771. * @param flag: Special flags
  1772. * @return Can be hit (true) or can't be hit (false)
  1773. */
  1774. bool battle_can_hit_bg_target(struct block_list *src, struct block_list *bl, uint16 skill_id, int32 flag)
  1775. {
  1776. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1777. struct unit_data *ud = unit_bl2ud(bl);
  1778. if (ud && ud->immune_attack)
  1779. return false;
  1780. if (md && md->bg_id) {
  1781. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) && flag&BF_SKILL) //Skill immunity.
  1782. return false;
  1783. if (src->type == BL_PC) {
  1784. map_session_data *sd = map_id2sd(src->id);
  1785. if (sd && sd->bg_id == md->bg_id)
  1786. return false;
  1787. }
  1788. }
  1789. return true;
  1790. }
  1791. /**
  1792. * Calculates BG related damage adjustments.
  1793. * @param src
  1794. * @param bl
  1795. * @param damage
  1796. * @param skill_id
  1797. * @param flag
  1798. * @return damage
  1799. * Credits:
  1800. * Original coder Skotlex
  1801. * Initial refactoring by Baalberith
  1802. * Refined and optimized by helvetica
  1803. */
  1804. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int32 flag)
  1805. {
  1806. if( !damage )
  1807. return 0;
  1808. if (!battle_can_hit_bg_target(src, bl, skill_id, flag))
  1809. return 0;
  1810. if(skill_get_inf2(skill_id, INF2_IGNOREBGREDUCTION))
  1811. return damage; //skill that ignore bg map reduction
  1812. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1813. if( flag&BF_WEAPON )
  1814. damage = damage * battle_config.bg_weapon_damage_rate / 100;
  1815. if( flag&BF_MAGIC )
  1816. damage = damage * battle_config.bg_magic_damage_rate / 100;
  1817. if( flag&BF_MISC )
  1818. damage = damage * battle_config.bg_misc_damage_rate / 100;
  1819. } else { //Normal attacks get reductions based on range.
  1820. if( flag&BF_SHORT )
  1821. damage = damage * battle_config.bg_short_damage_rate / 100;
  1822. if( flag&BF_LONG )
  1823. damage = damage * battle_config.bg_long_damage_rate / 100;
  1824. }
  1825. damage = i64max(damage,1); //min 1 damage
  1826. return damage;
  1827. }
  1828. /**
  1829. * Determines whether target can be hit
  1830. * @param src
  1831. * @param bl
  1832. * @param skill_id
  1833. * @param flag
  1834. * @return Can be hit (true) or can't be hit (false)
  1835. */
  1836. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int32 flag)
  1837. {
  1838. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1839. struct unit_data *ud = unit_bl2ud(bl);
  1840. int32 class_ = status_get_class(bl);
  1841. if (ud && ud->immune_attack)
  1842. return false;
  1843. if(md && (md->guardian_data || md->special_state.ai == AI_GUILD)) {
  1844. if ((status_bl_has_mode(bl,MD_SKILLIMMUNE) || (class_ == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM))) && flag&BF_SKILL) //Skill immunity.
  1845. return false;
  1846. if( src->type != BL_MOB || mob_is_clone( ((struct mob_data*)src)->mob_id ) ){
  1847. auto g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1848. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g->guild, GD_APPROVAL) <= 0 ))
  1849. return false;
  1850. if (g != nullptr) {
  1851. if (battle_config.guild_max_castles && guild_checkcastles(g->guild)>=battle_config.guild_max_castles)
  1852. return false; // [MouseJstr]
  1853. if (md->special_state.ai == AI_GUILD && g->guild.guild_id == md->master_id)
  1854. return false;
  1855. }
  1856. }
  1857. }
  1858. return true;
  1859. }
  1860. /**
  1861. * Calculates GVG related damage adjustments.
  1862. * @param src
  1863. * @param bl
  1864. * @param damage
  1865. * @param skill_id
  1866. * @param flag
  1867. * @return damage
  1868. */
  1869. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int32 flag)
  1870. {
  1871. if (!damage) //No reductions to make.
  1872. return 0;
  1873. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1874. return 0;
  1875. if (skill_get_inf2(skill_id, INF2_IGNOREGVGREDUCTION)) //Skills with no gvg damage reduction.
  1876. return damage;
  1877. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1878. if (flag&BF_WEAPON)
  1879. damage = damage * battle_config.gvg_weapon_damage_rate / 100;
  1880. if (flag&BF_MAGIC)
  1881. damage = damage * battle_config.gvg_magic_damage_rate / 100;
  1882. if (flag&BF_MISC)
  1883. damage = damage * battle_config.gvg_misc_damage_rate / 100;
  1884. } else { //Normal attacks get reductions based on range.
  1885. if (flag & BF_SHORT)
  1886. damage = damage * battle_config.gvg_short_damage_rate / 100;
  1887. if (flag & BF_LONG)
  1888. damage = damage * battle_config.gvg_long_damage_rate / 100;
  1889. }
  1890. damage = i64max(damage,1);
  1891. return damage;
  1892. }
  1893. /**
  1894. * Calculates PK related damage adjustments (between players only).
  1895. * @param src: Source object
  1896. * @param bl: Target object
  1897. * @param damage: Damage being done
  1898. * @param skill_id: Skill used
  1899. * @param flag: Battle flag type
  1900. * @return Modified damage
  1901. */
  1902. int64 battle_calc_pk_damage(block_list &src, block_list &bl, int64 damage, uint16 skill_id, int32 flag) {
  1903. if (damage == 0) // No reductions to make.
  1904. return 0;
  1905. if (battle_config.pk_mode == 0) // PK mode is disabled.
  1906. return damage;
  1907. if (src.type == BL_PC && bl.type == BL_PC) {
  1908. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1909. if (flag & BF_WEAPON)
  1910. damage = damage * battle_config.pk_weapon_damage_rate / 100;
  1911. if (flag & BF_MAGIC)
  1912. damage = damage * battle_config.pk_magic_damage_rate / 100;
  1913. if (flag & BF_MISC)
  1914. damage = damage * battle_config.pk_misc_damage_rate / 100;
  1915. } else { //Normal attacks get reductions based on range.
  1916. if (flag & BF_SHORT)
  1917. damage = damage * battle_config.pk_short_damage_rate / 100;
  1918. if (flag & BF_LONG)
  1919. damage = damage * battle_config.pk_long_damage_rate / 100;
  1920. }
  1921. }
  1922. return i64max(damage, 1);
  1923. }
  1924. /**
  1925. * HP/SP drain calculation
  1926. * @param damage Damage inflicted to the enemy
  1927. * @param rate Success chance 1000 = 100%
  1928. * @param per HP/SP drained
  1929. * @return diff
  1930. */
  1931. static int32 battle_calc_drain(int64 damage, int32 rate, int32 per)
  1932. {
  1933. int64 diff = 0;
  1934. if (per && (rate > 1000 || rnd()%1000 < rate)) {
  1935. diff = (damage * per) / 100;
  1936. if (diff == 0) {
  1937. if (per > 0)
  1938. diff = 1;
  1939. else
  1940. diff = -1;
  1941. }
  1942. }
  1943. return (int32)cap_value(diff, INT_MIN, INT_MAX);
  1944. }
  1945. /**
  1946. * Passive skill damage increases
  1947. * @param sd
  1948. * @param target
  1949. * @param dmg
  1950. * @param type
  1951. * @return damage
  1952. */
  1953. int64 battle_addmastery(map_session_data *sd,struct block_list *target,int64 dmg,int32 type)
  1954. {
  1955. int64 damage;
  1956. status_data* status = status_get_status_data(*target);
  1957. int32 weapon, skill;
  1958. #ifdef RENEWAL
  1959. damage = 0;
  1960. #else
  1961. damage = dmg;
  1962. #endif
  1963. nullpo_ret(sd);
  1964. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1965. target->type == BL_MOB && //This bonus doesn't work against players.
  1966. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) )
  1967. damage += (skill*(int32)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1968. 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) )
  1969. damage += (skill * 5);
  1970. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1971. damage += (skill * 10);
  1972. damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear
  1973. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_INSECT || status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM) ) {
  1974. damage += (skill * 4);
  1975. if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_HUNTER)
  1976. damage += sd->status.str;
  1977. }
  1978. #ifdef RENEWAL
  1979. //Weapon Research bonus applies to all weapons
  1980. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1981. damage += (skill * 2);
  1982. #endif
  1983. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  1984. damage += 15 * skill + (skill > 4 ? 25 : 0);
  1985. // Kagerou/Oboro Spirit Charm bonus
  1986. if (sd->spiritcharm >= MAX_SPIRITCHARM) {
  1987. if ((sd->spiritcharm_type == CHARM_TYPE_FIRE && status->def_ele == ELE_EARTH) ||
  1988. (sd->spiritcharm_type == CHARM_TYPE_WATER && status->def_ele == ELE_FIRE) ||
  1989. (sd->spiritcharm_type == CHARM_TYPE_LAND && status->def_ele == ELE_WIND) ||
  1990. (sd->spiritcharm_type == CHARM_TYPE_WIND && status->def_ele == ELE_WATER))
  1991. damage += damage * 30 / 100;
  1992. }
  1993. if(type == 0)
  1994. weapon = sd->weapontype1;
  1995. else
  1996. weapon = sd->weapontype2;
  1997. switch(weapon) {
  1998. case W_1HSWORD:
  1999. #ifdef RENEWAL
  2000. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  2001. damage += (skill * 3);
  2002. #endif
  2003. case W_DAGGER:
  2004. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  2005. damage += (skill * 4);
  2006. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  2007. damage += skill * 10;
  2008. break;
  2009. case W_2HSWORD:
  2010. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  2011. damage += (skill * 4);
  2012. break;
  2013. case W_1HSPEAR:
  2014. case W_2HSPEAR:
  2015. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  2016. if(!pc_isriding(sd) && !pc_isridingdragon(sd))
  2017. damage += (skill * 4);
  2018. else
  2019. damage += (skill * 5);
  2020. // Increase damage by level of KN_SPEARMASTERY * 10
  2021. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  2022. damage += (skill * 10);
  2023. }
  2024. break;
  2025. case W_1HAXE:
  2026. case W_2HAXE:
  2027. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  2028. damage += (skill * 3);
  2029. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  2030. damage += (skill * 5);
  2031. break;
  2032. case W_MACE:
  2033. case W_2HMACE:
  2034. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  2035. damage += (skill * 3);
  2036. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  2037. damage += (skill * 4);
  2038. break;
  2039. case W_FIST:
  2040. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  2041. damage += (skill * 10);
  2042. [[fallthrough]];
  2043. case W_KNUCKLE:
  2044. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  2045. damage += (skill * 3);
  2046. break;
  2047. case W_MUSICAL:
  2048. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  2049. damage += (skill * 3);
  2050. break;
  2051. case W_WHIP:
  2052. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  2053. damage += (skill * 3);
  2054. break;
  2055. case W_BOOK:
  2056. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  2057. damage += (skill * 3);
  2058. break;
  2059. case W_KATAR:
  2060. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  2061. damage += (skill * 3);
  2062. break;
  2063. }
  2064. return damage;
  2065. }
  2066. /** Calculates overrefine damage bonus and weapon related bonuses (unofficial)
  2067. * @param sd Player
  2068. * @param damage Current damage
  2069. * @param lr_type EQI_HAND_L:left-hand weapon, EQI_HAND_R:right-hand weapon
  2070. */
  2071. static void battle_add_weapon_damage(map_session_data *sd, int64 *damage, int32 lr_type) {
  2072. if (!sd)
  2073. return;
  2074. //rodatazone says that Overrefine bonuses are part of baseatk
  2075. //Here we also apply the weapon_damage_rate bonus so it is correctly applied on left/right hands.
  2076. if (lr_type == EQI_HAND_L) {
  2077. if (sd->left_weapon.overrefine)
  2078. (*damage) = (*damage) + rnd() % sd->left_weapon.overrefine + 1;
  2079. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype2])
  2080. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype2] / 100;
  2081. }
  2082. else if (lr_type == EQI_HAND_R) {
  2083. if (sd->right_weapon.overrefine)
  2084. (*damage) = (*damage) + rnd() % sd->right_weapon.overrefine + 1;
  2085. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype1])
  2086. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype1] / 100;
  2087. }
  2088. }
  2089. #ifdef RENEWAL
  2090. static int32 battle_calc_sizefix(int64 damage, map_session_data *sd, unsigned char t_size, unsigned char weapon_type, int16 flag)
  2091. {
  2092. if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players
  2093. damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  2094. return (int32)cap_value(damage, INT_MIN, INT_MAX);
  2095. }
  2096. /**
  2097. * Calculates renewal Variance, OverUpgradeBonus, and SizePenaltyMultiplier of weapon damage parts for player
  2098. * @param src Block list of attacker
  2099. * @param tstatus Target's status data
  2100. * @param wa Weapon attack data
  2101. * @param sd Player
  2102. * @return Base weapon damage
  2103. */
  2104. 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)
  2105. {
  2106. status_data* status = status_get_status_data(*src);
  2107. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  2108. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  2109. uint16 atkmax = atkmin;
  2110. int64 damage = atkmin;
  2111. bool weapon_perfection = false;
  2112. status_change *sc = status_get_sc(src);
  2113. if (sd && sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  2114. int16 base_stat;
  2115. switch (sd->status.weapon) {
  2116. case W_BOW:
  2117. case W_MUSICAL:
  2118. case W_WHIP:
  2119. case W_REVOLVER:
  2120. case W_RIFLE:
  2121. case W_GATLING:
  2122. case W_SHOTGUN:
  2123. case W_GRENADE:
  2124. if (pc_checkskill(sd, SU_SOULATTACK) > 0)
  2125. base_stat = status->str;
  2126. else
  2127. base_stat = status->dex;
  2128. break;
  2129. default:
  2130. base_stat = status->str;
  2131. break;
  2132. }
  2133. float variance = 5.0f * wa->atk * wa->wlv / 100.0f;
  2134. float base_stat_bonus = wa->atk * base_stat / 200.0f;
  2135. atkmin = max(0, (int32)(atkmin - variance + base_stat_bonus));
  2136. atkmax = min(UINT16_MAX, (int32)(atkmax + variance + base_stat_bonus));
  2137. if ((sc && sc->getSCE(SC_MAXIMIZEPOWER)) || critical == true)
  2138. damage = atkmax;
  2139. else
  2140. damage = rnd_value(atkmin, atkmax);
  2141. }
  2142. if (sc && sc->getSCE(SC_WEAPONPERFECTION))
  2143. weapon_perfection = true;
  2144. battle_add_weapon_damage(sd, &damage, type);
  2145. damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  2146. return (int32)cap_value(damage, INT_MIN, INT_MAX);
  2147. }
  2148. #endif
  2149. /*==========================================
  2150. * Calculates the standard damage of a normal attack assuming it hits
  2151. * This applies to pre-renewal and non-sd in renewal
  2152. *------------------------------------------
  2153. * Pass damage2 as nullptr to not calc it.
  2154. * Flag values (see e_base_damage_flag):
  2155. * &1 : Critical hit
  2156. * &2 : Arrow attack
  2157. * &4 : Skill is Magic Crasher
  2158. * &8 : Skip target size adjustment (Weapon Perfection)
  2159. * &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)
  2160. *
  2161. * Credits:
  2162. * Original coder Skotlex
  2163. * Initial refactoring by Baalberith
  2164. * Refined and optimized by helvetica
  2165. */
  2166. 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)
  2167. {
  2168. uint32 atkmin = 0, atkmax = 0;
  2169. int16 type = 0;
  2170. int64 damage = 0;
  2171. map_session_data *sd = nullptr;
  2172. nullpo_retr(damage, src);
  2173. sd = BL_CAST(BL_PC, src);
  2174. if (!sd) { //Mobs/Pets
  2175. #ifndef RENEWAL
  2176. if (sc != nullptr && sc->getSCE(SC_CHANGE) != nullptr)
  2177. return status->matk_max; // [Aegis] simply uses raw max matk for base damage when Mental Charge active
  2178. #endif
  2179. if(flag&BDMG_MAGIC) {
  2180. atkmin = status->matk_min;
  2181. atkmax = status->matk_max;
  2182. } else {
  2183. atkmin = wa->atk;
  2184. atkmax = wa->atk2;
  2185. }
  2186. if (atkmin > atkmax)
  2187. atkmin = atkmax;
  2188. } else { //PCs
  2189. atkmax = wa->atk;
  2190. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  2191. if (!(flag&BDMG_CRIT) || (flag&BDMG_ARROW)) { //Normal attacks
  2192. atkmin = status->dex;
  2193. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]] && sd->inventory_data[sd->equip_index[type]]->type == IT_WEAPON)
  2194. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->weapon_level*20)/100;
  2195. if (atkmin > atkmax)
  2196. atkmin = atkmax;
  2197. if(flag&BDMG_ARROW) { //Bows
  2198. atkmin = atkmin*atkmax/100;
  2199. if (atkmin > atkmax)
  2200. atkmax = atkmin;
  2201. }
  2202. }
  2203. }
  2204. if (sc && sc->getSCE(SC_MAXIMIZEPOWER))
  2205. atkmin = atkmax;
  2206. //Weapon Damage calculation
  2207. if (!(flag&BDMG_CRIT))
  2208. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  2209. else
  2210. damage = atkmax;
  2211. if (sd) {
  2212. //rodatazone says the range is 0~arrow_atk-1 for non crit
  2213. if (flag&BDMG_ARROW && sd->bonus.arrow_atk)
  2214. damage += ( (flag&BDMG_CRIT) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  2215. // Size fix only for players
  2216. if (!(sd->special_state.no_sizefix || (flag&BDMG_NOSIZE)))
  2217. damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  2218. } else if (src->type == BL_ELEM) {
  2219. status_change *ele_sc = status_get_sc(src);
  2220. int32 ele_class = status_get_class(src);
  2221. if (ele_sc) {
  2222. switch (ele_class) {
  2223. case ELEMENTALID_AGNI_S:
  2224. case ELEMENTALID_AGNI_M:
  2225. case ELEMENTALID_AGNI_L:
  2226. case ELEMENTALID_ARDOR:
  2227. if (ele_sc->getSCE(SC_FIRE_INSIGNIA) && ele_sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 1)
  2228. damage += damage * 20 / 100;
  2229. break;
  2230. case ELEMENTALID_AQUA_S:
  2231. case ELEMENTALID_AQUA_M:
  2232. case ELEMENTALID_AQUA_L:
  2233. case ELEMENTALID_DILUVIO:
  2234. if (ele_sc->getSCE(SC_WATER_INSIGNIA) && ele_sc->getSCE(SC_WATER_INSIGNIA)->val1 == 1)
  2235. damage += damage * 20 / 100;
  2236. break;
  2237. case ELEMENTALID_VENTUS_S:
  2238. case ELEMENTALID_VENTUS_M:
  2239. case ELEMENTALID_VENTUS_L:
  2240. case ELEMENTALID_PROCELLA:
  2241. if (ele_sc->getSCE(SC_WIND_INSIGNIA) && ele_sc->getSCE(SC_WIND_INSIGNIA)->val1 == 1)
  2242. damage += damage * 20 / 100;
  2243. break;
  2244. case ELEMENTALID_TERA_S:
  2245. case ELEMENTALID_TERA_M:
  2246. case ELEMENTALID_TERA_L:
  2247. case ELEMENTALID_TERREMOTUS:
  2248. case ELEMENTALID_SERPENS:
  2249. if (ele_sc->getSCE(SC_EARTH_INSIGNIA) && ele_sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 1)
  2250. damage += damage * 20 / 100;
  2251. break;
  2252. }
  2253. }
  2254. }
  2255. //Finally, add baseatk
  2256. if(flag&BDMG_MAGIC)
  2257. damage += status->matk_min;
  2258. else
  2259. damage += status->batk;
  2260. if (sd)
  2261. battle_add_weapon_damage(sd, &damage, type);
  2262. #ifdef RENEWAL
  2263. if (flag&BDMG_CRIT)
  2264. damage = (damage * 14) / 10;
  2265. #endif
  2266. return damage;
  2267. }
  2268. /*==========================================
  2269. * Consumes ammo for the given skill.
  2270. *------------------------------------------
  2271. * Credits:
  2272. * Original coder Skotlex
  2273. * Initial refactoring by Baalberith
  2274. * Refined and optimized by helvetica
  2275. */
  2276. void battle_consume_ammo(map_session_data*sd, int32 skill, int32 lv)
  2277. {
  2278. int32 qty = 1;
  2279. if( sd == nullptr ){
  2280. return;
  2281. }
  2282. if (!battle_config.arrow_decrement)
  2283. return;
  2284. if (skill) {
  2285. qty = skill_get_ammo_qty(skill, lv);
  2286. if (!qty) qty = 1;
  2287. if( skill == NW_MAGAZINE_FOR_ONE && sd->weapontype1 == W_GATLING ){
  2288. qty += 4;
  2289. }
  2290. }
  2291. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  2292. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  2293. sd->state.arrow_atk = 0;
  2294. }
  2295. static int32 battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2296. {
  2297. // [Akinari] , [Xynvaroth]: Traps are always short range.
  2298. if (skill_get_inf2(skill_id, INF2_ISTRAP))
  2299. return BF_SHORT;
  2300. switch (skill_id) {
  2301. case AC_SHOWER:
  2302. case AM_DEMONSTRATION:
  2303. // When monsters use Arrow Shower or Bomb, it is always short range
  2304. if (src->type == BL_MOB)
  2305. return BF_SHORT;
  2306. break;
  2307. #ifdef RENEWAL
  2308. case KN_BRANDISHSPEAR:
  2309. // Renewal changes to ranged physical damage
  2310. #endif
  2311. case SR_RAMPAGEBLASTER:
  2312. case BO_ACIDIFIED_ZONE_WATER_ATK:
  2313. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  2314. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  2315. case BO_ACIDIFIED_ZONE_WIND_ATK:
  2316. case NW_THE_VIGILANTE_AT_NIGHT:
  2317. case SS_FUUMAKOUCHIKU:
  2318. case SS_KUNAIKAITEN:
  2319. case SS_KUNAIKUSSETSU:
  2320. case SS_HITOUAKUMU:
  2321. return BF_LONG;
  2322. case NJ_KIRIKAGE: // Cast range mimics NJ_SHADOWJUMP but damage is considered melee
  2323. case GC_CROSSIMPACT: // Cast range is 7 cells and player jumps to target but skill is considered melee
  2324. case DK_SERVANT_W_PHANTOM: // 9 cell cast range.
  2325. case SHC_SAVAGE_IMPACT: // 7 cell cast range.
  2326. case SHC_FATAL_SHADOW_CROW: // 9 cell cast range.
  2327. case MT_RUSH_QUAKE: // 9 cell cast range.
  2328. case MT_RUSH_STRIKE: // 7 cell cast range.
  2329. case ABC_UNLUCKY_RUSH: // 7 cell cast range.
  2330. case MH_THE_ONE_FIGHTER_RISES: // 7 cell cast range.
  2331. //case ABC_DEFT_STAB: // 2 cell cast range???
  2332. case NPC_MAXPAIN_ATK:
  2333. case SS_SHIMIRU: // 11 cell cast range.
  2334. return BF_SHORT;
  2335. case CD_PETITIO: { // Skill range is 2 but damage is melee with books and ranged with mace.
  2336. map_session_data *sd = BL_CAST(BL_PC, src);
  2337. if (sd && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
  2338. return BF_LONG;
  2339. break;
  2340. }
  2341. case DK_HACKANDSLASHER:
  2342. case DK_HACKANDSLASHER_ATK: {
  2343. map_session_data* sd = BL_CAST( BL_PC, src );
  2344. if( sd != nullptr && ( sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR ) ){
  2345. return BF_LONG;
  2346. }
  2347. break;
  2348. }
  2349. }
  2350. //Skill Range Criteria
  2351. if (battle_config.skillrange_by_distance &&
  2352. (src->type&battle_config.skillrange_by_distance)
  2353. ) { //based on distance between src/target [Skotlex]
  2354. if (check_distance_bl(src, target, 3))
  2355. return BF_SHORT;
  2356. return BF_LONG;
  2357. }
  2358. //based on used skill's range
  2359. if (skill_get_range2(src, skill_id, skill_lv, true) < 4)
  2360. return BF_SHORT;
  2361. return BF_LONG;
  2362. }
  2363. static int32 battle_blewcount_bonus(map_session_data *sd, uint16 skill_id)
  2364. {
  2365. if (sd->skillblown.empty())
  2366. return 0;
  2367. //Apply the bonus blewcount. [Skotlex]
  2368. for (const auto &it : sd->skillblown) {
  2369. if (it.id == skill_id)
  2370. return it.val;
  2371. }
  2372. return 0;
  2373. }
  2374. static enum e_skill_damage_type battle_skill_damage_type( struct block_list* bl ){
  2375. switch( bl->type ){
  2376. case BL_PC:
  2377. return SKILLDMG_PC;
  2378. case BL_MOB:
  2379. if( status_get_class_(bl) == CLASS_BOSS ){
  2380. return SKILLDMG_BOSS;
  2381. }else{
  2382. return SKILLDMG_MOB;
  2383. }
  2384. default:
  2385. return SKILLDMG_OTHER;
  2386. }
  2387. }
  2388. /**
  2389. * Gets skill damage rate from a skill (based on skill_damage_db.txt)
  2390. * @param src
  2391. * @param target
  2392. * @param skill_id
  2393. * @return Skill damage rate
  2394. */
  2395. static int32 battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2396. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  2397. if (!skill || !skill->damage.map)
  2398. return 0;
  2399. s_skill_damage *damage = &skill->damage;
  2400. //check the adjustment works for specified type
  2401. if (!(damage->caster&src->type))
  2402. return 0;
  2403. map_data *mapdata = map_getmapdata(src->m);
  2404. 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))) ||
  2405. (damage->map&2 && mapdata->getMapFlag(MF_PVP)) ||
  2406. (damage->map&4 && mapdata_flag_gvg2(mapdata)) ||
  2407. (damage->map&8 && mapdata->getMapFlag(MF_BATTLEGROUND)) ||
  2408. (damage->map&16 && mapdata->getMapFlag(MF_SKILL_DAMAGE)) ||
  2409. (damage->map&mapdata->zone && mapdata->getMapFlag(MF_RESTRICTED)))
  2410. {
  2411. return damage->rate[battle_skill_damage_type(target)];
  2412. }
  2413. return 0;
  2414. }
  2415. /**
  2416. * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  2417. * @param src
  2418. * @param target
  2419. * @param skill_id
  2420. * @return Skill damage rate
  2421. */
  2422. static int32 battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2423. map_data *mapdata = map_getmapdata(src->m);
  2424. if (!mapdata || !mapdata->getMapFlag(MF_SKILL_DAMAGE))
  2425. return 0;
  2426. int32 rate = 0;
  2427. // Damage rate for all skills at this map
  2428. if (mapdata->damage_adjust.caster&src->type)
  2429. rate = mapdata->damage_adjust.rate[battle_skill_damage_type(target)];
  2430. if (mapdata->skill_damage.empty())
  2431. return rate;
  2432. // Damage rate for specified skill at this map
  2433. if (mapdata->skill_damage.find(skill_id) != mapdata->skill_damage.end() && mapdata->skill_damage[skill_id].caster&src->type) {
  2434. rate += mapdata->skill_damage[skill_id].rate[battle_skill_damage_type(target)];
  2435. }
  2436. return rate;
  2437. }
  2438. /**
  2439. * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  2440. * @param src
  2441. * @param target
  2442. * @param skill_id
  2443. * @return Total damage rate
  2444. */
  2445. static int32 battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2446. nullpo_ret(src);
  2447. if (!target || !skill_id)
  2448. return 0;
  2449. skill_id = skill_dummy2skill_id(skill_id);
  2450. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  2451. }
  2452. /**
  2453. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  2454. * @param sd: Player who has Chorus skill active
  2455. * @return Bonus value based on party count
  2456. */
  2457. int32 battle_calc_chorusbonus(map_session_data *sd) {
  2458. #ifdef RENEWAL // No bonus in renewal
  2459. return 0;
  2460. #endif
  2461. int32 members = 0;
  2462. if (!sd || !sd->status.party_id)
  2463. return 0;
  2464. members = party_foreachsamemap(party_sub_count_class, sd, 0, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  2465. if (members < 3)
  2466. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  2467. if (members > 7)
  2468. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  2469. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  2470. }
  2471. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int32 mflag);
  2472. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int32 mflag);
  2473. /*=======================================================
  2474. * Should infinite defense be applied on target? (plant)
  2475. *-------------------------------------------------------
  2476. * Credits:
  2477. * Original coder Skotlex
  2478. * Initial refactoring by Baalberith
  2479. * Refined and optimized by helvetica
  2480. * flag - see e_battle_flag
  2481. */
  2482. bool is_infinite_defense(struct block_list *target, int32 flag)
  2483. {
  2484. status_data* tstatus = status_get_status_data(*target);
  2485. if(target->type == BL_SKILL) {
  2486. TBL_SKILL *su = ((TBL_SKILL*)target);
  2487. if (su && su->group && (su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  2488. return true;
  2489. }
  2490. if(status_has_mode(tstatus,MD_IGNOREMELEE) && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
  2491. return true;
  2492. if(status_has_mode(tstatus,MD_IGNOREMAGIC) && flag&(BF_MAGIC) )
  2493. return true;
  2494. if(status_has_mode(tstatus,MD_IGNORERANGED) && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
  2495. return true;
  2496. if(status_has_mode(tstatus,MD_IGNOREMISC) && flag&(BF_MISC) )
  2497. return true;
  2498. status_change* tsc = status_get_sc(target);
  2499. if (tsc && tsc->getSCE(SC_INVINCIBLE))
  2500. return true;
  2501. return false;
  2502. }
  2503. /*========================
  2504. * Is attack arrow based?
  2505. *------------------------
  2506. * Credits:
  2507. * Original coder Skotlex
  2508. * Initial refactoring by Baalberith
  2509. * Refined and optimized by helvetica
  2510. */
  2511. static bool is_skill_using_arrow(struct block_list *src, int32 skill_id)
  2512. {
  2513. if (src == nullptr)
  2514. return false;
  2515. map_session_data *sd = BL_CAST(BL_PC, src);
  2516. if( sd != nullptr ){
  2517. if( sd->state.arrow_atk ){
  2518. return true;
  2519. }
  2520. }else{
  2521. if( skill_id != 0 && skill_get_ammotype( skill_id ) != AMMO_NONE ){
  2522. return true;
  2523. }
  2524. status_data* sstatus = status_get_status_data(*src);
  2525. if( sstatus != nullptr && sstatus->rhw.range > 3 ){
  2526. return true;
  2527. }
  2528. }
  2529. switch( skill_id ) {
  2530. case HT_FREEZINGTRAP:
  2531. case HT_PHANTASMIC:
  2532. case GS_GROUNDDRIFT:
  2533. case SS_KUNAIKUSSETSU:
  2534. case SS_KUNAIKAITEN:
  2535. return true;
  2536. }
  2537. return false;
  2538. }
  2539. /*=========================================
  2540. * Is attack right handed? By default yes.
  2541. *-----------------------------------------
  2542. * Credits:
  2543. * Original coder Skotlex
  2544. * Initial refactoring by Baalberith
  2545. * Refined and optimized by helvetica
  2546. */
  2547. static bool is_attack_right_handed(struct block_list *src, int32 skill_id)
  2548. {
  2549. if(src != nullptr) {
  2550. map_session_data *sd = BL_CAST(BL_PC, src);
  2551. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2552. if(!skill_id && sd && sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2553. return false;
  2554. }
  2555. return true;
  2556. }
  2557. /*=======================================
  2558. * Is attack left handed? By default no.
  2559. *---------------------------------------
  2560. * Credits:
  2561. * Original coder Skotlex
  2562. * Initial refactoring by Baalberith
  2563. * Refined and optimized by helvetica
  2564. */
  2565. static bool is_attack_left_handed(struct block_list *src, int32 skill_id)
  2566. {
  2567. if(src != nullptr) {
  2568. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2569. if(!skill_id) {
  2570. map_session_data *sd = BL_CAST(BL_PC, src);
  2571. if (sd) {
  2572. if (sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2573. return true;
  2574. if (sd->status.weapon == W_KATAR)
  2575. return true;
  2576. }
  2577. struct status_data *sstatus = status_get_status_data(*src);
  2578. if (sstatus->lhw.atk)
  2579. return true;
  2580. }
  2581. }
  2582. return false;
  2583. }
  2584. /*=============================
  2585. * Do we score a critical hit?
  2586. *-----------------------------
  2587. * Credits:
  2588. * Original coder Skotlex
  2589. * Initial refactoring by Baalberith
  2590. * Refined and optimized by helvetica
  2591. */
  2592. 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)
  2593. {
  2594. if (!first_call)
  2595. return (wd->type == DMG_CRITICAL || wd->type == DMG_MULTI_HIT_CRITICAL);
  2596. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  2597. return true;
  2598. if( skill_id && !skill_get_nk(skill_id,NK_CRITICAL) )
  2599. return false;
  2600. status_data* sstatus = status_get_status_data(*src);
  2601. if( sstatus->cri )
  2602. {
  2603. map_session_data *sd = BL_CAST(BL_PC, src);
  2604. if(wd->type == DMG_MULTI_HIT){ //Multiple Hit Attack Skills.
  2605. if(pc_checkskill(sd,GS_CHAINACTION) && !skill_get_nk(GS_CHAINACTION,NK_CRITICAL)) //Chain Action
  2606. return false;
  2607. if(pc_checkskill(sd,TF_DOUBLE) && !skill_get_nk(TF_DOUBLE,NK_CRITICAL)) //Double Attack
  2608. return false;
  2609. }
  2610. status_data* tstatus = status_get_status_data(*target);
  2611. status_change *sc = status_get_sc(src);
  2612. status_change *tsc = status_get_sc(target);
  2613. map_session_data *tsd = BL_CAST(BL_PC, target);
  2614. int16 cri = sstatus->cri;
  2615. if (sd) {
  2616. cri += sd->indexed_bonus.critaddrace[tstatus->race] + sd->indexed_bonus.critaddrace[RC_ALL];
  2617. if(!skill_id && is_skill_using_arrow(src, skill_id)) {
  2618. cri += sd->bonus.arrow_cri;
  2619. cri += sd->bonus.critical_rangeatk;
  2620. }
  2621. }
  2622. if(sc && sc->getSCE(SC_CAMOUFLAGE))
  2623. cri += 100 * min(10,sc->getSCE(SC_CAMOUFLAGE)->val3); //max 100% (1K)
  2624. //The official equation is *2, but that only applies when sd's do critical.
  2625. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  2626. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  2627. if( tsc && tsc->getSCE(SC_SLEEP) )
  2628. cri *= 2;
  2629. switch(skill_id) {
  2630. case 0:
  2631. if(sc && !sc->getSCE(SC_AUTOCOUNTER))
  2632. break;
  2633. clif_specialeffect(src, EF_AUTOCOUNTER, AREA);
  2634. status_change_end(src, SC_AUTOCOUNTER);
  2635. [[fallthrough]];
  2636. case KN_AUTOCOUNTER:
  2637. if(battle_config.auto_counter_type &&
  2638. (battle_config.auto_counter_type&src->type))
  2639. return true;
  2640. else
  2641. cri *= 2;
  2642. break;
  2643. case SN_SHARPSHOOTING:
  2644. case MA_SHARPSHOOTING:
  2645. #ifdef RENEWAL
  2646. cri += 300; // !TODO: Confirm new bonus
  2647. #else
  2648. cri += 200;
  2649. #endif
  2650. break;
  2651. case NJ_KIRIKAGE:
  2652. cri += 250 + 50*skill_lv;
  2653. break;
  2654. #ifdef RENEWAL
  2655. case ASC_BREAKER:
  2656. #endif
  2657. case GC_CROSSIMPACT:
  2658. case SHC_SAVAGE_IMPACT:
  2659. case SHC_ETERNAL_SLASH:
  2660. case SHC_IMPACT_CRATER:
  2661. case SHC_CROSS_SLASH:
  2662. cri /= 2;
  2663. break;
  2664. case WH_GALESTORM:
  2665. if (sc && !sc->getSCE(SC_CALAMITYGALE))
  2666. return false;
  2667. break;
  2668. case NW_ONLY_ONE_BULLET:
  2669. case NW_SPIRAL_SHOOTING:
  2670. if( sd == nullptr || sd->weapontype1 != W_RIFLE ){
  2671. return false;
  2672. }
  2673. break;
  2674. case NW_MAGAZINE_FOR_ONE:
  2675. if( sd == nullptr || sd->weapontype1 != W_REVOLVER ){
  2676. return false;
  2677. }
  2678. break;
  2679. case SH_CHUL_HO_SONIC_CLAW:
  2680. if( pc_checkskill( sd, SH_COMMUNE_WITH_CHUL_HO ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
  2681. break;
  2682. }
  2683. return false;
  2684. case SKE_NOON_BLAST:
  2685. if( sc == nullptr ){
  2686. return false;
  2687. }
  2688. if( sc->getSCE( SC_NOON_SUN ) == nullptr && sc->getSCE( SC_SKY_ENCHANT ) == nullptr ){
  2689. return false;
  2690. }
  2691. break;
  2692. case SKE_SUNSET_BLAST:
  2693. if( sc == nullptr ){
  2694. return false;
  2695. }
  2696. if( sc->getSCE( SC_SUNSET_SUN ) == nullptr && sc->getSCE( SC_SKY_ENCHANT ) == nullptr ){
  2697. return false;
  2698. }
  2699. break;
  2700. }
  2701. if(tsd && tsd->bonus.critical_def)
  2702. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  2703. return (rnd()%1000 < cri);
  2704. }
  2705. return false;
  2706. }
  2707. /*==========================================================
  2708. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  2709. *----------------------------------------------------------
  2710. * Credits:
  2711. * Original coder Skotlex
  2712. * Initial refactoring by Baalberith
  2713. * Refined and optimized by helvetica
  2714. */
  2715. 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)
  2716. {
  2717. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  2718. return 2;
  2719. if(src != nullptr) {
  2720. map_session_data *sd = BL_CAST(BL_PC, src);
  2721. status_data* tstatus = status_get_status_data(*target);
  2722. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI
  2723. #ifndef RENEWAL
  2724. && !is_attack_critical(wd, src, target, skill_id, skill_lv, false)
  2725. #endif
  2726. )
  2727. { //Elemental/Racial adjustments
  2728. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2729. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2730. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2731. )
  2732. if (weapon_position == EQI_HAND_R)
  2733. return 1;
  2734. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2735. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2736. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2737. )
  2738. { //Pass effect onto right hand if configured so. [Skotlex]
  2739. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  2740. if (weapon_position == EQI_HAND_R)
  2741. return 1;
  2742. }
  2743. else if (weapon_position == EQI_HAND_L)
  2744. return 1;
  2745. }
  2746. }
  2747. }
  2748. return 0;
  2749. }
  2750. static std::bitset<NK_MAX> battle_skill_get_damage_properties(uint16 skill_id, int32 is_splash)
  2751. {
  2752. if (skill_id == 0) {
  2753. if (is_splash) {
  2754. std::bitset<NK_MAX> tmp_nk;
  2755. tmp_nk.set(NK_IGNOREATKCARD);
  2756. tmp_nk.set(NK_IGNOREFLEE);
  2757. return tmp_nk;
  2758. } else
  2759. return 0;
  2760. } else
  2761. return skill_db.find(skill_id)->nk;
  2762. }
  2763. /*=============================
  2764. * Checks if attack is hitting
  2765. *-----------------------------
  2766. * Credits:
  2767. * Original coder Skotlex
  2768. * Initial refactoring by Baalberith
  2769. * Refined and optimized by helvetica
  2770. */
  2771. 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)
  2772. {
  2773. status_data* sstatus = status_get_status_data(*src);
  2774. status_data* tstatus = status_get_status_data(*target);
  2775. status_change *sc = status_get_sc(src);
  2776. status_change *tsc = status_get_sc(target);
  2777. map_session_data *sd = BL_CAST(BL_PC, src);
  2778. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2779. int16 flee, hitrate;
  2780. if (!first_call)
  2781. return (wd->dmg_lv != ATK_FLEE);
  2782. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2783. return true;
  2784. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  2785. return true;
  2786. else if (sc && sc->getSCE(SC_FUSION))
  2787. return true;
  2788. else if ((skill_id == AS_SPLASHER || skill_id == GN_SPORE_EXPLOSION) && !wd->miscflag)
  2789. return true;
  2790. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER )
  2791. return true;
  2792. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  2793. return true;
  2794. else if (nk[NK_IGNOREFLEE])
  2795. return true;
  2796. if( tsc && tsc->getSCE(SC_NEUTRALBARRIER) && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
  2797. return false;
  2798. flee = tstatus->flee;
  2799. #ifdef RENEWAL
  2800. hitrate = 0; //Default hitrate
  2801. #else
  2802. hitrate = 80; //Default hitrate
  2803. #endif
  2804. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  2805. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  2806. if(attacker_count >= battle_config.agi_penalty_count) {
  2807. if (battle_config.agi_penalty_type == 1)
  2808. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  2809. else //assume type 2: absolute reduction
  2810. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  2811. if(flee < 1)
  2812. flee = 1;
  2813. }
  2814. }
  2815. hitrate += sstatus->hit - flee;
  2816. //Fogwall's hit penalty is only for normal ranged attacks.
  2817. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->getSCE(SC_FOGWALL))
  2818. hitrate -= 50;
  2819. if(sd && is_skill_using_arrow(src, skill_id))
  2820. hitrate += sd->bonus.arrow_hit;
  2821. #ifdef RENEWAL
  2822. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  2823. hitrate += pc_checkskill(sd,AC_VULTURE);
  2824. #endif
  2825. if(skill_id) {
  2826. switch(skill_id) { //Hit skill modifiers
  2827. //It is proven that bonus is applied on final hitrate, not hit.
  2828. case SM_BASH:
  2829. case MS_BASH:
  2830. hitrate += hitrate * 5 * skill_lv / 100;
  2831. break;
  2832. case MS_MAGNUM:
  2833. case SM_MAGNUM:
  2834. hitrate += hitrate * 10 * skill_lv / 100;
  2835. break;
  2836. case KN_AUTOCOUNTER:
  2837. case NPC_WATERATTACK:
  2838. case NPC_GROUNDATTACK:
  2839. case NPC_FIREATTACK:
  2840. case NPC_WINDATTACK:
  2841. case NPC_POISONATTACK:
  2842. case NPC_HOLYATTACK:
  2843. case NPC_DARKNESSATTACK:
  2844. case NPC_TELEKINESISATTACK:
  2845. case NPC_UNDEADATTACK:
  2846. case NPC_CHANGEUNDEAD:
  2847. case NPC_EARTHQUAKE:
  2848. case NPC_POISON:
  2849. case NPC_BLINDATTACK:
  2850. case NPC_SILENCEATTACK:
  2851. case NPC_STUNATTACK:
  2852. case NPC_PETRIFYATTACK:
  2853. case NPC_CURSEATTACK:
  2854. case NPC_SLEEPATTACK:
  2855. case NPC_BLEEDING:
  2856. case NPC_BLEEDING2:
  2857. hitrate += hitrate * 20 / 100;
  2858. break;
  2859. case NPC_FIREBREATH:
  2860. case NPC_ICEBREATH:
  2861. case NPC_ICEBREATH2:
  2862. case NPC_THUNDERBREATH:
  2863. case NPC_ACIDBREATH:
  2864. case NPC_DARKNESSBREATH:
  2865. hitrate *= 2;
  2866. break;
  2867. case KN_PIERCE:
  2868. case ML_PIERCE:
  2869. hitrate += hitrate * 5 * skill_lv / 100;
  2870. break;
  2871. case AS_SONICBLOW:
  2872. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  2873. #ifdef RENEWAL
  2874. hitrate += hitrate * 90 / 100;
  2875. #else
  2876. hitrate += hitrate * 50 / 100;
  2877. #endif
  2878. break;
  2879. #ifdef RENEWAL
  2880. case RG_BACKSTAP:
  2881. hitrate += skill_lv; // !TODO: What's the rate increase?
  2882. break;
  2883. #endif
  2884. case RK_SONICWAVE:
  2885. hitrate += hitrate * 3 * skill_lv / 100; // !TODO: Confirm the hitrate bonus
  2886. break;
  2887. case MC_CARTREVOLUTION:
  2888. case GN_CART_TORNADO:
  2889. case GN_CARTCANNON:
  2890. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  2891. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  2892. break;
  2893. case LG_BANISHINGPOINT:
  2894. hitrate += 5 * skill_lv;
  2895. break;
  2896. case GC_VENOMPRESSURE:
  2897. hitrate += 10 + 4 * skill_lv;
  2898. break;
  2899. case SC_FATALMENACE:
  2900. if (skill_lv < 6)
  2901. hitrate -= 35 - 5 * skill_lv;
  2902. else if (skill_lv > 6)
  2903. hitrate += 5 * skill_lv - 30;
  2904. break;
  2905. case RL_SLUGSHOT:
  2906. {
  2907. int8 dist = distance_bl(src, target);
  2908. if (dist > 3) {
  2909. // Reduce n hitrate for each cell after initial 3 cells. Different each level
  2910. // -10:-9:-8:-7:-6
  2911. dist -= 3;
  2912. hitrate -= ((11 - skill_lv) * dist);
  2913. }
  2914. }
  2915. break;
  2916. }
  2917. } 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]
  2918. hitrate += pc_checkskill(sd,TF_DOUBLE);
  2919. if (sd) {
  2920. int32 skill = 0;
  2921. // Weaponry Research hidden bonus
  2922. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2923. hitrate += hitrate * ( 2 * skill ) / 100;
  2924. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  2925. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  2926. hitrate += 3 * skill;
  2927. }
  2928. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2929. if(skill_id == PA_SHIELDCHAIN)
  2930. hitrate += 20; //Rapid Smiting gives a flat +20 hit after the hitrate was capped
  2931. return (rnd()%100 < hitrate);
  2932. }
  2933. /*==========================================
  2934. * If attack ignores def.
  2935. *------------------------------------------
  2936. * Credits:
  2937. * Original coder Skotlex
  2938. * Initial refactoring by Baalberith
  2939. * Refined and optimized by helvetica
  2940. */
  2941. 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)
  2942. {
  2943. status_data* tstatus = status_get_status_data(*target);
  2944. status_change *sc = status_get_sc(src);
  2945. map_session_data *sd = BL_CAST(BL_PC, src);
  2946. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2947. #ifndef RENEWAL
  2948. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2949. return true;
  2950. else
  2951. #endif
  2952. if (sc && sc->getSCE(SC_FUSION))
  2953. return true;
  2954. if( sd != nullptr ){
  2955. switch( skill_id ){
  2956. case RK_WINDCUTTER:
  2957. if( sd->status.weapon == W_2HSWORD ){
  2958. return true;
  2959. }
  2960. break;
  2961. case NW_THE_VIGILANTE_AT_NIGHT:
  2962. if( sd->status.weapon == W_GATLING ){
  2963. return true;
  2964. }
  2965. break;
  2966. case NW_ONLY_ONE_BULLET:
  2967. if( sd->status.weapon == W_REVOLVER ){
  2968. return true;
  2969. }
  2970. break;
  2971. }
  2972. }
  2973. if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2974. { //Ignore Defense?
  2975. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2976. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2977. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2978. if (weapon_position == EQI_HAND_R)
  2979. return true;
  2980. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2981. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2982. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2983. {
  2984. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2985. if (weapon_position == EQI_HAND_R)
  2986. return true;
  2987. } else if (weapon_position == EQI_HAND_L)
  2988. return true;
  2989. }
  2990. }
  2991. return nk[NK_IGNOREDEFENSE] != 0;
  2992. }
  2993. /**
  2994. * This function lists which skills are unaffected by refine bonus, masteries, Star Crumbs and Spirit Spheres
  2995. * This function is also used to determine if atkpercent applies
  2996. * @param skill_id: Skill being used
  2997. * @param chk_flag: The bonus that is currently being checked for, see e_bonus_chk_flag
  2998. * @return true = bonus applies; false = bonus does not apply
  2999. */
  3000. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id, e_bonus_chk_flag chk_flag)
  3001. {
  3002. switch (skill_id) {
  3003. // PC skills that are unaffected
  3004. case PA_SHIELDCHAIN:
  3005. case CR_SHIELDBOOMERANG:
  3006. case AM_ACIDTERROR:
  3007. case MO_INVESTIGATE:
  3008. case MO_EXTREMITYFIST:
  3009. case PA_SACRIFICE:
  3010. case RK_DRAGONBREATH:
  3011. case RK_DRAGONBREATH_WATER:
  3012. case NC_SELFDESTRUCTION:
  3013. case LG_SHIELDPRESS:
  3014. case LG_EARTHDRIVE:
  3015. case NPC_DRAGONBREATH:
  3016. return false;
  3017. #ifndef RENEWAL
  3018. case LK_SPIRALPIERCE:
  3019. // In Pre-Renewal Spiral Pierce is influenced only by refine bonus and Star Crumbs for players
  3020. if (chk_flag != BCHK_REFINE && chk_flag != BCHK_STAR)
  3021. return false;
  3022. #endif
  3023. break;
  3024. }
  3025. return true;
  3026. }
  3027. #ifdef RENEWAL
  3028. /*========================================
  3029. * Calculate equipment ATK for renewal ATK
  3030. *----------------------------------------
  3031. * Credits:
  3032. * Original coder Skotlex
  3033. * Initial refactoring by Baalberith
  3034. * Refined and optimized by helvetica
  3035. */
  3036. static int32 battle_calc_equip_attack(struct block_list *src, int32 skill_id)
  3037. {
  3038. if(src != nullptr) {
  3039. int32 eatk = 0;
  3040. status_data* status = status_get_status_data(*src);
  3041. map_session_data *sd = BL_CAST(BL_PC, src);
  3042. // Add arrow atk if using an applicable skill
  3043. if (sd != nullptr && is_skill_using_arrow(src, skill_id)) {
  3044. int16 ammo_idx = sd->equip_index[EQI_AMMO];
  3045. // Attack of cannon balls is not added to equip attack, it needs to be added by the skills that use them
  3046. if (ammo_idx >= 0 && sd->inventory_data[ammo_idx] != nullptr && sd->inventory_data[ammo_idx]->subtype != AMMO_CANNONBALL)
  3047. eatk += sd->bonus.arrow_atk;
  3048. }
  3049. return eatk + status->eatk;
  3050. }
  3051. return 0; // shouldn't happen but just in case
  3052. }
  3053. #endif
  3054. /*========================================
  3055. * Returns the element type of attack
  3056. *----------------------------------------
  3057. * Credits:
  3058. * Original coder Skotlex
  3059. * Initial refactoring by Baalberith
  3060. * Refined and optimized by helvetica
  3061. */
  3062. 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)
  3063. {
  3064. map_session_data *sd = BL_CAST(BL_PC, src);
  3065. status_change *sc = status_get_sc(src);
  3066. status_data* sstatus = status_get_status_data(*src);
  3067. int32 element = skill_get_ele(skill_id, skill_lv);
  3068. //Take weapon's element
  3069. if( !skill_id || element == ELE_WEAPON ) {
  3070. if (weapon_position == EQI_HAND_R)
  3071. element = sstatus->rhw.ele;
  3072. else
  3073. element = sstatus->lhw.ele;
  3074. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  3075. element = sd->bonus.arrow_ele;
  3076. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  3077. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  3078. // on official endows override all other elements [helvetica]
  3079. if(sc && sc->getSCE(SC_ENCHANTARMS)) // Check for endows
  3080. element = sc->getSCE(SC_ENCHANTARMS)->val1;
  3081. } else if( element == ELE_ENDOWED ) //Use enchantment's element
  3082. element = status_get_attack_sc_element(src,sc);
  3083. else if( element == ELE_RANDOM ) //Use random element
  3084. element = rnd()%ELE_ALL;
  3085. switch( skill_id ) {
  3086. case GS_GROUNDDRIFT:
  3087. element = wd->miscflag; //element comes in flag.
  3088. break;
  3089. case LK_SPIRALPIERCE:
  3090. if (!sd)
  3091. element = ELE_NEUTRAL; //forced neutral for monsters
  3092. break;
  3093. case RK_DRAGONBREATH:
  3094. if (sc) {
  3095. if (sc->getSCE(SC_LUXANIMA)) // Lux Anima has priority over Giant Growth
  3096. element = ELE_DARK;
  3097. else if (sc->getSCE(SC_GIANTGROWTH))
  3098. element = ELE_HOLY;
  3099. }
  3100. break;
  3101. case RK_DRAGONBREATH_WATER:
  3102. if (sc) {
  3103. if (sc->getSCE(SC_LUXANIMA)) // Lux Anima has priority over Fighting Spirit
  3104. element = ELE_NEUTRAL;
  3105. else if (sc->getSCE(SC_FIGHTINGSPIRIT))
  3106. element = ELE_GHOST;
  3107. }
  3108. break;
  3109. case LG_HESPERUSLIT:
  3110. if (sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 4)
  3111. element = ELE_HOLY;
  3112. break;
  3113. case GN_CARTCANNON:
  3114. case NC_ARMSCANNON:
  3115. if (sd && sd->state.arrow_atk > 0)
  3116. element = sd->bonus.arrow_ele;
  3117. break;
  3118. case SJ_PROMINENCEKICK:
  3119. element = ELE_FIRE;
  3120. break;
  3121. case RL_H_MINE:
  3122. if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  3123. element = ELE_FIRE;
  3124. break;
  3125. case NW_BASIC_GRENADE:
  3126. case NW_HASTY_FIRE_IN_THE_HOLE:
  3127. case NW_GRENADES_DROPPING:
  3128. case NW_MISSION_BOMBARD:
  3129. // Night Watch Grenade Fragment elementals affecting those skills.
  3130. if( sc != nullptr ){
  3131. if( sc->getSCE( SC_GRENADE_FRAGMENT_1 ) != nullptr ){
  3132. element = ELE_WATER;
  3133. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_2 ) != nullptr ){
  3134. element = ELE_WIND;
  3135. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_3 ) != nullptr ){
  3136. element = ELE_EARTH;
  3137. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_4 ) != nullptr ){
  3138. element = ELE_FIRE;
  3139. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_5 ) != nullptr ){
  3140. element = ELE_DARK;
  3141. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_6 ) != nullptr ){
  3142. element = ELE_HOLY;
  3143. }
  3144. }
  3145. break;
  3146. case SS_FUUMASHOUAKU:
  3147. case SS_FUUMAKOUCHIKU:
  3148. if( sd != nullptr ){
  3149. element = sd->bonus.arrow_ele;
  3150. }
  3151. break;
  3152. }
  3153. if (sc && sc->getSCE(SC_GOLDENE_FERSE) && ((!skill_id && (rnd() % 100 < sc->getSCE(SC_GOLDENE_FERSE)->val4)) || skill_id == MH_STAHL_HORN))
  3154. element = ELE_HOLY;
  3155. // calc_flag means the element should be calculated for damage only
  3156. if (calc_for_damage_only)
  3157. return element;
  3158. #ifdef RENEWAL
  3159. if (skill_id == CR_SHIELDBOOMERANG)
  3160. element = ELE_NEUTRAL;
  3161. #endif
  3162. return element;
  3163. }
  3164. int32 battle_get_magic_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int32 mflag) {
  3165. int32 element = skill_get_ele(skill_id, skill_lv);
  3166. map_session_data *sd = BL_CAST(BL_PC, src);
  3167. status_change *sc = status_get_sc(src);
  3168. status_data* sstatus = status_get_status_data(*src);
  3169. if (element == ELE_WEAPON) { // pl=-1 : the skill takes the weapon's element
  3170. element = sstatus->rhw.ele;
  3171. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  3172. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  3173. } else if (element == ELE_ENDOWED) //Use status element
  3174. element = status_get_attack_sc_element(src,status_get_sc(src));
  3175. else if (element == ELE_RANDOM) //Use random element
  3176. element = rnd()%ELE_ALL;
  3177. switch(skill_id) {
  3178. case NPC_EARTHQUAKE:
  3179. element = ELE_NEUTRAL;
  3180. break;
  3181. case WL_HELLINFERNO:
  3182. if (mflag & 2) { // ELE_DARK
  3183. element = ELE_DARK;
  3184. }
  3185. break;
  3186. case NPC_PSYCHIC_WAVE:
  3187. case SO_PSYCHIC_WAVE:
  3188. if( sc != nullptr && !sc->empty() ) {
  3189. static const std::vector<sc_type> types = {
  3190. SC_HEATER_OPTION,
  3191. SC_COOLER_OPTION,
  3192. SC_BLAST_OPTION,
  3193. SC_CURSED_SOIL_OPTION,
  3194. SC_FLAMETECHNIC_OPTION,
  3195. SC_COLD_FORCE_OPTION,
  3196. SC_GRACE_BREEZE_OPTION,
  3197. SC_EARTH_CARE_OPTION,
  3198. SC_DEEP_POISONING_OPTION
  3199. };
  3200. for( sc_type type : types ){
  3201. if( sc->getSCE( type ) ){
  3202. element = sc->getSCE( type )->val3;
  3203. break;
  3204. }
  3205. }
  3206. }
  3207. break;
  3208. case KO_KAIHOU:
  3209. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
  3210. element = sd->spiritcharm_type;
  3211. break;
  3212. case AB_ADORAMUS:
  3213. if (sc && sc->getSCE(SC_ANCILLA))
  3214. element = ELE_NEUTRAL;
  3215. break;
  3216. case LG_RAYOFGENESIS:
  3217. if (sc && sc->getSCE(SC_INSPIRATION))
  3218. element = ELE_NEUTRAL;
  3219. break;
  3220. case WM_REVERBERATION:
  3221. case TR_METALIC_FURY:
  3222. case TR_SOUNDBLEND:
  3223. if (sd)
  3224. element = sd->bonus.arrow_ele;
  3225. break;
  3226. case SU_CN_METEOR:
  3227. case SU_CN_METEOR2:
  3228. case SH_HYUN_ROKS_BREEZE:
  3229. case SH_HYUN_ROK_CANNON:
  3230. if( sc != nullptr && sc->count > 0 ){
  3231. if( sc->getSCE( SC_COLORS_OF_HYUN_ROK_1 ) != nullptr ){
  3232. element = ELE_WATER;
  3233. }else if( sc->getSCE( SC_COLORS_OF_HYUN_ROK_2 ) != nullptr ){
  3234. element = ELE_WIND;
  3235. }else if( sc->getSCE( SC_COLORS_OF_HYUN_ROK_3 ) != nullptr ){
  3236. element = ELE_EARTH;
  3237. }else if( sc->getSCE( SC_COLORS_OF_HYUN_ROK_4 ) != nullptr ){
  3238. element = ELE_FIRE;
  3239. }else if( sc->getSCE( SC_COLORS_OF_HYUN_ROK_5 ) != nullptr ){
  3240. element = ELE_DARK;
  3241. }else if( sc->getSCE( SC_COLORS_OF_HYUN_ROK_6 ) != nullptr ){
  3242. element = ELE_HOLY;
  3243. }
  3244. }
  3245. break;
  3246. case SS_ANKOKURYUUAKUMU:
  3247. if (mflag & SKILL_ALTDMG_FLAG)
  3248. element = ELE_FIRE;
  3249. break;
  3250. }
  3251. return element;
  3252. }
  3253. int32 battle_get_misc_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int32 mflag) {
  3254. int32 element = skill_get_ele(skill_id, skill_lv);
  3255. if (element == ELE_WEAPON || element == ELE_ENDOWED) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  3256. element = ELE_NEUTRAL;
  3257. else if (element == ELE_RANDOM) //Use random element
  3258. element = rnd()%ELE_ALL;
  3259. return element;
  3260. }
  3261. #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);
  3262. #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);
  3263. #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; }
  3264. #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; }
  3265. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  3266. #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);
  3267. #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);
  3268. //Adds an absolute value to damage. 100 = +100 damage
  3269. #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0);
  3270. #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);
  3271. #ifdef RENEWAL
  3272. #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);
  3273. #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);
  3274. #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);
  3275. #else
  3276. #define RE_ALLATK_ADD(wd, a) {;}
  3277. #define RE_ALLATK_RATE(wd, a) {;}
  3278. #define RE_ALLATK_ADDRATE(wd, a) {;}
  3279. #endif
  3280. /**
  3281. * Cap both damage and basedamage of damage struct to a minimum value
  3282. * @param wd: Weapon damage structure
  3283. * @param src: Source of the attack
  3284. * @param skill_id: Skill ID of the skill used by source
  3285. * @param min: Minimum value to which damage should be capped
  3286. */
  3287. static void battle_min_damage(struct Damage &wd, struct block_list &src, uint16 skill_id, int64 min) {
  3288. if (is_attack_right_handed(&src, skill_id)) {
  3289. wd.damage = cap_value(wd.damage, min, INT64_MAX);
  3290. #ifndef RENEWAL
  3291. wd.basedamage = cap_value(wd.basedamage, min, INT64_MAX);
  3292. #endif
  3293. }
  3294. // Left-hand damage is always capped to 0
  3295. if (is_attack_left_handed(&src, skill_id)) {
  3296. wd.damage2 = cap_value(wd.damage2, 0, INT64_MAX);
  3297. }
  3298. }
  3299. /**
  3300. * Returns the bonus damage granted by Spirit Spheres
  3301. * As we delete the spheres before calculating the damage, we need some kind of logic to figure out how many were available
  3302. * Each skill handles this in its own way, this function handles the different cases
  3303. * @param wd: Weapon damage structure
  3304. * @param src: Source of the attack
  3305. * @param skill_id: Skill ID of the skill used by source
  3306. * @param min: Minimum value to which damage should be capped
  3307. */
  3308. static int32 battle_get_spiritball_damage(struct Damage& wd, struct block_list& src, uint16 skill_id) {
  3309. map_session_data* sd = BL_CAST(BL_PC, &src);
  3310. // Return 0 for non-players
  3311. if (!sd)
  3312. return 0;
  3313. int32 damage = 0;
  3314. switch (skill_id) {
  3315. case MO_INVESTIGATE:
  3316. #ifndef RENEWAL
  3317. case MO_FINGEROFFENSIVE:
  3318. #endif
  3319. // These skills used as many spheres as they do hits
  3320. damage = (wd.div_ + sd->spiritball) * 3;
  3321. break;
  3322. #ifdef RENEWAL
  3323. case MO_FINGEROFFENSIVE:
  3324. // These skills store the spheres used in spiritball_old
  3325. damage = (sd->spiritball_old + sd->spiritball) * 3;
  3326. break;
  3327. #endif
  3328. case MO_EXTREMITYFIST:
  3329. // These skills store the number of spheres the player had before cast
  3330. damage = sd->spiritball_old * 3;
  3331. break;
  3332. default:
  3333. // Any skills that do not consume spheres or do not care
  3334. damage = sd->spiritball * 3;
  3335. break;
  3336. }
  3337. return damage;
  3338. }
  3339. /*========================================
  3340. * Do element damage modifier calculation
  3341. *----------------------------------------
  3342. * Credits:
  3343. * Original coder Skotlex
  3344. * Initial refactoring by Baalberith
  3345. * Refined and optimized by helvetica
  3346. */
  3347. static void battle_calc_element_damage(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3348. {
  3349. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  3350. map_session_data* sd = BL_CAST(BL_PC, src);
  3351. status_change* sc = status_get_sc(src);
  3352. status_data* sstatus = status_get_status_data(*src);
  3353. status_data* tstatus = status_get_status_data(*target);
  3354. int32 right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  3355. // Elemental attribute fix
  3356. if(!nk[NK_IGNOREELEMENT] && (wd->damage > 0 || wd->damage2 > 0)) {
  3357. int32 left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  3358. switch (skill_id) {
  3359. case PA_SACRIFICE:
  3360. case RK_DRAGONBREATH:
  3361. case RK_DRAGONBREATH_WATER:
  3362. case NC_SELFDESTRUCTION:
  3363. case HFLI_SBR44:
  3364. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv, 1);
  3365. if (is_attack_left_handed(src, skill_id))
  3366. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv, 1);
  3367. break;
  3368. default:
  3369. if (skill_id == 0 && (battle_config.attack_attr_none & src->type))
  3370. return; // Non-player basic attacks are non-elemental, they deal 100% against all defense elements
  3371. #ifdef RENEWAL
  3372. if (sd == nullptr) { // Renewal player's elemental damage calculation is already done before this point, only calculate for everything else
  3373. #endif
  3374. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv, 1);
  3375. if (is_attack_left_handed(src, skill_id))
  3376. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv, 1);
  3377. #ifdef RENEWAL
  3378. }
  3379. #endif
  3380. break;
  3381. }
  3382. // Forced to neutral skills [helvetica]
  3383. // Skills forced to neutral gain benefits from weapon element but final damage is considered "neutral" and resistances are applied again
  3384. switch (skill_id) {
  3385. #ifdef RENEWAL
  3386. case MO_INVESTIGATE:
  3387. case MO_EXTREMITYFIST:
  3388. case CR_SHIELDBOOMERANG:
  3389. case PA_SHIELDCHAIN:
  3390. #endif
  3391. case MC_CARTREVOLUTION:
  3392. case HW_MAGICCRASHER:
  3393. case SR_FALLENEMPIRE:
  3394. case SR_CRESCENTELBOW_AUTOSPELL:
  3395. case SR_GATEOFHELL:
  3396. case GN_FIRE_EXPANSION_ACID:
  3397. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1);
  3398. if (is_attack_left_handed(src, skill_id))
  3399. wd->damage2 = battle_attr_fix(src, target, wd->damage2, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1);
  3400. break;
  3401. }
  3402. }
  3403. #ifndef RENEWAL
  3404. // These mastery bonuses are non-elemental and should apply even if the attack misses
  3405. // They are still increased by the EDP/Magnum Break bonus damage (WATK_ELEMENT)
  3406. // In renewal these bonuses do not apply when the attack misses
  3407. if (sd && battle_skill_stacks_masteries_vvs(skill_id, BCHK_STAR)) {
  3408. // Star Crumb bonus damage
  3409. ATK_ADD2(wd->damage, wd->damage2, sd->right_weapon.star, sd->left_weapon.star);
  3410. }
  3411. // Check if general mastery bonuses apply (above check is only for Star Crumb)
  3412. if (battle_skill_stacks_masteries_vvs(skill_id, BCHK_ALL)) {
  3413. // Spirit Sphere bonus damage
  3414. ATK_ADD(wd->damage, wd->damage2, battle_get_spiritball_damage(*wd, *src, skill_id));
  3415. // Skill-specific bonuses
  3416. switch(skill_id) {
  3417. case TF_POISON:
  3418. ATK_ADD(wd->damage, wd->damage2, 15 * skill_lv);
  3419. // Envenom applies the attribute table to the base damage and then again to the final damage
  3420. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv, 1);
  3421. break;
  3422. case NJ_SYURIKEN:
  3423. ATK_ADD(wd->damage, wd->damage2, 4 * skill_lv);
  3424. if (sd) {
  3425. ATK_ADD(wd->damage, wd->damage2, 3 * pc_checkskill(sd, NJ_TOBIDOUGU));
  3426. ATK_ADD(wd->damage, wd->damage2, sd->bonus.arrow_atk);
  3427. }
  3428. // Applies attribute table on neutral element to the final damage
  3429. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1);
  3430. break;
  3431. case NJ_KUNAI:
  3432. if (sd) {
  3433. ATK_ADD(wd->damage, wd->damage2, 3 * sd->bonus.arrow_atk);
  3434. }
  3435. // Applies attribute table on neutral element to the final damage
  3436. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1);
  3437. break;
  3438. }
  3439. }
  3440. // These bonuses do not apply to skills that ignore +% damage cards
  3441. // If damage was reduced below 0 and was not increased again to a positive value through mastery bonuses, these bonuses are ignored
  3442. // Any of these are only applied to your right hand weapon in pre-renewal
  3443. if (!nk[NK_IGNOREELEMENT] && !nk[NK_IGNOREATKCARD] && (wd->damage > 0 || wd->damage2 > 0) && sc) {
  3444. // EDP bonus damage
  3445. // This has to be applied after mastery bonuses but still before the elemental extra damage
  3446. if (sc->getSCE(SC_EDP))
  3447. wd->damage += (wd->damage * sc->getSCE(SC_EDP)->val3) / 100;
  3448. // This adds a percentual damage bonus based on the damage you would deal with a normal attack
  3449. // Applies only to player damage; monsters and mercenaries don't get this damage boost
  3450. if (sd && sc->getSCE(SC_WATK_ELEMENT)) {
  3451. // Pretend the normal attack was of the element stored in the status change
  3452. wd->basedamage = battle_attr_fix(src, target, wd->basedamage, sc->getSCE(SC_WATK_ELEMENT)->val1, tstatus->def_ele, tstatus->ele_lv, 1);
  3453. // Star Crumb bonus damage
  3454. wd->basedamage += sd->right_weapon.star;
  3455. // Spirit Sphere bonus damage
  3456. wd->basedamage += battle_get_spiritball_damage(*wd, *src, skill_id);
  3457. // Add percent of the base damage to the damage
  3458. wd->damage += (wd->basedamage * sc->getSCE(SC_WATK_ELEMENT)->val2) / 100;
  3459. }
  3460. }
  3461. #endif
  3462. // Cap damage to 0
  3463. if (battle_config.attr_recover == 0)
  3464. battle_min_damage(*wd, *src, skill_id, 0);
  3465. }
  3466. /*==================================
  3467. * Calculate weapon mastery damages
  3468. *----------------------------------
  3469. * Credits:
  3470. * Original coder Skotlex
  3471. * Initial refactoring by Baalberith
  3472. * Refined and optimized by helvetica
  3473. */
  3474. static void battle_calc_attack_masteries(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3475. {
  3476. map_session_data *sd = BL_CAST(BL_PC, src);
  3477. status_change *sc = status_get_sc(src);
  3478. status_data* sstatus = status_get_status_data(*src);
  3479. int32 t_class = status_get_class(target);
  3480. #ifndef RENEWAL
  3481. if (sd) {
  3482. wd->basedamage = battle_addmastery(sd, target, wd->basedamage, 0);
  3483. }
  3484. #endif
  3485. // Check if mastery damage applies to current skill
  3486. if (sd && battle_skill_stacks_masteries_vvs(skill_id, BCHK_ALL))
  3487. { //Add mastery damage
  3488. uint16 skill;
  3489. wd->damage = battle_addmastery(sd,target,wd->damage,0);
  3490. #ifdef RENEWAL
  3491. wd->masteryAtk = battle_addmastery(sd,target,wd->weaponAtk,0);
  3492. #endif
  3493. if (is_attack_left_handed(src, skill_id)) {
  3494. wd->damage2 = battle_addmastery(sd,target,wd->damage2,1);
  3495. #ifdef RENEWAL
  3496. wd->masteryAtk2 = battle_addmastery(sd,target,wd->weaponAtk2,1);
  3497. #endif
  3498. }
  3499. #ifdef RENEWAL
  3500. //General skill masteries
  3501. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  3502. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv);
  3503. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  3504. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 4);
  3505. // Star Crumb bonus damage
  3506. ATK_ADD2(wd->masteryAtk, wd->masteryAtk2, sd->right_weapon.star, sd->left_weapon.star);
  3507. // Spirit Sphere bonus damage
  3508. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, battle_get_spiritball_damage(*wd, *src, skill_id));
  3509. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) {
  3510. ATK_ADD(wd->damage, wd->damage2, 3 * skill);
  3511. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 3 * skill);
  3512. }
  3513. #endif
  3514. switch(skill_id) {
  3515. case RA_WUGDASH:
  3516. case RA_WUGSTRIKE:
  3517. case RA_WUGBITE:
  3518. if (sd) {
  3519. skill = pc_checkskill(sd, RA_TOOTHOFWUG);
  3520. ATK_ADD(wd->damage, wd->damage2, 30 * skill);
  3521. #ifdef RENEWAL
  3522. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * skill);
  3523. #endif
  3524. }
  3525. break;
  3526. #ifdef RENEWAL
  3527. case GN_CARTCANNON:
  3528. case NC_ARMSCANNON:
  3529. // Arrow attack of these skills is not influenced by P.ATK so we add it as mastery attack
  3530. if (sd != nullptr) {
  3531. status_data* tstatus = status_get_status_data(*target);
  3532. 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));
  3533. }
  3534. break;
  3535. #endif
  3536. }
  3537. if (sc) { // Status change considered as masteries
  3538. #ifdef RENEWAL
  3539. if (sc->getSCE(SC_NIBELUNGEN)) // With renewal, the level 4 weapon limitation has been removed
  3540. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->getSCE(SC_NIBELUNGEN)->val2);
  3541. #endif
  3542. if(sc->getSCE(SC_CAMOUFLAGE)) {
  3543. ATK_ADD(wd->damage, wd->damage2, 30 * min(10, sc->getSCE(SC_CAMOUFLAGE)->val3));
  3544. #ifdef RENEWAL
  3545. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * min(10, sc->getSCE(SC_CAMOUFLAGE)->val3));
  3546. #endif
  3547. }
  3548. if(sc->getSCE(SC_GN_CARTBOOST)) {
  3549. ATK_ADD(wd->damage, wd->damage2, 10 * sc->getSCE(SC_GN_CARTBOOST)->val1);
  3550. #ifdef RENEWAL
  3551. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 10 * sc->getSCE(SC_GN_CARTBOOST)->val1);
  3552. #endif
  3553. }
  3554. if (sc->getSCE(SC_P_ALTER)) {
  3555. ATK_ADD(wd->damage, wd->damage2, sc->getSCE(SC_P_ALTER)->val2);
  3556. #ifdef RENEWAL
  3557. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->getSCE(SC_P_ALTER)->val2);
  3558. #endif
  3559. }
  3560. }
  3561. }
  3562. }
  3563. #ifdef RENEWAL
  3564. /*=========================================
  3565. * Calculate the various Renewal ATK parts
  3566. *-----------------------------------------
  3567. * Credits:
  3568. * Original coder Skotlex
  3569. * Initial refactoring by Baalberith
  3570. * Refined and optimized by helvetica
  3571. */
  3572. static void battle_calc_damage_parts(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3573. {
  3574. status_data* sstatus = status_get_status_data(*src);
  3575. status_data* tstatus = status_get_status_data(*target);
  3576. map_session_data *sd = BL_CAST(BL_PC, src);
  3577. bool critical = false;
  3578. int32 right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  3579. int32 left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  3580. wd->statusAtk += sstatus->batk;
  3581. wd->statusAtk2 += sstatus->batk;
  3582. if (sd && sd->sc.getSCE(SC_SEVENWIND)) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  3583. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, sstatus->rhw.ele, tstatus->def_ele, tstatus->ele_lv);
  3584. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk2, sstatus->lhw.ele, tstatus->def_ele, tstatus->ele_lv);
  3585. } else { // status atk is considered neutral on normal attacks [helvetica]
  3586. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3587. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk2, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3588. }
  3589. // Right-hand status attack is doubled after elemental adjustments
  3590. wd->statusAtk *= 2;
  3591. // Check critical
  3592. if (wd->type == DMG_MULTI_HIT_CRITICAL || wd->type == DMG_CRITICAL)
  3593. critical = true;
  3594. wd->weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd, critical);
  3595. wd->weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd, critical);
  3596. // Weapon ATK gain bonus from SC_SUB_WEAPONPROPERTY here ( +x% pseudo element damage)
  3597. if (sd && sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)) {
  3598. int64 bonus_atk = (int64)floor((float)( wd->weaponAtk * sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val2 / 100));
  3599. int64 bonus_atk2 = (int64)floor((float)( wd->weaponAtk2 * sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val2 / 100));
  3600. bonus_atk = battle_attr_fix(src, target, bonus_atk, sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val1, tstatus->def_ele, tstatus->ele_lv);
  3601. bonus_atk2 = battle_attr_fix(src, target, bonus_atk2, sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val1, tstatus->def_ele, tstatus->ele_lv);
  3602. wd->weaponAtk += bonus_atk;
  3603. wd->weaponAtk2 += bonus_atk2;
  3604. }
  3605. wd->weaponAtk = battle_attr_fix(src, target, wd->weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3606. wd->weaponAtk2 = battle_attr_fix(src, target, wd->weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3607. wd->equipAtk += battle_calc_equip_attack(src, skill_id);
  3608. wd->equipAtk = battle_attr_fix(src, target, wd->equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3609. wd->equipAtk2 += battle_calc_equip_attack(src, skill_id);
  3610. wd->equipAtk2 = battle_attr_fix(src, target, wd->equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3611. // AtkRate gives a static bonus from (W.ATK + E.ATK)
  3612. if (sd && sd->bonus.atk_rate) {
  3613. wd->percentAtk = (wd->weaponAtk + wd->equipAtk) * sd->bonus.atk_rate / 100;
  3614. wd->percentAtk2 = (wd->weaponAtk2 + wd->equipAtk2) * sd->bonus.atk_rate / 100;
  3615. }
  3616. //Mastery ATK is a special kind of ATK that has no elemental properties
  3617. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  3618. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  3619. wd->damage = 0;
  3620. wd->damage2 = 0;
  3621. }
  3622. #endif
  3623. /*==========================================================
  3624. * Calculate basic ATK that goes into the skill ATK formula
  3625. *----------------------------------------------------------
  3626. * Credits:
  3627. * Original coder Skotlex
  3628. * Initial refactoring by Baalberith
  3629. * Refined and optimized by helvetica
  3630. */
  3631. static void battle_calc_skill_base_damage(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3632. {
  3633. status_change *sc = status_get_sc(src);
  3634. status_data* sstatus = status_get_status_data(*src);
  3635. status_data* tstatus = status_get_status_data(*target);
  3636. map_session_data *sd = BL_CAST(BL_PC, src);
  3637. map_session_data *tsd = BL_CAST(BL_PC, target);
  3638. uint16 bflag = BDMG_NONE;
  3639. #ifndef RENEWAL
  3640. uint16 i;
  3641. #endif
  3642. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  3643. switch (skill_id) { //Calc base damage according to skill
  3644. case PA_SACRIFICE:
  3645. wd->damage = sstatus->max_hp* 9/100;
  3646. wd->damage2 = 0;
  3647. #ifdef RENEWAL
  3648. wd->weaponAtk = wd->damage;
  3649. wd->weaponAtk2 = wd->damage2;
  3650. #endif
  3651. break;
  3652. #ifdef RENEWAL
  3653. case LK_SPIRALPIERCE:
  3654. case ML_SPIRALPIERCE:
  3655. if (sd) {
  3656. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3657. // Officially statusAtk + weaponAtk + equipAtk make base attack
  3658. // We simulate this here by adding them all into equip attack
  3659. ATK_ADD2(wd->equipAtk, wd->equipAtk2, wd->statusAtk + wd->weaponAtk, wd->statusAtk2 + wd->weaponAtk2);
  3660. // Set statusAtk and weaponAtk to 0
  3661. ATK_RATE(wd->statusAtk, wd->statusAtk2, 0);
  3662. ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 0);
  3663. // Add weight
  3664. int16 index = sd->equip_index[EQI_HAND_R];
  3665. if (index >= 0 &&
  3666. sd->inventory_data[index] &&
  3667. sd->inventory_data[index]->type == IT_WEAPON)
  3668. wd->equipAtk += sd->inventory_data[index]->weight / 10;
  3669. // 70% damage modifier is applied to base attack + weight
  3670. ATK_RATE(wd->equipAtk, wd->equipAtk2, 70);
  3671. // Additional skill-specific size fix
  3672. switch (tstatus->size) {
  3673. case SZ_SMALL: //Small: 130%
  3674. ATK_RATE(wd->equipAtk, wd->equipAtk2, 130);
  3675. break;
  3676. case SZ_MEDIUM: //Medium: 115%
  3677. ATK_RATE(wd->equipAtk, wd->equipAtk2, 115);
  3678. break;
  3679. //case SZ_BIG: //Large: 100%
  3680. }
  3681. } else {
  3682. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3683. }
  3684. #else
  3685. case NJ_ISSEN:
  3686. wd->damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100;
  3687. wd->damage2 = 0;
  3688. break;
  3689. case LK_SPIRALPIERCE:
  3690. case ML_SPIRALPIERCE:
  3691. if (sd) {
  3692. int16 index = sd->equip_index[EQI_HAND_R];
  3693. if (index >= 0 &&
  3694. sd->inventory_data[index] &&
  3695. sd->inventory_data[index]->type == IT_WEAPON)
  3696. wd->damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  3697. ATK_ADDRATE(wd->damage, wd->damage2, 50*skill_lv); //Skill modifier applies to weight only.
  3698. } else {
  3699. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3700. }
  3701. i = sstatus->str/10;
  3702. i*=i;
  3703. ATK_ADD(wd->damage, wd->damage2, i); //Add str bonus.
  3704. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  3705. case SZ_SMALL: //Small: 125%
  3706. ATK_RATE(wd->damage, wd->damage2, 125);
  3707. break;
  3708. //case SZ_MEDIUM: //Medium: 100%
  3709. case SZ_BIG: //Large: 75%
  3710. ATK_RATE(wd->damage, wd->damage2, 75);
  3711. break;
  3712. }
  3713. #endif
  3714. break;
  3715. case CR_SHIELDBOOMERANG:
  3716. case PA_SHIELDCHAIN:
  3717. wd->damage = sstatus->batk;
  3718. if (sd) {
  3719. int16 index = sd->equip_index[EQI_HAND_L];
  3720. //Base damage of shield skills is [batk + 4*refine + weight]
  3721. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  3722. ATK_ADD(wd->damage, wd->damage2, 4 * sd->inventory.u.items_inventory[index].refine);
  3723. ATK_ADD(wd->damage, wd->damage2, sd->inventory_data[index]->weight / 10);
  3724. #ifdef RENEWAL
  3725. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, 4 * sd->inventory.u.items_inventory[index].refine);
  3726. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, sd->inventory_data[index]->weight / 10);
  3727. #endif
  3728. }
  3729. #ifndef RENEWAL
  3730. // Shield Boomerang and Rapid Smiting calculate DEF before the skill ratio
  3731. battle_calc_defense_reduction(wd, src, target, skill_id, skill_lv);
  3732. #endif
  3733. } else
  3734. ATK_ADD(wd->damage, wd->damage2, sstatus->rhw.atk2); //Else use Atk2
  3735. break;
  3736. case RK_DRAGONBREATH:
  3737. case RK_DRAGONBREATH_WATER:
  3738. {
  3739. int32 damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
  3740. if(status_get_lv(src) > 100)
  3741. damagevalue = damagevalue * status_get_lv(src) / 100;
  3742. if(sd) {
  3743. if (pc_checkskill( sd, DK_DRAGONIC_AURA ) >= 1) {
  3744. damagevalue = damagevalue * (90 + 10 * pc_checkskill( sd, RK_DRAGONTRAINING ) + sstatus->pow / 5 ) / 100;
  3745. } else {
  3746. damagevalue = damagevalue * (90 + 10 * pc_checkskill( sd, RK_DRAGONTRAINING )) / 100;
  3747. }
  3748. }
  3749. if (sc && sc->getSCE(SC_DRAGONIC_AURA))
  3750. damagevalue += damagevalue * sc->getSCE(SC_DRAGONIC_AURA)->val1 * 10 / 100;
  3751. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3752. #ifdef RENEWAL
  3753. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3754. #endif
  3755. wd->flag |= BF_LONG;
  3756. }
  3757. break;
  3758. case NC_SELFDESTRUCTION: {
  3759. int32 damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  3760. if(status_get_lv(src) > 100)
  3761. damagevalue = damagevalue * status_get_lv(src) / 100;
  3762. damagevalue = damagevalue + sstatus->hp;
  3763. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3764. #ifdef RENEWAL
  3765. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3766. #endif
  3767. }
  3768. break;
  3769. case KO_HAPPOKUNAI:
  3770. if(sd) {
  3771. int16 index = sd->equip_index[EQI_AMMO];
  3772. int32 damagevalue = 3 * (
  3773. #ifdef RENEWAL
  3774. 2 *
  3775. #endif
  3776. sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ?
  3777. sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5;
  3778. if (sc && sc->getSCE(SC_KAGEMUSYA))
  3779. damagevalue += damagevalue * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  3780. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3781. #ifdef RENEWAL
  3782. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3783. #endif
  3784. } else
  3785. ATK_ADD(wd->damage, wd->damage2, 5000);
  3786. break;
  3787. case HFLI_SBR44: //[orn]
  3788. if(src->type == BL_HOM)
  3789. wd->damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  3790. break;
  3791. default:
  3792. // Flags that apply to both pre-renewal and renewal
  3793. bflag = BDMG_NONE;
  3794. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false)) bflag |= BDMG_CRIT;
  3795. if (!skill_id && sc && sc->getSCE(SC_CHANGE)) bflag |= BDMG_MAGIC;
  3796. #ifdef RENEWAL
  3797. if (sd)
  3798. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3799. else {
  3800. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, bflag);
  3801. if (is_attack_left_handed(src, skill_id))
  3802. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, bflag);
  3803. }
  3804. #else
  3805. // Pre-renewal exclusive flags
  3806. if (skill_id == HW_MAGICCRASHER) bflag |= BDMG_MAGIC;
  3807. if (sc && sc->getSCE(SC_WEAPONPERFECTION)) bflag |= BDMG_NOSIZE;
  3808. if (is_skill_using_arrow(src, skill_id) && sd) {
  3809. switch(sd->status.weapon) {
  3810. case W_BOW:
  3811. bflag |= BDMG_ARROW;
  3812. break;
  3813. case W_REVOLVER:
  3814. case W_RIFLE:
  3815. case W_GATLING:
  3816. case W_SHOTGUN:
  3817. case W_GRENADE:
  3818. // Criticals with any guns are calculated like melee criticals
  3819. if (!(bflag & BDMG_CRIT)) {
  3820. bflag |= BDMG_ARROW;
  3821. }
  3822. break;
  3823. default:
  3824. // Attacks that use ammo are calculated like melee attacks as long as no ranged weapon is equipped
  3825. // Some skills manually add arrow_atk as mastery bonus later (e.g. Throw Shuriken, Throw Kunai)
  3826. break;
  3827. }
  3828. }
  3829. if (skill_id == SN_SHARPSHOOTING || skill_id == MA_SHARPSHOOTING)
  3830. bflag &= ~(BDMG_CRIT); // Sharpshooting just ignores DEF/FLEE but damage is like a normal attack
  3831. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, bflag);
  3832. if (is_attack_left_handed(src, skill_id))
  3833. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, bflag);
  3834. #endif
  3835. if (nk[NK_SPLASHSPLIT]){ // Divide ATK among targets
  3836. if(wd->miscflag > 0) {
  3837. wd->damage /= wd->miscflag;
  3838. #ifdef RENEWAL
  3839. wd->statusAtk /= wd->miscflag;
  3840. wd->weaponAtk /= wd->miscflag;
  3841. wd->equipAtk /= wd->miscflag;
  3842. wd->masteryAtk /= wd->miscflag;
  3843. #endif
  3844. } else
  3845. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  3846. }
  3847. //Add any bonuses that modify the base atk (pre-skills)
  3848. if(sd) {
  3849. int32 skill;
  3850. #ifndef RENEWAL
  3851. if (sd->bonus.crit_atk_rate && (bflag & BDMG_CRIT)) { // add +crit damage bonuses here in pre-renewal mode [helvetica]
  3852. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.crit_atk_rate);
  3853. }
  3854. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  3855. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  3856. // Reduce count by one (self) [Tydus1]
  3857. i -= 1;
  3858. ATK_ADDRATE(wd->damage, wd->damage2, 2*skill*i);
  3859. }
  3860. }
  3861. #else
  3862. if ((skill = pc_checkskill(sd, TK_POWER)) > 0) {
  3863. int32 dmg_bonus = 20 * skill;
  3864. ATK_ADDRATE(wd->damage, wd->damage2, dmg_bonus);
  3865. RE_ALLATK_ADDRATE(wd, dmg_bonus);
  3866. }
  3867. #endif
  3868. }
  3869. #ifndef RENEWAL
  3870. if (tsd != nullptr && tsd->bonus.crit_def_rate != 0 && !skill_id && (bflag & BDMG_CRIT)) {
  3871. ATK_ADDRATE(wd->damage, wd->damage2, -tsd->bonus.crit_def_rate);
  3872. }
  3873. //Acid Terror ignores DEF but will substract VIT from base attack value instead
  3874. if (skill_id == AM_ACIDTERROR)
  3875. ATK_ADD(wd->damage, wd->damage2, -tstatus->def2);
  3876. #endif
  3877. break;
  3878. } //End switch(skill_id)
  3879. }
  3880. //For quick div adjustment.
  3881. #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); }
  3882. #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; }
  3883. /*================================================= [Playtester]
  3884. * Applies DAMAGE_DIV_FIX and checks for min damage
  3885. * @param d: Damage struct to apply DAMAGE_DIV_FIX to
  3886. * @param skill_id: ID of the skill that deals damage
  3887. * @return Modified damage struct
  3888. *------------------------------------------------*/
  3889. static void battle_apply_div_fix(struct Damage* d, uint16 skill_id)
  3890. {
  3891. if(d->damage) {
  3892. DAMAGE_DIV_FIX(d->damage, d->div_);
  3893. //Min damage
  3894. 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)))
  3895. d->damage = d->div_;
  3896. } else if (d->div_ < 0) {
  3897. d->div_ *= -1;
  3898. }
  3899. }
  3900. /*=======================================
  3901. * Check for and calculate multi attacks
  3902. *---------------------------------------
  3903. * Credits:
  3904. * Original coder Skotlex
  3905. * Initial refactoring by Baalberith
  3906. * Refined and optimized by helvetica
  3907. */
  3908. static void battle_calc_multi_attack(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3909. {
  3910. map_session_data *sd = BL_CAST(BL_PC, src);
  3911. status_change *sc = status_get_sc(src);
  3912. status_change *tsc = status_get_sc(target);
  3913. status_data* tstatus = status_get_status_data(*target);
  3914. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  3915. int16 i;
  3916. if(sc && sc->getSCE(SC_FEARBREEZE) && sd->weapontype1==W_BOW
  3917. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->inventory.u.items_inventory[i].amount > 1)
  3918. {
  3919. int32 chance = rnd()%100;
  3920. switch(sc->getSCE(SC_FEARBREEZE)->val1) {
  3921. case 5:
  3922. if (chance < 4) {
  3923. wd->div_ = 5;
  3924. break;
  3925. } // 3 % chance to attack 5 times.
  3926. [[fallthrough]];
  3927. case 4:
  3928. if (chance < 7) {
  3929. wd->div_ = 4;
  3930. break;
  3931. } // 6 % chance to attack 4 times.
  3932. [[fallthrough]];
  3933. case 3:
  3934. if (chance < 10) {
  3935. wd->div_ = 3;
  3936. break;
  3937. } // 9 % chance to attack 3 times.
  3938. [[fallthrough]];
  3939. case 2:
  3940. case 1:
  3941. if (chance < 13) {
  3942. wd->div_ = 2;
  3943. break;
  3944. } // 12 % chance to attack 2 times.
  3945. }
  3946. wd->div_ = min(wd->div_,sd->inventory.u.items_inventory[i].amount);
  3947. sc->getSCE(SC_FEARBREEZE)->val4 = wd->div_-1;
  3948. if (wd->div_ > 1)
  3949. wd->type = DMG_MULTI_HIT;
  3950. }
  3951. if( wd->div_ == 1 && ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  3952. || ( pc_checkskill_flag(*sd, TF_DOUBLE) > SKILL_FLAG_PERMANENT && sd->weapontype1 != W_FIST )
  3953. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) // Will fail bare-handed
  3954. || ( sc && sc->getSCE(SC_KAGEMUSYA) && sd->weapontype1 != W_FIST )) // Will fail bare-handed
  3955. { //Success chance is not added, the higher one is used [Skotlex]
  3956. int32 max_rate = 0;
  3957. if (sc && sc->getSCE(SC_KAGEMUSYA))
  3958. max_rate = sc->getSCE(SC_KAGEMUSYA)->val1 * 10; // Same rate as even levels of TF_DOUBLE
  3959. else
  3960. #ifdef RENEWAL
  3961. max_rate = max(7 * skill_lv, sd->bonus.double_rate);
  3962. #else
  3963. max_rate = max(5 * skill_lv, sd->bonus.double_rate);
  3964. #endif
  3965. if( rnd()%100 < max_rate ) {
  3966. wd->div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  3967. wd->type = DMG_MULTI_HIT;
  3968. }
  3969. }
  3970. if( wd->div_ == 1 && ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  3971. || (sc != nullptr && !sc->empty() && sc->getSCE(SC_E_CHAIN) && (skill_lv = sc->getSCE(SC_E_CHAIN)->val1) > 0)) //Chain Action of ETERNAL_CHAIN
  3972. && rnd()%100 < 5*skill_lv ) //Success rate
  3973. {
  3974. wd->div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  3975. wd->type = DMG_MULTI_HIT;
  3976. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  3977. }
  3978. }
  3979. switch (skill_id) {
  3980. case RK_WINDCUTTER:
  3981. if (sd && sd->weapontype1 == W_2HSWORD)
  3982. wd->div_ = 2;
  3983. break;
  3984. case SC_FATALMENACE:
  3985. if (sd && sd->weapontype1 == W_DAGGER)
  3986. wd->div_++;
  3987. break;
  3988. case SR_RIDEINLIGHTNING:
  3989. wd->div_ = (sd ? max(1, skill_lv) : 1);
  3990. break;
  3991. case RL_QD_SHOT:
  3992. wd->div_ = 1 + (sd ? sd->status.job_level : 1) / 20 + (tsc && tsc->getSCE(SC_C_MARKER) ? 2 : 0);
  3993. break;
  3994. case KO_JYUMONJIKIRI:
  3995. if( tsc && tsc->getSCE(SC_JYUMONJIKIRI) )
  3996. wd->div_ = wd->div_ * -1;// needs more info
  3997. break;
  3998. case MH_BLAZING_AND_FURIOUS: {
  3999. struct homun_data *hd = BL_CAST(BL_HOM, src);
  4000. if (hd) {
  4001. wd->div_ = hd->homunculus.spiritball;
  4002. hom_delspiritball(hd, MAX_SPIRITBALL, 1);
  4003. }
  4004. break;
  4005. }
  4006. case ABC_FRENZY_SHOT:
  4007. if( rnd_chance( 5 * skill_lv, 100 ) ){
  4008. wd->div_ = 3;
  4009. }
  4010. break;
  4011. #ifdef RENEWAL
  4012. case AS_POISONREACT:
  4013. skill_lv = pc_checkskill(sd, TF_DOUBLE);
  4014. if (skill_lv > 0) {
  4015. if(rnd()%100 < (7 * skill_lv)) {
  4016. wd->div_++;
  4017. }
  4018. }
  4019. break;
  4020. #endif
  4021. case NW_SPIRAL_SHOOTING:
  4022. if (sd && sd->weapontype1 == W_GRENADE)
  4023. wd->div_ += 1;
  4024. break;
  4025. case NW_MAGAZINE_FOR_ONE:
  4026. if (sd && sd->weapontype1 == W_GATLING)
  4027. wd->div_ += 4;
  4028. break;
  4029. case NW_THE_VIGILANTE_AT_NIGHT:
  4030. if (sd && sd->weapontype1 == W_GATLING)
  4031. wd->div_ += 3;
  4032. break;
  4033. }
  4034. }
  4035. /**
  4036. * Calculates the percentual attack modificator (ATKpercent) based on status changes
  4037. * These bonuses are added together and the percent is applied to the damage before the defense reduction in pre-renewal
  4038. * In renewal this simply sets the base skillratio before the actual skill ratio of the skill used is added
  4039. * 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)
  4040. * Do not add additional status changes here unless they are confirmed to use ATKpercent
  4041. * @param bl: Object to calc atkpercent for
  4042. * @param skill_id: Skill used by object
  4043. * @param sc: Object's status change information
  4044. * @return atkpercent with cap_value(watk,0,USHRT_MAX)
  4045. */
  4046. static uint16 battle_get_atkpercent(struct block_list& bl, uint16 skill_id, status_change& sc)
  4047. {
  4048. if (bl.type == BL_PC && !battle_skill_stacks_masteries_vvs(skill_id, BCHK_ALL))
  4049. return 100;
  4050. int32 atkpercent = 100;
  4051. if (sc.getSCE(SC_CURSE))
  4052. atkpercent -= 25;
  4053. if (sc.getSCE(SC_PROVOKE))
  4054. atkpercent += sc.getSCE(SC_PROVOKE)->val2;
  4055. if (sc.getSCE(SC_STRIPWEAPON) && bl.type != BL_PC)
  4056. atkpercent -= sc.getSCE(SC_STRIPWEAPON)->val2;
  4057. if (sc.getSCE(SC_CONCENTRATION))
  4058. atkpercent += sc.getSCE(SC_CONCENTRATION)->val2;
  4059. if (sc.getSCE(SC_TRUESIGHT))
  4060. atkpercent += 2 * sc.getSCE(SC_TRUESIGHT)->val1;
  4061. if (sc.getSCE(SC_JOINTBEAT) && sc.getSCE(SC_JOINTBEAT)->val2 & BREAK_WAIST)
  4062. atkpercent -= 25;
  4063. if (sc.getSCE(SC_INCATKRATE))
  4064. atkpercent += sc.getSCE(SC_INCATKRATE)->val1;
  4065. if (sc.getSCE(SC_POWERUP))
  4066. atkpercent += sc.getSCE(SC_POWERUP)->val1;
  4067. if (sc.getSCE(SC_SKE))
  4068. atkpercent += 300;
  4069. if (sc.getSCE(SC_BLOODLUST))
  4070. atkpercent += sc.getSCE(SC_BLOODLUST)->val2;
  4071. if (sc.getSCE(SC_FLEET))
  4072. atkpercent += sc.getSCE(SC_FLEET)->val3;
  4073. if (sc.getSCE(SC_INVINCIBLE))
  4074. atkpercent += sc.getSCE(SC_INVINCIBLE)->val2;
  4075. /* Only few selected skills should use this function, DO NOT ADD any that are not caused by the skills listed below
  4076. * TODO:
  4077. * GD_GUARDUP (2*skLevel+8)
  4078. * EL_WATERBARRIER (-3)
  4079. * SC_ENERVATION (-30/-40/-50)
  4080. * MH_EQC (skLevel*5)
  4081. * MH_VOLCANIC_ASH (-50)
  4082. */
  4083. return (uint16)cap_value(atkpercent, 0, USHRT_MAX);
  4084. }
  4085. /*======================================================
  4086. * Calculate skill level ratios for weapon-based skills
  4087. *------------------------------------------------------
  4088. * Credits:
  4089. * Original coder Skotlex
  4090. * Initial refactoring by Baalberith
  4091. * Refined and optimized by helvetica
  4092. */
  4093. static int32 battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4094. {
  4095. map_session_data *sd = BL_CAST(BL_PC, src);
  4096. map_session_data *tsd = BL_CAST(BL_PC, target);
  4097. status_change *sc = status_get_sc(src);
  4098. status_change *tsc = status_get_sc(target);
  4099. status_data* sstatus = status_get_status_data(*src);
  4100. status_data* tstatus = status_get_status_data(*target);
  4101. int32 skillratio = 100;
  4102. int32 i;
  4103. //Skill damage modifiers that stack linearly
  4104. if(sc && skill_id != PA_SACRIFICE) {
  4105. #ifdef RENEWAL
  4106. //ATK percent modifier (in renewal, it's applied before the skillratio)
  4107. skillratio = battle_get_atkpercent(*src, skill_id, *sc);
  4108. #endif
  4109. if(sc->getSCE(SC_OVERTHRUST))
  4110. skillratio += sc->getSCE(SC_OVERTHRUST)->val3;
  4111. if(sc->getSCE(SC_MAXOVERTHRUST))
  4112. skillratio += sc->getSCE(SC_MAXOVERTHRUST)->val2;
  4113. if(sc->getSCE(SC_BERSERK))
  4114. #ifndef RENEWAL
  4115. skillratio += 100;
  4116. #else
  4117. skillratio += 200;
  4118. #endif
  4119. if (!skill_id || skill_id == KN_AUTOCOUNTER) {
  4120. if (sc->getSCE(SC_CRUSHSTRIKE)) {
  4121. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  4122. int16 index = sd->equip_index[EQI_HAND_R];
  4123. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  4124. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sd->inventory_data[index]->atk +
  4125. 100 * sd->inventory_data[index]->weapon_level * (sd->inventory.u.items_inventory[index].refine + 6);
  4126. }
  4127. status_change_end(src,SC_CRUSHSTRIKE);
  4128. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  4129. } else {
  4130. if (sc->getSCE(SC_GIANTGROWTH) && (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) { // Increase damage again if Crush Strike is not active
  4131. if (map_flag_vs(src->m)) // Only half of the 2.5x increase on versus-type maps
  4132. skillratio += 125;
  4133. else
  4134. skillratio += 250;
  4135. }
  4136. }
  4137. }
  4138. }
  4139. switch(skill_id) {
  4140. case SM_BASH:
  4141. case MS_BASH:
  4142. skillratio += 30 * skill_lv;
  4143. break;
  4144. case SM_MAGNUM:
  4145. case MS_MAGNUM:
  4146. if(wd->miscflag == 1)
  4147. skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester]
  4148. else
  4149. skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester]
  4150. break;
  4151. case MC_MAMMONITE:
  4152. skillratio += 50 * skill_lv;
  4153. break;
  4154. case HT_POWER:
  4155. skillratio += -50 + 8 * sstatus->str;
  4156. break;
  4157. case AC_DOUBLE:
  4158. case MA_DOUBLE:
  4159. skillratio += 10 * (skill_lv - 1);
  4160. break;
  4161. case AC_SHOWER:
  4162. case MA_SHOWER:
  4163. #ifdef RENEWAL
  4164. skillratio += 50 + 10 * skill_lv;
  4165. #else
  4166. skillratio += -25 + 5 * skill_lv;
  4167. #endif
  4168. break;
  4169. case AC_CHARGEARROW:
  4170. case MA_CHARGEARROW:
  4171. skillratio += 50;
  4172. break;
  4173. case KN_PIERCE:
  4174. skillratio += 10 * skill_lv;
  4175. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  4176. skillratio *= 2;
  4177. break;
  4178. case ML_PIERCE:
  4179. skillratio += 10 * skill_lv;
  4180. break;
  4181. case MER_CRASH:
  4182. skillratio += 10 * skill_lv;
  4183. break;
  4184. case KN_SPEARSTAB:
  4185. skillratio += 20 * skill_lv;
  4186. break;
  4187. case KN_SPEARBOOMERANG:
  4188. skillratio += 50 * skill_lv;
  4189. break;
  4190. #ifdef RENEWAL
  4191. case KN_BRANDISHSPEAR:
  4192. skillratio += -100 + 400 + 100 * skill_lv + sstatus->str * 3;
  4193. break;
  4194. #else
  4195. case KN_BRANDISHSPEAR:
  4196. #endif
  4197. case ML_BRANDISH:
  4198. {
  4199. int32 ratio = 100 + 20 * skill_lv;
  4200. skillratio += -100 + ratio;
  4201. if(skill_lv > 3 && wd->miscflag == 0)
  4202. skillratio += ratio / 2;
  4203. if(skill_lv > 6 && wd->miscflag == 0)
  4204. skillratio += ratio / 4;
  4205. if(skill_lv > 9 && wd->miscflag == 0)
  4206. skillratio += ratio / 8;
  4207. if(skill_lv > 6 && wd->miscflag == 1)
  4208. skillratio += ratio / 2;
  4209. if(skill_lv > 9 && wd->miscflag == 1)
  4210. skillratio += ratio / 4;
  4211. if(skill_lv > 9 && wd->miscflag == 2)
  4212. skillratio += ratio / 2;
  4213. }
  4214. break;
  4215. case KN_BOWLINGBASH:
  4216. case MS_BOWLINGBASH:
  4217. skillratio += 40 * skill_lv;
  4218. break;
  4219. case AS_GRIMTOOTH:
  4220. skillratio += 20 * skill_lv;
  4221. break;
  4222. case AS_POISONREACT:
  4223. skillratio += 30 * skill_lv;
  4224. break;
  4225. case AS_SONICBLOW:
  4226. #ifdef RENEWAL
  4227. skillratio += 100 + 100 * skill_lv;
  4228. if (tstatus->hp < (tstatus->max_hp / 2))
  4229. skillratio += skillratio / 2;
  4230. #else
  4231. skillratio += 200 + 50 * skill_lv;
  4232. if (sd && pc_checkskill(sd, AS_SONICACCEL) > 0)
  4233. skillratio += skillratio / 10;
  4234. #endif
  4235. break;
  4236. case TF_SPRINKLESAND:
  4237. skillratio += 30;
  4238. break;
  4239. case MC_CARTREVOLUTION:
  4240. skillratio += 50;
  4241. if(sd && sd->cart_weight)
  4242. skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
  4243. else if (!sd)
  4244. skillratio += 100; //Max damage for non players.
  4245. break;
  4246. case NPC_PIERCINGATT:
  4247. skillratio += -25; //75% base damage
  4248. break;
  4249. case NPC_COMBOATTACK:
  4250. skillratio += 25 * skill_lv;
  4251. break;
  4252. case NPC_RANDOMATTACK:
  4253. case NPC_WATERATTACK:
  4254. case NPC_GROUNDATTACK:
  4255. case NPC_FIREATTACK:
  4256. case NPC_WINDATTACK:
  4257. case NPC_POISONATTACK:
  4258. case NPC_HOLYATTACK:
  4259. case NPC_DARKNESSATTACK:
  4260. case NPC_UNDEADATTACK:
  4261. case NPC_TELEKINESISATTACK:
  4262. case NPC_BLOODDRAIN:
  4263. case NPC_ACIDBREATH:
  4264. case NPC_DARKNESSBREATH:
  4265. case NPC_FIREBREATH:
  4266. case NPC_ICEBREATH:
  4267. case NPC_ICEBREATH2:
  4268. case NPC_THUNDERBREATH:
  4269. case NPC_HELLJUDGEMENT:
  4270. case NPC_HELLJUDGEMENT2:
  4271. case NPC_PULSESTRIKE:
  4272. skillratio += 100 * (skill_lv - 1);
  4273. break;
  4274. case NPC_REVERBERATION_ATK:
  4275. skillratio += 400 + 200 * skill_lv;
  4276. break;
  4277. case RG_BACKSTAP:
  4278. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  4279. skillratio += (200 + 40 * skill_lv) / 2;
  4280. else
  4281. skillratio += 200 + 40 * skill_lv;
  4282. break;
  4283. case RG_RAID:
  4284. #ifdef RENEWAL
  4285. skillratio += -100 + 50 + skill_lv * 150;
  4286. #else
  4287. skillratio += 40 * skill_lv;
  4288. #endif
  4289. break;
  4290. case RG_INTIMIDATE:
  4291. skillratio += 30 * skill_lv;
  4292. break;
  4293. case CR_SHIELDCHARGE:
  4294. skillratio += 20 * skill_lv;
  4295. break;
  4296. case CR_SHIELDBOOMERANG:
  4297. #ifdef RENEWAL
  4298. skillratio += -100 + skill_lv * 80;
  4299. #else
  4300. skillratio += 30 * skill_lv;
  4301. #endif
  4302. break;
  4303. case NPC_DARKCROSS:
  4304. case CR_HOLYCROSS:
  4305. #ifdef RENEWAL
  4306. if(sd && sd->status.weapon == W_2HSPEAR)
  4307. skillratio += 70 * skill_lv;
  4308. else
  4309. #endif
  4310. skillratio += 35 * skill_lv;
  4311. break;
  4312. case AM_DEMONSTRATION:
  4313. skillratio += 20 * skill_lv;
  4314. break;
  4315. case AM_ACIDTERROR:
  4316. #ifdef RENEWAL
  4317. skillratio += -100 + 200 * skill_lv;
  4318. if (sd && pc_checkskill(sd, AM_LEARNINGPOTION))
  4319. skillratio += 100; // !TODO: What's this bonus increase?
  4320. #else
  4321. skillratio += -50 + 50 * skill_lv;
  4322. #endif
  4323. break;
  4324. case MO_FINGEROFFENSIVE:
  4325. #ifdef RENEWAL
  4326. skillratio += 500 + skill_lv * 200;
  4327. if (tsc && tsc->getSCE(SC_BLADESTOP))
  4328. skillratio += skillratio / 2;
  4329. #else
  4330. skillratio += 50 * skill_lv;
  4331. #endif
  4332. break;
  4333. case MO_INVESTIGATE:
  4334. #ifdef RENEWAL
  4335. skillratio += -100 + 100 * skill_lv;
  4336. if (tsc && tsc->getSCE(SC_BLADESTOP))
  4337. skillratio += skillratio / 2;
  4338. #else
  4339. skillratio += 75 * skill_lv;
  4340. #endif
  4341. break;
  4342. case MO_EXTREMITYFIST:
  4343. skillratio += 700 + sstatus->sp * 10;
  4344. #ifdef RENEWAL
  4345. if (wd->miscflag&1)
  4346. skillratio *= 2; // More than 5 spirit balls active
  4347. #endif
  4348. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  4349. break;
  4350. case MO_TRIPLEATTACK:
  4351. skillratio += 20 * skill_lv;
  4352. break;
  4353. case MO_CHAINCOMBO:
  4354. #ifdef RENEWAL
  4355. skillratio += 150 + 50 * skill_lv;
  4356. if (sd && sd->status.weapon == W_KNUCKLE)
  4357. skillratio *= 2;
  4358. #else
  4359. skillratio += 50 + 50 * skill_lv;
  4360. #endif
  4361. break;
  4362. case MO_COMBOFINISH:
  4363. #ifdef RENEWAL
  4364. skillratio += 450 + 50 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  4365. #else
  4366. skillratio += 140 + 60 * skill_lv;
  4367. #endif
  4368. if (sc->getSCE(SC_GT_ENERGYGAIN))
  4369. skillratio += skillratio * 50 / 100;
  4370. break;
  4371. case BA_MUSICALSTRIKE:
  4372. case DC_THROWARROW:
  4373. #ifdef RENEWAL
  4374. skillratio += 10 + 40 * skill_lv;
  4375. #else
  4376. skillratio += 25 + 25 * skill_lv;
  4377. #endif
  4378. break;
  4379. case CH_TIGERFIST:
  4380. #ifdef RENEWAL
  4381. skillratio += 400 + 150 * skill_lv;
  4382. RE_LVL_DMOD(100);
  4383. #else
  4384. skillratio += -60 + 100 * skill_lv;
  4385. #endif
  4386. if (sc->getSCE(SC_GT_ENERGYGAIN))
  4387. skillratio += skillratio * 50 / 100;
  4388. break;
  4389. case CH_CHAINCRUSH:
  4390. #ifdef RENEWAL
  4391. skillratio += -100 + 200 * skill_lv;
  4392. RE_LVL_DMOD(100);
  4393. #else
  4394. skillratio += 300 + 100 * skill_lv;
  4395. #endif
  4396. if (sc->getSCE(SC_GT_ENERGYGAIN))
  4397. skillratio += skillratio * 50 / 100;
  4398. break;
  4399. case CH_PALMSTRIKE:
  4400. #ifdef RENEWAL
  4401. skillratio += 100 + 100 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  4402. RE_LVL_DMOD(100);
  4403. #else
  4404. skillratio += 100 + 100 * skill_lv;
  4405. #endif
  4406. break;
  4407. case LK_HEADCRUSH:
  4408. skillratio += 40 * skill_lv;
  4409. break;
  4410. case LK_JOINTBEAT:
  4411. skillratio += 10 * skill_lv - 50;
  4412. 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.
  4413. skillratio *= 2;
  4414. break;
  4415. #ifdef RENEWAL
  4416. // Renewal: skill ratio applies to entire damage [helvetica]
  4417. case LK_SPIRALPIERCE:
  4418. skillratio += 50 + 50 * skill_lv;
  4419. RE_LVL_DMOD(100);
  4420. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  4421. skillratio *= 2;
  4422. break;
  4423. case ML_SPIRALPIERCE:
  4424. skillratio += 50 + 50 * skill_lv;
  4425. RE_LVL_DMOD(100);
  4426. break;
  4427. #endif
  4428. case ASC_METEORASSAULT:
  4429. #ifdef RENEWAL
  4430. skillratio += 100 + 120 * skill_lv;
  4431. RE_LVL_DMOD(100);
  4432. #else
  4433. skillratio += -60 + 40 * skill_lv;
  4434. #endif
  4435. break;
  4436. case SN_SHARPSHOOTING:
  4437. if (src->type == BL_MOB) { // TODO: Did these formulas change in the renewal balancing?
  4438. if (wd->miscflag & 2) // Splash damage bonus
  4439. skillratio += -100 + 140 * skill_lv;
  4440. else
  4441. skillratio += 100 + 50 * skill_lv;
  4442. break;
  4443. }
  4444. [[fallthrough]];
  4445. case MA_SHARPSHOOTING:
  4446. #ifdef RENEWAL
  4447. skillratio += -100 + 300 + 300 * skill_lv;
  4448. RE_LVL_DMOD(100);
  4449. #else
  4450. skillratio += 100 + 50 * skill_lv;
  4451. #endif
  4452. break;
  4453. #ifdef RENEWAL
  4454. case CR_ACIDDEMONSTRATION:
  4455. skillratio += -100 + 200 * skill_lv + sstatus->int_ + tstatus->vit; // !TODO: Confirm status bonus
  4456. if (target->type == BL_PC)
  4457. skillratio /= 2;
  4458. break;
  4459. #endif
  4460. case CG_ARROWVULCAN:
  4461. #ifdef RENEWAL
  4462. skillratio += 400 + 100 * skill_lv;
  4463. RE_LVL_DMOD(100);
  4464. #else
  4465. skillratio += 100 + 100 * skill_lv;
  4466. #endif
  4467. break;
  4468. case AS_SPLASHER:
  4469. #ifdef RENEWAL
  4470. skillratio += -100 + 400 + 100 * skill_lv;
  4471. #else
  4472. skillratio += 400 + 50 * skill_lv;
  4473. #endif
  4474. if(sd)
  4475. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  4476. break;
  4477. case ASC_BREAKER:
  4478. #ifdef RENEWAL
  4479. skillratio += -100 + 150 * skill_lv + sstatus->str + sstatus->int_; // !TODO: Confirm stat modifier
  4480. RE_LVL_DMOD(100);
  4481. #else
  4482. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  4483. skillratio += -100 + 100 * skill_lv;
  4484. #endif
  4485. break;
  4486. case PA_SACRIFICE:
  4487. skillratio += -10 + 10 * skill_lv;
  4488. break;
  4489. case PA_SHIELDCHAIN:
  4490. #ifdef RENEWAL
  4491. skillratio = -100 + 300 + 200 * skill_lv;
  4492. if( sd != nullptr ){
  4493. int16 index = sd->equip_index[EQI_HAND_L];
  4494. // Damage affected by the shield's weight and refine.
  4495. if( index >= 0 && sd->inventory_data[index] != nullptr && sd->inventory_data[index]->type == IT_ARMOR ){
  4496. skillratio += sd->inventory_data[index]->weight / 10 + 4 * sd->inventory.u.items_inventory[index].refine;
  4497. }
  4498. // Damage affected by shield mastery
  4499. if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
  4500. skillratio += skill_lv * 14 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  4501. }
  4502. }
  4503. RE_LVL_DMOD(100);
  4504. #else
  4505. skillratio += 30 * skill_lv;
  4506. #endif
  4507. if (sc && sc->getSCE(SC_SHIELD_POWER))// Whats the official increase? [Rytech]
  4508. skillratio += skillratio * 50 / 100;
  4509. break;
  4510. case WS_CARTTERMINATION:
  4511. i = 10 * (16 - skill_lv);
  4512. if (i < 1) i = 1;
  4513. //Preserve damage ratio when max cart weight is changed.
  4514. if (sd && sd->cart_weight)
  4515. skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100;
  4516. else if (!sd)
  4517. skillratio += 80000 / i - 100;
  4518. break;
  4519. case TK_DOWNKICK:
  4520. case TK_STORMKICK:
  4521. skillratio += 60 + 20 * skill_lv;
  4522. break;
  4523. case TK_TURNKICK:
  4524. case TK_COUNTER:
  4525. skillratio += 90 + 30 * skill_lv;
  4526. break;
  4527. case TK_JUMPKICK:
  4528. //Different damage formulas depending on damage trigger
  4529. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
  4530. skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
  4531. else if (wd->miscflag) {
  4532. skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
  4533. if (sc && sc->getSCE(SC_SPURT)) //Spurt formula [8%*baselevel]
  4534. skillratio *= 2;
  4535. }
  4536. else
  4537. skillratio += -70 + 10 * skill_lv;
  4538. break;
  4539. case GS_TRIPLEACTION:
  4540. skillratio += 50 * skill_lv;
  4541. break;
  4542. case GS_BULLSEYE:
  4543. //Only works well against brute/demihumans non bosses.
  4544. 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))
  4545. skillratio += 400;
  4546. break;
  4547. case GS_TRACKING:
  4548. skillratio += 100 * (skill_lv + 1);
  4549. break;
  4550. case GS_PIERCINGSHOT:
  4551. #ifdef RENEWAL
  4552. if (sd && sd->weapontype1 == W_RIFLE)
  4553. skillratio += 150 + 30 * skill_lv;
  4554. else
  4555. skillratio += 100 + 20 * skill_lv;
  4556. #else
  4557. skillratio += 20 * skill_lv;
  4558. #endif
  4559. break;
  4560. case GS_RAPIDSHOWER:
  4561. skillratio += 400 + 50 * skill_lv;
  4562. break;
  4563. case GS_DESPERADO:
  4564. skillratio += 50 * (skill_lv - 1);
  4565. if (sc && sc->getSCE(SC_FALLEN_ANGEL))
  4566. skillratio *= 2;
  4567. break;
  4568. case GS_DUST:
  4569. skillratio += 50 * skill_lv;
  4570. break;
  4571. case GS_FULLBUSTER:
  4572. skillratio += 100 * (skill_lv + 2);
  4573. break;
  4574. case GS_SPREADATTACK:
  4575. #ifdef RENEWAL
  4576. skillratio += 30 * skill_lv;
  4577. #else
  4578. skillratio += 20 * (skill_lv - 1);
  4579. #endif
  4580. break;
  4581. #ifdef RENEWAL
  4582. case GS_GROUNDDRIFT:
  4583. skillratio += 100 + 20 * skill_lv;
  4584. break;
  4585. #endif
  4586. case NJ_HUUMA:
  4587. #ifdef RENEWAL
  4588. skillratio += -150 + 250 * skill_lv;
  4589. #else
  4590. skillratio += 50 + 150 * skill_lv;
  4591. #endif
  4592. break;
  4593. case NJ_TATAMIGAESHI:
  4594. skillratio += 10 * skill_lv;
  4595. #ifdef RENEWAL
  4596. skillratio *= 2;
  4597. #endif
  4598. break;
  4599. case NJ_KASUMIKIRI:
  4600. #ifdef RENEWAL
  4601. skillratio += 20 * skill_lv;
  4602. #else
  4603. skillratio += 10 * skill_lv;
  4604. #endif
  4605. break;
  4606. case NJ_KIRIKAGE:
  4607. #ifdef RENEWAL
  4608. skillratio += -50 + 150 * skill_lv;
  4609. #else
  4610. skillratio += 100 * (skill_lv - 1);
  4611. #endif
  4612. break;
  4613. #ifdef RENEWAL
  4614. case NJ_SYURIKEN:
  4615. skillratio += 5 * skill_lv;
  4616. break;
  4617. case NJ_KUNAI:
  4618. skillratio += -100 + 100 * skill_lv;
  4619. break;
  4620. case KN_CHARGEATK:
  4621. skillratio += 600;
  4622. break;
  4623. case AS_VENOMKNIFE:
  4624. skillratio += 400;
  4625. break;
  4626. #else
  4627. case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500%
  4628. int32 k = (wd->miscflag-1)/3;
  4629. if (k < 0)
  4630. k = 0;
  4631. else if (k > 4)
  4632. k = 4;
  4633. skillratio += 100 * k;
  4634. }
  4635. break;
  4636. #endif
  4637. case HT_PHANTASMIC:
  4638. #ifdef RENEWAL
  4639. skillratio += 400;
  4640. #else
  4641. skillratio += 50;
  4642. #endif
  4643. break;
  4644. case MO_BALKYOUNG:
  4645. #ifdef RENEWAL
  4646. skillratio += 700;
  4647. #else
  4648. skillratio += 200;
  4649. #endif
  4650. break;
  4651. case HFLI_MOON: //[orn]
  4652. skillratio += 10 + 110 * skill_lv;
  4653. break;
  4654. case HFLI_SBR44: //[orn]
  4655. skillratio += 100 * (skill_lv - 1);
  4656. break;
  4657. case NPC_VAMPIRE_GIFT:
  4658. skillratio += ((skill_lv - 1) % 5 + 1) * 100;
  4659. break;
  4660. case RK_SONICWAVE:
  4661. skillratio += -100 + 1050 + 150 * skill_lv;
  4662. RE_LVL_DMOD(100);
  4663. break;
  4664. case RK_HUNDREDSPEAR:
  4665. skillratio += -100 + 600 + 200 * skill_lv;
  4666. if (sd)
  4667. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  4668. if (sc) {
  4669. if( sc->getSCE( SC_DRAGONIC_AURA ) ){
  4670. skillratio += sc->getSCE( SC_DRAGONIC_AURA )->val1 * 160;
  4671. }
  4672. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  4673. skillratio *= 2;
  4674. }
  4675. RE_LVL_DMOD(100);
  4676. break;
  4677. case RK_WINDCUTTER:
  4678. if (sd) {
  4679. if (sd->weapontype1 == W_2HSWORD)
  4680. skillratio += -100 + 250 * skill_lv;
  4681. else if (sd->weapontype1 == W_1HSPEAR || sd->weapontype1 == W_2HSPEAR)
  4682. skillratio += -100 + 400 * skill_lv;
  4683. else
  4684. skillratio += -100 + 300 * skill_lv;
  4685. } else
  4686. skillratio += -100 + 300 * skill_lv;
  4687. RE_LVL_DMOD(100);
  4688. break;
  4689. case RK_IGNITIONBREAK:
  4690. skillratio += -100 + 450 * skill_lv;
  4691. RE_LVL_DMOD(100);
  4692. break;
  4693. case NPC_IGNITIONBREAK:
  4694. // 3x3 cell Damage = 1000 1500 2000 2500 3000 %
  4695. // 7x7 cell Damage = 750 1250 1750 2250 2750 %
  4696. // 11x11 cell Damage = 500 1000 1500 2000 2500 %
  4697. i = distance_bl(src,target);
  4698. if (i < 2)
  4699. skillratio += -100 + 500 * (skill_lv + 1);
  4700. else if (i < 4)
  4701. skillratio += -100 + 250 + 500 * skill_lv;
  4702. else
  4703. skillratio += -100 + 500 * skill_lv;
  4704. break;
  4705. case RK_STORMBLAST:
  4706. skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + sstatus->str / 6) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's STR / 6)} x 100] %
  4707. RE_LVL_DMOD(100);
  4708. break;
  4709. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  4710. skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  4711. RE_LVL_DMOD(150); // Base level bonus.
  4712. break;
  4713. // case NPC_PHANTOMTHRUST: // ATK = 100% for all level
  4714. case GC_CROSSIMPACT:
  4715. skillratio += -100 + 1400 + 150 * skill_lv;
  4716. RE_LVL_DMOD(100);
  4717. break;
  4718. case GC_COUNTERSLASH:
  4719. //ATK [{(Skill Level x 150) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  4720. skillratio += -100 + 300 + 150 * skill_lv;
  4721. RE_LVL_DMOD(120);
  4722. skillratio += sstatus->agi * 2;
  4723. // If 4th job, job level of your 3rd job counts
  4724. skillratio += (sd ? (sd->class_&JOBL_FOURTH ? sd->change_level_4th : sd->status.job_level) * 4 : 0);
  4725. break;
  4726. case GC_VENOMPRESSURE:
  4727. skillratio += 900;
  4728. break;
  4729. case GC_PHANTOMMENACE:
  4730. skillratio += 200;
  4731. break;
  4732. case GC_ROLLINGCUTTER:
  4733. skillratio += -100 + 50 + 80 * skill_lv;
  4734. RE_LVL_DMOD(100);
  4735. break;
  4736. case GC_CROSSRIPPERSLASHER:
  4737. skillratio += -100 + 80 * skill_lv + (sstatus->agi * 3);
  4738. RE_LVL_DMOD(100);
  4739. if (sc && sc->getSCE(SC_ROLLINGCUTTER))
  4740. skillratio += sc->getSCE(SC_ROLLINGCUTTER)->val1 * 200;
  4741. break;
  4742. case GC_DARKCROW:
  4743. skillratio += 100 * (skill_lv - 1);
  4744. break;
  4745. case AB_DUPLELIGHT_MELEE:
  4746. skillratio += 50 + 15 * skill_lv;
  4747. break;
  4748. case NPC_ARROWSTORM:
  4749. if (skill_lv > 4)
  4750. skillratio += 1900;
  4751. else
  4752. skillratio += 900;
  4753. break;
  4754. case NPC_DRAGONBREATH:
  4755. if (skill_lv > 5)
  4756. skillratio += 500 + 500 * (skill_lv - 5); // Level 6-10 is using water element, like RK_DRAGONBREATH_WATER
  4757. else
  4758. skillratio += 500 + 500 * skill_lv; // Level 1-5 is using fire element, like RK_DRAGONBREATH
  4759. break;
  4760. case RA_ARROWSTORM:
  4761. if (sc && sc->getSCE(SC_FEARBREEZE))
  4762. skillratio += -100 + 200 + 250 * skill_lv;
  4763. else
  4764. skillratio += -100 + 200 + 180 * skill_lv;
  4765. RE_LVL_DMOD(100);
  4766. break;
  4767. case RA_AIMEDBOLT:
  4768. if (sc && sc->getSCE(SC_FEARBREEZE))
  4769. skillratio += -100 + 800 + 35 * skill_lv;
  4770. else
  4771. skillratio += -100 + 500 + 20 * skill_lv;
  4772. RE_LVL_DMOD(100);
  4773. break;
  4774. case RA_CLUSTERBOMB:
  4775. skillratio += 100 + 100 * skill_lv;
  4776. break;
  4777. case RA_WUGDASH:// ATK 300%
  4778. skillratio += 200;
  4779. break;
  4780. case RA_WUGSTRIKE:
  4781. skillratio += -100 + 200 * skill_lv;
  4782. break;
  4783. case RA_WUGBITE:
  4784. skillratio += 300 + 200 * skill_lv;
  4785. if (skill_lv == 5)
  4786. skillratio += 100;
  4787. break;
  4788. case RA_SENSITIVEKEEN:
  4789. skillratio += 50 * skill_lv;
  4790. break;
  4791. case NC_BOOSTKNUCKLE:
  4792. skillratio += -100 + 260 * skill_lv + sstatus->dex; // !TODO: What's the DEX bonus?
  4793. RE_LVL_DMOD(100);
  4794. break;
  4795. case NC_PILEBUNKER:
  4796. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  4797. RE_LVL_DMOD(100);
  4798. break;
  4799. case NC_VULCANARM:
  4800. skillratio += -100 + 230 * skill_lv + sstatus->dex; // !TODO: What's the DEX bonus?
  4801. RE_LVL_DMOD(100);
  4802. break;
  4803. case NC_FLAMELAUNCHER:
  4804. case NC_COLDSLOWER:
  4805. skillratio += 200 + 300 * skill_lv;
  4806. RE_LVL_DMOD(150);
  4807. break;
  4808. case NC_ARMSCANNON:
  4809. skillratio += -100 + 400 + 350 * skill_lv;
  4810. RE_LVL_DMOD(100);
  4811. break;
  4812. case NC_AXEBOOMERANG:
  4813. skillratio += 150 + 50 * skill_lv;
  4814. if (sd) {
  4815. int16 index = sd->equip_index[EQI_HAND_R];
  4816. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  4817. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  4818. }
  4819. RE_LVL_DMOD(100);
  4820. break;
  4821. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  4822. skillratio += -100 + ((sstatus->str + sstatus->dex)/ 2) + 300 + 100 * skill_lv;
  4823. RE_LVL_DMOD(100);
  4824. if (sc && sc->getSCE(SC_ABR_BATTLE_WARIOR))
  4825. skillratio *= 2;
  4826. break;
  4827. case NC_MAGMA_ERUPTION: // 'Slam' damage
  4828. skillratio += 350 + 50 * skill_lv;
  4829. break;
  4830. case NC_AXETORNADO:
  4831. skillratio += -100 + 200 + 180 * skill_lv + sstatus->vit * 2;
  4832. if (sc && sc->getSCE(SC_AXE_STOMP))
  4833. skillratio += 380;
  4834. RE_LVL_DMOD(100);
  4835. break;
  4836. case SC_FATALMENACE:
  4837. skillratio += 120 * skill_lv + sstatus->agi; // !TODO: What's the AGI bonus?
  4838. if( sc != nullptr && sc->getSCE( SC_ABYSS_DAGGER ) ){
  4839. skillratio += 30 * skill_lv;
  4840. }
  4841. RE_LVL_DMOD(100);
  4842. break;
  4843. case SC_TRIANGLESHOT:
  4844. skillratio += -100 + 230 * skill_lv + 3 * sstatus->agi;
  4845. RE_LVL_DMOD(100);
  4846. break;
  4847. case SC_FEINTBOMB:
  4848. skillratio += -100 + (skill_lv + 1) * sstatus->dex / 2 * ((sd) ? sd->status.job_level / 10 : 1);
  4849. RE_LVL_DMOD(120);
  4850. break;
  4851. case LG_CANNONSPEAR:
  4852. skillratio += -100 + skill_lv * ( 120 + sstatus->str );
  4853. if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) ){
  4854. skillratio += 400;
  4855. }
  4856. RE_LVL_DMOD(100);
  4857. break;
  4858. case LG_BANISHINGPOINT:
  4859. skillratio += -100 + ( 100 * skill_lv );
  4860. if( sd != nullptr ){
  4861. skillratio += pc_checkskill( sd, SM_BASH ) * 70;
  4862. }
  4863. if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) ){
  4864. skillratio += 800;
  4865. }
  4866. RE_LVL_DMOD(100);
  4867. break;
  4868. case LG_SHIELDPRESS:
  4869. skillratio += -100 + 200 * skill_lv;
  4870. if (sd) {
  4871. // Shield Press only considers base STR without job bonus
  4872. skillratio += sd->status.str;
  4873. if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
  4874. skillratio += skill_lv * 15 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  4875. }
  4876. int16 index = sd->equip_index[EQI_HAND_L];
  4877. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4878. skillratio += sd->inventory_data[index]->weight / 10;
  4879. }
  4880. RE_LVL_DMOD(100);
  4881. break;
  4882. case LG_PINPOINTATTACK:
  4883. skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src);
  4884. RE_LVL_DMOD(120);
  4885. break;
  4886. case LG_RAGEBURST:
  4887. if (sd && sd->spiritball_old)
  4888. skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  4889. else
  4890. skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src));
  4891. RE_LVL_DMOD(100);
  4892. break;
  4893. case LG_MOONSLASHER:
  4894. skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0);
  4895. RE_LVL_DMOD(100);
  4896. break;
  4897. case LG_OVERBRAND:
  4898. if(sc && sc->getSCE(SC_OVERBRANDREADY))
  4899. skillratio += -100 + 500 * skill_lv;
  4900. else
  4901. skillratio += -100 + 350 * skill_lv;
  4902. skillratio += ((sd) ? pc_checkskill(sd, CR_SPEARQUICKEN) * 50 : 0);
  4903. RE_LVL_DMOD(100);
  4904. break;
  4905. case LG_EARTHDRIVE:
  4906. skillratio += -100 + 380 * skill_lv + sstatus->str + sstatus->vit; // !TODO: What's the STR/VIT bonus?
  4907. if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
  4908. skillratio += skill_lv * 37 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  4909. }
  4910. RE_LVL_DMOD(100);
  4911. break;
  4912. case LG_HESPERUSLIT:
  4913. if (sc && sc->getSCE(SC_INSPIRATION))
  4914. skillratio += -100 + 450 * skill_lv;
  4915. else
  4916. skillratio += -100 + 300 * skill_lv;
  4917. skillratio += sstatus->vit / 6; // !TODO: What's the VIT bonus?
  4918. RE_LVL_DMOD(100);
  4919. break;
  4920. case SR_EARTHSHAKER:
  4921. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD) || tsc->getSCE(SC__SHADOWFORM))) {
  4922. //[(Skill Level x 300) x (Caster Base Level / 100) + (Caster STR x 3)] %
  4923. skillratio += -100 + 300 * skill_lv;
  4924. RE_LVL_DMOD(100);
  4925. skillratio += status_get_str(src) * 3;
  4926. } else { //[(Skill Level x 400) x (Caster Base Level / 100) + (Caster STR x 2)] %
  4927. skillratio += -100 + 400 * skill_lv;
  4928. RE_LVL_DMOD(100);
  4929. skillratio += status_get_str(src) * 2;
  4930. }
  4931. break;
  4932. case SR_DRAGONCOMBO:
  4933. skillratio += 100 + 80 * skill_lv;
  4934. RE_LVL_DMOD(100);
  4935. break;
  4936. case SR_FALLENEMPIRE:
  4937. // ATK [(Skill Level x 300 + 100) x Caster Base Level / 150] %
  4938. skillratio += 300 * skill_lv;
  4939. RE_LVL_DMOD(150);
  4940. break;
  4941. case SR_TIGERCANNON:
  4942. {
  4943. uint32 hp = sstatus->max_hp * (10 + (skill_lv * 2)) / 100,
  4944. sp = sstatus->max_sp * (5 + skill_lv) / 100;
  4945. if (wd->miscflag&8)
  4946. // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  4947. skillratio += -100 + (hp + sp) / 2;
  4948. else
  4949. // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  4950. skillratio += -100 + (hp + sp) / 4;
  4951. RE_LVL_DMOD(100);
  4952. }
  4953. if (sc->getSCE(SC_GT_REVITALIZE))
  4954. skillratio += skillratio * 30 / 100;
  4955. break;
  4956. case SR_SKYNETBLOW:
  4957. //ATK [{(Skill Level x 200) + (Caster AGI)} x Caster Base Level / 100] %
  4958. skillratio += -100 + 200 * skill_lv + sstatus->agi / 6; // !TODO: Confirm AGI bonus
  4959. RE_LVL_DMOD(100);
  4960. break;
  4961. case SR_RAMPAGEBLASTER:
  4962. if (tsc && tsc->getSCE(SC_EARTHSHAKER)) {
  4963. skillratio += 1400 + 550 * skill_lv;
  4964. RE_LVL_DMOD(120);
  4965. } else {
  4966. skillratio += 900 + 350 * skill_lv;
  4967. RE_LVL_DMOD(150);
  4968. }
  4969. if (sc->getSCE(SC_GT_CHANGE))
  4970. skillratio += skillratio * 30 / 100;
  4971. break;
  4972. case SR_KNUCKLEARROW:
  4973. 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)] %
  4974. skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5;
  4975. if (tsd && tsd->weight)
  4976. skillratio += 100 * tsd->weight / tsd->max_weight;
  4977. RE_LVL_DMOD(150);
  4978. } else {
  4979. if (status_get_class_(target) == CLASS_BOSS)
  4980. skillratio += 400 + 200 * skill_lv;
  4981. else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  4982. skillratio += 400 + 100 * skill_lv;
  4983. RE_LVL_DMOD(100);
  4984. }
  4985. if (sc->getSCE(SC_GT_CHANGE))
  4986. skillratio += skillratio * 30 / 100;
  4987. break;
  4988. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  4989. skillratio += -100 + status_get_lv(src) + sstatus->dex;
  4990. RE_LVL_DMOD(100);
  4991. break;
  4992. case SR_GATEOFHELL:
  4993. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE)
  4994. skillratio += -100 + 800 * skill_lv;
  4995. else
  4996. skillratio += -100 + 500 * skill_lv;
  4997. RE_LVL_DMOD(100);
  4998. if (sc->getSCE(SC_GT_REVITALIZE))
  4999. skillratio += skillratio * 30 / 100;
  5000. break;
  5001. case SR_GENTLETOUCH_QUIET:
  5002. skillratio += -100 + 100 * skill_lv + sstatus->dex;
  5003. RE_LVL_DMOD(100);
  5004. break;
  5005. case SR_HOWLINGOFLION:
  5006. skillratio += -100 + 500 * skill_lv;
  5007. RE_LVL_DMOD(100);
  5008. break;
  5009. case SR_RIDEINLIGHTNING:
  5010. skillratio += -100 + 40 * skill_lv;
  5011. if (sd && sd->status.weapon == W_KNUCKLE)
  5012. skillratio += 50 * skill_lv;
  5013. RE_LVL_DMOD(100);
  5014. break;
  5015. case WM_SEVERE_RAINSTORM_MELEE:
  5016. //ATK [{(Caster DEX / 300 + AGI / 200)} x Caster Base Level / 100] %
  5017. skillratio += -100 + 100 * skill_lv + (sstatus->dex / 300 + sstatus->agi / 200);
  5018. if (wd->miscflag&4) // Whip/Instrument equipped
  5019. skillratio += 20 * skill_lv;
  5020. RE_LVL_DMOD(100);
  5021. break;
  5022. case WM_GREAT_ECHO:
  5023. skillratio += -100 + 250 + 500 * skill_lv;
  5024. if (sd) {
  5025. skillratio += pc_checkskill(sd, WM_LESSON) * 50; // !TODO: Confirm bonus
  5026. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  5027. skillratio *= 2;
  5028. }
  5029. RE_LVL_DMOD(100);
  5030. break;
  5031. case GN_CART_TORNADO: { // ATK [( Skill Level x 200 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  5032. skillratio += -100 + 200 * skill_lv;
  5033. if(sd && sd->cart_weight)
  5034. skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  5035. if (sc && sc->getSCE(SC_BIONIC_WOODENWARRIOR))
  5036. skillratio *= 2;
  5037. }
  5038. break;
  5039. case GN_CARTCANNON:
  5040. skillratio += -100 + (250 + 20 * pc_checkskill(sd, GN_REMODELING_CART)) * skill_lv + 2 * sstatus->int_ / (6 - pc_checkskill(sd, GN_REMODELING_CART));
  5041. RE_LVL_DMOD(100);
  5042. break;
  5043. case GN_SPORE_EXPLOSION:
  5044. skillratio += -100 + 400 + 200 * skill_lv;
  5045. RE_LVL_DMOD(100);
  5046. if (sc && sc->getSCE(SC_BIONIC_WOODEN_FAIRY))
  5047. skillratio *= 2;
  5048. break;
  5049. case GN_WALLOFTHORN:
  5050. skillratio += 10 * skill_lv;
  5051. break;
  5052. case GN_CRAZYWEED_ATK:
  5053. skillratio += -100 + 700 + 100 * skill_lv;
  5054. RE_LVL_DMOD(100);
  5055. break;
  5056. case GN_SLINGITEM_RANGEMELEEATK:
  5057. if( sd ) {
  5058. switch( sd->itemid ) {
  5059. case ITEMID_APPLE_BOMB:
  5060. skillratio += 200 + status_get_str(src) + status_get_dex(src);
  5061. break;
  5062. case ITEMID_COCONUT_BOMB:
  5063. case ITEMID_PINEAPPLE_BOMB:
  5064. skillratio += 700 + status_get_str(src) + status_get_dex(src);
  5065. break;
  5066. case ITEMID_MELON_BOMB:
  5067. skillratio += 400 + status_get_str(src) + status_get_dex(src);
  5068. break;
  5069. case ITEMID_BANANA_BOMB:
  5070. skillratio += 777 + status_get_str(src) + status_get_dex(src);
  5071. break;
  5072. case ITEMID_BLACK_LUMP:
  5073. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
  5074. break;
  5075. case ITEMID_BLACK_HARD_LUMP:
  5076. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
  5077. break;
  5078. case ITEMID_VERY_HARD_LUMP:
  5079. skillratio += -100 + status_get_str(src) + status_get_agi(src) + status_get_dex(src);
  5080. break;
  5081. }
  5082. RE_LVL_DMOD(100);
  5083. }
  5084. break;
  5085. case GN_HELLS_PLANT_ATK:
  5086. skillratio += -100 + 100 * skill_lv + sstatus->int_ * (sd ? pc_checkskill(sd, AM_CANNIBALIZE) : 5); // !TODO: Confirm INT and Cannibalize bonus
  5087. RE_LVL_DMOD(100);
  5088. break;
  5089. // Physical Elemantal Spirits Attack Skills
  5090. case EL_CIRCLE_OF_FIRE:
  5091. case EL_FIRE_BOMB_ATK:
  5092. case EL_STONE_RAIN:
  5093. skillratio += 200;
  5094. break;
  5095. case EL_FIRE_WAVE_ATK:
  5096. skillratio += 500;
  5097. break;
  5098. case EL_TIDAL_WEAPON:
  5099. skillratio += 1400;
  5100. break;
  5101. case EL_WIND_SLASH:
  5102. skillratio += 100;
  5103. break;
  5104. case EL_HURRICANE:
  5105. skillratio += 600;
  5106. break;
  5107. case EL_TYPOON_MIS:
  5108. case EL_WATER_SCREW_ATK:
  5109. skillratio += 900;
  5110. break;
  5111. case EL_STONE_HAMMER:
  5112. skillratio += 400;
  5113. break;
  5114. case EL_ROCK_CRUSHER:
  5115. skillratio += 700;
  5116. break;
  5117. case KO_JYUMONJIKIRI:
  5118. skillratio += -100 + 200 * skill_lv;
  5119. RE_LVL_DMOD(120);
  5120. if(tsc && tsc->getSCE(SC_JYUMONJIKIRI))
  5121. skillratio += skill_lv * status_get_lv(src);
  5122. if (sc && sc->getSCE(SC_KAGEMUSYA))
  5123. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  5124. break;
  5125. case KO_HUUMARANKA:
  5126. skillratio += -100 + 150 * skill_lv + sstatus->str + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  5127. RE_LVL_DMOD(100);
  5128. if (sc && sc->getSCE(SC_KAGEMUSYA))
  5129. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  5130. break;
  5131. case KO_SETSUDAN:
  5132. skillratio += 100 * (skill_lv - 1);
  5133. RE_LVL_DMOD(100);
  5134. if (tsc) {
  5135. struct status_change_entry *sce;
  5136. 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.
  5137. skillratio += 200 * sce->val1;
  5138. }
  5139. break;
  5140. case KO_BAKURETSU:
  5141. skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  5142. RE_LVL_DMOD(120);
  5143. skillratio += 10 * (sd ? sd->status.job_level : 1);
  5144. if (sc && sc->getSCE(SC_KAGEMUSYA))
  5145. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  5146. break;
  5147. case KO_MAKIBISHI:
  5148. skillratio += -100 + 20 * skill_lv;
  5149. break;
  5150. case MH_NEEDLE_OF_PARALYZE:
  5151. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  5152. break;
  5153. case MH_TOXIN_OF_MANDARA:
  5154. skillratio += -100 + 400 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  5155. break;
  5156. case MH_NEEDLE_STINGER:
  5157. skillratio += -100 + 200 + 500 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  5158. break;
  5159. case MH_STAHL_HORN:
  5160. skillratio += -100 + 1000 + 300 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
  5161. break;
  5162. case MH_GLANZEN_SPIES:
  5163. skillratio += -100 + 300 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->vit; // !TODO: Confirm VIT bonus
  5164. break;
  5165. case MH_LAVA_SLIDE:
  5166. skillratio += -100 + 50 * skill_lv;
  5167. break;
  5168. case MH_BLAST_FORGE:
  5169. skillratio += -100 + 70 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
  5170. break;
  5171. case MH_SONIC_CRAW:
  5172. skillratio += -100 + 60 * skill_lv * status_get_lv(src) / 150;
  5173. break;
  5174. case MH_BLAZING_AND_FURIOUS:
  5175. skillratio += -100 + 80 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
  5176. break;
  5177. case MH_THE_ONE_FIGHTER_RISES:
  5178. skillratio += -100 + 580 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
  5179. break;
  5180. case MH_SILVERVEIN_RUSH:
  5181. skillratio += -100 + 250 * skill_lv * status_get_lv(src) / 100 + sstatus->str; // !TODO: Confirm STR bonus
  5182. break;
  5183. case MH_MIDNIGHT_FRENZY:
  5184. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 150 + sstatus->str; // !TODO: Confirm STR bonus
  5185. break;
  5186. case MH_MAGMA_FLOW:
  5187. skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120;
  5188. break;
  5189. case RL_MASS_SPIRAL:
  5190. skillratio += -100 + 200 * skill_lv;
  5191. break;
  5192. case RL_FIREDANCE:
  5193. skillratio += 100 + 100 * skill_lv;
  5194. skillratio += (sd ? pc_checkskill(sd, GS_DESPERADO) * 20 : 0);
  5195. RE_LVL_DMOD(100);
  5196. break;
  5197. case RL_BANISHING_BUSTER:
  5198. skillratio += -100 + 1000 + 200 * skill_lv;
  5199. RE_LVL_DMOD(100);
  5200. break;
  5201. case RL_S_STORM:
  5202. skillratio += -100 + 1700 + 200 * skill_lv;
  5203. break;
  5204. case RL_SLUGSHOT:
  5205. if (target->type == BL_MOB)
  5206. skillratio += -100 + 1200 * skill_lv;
  5207. else
  5208. skillratio += -100 + 2000 * skill_lv;
  5209. skillratio *= 2 + tstatus->size;
  5210. break;
  5211. case RL_D_TAIL:
  5212. skillratio += -100 + 500 + 200 * skill_lv;
  5213. if (sd && (wd->miscflag & 8))
  5214. skillratio *= 2;
  5215. RE_LVL_DMOD(100);
  5216. break;
  5217. case RL_R_TRIP:
  5218. skillratio += -100 + 350 * skill_lv;
  5219. RE_LVL_DMOD(100);
  5220. break;
  5221. case RL_R_TRIP_PLUSATK:
  5222. skillratio += -100 + 300 + 300 * skill_lv;
  5223. break;
  5224. case RL_H_MINE:
  5225. if (sd && sd->flicker) // Flicker explosion damage: 500 + 300 * SkillLv
  5226. skillratio += -100 + 500 + 300 * skill_lv;
  5227. else // 200 + 200 * SkillLv
  5228. skillratio += -100 + 200 + 200 * skill_lv;
  5229. break;
  5230. case RL_HAMMER_OF_GOD:
  5231. skillratio += -100 + 100 * skill_lv;
  5232. if (sd) {
  5233. if (wd->miscflag & 8)
  5234. skillratio += 400 * sd->spiritball_old;
  5235. else
  5236. skillratio += 150 * sd->spiritball_old;
  5237. }
  5238. RE_LVL_DMOD(100);
  5239. break;
  5240. case RL_FIRE_RAIN:
  5241. case RL_AM_BLAST:
  5242. skillratio += -100 + 3500 + 300 * skill_lv;
  5243. break;
  5244. case SU_BITE:
  5245. skillratio += 100;
  5246. break;
  5247. case SU_SCRATCH:
  5248. skillratio += -50 + 50 * skill_lv;
  5249. break;
  5250. case SU_SCAROFTAROU:
  5251. skillratio += -100 + 100 * skill_lv;
  5252. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  5253. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  5254. break;
  5255. case SU_PICKYPECK:
  5256. case SU_PICKYPECK_DOUBLE_ATK:
  5257. skillratio += 100 + 100 * skill_lv;
  5258. if (status_get_hp(target) < (status_get_max_hp(target) / 2))
  5259. skillratio *= 2;
  5260. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  5261. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  5262. break;
  5263. case SU_LUNATICCARROTBEAT:
  5264. case SU_LUNATICCARROTBEAT2:
  5265. skillratio += 100 + 100 * skill_lv;
  5266. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  5267. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  5268. if (status_get_lv(src) > 99)
  5269. skillratio += sstatus->str;
  5270. RE_LVL_DMOD(100);
  5271. break;
  5272. case SU_SVG_SPIRIT:
  5273. skillratio += 150 + 150 * skill_lv;
  5274. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  5275. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  5276. break;
  5277. case SJ_FULLMOONKICK:
  5278. skillratio += 1000 + 100 * skill_lv;
  5279. RE_LVL_DMOD(100);
  5280. if (sc && sc->getSCE(SC_LIGHTOFMOON))
  5281. skillratio += skillratio * sc->getSCE(SC_LIGHTOFMOON)->val2 / 100;
  5282. break;
  5283. case SJ_NEWMOONKICK:
  5284. skillratio += 600 + 100 * skill_lv;
  5285. break;
  5286. case SJ_STAREMPEROR:
  5287. skillratio += 700 + 200 * skill_lv;
  5288. break;
  5289. case SJ_SOLARBURST:
  5290. skillratio += 900 + 220 * skill_lv;
  5291. RE_LVL_DMOD(100);
  5292. if (sc && sc->getSCE(SC_LIGHTOFSUN))
  5293. skillratio += skillratio * sc->getSCE(SC_LIGHTOFSUN)->val2 / 100;
  5294. break;
  5295. case SJ_PROMINENCEKICK:
  5296. skillratio += 50 + 50 * skill_lv;
  5297. break;
  5298. case SJ_FALLINGSTAR_ATK:
  5299. case SJ_FALLINGSTAR_ATK2:
  5300. skillratio += 100 * skill_lv;
  5301. RE_LVL_DMOD(100);
  5302. if (sc && sc->getSCE(SC_LIGHTOFSTAR))
  5303. skillratio += skillratio * sc->getSCE(SC_LIGHTOFSTAR)->val2 / 100;
  5304. break;
  5305. case DK_SERVANTWEAPON_ATK:
  5306. skillratio += -100 + 600 + 850 * skill_lv;
  5307. skillratio += 5 * sstatus->pow;
  5308. RE_LVL_DMOD(100);
  5309. break;
  5310. case DK_SERVANT_W_PHANTOM:
  5311. skillratio += -100 + 200 + 300 * skill_lv + 5 * sstatus->pow;
  5312. RE_LVL_DMOD(100);
  5313. break;
  5314. case DK_SERVANT_W_DEMOL:
  5315. skillratio += -100 + 500 * skill_lv;
  5316. RE_LVL_DMOD(100);
  5317. break;
  5318. case DK_HACKANDSLASHER:
  5319. case DK_HACKANDSLASHER_ATK:
  5320. skillratio += -100 + 350 + 820 * skill_lv;
  5321. skillratio += 7 * sstatus->pow;
  5322. RE_LVL_DMOD(100);
  5323. break;
  5324. case DK_DRAGONIC_AURA:
  5325. skillratio += 3650 * skill_lv + 10 * sstatus->pow;
  5326. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  5327. skillratio += 150 * skill_lv;
  5328. RE_LVL_DMOD(100);
  5329. break;
  5330. case DK_MADNESS_CRUSHER:
  5331. skillratio += -100 + 1000 + 3800 * skill_lv;
  5332. skillratio += 10 * sstatus->pow;
  5333. if( sd != nullptr ){
  5334. int16 index = sd->equip_index[EQI_HAND_R];
  5335. if( index >= 0 && sd->inventory_data[index] != nullptr ){
  5336. skillratio += sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->weapon_level;
  5337. }
  5338. }
  5339. RE_LVL_DMOD(100);
  5340. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  5341. skillratio *= 2;
  5342. break;
  5343. case DK_STORMSLASH:
  5344. skillratio += -100 + 300 + 750 * skill_lv;
  5345. skillratio += 5 * sstatus->pow;
  5346. RE_LVL_DMOD(100);
  5347. if (sc && sc->getSCE(SC_GIANTGROWTH) && rnd_chance(60, 100))
  5348. skillratio *= 2;
  5349. break;
  5350. case DK_DRAGONIC_BREATH:
  5351. skillratio += -100 + 50 + 350 * skill_lv;
  5352. skillratio += 7 * sstatus->pow;
  5353. if (sc && sc->getSCE(SC_DRAGONIC_AURA)) {
  5354. skillratio += 3 * sstatus->pow;
  5355. skillratio += (skill_lv * (sstatus->max_hp * 25 / 100) * 7) / 100; // Skill level x 0.07 x ((MaxHP / 4) + (MaxSP / 2))
  5356. skillratio += (skill_lv * (sstatus->max_sp * 50 / 100) * 7) / 100;
  5357. } else {
  5358. skillratio += (skill_lv * (sstatus->max_hp * 25 / 100) * 5) / 100; // Skill level x 0.05 x ((MaxHP / 4) + (MaxSP / 2))
  5359. skillratio += (skill_lv * (sstatus->max_sp * 50 / 100) * 5) / 100;
  5360. }
  5361. RE_LVL_DMOD(100);
  5362. break;
  5363. case IQ_OLEUM_SANCTUM:
  5364. skillratio += -100 + 500 + 2000 * skill_lv + 5 * sstatus->pow;
  5365. RE_LVL_DMOD(100);
  5366. break;
  5367. case IQ_MASSIVE_F_BLASTER:
  5368. skillratio += -100 + 2300 * skill_lv + 15 * sstatus->pow;
  5369. if (tstatus->race == RC_BRUTE || tstatus->race == RC_DEMON)
  5370. skillratio += 150 * skill_lv;
  5371. RE_LVL_DMOD(100);
  5372. break;
  5373. case IQ_EXPOSION_BLASTER:
  5374. skillratio += -100 + 450 + 2600 * skill_lv;
  5375. skillratio += 10 * sstatus->pow;
  5376. if( tsc != nullptr && tsc->getSCE( SC_HOLY_OIL ) ){
  5377. skillratio += 950 * skill_lv;
  5378. }
  5379. RE_LVL_DMOD(100);
  5380. break;
  5381. case IQ_FIRST_BRAND:
  5382. skillratio += -100 + 1200 * skill_lv + 5 * sstatus->pow;
  5383. RE_LVL_DMOD(100);
  5384. break;
  5385. case IQ_SECOND_FLAME:
  5386. skillratio += -100 + 200 + 2900 * skill_lv + 9 * sstatus->pow;
  5387. RE_LVL_DMOD(100);
  5388. break;
  5389. case IQ_SECOND_FAITH:
  5390. skillratio += -100 + 100 + 2300 * skill_lv + 5 * sstatus->pow;
  5391. RE_LVL_DMOD(100);
  5392. break;
  5393. case IQ_SECOND_JUDGEMENT:
  5394. skillratio += -100 + 150 + 2600 * skill_lv + 7 * sstatus->pow;
  5395. RE_LVL_DMOD(100);
  5396. break;
  5397. case IQ_THIRD_PUNISH:
  5398. skillratio += -100 + 450 + 1800 * skill_lv;
  5399. skillratio += 10 * sstatus->pow;
  5400. RE_LVL_DMOD(100);
  5401. break;
  5402. case IQ_THIRD_FLAME_BOMB:
  5403. skillratio += -100 + 650 * skill_lv + 10 * sstatus->pow;
  5404. skillratio += sstatus->max_hp * 20 / 100;
  5405. RE_LVL_DMOD(100);
  5406. break;
  5407. case IQ_THIRD_CONSECRATION:
  5408. skillratio += -100 + 700 * skill_lv + 10 * sstatus->pow;
  5409. RE_LVL_DMOD(100);
  5410. break;
  5411. case IG_GRAND_JUDGEMENT:
  5412. skillratio += -100 + 250 + 1500 * skill_lv + 10 * sstatus->pow;
  5413. if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
  5414. skillratio += 100 + 150 * skill_lv;
  5415. RE_LVL_DMOD(100);
  5416. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  5417. skillratio += skillratio * i / 100;
  5418. break;
  5419. case IG_SHIELD_SHOOTING:
  5420. skillratio += -100 + 1000 + 3500 * skill_lv;
  5421. skillratio += 10 * sstatus->pow;
  5422. skillratio += skill_lv * 150 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  5423. if (sd) { // Damage affected by the shield's weight and refine. Need official formula. [Rytech]
  5424. int16 index = sd->equip_index[EQI_HAND_L];
  5425. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  5426. skillratio += (sd->inventory_data[index]->weight * 7 / 6) / 10;
  5427. skillratio += sd->inventory.u.items_inventory[index].refine * 100;
  5428. }
  5429. }
  5430. RE_LVL_DMOD(100);
  5431. break;
  5432. case IG_OVERSLASH:
  5433. skillratio += -100 + 220 * skill_lv;
  5434. skillratio += pc_checkskill(sd, IG_SPEAR_SWORD_M) * 50 * skill_lv;
  5435. skillratio += 7 * sstatus->pow;
  5436. RE_LVL_DMOD(100);
  5437. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  5438. skillratio += skillratio * i / 100;
  5439. break;
  5440. case IG_RADIANT_SPEAR:
  5441. skillratio += -100 + 3500 + 1150 * skill_lv;
  5442. skillratio += pc_checkskill(sd, IG_SPEAR_SWORD_M) * 50;
  5443. skillratio += 5 * sstatus->pow; // !TODO: check POW ratio
  5444. if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) )
  5445. skillratio += 250 * skill_lv;
  5446. RE_LVL_DMOD(100);
  5447. break;
  5448. case IG_IMPERIAL_CROSS:
  5449. skillratio += -100 + 1650 + 1350 * skill_lv;
  5450. skillratio += pc_checkskill(sd, IG_SPEAR_SWORD_M) * 25;
  5451. skillratio += 5 * sstatus->pow; // !TODO: check POW ratio
  5452. if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) )
  5453. skillratio += 100 + 300 * skill_lv;
  5454. RE_LVL_DMOD(100);
  5455. break;
  5456. case CD_EFFLIGO:
  5457. skillratio += -100 + 1650 * skill_lv + 7 * sstatus->pow;
  5458. skillratio += 8 * pc_checkskill( sd, CD_MACE_BOOK_M );
  5459. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON) {
  5460. skillratio += 150 * skill_lv;
  5461. skillratio += 7 * pc_checkskill( sd, CD_MACE_BOOK_M );
  5462. }
  5463. RE_LVL_DMOD(100);
  5464. break;
  5465. case CD_PETITIO:
  5466. skillratio += -100 + (1050 + pc_checkskill(sd,CD_MACE_BOOK_M) * 50) * skill_lv + 5 * sstatus->pow;
  5467. RE_LVL_DMOD(100);
  5468. break;
  5469. case SHC_DANCING_KNIFE:
  5470. skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow;
  5471. RE_LVL_DMOD(100);
  5472. break;
  5473. case SHC_SAVAGE_IMPACT:
  5474. skillratio += -100 + 105 * skill_lv + 5 * sstatus->pow;
  5475. if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ){
  5476. skillratio += 20 * skill_lv + 3 * sstatus->pow; // !TODO: check POW ratio
  5477. }
  5478. RE_LVL_DMOD(100);
  5479. break;
  5480. case SHC_ETERNAL_SLASH:
  5481. skillratio += -100 + 300 * skill_lv + 2 * sstatus->pow;
  5482. if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ){
  5483. skillratio += 120 * skill_lv + sstatus->pow;
  5484. }
  5485. RE_LVL_DMOD(100);
  5486. break;
  5487. case SHC_SHADOW_STAB:
  5488. skillratio += -100 + 550 * skill_lv;
  5489. skillratio += 5 * sstatus->pow;
  5490. if (wd->miscflag & SKILL_ALTDMG_FLAG) {
  5491. skillratio += 100 * skill_lv + 2 * sstatus->pow;
  5492. }
  5493. RE_LVL_DMOD(100);
  5494. break;
  5495. case SHC_IMPACT_CRATER:
  5496. skillratio += -100 + 80 * skill_lv + 5 * sstatus->pow;
  5497. RE_LVL_DMOD(100);
  5498. break;
  5499. case SHC_FATAL_SHADOW_CROW:
  5500. skillratio += -100 + 1300 * skill_lv + 10 * sstatus->pow;
  5501. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_DRAGON)
  5502. skillratio += 150 * skill_lv;
  5503. RE_LVL_DMOD(100);
  5504. break;
  5505. case SHC_CROSS_SLASH:
  5506. skillratio += -100 + 300 * skill_lv;
  5507. skillratio += 5 * sstatus->pow;
  5508. if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ) {
  5509. skillratio += 60 * skill_lv;
  5510. skillratio += 2 * sstatus->pow;
  5511. }
  5512. RE_LVL_DMOD(100);
  5513. break;
  5514. case MT_AXE_STOMP:
  5515. skillratio += -100 + 450 + 1150 * skill_lv;
  5516. skillratio += 5 * sstatus->pow;
  5517. RE_LVL_DMOD(100);
  5518. break;
  5519. case MT_MIGHTY_SMASH:
  5520. skillratio += -100 + 80 + 240 * skill_lv;
  5521. skillratio += 5 * sstatus->pow;
  5522. if (sc && sc->getSCE(SC_AXE_STOMP)) {
  5523. skillratio += 20;
  5524. skillratio += 5 * sstatus->pow;
  5525. }
  5526. RE_LVL_DMOD(100);
  5527. break;
  5528. case MT_RUSH_QUAKE:
  5529. skillratio += -100 + 3600 * skill_lv + 10 * sstatus->pow;
  5530. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_INSECT)
  5531. skillratio += 150 * skill_lv;
  5532. RE_LVL_DMOD(100);
  5533. break;
  5534. case MT_A_MACHINE:// Formula unknown. Using Dancing Knife's formula for now. [Rytech]
  5535. skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow;
  5536. RE_LVL_DMOD(100);
  5537. break;
  5538. case MT_SPARK_BLASTER:
  5539. skillratio += -100 + 600 + 1400 * skill_lv;
  5540. skillratio += 5 * sstatus->pow;
  5541. RE_LVL_DMOD(100);
  5542. break;
  5543. case MT_TRIPLE_LASER:
  5544. skillratio += -100 + 650 + 1150 * skill_lv;
  5545. skillratio += 12 * sstatus->pow;
  5546. RE_LVL_DMOD(100);
  5547. break;
  5548. case MT_RUSH_STRIKE:
  5549. skillratio += -100 + 3500 * skill_lv;
  5550. skillratio += 5 * sstatus->pow; // !TODO: check POW ratio
  5551. RE_LVL_DMOD(100);
  5552. break;
  5553. case MT_POWERFUL_SWING:
  5554. skillratio += -100 + 300 + 850 * skill_lv;
  5555. skillratio += 5 * sstatus->pow; // !TODO: check POW ratio
  5556. if (sc && sc->getSCE(SC_AXE_STOMP))
  5557. skillratio += 100 + 100 * skill_lv;
  5558. RE_LVL_DMOD(100);
  5559. break;
  5560. case MT_ENERGY_CANNONADE:
  5561. skillratio += -100 + 250 + 750 * skill_lv;
  5562. skillratio += 5 * sstatus->pow; // !TODO: check POW ratio
  5563. RE_LVL_DMOD(100);
  5564. break;
  5565. case ABC_ABYSS_DAGGER:
  5566. skillratio += -100 + 350 + 1400 * skill_lv;
  5567. skillratio += 5 * sstatus->pow;
  5568. RE_LVL_DMOD(100);
  5569. break;
  5570. case ABC_UNLUCKY_RUSH:
  5571. skillratio += -100 + 100 + 300 * skill_lv + 5 * sstatus->pow;
  5572. RE_LVL_DMOD(100);
  5573. break;
  5574. case ABC_CHAIN_REACTION_SHOT:
  5575. skillratio += -100 + 850 * skill_lv;
  5576. skillratio += 15 * sstatus->con;
  5577. RE_LVL_DMOD(100);
  5578. break;
  5579. case ABC_CHAIN_REACTION_SHOT_ATK:
  5580. skillratio += -100 + 800 + 2550 * skill_lv;
  5581. skillratio += 15 * sstatus->con;
  5582. RE_LVL_DMOD(100);
  5583. break;
  5584. case ABC_DEFT_STAB:
  5585. skillratio += -100 + 700 + 550 * skill_lv;
  5586. skillratio += 7 * sstatus->pow;
  5587. RE_LVL_DMOD(100);
  5588. break;
  5589. case ABC_FRENZY_SHOT:
  5590. skillratio += -100 + 250 + 800 * skill_lv;
  5591. skillratio += 15 * sstatus->con;
  5592. RE_LVL_DMOD(100);
  5593. break;
  5594. case WH_HAWKRUSH:
  5595. skillratio += -100 + 500 * skill_lv + 5 * sstatus->con;
  5596. if (sd)
  5597. skillratio += skillratio * pc_checkskill(sd, WH_NATUREFRIENDLY) / 10;
  5598. RE_LVL_DMOD(100);
  5599. break;
  5600. case WH_HAWKBOOMERANG:
  5601. skillratio += -100 + 600 * skill_lv + 10 * sstatus->con;
  5602. if (sd)
  5603. skillratio += skillratio * pc_checkskill(sd, WH_NATUREFRIENDLY) / 10;
  5604. if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)
  5605. skillratio += skillratio * 50 / 100;
  5606. RE_LVL_DMOD(100);
  5607. break;
  5608. case WH_GALESTORM:
  5609. skillratio += -100 + 1350 * skill_lv;
  5610. skillratio += 10 * sstatus->con;
  5611. RE_LVL_DMOD(100);
  5612. if (sc && sc->getSCE(SC_CALAMITYGALE) && (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH))
  5613. skillratio += skillratio * 50 / 100;
  5614. break;
  5615. case WH_CRESCIVE_BOLT:
  5616. skillratio += -100 + 500 + 1300 * skill_lv;
  5617. skillratio += 5 * sstatus->con;
  5618. RE_LVL_DMOD(100);
  5619. if (sc) {
  5620. if (sc->getSCE(SC_CRESCIVEBOLT))
  5621. skillratio += skillratio * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
  5622. if (sc->getSCE(SC_CALAMITYGALE)) {
  5623. skillratio += skillratio * 20 / 100;
  5624. if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)
  5625. skillratio += skillratio * 50 / 100;
  5626. }
  5627. }
  5628. break;
  5629. case WH_DEEPBLINDTRAP:
  5630. case WH_SOLIDTRAP:
  5631. case WH_SWIFTTRAP:
  5632. case WH_FLAMETRAP:
  5633. skillratio += -100 + 850 * skill_lv + 5 * sstatus->con;
  5634. RE_LVL_DMOD(100);
  5635. skillratio += skillratio * (20 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5)) / 100;
  5636. break;
  5637. case WH_WILD_WALK:
  5638. skillratio += -100 + 1800 + 2800 * skill_lv;
  5639. // !TODO: unknown con and WH_NATUREFRIENDLY/HT_STEELCROW skills ratio
  5640. skillratio += 5 * sstatus->con;
  5641. skillratio += skillratio * pc_checkskill(sd, WH_NATUREFRIENDLY) / 10;
  5642. skillratio += skillratio * pc_checkskill(sd, HT_STEELCROW) / 10;
  5643. RE_LVL_DMOD(100);
  5644. break;
  5645. case BO_ACIDIFIED_ZONE_WATER:
  5646. case BO_ACIDIFIED_ZONE_GROUND:
  5647. case BO_ACIDIFIED_ZONE_WIND:
  5648. case BO_ACIDIFIED_ZONE_FIRE:
  5649. case BO_ACIDIFIED_ZONE_WATER_ATK:// These deal the same damage? [Rytech]
  5650. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  5651. case BO_ACIDIFIED_ZONE_WIND_ATK:
  5652. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  5653. skillratio += -100 + 400 * skill_lv + 5 * sstatus->pow;
  5654. if( sc != nullptr && sc->getSCE( SC_RESEARCHREPORT ) ){
  5655. skillratio += skillratio * 50 / 100;
  5656. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_PLANT)
  5657. skillratio += skillratio * 50 / 100;
  5658. }
  5659. RE_LVL_DMOD(100);
  5660. break;
  5661. case BO_EXPLOSIVE_POWDER:
  5662. skillratio += -100 + 500 + 650 * skill_lv;
  5663. skillratio += 5 * sstatus->pow;
  5664. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  5665. skillratio += 100 * skill_lv;
  5666. RE_LVL_DMOD(100);
  5667. break;
  5668. case BO_MAYHEMIC_THORNS:
  5669. skillratio += -100 + 200 + 300 * skill_lv;
  5670. skillratio += 5 * sstatus->pow;
  5671. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  5672. skillratio += 150;
  5673. RE_LVL_DMOD(100);
  5674. break;
  5675. case BO_MYSTERY_POWDER:
  5676. skillratio += -100 + 1500 + 4000 * skill_lv;
  5677. skillratio += 5 * sstatus->pow; // !TODO: check POW ratio
  5678. RE_LVL_DMOD(100);
  5679. break;
  5680. case BO_DUST_EXPLOSION:
  5681. skillratio += -100 + 450 + 600 * skill_lv;
  5682. skillratio += 5 * sstatus->pow; // !TODO: check POW ratio
  5683. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  5684. skillratio += 200 * skill_lv;
  5685. RE_LVL_DMOD(100);
  5686. break;
  5687. case TR_ROSEBLOSSOM:
  5688. skillratio += -100 + 200 + 2000 * skill_lv;
  5689. if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
  5690. skillratio += 3 * sstatus->con;
  5691. if( tsc != nullptr && tsc->getSCE( SC_SOUNDBLEND ) ){
  5692. skillratio += 200 * skill_lv;
  5693. }
  5694. RE_LVL_DMOD(100);
  5695. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  5696. skillratio *= 2;
  5697. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  5698. skillratio += skillratio * 50 / 100;
  5699. }
  5700. break;
  5701. case TR_ROSEBLOSSOM_ATK:
  5702. skillratio += -100 + 250 + 2800 * skill_lv;
  5703. if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
  5704. skillratio += 3 * sstatus->con;
  5705. if( tsc != nullptr && tsc->getSCE( SC_SOUNDBLEND ) ){
  5706. skillratio += 200 * skill_lv;
  5707. }
  5708. RE_LVL_DMOD(100);
  5709. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  5710. skillratio *= 2;
  5711. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  5712. skillratio += skillratio * 50 / 100;
  5713. }
  5714. break;
  5715. case TR_RHYTHMSHOOTING:
  5716. skillratio += -100 + 550 + 950 * skill_lv;
  5717. if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
  5718. skillratio += 5 * sstatus->con;
  5719. if (tsc && tsc->getSCE(SC_SOUNDBLEND)) {
  5720. skillratio += 300 + 100 * skill_lv;
  5721. skillratio += 2 * sstatus->con;
  5722. }
  5723. RE_LVL_DMOD(100);
  5724. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  5725. skillratio *= 2;
  5726. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  5727. skillratio += skillratio * 50 / 100;
  5728. }
  5729. break;
  5730. case ABR_BATTLE_BUSTER:// Need official formula.
  5731. case ABR_DUAL_CANNON_FIRE:// Need official formula.
  5732. skillratio += -100 + 8000;
  5733. break;
  5734. case ABR_INFINITY_BUSTER:// Need official formula.
  5735. skillratio += -100 + 50000;
  5736. break;
  5737. case HN_SPIRAL_PIERCE_MAX:
  5738. skillratio += -100 + 1000 + 1500 * skill_lv;
  5739. skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 3 * skill_lv;
  5740. skillratio += 5 * sstatus->pow;
  5741. switch (status_get_size(target)){
  5742. case SZ_SMALL:
  5743. skillratio = skillratio * 150 / 100;
  5744. break;
  5745. case SZ_MEDIUM:
  5746. skillratio = skillratio * 130 / 100;
  5747. break;
  5748. case SZ_BIG:
  5749. skillratio = skillratio * 120 / 100;
  5750. break;
  5751. }
  5752. RE_LVL_DMOD(100);
  5753. break;
  5754. case HN_SHIELD_CHAIN_RUSH:
  5755. skillratio += -100 + 850 + 1050 * skill_lv;
  5756. skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 3 * skill_lv;
  5757. skillratio += 5 * sstatus->pow;
  5758. RE_LVL_DMOD(100);
  5759. break;
  5760. case HN_MEGA_SONIC_BLOW:
  5761. skillratio += -100 + 900 + 750 * skill_lv;
  5762. skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 5 * skill_lv;
  5763. skillratio += 5 * sstatus->pow;
  5764. if (status_get_hp(target) < status_get_max_hp(target) / 2)
  5765. skillratio *= 2;
  5766. RE_LVL_DMOD(100);
  5767. break;
  5768. case HN_DOUBLEBOWLINGBASH:
  5769. skillratio += -100 + 250 + 400 * skill_lv;
  5770. skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 3 * skill_lv;
  5771. skillratio += 5 * sstatus->pow;
  5772. RE_LVL_DMOD(100);
  5773. break;
  5774. case NW_HASTY_FIRE_IN_THE_HOLE:
  5775. skillratio += -100 + 1500 + 1500 * skill_lv;
  5776. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 20;
  5777. skillratio += 5 * sstatus->con;
  5778. RE_LVL_DMOD(100);
  5779. break;
  5780. case NW_BASIC_GRENADE:
  5781. skillratio += -100 + 1500 + 2100 * skill_lv;
  5782. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 50;
  5783. skillratio += 5 * sstatus->con;
  5784. RE_LVL_DMOD(100);
  5785. break;
  5786. case NW_GRENADES_DROPPING:
  5787. skillratio += -100 + 550 + 850 * skill_lv;
  5788. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 30;
  5789. skillratio += 5 * sstatus->con;
  5790. RE_LVL_DMOD(100);
  5791. break;
  5792. case NW_WILD_FIRE:
  5793. skillratio += -100 + 1500 + 3000 * skill_lv;
  5794. skillratio += 5 * sstatus->con;
  5795. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5796. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 500 * skill_lv;
  5797. if (sd && sd->weapontype1 == W_SHOTGUN)
  5798. skillratio += 200 * skill_lv;
  5799. RE_LVL_DMOD(100);
  5800. break;
  5801. case NW_MAGAZINE_FOR_ONE:
  5802. skillratio += -100 + 250 + 500 * skill_lv;
  5803. skillratio += 5 * sstatus->con;
  5804. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5805. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 100 * skill_lv;
  5806. if (sd && sd->weapontype1 == W_REVOLVER)
  5807. skillratio += 50 + 300 * skill_lv;
  5808. RE_LVL_DMOD(100);
  5809. break;
  5810. case NW_SPIRAL_SHOOTING:
  5811. skillratio += -100 + 1200 + 1700 * skill_lv;
  5812. skillratio += 5 * sstatus->con;
  5813. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5814. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 150 * skill_lv;
  5815. if (sd && sd->weapontype1 == W_RIFLE)
  5816. skillratio += 200 + 1100 * skill_lv;
  5817. RE_LVL_DMOD(100);
  5818. break;
  5819. case NW_ONLY_ONE_BULLET:
  5820. skillratio += -100 + 1200 + 3000 * skill_lv;
  5821. skillratio += 5 * sstatus->con;
  5822. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5823. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 350 * skill_lv;
  5824. if (sd && sd->weapontype1 == W_REVOLVER) {
  5825. skillratio += 400 * skill_lv;
  5826. }
  5827. RE_LVL_DMOD(100);
  5828. break;
  5829. case NW_THE_VIGILANTE_AT_NIGHT:
  5830. if (sd && sd->weapontype1 == W_GATLING) {
  5831. skillratio += -100 + 300 * skill_lv;
  5832. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5833. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 100 * skill_lv;
  5834. } else {
  5835. skillratio += -100 + 800 + 700 * skill_lv;
  5836. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5837. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 200 * skill_lv;
  5838. }
  5839. skillratio += 5 * sstatus->con;
  5840. RE_LVL_DMOD(100);
  5841. break;
  5842. case NW_MISSION_BOMBARD:
  5843. if( wd->miscflag&SKILL_ALTDMG_FLAG ){
  5844. skillratio += -100 + 5000 + 1800 * skill_lv;
  5845. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 100;
  5846. }else{
  5847. skillratio += -100 + 800 + 200 * skill_lv;
  5848. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 30;
  5849. }
  5850. skillratio += 5 * sstatus->con;
  5851. RE_LVL_DMOD(100);
  5852. break;
  5853. case SH_CHUL_HO_SONIC_CLAW:
  5854. skillratio += -100 + 1100 + 2200 * skill_lv;
  5855. skillratio += 50 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
  5856. skillratio += 5 * sstatus->pow;
  5857. if( pc_checkskill( sd, SH_COMMUNE_WITH_CHUL_HO ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
  5858. skillratio += 400 * skill_lv;
  5859. skillratio += 50 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
  5860. }
  5861. RE_LVL_DMOD(100);
  5862. break;
  5863. case SH_HOWLING_OF_CHUL_HO:
  5864. skillratio += -100 + 600 + 1050 * skill_lv;
  5865. skillratio += 50 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
  5866. skillratio += 5 * sstatus->pow;
  5867. if( pc_checkskill( sd, SH_COMMUNE_WITH_CHUL_HO ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
  5868. skillratio += 100 + 100 * skill_lv;
  5869. skillratio += 50 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
  5870. }
  5871. RE_LVL_DMOD(100);
  5872. break;
  5873. case SH_HOGOGONG_STRIKE:
  5874. skillratio += -100 + 180 + 200 * skill_lv;
  5875. skillratio += 10 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
  5876. skillratio += 5 * sstatus->pow;
  5877. if( pc_checkskill( sd, SH_COMMUNE_WITH_CHUL_HO ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
  5878. skillratio += 70 + 150 * skill_lv;
  5879. skillratio += 10 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
  5880. }
  5881. RE_LVL_DMOD(100);
  5882. break;
  5883. case SKE_MIDNIGHT_KICK:
  5884. skillratio += -100 + 800 + 1500 * skill_lv;
  5885. skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv;
  5886. skillratio += 5 * sstatus->pow;
  5887. if( sc != nullptr && ( sc->getSCE( SC_MIDNIGHT_MOON ) != nullptr || sc->getSCE( SC_SKY_ENCHANT ) != nullptr ) ){
  5888. skillratio += 950 + 250 * skill_lv;
  5889. }
  5890. RE_LVL_DMOD(100);
  5891. break;
  5892. case SKE_ALL_IN_THE_SKY:
  5893. skillratio += -100 + 250 + 1200 * skill_lv;
  5894. skillratio += 5 * sstatus->pow;
  5895. if (status_get_race(target) == RC_DEMIHUMAN || status_get_race(target) == RC_DEMON)
  5896. wd->div_ = 3;
  5897. break;
  5898. case SKE_TWINKLING_GALAXY:
  5899. skillratio += -100 + 300 + 500 * skill_lv;
  5900. skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 3 * skill_lv;
  5901. skillratio += 5 * sstatus->pow;
  5902. RE_LVL_DMOD(100);
  5903. break;
  5904. case SKE_STAR_CANNON:
  5905. skillratio += -100 + 250 + 550 * skill_lv;
  5906. skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv;
  5907. skillratio += 5 * sstatus->pow;
  5908. RE_LVL_DMOD(100);
  5909. break;
  5910. case SKE_STAR_BURST:
  5911. skillratio += -100 + 500 + 400 * skill_lv;
  5912. skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 3 * skill_lv;
  5913. skillratio += 5 * sstatus->pow;
  5914. RE_LVL_DMOD(100);
  5915. break;
  5916. case SKE_DAWN_BREAK:
  5917. skillratio += -100 + 600 + 700 * skill_lv;
  5918. skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv;
  5919. skillratio += 5 * sstatus->pow;
  5920. if( sc != nullptr && ( sc->getSCE( SC_DAWN_MOON ) != nullptr || sc->getSCE( SC_SKY_ENCHANT ) != nullptr ) ){
  5921. skillratio += 200 * skill_lv;
  5922. }
  5923. RE_LVL_DMOD(100);
  5924. break;
  5925. case SKE_SUNSET_BLAST:
  5926. skillratio += -100 + 950 + 400 * skill_lv;
  5927. skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv;
  5928. skillratio += 5 * sstatus->pow;
  5929. RE_LVL_DMOD(100);
  5930. break;
  5931. case SKE_RISING_MOON:
  5932. skillratio += -100 + 700 + 450 * skill_lv;
  5933. skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv;
  5934. skillratio += 5 * sstatus->pow;
  5935. RE_LVL_DMOD(100);
  5936. break;
  5937. case SKE_NOON_BLAST:
  5938. skillratio += -100 + 1500 + 1250 * skill_lv;
  5939. skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv;
  5940. skillratio += 5 * sstatus->pow;
  5941. RE_LVL_DMOD(100);
  5942. break;
  5943. case SKE_RISING_SUN:
  5944. skillratio += -100 + 500 + 600 * skill_lv;
  5945. skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv;
  5946. skillratio += 5 * sstatus->pow;
  5947. RE_LVL_DMOD(100);
  5948. break;
  5949. case SS_SHIMIRU:
  5950. skillratio += -100 + 700 * skill_lv;
  5951. skillratio += 5 * sstatus->con;
  5952. RE_LVL_DMOD(100);
  5953. break;
  5954. case SS_KAGEGARI:
  5955. skillratio += -100 + 500 + 400 * skill_lv;
  5956. skillratio += pc_checkskill( sd, SS_KAGEGISSEN ) * 5 * skill_lv;
  5957. skillratio += 5 * sstatus->pow;
  5958. RE_LVL_DMOD(100);
  5959. break;
  5960. case SS_KAGEAKUMU:
  5961. case SS_HITOUAKUMU:
  5962. skillratio += -100 + 18000 + 5 * sstatus->pow;
  5963. if( tsc != nullptr && tsc->getSCE( SC_NIGHTMARE ) != nullptr ){
  5964. skillratio += skillratio / 2;
  5965. }
  5966. RE_LVL_DMOD(100);
  5967. break;
  5968. case SS_KAGENOMAI:
  5969. skillratio += -100 + 400 + 550 * skill_lv;
  5970. skillratio += pc_checkskill( sd, SS_KAGEGARI ) * 50 * skill_lv;
  5971. skillratio += 5 * sstatus->pow;
  5972. RE_LVL_DMOD(100);
  5973. if (wd->miscflag & SKILL_ALTDMG_FLAG)
  5974. skillratio = skillratio * 3 / 10;
  5975. break;
  5976. case SS_FUUMASHOUAKU:
  5977. skillratio += -100 + 700 + 200 * skill_lv;
  5978. skillratio += pc_checkskill( sd, SS_FUUMAKOUCHIKU ) * 5 * skill_lv;
  5979. skillratio += 5 * sstatus->pow;
  5980. RE_LVL_DMOD(100);
  5981. break;
  5982. case SS_FUUMAKOUCHIKU:
  5983. skillratio += -100 + 600 + 400 * skill_lv;
  5984. if( wd->miscflag&SKILL_ALTDMG_FLAG ){
  5985. skillratio += 200;
  5986. }
  5987. skillratio += pc_checkskill( sd, SS_FUUMASHOUAKU ) * 30 * skill_lv;
  5988. skillratio += 5 * sstatus->pow;
  5989. RE_LVL_DMOD(100);
  5990. break;
  5991. case SS_KUNAIWAIKYOKU:
  5992. skillratio += -100 + 300 + 600 * skill_lv;
  5993. skillratio += pc_checkskill( sd, SS_KUNAIKUSSETSU ) * 10 * skill_lv;
  5994. skillratio += 5 * sstatus->pow;
  5995. RE_LVL_DMOD(100);
  5996. if (wd->miscflag & SKILL_ALTDMG_FLAG)
  5997. skillratio = skillratio * 3 / 10;
  5998. break;
  5999. case SS_KUNAIKUSSETSU:
  6000. skillratio += -100 + 200 + 360 * skill_lv;
  6001. skillratio += pc_checkskill( sd, SS_KUNAIKAITEN ) * 10 * skill_lv;
  6002. skillratio += 5 * sstatus->pow;
  6003. RE_LVL_DMOD(100);
  6004. break;
  6005. case SS_KUNAIKAITEN:
  6006. skillratio += -100 + 800 + 700 * skill_lv;
  6007. skillratio += pc_checkskill( sd, SS_KUNAIWAIKYOKU ) * 70 * skill_lv;
  6008. skillratio += 5 * sstatus->pow;
  6009. RE_LVL_DMOD(100);
  6010. break;
  6011. case SS_KAGEGISSEN:
  6012. skillratio += -100 + 1600 + 700 * skill_lv;
  6013. skillratio += pc_checkskill( sd, SS_KAGENOMAI ) * 100 * skill_lv;
  6014. skillratio += 5 * sstatus->pow;
  6015. RE_LVL_DMOD(100);
  6016. if (wd->miscflag & SKILL_ALTDMG_FLAG)
  6017. skillratio = skillratio * 3 / 10;
  6018. break;
  6019. }
  6020. return skillratio;
  6021. }
  6022. /*==================================================================================================
  6023. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  6024. *--------------------------------------------------------------------------------------------------*
  6025. * Credits:
  6026. * Original coder Skotlex
  6027. * Initial refactoring by Baalberith
  6028. * Refined and optimized by helvetica
  6029. */
  6030. static int64 battle_calc_skill_constant_addition(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  6031. {
  6032. map_session_data *sd = BL_CAST(BL_PC, src);
  6033. map_session_data *tsd = BL_CAST(BL_PC, target);
  6034. status_data* sstatus = status_get_status_data(*src);
  6035. status_data* tstatus = status_get_status_data(*target);
  6036. int64 atk = 0;
  6037. //Constant/misc additions from skills
  6038. switch (skill_id) {
  6039. case MO_EXTREMITYFIST:
  6040. atk = 250 + 150 * skill_lv;
  6041. break;
  6042. case PA_SHIELDCHAIN:
  6043. if (sd) {
  6044. int16 index = sd->equip_index[EQI_HAND_L];
  6045. // Bonus damage: [max(100, Random(100, 0.7*weight + pow(skill level + refine)))]
  6046. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  6047. // First calculate the random part of the bonus
  6048. int32 bonus = (7 * sd->inventory_data[index]->weight) / 100;
  6049. bonus += static_cast<decltype(bonus)>(pow(skill_lv + sd->inventory.u.items_inventory[index].refine, 2));
  6050. // Now get a random value between 100 and the random part
  6051. atk = max(100, rnd_value(100, bonus));
  6052. }
  6053. }
  6054. break;
  6055. #ifndef RENEWAL
  6056. case GS_MAGICALBULLET:
  6057. if (sstatus->matk_max > sstatus->matk_min)
  6058. atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min);
  6059. else
  6060. atk = sstatus->matk_min;
  6061. break;
  6062. #endif
  6063. #ifdef RENEWAL
  6064. case HT_FREEZINGTRAP:
  6065. if(sd)
  6066. atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP);
  6067. break;
  6068. #endif
  6069. }
  6070. return atk;
  6071. }
  6072. /*==============================================================
  6073. * Stackable SC bonuses added on top of calculated skill damage
  6074. *--------------------------------------------------------------
  6075. * Credits:
  6076. * Original coder Skotlex
  6077. * Initial refactoring by Baalberith
  6078. * Refined and optimized by helvetica
  6079. */
  6080. static void battle_attack_sc_bonus(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  6081. {
  6082. map_session_data *sd = BL_CAST(BL_PC, src);
  6083. status_change *sc = status_get_sc(src);
  6084. status_data* sstatus = status_get_status_data(*src);
  6085. status_data* tstatus = status_get_status_data(*target);
  6086. uint8 anger_id = 0; // SLS Anger
  6087. // Kagerou/Oboro Earth Charm effect +15% wATK
  6088. if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  6089. ATK_ADDRATE(wd->damage, wd->damage2, 15 * sd->spiritcharm);
  6090. #ifdef RENEWAL
  6091. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, 15 * sd->spiritcharm);
  6092. #endif
  6093. }
  6094. //The following are applied on top of current damage and are stackable.
  6095. if (sc) {
  6096. #ifdef RENEWAL
  6097. if (sc->getSCE(SC_WATK_ELEMENT) && skill_id != ASC_METEORASSAULT)
  6098. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, sc->getSCE(SC_WATK_ELEMENT)->val2);
  6099. if (sc->getSCE(SC_DRUMBATTLE))
  6100. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_DRUMBATTLE)->val2);
  6101. if (sc->getSCE(SC_MADNESSCANCEL))
  6102. ATK_ADD(wd->equipAtk, wd->equipAtk2, 100);
  6103. if (sc->getSCE(SC_MAGICALBULLET)) {
  6104. int16 tmdef = tstatus->mdef + tstatus->mdef2;
  6105. if (sstatus->matk_min > tmdef && sstatus->matk_max > sstatus->matk_min) {
  6106. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max((sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min)) - tmdef, 0));
  6107. } else {
  6108. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max(sstatus->matk_min - tmdef, 0));
  6109. }
  6110. }
  6111. if (sc->getSCE(SC_GATLINGFEVER))
  6112. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_GATLINGFEVER)->val3);
  6113. #else
  6114. //ATK percent modifier (in pre-renewal, it's applied multiplicatively after the skill ratio)
  6115. ATK_RATE(wd->damage, wd->damage2, battle_get_atkpercent(*src, skill_id, *sc));
  6116. ATK_RATER(wd->basedamage, battle_get_atkpercent(*src, 0, *sc));
  6117. #endif
  6118. if (sc->getSCE(SC_SPIRIT)) {
  6119. if (skill_id == AS_SONICBLOW && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN) {
  6120. ATK_ADDRATE(wd->damage, wd->damage2, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  6121. RE_ALLATK_ADDRATE(wd, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  6122. } else if (skill_id == CR_SHIELDBOOMERANG && sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER) {
  6123. ATK_ADDRATE(wd->damage, wd->damage2, 100);
  6124. RE_ALLATK_ADDRATE(wd, 100);
  6125. }
  6126. }
  6127. if (sc->getSCE(SC_GT_CHANGE))
  6128. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_GT_CHANGE)->val1);
  6129. #ifdef RENEWAL
  6130. if (sc->getSCE(SC_EDP)) {
  6131. switch(skill_id) {
  6132. // Renewal: Venom Splasher, Meteor Assault, Grimtooth and Venom Knife ignore EDP
  6133. case TF_SPRINKLESAND:
  6134. case AS_SPLASHER:
  6135. case ASC_METEORASSAULT:
  6136. case AS_GRIMTOOTH:
  6137. case AS_VENOMKNIFE:
  6138. break; // skills above have no effect with EDP
  6139. default: // fall through to apply EDP bonuses
  6140. // Renewal EDP formula [helvetica]
  6141. // weapon atk * (2.5 + (edp level * .3))
  6142. // equip atk * (2.5 + (edp level * .3))
  6143. ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 250 + (sc->getSCE(SC_EDP)->val1 * 30));
  6144. ATK_RATE(wd->equipAtk, wd->equipAtk2, 250 + (sc->getSCE(SC_EDP)->val1 * 30));
  6145. break;
  6146. }
  6147. }
  6148. #endif
  6149. if (sc->getSCE(SC_DANCEWITHWUG)) {
  6150. if (skill_get_inf2(skill_id, INF2_INCREASEDANCEWITHWUGDAMAGE)) {
  6151. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 10 * battle_calc_chorusbonus(sd));
  6152. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_DANCEWITHWUG)->val1 * 10 * battle_calc_chorusbonus(sd));
  6153. }
  6154. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 2 * battle_calc_chorusbonus(sd));
  6155. #ifdef RENEWAL
  6156. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 2 * battle_calc_chorusbonus(sd));
  6157. #endif
  6158. }
  6159. if(sc->getSCE(SC_ZENKAI) && sstatus->rhw.ele == sc->getSCE(SC_ZENKAI)->val2) {
  6160. ATK_ADD(wd->damage, wd->damage2, 200);
  6161. #ifdef RENEWAL
  6162. ATK_ADD(wd->equipAtk, wd->equipAtk2, 200);
  6163. #endif
  6164. }
  6165. if (sc->getSCE(SC_EQC)) {
  6166. ATK_ADDRATE(wd->damage, wd->damage2, -sc->getSCE(SC_EQC)->val2);
  6167. #ifdef RENEWAL
  6168. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, -sc->getSCE(SC_EQC)->val2);
  6169. #endif
  6170. }
  6171. if(sc->getSCE(SC_STYLE_CHANGE)) {
  6172. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6173. if(hd) {
  6174. ATK_ADD(wd->damage, wd->damage2, hd->homunculus.spiritball * 3);
  6175. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  6176. }
  6177. }
  6178. if(sc->getSCE(SC_UNLIMIT) && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  6179. switch(skill_id) {
  6180. case RA_WUGDASH:
  6181. case RA_WUGSTRIKE:
  6182. case RA_WUGBITE:
  6183. break;
  6184. default:
  6185. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_UNLIMIT)->val2);
  6186. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_UNLIMIT)->val2);
  6187. break;
  6188. }
  6189. }
  6190. if (sc->getSCE(SC_HEAT_BARREL)) {
  6191. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_HEAT_BARREL)->val3);
  6192. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_HEAT_BARREL)->val3);
  6193. }
  6194. if((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  6195. if (sc->getSCE(SC_ARCLOUSEDASH) && sc->getSCE(SC_ARCLOUSEDASH)->val4) {
  6196. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_ARCLOUSEDASH)->val4);
  6197. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_ARCLOUSEDASH)->val4);
  6198. }
  6199. }
  6200. if (sd && wd->flag&BF_WEAPON && sc->getSCE(SC_GVG_GIANT) && sc->getSCE(SC_GVG_GIANT)->val3) {
  6201. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_GVG_GIANT)->val3);
  6202. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_GVG_GIANT)->val3);
  6203. }
  6204. if (skill_id == 0 && sc->getSCE(SC_EXEEDBREAK)) {
  6205. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_EXEEDBREAK)->val2);
  6206. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_EXEEDBREAK)->val2);
  6207. }
  6208. if (sc->getSCE(SC_PYREXIA) && sc->getSCE(SC_PYREXIA)->val3 == 0 && skill_id == 0) {
  6209. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_PYREXIA)->val2);
  6210. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_PYREXIA)->val2);
  6211. }
  6212. if (sc->getSCE(SC_MIRACLE))
  6213. anger_id = 2; // Always treat all monsters as star flagged monster when in miracle state
  6214. if (sc->getSCE(SC_HIDDEN_CARD) && (wd->flag&BF_LONG) == BF_LONG)
  6215. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_HIDDEN_CARD)->val3);
  6216. }
  6217. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  6218. if (sd && pc_checkskill(sd, SU_POWEROFLIFE) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LIFE) >= 20) {
  6219. ATK_ADDRATE(wd->damage, wd->damage2, 20);
  6220. RE_ALLATK_ADDRATE(wd, 20);
  6221. }
  6222. }
  6223. if (sd != nullptr && !anger_id)
  6224. ARR_FIND(0, MAX_PC_FEELHATE, anger_id, status_get_class(target) == sd->hate_mob[anger_id]);
  6225. uint16 anger_level;
  6226. if (sd != nullptr && anger_id < MAX_PC_FEELHATE && (anger_level = pc_checkskill(sd, sg_info[anger_id].anger_id))) {
  6227. int32 skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  6228. if (anger_id == 2)
  6229. skillratio += sstatus->str; // SG_STAR_ANGER additionally has STR added in its formula.
  6230. if (anger_level < 4)
  6231. skillratio /= 12 - 3 * anger_level;
  6232. #ifdef RENEWAL
  6233. // (renewal) maximum damage bonus limit : (skill level x 25)%
  6234. skillratio = min( skillratio, 25 * anger_level );
  6235. #endif
  6236. ATK_ADDRATE(wd->damage, wd->damage2, skillratio);
  6237. #ifdef RENEWAL
  6238. RE_ALLATK_ADDRATE(wd, skillratio);
  6239. #endif
  6240. }
  6241. }
  6242. /*====================================
  6243. * Calc defense damage reduction
  6244. *------------------------------------
  6245. * Credits:
  6246. * Original coder Skotlex
  6247. * Initial refactoring by Baalberith
  6248. * Refined and optimized by helvetica
  6249. */
  6250. static void battle_calc_defense_reduction(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  6251. {
  6252. map_session_data *sd = BL_CAST(BL_PC, src);
  6253. map_session_data *tsd = BL_CAST(BL_PC, target);
  6254. status_change *sc = status_get_sc(src);
  6255. status_change *tsc = status_get_sc(target);
  6256. status_data* sstatus = status_get_status_data(*src);
  6257. status_data* tstatus = status_get_status_data(*target);
  6258. //Defense reduction
  6259. int16 vit_def;
  6260. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  6261. int16 def2 = tstatus->def2;
  6262. if (sd) {
  6263. int32 i = sd->indexed_bonus.ignore_def_by_race[tstatus->race] + sd->indexed_bonus.ignore_def_by_race[RC_ALL];
  6264. i += sd->indexed_bonus.ignore_def_by_class[tstatus->class_] + sd->indexed_bonus.ignore_def_by_class[CLASS_ALL];
  6265. if (i) {
  6266. i = min(i,100); //cap it to 100 for 0 def min
  6267. def1 -= def1 * i / 100;
  6268. def2 -= def2 * i / 100;
  6269. }
  6270. //Kagerou/Oboro Earth Charm effect +10% eDEF
  6271. if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  6272. int16 si = 10 * sd->spiritcharm;
  6273. def1 = (def1 * (100 + si)) / 100;
  6274. }
  6275. }
  6276. if (sc && sc->getSCE(SC_EXPIATIO)) {
  6277. int16 i = 5 * sc->getSCE(SC_EXPIATIO)->val1; // 5% per level
  6278. i = min(i,100); //cap it to 100 for 0 def min
  6279. def1 = (def1*(100-i))/100;
  6280. def2 = (def2*(100-i))/100;
  6281. }
  6282. if (tsc) {
  6283. if (tsc->getSCE(SC_FORCEOFVANGUARD)) {
  6284. int16 i = 2 * tsc->getSCE(SC_FORCEOFVANGUARD)->val1;
  6285. def1 = (def1 * (100 + i)) / 100;
  6286. }
  6287. if( tsc->getSCE(SC_CAMOUFLAGE) ){
  6288. int16 i = 5 * tsc->getSCE(SC_CAMOUFLAGE)->val3; //5% per second
  6289. i = min(i,100); //cap it to 100 for 0 def min
  6290. def1 = (def1*(100-i))/100;
  6291. def2 = (def2*(100-i))/100;
  6292. }
  6293. if (tsc->getSCE(SC_GT_REVITALIZE))
  6294. def1 += tsc->getSCE(SC_GT_REVITALIZE)->val4;
  6295. if (tsc->getSCE(SC_OVERED_BOOST) && target->type == BL_PC)
  6296. def1 = (def1 * tsc->getSCE(SC_OVERED_BOOST)->val4) / 100;
  6297. }
  6298. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  6299. unsigned char target_count; //256 max targets should be a sane max
  6300. //Official servers limit the count to 22 targets
  6301. target_count = min(unit_counttargeted(target), (100 / battle_config.vit_penalty_num) + (battle_config.vit_penalty_count - 1));
  6302. if(target_count >= battle_config.vit_penalty_count) {
  6303. if(battle_config.vit_penalty_type == 1) {
  6304. if( !tsc || !tsc->getSCE(SC_STEELBODY) )
  6305. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  6306. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  6307. } else { //Assume type 2
  6308. if( !tsc || !tsc->getSCE(SC_STEELBODY) )
  6309. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  6310. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  6311. }
  6312. }
  6313. if(def2 < 1)
  6314. def2 = 1;
  6315. }
  6316. #ifdef RENEWAL
  6317. if (skill_id == AM_ACIDTERROR)
  6318. def2 = 0; // Ignore only status defense.
  6319. #endif
  6320. //Damage reduction based on vitality
  6321. if (tsd) { //Sd vit-eq
  6322. int32 skill;
  6323. #ifndef RENEWAL
  6324. //Damage reduction: [VIT*0.3] + RND(0, [VIT^2/150] - [VIT*0.3] - 1) + [VIT*0.5]
  6325. vit_def = ((3 * def2) / 10);
  6326. vit_def += rnd_value(0, max(0, (def2 * def2) / 150 - ((3 * def2) / 10) - 1));
  6327. vit_def += (def2 / 2);
  6328. #else
  6329. vit_def = def2;
  6330. #endif
  6331. 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
  6332. (skill = pc_checkskill(tsd, AL_DP)) > 0)
  6333. vit_def += (int32)(((float)tsd->status.base_level / 25.0 + 3.0) * skill + 0.5);
  6334. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  6335. (sstatus->race == RC_BRUTE || sstatus->race == RC_PLAYER_DORAM || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  6336. vit_def += skill*5;
  6337. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  6338. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  6339. vit_def += skill * 10;
  6340. } else { //Mob-Pet vit-eq
  6341. #ifndef RENEWAL
  6342. //VIT + rnd(0,[VIT/20]^2-1)
  6343. if (tsc && tsc->getSCE(SC_SKA))
  6344. vit_def = 90; //Eska sets the random part of the formula to 90
  6345. else
  6346. vit_def = (def2 / 20) * (def2 / 20);
  6347. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  6348. #else
  6349. //SoftDEF of monsters is floor((BaseLevel+Vit)/2)
  6350. vit_def = def2;
  6351. #endif
  6352. }
  6353. if (battle_config.weapon_defense_type) {
  6354. vit_def += def1*battle_config.weapon_defense_type;
  6355. def1 = 0;
  6356. }
  6357. #ifdef RENEWAL
  6358. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  6359. if (nk[NK_SIMPLEDEFENSE]) {
  6360. // Defense reduction by flat value.
  6361. // This completely bypasses the normal RE DEF Reduction formula.
  6362. wd->damage -= (def1 + vit_def);
  6363. if (is_attack_left_handed(src, skill_id))
  6364. wd->damage2 -= (def1 + vit_def);
  6365. }
  6366. else {
  6367. /**
  6368. * RE DEF Reduction
  6369. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  6370. * Pierce defence gains 1 atk per def/2
  6371. */
  6372. if (def1 == -400) /* -400 creates a division by 0 and subsequently crashes */
  6373. def1 = -399;
  6374. ATK_ADD2(wd->damage, wd->damage2,
  6375. 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,
  6376. 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
  6377. );
  6378. 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))
  6379. wd->damage = wd->damage * (4000 + def1) / (4000 + 10 * def1) - vit_def;
  6380. 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))
  6381. wd->damage2 = wd->damage2 * (4000 + def1) / (4000 + 10 * def1) - vit_def;
  6382. }
  6383. #else
  6384. if (def1 > 100) def1 = 100;
  6385. ATK_RATE2(wd->damage, wd->damage2,
  6386. 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)),
  6387. 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))
  6388. );
  6389. ATK_RATER(wd->basedamage, 100 - def1);
  6390. ATK_ADD2(wd->damage, wd->damage2,
  6391. 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,
  6392. 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
  6393. );
  6394. wd->basedamage -= vit_def;
  6395. #endif
  6396. }
  6397. /*====================================
  6398. * Modifiers ignoring DEF
  6399. *------------------------------------
  6400. * Credits:
  6401. * Original coder Skotlex
  6402. * Initial refactoring by Baalberith
  6403. * Refined and optimized by helvetica
  6404. */
  6405. static void battle_calc_attack_post_defense(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  6406. {
  6407. map_session_data *sd = BL_CAST(BL_PC, src);
  6408. status_change *sc = status_get_sc(src);
  6409. status_data* sstatus = status_get_status_data(*src);
  6410. // Post skill/vit reduction damage increases
  6411. #ifndef RENEWAL
  6412. //Refine bonus
  6413. if (sd) {
  6414. if (battle_skill_stacks_masteries_vvs(skill_id, BCHK_REFINE)) {
  6415. ATK_ADD2(wd->damage, wd->damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  6416. }
  6417. wd->basedamage += sstatus->rhw.atk2;
  6418. }
  6419. //After DEF reduction, damage can be negative, refine bonus works against that value
  6420. //After refinement bonus was applied, damage is capped to 1, then masteries are applied
  6421. battle_min_damage(*wd, *src, skill_id, 1);
  6422. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  6423. #endif
  6424. if (sc) { // SC skill damages
  6425. if (sc->getSCE(SC_AURABLADE)
  6426. #ifndef RENEWAL
  6427. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  6428. #endif
  6429. ) {
  6430. #ifdef RENEWAL
  6431. ATK_ADD(wd->damage, wd->damage2, (3 + sc->getSCE(SC_AURABLADE)->val1) * status_get_lv(src)); // !TODO: Confirm formula
  6432. #else
  6433. ATK_ADD(wd->damage, wd->damage2, 20 * sc->getSCE(SC_AURABLADE)->val1);
  6434. #endif
  6435. }
  6436. }
  6437. //Set to min of 1
  6438. battle_min_damage(*wd, *src, skill_id, 1);
  6439. #ifdef RENEWAL
  6440. switch (skill_id) {
  6441. case AS_SONICBLOW:
  6442. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  6443. ATK_ADDRATE(wd->damage, wd->damage2, 90);
  6444. break;
  6445. }
  6446. #endif
  6447. }
  6448. /*=================================================================================
  6449. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  6450. *---------------------------------------------------------------------------------
  6451. * Credits:
  6452. * Original coder Skotlex
  6453. * Initial refactoring by Baalberith
  6454. * Refined and optimized by helvetica
  6455. */
  6456. static void battle_calc_attack_plant(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  6457. {
  6458. status_data* tstatus = status_get_status_data(*target);
  6459. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  6460. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  6461. status_change_end(src, SC_CAMOUFLAGE);
  6462. //Plants receive 1 damage when hit
  6463. if( attack_hits || wd->damage > 0 )
  6464. wd->damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
  6465. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd->damage2 > 0) ) {
  6466. map_session_data *sd = BL_CAST(BL_PC, src);
  6467. if (sd && sd->status.weapon == W_KATAR)
  6468. wd->damage2 = 0; //No backhand damage against plants
  6469. else
  6470. wd->damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
  6471. }
  6472. if (attack_hits && target->type == BL_MOB) {
  6473. status_change *sc = status_get_sc(target);
  6474. int64 damage_dummy = 1;
  6475. if (sc && !battle_status_block_damage(src, target, sc, wd, damage_dummy, skill_id, skill_lv)) { // Statuses that reduce damage to 0.
  6476. wd->damage = wd->damage2 = 0;
  6477. return;
  6478. }
  6479. }
  6480. if( attack_hits && status_get_class(target) == MOBID_EMPERIUM ) {
  6481. if(target && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0) && map_flag_gvg2(target->m)) {
  6482. wd->damage = wd->damage2 = 0;
  6483. return;
  6484. }
  6485. const int32 right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  6486. const int32 left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  6487. if (wd->damage > 0) {
  6488. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  6489. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  6490. } else if (wd->damage2 > 0) {
  6491. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  6492. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  6493. }
  6494. return;
  6495. }
  6496. // Triple Attack and Finger Offensive have a special property, they do not split damage on plant mode
  6497. // In pre-renewal, it requires the monster to have exactly 100 def
  6498. if ((skill_id == MO_TRIPLEATTACK || skill_id == MO_FINGEROFFENSIVE) && wd->div_ < 0
  6499. #ifndef RENEWAL
  6500. && tstatus->def == 100
  6501. #endif
  6502. )
  6503. wd->div_ *= -1;
  6504. //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
  6505. battle_apply_div_fix(wd, skill_id);
  6506. //If there is left hand damage, total damage can never exceed 2, even on multiple hits
  6507. if(wd->damage > 1 && wd->damage2 > 0) {
  6508. wd->damage = 1;
  6509. wd->damage2 = 1;
  6510. }
  6511. }
  6512. /*========================================================================================
  6513. * Perform left/right hand weapon damage calculation based on previously calculated damage
  6514. *----------------------------------------------------------------------------------------
  6515. * Credits:
  6516. * Original coder Skotlex
  6517. * Initial refactoring by Baalberith
  6518. * Refined and optimized by helvetica
  6519. */
  6520. 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)
  6521. {
  6522. map_session_data *sd = BL_CAST(BL_PC, src);
  6523. if (sd) {
  6524. int32 skill;
  6525. if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  6526. skill = pc_checkskill(sd,TF_DOUBLE);
  6527. wd->damage2 = (int64)wd->damage * (1 + (skill * 2))/100;
  6528. #ifdef RENEWAL
  6529. } else if(is_attack_left_handed(src, skill_id) && sd->status.weapon != W_KATAR) { //Dual-wield
  6530. #else
  6531. } else if(is_attack_left_handed(src, skill_id)) { //Dual-wield
  6532. #endif
  6533. // If you only have a weapon in the left hand, then your main hand damage will be identical to an unarmed attack
  6534. if (is_attack_right_handed(src, skill_id) && wd->damage) {
  6535. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  6536. skill = pc_checkskill(sd,AS_RIGHT);
  6537. ATK_RATER(wd->damage, 50 + (skill * 10))
  6538. }
  6539. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  6540. skill = pc_checkskill(sd,KO_RIGHT);
  6541. ATK_RATER(wd->damage, 70 + (skill * 10))
  6542. }
  6543. if(wd->damage < 1)
  6544. wd->damage = 1;
  6545. }
  6546. // Left hand damage will always be adjusted, even if you don't have a weapon in the main hand
  6547. if (wd->damage2) {
  6548. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  6549. skill = pc_checkskill(sd,AS_LEFT);
  6550. ATK_RATEL(wd->damage2, 30 + (skill * 10))
  6551. }
  6552. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  6553. skill = pc_checkskill(sd,KO_LEFT);
  6554. ATK_RATEL(wd->damage2, 50 + (skill * 10))
  6555. }
  6556. if(wd->damage2 < 1)
  6557. wd->damage2 = 1;
  6558. }
  6559. }
  6560. }
  6561. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd->damage)
  6562. wd->damage=0;
  6563. if(!is_attack_left_handed(src, skill_id) && wd->damage2)
  6564. wd->damage2=0;
  6565. }
  6566. /**
  6567. * Check if bl is devoted by someone
  6568. * @param bl
  6569. * @return 'd_bl' if devoted or nullptr if not devoted
  6570. */
  6571. struct block_list *battle_check_devotion(struct block_list *bl) {
  6572. struct block_list *d_bl = nullptr;
  6573. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) {
  6574. status_change *sc = status_get_sc(bl);
  6575. if (sc && sc->getSCE(SC_DEVOTION))
  6576. d_bl = map_id2bl(sc->getSCE(SC_DEVOTION)->val1);
  6577. }
  6578. return d_bl;
  6579. }
  6580. /*==========================================
  6581. * BG/GvG attack modifiers
  6582. *------------------------------------------
  6583. * Credits:
  6584. * Original coder Skotlex
  6585. * Initial refactoring by Baalberith
  6586. * Refined and optimized by helvetica
  6587. */
  6588. static void battle_calc_attack_gvg_bg(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  6589. {
  6590. if( wd->damage + wd->damage2 ) { //There is a total damage value
  6591. if( src != target && //Don't reflect your own damage (Grand Cross)
  6592. (!skill_id || skill_id ||
  6593. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
  6594. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  6595. map_session_data *tsd = BL_CAST(BL_PC, target);
  6596. status_data* sstatus = status_get_status_data(*src);
  6597. t_tick tick = gettick(), rdelay = 0;
  6598. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, false);
  6599. if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
  6600. struct block_list *d_bl = battle_check_devotion(src);
  6601. rdelay = clif_damage(*src, (d_bl == nullptr) ? *src : *d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  6602. if( tsd )
  6603. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  6604. //Use Reflect Shield to signal this kind of skill trigger [Skotlex]
  6605. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true, false);
  6606. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  6607. }
  6608. }
  6609. struct map_data *mapdata = map_getmapdata(target->m);
  6610. if(!wd->damage2) {
  6611. wd->damage = battle_calc_damage(src,target,wd,wd->damage,skill_id,skill_lv);
  6612. if( mapdata_flag_gvg2(mapdata) )
  6613. wd->damage=battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  6614. else if( mapdata->getMapFlag(MF_BATTLEGROUND) )
  6615. wd->damage=battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  6616. }
  6617. else if(!wd->damage) {
  6618. wd->damage2 = battle_calc_damage(src,target,wd,wd->damage2,skill_id,skill_lv);
  6619. if( mapdata_flag_gvg2(mapdata) )
  6620. wd->damage2 = battle_calc_gvg_damage(src,target,wd->damage2,skill_id,wd->flag);
  6621. else if( mapdata->getMapFlag(MF_BATTLEGROUND) )
  6622. wd->damage2 = battle_calc_bg_damage(src,target,wd->damage2,skill_id,wd->flag);
  6623. }
  6624. else {
  6625. wd->damage = battle_calc_damage(src, target, wd, wd->damage, skill_id, skill_lv);
  6626. wd->damage2 = battle_calc_damage(src, target, wd, wd->damage2, skill_id, skill_lv);
  6627. if (mapdata_flag_gvg2(mapdata)) {
  6628. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  6629. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  6630. }
  6631. else if (mapdata->getMapFlag(MF_BATTLEGROUND)) {
  6632. wd->damage = battle_calc_bg_damage(src, target, wd->damage, skill_id, wd->flag);
  6633. wd->damage2 = battle_calc_bg_damage(src, target, wd->damage2, skill_id, wd->flag);
  6634. }
  6635. if(wd->damage > 1 && wd->damage2 < 1) wd->damage2 = 1;
  6636. }
  6637. }
  6638. }
  6639. /*==========================================
  6640. * final ATK modifiers - after BG/GvG calc
  6641. *------------------------------------------
  6642. * Credits:
  6643. * Original coder Skotlex
  6644. * Initial refactoring by Baalberith
  6645. * Refined and optimized by helvetica
  6646. */
  6647. 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)
  6648. {
  6649. map_session_data *sd = BL_CAST(BL_PC, src);
  6650. map_session_data *tsd = BL_CAST(BL_PC, target);
  6651. status_change *sc = status_get_sc(src);
  6652. status_change *tsc = status_get_sc(target);
  6653. status_data* sstatus = status_get_status_data(*src);
  6654. status_data* tstatus = status_get_status_data(*target);
  6655. int32 skill_damage = 0;
  6656. //Reject Sword bugreport:4493 by Daegaladh
  6657. if(wd->damage && tsc && tsc->getSCE(SC_REJECTSWORD) &&
  6658. (src->type!=BL_PC || (
  6659. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  6660. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  6661. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  6662. )) &&
  6663. rnd()%100 < tsc->getSCE(SC_REJECTSWORD)->val2
  6664. )
  6665. {
  6666. ATK_RATER(wd->damage, 50)
  6667. clif_skill_nodamage(target, *target,ST_REJECTSWORD, tsc->getSCE(SC_REJECTSWORD)->val1);
  6668. battle_fix_damage(target,src,wd->damage,clif_damage(*target,*src,gettick(),0,0,wd->damage,0,DMG_NORMAL,0,false),ST_REJECTSWORD);
  6669. if (status_isdead(*target))
  6670. return;
  6671. if( --(tsc->getSCE(SC_REJECTSWORD)->val3) <= 0 )
  6672. status_change_end(target, SC_REJECTSWORD);
  6673. }
  6674. if( tsc && tsc->getSCE(SC_CRESCENTELBOW) && wd->flag&BF_SHORT && rnd()%100 < tsc->getSCE(SC_CRESCENTELBOW)->val2 ) {
  6675. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  6676. int64 rdamage = 0;
  6677. int32 ratio = (int64)(status_get_hp(src) / 100) * tsc->getSCE(SC_CRESCENTELBOW)->val1 * status_get_lv(target) / 125;
  6678. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  6679. rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0);
  6680. rdamage = (int64)rdamage * ratio / 100 + wd->damage * (10 + tsc->getSCE(SC_CRESCENTELBOW)->val1 * 20 / 10) / 10;
  6681. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->getSCE(SC_CRESCENTELBOW)->val1), unit_getdir(src), BLOWN_NONE);
  6682. clif_skill_damage( *target, *src, gettick(), status_get_amotion(src), 0, rdamage,
  6683. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->getSCE(SC_CRESCENTELBOW)->val1, DMG_SINGLE ); // This is how official does
  6684. clif_damage(*src, *target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false);
  6685. battle_fix_damage(target, src, rdamage, 0, SR_CRESCENTELBOW);
  6686. status_damage(src, target, rdamage/10, 0, 0, 1, 0);
  6687. status_change_end(target, SC_CRESCENTELBOW);
  6688. }
  6689. if( sc ) {
  6690. //SC_FUSION hp penalty [Komurka]
  6691. if (sc->getSCE(SC_FUSION)) {
  6692. uint32 hp = sstatus->max_hp;
  6693. if (sd && tsd) {
  6694. hp = hp / 13;
  6695. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  6696. hp = sstatus->hp;
  6697. } else
  6698. hp = 2*hp/100; //2% hp loss per hit
  6699. status_zap(src, hp, 0);
  6700. }
  6701. if (sc->getSCE(SC_VIGOR))
  6702. status_zap(src, sc->getSCE(SC_VIGOR)->val2, 0);
  6703. // Only affecting non-skills
  6704. if (!skill_id && wd->dmg_lv > ATK_BLOCK) {
  6705. if (sc->getSCE(SC_ENCHANTBLADE)) {
  6706. //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2
  6707. int64 enchant_dmg = sc->getSCE(SC_ENCHANTBLADE)->val2;
  6708. if (sstatus->matk_max > sstatus->matk_min)
  6709. enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min);
  6710. else
  6711. enchant_dmg = enchant_dmg + sstatus->matk_min;
  6712. enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2);
  6713. if (enchant_dmg > 0)
  6714. ATK_ADD(wd->damage, wd->damage2, enchant_dmg);
  6715. }
  6716. }
  6717. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  6718. status_change_end(src, SC_CAMOUFLAGE);
  6719. }
  6720. #ifndef RENEWAL
  6721. if (skill_id == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
  6722. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd->miscflag);
  6723. wd->damage += md.damage;
  6724. }
  6725. #endif
  6726. // Skill damage adjustment
  6727. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  6728. ATK_ADDRATE(wd->damage, wd->damage2, skill_damage);
  6729. }
  6730. /*====================================================
  6731. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  6732. *----------------------------------------------------
  6733. * Credits:
  6734. * Original coder Skotlex
  6735. * Initial refactoring by Baalberith
  6736. * Refined and optimized by helvetica
  6737. */
  6738. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int32 wflag)
  6739. {
  6740. status_data* sstatus = status_get_status_data(*src);
  6741. status_data* tstatus = status_get_status_data(*target);
  6742. status_change *sc = status_get_sc(src);
  6743. map_session_data *sd = BL_CAST(BL_PC, src);
  6744. struct Damage wd;
  6745. wd.type = DMG_NORMAL; //Normal attack
  6746. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  6747. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  6748. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  6749. /*if(skill_id == KN_AUTOCOUNTER)
  6750. wd.amotion /= 2; */
  6751. wd.dmotion = tstatus->dmotion;
  6752. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  6753. wd.miscflag = wflag;
  6754. wd.flag = BF_WEAPON; //Initial Flag
  6755. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  6756. wd.isspdamage = false;
  6757. wd.damage = wd.damage2 =
  6758. #ifdef RENEWAL
  6759. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  6760. wd.percentAtk = wd.percentAtk2 =
  6761. #else
  6762. wd.basedamage =
  6763. #endif
  6764. 0;
  6765. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  6766. if(sd)
  6767. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  6768. if (skill_id) {
  6769. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  6770. switch(skill_id)
  6771. {
  6772. #ifdef RENEWAL
  6773. case RG_BACKSTAP:
  6774. if (sd && sd->status.weapon == W_DAGGER)
  6775. wd.div_ = 2;
  6776. break;
  6777. case MO_CHAINCOMBO:
  6778. if (sd && sd->status.weapon == W_KNUCKLE)
  6779. wd.div_ = -6;
  6780. break;
  6781. #endif
  6782. case MH_SONIC_CRAW:{
  6783. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6784. wd.div_ = hd->homunculus.spiritball;
  6785. }
  6786. break;
  6787. case MO_FINGEROFFENSIVE:
  6788. if (sd) {
  6789. if (battle_config.finger_offensive_type)
  6790. wd.div_ = 1;
  6791. #ifndef RENEWAL
  6792. else if ((sd->spiritball + sd->spiritball_old) < wd.div_)
  6793. wd.div_ = sd->spiritball + sd->spiritball_old;
  6794. #endif
  6795. }
  6796. break;
  6797. case KN_PIERCE:
  6798. case ML_PIERCE:
  6799. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  6800. break;
  6801. case TF_DOUBLE: //For NPC used skill.
  6802. case GS_CHAINACTION:
  6803. wd.type = DMG_MULTI_HIT;
  6804. break;
  6805. case GS_GROUNDDRIFT:
  6806. wd.amotion = sstatus->amotion;
  6807. [[fallthrough]];
  6808. case KN_SPEARSTAB:
  6809. #ifndef RENEWAL
  6810. case KN_BOWLINGBASH:
  6811. #endif
  6812. case MS_BOWLINGBASH:
  6813. case MO_BALKYOUNG:
  6814. case TK_TURNKICK:
  6815. wd.blewcount = 0;
  6816. break;
  6817. case SG_SUN_WARM:
  6818. case SG_MOON_WARM:
  6819. case SG_STAR_WARM:
  6820. // A random 0~3 knockback bonus is added to the base knockback
  6821. wd.blewcount += rnd_value(0, 3);
  6822. break;
  6823. #ifdef RENEWAL
  6824. case KN_BOWLINGBASH:
  6825. if (sd && sd->status.weapon == W_2HSWORD) {
  6826. if (wd.miscflag >= 2 && wd.miscflag <= 3)
  6827. wd.div_ = 3;
  6828. else if (wd.miscflag >= 4)
  6829. wd.div_ = 4;
  6830. }
  6831. break;
  6832. #endif
  6833. case KN_AUTOCOUNTER:
  6834. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  6835. break;
  6836. case LK_SPIRALPIERCE:
  6837. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  6838. break;
  6839. case RK_WINDCUTTER:
  6840. if (sd && (sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR))
  6841. wd.flag |= BF_LONG;
  6842. break;
  6843. case NC_BOOSTKNUCKLE:
  6844. case NC_VULCANARM:
  6845. case NC_ARMSCANNON:
  6846. if (sc && sc->getSCE(SC_ABR_DUAL_CANNON))
  6847. wd.div_ = 2;
  6848. break;
  6849. case NC_POWERSWING:
  6850. if (sc && sc->getSCE(SC_ABR_BATTLE_WARIOR))
  6851. wd.div_ = -2;
  6852. break;
  6853. case GN_CARTCANNON:
  6854. if (sc && sc->getSCE(SC_BIONIC_WOODENWARRIOR))
  6855. wd.div_ = 2;
  6856. break;
  6857. case DK_SERVANT_W_PHANTOM:
  6858. case DK_SERVANT_W_DEMOL:
  6859. if (sd && (sd->servantball + sd->servantball_old) < wd.div_)
  6860. wd.div_ = sd->servantball + sd->servantball_old;
  6861. break;
  6862. case IQ_THIRD_FLAME_BOMB:
  6863. wd.div_ = min(wd.div_ + wd.miscflag, 3); // Number of hits doesn't go above 3.
  6864. break;
  6865. case IG_OVERSLASH:
  6866. if( wd.miscflag >= 4 ){
  6867. wd.div_ = 7;
  6868. }else if( wd.miscflag >= 2 ){
  6869. wd.div_ = 5;
  6870. }
  6871. break;
  6872. case SHC_ETERNAL_SLASH:
  6873. if (sc && sc->getSCE(SC_E_SLASH_COUNT))
  6874. wd.div_ = sc->getSCE(SC_E_SLASH_COUNT)->val1;
  6875. break;
  6876. case SHC_IMPACT_CRATER:
  6877. if (sc && sc->getSCE(SC_ROLLINGCUTTER))
  6878. wd.div_ = sc->getSCE(SC_ROLLINGCUTTER)->val1;
  6879. break;
  6880. case MT_AXE_STOMP:
  6881. if (sd && sd->status.weapon == W_2HAXE)
  6882. wd.div_ = 3;
  6883. break;
  6884. case SHC_SAVAGE_IMPACT:
  6885. wd.div_ = wd.div_ + wd.miscflag;
  6886. break;
  6887. case MT_MIGHTY_SMASH:
  6888. if (sc && sc->getSCE(SC_AXE_STOMP))
  6889. wd.div_ = 7;
  6890. break;
  6891. case BO_EXPLOSIVE_POWDER:
  6892. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  6893. wd.div_ = 5;
  6894. break;
  6895. case BO_MAYHEMIC_THORNS:
  6896. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  6897. wd.div_ = 4;
  6898. break;
  6899. case HN_DOUBLEBOWLINGBASH:
  6900. if (wd.miscflag > 1)
  6901. wd.div_ += min(4, wd.miscflag);
  6902. break;
  6903. }
  6904. } else {
  6905. bool is_long = false;
  6906. if (is_skill_using_arrow(src, skill_id) || (sc && sc->getSCE(SC_SOULATTACK)))
  6907. is_long = true;
  6908. wd.flag |= is_long ? BF_LONG : BF_SHORT;
  6909. }
  6910. return wd;
  6911. }
  6912. /**
  6913. * Check if we should reflect the damage and calculate it if so
  6914. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  6915. * @param wd : weapon damage
  6916. * @param src : bl who did the attack
  6917. * @param target : target of the attack
  6918. * @param skill_id : id of casted skill, 0 = basic atk
  6919. * @param skill_lv : lvl of skill casted
  6920. */
  6921. void battle_do_reflect(int32 attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv)
  6922. {
  6923. // Don't reflect your own damage (Grand Cross)
  6924. if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL ||
  6925. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ))))
  6926. {
  6927. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  6928. map_session_data *tsd = BL_CAST(BL_PC, target);
  6929. status_change *tsc = status_get_sc(target);
  6930. status_data* sstatus = status_get_status_data(*src);
  6931. struct unit_data *ud = unit_bl2ud(target);
  6932. t_tick tick = gettick(), rdelay = 0;
  6933. if (!tsc)
  6934. return;
  6935. auto * sce = tsc->getSCE(SC_MAXPAIN);
  6936. if (sce) {
  6937. sce->val2 = (int32)damage;
  6938. 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.
  6939. skill_castend_damage_id(target, src, NPC_MAXPAIN_ATK, sce->val1, tick, ((wd->flag & 1) ? wd->flag - 1 : wd->flag));
  6940. }
  6941. // Calculate skill reflect damage separately
  6942. if ((ud && !ud->immune_attack) || !status_bl_has_mode(target, MD_SKILLIMMUNE))
  6943. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
  6944. if( rdamage > 0 ) {
  6945. struct block_list *d_bl = battle_check_devotion(src);
  6946. status_change *sc = status_get_sc(src);
  6947. if (sc && sc->getSCE(SC_VITALITYACTIVATION))
  6948. rdamage /= 2;
  6949. if( attack_type == BF_WEAPON && tsc->getSCE(SC_REFLECTDAMAGE) ) // Don't reflect your own damage (Grand Cross)
  6950. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag);
  6951. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  6952. rdelay = clif_damage(*src, (d_bl == nullptr) ? *src : *d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  6953. if( tsd )
  6954. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  6955. // It appears that official servers give skill reflect damage a longer delay
  6956. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true, false);
  6957. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  6958. }
  6959. }
  6960. }
  6961. }
  6962. /*============================================
  6963. * Calculate "weapon"-type attacks and skills
  6964. *--------------------------------------------
  6965. * Credits:
  6966. * Original coder Skotlex
  6967. * Initial refactoring by Baalberith
  6968. * Refined and optimized by helvetica
  6969. */
  6970. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int32 wflag)
  6971. {
  6972. map_session_data *sd, *tsd;
  6973. struct Damage wd;
  6974. status_change *sc = status_get_sc(src);
  6975. status_change *tsc = status_get_sc(target);
  6976. status_data* sstatus = status_get_status_data(*src);
  6977. status_data* tstatus = status_get_status_data(*target);
  6978. int32 right_element, left_element;
  6979. bool infdef = false;
  6980. memset(&wd,0,sizeof(wd));
  6981. if (src == nullptr || target == nullptr) {
  6982. nullpo_info(NLP_MARK);
  6983. return wd;
  6984. }
  6985. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  6986. right_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  6987. left_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  6988. if (sc != nullptr && sc->empty())
  6989. sc = nullptr; //Skip checking as there are no status changes active.
  6990. if (tsc != nullptr && tsc->empty())
  6991. tsc = nullptr; //Skip checking as there are no status changes active.
  6992. sd = BL_CAST(BL_PC, src);
  6993. tsd = BL_CAST(BL_PC, target);
  6994. //Check for Lucky Dodge
  6995. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  6996. wd.type = DMG_LUCY_DODGE;
  6997. wd.dmg_lv = ATK_LUCKY;
  6998. if(wd.div_ < 0)
  6999. wd.div_ *= -1;
  7000. return wd;
  7001. }
  7002. // on official check for multi hit first so we can override crit on double attack [helvetica]
  7003. battle_calc_multi_attack(&wd, src, target, skill_id, skill_lv);
  7004. // crit check is next since crits always hit on official [helvetica]
  7005. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, true)) {
  7006. #if PACKETVER >= 20161207
  7007. if (wd.type&DMG_MULTI_HIT)
  7008. wd.type = DMG_MULTI_HIT_CRITICAL;
  7009. else
  7010. wd.type = DMG_CRITICAL;
  7011. #else
  7012. wd.type = DMG_CRITICAL;
  7013. #endif
  7014. }
  7015. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  7016. // check if we're landing a hit
  7017. if(!is_attack_hitting(&wd, src, target, skill_id, skill_lv, true))
  7018. wd.dmg_lv = ATK_FLEE;
  7019. else if(!(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants
  7020. #ifndef RENEWAL
  7021. // First call function with skill_id 0 to get base damage of a normal attack
  7022. battle_calc_skill_base_damage(&wd, src, target, 0, 0); // base damage
  7023. wd.basedamage = wd.damage;
  7024. // Now get actual skill damage
  7025. if (skill_id != 0)
  7026. #endif
  7027. battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv); // base skill damage
  7028. #ifndef RENEWAL
  7029. // Skill ratio
  7030. ATK_RATE(wd.damage, wd.damage2, battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv));
  7031. // Additive damage bonus
  7032. ATK_ADD(wd.damage, wd.damage2, battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv));
  7033. #endif
  7034. #ifdef RENEWAL
  7035. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  7036. status_data* sstatus = status_get_status_data(*src);
  7037. if (sstatus->matk_max > sstatus->matk_min) {
  7038. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  7039. } else
  7040. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  7041. }
  7042. #endif
  7043. int32 i = 0;
  7044. #ifndef RENEWAL
  7045. // add any miscellaneous player ATK bonuses
  7046. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id)))
  7047. ATK_ADDRATE(wd.damage, wd.damage2, i);
  7048. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  7049. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  7050. #endif
  7051. #ifdef RENEWAL
  7052. // In Renewal we only cardfix to the weapon and equip ATK
  7053. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  7054. if (sd) {
  7055. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 2, wd.flag);
  7056. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 2, wd.flag);
  7057. if (is_attack_left_handed(src, skill_id)) {
  7058. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  7059. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 3, wd.flag);
  7060. }
  7061. }
  7062. //Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  7063. if (tsd && skill_id != NJ_ISSEN && skill_id != GN_FIRE_EXPANSION_ACID) { // These skills will do a card fix later
  7064. std::bitset<NK_MAX> ignoreele_nk = nk;
  7065. ignoreele_nk.set(NK_IGNOREELEMENT);
  7066. wd.statusAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk, 0, wd.flag);
  7067. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 0, wd.flag);
  7068. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 0, wd.flag);
  7069. wd.masteryAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk, 0, wd.flag);
  7070. if (is_attack_left_handed(src, skill_id)) {
  7071. wd.statusAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk2, 1, wd.flag);
  7072. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 1, wd.flag);
  7073. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 1, wd.flag);
  7074. wd.masteryAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk2, 1, wd.flag);
  7075. }
  7076. }
  7077. // final attack bonuses that aren't affected by cards
  7078. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  7079. if (sd) { //monsters, homuns and pets have their damage computed directly
  7080. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.percentAtk;
  7081. if( is_attack_left_handed( src, skill_id ) ){
  7082. wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.percentAtk2;
  7083. }
  7084. // Apply P.ATK mod
  7085. // But for Dragonbreaths it only applies if Dragonic Aura is skilled
  7086. if( ( skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER ) || pc_checkskill( sd, DK_DRAGONIC_AURA ) > 0 ){
  7087. wd.damage = (int64)floor( (float)( wd.damage * ( 100 + sstatus->patk ) / 100 ) );
  7088. if( is_attack_left_handed( src, skill_id ) ){
  7089. wd.damage2 = (int64)floor( (float)( wd.damage2 * ( 100 + sstatus->patk ) / 100 ) );
  7090. }
  7091. }
  7092. // Apply MasteryATK
  7093. wd.damage += wd.masteryAtk;
  7094. if( is_attack_left_handed( src, skill_id ) ){
  7095. wd.damage2 += wd.masteryAtk2;
  7096. }
  7097. // CritAtkRate modifier
  7098. if (wd.type == DMG_CRITICAL || wd.type == DMG_MULTI_HIT_CRITICAL) {
  7099. if (skill_id > 0) {
  7100. wd.damage += (int64)floor((float)(wd.damage * sd->bonus.crit_atk_rate / 200));
  7101. if (is_attack_left_handed(src, skill_id))
  7102. wd.damage2 += (int64)floor((float)(wd.damage2 * sd->bonus.crit_atk_rate / 200));
  7103. }
  7104. else {
  7105. wd.damage += (int64)floor((float)(wd.damage * sd->bonus.crit_atk_rate / 100));
  7106. if (is_attack_left_handed(src, skill_id))
  7107. wd.damage2 += (int64)floor((float)(wd.damage2 * sd->bonus.crit_atk_rate / 100));
  7108. }
  7109. }
  7110. if (wd.flag & BF_SHORT)
  7111. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.short_attack_atk_rate);
  7112. if(wd.flag&BF_LONG && (skill_id != RA_WUGBITE && skill_id != RA_WUGSTRIKE)) //Long damage rate addition doesn't use weapon + equip attack
  7113. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  7114. }
  7115. // Skill ratio
  7116. ATK_RATE(wd.damage, wd.damage2, battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv));
  7117. // Additive damage bonus
  7118. ATK_ADD(wd.damage, wd.damage2, battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv));
  7119. // Advance Katar Mastery
  7120. if (sd) {
  7121. uint16 katar_skill;
  7122. if (sd->status.weapon == W_KATAR && (katar_skill = pc_checkskill(sd, ASC_KATAR)) > 0) // Adv. Katar Mastery applied after calculate with skillratio.
  7123. ATK_ADDRATE(wd.damage, wd.damage2, (10 + 2 * katar_skill));
  7124. }
  7125. // Res reduces physical damage by a percentage and
  7126. // is calculated before DEF and other reductions.
  7127. // All skills that use the simple defense formula (damage substracted by DEF+DEF2) ignore Res
  7128. // TODO: Res formula probably should be: (2000+x)/(2000+5x), but with the reduction rounded down
  7129. if ((wd.damage + wd.damage2) && tstatus->res > 0 && !nk[NK_SIMPLEDEFENSE]) {
  7130. int16 res = tstatus->res;
  7131. int16 ignore_res = 0;// Value used as a percentage.
  7132. if (sd)
  7133. ignore_res += sd->indexed_bonus.ignore_res_by_race[tstatus->race] + sd->indexed_bonus.ignore_res_by_race[RC_ALL];
  7134. // Attacker status's that pierce Res.
  7135. if (sc) {
  7136. if (sc->getSCE(SC_A_TELUM))
  7137. ignore_res += sc->getSCE(SC_A_TELUM)->val2;
  7138. if (sc->getSCE(SC_POTENT_VENOM))
  7139. ignore_res += sc->getSCE(SC_POTENT_VENOM)->val2;
  7140. }
  7141. ignore_res = min(ignore_res, battle_config.max_res_mres_ignored);
  7142. if (ignore_res > 0)
  7143. res -= res * ignore_res / 100;
  7144. // Apply damage reduction.
  7145. wd.damage = wd.damage * (5000 + res) / (5000 + 10 * res);
  7146. wd.damage2 = wd.damage2 * (5000 + res) / (5000 + 10 * res);
  7147. }
  7148. #else
  7149. // final attack bonuses that aren't affected by cards
  7150. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  7151. #endif
  7152. if (wd.damage + wd.damage2) {
  7153. #ifdef RENEWAL
  7154. // Check if attack ignores DEF (in pre-renewal we need to update base damage even when the skill ignores DEF)
  7155. 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))
  7156. #else
  7157. // Shield Boomerang and Rapid Smiting already calculated the defense before the skill ratio was applied
  7158. if(skill_id != PA_SHIELDCHAIN && skill_id != CR_SHIELDBOOMERANG)
  7159. #endif
  7160. battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv);
  7161. battle_calc_attack_post_defense(&wd, src, target, skill_id, skill_lv);
  7162. }
  7163. #ifdef RENEWAL
  7164. // add any miscellaneous player ATK bonuses
  7165. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  7166. ATK_ADDRATE(wd.damage, wd.damage2, i);
  7167. RE_ALLATK_ADDRATE(&wd, i);
  7168. }
  7169. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) {
  7170. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  7171. RE_ALLATK_ADDRATE(&wd, -i);
  7172. }
  7173. #endif
  7174. }
  7175. battle_calc_element_damage(&wd, src, target, skill_id, skill_lv);
  7176. #ifdef RENEWAL
  7177. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, false)) {
  7178. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  7179. wd.damage = (int64)floor((float)((wd.damage * (1.4f + (0.01f * sstatus->crate)))));
  7180. if (is_attack_left_handed(src, skill_id))
  7181. wd.damage2 = (int64)floor((float)((wd.damage2 * (1.4f + (0.01f * sstatus->crate)))));
  7182. } else
  7183. wd.damage = (int64)floor((float)(wd.damage * 1.4f));
  7184. if (tsd && tsd->bonus.crit_def_rate != 0)
  7185. ATK_ADDRATE(wd.damage, wd.damage2, -tsd->bonus.crit_def_rate);
  7186. }
  7187. #endif
  7188. switch (skill_id) {
  7189. case TK_DOWNKICK:
  7190. case TK_STORMKICK:
  7191. case TK_TURNKICK:
  7192. case TK_COUNTER:
  7193. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  7194. ATK_ADD(wd.damage, wd.damage2, 10 * pc_checkskill(sd, TK_RUN));
  7195. break;
  7196. case LG_SHIELDPRESS:
  7197. if (sd) {
  7198. int32 damagevalue = 0;
  7199. int16 index = sd->equip_index[EQI_HAND_L];
  7200. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  7201. damagevalue = sstatus->vit * sd->inventory.u.items_inventory[index].refine;
  7202. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  7203. }
  7204. break;
  7205. case SR_TIGERCANNON:
  7206. // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  7207. if (wd.miscflag&8) {
  7208. ATK_ADD(wd.damage, wd.damage2, skill_lv * 500 + status_get_lv(target) * 40);
  7209. } else
  7210. ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40);
  7211. break;
  7212. case SR_GATEOFHELL: {
  7213. status_data* sstatus = status_get_status_data(*src);
  7214. double bonus = 1 + skill_lv * 2 / 10;
  7215. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - sstatus->hp);
  7216. if(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE) {
  7217. ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->max_sp * bonus) + 40 * status_get_lv(src));
  7218. } else
  7219. ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->sp * bonus) + 10 * status_get_lv(src));
  7220. }
  7221. break;
  7222. case MH_TINDER_BREAKER:
  7223. ATK_ADD(wd.damage, wd.damage2, 2500 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  7224. break;
  7225. case MH_CBC:
  7226. ATK_ADD(wd.damage, wd.damage2, 4000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  7227. break;
  7228. case MH_EQC:
  7229. ATK_ADD(wd.damage, wd.damage2, 6000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  7230. break;
  7231. case NPC_MAXPAIN_ATK:
  7232. if (sc) {
  7233. auto * sce = sc->getSCE(SC_MAXPAIN);
  7234. if (sce) {
  7235. if (sce->val2)
  7236. wd.damage = sce->val2 * skill_lv / 10;
  7237. else if (sce->val3)
  7238. wd.damage = sce->val3 * skill_lv / 10;
  7239. }
  7240. }
  7241. else
  7242. wd.damage = 0;
  7243. break;
  7244. }
  7245. if(sd) {
  7246. #ifndef RENEWAL
  7247. uint16 skill;
  7248. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  7249. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  7250. if (skill_id == GS_GROUNDDRIFT)
  7251. ATK_ADD(wd.damage, wd.damage2, 50 * skill_lv);
  7252. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  7253. ATK_ADD(wd.damage, wd.damage2, 4);
  7254. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  7255. switch(skill_id) {
  7256. case RK_DRAGONBREATH:
  7257. case RK_DRAGONBREATH_WATER:
  7258. if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
  7259. wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
  7260. if(is_attack_left_handed(src, skill_id))
  7261. wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
  7262. }
  7263. break;
  7264. default:
  7265. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 2, wd.flag);
  7266. if( is_attack_left_handed(src, skill_id ))
  7267. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 3, wd.flag);
  7268. break;
  7269. }
  7270. #endif
  7271. }
  7272. #ifdef RENEWAL
  7273. // In renewal only do it for non player attacks
  7274. if( tsd && !sd ){
  7275. #else
  7276. if( tsd ){
  7277. #endif
  7278. // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  7279. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 0, wd.flag);
  7280. if(is_attack_left_handed(src, skill_id))
  7281. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 1, wd.flag);
  7282. }
  7283. // only do 1 dmg to plant, no need to calculate rest
  7284. if(infdef){
  7285. battle_calc_attack_plant(&wd, src, target, skill_id, skill_lv);
  7286. return wd;
  7287. }
  7288. //Apply DAMAGE_DIV_FIX and check for min damage
  7289. battle_apply_div_fix(&wd, skill_id);
  7290. battle_calc_attack_left_right_hands(&wd, src, target, skill_id, skill_lv);
  7291. #ifdef RENEWAL
  7292. switch (skill_id) {
  7293. case NJ_ISSEN:
  7294. case GN_FIRE_EXPANSION_ACID:
  7295. return wd; //These skills will do a GVG fix later
  7296. default:
  7297. #endif
  7298. battle_calc_attack_gvg_bg(&wd, src, target, skill_id, skill_lv);
  7299. #ifdef RENEWAL
  7300. break;
  7301. }
  7302. #endif
  7303. battle_calc_weapon_final_atk_modifiers(&wd, src, target, skill_id, skill_lv);
  7304. battle_absorb_damage(target, &wd);
  7305. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  7306. return wd;
  7307. }
  7308. /*==========================================
  7309. * Calculate "magic"-type attacks and skills
  7310. *------------------------------------------
  7311. * Credits:
  7312. * Original coder DracoRPG
  7313. * Refined and optimized by helvetica
  7314. */
  7315. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int32 mflag)
  7316. {
  7317. int32 i, skill_damage = 0;
  7318. int16 s_ele = 0;
  7319. TBL_PC *sd;
  7320. TBL_PC *tsd;
  7321. status_change *sc, *tsc;
  7322. struct Damage ad;
  7323. struct {
  7324. unsigned imdef : 1;
  7325. unsigned infdef : 1;
  7326. } flag;
  7327. memset(&ad,0,sizeof(ad));
  7328. memset(&flag,0,sizeof(flag));
  7329. if (src == nullptr || target == nullptr) {
  7330. nullpo_info(NLP_MARK);
  7331. return ad;
  7332. }
  7333. status_data* sstatus = status_get_status_data(*src);
  7334. status_data* tstatus = status_get_status_data(*target);
  7335. // Initial Values
  7336. // Set to 1 because magic damage on plants is 1 per hit; if target is not a plant this gets reinitialized to 0 later
  7337. ad.damage = 1;
  7338. ad.div_ = skill_get_num(skill_id,skill_lv);
  7339. ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills.
  7340. ad.dmotion = tstatus->dmotion;
  7341. ad.blewcount = skill_get_blewcount(skill_id, skill_lv);
  7342. ad.flag = BF_MAGIC|BF_SKILL;
  7343. ad.miscflag = mflag;
  7344. ad.dmg_lv = ATK_DEF;
  7345. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  7346. std::bitset<NK_MAX> nk;
  7347. if (skill)
  7348. nk = skill->nk;
  7349. flag.imdef = nk[NK_IGNOREDEFENSE] ? 1 : 0;
  7350. sd = BL_CAST(BL_PC, src);
  7351. tsd = BL_CAST(BL_PC, target);
  7352. s_elemental_data* ed = BL_CAST(BL_ELEM, src);
  7353. sc = status_get_sc(src);
  7354. tsc = status_get_sc(target);
  7355. //Initialize variables that will be used afterwards
  7356. s_ele = battle_get_magic_element(src, target, skill_id, skill_lv, mflag);
  7357. switch(skill_id) {
  7358. case WL_HELLINFERNO:
  7359. if (mflag & 2) { // ELE_DARK
  7360. ad.div_ = -3;
  7361. }
  7362. break;
  7363. case NPC_PSYCHIC_WAVE:
  7364. case SO_PSYCHIC_WAVE:
  7365. if (sd && (sd->weapontype1 == W_STAFF || sd->weapontype1 == W_2HSTAFF || sd->weapontype1 == W_BOOK))
  7366. ad.div_ = 2;
  7367. break;
  7368. case AG_DESTRUCTIVE_HURRICANE:
  7369. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  7370. ad.blewcount = 2;
  7371. break;
  7372. case AG_CRYSTAL_IMPACT:
  7373. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  7374. ad.div_ = 2;
  7375. break;
  7376. case ABC_ABYSS_SQUARE:
  7377. if (mflag == 2)
  7378. ad.div_ = 2;
  7379. break;
  7380. case AG_CRIMSON_ARROW_ATK:
  7381. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  7382. ad.div_ = 2;
  7383. }
  7384. break;
  7385. case SOA_TALISMAN_OF_FOUR_BEARING_GOD:
  7386. if (sc != nullptr){
  7387. if (sc->getSCE(SC_T_FIRST_GOD) != nullptr)
  7388. ad.div_ = 2;
  7389. else if (sc->getSCE(SC_T_SECOND_GOD) != nullptr)
  7390. ad.div_ = 3;
  7391. else if (sc->getSCE(SC_T_THIRD_GOD) != nullptr)
  7392. ad.div_ = 4;
  7393. else if (sc->getSCE(SC_T_FOURTH_GOD) != nullptr)
  7394. ad.div_ = 5;
  7395. else if (sc->getSCE(SC_T_FIFTH_GOD) != nullptr)
  7396. ad.div_ = 7;
  7397. }
  7398. break;
  7399. }
  7400. //Set miscellaneous data that needs be filled
  7401. if(sd) {
  7402. sd->state.arrow_atk = 0;
  7403. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  7404. }
  7405. //Skill Range Criteria
  7406. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  7407. //Infinite defense (plant mode)
  7408. flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
  7409. switch(skill_id) {
  7410. case MG_FIREWALL:
  7411. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  7412. ad.blewcount = 0; //No knockback
  7413. [[fallthrough]];
  7414. case NJ_KAENSIN:
  7415. case PR_SANCTUARY:
  7416. ad.dmotion = 1; //No flinch animation.
  7417. break;
  7418. }
  7419. if (!flag.infdef) { //No need to do the math for plants
  7420. uint32 skillratio = 100; //Skill dmg modifiers.
  7421. #ifdef RENEWAL
  7422. // Some skills do not use S.MATK and skillratio
  7423. bool has_skillratio = false;
  7424. #endif
  7425. //Damage was set to 1 to simulate plant damage; if not plant, need to reinitialize damage with 0
  7426. ad.damage = 0;
  7427. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  7428. #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; }
  7429. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  7430. #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; }
  7431. //Adds an absolute value to damage. 100 = +100 damage
  7432. #define MATK_ADD(a) { ad.damage += a; }
  7433. //Calc base damage according to skill
  7434. switch (skill_id) {
  7435. case AL_HEAL:
  7436. case PR_BENEDICTIO:
  7437. case PR_SANCTUARY:
  7438. case AB_HIGHNESSHEAL:
  7439. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  7440. break;
  7441. case PR_ASPERSIO:
  7442. ad.damage = 40;
  7443. break;
  7444. case ALL_RESURRECTION:
  7445. case PR_TURNUNDEAD:
  7446. //Undead check is on skill_castend_damageid code.
  7447. #ifdef RENEWAL
  7448. i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  7449. + 300 - 300 * tstatus->hp / tstatus->max_hp;
  7450. #else
  7451. i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  7452. + 200 - 200 * tstatus->hp / tstatus->max_hp;
  7453. #endif
  7454. if(i > 700)
  7455. i = 700;
  7456. if(rnd()%1000 < i && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  7457. ad.damage = tstatus->hp;
  7458. else {
  7459. #ifdef RENEWAL
  7460. if (sstatus->matk_max > sstatus->matk_min) {
  7461. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  7462. } else {
  7463. MATK_ADD(sstatus->matk_min);
  7464. }
  7465. MATK_RATE(skill_lv);
  7466. #else
  7467. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  7468. #endif
  7469. }
  7470. break;
  7471. case NPC_DARKBREATH:
  7472. ad.damage = tstatus->hp * (skill_lv <= 5 ? 100 / (2 * (6 - skill_lv)) : 50) / 100;
  7473. break;
  7474. case PF_SOULBURN:
  7475. ad.damage = tstatus->sp * 2;
  7476. break;
  7477. case AB_RENOVATIO:
  7478. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  7479. break;
  7480. case NPC_EARTHQUAKE:
  7481. if (mflag & NPC_EARTHQUAKE_FLAG) {
  7482. ad.flag |= NPC_EARTHQUAKE_FLAG; // Pass flag to battle_calc_damage
  7483. mflag &= ~NPC_EARTHQUAKE_FLAG; // Remove before NK_SPLASHSPLIT check
  7484. }
  7485. if (src->type == BL_PC)
  7486. ad.damage = sstatus->str * 2 + battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag).damage;
  7487. else
  7488. ad.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0);
  7489. MATK_RATE(200 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0));
  7490. if (nk[NK_SPLASHSPLIT] && mflag > 1)
  7491. ad.damage /= mflag;
  7492. break;
  7493. case NPC_ICEMINE:
  7494. case NPC_FLAMECROSS:
  7495. ad.damage = static_cast<int64>( sstatus->rhw.atk ) * static_cast<int64>( 20 ) * static_cast<int64>( skill_lv );
  7496. break;
  7497. default: {
  7498. if (sstatus->matk_max > sstatus->matk_min) {
  7499. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  7500. } else {
  7501. MATK_ADD(sstatus->matk_min);
  7502. }
  7503. if (nk[NK_SPLASHSPLIT]) { // Divide MATK in case of multiple targets skill
  7504. if (mflag>0)
  7505. ad.damage /= mflag;
  7506. else
  7507. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  7508. }
  7509. switch(skill_id) {
  7510. case MG_NAPALMBEAT:
  7511. skillratio += -30 + 10 * skill_lv;
  7512. break;
  7513. case MG_FIREBALL:
  7514. #ifdef RENEWAL
  7515. skillratio += 40 + 20 * skill_lv;
  7516. if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage
  7517. skillratio = skillratio * 3 / 4;
  7518. #else
  7519. skillratio += -30 + 10 * skill_lv;
  7520. #endif
  7521. break;
  7522. case MG_SOULSTRIKE:
  7523. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  7524. skillratio += 5 * skill_lv;
  7525. break;
  7526. case MG_FIREWALL:
  7527. skillratio -= 50;
  7528. break;
  7529. case MG_FIREBOLT:
  7530. case MG_COLDBOLT:
  7531. case MG_LIGHTNINGBOLT:
  7532. if (sc) {
  7533. if ((skill_id == MG_FIREBOLT && sc->getSCE(SC_FLAMETECHNIC_OPTION)) ||
  7534. (skill_id == MG_COLDBOLT && sc->getSCE(SC_COLD_FORCE_OPTION)) ||
  7535. (skill_id == MG_LIGHTNINGBOLT && sc->getSCE(SC_GRACE_BREEZE_OPTION)))
  7536. skillratio *= 5;
  7537. if (sc->getSCE(SC_SPELLFIST) && mflag & BF_SHORT) {
  7538. skillratio += (sc->getSCE(SC_SPELLFIST)->val3 * 100) + (sc->getSCE(SC_SPELLFIST)->val1 * 50 - 50) - 100; // val3 = used bolt level, val1 = used spellfist level. [Rytech]
  7539. ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
  7540. ad.flag = BF_WEAPON | BF_SHORT;
  7541. ad.type = DMG_NORMAL;
  7542. }
  7543. }
  7544. break;
  7545. case MG_THUNDERSTORM:
  7546. // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  7547. #ifndef RENEWAL
  7548. skillratio -= 20;
  7549. #endif
  7550. break;
  7551. case MG_FROSTDIVER:
  7552. skillratio += 10 * skill_lv;
  7553. break;
  7554. case AL_HOLYLIGHT:
  7555. skillratio += 25;
  7556. if (sd && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
  7557. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  7558. break;
  7559. case AL_RUWACH:
  7560. skillratio += 45;
  7561. break;
  7562. case WZ_FROSTNOVA:
  7563. #ifndef RENEWAL
  7564. skillratio += -100 + (100 + skill_lv * 10) * 2 / 3;
  7565. #else
  7566. // In renewal the damage formula is identical to MG_FROSTDIVER
  7567. skillratio += 10 * skill_lv;
  7568. #endif
  7569. break;
  7570. case WZ_FIREPILLAR:
  7571. if (sd && ad.div_ > 0)
  7572. ad.div_ *= -1; //For players, damage is divided by number of hits
  7573. skillratio += -60 + 20 * skill_lv; //20% MATK each hit
  7574. break;
  7575. case WZ_SIGHTRASHER:
  7576. skillratio += 20 * skill_lv;
  7577. break;
  7578. case WZ_WATERBALL:
  7579. skillratio += 30 * skill_lv;
  7580. break;
  7581. case WZ_STORMGUST:
  7582. #ifdef RENEWAL
  7583. skillratio -= 30; // Offset only once
  7584. skillratio += 50 * skill_lv;
  7585. #else
  7586. skillratio += 40 * skill_lv;
  7587. #endif
  7588. break;
  7589. #ifdef RENEWAL
  7590. case WZ_EARTHSPIKE:
  7591. skillratio += 100;
  7592. if (sc && sc->getSCE(SC_EARTH_CARE_OPTION))
  7593. skillratio += skillratio * 800 / 100;
  7594. break;
  7595. #endif
  7596. case HW_NAPALMVULCAN:
  7597. #ifdef RENEWAL
  7598. skillratio += -100 + 70 * skill_lv;
  7599. RE_LVL_DMOD(100);
  7600. #else
  7601. skillratio += 25;
  7602. #endif
  7603. break;
  7604. case SL_STIN: //Target size must be small (0) for full damage
  7605. skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv);
  7606. break;
  7607. case SL_STUN:
  7608. skillratio += 5 * skill_lv;
  7609. break;
  7610. case SL_SMA: //Base damage is 40% + lv%
  7611. skillratio += -60 + status_get_lv(src);
  7612. break;
  7613. case NJ_KOUENKA:
  7614. skillratio -= 10;
  7615. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  7616. skillratio += 10 * sd->spiritcharm;
  7617. break;
  7618. case NJ_KAENSIN:
  7619. skillratio -= 50;
  7620. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  7621. skillratio += 20 * sd->spiritcharm;
  7622. break;
  7623. case NJ_BAKUENRYU:
  7624. skillratio += 50 + 150 * skill_lv;
  7625. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  7626. skillratio += 100 * sd->spiritcharm;
  7627. break;
  7628. case NJ_HYOUSENSOU:
  7629. #ifdef RENEWAL
  7630. skillratio -= 30;
  7631. if (sc && sc->getSCE(SC_SUITON))
  7632. skillratio += 2 * skill_lv;
  7633. #endif
  7634. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  7635. skillratio += 20 * sd->spiritcharm;
  7636. break;
  7637. case NJ_HYOUSYOURAKU:
  7638. skillratio += 50 * skill_lv;
  7639. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  7640. skillratio += 100 * sd->spiritcharm;
  7641. break;
  7642. case NJ_RAIGEKISAI:
  7643. #ifdef RENEWAL
  7644. skillratio += 100 * skill_lv;
  7645. #else
  7646. skillratio += 60 + 40 * skill_lv;
  7647. #endif
  7648. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  7649. skillratio += 20 * sd->spiritcharm;
  7650. break;
  7651. case NJ_KAMAITACHI:
  7652. skillratio += 100 * skill_lv;
  7653. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  7654. skillratio += 100 * sd->spiritcharm;
  7655. break;
  7656. case NJ_HUUJIN:
  7657. #ifdef RENEWAL
  7658. skillratio += 50;
  7659. #endif
  7660. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  7661. skillratio += 10 * sd->spiritcharm;
  7662. break;
  7663. case NPC_ENERGYDRAIN:
  7664. skillratio += 100 * skill_lv;
  7665. break;
  7666. #ifdef RENEWAL
  7667. case WZ_HEAVENDRIVE:
  7668. case NPC_GROUNDDRIVE:
  7669. skillratio += 25;
  7670. break;
  7671. case WZ_METEOR:
  7672. skillratio += 25;
  7673. break;
  7674. case WZ_VERMILION:
  7675. if(sd)
  7676. skillratio += 300 + skill_lv * 100;
  7677. else
  7678. skillratio += 20 * skill_lv - 20; //Monsters use old formula
  7679. break;
  7680. case PR_MAGNUS:
  7681. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  7682. skillratio += 30;
  7683. break;
  7684. case BA_DISSONANCE:
  7685. skillratio += skill_lv * 10;
  7686. if (sd)
  7687. skillratio += 3 * pc_checkskill(sd, BA_MUSICALLESSON);
  7688. break;
  7689. case HW_GRAVITATION:
  7690. skillratio += -100 + 100 * skill_lv;
  7691. RE_LVL_DMOD(100);
  7692. break;
  7693. case PA_PRESSURE:
  7694. skillratio += -100 + 500 + 150 * skill_lv;
  7695. RE_LVL_DMOD(100);
  7696. break;
  7697. case WZ_SIGHTBLASTER:
  7698. skillratio += 500;
  7699. break;
  7700. #else
  7701. case WZ_VERMILION:
  7702. skillratio += 20 * skill_lv - 20;
  7703. break;
  7704. #endif
  7705. case AB_JUDEX:
  7706. skillratio += -100 + 300 + 70 * skill_lv;
  7707. RE_LVL_DMOD(100);
  7708. break;
  7709. case AB_ADORAMUS:
  7710. skillratio += - 100 + 300 + 250 * skill_lv;
  7711. RE_LVL_DMOD(100);
  7712. break;
  7713. case AB_DUPLELIGHT_MAGIC:
  7714. skillratio += 300 + 40 * skill_lv;
  7715. break;
  7716. case WL_SOULEXPANSION:
  7717. skillratio += -100 + 1000 + skill_lv * 200;
  7718. skillratio += sstatus->int_;
  7719. RE_LVL_DMOD(100);
  7720. break;
  7721. case WL_FROSTMISTY:
  7722. skillratio += -100 + 200 + 100 * skill_lv;
  7723. RE_LVL_DMOD(100);
  7724. break;
  7725. case NPC_JACKFROST:
  7726. if (tsc && tsc->getSCE(SC_FREEZING)) {
  7727. skillratio += 900 + 300 * skill_lv;
  7728. RE_LVL_DMOD(100);
  7729. } else {
  7730. skillratio += 400 + 100 * skill_lv;
  7731. RE_LVL_DMOD(150);
  7732. }
  7733. break;
  7734. case WL_JACKFROST:
  7735. if (tsc && tsc->getSCE(SC_MISTY_FROST))
  7736. skillratio += -100 + 1200 + 600 * skill_lv;
  7737. else
  7738. skillratio += -100 + 1000 + 300 * skill_lv;
  7739. RE_LVL_DMOD(100);
  7740. break;
  7741. case WL_DRAINLIFE:
  7742. skillratio += -100 + 200 * skill_lv + sstatus->int_;
  7743. RE_LVL_DMOD(100);
  7744. break;
  7745. case WL_CRIMSONROCK:
  7746. skillratio += -100 + 700 + 600 * skill_lv;
  7747. RE_LVL_DMOD(100);
  7748. break;
  7749. case WL_HELLINFERNO:
  7750. skillratio += -100 + 400 * skill_lv;
  7751. if (mflag & 2) // ELE_DARK
  7752. skillratio += 200 * skill_lv;
  7753. RE_LVL_DMOD(100);
  7754. break;
  7755. case WL_COMET:
  7756. skillratio += -100 + 2500 + 700 * skill_lv;
  7757. RE_LVL_DMOD(100);
  7758. break;
  7759. case WL_CHAINLIGHTNING_ATK:
  7760. skillratio += 400 + 100 * skill_lv;
  7761. RE_LVL_DMOD(100);
  7762. if (mflag > 0)
  7763. skillratio += 100 * mflag;
  7764. break;
  7765. case WL_EARTHSTRAIN:
  7766. skillratio += -100 + 1000 + 600 * skill_lv;
  7767. RE_LVL_DMOD(100);
  7768. break;
  7769. case WL_TETRAVORTEX_FIRE:
  7770. case WL_TETRAVORTEX_WATER:
  7771. case WL_TETRAVORTEX_WIND:
  7772. case WL_TETRAVORTEX_GROUND:
  7773. skillratio += -100 + 800 + 400 * skill_lv;
  7774. break;
  7775. case WL_SUMMON_ATK_FIRE:
  7776. case WL_SUMMON_ATK_WATER:
  7777. case WL_SUMMON_ATK_WIND:
  7778. case WL_SUMMON_ATK_GROUND:
  7779. skillratio += 200;
  7780. RE_LVL_DMOD(100);
  7781. break;
  7782. case LG_RAYOFGENESIS:
  7783. skillratio += -100 + 350 * skill_lv + sstatus->int_; // !TODO: What's the INT bonus?
  7784. RE_LVL_DMOD(100);
  7785. break;
  7786. case NPC_RAYOFGENESIS:
  7787. skillratio += -100 + 200 * skill_lv;
  7788. break;
  7789. case WM_METALICSOUND:
  7790. skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1);
  7791. if (tsc && tsc->getSCE(SC_SLEEP))
  7792. skillratio += 100; // !TODO: Confirm target sleeping bonus
  7793. RE_LVL_DMOD(100);
  7794. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  7795. skillratio += skillratio * 50 / 100;
  7796. break;
  7797. case WM_REVERBERATION:
  7798. // MATK [{(Skill Level x 300) + 400} x Casters Base Level / 100] %
  7799. skillratio += -100 + 700 + 300 * skill_lv;
  7800. RE_LVL_DMOD(100);
  7801. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  7802. skillratio += skillratio * 50 / 100;
  7803. break;
  7804. case SO_FIREWALK:
  7805. skillratio += -100 + 60 * skill_lv;
  7806. RE_LVL_DMOD(100);
  7807. if( sc && sc->getSCE(SC_HEATER_OPTION) )
  7808. skillratio += (sd ? sd->status.job_level / 2 : 0);
  7809. break;
  7810. case SO_ELECTRICWALK:
  7811. skillratio += -100 + 60 * skill_lv;
  7812. RE_LVL_DMOD(100);
  7813. if( sc && sc->getSCE(SC_BLAST_OPTION) )
  7814. skillratio += (sd ? sd->status.job_level / 2 : 0);
  7815. break;
  7816. case NPC_FIREWALK:
  7817. case NPC_ELECTRICWALK:
  7818. skillratio += -100 + 100 * skill_lv;
  7819. break;
  7820. case SO_EARTHGRAVE:
  7821. skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_SEISMICWEAPON) + sstatus->int_ * skill_lv;
  7822. RE_LVL_DMOD(100);
  7823. if( sc && sc->getSCE(SC_CURSED_SOIL_OPTION) )
  7824. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7825. break;
  7826. case SO_DIAMONDDUST:
  7827. skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_FROSTWEAPON) + sstatus->int_ * skill_lv;
  7828. RE_LVL_DMOD(100);
  7829. if( sc && sc->getSCE(SC_COOLER_OPTION) )
  7830. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7831. break;
  7832. case SO_POISON_BUSTER:
  7833. skillratio += -100 + 1000 + 300 * skill_lv;
  7834. skillratio += sstatus->int_;
  7835. if( tsc && tsc->getSCE(SC_CLOUD_POISON) )
  7836. skillratio += 200 * skill_lv;
  7837. RE_LVL_DMOD(100);
  7838. if( sc && sc->getSCE(SC_CURSED_SOIL_OPTION) )
  7839. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7840. break;
  7841. case NPC_POISON_BUSTER:
  7842. skillratio += -100 + 1500 * skill_lv;
  7843. break;
  7844. case SO_PSYCHIC_WAVE:
  7845. skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_;
  7846. RE_LVL_DMOD(100);
  7847. if (sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) ||
  7848. sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION)))
  7849. skillratio += 20;
  7850. break;
  7851. case NPC_PSYCHIC_WAVE:
  7852. skillratio += -100 + 500 * skill_lv;
  7853. break;
  7854. case SO_CLOUD_KILL:
  7855. skillratio += -100 + 40 * skill_lv;
  7856. skillratio += sstatus->int_ * 3;
  7857. RE_LVL_DMOD(100);
  7858. if (sc) {
  7859. if (sc->getSCE(SC_CURSED_SOIL_OPTION))
  7860. skillratio += (sd ? sd->status.job_level : 0);
  7861. if (sc->getSCE(SC_DEEP_POISONING_OPTION))
  7862. skillratio += skillratio * 1500 / 100;
  7863. }
  7864. break;
  7865. case NPC_CLOUD_KILL:
  7866. skillratio += -100 + 50 * skill_lv;
  7867. break;
  7868. case SO_VARETYR_SPEAR:
  7869. skillratio += -100 + (2 * sstatus->int_ + 150 * (pc_checkskill(sd, SO_STRIKING) + pc_checkskill(sd, SA_LIGHTNINGLOADER)) + sstatus->int_ * skill_lv / 2) / 3;
  7870. RE_LVL_DMOD(100);
  7871. if (sc && sc->getSCE(SC_BLAST_OPTION))
  7872. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7873. break;
  7874. case GN_DEMONIC_FIRE:
  7875. if (skill_lv > 20) // Fire expansion Lv.2
  7876. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  7877. else if (skill_lv > 10) { // Fire expansion Lv.1
  7878. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  7879. RE_LVL_DMOD(100);
  7880. } else
  7881. skillratio += 10 + 20 * skill_lv;
  7882. break;
  7883. case KO_KAIHOU:
  7884. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  7885. skillratio += -100 + 200 * sd->spiritcharm;
  7886. RE_LVL_DMOD(100);
  7887. pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
  7888. }
  7889. break;
  7890. // Magical Elemental Spirits Attack Skills
  7891. case EL_FIRE_MANTLE:
  7892. case EL_WATER_SCREW:
  7893. skillratio += 900;
  7894. break;
  7895. case EL_FIRE_ARROW:
  7896. case EL_ROCK_CRUSHER_ATK:
  7897. skillratio += 200;
  7898. break;
  7899. case EL_FIRE_BOMB:
  7900. case EL_ICE_NEEDLE:
  7901. case EL_HURRICANE_ATK:
  7902. skillratio += 400;
  7903. break;
  7904. case EL_FIRE_WAVE:
  7905. case EL_TYPOON_MIS_ATK:
  7906. skillratio += 1100;
  7907. break;
  7908. case MH_ERASER_CUTTER:
  7909. case MH_XENO_SLASHER:
  7910. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  7911. break;
  7912. case MH_TWISTER_CUTTER:
  7913. skillratio += -100 + 480 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  7914. break;
  7915. case MH_ABSOLUTE_ZEPHYR:
  7916. skillratio += -100 + 1000 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  7917. break;
  7918. case MH_HEILIGE_STANGE:
  7919. skillratio += -100 + 1500 + 250 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
  7920. break;
  7921. case MH_HEILIGE_PFERD:
  7922. skillratio += -100 + 1200 + 350 * skill_lv * status_get_lv(src) / 100 + sstatus->vit; // !TODO: Confirm VIT bonus
  7923. break;
  7924. case MH_POISON_MIST:
  7925. skillratio += -100 + 200 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // ! TODO: Confirm DEX bonus
  7926. break;
  7927. case SU_SV_STEMSPEAR:
  7928. skillratio += 600;
  7929. break;
  7930. case SU_CN_METEOR:
  7931. case SU_CN_METEOR2:
  7932. skillratio += -100 + 200 + 100 * skill_lv;
  7933. if (status_get_lv(src) > 99) {
  7934. skillratio += sstatus->int_ * 5;
  7935. }
  7936. RE_LVL_DMOD(100);
  7937. break;
  7938. case NPC_VENOMFOG:
  7939. skillratio += 600 + 100 * skill_lv;
  7940. break;
  7941. case NPC_COMET:
  7942. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8) / 2;
  7943. i = cap_value(i, 1, 4);
  7944. skillratio = 2500 + ((skill_lv - i + 1) * 500);
  7945. break;
  7946. case NPC_FIRESTORM:
  7947. skillratio += 200;
  7948. break;
  7949. case NPC_HELLBURNING:
  7950. skillratio += 900;
  7951. break;
  7952. case NPC_PULSESTRIKE2:
  7953. skillratio += 100;
  7954. break;
  7955. case SP_CURSEEXPLOSION:
  7956. if (tsc && tsc->getSCE(SC_SOULCURSE))
  7957. skillratio += -100 + 1200 + 300 * skill_lv;
  7958. else
  7959. skillratio += -100 + 400 + 100 * skill_lv;
  7960. RE_LVL_DMOD(100);
  7961. break;
  7962. case SP_SPA:
  7963. skillratio += 400 + 250 * skill_lv;
  7964. RE_LVL_DMOD(100);
  7965. break;
  7966. case SP_SHA:
  7967. skillratio += -100 + 5 * skill_lv;
  7968. break;
  7969. case SP_SWHOO:
  7970. skillratio += 1000 + 200 * skill_lv;
  7971. RE_LVL_DMOD(100);
  7972. break;
  7973. case NPC_STORMGUST2:
  7974. skillratio += 200 * skill_lv;
  7975. break;
  7976. case AG_DEADLY_PROJECTION:
  7977. skillratio += -100 + 2800 * skill_lv + 5 * sstatus->spl;
  7978. RE_LVL_DMOD(100);
  7979. break;
  7980. case AG_DESTRUCTIVE_HURRICANE:
  7981. skillratio += -100 + 600 + 2850 * skill_lv + 5 * sstatus->spl;
  7982. // (climax buff applied with pc_skillatk_bonus)
  7983. RE_LVL_DMOD(100);
  7984. break;
  7985. case AG_RAIN_OF_CRYSTAL:
  7986. skillratio += -100 + 180 + 760 * skill_lv + 5 * sstatus->spl;
  7987. RE_LVL_DMOD(100);
  7988. break;
  7989. case AG_MYSTERY_ILLUSION:
  7990. skillratio += -100 + 950 * skill_lv + 5 * sstatus->spl;
  7991. RE_LVL_DMOD(100);
  7992. break;
  7993. case AG_VIOLENT_QUAKE_ATK:
  7994. skillratio += -100 + 200 + 1200 * skill_lv + 5 * sstatus->spl;
  7995. // (climax buff applied with pc_skillatk_bonus)
  7996. RE_LVL_DMOD(100);
  7997. break;
  7998. case AG_SOUL_VC_STRIKE:
  7999. skillratio += -100 + 300 * skill_lv + 3 * sstatus->spl;
  8000. RE_LVL_DMOD(100);
  8001. break;
  8002. case AG_STRANTUM_TREMOR:
  8003. skillratio += -100 + 100 + 730 * skill_lv + 5 * sstatus->spl;
  8004. RE_LVL_DMOD(100);
  8005. break;
  8006. case AG_ALL_BLOOM_ATK:
  8007. skillratio += -100 + 200 + 1200 * skill_lv + 5 * sstatus->spl;
  8008. // (climax buff applied with pc_skillatk_bonus)
  8009. RE_LVL_DMOD(100);
  8010. break;
  8011. case AG_ALL_BLOOM_ATK2:
  8012. skillratio += -100 + 85000;
  8013. // Skill not affected by Baselevel and SPL
  8014. break;
  8015. case AG_CRYSTAL_IMPACT:
  8016. skillratio += -100 + 250 + 1300 * skill_lv + 5 * sstatus->spl;
  8017. // (climax buff applied with pc_skillatk_bonus)
  8018. RE_LVL_DMOD(100);
  8019. break;
  8020. case AG_CRYSTAL_IMPACT_ATK:
  8021. skillratio += -100 + 250 + 1300 * skill_lv + 5 * sstatus->spl;
  8022. // (climax buff applied with pc_skillatk_bonus)
  8023. RE_LVL_DMOD(100);
  8024. break;
  8025. case AG_TORNADO_STORM:
  8026. skillratio += -100 + 100 + 760 * skill_lv + 5 * sstatus->spl;
  8027. RE_LVL_DMOD(100);
  8028. break;
  8029. case AG_FLORAL_FLARE_ROAD:
  8030. skillratio += -100 + 50 + 740 * skill_lv + 5 * sstatus->spl;
  8031. RE_LVL_DMOD(100);
  8032. break;
  8033. case AG_ASTRAL_STRIKE:
  8034. skillratio += -100 + 300 + 1800 * skill_lv + 10 * sstatus->spl;
  8035. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DRAGON)
  8036. skillratio += 400 * skill_lv;
  8037. RE_LVL_DMOD(100);
  8038. break;
  8039. case AG_ASTRAL_STRIKE_ATK:
  8040. skillratio += -100 + 650 * skill_lv + 10 * sstatus->spl;
  8041. RE_LVL_DMOD(100);
  8042. break;
  8043. case AG_ROCK_DOWN:
  8044. skillratio += -100 + 1550 * skill_lv + 5 * sstatus->spl;
  8045. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  8046. skillratio += 300 * skill_lv;
  8047. }
  8048. RE_LVL_DMOD(100);
  8049. break;
  8050. case AG_STORM_CANNON:
  8051. skillratio += -100 + 1550 * skill_lv + 5 * sstatus->spl;
  8052. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  8053. skillratio += 300 * skill_lv;
  8054. }
  8055. RE_LVL_DMOD(100);
  8056. break;
  8057. case AG_CRIMSON_ARROW:
  8058. skillratio += -100 + 400 * skill_lv + 3 * sstatus->spl;
  8059. RE_LVL_DMOD(100);
  8060. break;
  8061. case AG_CRIMSON_ARROW_ATK:
  8062. skillratio += -100 + 750 * skill_lv + 5 * sstatus->spl;
  8063. RE_LVL_DMOD(100);
  8064. break;
  8065. case AG_FROZEN_SLASH:
  8066. skillratio += -100 + 450 + 950 * skill_lv + 5 * sstatus->spl;
  8067. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  8068. skillratio += 150 + 350 * skill_lv;
  8069. }
  8070. RE_LVL_DMOD(100);
  8071. break;
  8072. case IG_JUDGEMENT_CROSS:
  8073. skillratio += -100 + 1950 * skill_lv + 10 * sstatus->spl;
  8074. if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
  8075. skillratio += 150 * skill_lv;
  8076. RE_LVL_DMOD(100);
  8077. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  8078. skillratio += skillratio * i / 100;
  8079. break;
  8080. case IG_CROSS_RAIN:
  8081. if( sc && sc->getSCE( SC_HOLY_S ) ){
  8082. skillratio += -100 + ( 650 + 15 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
  8083. }else{
  8084. skillratio += -100 + ( 450 + 10 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
  8085. }
  8086. skillratio += 7 * sstatus->spl;
  8087. RE_LVL_DMOD(100);
  8088. break;
  8089. case CD_ARBITRIUM:
  8090. skillratio += -100 + 1000 * skill_lv + 10 * sstatus->spl;
  8091. skillratio += 10 * pc_checkskill( sd, CD_FIDUS_ANIMUS ) * skill_lv;
  8092. RE_LVL_DMOD(100);
  8093. break;
  8094. case CD_ARBITRIUM_ATK:
  8095. skillratio += -100 + 1750 * skill_lv + 10 * sstatus->spl;
  8096. skillratio += 50 * pc_checkskill( sd, CD_FIDUS_ANIMUS ) * skill_lv;
  8097. RE_LVL_DMOD(100);
  8098. break;
  8099. case CD_PNEUMATICUS_PROCELLA:
  8100. skillratio += -100 + 150 + 2100 * skill_lv + 10 * sstatus->spl;
  8101. skillratio += 3 * pc_checkskill( sd, CD_FIDUS_ANIMUS );
  8102. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON) {
  8103. skillratio += 50 + 150 * skill_lv;
  8104. skillratio += 2 * pc_checkskill( sd, CD_FIDUS_ANIMUS );
  8105. }
  8106. RE_LVL_DMOD(100);
  8107. break;
  8108. case CD_FRAMEN:
  8109. skillratio += -100 + 1300 * skill_lv;
  8110. skillratio += 5 * pc_checkskill(sd,CD_FIDUS_ANIMUS) * skill_lv;
  8111. skillratio += 5 * sstatus->spl;
  8112. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON)
  8113. skillratio += 50 * skill_lv;
  8114. RE_LVL_DMOD(100);
  8115. break;
  8116. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  8117. skillratio += -100 + 12500;
  8118. // Skill not affected by Baselevel and SPL
  8119. break;
  8120. case ABC_ABYSS_STRIKE:
  8121. skillratio += -100 + 2650 * skill_lv;
  8122. skillratio += 10 * sstatus->spl;
  8123. if (tstatus->race == RC_DEMON || tstatus->race == RC_ANGEL)
  8124. skillratio += 200 * skill_lv;
  8125. RE_LVL_DMOD(100);
  8126. break;
  8127. case ABC_ABYSS_SQUARE:
  8128. skillratio += -100 + 750 * skill_lv;
  8129. skillratio += 40 * pc_checkskill( sd, ABC_MAGIC_SWORD_M ) * skill_lv;
  8130. skillratio += 5 * sstatus->spl;
  8131. RE_LVL_DMOD(100);
  8132. break;
  8133. case TR_METALIC_FURY:
  8134. skillratio += -100 + 3850 * skill_lv;
  8135. // !Todo: skill affected by SPL (without SC_SOUNDBLEND) as well?
  8136. if (tsc && tsc->getSCE(SC_SOUNDBLEND)) {
  8137. skillratio += 800 * skill_lv;
  8138. skillratio += 2 * pc_checkskill(sd, TR_STAGE_MANNER) * sstatus->spl;
  8139. }
  8140. RE_LVL_DMOD(100);
  8141. break;
  8142. case TR_SOUNDBLEND:
  8143. skillratio += -100 + 120 * skill_lv + 5 * sstatus->spl;
  8144. RE_LVL_DMOD(100);
  8145. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  8146. skillratio += skillratio * 100 / 100;
  8147. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  8148. skillratio += skillratio * 50 / 100;
  8149. }
  8150. break;
  8151. case EM_DIAMOND_STORM:
  8152. skillratio += -100 + 500 + 2400 * skill_lv;
  8153. skillratio += 5 * sstatus->spl;
  8154. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_DILUVIO ) ){
  8155. skillratio += 7300 + 200 * skill_lv;
  8156. skillratio += 5 * sstatus->spl;
  8157. }
  8158. RE_LVL_DMOD(100);
  8159. break;
  8160. case EM_LIGHTNING_LAND:
  8161. skillratio += -100 + 700 + 1100 * skill_lv;
  8162. skillratio += 5 * sstatus->spl;
  8163. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_PROCELLA ) ){
  8164. skillratio += 200 * skill_lv;
  8165. }
  8166. RE_LVL_DMOD(100);
  8167. break;
  8168. case EM_VENOM_SWAMP:
  8169. skillratio += -100 + 700 + 1100 * skill_lv;
  8170. skillratio += 5 * sstatus->spl;
  8171. if( sc && sc->getSCE( SC_SUMMON_ELEMENTAL_SERPENS ) ){
  8172. skillratio += 200 * skill_lv;
  8173. }
  8174. RE_LVL_DMOD(100);
  8175. break;
  8176. case EM_CONFLAGRATION:
  8177. skillratio += -100 + 700 + 1100 * skill_lv;
  8178. skillratio += 5 * sstatus->spl;
  8179. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_ARDOR ) ){
  8180. skillratio += 200 * skill_lv;
  8181. }
  8182. RE_LVL_DMOD(100);
  8183. break;
  8184. case EM_TERRA_DRIVE:
  8185. skillratio += -100 + 500 + 2400 * skill_lv;
  8186. skillratio += 5 * sstatus->spl;
  8187. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_TERREMOTUS ) ){
  8188. skillratio += 7300 + 200 * skill_lv;
  8189. skillratio += 5 * sstatus->spl;
  8190. }
  8191. RE_LVL_DMOD(100);
  8192. break;
  8193. case ABC_FROM_THE_ABYSS_ATK:
  8194. skillratio += -100 + 150 + 650 * skill_lv;
  8195. skillratio += 5 * sstatus->spl;
  8196. RE_LVL_DMOD(100);
  8197. break;
  8198. case EM_ELEMENTAL_BUSTER_FIRE:
  8199. case EM_ELEMENTAL_BUSTER_WATER:
  8200. case EM_ELEMENTAL_BUSTER_WIND:
  8201. case EM_ELEMENTAL_BUSTER_GROUND:
  8202. case EM_ELEMENTAL_BUSTER_POISON:
  8203. skillratio += -100 + 550 + 2650 * skill_lv;
  8204. skillratio += 10 * sstatus->spl;
  8205. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_DRAGON)
  8206. skillratio += 150 * skill_lv;
  8207. RE_LVL_DMOD(100);
  8208. break;
  8209. case EM_EL_FLAMEROCK:
  8210. skillratio += -100 + 2400;
  8211. if (ed)
  8212. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  8213. break;
  8214. case EM_EL_AGE_OF_ICE:
  8215. skillratio += -100 + 3700;
  8216. if (ed)
  8217. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  8218. break;
  8219. case EM_EL_STORM_WIND:
  8220. skillratio += -100 + 2600;
  8221. if (ed)
  8222. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  8223. break;
  8224. case EM_EL_AVALANCHE:
  8225. skillratio += -100 + 450;
  8226. if (ed)
  8227. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  8228. break;
  8229. case EM_EL_DEADLY_POISON:
  8230. skillratio += -100 + 700;
  8231. if (ed)
  8232. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  8233. break;
  8234. case NPC_RAINOFMETEOR:
  8235. skillratio += 350; // unknown ratio
  8236. break;
  8237. case HN_NAPALM_VULCAN_STRIKE:
  8238. skillratio += -100 + 350 + 650 * skill_lv;
  8239. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 4 * skill_lv;
  8240. skillratio += 3 * sstatus->spl;
  8241. RE_LVL_DMOD(100);
  8242. // After RE_LVL_DMOD calculation, HN_SELFSTUDY_SOCERY amplifies the skill ratio of HN_NAPALM_VULCAN_STRIKE by (2x skill level)%
  8243. skillratio += skillratio * 2 * pc_checkskill(sd, HN_SELFSTUDY_SOCERY) / 100;
  8244. // SC_RULEBREAK increases the skill ratio after HN_SELFSTUDY_SOCERY
  8245. if (sc && sc->getSCE(SC_RULEBREAK))
  8246. skillratio += skillratio * 40 / 100;
  8247. break;
  8248. case HN_JUPITEL_THUNDER_STORM:
  8249. skillratio += -100 + 1800 * skill_lv;
  8250. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 3 * skill_lv;
  8251. skillratio += 3 * sstatus->spl;
  8252. RE_LVL_DMOD(100);
  8253. // After RE_LVL_DMOD calculation, HN_SELFSTUDY_SOCERY amplifies the skill ratio of HN_JUPITEL_THUNDER_STORM by (skill level)%
  8254. skillratio += skillratio * pc_checkskill(sd, HN_SELFSTUDY_SOCERY) / 100;
  8255. // SC_RULEBREAK increases the skill ratio after HN_SELFSTUDY_SOCERY
  8256. if (sc && sc->getSCE(SC_RULEBREAK))
  8257. skillratio += skillratio * 70 / 100;
  8258. break;
  8259. case HN_HELLS_DRIVE:
  8260. skillratio += -100 + 1700 + 900 * skill_lv;
  8261. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 4 * skill_lv;
  8262. skillratio += 3 * sstatus->spl;
  8263. RE_LVL_DMOD(100);
  8264. // After RE_LVL_DMOD calculation, HN_SELFSTUDY_SOCERY amplifies the skill ratio of HN_HELLS_DRIVE by (skill level)%
  8265. skillratio += skillratio * pc_checkskill(sd, HN_SELFSTUDY_SOCERY) / 100;
  8266. // SC_RULEBREAK increases the skill ratio after HN_SELFSTUDY_SOCERY
  8267. if (sc && sc->getSCE(SC_RULEBREAK))
  8268. skillratio += skillratio * 70 / 100;
  8269. break;
  8270. case HN_GROUND_GRAVITATION:
  8271. if (mflag & SKILL_ALTDMG_FLAG) {
  8272. // Initial damage
  8273. skillratio += -100 + 3000 + 1500 * skill_lv;
  8274. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 4 * skill_lv;
  8275. skillratio += 5 * sstatus->spl;
  8276. ad.div_ = -2;
  8277. } else {
  8278. // Gravitational field damage
  8279. skillratio += -100 + 800 + 700 * skill_lv;
  8280. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 2 * skill_lv;
  8281. skillratio += 2 * sstatus->spl;
  8282. }
  8283. RE_LVL_DMOD(100);
  8284. // After RE_LVL_DMOD calculation, HN_SELFSTUDY_SOCERY amplifies the skill ratio of HN_GROUND_GRAVITATION (gravity field damage) by (skill level)%
  8285. if (!(mflag & SKILL_ALTDMG_FLAG))
  8286. skillratio += skillratio * pc_checkskill(sd, HN_SELFSTUDY_SOCERY) / 100;
  8287. // SC_RULEBREAK increases the skill ratio after HN_SELFSTUDY_SOCERY
  8288. if (sc && sc->getSCE(SC_RULEBREAK))
  8289. skillratio += skillratio * 50 / 100;
  8290. break;
  8291. case HN_JACK_FROST_NOVA:
  8292. if (mflag & SKILL_ALTDMG_FLAG) {
  8293. // Initial damage
  8294. skillratio += -100 + 200 * skill_lv;
  8295. skillratio += 2 * sstatus->spl;
  8296. ad.div_ = 1; // 1 hit
  8297. } else {
  8298. // Explosion damage
  8299. skillratio += -100 + 400 + 500 * skill_lv;
  8300. skillratio += 4 * sstatus->spl;
  8301. }
  8302. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 3 * skill_lv;
  8303. RE_LVL_DMOD(100);
  8304. // After RE_LVL_DMOD calculation, HN_SELFSTUDY_SOCERY amplifies the skill ratio of HN_JACK_FROST_NOVA (explosion damage) by (skill level)%
  8305. if (!(mflag & SKILL_ALTDMG_FLAG))
  8306. skillratio += skillratio * pc_checkskill(sd, HN_SELFSTUDY_SOCERY) / 100;
  8307. // SC_RULEBREAK increases the skill ratio after HN_SELFSTUDY_SOCERY
  8308. if (sc && sc->getSCE(SC_RULEBREAK))
  8309. skillratio += skillratio * 70 / 100;
  8310. break;
  8311. case HN_METEOR_STORM_BUSTER:
  8312. if (mflag & SKILL_ALTDMG_FLAG) {
  8313. // Fall damage
  8314. skillratio += -100 + 300 + 320 * skill_lv;
  8315. ad.div_ = -3;
  8316. } else {
  8317. // Explosion damage
  8318. skillratio += -100 + 450 + 160 * skill_lv;
  8319. }
  8320. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 5 * skill_lv;
  8321. skillratio += 3 * sstatus->spl;
  8322. RE_LVL_DMOD(100);
  8323. // After RE_LVL_DMOD calculation, HN_SELFSTUDY_SOCERY amplifies the skill ratio of HN_METEOR_STORM_BUSTER (fall damage) by (skill level)%
  8324. if (mflag & SKILL_ALTDMG_FLAG)
  8325. skillratio += skillratio * pc_checkskill(sd, HN_SELFSTUDY_SOCERY) / 100;
  8326. // SC_RULEBREAK increases the skill ratio after HN_SELFSTUDY_SOCERY
  8327. if (sc && sc->getSCE(SC_RULEBREAK))
  8328. skillratio += skillratio * 50 / 100;
  8329. break;
  8330. case SOA_EXORCISM_OF_MALICIOUS_SOUL:
  8331. skillratio += -100 + 150 * skill_lv;
  8332. skillratio += pc_checkskill(sd, SOA_SOUL_MASTERY) * 2;
  8333. skillratio += 1 * sstatus->spl;
  8334. if ((tsc != nullptr && tsc->getSCE(SC_SOULCURSE) != nullptr) || (sc != nullptr && sc->getSCE(SC_TOTEM_OF_TUTELARY) != nullptr))
  8335. skillratio += 100 * skill_lv;
  8336. if (sd != nullptr)
  8337. skillratio *= sd->soulball_old;
  8338. RE_LVL_DMOD(100);
  8339. break;
  8340. case SOA_TALISMAN_OF_BLUE_DRAGON:
  8341. skillratio += -100 + 850 + 2250 * skill_lv;
  8342. skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 15 * skill_lv;
  8343. skillratio += 5 * sstatus->spl;
  8344. if (sc != nullptr && sc->getSCE(SC_T_FIFTH_GOD) != nullptr)
  8345. skillratio += 100 + 700 * skill_lv;
  8346. RE_LVL_DMOD(100);
  8347. break;
  8348. case SOA_TALISMAN_OF_WHITE_TIGER:
  8349. skillratio += -100 + 400 + 1000 * skill_lv;
  8350. skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 15 * skill_lv;
  8351. skillratio += 5 * sstatus->spl;
  8352. if (sc != nullptr && sc->getSCE(SC_T_FIFTH_GOD) != nullptr)
  8353. skillratio += 400 * skill_lv;
  8354. RE_LVL_DMOD(100);
  8355. break;
  8356. case SOA_TALISMAN_OF_RED_PHOENIX:
  8357. skillratio += -100 + 1400 + 1450 * skill_lv;
  8358. skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 15 * skill_lv;
  8359. skillratio += 5 * sstatus->spl;
  8360. if (sc != nullptr && sc->getSCE(SC_T_FIFTH_GOD) != nullptr)
  8361. skillratio += 200 + 400 * skill_lv;
  8362. RE_LVL_DMOD(100);
  8363. break;
  8364. case SOA_TALISMAN_OF_BLACK_TORTOISE:
  8365. skillratio += -100 + 2150 + 1600 * skill_lv;
  8366. skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 15 * skill_lv;
  8367. skillratio += 5 * sstatus->spl;
  8368. if (sc != nullptr && sc->getSCE(SC_T_FIFTH_GOD) != nullptr)
  8369. skillratio += 150 + 500 * skill_lv;
  8370. RE_LVL_DMOD(100);
  8371. break;
  8372. case SOA_CIRCLE_OF_DIRECTIONS_AND_ELEMENTALS:
  8373. skillratio += -100 + 500 + 2000 * skill_lv;
  8374. skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 15 * skill_lv;
  8375. skillratio += pc_checkskill(sd, SOA_SOUL_MASTERY) * 15 * skill_lv;
  8376. skillratio += 5 * sstatus->spl;
  8377. RE_LVL_DMOD(100);
  8378. break;
  8379. case SOA_TALISMAN_OF_FOUR_BEARING_GOD:
  8380. skillratio += -100 + 50 + 250 * skill_lv;
  8381. skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 15 * skill_lv;
  8382. skillratio += 5 * sstatus->spl;
  8383. RE_LVL_DMOD(100);
  8384. break;
  8385. case SOA_TALISMAN_OF_SOUL_STEALING:
  8386. skillratio += -100 + 500 + 1250 * skill_lv;
  8387. skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 7 * skill_lv;
  8388. skillratio += pc_checkskill(sd, SOA_SOUL_MASTERY) * 7 * skill_lv;
  8389. skillratio += 3 * sstatus->spl;
  8390. RE_LVL_DMOD(100);
  8391. break;
  8392. case SH_HYUN_ROKS_BREEZE:
  8393. skillratio += -100 + 650 + 750 * skill_lv;
  8394. skillratio += 20 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
  8395. skillratio += 5 * sstatus->spl;
  8396. if( pc_checkskill( sd, SH_COMMUNE_WITH_HYUN_ROK ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
  8397. skillratio += 100 + 200 * skill_lv;
  8398. skillratio += 20 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
  8399. }
  8400. RE_LVL_DMOD(100);
  8401. break;
  8402. case SH_HYUN_ROK_CANNON:
  8403. skillratio += -100 + 1100 + 2050 * skill_lv;
  8404. skillratio += 50 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
  8405. skillratio += 5 * sstatus->spl;
  8406. if( pc_checkskill( sd, SH_COMMUNE_WITH_HYUN_ROK ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
  8407. skillratio += 400 * skill_lv;
  8408. skillratio += 25 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY);
  8409. }
  8410. RE_LVL_DMOD(100);
  8411. break;
  8412. case SS_TOKEDASU:
  8413. skillratio += -100 + 700 * skill_lv;
  8414. skillratio += 5 * sstatus->con;
  8415. RE_LVL_DMOD(100);
  8416. break;
  8417. case SS_SEKIENHOU:
  8418. skillratio += -100 + 850 + 1250 * skill_lv;
  8419. skillratio += 70 * pc_checkskill( sd, SS_ANTENPOU ) * skill_lv;
  8420. skillratio += 5 * sstatus->spl;
  8421. RE_LVL_DMOD(100);
  8422. break;
  8423. case SS_REIKETSUHOU:
  8424. skillratio += -100 + 250 + 550 * skill_lv;
  8425. skillratio += 40 * pc_checkskill( sd, SS_ANTENPOU ) * skill_lv;
  8426. skillratio += 5 * sstatus->spl;
  8427. RE_LVL_DMOD(100);
  8428. break;
  8429. case SS_KINRYUUHOU:
  8430. skillratio += -100 + 300 + 400 * skill_lv;
  8431. skillratio += 15 * pc_checkskill( sd, SS_ANTENPOU ) * skill_lv;
  8432. skillratio += 5 * sstatus->spl;
  8433. RE_LVL_DMOD(100);
  8434. break;
  8435. case SS_ANKOKURYUUAKUMU:
  8436. skillratio += -100 + 15500 * skill_lv;
  8437. skillratio += 5 * sstatus->spl;
  8438. RE_LVL_DMOD(100);
  8439. break;
  8440. case SS_RAIDENPOU:
  8441. skillratio += -100 + 600 + 1300 * skill_lv;
  8442. skillratio += 70 * pc_checkskill( sd, SS_ANTENPOU ) * skill_lv;
  8443. skillratio += 5 * sstatus->spl;
  8444. RE_LVL_DMOD(100);
  8445. break;
  8446. case SS_ANTENPOU:
  8447. skillratio += -100 + 450 + 950 * skill_lv;
  8448. skillratio += 5 * sstatus->spl;
  8449. RE_LVL_DMOD(100);
  8450. if (mflag & SKILL_ALTDMG_FLAG)
  8451. skillratio = skillratio * 3 / 10;
  8452. break;
  8453. }
  8454. if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element.
  8455. if ((sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3 && s_ele == ELE_FIRE) ||
  8456. (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && s_ele == ELE_WATER) ||
  8457. (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && s_ele == ELE_WIND) ||
  8458. (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3 && s_ele == ELE_EARTH))
  8459. skillratio += 25;
  8460. }
  8461. #ifdef RENEWAL
  8462. has_skillratio = true;
  8463. #else
  8464. MATK_RATE(skillratio);
  8465. #endif
  8466. //Constant/misc additions from skills
  8467. if (skill_id == WZ_FIREPILLAR)
  8468. MATK_ADD(100 + 50 * skill_lv);
  8469. break;
  8470. }
  8471. }
  8472. #ifdef RENEWAL
  8473. // Damage modifier need to be applied before SMATK
  8474. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  8475. // Additionnal damage from W_2HSTAFF
  8476. // Must be before smatk and after battle_calc_cardfix
  8477. if (sd != nullptr && sd->status.weapon == W_2HSTAFF && (i = pc_checkskill(sd, AG_TWOHANDSTAFF)) > 0) {
  8478. ad.damage += ad.damage * i / 100;
  8479. }
  8480. if (has_skillratio) {
  8481. // S.MATK needs to be applied before the skill ratio to prevent rounding issues
  8482. if (sd && sstatus->smatk > 0)
  8483. ad.damage += ad.damage * sstatus->smatk / 100;
  8484. MATK_RATE(skillratio);
  8485. }
  8486. #endif
  8487. if(sd) {
  8488. #ifndef RENEWAL
  8489. //Damage bonuses
  8490. if ((i = pc_skillatk_bonus(sd, skill_id)))
  8491. ad.damage += (int64)ad.damage*i/100;
  8492. #endif
  8493. //Ignore Defense?
  8494. if (!flag.imdef && (
  8495. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  8496. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  8497. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  8498. ))
  8499. flag.imdef = 1;
  8500. }
  8501. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  8502. ad.damage -= (int64)ad.damage*i/100;
  8503. #ifdef RENEWAL
  8504. // MRes reduces magical damage by a percentage and
  8505. // is calculated before MDEF and other reductions.
  8506. // TODO: MRes formula probably should be: (2000+x)/(2000+5x), but with the reduction rounded down
  8507. if (ad.damage && tstatus->mres > 0) {
  8508. int16 mres = tstatus->mres;
  8509. int16 ignore_mres = 0;// Value used as percentage.
  8510. if (sd)
  8511. ignore_mres += sd->indexed_bonus.ignore_mres_by_race[tstatus->race] + sd->indexed_bonus.ignore_mres_by_race[RC_ALL];
  8512. // Attacker status's that pierce MRes.
  8513. if (sc && sc->getSCE(SC_A_VITA))
  8514. ignore_mres += sc->getSCE(SC_A_VITA)->val2;
  8515. ignore_mres = min(ignore_mres, battle_config.max_res_mres_ignored);
  8516. if (ignore_mres > 0)
  8517. mres -= mres * ignore_mres / 100;
  8518. // Apply damage reduction.
  8519. ad.damage = ad.damage * (5000 + mres) / (5000 + 10 * mres);
  8520. }
  8521. #endif
  8522. if(!flag.imdef){
  8523. // Bonuses ignoring Mdef are added together
  8524. defType mdef = tstatus->mdef;
  8525. int32 mdef2 = tstatus->mdef2;
  8526. i = 0; // Bonus ratio that ignores Mdef
  8527. if (sc != nullptr && sc->getSCE(SC_EXPIATIO))
  8528. i += 5 * sc->getSCE(SC_EXPIATIO)->val1;
  8529. if (sd != nullptr) {
  8530. i += sd->indexed_bonus.ignore_mdef_by_race[tstatus->race] + sd->indexed_bonus.ignore_mdef_by_race[RC_ALL] +
  8531. sd->indexed_bonus.ignore_mdef_by_class[tstatus->class_] + sd->indexed_bonus.ignore_mdef_by_class[CLASS_ALL];
  8532. std::vector<e_race2> race2 = status_get_race2(target);
  8533. for (const auto &raceit : race2)
  8534. i += sd->indexed_bonus.ignore_mdef_by_race2[raceit];
  8535. }
  8536. i = cap_value(i, 0, 100);
  8537. #ifdef RENEWAL
  8538. // On renewal, Mdef is rounded after calculation
  8539. if (i > 0) {
  8540. mdef = (defType)( (float)(mdef - mdef * i / 100.) );
  8541. }
  8542. /**
  8543. * RE MDEF Reduction
  8544. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  8545. */
  8546. if (mdef < 0)
  8547. mdef = 0; // Negative eMDEF is treated as 0 on official
  8548. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  8549. #else
  8550. // On pre-renewal, Mdef reduction is rounded down before being subtracted from Mdef
  8551. if (i > 0)
  8552. mdef -= mdef * i / 100;
  8553. if(battle_config.magic_defense_type)
  8554. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  8555. else
  8556. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  8557. #endif
  8558. }
  8559. i = 0; // pc_skillatk_bonus ratio
  8560. #ifdef RENEWAL
  8561. // pc_skillatk_bonus must be after def reduction and before the damages applied when the target is hit (at least on renewal)
  8562. if (sd != nullptr)
  8563. i += pc_skillatk_bonus(sd, skill_id);
  8564. #endif
  8565. // Buffs added to pc_skillatk_bonus (renewal) ratio
  8566. switch (skill_id) {
  8567. case AG_DESTRUCTIVE_HURRICANE:
  8568. if (sc->getSCE(SC_CLIMAX)) {
  8569. if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  8570. i += 150;
  8571. else if (sc->getSCE(SC_CLIMAX)->val1 == 5)
  8572. i -= 20;
  8573. }
  8574. break;
  8575. case AG_VIOLENT_QUAKE_ATK:
  8576. if (sc->getSCE(SC_CLIMAX)) {
  8577. if (sc->getSCE(SC_CLIMAX)->val1 == 1)
  8578. i -= 50;
  8579. else if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  8580. i += 200;
  8581. }
  8582. break;
  8583. case AG_ALL_BLOOM_ATK:
  8584. if (sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 3)
  8585. i += 300;
  8586. break;
  8587. case AG_CRYSTAL_IMPACT:
  8588. if (sc->getSCE(SC_CLIMAX)) {
  8589. if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  8590. i += 50;
  8591. else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
  8592. i -= 50;
  8593. }
  8594. break;
  8595. case AG_CRYSTAL_IMPACT_ATK:
  8596. if (sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 4)
  8597. i += 150;
  8598. break;
  8599. case SU_CN_METEOR:
  8600. case SU_CN_METEOR2:
  8601. if (sc->getSCE(SC_COLORS_OF_HYUN_ROK_BUFF) != nullptr)
  8602. i += sc->getSCE(SC_COLORS_OF_HYUN_ROK_BUFF)->val2;
  8603. break;
  8604. }
  8605. if (i != 0)
  8606. ad.damage = (int64)( (double)( ad.damage + ad.damage * i / 100. ) );
  8607. //Apply the physical part of the skill's damage. [Skotlex]
  8608. switch (skill_id) {
  8609. case CR_GRANDCROSS:
  8610. case NPC_GRANDDARKNESS: {
  8611. // Pre-re ATK = Take atk, apply def reduction and add refine bonus
  8612. // Final Damage = (ATK+MATK)*RATIO
  8613. // Renewal ATK = Take total atk
  8614. // Final Damage = ((ATK+MATK)/2)*RATIO - (tDEF + tMDEF)
  8615. // No need to go through the whole physical damage code
  8616. struct Damage wd = initialize_weapon_data(src, target, skill_id, skill_lv, mflag);
  8617. battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv);
  8618. // Calculate ATK
  8619. #ifdef RENEWAL
  8620. if (sd)
  8621. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.percentAtk;
  8622. #else
  8623. battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv);
  8624. if (sd) {
  8625. wd.damage += sstatus->rhw.atk2;
  8626. }
  8627. #endif
  8628. // Combine ATK and MATK
  8629. #ifdef RENEWAL
  8630. ad.damage = (wd.damage + ad.damage) / 2;
  8631. #else
  8632. ad.damage = std::max((int64)1, wd.damage + ad.damage);
  8633. #endif
  8634. // Ratio
  8635. skillratio += 40 * skill_lv;
  8636. MATK_RATE(skillratio);
  8637. #ifdef RENEWAL
  8638. // Total defense reduction (renewal only)
  8639. battle_calc_defense_reduction(&ad, src, target, skill_id, skill_lv);
  8640. ad.damage -= (tstatus->mdef + tstatus->mdef2);
  8641. #endif
  8642. }
  8643. break;
  8644. }
  8645. if(ad.damage<1)
  8646. ad.damage=1;
  8647. else if(sc) { //only applies when hit
  8648. // !TODO: shouldn't they be with pc_skillatk_bonus?
  8649. switch(skill_id) {
  8650. case MG_LIGHTNINGBOLT:
  8651. case MG_THUNDERSTORM:
  8652. if(sc->getSCE(SC_GUST_OPTION))
  8653. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  8654. break;
  8655. case MG_FIREBOLT:
  8656. case MG_FIREWALL:
  8657. if(sc->getSCE(SC_PYROTECHNIC_OPTION))
  8658. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  8659. break;
  8660. case MG_COLDBOLT:
  8661. case MG_FROSTDIVER:
  8662. if(sc->getSCE(SC_AQUAPLAY_OPTION))
  8663. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  8664. break;
  8665. case WZ_EARTHSPIKE:
  8666. case WZ_HEAVENDRIVE:
  8667. if(sc->getSCE(SC_PETROLOGY_OPTION))
  8668. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  8669. break;
  8670. }
  8671. }
  8672. if (!nk[NK_IGNOREELEMENT])
  8673. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  8674. #ifndef RENEWAL
  8675. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  8676. #endif
  8677. switch (skill_id) {
  8678. case CR_GRANDCROSS:
  8679. case NPC_GRANDDARKNESS:
  8680. if (src == target) {
  8681. // Grand Cross on self first applies attr_fix, then cardfix and finally halves the damage
  8682. if (src->type == BL_PC)
  8683. ad.damage = ad.damage / 2;
  8684. else
  8685. ad.damage = 0;
  8686. }
  8687. else
  8688. // Grand Cross on target applies attr_fix, then cardfix and then attr_fix a second time
  8689. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  8690. break;
  8691. }
  8692. } //Hint: Against plants damage will still be 1 at this point
  8693. //Apply DAMAGE_DIV_FIX and check for min damage
  8694. battle_apply_div_fix(&ad, skill_id);
  8695. struct map_data *mapdata = map_getmapdata(target->m);
  8696. ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  8697. if (mapdata_flag_gvg2(mapdata))
  8698. ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  8699. else if (mapdata->getMapFlag(MF_BATTLEGROUND))
  8700. ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  8701. // Skill damage adjustment
  8702. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  8703. MATK_ADDRATE(skill_damage);
  8704. battle_absorb_damage(target, &ad);
  8705. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  8706. return ad;
  8707. }
  8708. /*==========================================
  8709. * Calculate "misc"-type attacks and skills
  8710. *------------------------------------------
  8711. * Credits:
  8712. * Original coder Skotlex
  8713. * Refined and optimized by helvetica
  8714. */
  8715. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int32 mflag)
  8716. {
  8717. int32 skill_damage = 0;
  8718. int16 i, s_ele;
  8719. map_session_data *sd, *tsd;
  8720. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  8721. status_change *ssc = status_get_sc(src);
  8722. memset(&md,0,sizeof(md));
  8723. if (src == nullptr || target == nullptr) {
  8724. nullpo_info(NLP_MARK);
  8725. return md;
  8726. }
  8727. status_data* sstatus = status_get_status_data(*src);
  8728. status_data* tstatus = status_get_status_data(*target);
  8729. //Some initial values
  8730. md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion);
  8731. md.dmotion = tstatus->dmotion;
  8732. md.div_ = skill_get_num(skill_id,skill_lv);
  8733. md.blewcount = skill_get_blewcount(skill_id,skill_lv);
  8734. md.dmg_lv = ATK_DEF;
  8735. md.flag = BF_MISC|BF_SKILL;
  8736. md.miscflag = mflag;
  8737. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  8738. std::bitset<NK_MAX> nk;
  8739. if (skill)
  8740. nk = skill->nk;
  8741. sd = BL_CAST(BL_PC, src);
  8742. tsd = BL_CAST(BL_PC, target);
  8743. if(sd) {
  8744. sd->state.arrow_atk = 0;
  8745. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  8746. }
  8747. s_ele = battle_get_misc_element(src, target, skill_id, skill_lv, mflag);
  8748. //Skill Range Criteria
  8749. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  8750. switch (skill_id) {
  8751. case TF_THROWSTONE:
  8752. if (sd)
  8753. md.damage = 50;
  8754. else
  8755. md.damage = 30;
  8756. md.flag |= BF_WEAPON;
  8757. break;
  8758. case NPC_KILLING_AURA:
  8759. md.damage = 10000;
  8760. break;
  8761. #ifdef RENEWAL
  8762. case HT_LANDMINE:
  8763. case MA_LANDMINE:
  8764. case HT_BLASTMINE:
  8765. case HT_CLAYMORETRAP:
  8766. md.damage = (int64)(skill_lv * sstatus->dex * (3.0 + (float)status_get_lv(src) / 100.0) * (1.0 + (float)sstatus->int_ / 35.0));
  8767. md.damage += md.damage * (rnd()%20 - 10) / 100;
  8768. md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0);
  8769. break;
  8770. #else
  8771. case HT_LANDMINE:
  8772. case MA_LANDMINE:
  8773. md.damage = static_cast<decltype(md.damage)>(skill_lv * (sstatus->dex + 75.0) * (100.0 + sstatus->int_) / 100.0);
  8774. break;
  8775. case HT_BLASTMINE:
  8776. md.damage = static_cast<decltype(md.damage)>(skill_lv * (sstatus->dex / 2.0 + 50.0) * (100.0 + sstatus->int_) / 100.0);
  8777. break;
  8778. case HT_CLAYMORETRAP:
  8779. md.damage = static_cast<decltype(md.damage)>(skill_lv * (sstatus->dex / 2.0 + 75.0) * (100.0 + sstatus->int_) / 100.0);
  8780. break;
  8781. #endif
  8782. case HT_BLITZBEAT:
  8783. case SN_FALCONASSAULT:
  8784. {
  8785. uint16 skill;
  8786. //Blitz-beat Damage
  8787. if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW)))
  8788. skill = 0;
  8789. #ifdef RENEWAL
  8790. md.damage = (sstatus->dex / 10 + sstatus->agi / 2 + skill * 3 + 40) * 2;
  8791. RE_LVL_MDMOD(100);
  8792. #else
  8793. md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2;
  8794. if(mflag > 1) //Autocasted Blitz
  8795. nk.set(NK_SPLASHSPLIT);
  8796. #endif
  8797. if (skill_id == SN_FALCONASSAULT) {
  8798. //Div fix of Blitzbeat
  8799. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  8800. //Falcon Assault Modifier
  8801. md.damage = md.damage * (150 + 70 * skill_lv) / 100;
  8802. }
  8803. }
  8804. break;
  8805. #ifndef RENEWAL
  8806. case BA_DISSONANCE:
  8807. md.damage = 30 + skill_lv * 10;
  8808. if (sd)
  8809. md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON);
  8810. break;
  8811. #endif
  8812. case NPC_SELFDESTRUCTION:
  8813. md.damage = sstatus->hp;
  8814. break;
  8815. case NPC_SMOKING:
  8816. md.damage = 3;
  8817. break;
  8818. case NPC_EVILLAND:
  8819. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  8820. break;
  8821. #ifndef RENEWAL
  8822. case ASC_BREAKER:
  8823. md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_;
  8824. nk.set(NK_IGNOREFLEE);
  8825. nk.set(NK_IGNOREELEMENT); //These two are not properties of the weapon based part.
  8826. break;
  8827. case HW_GRAVITATION:
  8828. md.damage = 200 + 200 * skill_lv;
  8829. md.dmotion = 0; //No flinch animation
  8830. break;
  8831. case PA_PRESSURE:
  8832. md.damage = 500 + 300 * skill_lv;
  8833. break;
  8834. #endif
  8835. case PA_GOSPEL:
  8836. if (mflag > 0)
  8837. md.damage = (rnd() % 4000) + 1500;
  8838. else {
  8839. md.damage = (rnd() % 5000) + 3000;
  8840. #ifdef RENEWAL
  8841. md.damage -= (int64)status_get_def(target);
  8842. #else
  8843. md.damage -= (md.damage * (int64)status_get_def(target)) / 100;
  8844. #endif
  8845. md.damage -= tstatus->def2;
  8846. if (md.damage < 0)
  8847. md.damage = 0;
  8848. }
  8849. break;
  8850. case GN_FIRE_EXPANSION_ACID:
  8851. #ifdef RENEWAL
  8852. // Official Renewal formula [helvetica]
  8853. // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
  8854. // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
  8855. // is considered "neutral" for purposes of resistances
  8856. {
  8857. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  8858. struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  8859. md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
  8860. // AD benefits from endow/element but damage is forced back to neutral
  8861. md.damage = battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  8862. }
  8863. // Fall through
  8864. #else
  8865. case CR_ACIDDEMONSTRATION:
  8866. if(tstatus->vit+sstatus->int_) //crash fix
  8867. md.damage = (int32)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  8868. else
  8869. md.damage = 0;
  8870. if (tsd)
  8871. md.damage /= 2;
  8872. #endif
  8873. break;
  8874. case NJ_ZENYNAGE:
  8875. md.damage = skill_get_zeny( skill_id, skill_lv );
  8876. if( md.damage == 0 ){
  8877. md.damage = 2;
  8878. }
  8879. md.damage += rnd_value( static_cast<decltype(md.damage)>( 0 ), md.damage );
  8880. // Specific to Boss Class
  8881. if( status_get_class_( target ) == CLASS_BOSS ){
  8882. md.damage /= 3;
  8883. }
  8884. if( tsd != nullptr ){
  8885. md.damage /= 2;
  8886. }
  8887. break;
  8888. case KO_MUCHANAGE:
  8889. md.damage = skill_get_zeny( skill_id, skill_lv );
  8890. if( md.damage == 0 ){
  8891. md.damage = 10;
  8892. }
  8893. md.damage = rnd_value( md.damage / 2, md.damage );
  8894. if( pc_checkskill( sd, NJ_TOBIDOUGU ) == 0 ){
  8895. md.damage /= 2;
  8896. }
  8897. // Specific to Boss Class
  8898. if( status_get_class_( target ) == CLASS_BOSS ){
  8899. md.damage /= 2;
  8900. }
  8901. break;
  8902. #ifdef RENEWAL
  8903. case NJ_ISSEN:
  8904. // Official Renewal formula [helvetica]
  8905. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  8906. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  8907. // modified def formula
  8908. {
  8909. int16 totaldef;
  8910. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  8911. status_change *sc = status_get_sc(src);
  8912. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  8913. if (sc && sc->getSCE(SC_BUNSINJYUTSU) && (i = sc->getSCE(SC_BUNSINJYUTSU)->val2) > 0) { // mirror image bonus only occurs if active
  8914. md.div_ = -(i + 2); // mirror image count + 2
  8915. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  8916. }
  8917. // modified def reduction, final damage = base damage - (edef + sdef)
  8918. totaldef = tstatus->def2 + (int16)status_get_def(target);
  8919. md.damage -= totaldef;
  8920. md.flag |= BF_WEAPON;
  8921. }
  8922. break;
  8923. #endif
  8924. case GS_FLING:
  8925. md.damage = (sd ? sd->status.job_level : status_get_lv(src));
  8926. break;
  8927. case HVAN_EXPLOSION: //[orn]
  8928. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  8929. break;
  8930. case RA_CLUSTERBOMB:
  8931. case RA_FIRINGTRAP:
  8932. case RA_ICEBOUNDTRAP:
  8933. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  8934. RE_LVL_TMDMOD();
  8935. if(sd) {
  8936. int32 researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  8937. if(researchskill_lv)
  8938. md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  8939. else
  8940. md.damage = 0;
  8941. } else
  8942. md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  8943. nk.set(NK_IGNOREELEMENT);
  8944. nk.set(NK_IGNOREFLEE);
  8945. nk.set(NK_IGNOREDEFCARD);
  8946. break;
  8947. case NC_MAGMA_ERUPTION_DOTDAMAGE: // 'Eruption' damage
  8948. md.damage = 800 + 200 * skill_lv;
  8949. break;
  8950. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  8951. md.damage = 1000 * skill_lv;
  8952. break;
  8953. case GN_THORNS_TRAP:
  8954. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  8955. break;
  8956. case RL_B_TRAP:
  8957. // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
  8958. md.damage = status_get_dex(src) * 10 + (skill_lv * 3 * status_get_hp(target)) / 100;
  8959. if (status_bl_has_mode(target, MD_STATUSIMMUNE))
  8960. md.damage /= 10;
  8961. break;
  8962. case NPC_WIDESUCK:
  8963. md.damage = tstatus->max_hp * 15 / 100;
  8964. break;
  8965. case SU_SV_ROOTTWIST_ATK:
  8966. md.damage = 100;
  8967. break;
  8968. case SP_SOULEXPLOSION:
  8969. md.damage = tstatus->hp * (20 + 10 * skill_lv) / 100;
  8970. break;
  8971. case SJ_NOVAEXPLOSING:
  8972. // (Base ATK + Weapon ATK) * Ratio
  8973. md.damage = (sstatus->batk + sstatus->rhw.atk) * (200 + 100 * skill_lv) / 100;
  8974. // Additional Damage
  8975. md.damage += sstatus->max_hp / (6 - min(5, skill_lv)) + status_get_max_sp(src) * (2 * skill_lv);
  8976. break;
  8977. case NPC_CANE_OF_EVIL_EYE:
  8978. md.damage = 15000;
  8979. break;
  8980. }
  8981. if (nk[NK_SPLASHSPLIT]) { // Divide ATK among targets
  8982. if(mflag > 0)
  8983. md.damage /= mflag;
  8984. else
  8985. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  8986. }
  8987. if (!nk[NK_IGNOREFLEE]) {
  8988. status_change *sc = status_get_sc(target);
  8989. i = 0; //Temp for "hit or no hit"
  8990. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  8991. i = 1;
  8992. else {
  8993. int16
  8994. flee = tstatus->flee,
  8995. #ifdef RENEWAL
  8996. hitrate = 0; //Default hitrate
  8997. #else
  8998. hitrate = 80; //Default hitrate
  8999. #endif
  9000. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  9001. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  9002. if(attacker_count >= battle_config.agi_penalty_count) {
  9003. if (battle_config.agi_penalty_type == 1)
  9004. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  9005. else //assume type 2: absolute reduction
  9006. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  9007. if(flee < 1)
  9008. flee = 1;
  9009. }
  9010. }
  9011. hitrate += sstatus->hit - flee;
  9012. #ifdef RENEWAL
  9013. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  9014. hitrate += pc_checkskill(sd,AC_VULTURE);
  9015. #endif
  9016. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  9017. if(rnd()%100 < hitrate)
  9018. i = 1;
  9019. }
  9020. if (!i) {
  9021. md.damage = 0;
  9022. md.dmg_lv = ATK_FLEE;
  9023. }
  9024. }
  9025. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  9026. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  9027. md.damage += (int64)md.damage*i/100;
  9028. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  9029. md.damage -= (int64)md.damage*i/100;
  9030. if(!nk[NK_IGNOREELEMENT])
  9031. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  9032. //Plant damage
  9033. if(md.damage < 0)
  9034. md.damage = 0;
  9035. else if(md.damage && is_infinite_defense(target, md.flag)) {
  9036. md.damage = 1;
  9037. }
  9038. //Apply DAMAGE_DIV_FIX and check for min damage
  9039. battle_apply_div_fix(&md, skill_id);
  9040. switch(skill_id) {
  9041. case RA_FIRINGTRAP:
  9042. case RA_ICEBOUNDTRAP:
  9043. if (md.damage == 1)
  9044. break;
  9045. [[fallthrough]];
  9046. case RA_CLUSTERBOMB:
  9047. {
  9048. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  9049. md.damage += wd.damage;
  9050. }
  9051. break;
  9052. case NJ_ZENYNAGE:
  9053. if (sd) {
  9054. if (md.damage > sd->status.zeny)
  9055. md.damage = sd->status.zeny;
  9056. pc_payzeny( sd, static_cast<int32>( md.damage ), LOG_TYPE_CONSUME );
  9057. }
  9058. break;
  9059. }
  9060. struct map_data *mapdata = map_getmapdata(target->m);
  9061. md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  9062. if(mapdata_flag_gvg2(mapdata))
  9063. md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  9064. else if(mapdata->getMapFlag(MF_BATTLEGROUND))
  9065. md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  9066. // Skill damage adjustment
  9067. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  9068. md.damage += (int64)md.damage * skill_damage / 100;
  9069. battle_absorb_damage(target, &md);
  9070. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  9071. return md;
  9072. }
  9073. /**
  9074. * Calculate vanish damage on a target
  9075. * @param sd: Player with vanish item
  9076. * @param target: Target to vanish HP/SP
  9077. * @param flag: Damage struct battle flag
  9078. */
  9079. void battle_vanish_damage(map_session_data *sd, struct block_list *target, int32 flag)
  9080. {
  9081. nullpo_retv(sd);
  9082. nullpo_retv(target);
  9083. // bHPVanishRate
  9084. int16 vanish_hp = 0;
  9085. if (!sd->hp_vanish.empty()) {
  9086. for (auto &it : sd->hp_vanish) {
  9087. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  9088. ((it.flag)&flag)&BF_RANGEMASK &&
  9089. ((it.flag)&flag)&BF_SKILLMASK))
  9090. continue;
  9091. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  9092. vanish_hp += it.per;
  9093. }
  9094. }
  9095. // bSPVanishRate
  9096. int16 vanish_sp = 0;
  9097. if (!sd->sp_vanish.empty()) {
  9098. for (auto &it : sd->sp_vanish) {
  9099. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  9100. ((it.flag)&flag)&BF_RANGEMASK &&
  9101. ((it.flag)&flag)&BF_SKILLMASK))
  9102. continue;
  9103. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  9104. vanish_sp += it.per;
  9105. }
  9106. }
  9107. if (vanish_hp > 0 || vanish_sp > 0)
  9108. status_percent_damage(&sd->bl, target, -vanish_hp, -vanish_sp, false); // Damage HP/SP applied once
  9109. }
  9110. /*==========================================
  9111. * Battle main entry, from skill_attack
  9112. *------------------------------------------
  9113. * Credits:
  9114. * Original coder unknown
  9115. * Initial refactoring by Baalberith
  9116. * Refined and optimized by helvetica
  9117. */
  9118. struct Damage battle_calc_attack(int32 attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int32 flag)
  9119. {
  9120. struct Damage d;
  9121. switch(attack_type) {
  9122. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  9123. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  9124. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  9125. default:
  9126. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  9127. memset(&d,0,sizeof(d));
  9128. break;
  9129. }
  9130. if( d.damage + d.damage2 < 1 )
  9131. { //Miss/Absorbed
  9132. //Weapon attacks should go through to cause additional effects.
  9133. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  9134. d.dmg_lv = ATK_MISS;
  9135. d.dmotion = 0;
  9136. if(bl->type == BL_PC)
  9137. d.div_ = 1;
  9138. status_change *tsc = status_get_sc(target);
  9139. // Weapon Blocking has the ability to trigger on ATK_MISS as well.
  9140. if (tsc != nullptr && tsc->getSCE(SC_WEAPONBLOCKING)) {
  9141. status_change_entry *tsce = tsc->getSCE(SC_WEAPONBLOCKING);
  9142. if (attack_type == BF_WEAPON && rnd() % 100 < tsce->val2) {
  9143. clif_skill_nodamage(target, *bl, GC_WEAPONBLOCKING, tsce->val1);
  9144. sc_start(bl, target, SC_WEAPONBLOCK_ON, 100, bl->id, skill_get_time2(GC_WEAPONBLOCKING, tsce->val1));
  9145. }
  9146. }
  9147. }
  9148. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  9149. d.dmg_lv = ATK_DEF;
  9150. map_session_data *sd = BL_CAST(BL_PC, bl);
  9151. if (sd && d.damage + d.damage2 > 1)
  9152. battle_vanish_damage(sd, target, d.flag);
  9153. return d;
  9154. }
  9155. /*==========================================
  9156. * Final damage return function
  9157. *------------------------------------------
  9158. * Credits:
  9159. * Original coder unknown
  9160. * Initial refactoring by Baalberith
  9161. * Refined and optimized by helvetica
  9162. */
  9163. int64 battle_calc_return_damage(struct block_list* tbl, struct block_list *src, int64 *dmg, int32 flag, uint16 skill_id, bool status_reflect){
  9164. status_change *tsc = status_get_sc(tbl);
  9165. if (tsc) { // These statuses do not reflect any damage (off the target)
  9166. if (tsc->getSCE(SC_WHITEIMPRISON) || tsc->getSCE(SC_DARKCROW) || tsc->getSCE(SC_KYOMU))
  9167. return 0;
  9168. }
  9169. status_change *sc = status_get_sc(src);
  9170. if (sc) {
  9171. if (skill_id == GN_HELLS_PLANT_ATK && sc->getSCE(SC_HELLS_PLANT))
  9172. return 0;
  9173. }
  9174. map_session_data *tsd = BL_CAST(BL_PC, tbl);
  9175. int64 rdamage = 0, damage = *dmg;
  9176. if (flag & BF_SHORT) {//Bounces back part of the damage.
  9177. if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && tsd && tsd->bonus.short_weapon_damage_return ) {
  9178. rdamage += damage * tsd->bonus.short_weapon_damage_return / 100;
  9179. } else if( status_reflect && tsc != nullptr && !tsc->empty() ) {
  9180. if( tsc->getSCE(SC_REFLECTSHIELD) ) {
  9181. status_change_entry *sce_d;
  9182. block_list *d_bl;
  9183. if( (sce_d = tsc->getSCE(SC_DEVOTION)) && (d_bl = map_id2bl(sce_d->val1)) &&
  9184. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == tbl->id) ||
  9185. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == tbl->id)) )
  9186. { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  9187. if( (!skill_id && battle_config.devotion_rdamage_skill_only && tsc->getSCE(SC_REFLECTSHIELD)->val4) ||
  9188. !check_distance_bl(tbl,d_bl,sce_d->val3) )
  9189. return 0;
  9190. }
  9191. }
  9192. if ( tsc->getSCE(SC_REFLECTSHIELD) && skill_id != WS_CARTTERMINATION && skill_id != NPC_MAXPAIN_ATK ) {
  9193. // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  9194. if (!skill_id && battle_config.devotion_rdamage_skill_only && tsc->getSCE(SC_REFLECTSHIELD)->val4)
  9195. rdamage = 0;
  9196. else {
  9197. rdamage += damage * tsc->getSCE(SC_REFLECTSHIELD)->val2 / 100;
  9198. }
  9199. }
  9200. if (tsc->getSCE(SC_DEATHBOUND) && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUSIMMUNE)) {
  9201. if (distance_bl(src,tbl) <= 0 || !map_check_dir(map_calc_dir(tbl,src->x,src->y), unit_getdir(tbl))) {
  9202. int64 rd1 = i64min(damage, status_get_max_hp(tbl)) * tsc->getSCE(SC_DEATHBOUND)->val2 / 100; // Amplify damage.
  9203. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  9204. clif_skill_damage( *src, *tbl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, tsc->getSCE(SC_DEATHBOUND)->val1, DMG_SINGLE );
  9205. skill_blown(tbl, src, skill_get_blewcount(RK_DEATHBOUND, tsc->getSCE(SC_DEATHBOUND)->val1), unit_getdir(src), BLOWN_NONE);
  9206. status_change_end(tbl, SC_DEATHBOUND);
  9207. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  9208. }
  9209. }
  9210. }
  9211. } else {
  9212. if (!status_reflect && tsd && tsd->bonus.long_weapon_damage_return) {
  9213. rdamage += damage * tsd->bonus.long_weapon_damage_return / 100;
  9214. }
  9215. }
  9216. // Config damage adjustment
  9217. map_data *mapdata = map_getmapdata(src->m);
  9218. if (mapdata_flag_gvg2(mapdata))
  9219. rdamage = battle_calc_gvg_damage(src, tbl, rdamage, skill_id, flag);
  9220. else if (mapdata->getMapFlag(MF_BATTLEGROUND))
  9221. rdamage = battle_calc_bg_damage(src, tbl, rdamage, skill_id, flag);
  9222. else if (mapdata->getMapFlag(MF_PVP))
  9223. rdamage = battle_calc_pk_damage(*src, *tbl, rdamage, skill_id, flag);
  9224. // Skill damage adjustment
  9225. int32 skill_damage = battle_skill_damage(src, tbl, skill_id);
  9226. if (skill_damage != 0) {
  9227. rdamage += rdamage * skill_damage / 100;
  9228. }
  9229. int64 reduce = 0;
  9230. map_session_data* sd = BL_CAST(BL_PC, src);
  9231. if (sd && sd->bonus.reduce_damage_return != 0) {
  9232. reduce += (sd->bonus.reduce_damage_return);
  9233. }
  9234. if (sc) {
  9235. if (status_reflect && sc->getSCE(SC_REFLECTDAMAGE)) {
  9236. reduce += sc->getSCE(SC_REFLECTDAMAGE)->val2;
  9237. }
  9238. if (sc->getSCE(SC_VENOMBLEED) && sc->getSCE(SC_VENOMBLEED)->val3 == 0) {
  9239. reduce += sc->getSCE(SC_VENOMBLEED)->val2;
  9240. }
  9241. if (sc->getSCE(SC_REF_T_POTION))
  9242. reduce += 100;
  9243. }
  9244. if (rdamage > 0) {
  9245. rdamage -= rdamage * i64min(100, reduce) / 100;
  9246. rdamage = i64max(rdamage, 1);
  9247. }
  9248. if (rdamage == 0)
  9249. return 0; // No reflecting damage calculated.
  9250. else
  9251. return cap_value(rdamage, 1, status_get_max_hp(tbl));
  9252. }
  9253. /** Check for Coma damage
  9254. * @param sd: Source player
  9255. * @param bl: Target
  9256. * @param attack_type: Attack type
  9257. * @return True if Coma applies, false if Coma does not apply
  9258. */
  9259. bool battle_check_coma(map_session_data& sd, struct block_list& target, e_battle_flag attack_type)
  9260. {
  9261. status_data* tstatus = status_get_status_data(target);
  9262. mob_data* dstmd = BL_CAST(BL_MOB, &target);
  9263. // Coma
  9264. if (sd.special_state.bonus_coma && (!dstmd || (!util::vector_exists(status_get_race2(&dstmd->bl), RC2_GVG) && status_get_class(&dstmd->bl) != CLASS_BATTLEFIELD))) {
  9265. int32 rate = 0;
  9266. rate += sd.indexed_bonus.coma_class[tstatus->class_] + sd.indexed_bonus.coma_class[CLASS_ALL];
  9267. if(!status_bl_has_mode(&target, MD_STATUSIMMUNE))
  9268. rate += sd.indexed_bonus.coma_race[tstatus->race] + sd.indexed_bonus.coma_race[RC_ALL];
  9269. if (attack_type&BF_WEAPON) {
  9270. rate += sd.indexed_bonus.weapon_coma_class[tstatus->class_] + sd.indexed_bonus.weapon_coma_class[CLASS_ALL];
  9271. if (!status_bl_has_mode(&target, MD_STATUSIMMUNE)) {
  9272. rate += sd.indexed_bonus.weapon_coma_ele[tstatus->def_ele] + sd.indexed_bonus.weapon_coma_ele[ELE_ALL];
  9273. rate += sd.indexed_bonus.weapon_coma_race[tstatus->race] + sd.indexed_bonus.weapon_coma_race[RC_ALL];
  9274. }
  9275. }
  9276. if (rate > 0 && rnd_chance(rate, 10000))
  9277. return true;
  9278. }
  9279. return false;
  9280. }
  9281. /**
  9282. * Calculate Vellum damage on a target
  9283. * @param sd: Player with vanish item
  9284. * @param target: Target to vanish HP/SP
  9285. * @param wd: Damage struct reference
  9286. * @return True on damage done or false if not
  9287. */
  9288. bool battle_vellum_damage(map_session_data *sd, struct block_list *target, struct Damage *wd)
  9289. {
  9290. nullpo_retr(false, sd);
  9291. nullpo_retr(false, target);
  9292. nullpo_retr(false, wd);
  9293. status_data* tstatus = status_get_status_data(*target);
  9294. // bHPVanishRaceRate
  9295. int16 vellum_rate_hp = cap_value(sd->hp_vanish_race[tstatus->race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  9296. int8 vellum_hp = cap_value(sd->hp_vanish_race[tstatus->race].per + sd->hp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  9297. // bSPVanishRaceRate
  9298. int16 vellum_rate_sp = cap_value(sd->sp_vanish_race[tstatus->race].rate + sd->sp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  9299. int8 vellum_sp = cap_value(sd->sp_vanish_race[tstatus->race].per + sd->sp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  9300. // The HP and SP damage bonus from these items don't stack because of the special damage display for SP.
  9301. // Vellum damage overrides any other damage done as well.
  9302. if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 1000 || rnd() % 1000 < vellum_rate_hp)) {
  9303. wd->damage = apply_rate(tstatus->max_hp, vellum_hp);
  9304. wd->damage2 = 0;
  9305. } else if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 1000 || rnd() % 1000 < vellum_rate_sp)) {
  9306. wd->damage = apply_rate(tstatus->max_sp, vellum_sp);
  9307. wd->damage2 = 0;
  9308. wd->isspdamage = true;
  9309. } else
  9310. return false;
  9311. return true;
  9312. }
  9313. /*===========================================
  9314. * Perform battle drain effects (HP/SP loss)
  9315. *-------------------------------------------*/
  9316. void battle_drain(map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int32 race, int32 class_)
  9317. {
  9318. struct weapon_data *wd;
  9319. int64 *damage;
  9320. int32 thp = 0, // HP gained
  9321. tsp = 0, // SP gained
  9322. //rhp = 0, // HP reduced from target
  9323. //rsp = 0, // SP reduced from target
  9324. hp = 0, sp = 0;
  9325. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  9326. return;
  9327. for (int32 i = 0; i < 4; i++) {
  9328. //First two iterations: Right hand
  9329. if (i < 2) {
  9330. wd = &sd->right_weapon;
  9331. damage = &rdamage;
  9332. } else {
  9333. wd = &sd->left_weapon;
  9334. damage = &ldamage;
  9335. }
  9336. if (*damage <= 0)
  9337. continue;
  9338. if (i == 1 || i == 3) {
  9339. hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL];
  9340. hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per);
  9341. sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL];
  9342. sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per);
  9343. if( hp ) {
  9344. //rhp += hp;
  9345. thp += hp;
  9346. }
  9347. if( sp ) {
  9348. //rsp += sp;
  9349. tsp += sp;
  9350. }
  9351. } else {
  9352. hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL];
  9353. sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL];
  9354. if( hp ) {
  9355. //rhp += hp;
  9356. thp += hp;
  9357. }
  9358. if( sp ) {
  9359. //rsp += sp;
  9360. tsp += sp;
  9361. }
  9362. }
  9363. }
  9364. if (!thp && !tsp)
  9365. return;
  9366. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  9367. //if (rhp || rsp)
  9368. // status_zap(tbl, rhp, rsp);
  9369. }
  9370. /*===========================================
  9371. * Deals the same damage to targets in area.
  9372. *-------------------------------------------
  9373. * Credits:
  9374. * Original coder pakpil
  9375. */
  9376. int32 battle_damage_area(struct block_list *bl, va_list ap) {
  9377. t_tick tick;
  9378. int64 damage;
  9379. int32 amotion, dmotion;
  9380. struct block_list *src;
  9381. nullpo_ret(bl);
  9382. tick = va_arg(ap, t_tick);
  9383. src = va_arg(ap,struct block_list *);
  9384. amotion = va_arg(ap,int32);
  9385. dmotion = va_arg(ap,int32);
  9386. damage = va_arg(ap,int32);
  9387. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) || status_get_class(bl) == MOBID_EMPERIUM)
  9388. return 0;
  9389. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  9390. map_freeblock_lock();
  9391. if( src->type == BL_PC )
  9392. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  9393. if( amotion )
  9394. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false);
  9395. else
  9396. battle_fix_damage(src,bl,damage,0,LG_REFLECTDAMAGE);
  9397. clif_damage(*bl,*bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false);
  9398. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  9399. map_freeblock_unlock();
  9400. }
  9401. return 0;
  9402. }
  9403. /**
  9404. * Triggers aftercast delay for autocasted skills.
  9405. * @param src: Source data
  9406. * @param skill_id: Skill used
  9407. * @param skill_lv: Skill level used
  9408. * @param tick: Server tick
  9409. */
  9410. void battle_autocast_aftercast(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  9411. {
  9412. unit_data *ud = unit_bl2ud(src);
  9413. if (ud) {
  9414. int32 autocast_tick = skill_delayfix(src, skill_id, skill_lv);
  9415. if (DIFF_TICK(ud->canact_tick, tick + autocast_tick) < 0) {
  9416. ud->canact_tick = i64max(tick + autocast_tick, ud->canact_tick);
  9417. if (battle_config.display_status_timers && src->type == BL_PC)
  9418. clif_status_change(src, EFST_POSTDELAY, 1, autocast_tick, 0, 0, 0);
  9419. }
  9420. }
  9421. }
  9422. /**
  9423. * Triggers autocasted skills from super elemental supportive buffs.
  9424. * @param sd: Player data
  9425. * @param target: Target data
  9426. * @param skill_id: Skill used
  9427. * @param tick: Server tick
  9428. * @param flag: Special skill flags
  9429. */
  9430. void battle_autocast_elembuff_skill(map_session_data* sd, struct block_list* target, uint16 skill_id, t_tick tick, int32 flag)
  9431. {
  9432. uint16 skill_lv = pc_checkskill(sd, skill_id);
  9433. skill_lv = max(1, skill_lv);
  9434. sd->state.autocast = 1;
  9435. if (status_charge(&sd->bl, 0, skill_get_sp(skill_id, skill_lv))) {
  9436. skill_castend_damage_id(&sd->bl, target, skill_id, skill_lv, tick, flag);
  9437. battle_autocast_aftercast(&sd->bl, skill_id, skill_lv, tick);
  9438. }
  9439. sd->state.autocast = 0;
  9440. }
  9441. /*==========================================
  9442. * Do a basic physical attack (call through unit_attack_timer)
  9443. *------------------------------------------*/
  9444. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, t_tick tick, int32 flag) {
  9445. map_session_data *sd = nullptr, *tsd = nullptr;
  9446. status_change *sc, *tsc;
  9447. int64 damage;
  9448. int32 skillv;
  9449. struct Damage wd;
  9450. bool vellum_damage = false;
  9451. nullpo_retr(ATK_NONE, src);
  9452. nullpo_retr(ATK_NONE, target);
  9453. if (src->prev == nullptr || target->prev == nullptr)
  9454. return ATK_NONE;
  9455. sd = BL_CAST(BL_PC, src);
  9456. tsd = BL_CAST(BL_PC, target);
  9457. status_data* sstatus = status_get_status_data(*src);
  9458. status_data* tstatus = status_get_status_data(*target);
  9459. sc = status_get_sc(src);
  9460. tsc = status_get_sc(target);
  9461. if (sc != nullptr && sc->empty()) //Avoid sc checks when there's none to check for. [Skotlex]
  9462. sc = nullptr;
  9463. if (tsc != nullptr && tsc->empty())
  9464. tsc = nullptr;
  9465. if (sd)
  9466. {
  9467. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  9468. if (sd->state.arrow_atk)
  9469. {
  9470. int16 index = sd->equip_index[EQI_AMMO];
  9471. if (index < 0) {
  9472. if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA)
  9473. clif_skill_fail( *sd, 0, USESKILL_FAIL_NEED_MORE_BULLET );
  9474. else
  9475. clif_arrow_fail( *sd, ARROWFAIL_NO_AMMO );
  9476. return ATK_NONE;
  9477. }
  9478. //Ammo check by Ishizu-chan
  9479. if (sd->inventory_data[index]) {
  9480. switch (sd->status.weapon) {
  9481. case W_BOW:
  9482. if (sd->inventory_data[index]->subtype != AMMO_ARROW) {
  9483. clif_arrow_fail( *sd, ARROWFAIL_NO_AMMO );
  9484. return ATK_NONE;
  9485. }
  9486. break;
  9487. case W_REVOLVER:
  9488. case W_RIFLE:
  9489. case W_GATLING:
  9490. case W_SHOTGUN:
  9491. if (sd->inventory_data[index]->subtype != AMMO_BULLET) {
  9492. clif_skill_fail( *sd, 0, USESKILL_FAIL_NEED_MORE_BULLET );
  9493. return ATK_NONE;
  9494. }
  9495. break;
  9496. case W_GRENADE:
  9497. if (sd->inventory_data[index]->subtype !=
  9498. #ifdef RENEWAL
  9499. AMMO_BULLET) {
  9500. #else
  9501. AMMO_GRENADE) {
  9502. #endif
  9503. clif_skill_fail( *sd, 0, USESKILL_FAIL_NEED_MORE_BULLET );
  9504. return ATK_NONE;
  9505. }
  9506. break;
  9507. }
  9508. }
  9509. }
  9510. }
  9511. if (sc != nullptr && !sc->empty()) {
  9512. if (sc->getSCE(SC_CLOAKING) && !(sc->getSCE(SC_CLOAKING)->val4 & 2))
  9513. status_change_end(src, SC_CLOAKING);
  9514. else if (sc->getSCE(SC_CLOAKINGEXCEED) && !(sc->getSCE(SC_CLOAKINGEXCEED)->val4 & 2))
  9515. status_change_end(src, SC_CLOAKINGEXCEED);
  9516. else if (sc->getSCE(SC_NEWMOON) && --(sc->getSCE(SC_NEWMOON)->val2) <= 0)
  9517. status_change_end(src, SC_NEWMOON);
  9518. }
  9519. if (tsc && tsc->getSCE(SC_AUTOCOUNTER) && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  9520. uint8 dir = map_calc_dir(target,src->x,src->y);
  9521. int32 t_dir = unit_getdir(target);
  9522. int32 dist = distance_bl(src, target);
  9523. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  9524. uint16 skill_lv = tsc->getSCE(SC_AUTOCOUNTER)->val1;
  9525. clif_skillcastcancel( *target ); //Remove the casting bar. [Skotlex]
  9526. clif_damage(*src, *target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  9527. status_change_end(target, SC_AUTOCOUNTER);
  9528. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  9529. return ATK_BLOCK;
  9530. }
  9531. }
  9532. if( tsc && tsc->getSCE(SC_BLADESTOP_WAIT) &&
  9533. #ifndef RENEWAL
  9534. status_get_class_(src) != CLASS_BOSS &&
  9535. #endif
  9536. (src->type == BL_PC || tsd == nullptr || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  9537. {
  9538. uint16 skill_lv = tsc->getSCE(SC_BLADESTOP_WAIT)->val1;
  9539. int32 duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  9540. #ifdef RENEWAL
  9541. if (status_get_class_(src) == CLASS_BOSS)
  9542. duration = 2000; // Only lasts 2 seconds for Boss monsters
  9543. #endif
  9544. status_change_end(target, SC_BLADESTOP_WAIT);
  9545. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  9546. { //Target locked.
  9547. clif_damage(*src, *target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  9548. clif_bladestop( *target, src->id, true );
  9549. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  9550. return ATK_BLOCK;
  9551. }
  9552. }
  9553. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  9554. #ifdef RENEWAL
  9555. int32 triple_rate = 30; //Base Rate
  9556. #else
  9557. int32 triple_rate = 30 - skillv; //Base Rate
  9558. #endif
  9559. if (sc && sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == MO_TRIPLEATTACK) {
  9560. triple_rate+= triple_rate*(sc->getSCE(SC_SKILLRATE_UP)->val2)/100;
  9561. status_change_end(src, SC_SKILLRATE_UP);
  9562. }
  9563. if (rnd()%100 < triple_rate) {
  9564. //Need to apply canact_tick here because it doesn't go through skill_castend_id
  9565. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv), sd->ud.canact_tick);
  9566. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  9567. return ATK_DEF;
  9568. return ATK_MISS;
  9569. }
  9570. }
  9571. if (sc) {
  9572. if (sc->getSCE(SC_SACRIFICE)) {
  9573. uint16 skill_lv = sc->getSCE(SC_SACRIFICE)->val1;
  9574. damage_lv ret_val;
  9575. if( --sc->getSCE(SC_SACRIFICE)->val2 <= 0 )
  9576. status_change_end(src, SC_SACRIFICE);
  9577. /**
  9578. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  9579. * For further information: bugreport:4950
  9580. */
  9581. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  9582. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  9583. if( ret_val == ATK_NONE )
  9584. return ATK_MISS;
  9585. return ret_val;
  9586. }
  9587. if (sc->getSCE(SC_MAGICALATTACK)) {
  9588. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->getSCE(SC_MAGICALATTACK)->val1,tick,0) )
  9589. return ATK_DEF;
  9590. return ATK_MISS;
  9591. }
  9592. if( sc->getSCE(SC_GT_ENERGYGAIN) ) {
  9593. int32 spheres = 5;
  9594. if( sc->getSCE(SC_RAISINGDRAGON) )
  9595. spheres += sc->getSCE(SC_RAISINGDRAGON)->val1;
  9596. if( sd && rnd()%100 < sc->getSCE(SC_GT_ENERGYGAIN)->val2 )
  9597. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->getSCE(SC_GT_ENERGYGAIN)->val1), spheres);
  9598. }
  9599. }
  9600. if( tsc && tsc->getSCE(SC_GT_ENERGYGAIN) ) {
  9601. int32 spheres = 5;
  9602. if( tsc->getSCE(SC_RAISINGDRAGON) )
  9603. spheres += tsc->getSCE(SC_RAISINGDRAGON)->val1;
  9604. if( tsd && rnd()%100 < tsc->getSCE(SC_GT_ENERGYGAIN)->val2 )
  9605. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->getSCE(SC_GT_ENERGYGAIN)->val1), spheres);
  9606. }
  9607. if(tsc && tsc->getSCE(SC_KAAHI) && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->getSCE(SC_KAAHI)->val3)) {
  9608. int32 hp_heal = tstatus->max_hp - tstatus->hp;
  9609. if (hp_heal > tsc->getSCE(SC_KAAHI)->val2)
  9610. hp_heal = tsc->getSCE(SC_KAAHI)->val2;
  9611. if (hp_heal)
  9612. status_heal(target, hp_heal, 0, 2);
  9613. }
  9614. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  9615. if (sd && wd.damage + wd.damage2 > 0 && battle_vellum_damage(sd, target, &wd))
  9616. vellum_damage = true;
  9617. if( sc != nullptr && !sc->empty() ) {
  9618. if (sc->getSCE(SC_EXEEDBREAK))
  9619. status_change_end(src, SC_EXEEDBREAK);
  9620. if( sc->getSCE(SC_SPELLFIST) && !vellum_damage ){
  9621. if (status_charge(src, 0, 20)) {
  9622. if (!is_infinite_defense(target, wd.flag)) {
  9623. struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->getSCE(SC_SPELLFIST)->val2, sc->getSCE(SC_SPELLFIST)->val3, flag | BF_SHORT);
  9624. wd.damage = ad.damage;
  9625. DAMAGE_DIV_FIX(wd.damage, wd.div_); // Double the damage for multiple hits.
  9626. } else {
  9627. wd.damage = 1;
  9628. DAMAGE_DIV_FIX(wd.damage, wd.div_);
  9629. }
  9630. } else
  9631. status_change_end(src,SC_SPELLFIST);
  9632. }
  9633. if (sc->getSCE(SC_GIANTGROWTH) && (wd.flag&BF_SHORT) && rnd()%100 < sc->getSCE(SC_GIANTGROWTH)->val2 && !is_infinite_defense(target, wd.flag) && !vellum_damage)
  9634. wd.damage += wd.damage * 150 / 100; // 2.5 times damage
  9635. if( sc->getSCE( SC_VIGOR ) && ( wd.flag&BF_SHORT ) && !is_infinite_defense( target, wd.flag ) && !vellum_damage ){
  9636. int32 mod = 100 + sc->getSCE(SC_VIGOR)->val1 * 15;
  9637. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  9638. mod += sc->getSCE(SC_VIGOR)->val1 * 10;
  9639. wd.damage += wd.damage * mod / 100;
  9640. }
  9641. if( sd && battle_config.arrow_decrement && sc->getSCE(SC_FEARBREEZE) && sc->getSCE(SC_FEARBREEZE)->val4 > 0) {
  9642. int16 idx = sd->equip_index[EQI_AMMO];
  9643. if (idx >= 0 && sd->inventory.u.items_inventory[idx].amount >= sc->getSCE(SC_FEARBREEZE)->val4) {
  9644. pc_delitem(sd,idx,sc->getSCE(SC_FEARBREEZE)->val4,0,1,LOG_TYPE_CONSUME);
  9645. sc->getSCE(SC_FEARBREEZE)->val4 = 0;
  9646. }
  9647. }
  9648. }
  9649. if (sd && sd->state.arrow_atk) //Consume arrow.
  9650. battle_consume_ammo(sd, 0, 0);
  9651. damage = wd.damage + wd.damage2;
  9652. if( damage > 0 && src != target )
  9653. {
  9654. 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.
  9655. uint16 duple_rate = 10 + 2 * sc->getSCE(SC_DUPLELIGHT)->val1;
  9656. if (rand() % 100 < duple_rate)
  9657. skill_castend_damage_id(src, target, AB_DUPLELIGHT_MELEE, sc->getSCE(SC_DUPLELIGHT)->val1, tick, flag | SD_LEVEL);
  9658. if (rand() % 100 < duple_rate)
  9659. skill_castend_damage_id(src, target, AB_DUPLELIGHT_MAGIC, sc->getSCE(SC_DUPLELIGHT)->val1, tick, flag | SD_LEVEL);
  9660. }
  9661. }
  9662. wd.dmotion = clif_damage(*src, *target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
  9663. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  9664. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  9665. if ( target->type == BL_SKILL && damage > 0 ) {
  9666. TBL_SKILL *su = (TBL_SKILL*)target;
  9667. if (su && su->group) {
  9668. if (su->group->skill_id == HT_BLASTMINE)
  9669. skill_blown(src, target, 3, -1, BLOWN_NONE);
  9670. if (su->group->skill_id == GN_WALLOFTHORN) {
  9671. if (--su->val2 <= 0)
  9672. skill_delunit(su);
  9673. }
  9674. }
  9675. }
  9676. map_freeblock_lock();
  9677. if( !(tsc && tsc->getSCE(SC_DEVOTION)) && !vellum_damage && skill_check_shadowform(target, damage, wd.div_) ) {
  9678. if( !status_isdead(*target) )
  9679. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  9680. if( wd.dmg_lv > ATK_BLOCK )
  9681. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  9682. } else
  9683. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true, wd.isspdamage);
  9684. if( tsc ) {
  9685. if( tsc->getSCE(SC_DEVOTION) ) {
  9686. struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
  9687. struct block_list *d_bl = map_id2bl(sce->val1);
  9688. if( d_bl && (
  9689. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  9690. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  9691. ) && check_distance_bl(target, d_bl, sce->val3) )
  9692. {
  9693. // Only trigger if the devoted player was hit
  9694. if( damage > 0 ){
  9695. int64 devotion_damage = damage;
  9696. map_session_data* dsd = BL_CAST( BL_PC, d_bl );
  9697. // Needed to check the devotion master for Rebound Shield status.
  9698. status_change *d_sc = status_get_sc(d_bl);
  9699. // The devoting player needs to stand up
  9700. if( dsd && pc_issit( dsd ) ){
  9701. pc_setstand( dsd, true );
  9702. skill_sit( dsd, 0 );
  9703. }
  9704. if (d_sc && d_sc->getSCE(SC_REBOUND_S))
  9705. devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
  9706. clif_damage(*d_bl, *d_bl, gettick(), wd.amotion, wd.dmotion, devotion_damage, 1, DMG_NORMAL, 0, false);
  9707. battle_fix_damage(src, d_bl, devotion_damage, 0, CR_DEVOTION);
  9708. }
  9709. }
  9710. else
  9711. status_change_end(target, SC_DEVOTION);
  9712. }
  9713. if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)) {
  9714. s_elemental_data *ed = ((TBL_PC*)target)->ed;
  9715. if (ed) {
  9716. 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 );
  9717. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)->val1,tick,wd.flag);
  9718. }
  9719. }
  9720. if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
  9721. struct block_list *e_bl = map_id2bl(tsc->getSCE(SC_WATER_SCREEN_OPTION)->val1);
  9722. if (e_bl && !status_isdead(*e_bl)) {
  9723. clif_damage(*e_bl, *e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false);
  9724. battle_fix_damage(src, e_bl, damage, 0, EL_WATER_SCREEN);
  9725. }
  9726. }
  9727. }
  9728. if (sc && sc->getSCE(SC_AUTOSPELL) && rnd()%100 < sc->getSCE(SC_AUTOSPELL)->val4) {
  9729. int32 sp = 0;
  9730. uint16 skill_id = sc->getSCE(SC_AUTOSPELL)->val2;
  9731. uint16 skill_lv = sc->getSCE(SC_AUTOSPELL)->val3;
  9732. int32 i = rnd()%100;
  9733. if (sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  9734. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  9735. //reduction only for skill_lv > 1
  9736. if (skill_lv > 1) {
  9737. if (i >= 50) skill_lv /= 2;
  9738. else if (i >= 15) skill_lv--;
  9739. }
  9740. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  9741. if (status_charge(src, 0, sp)) {
  9742. struct unit_data *ud = unit_bl2ud(src);
  9743. switch (skill_get_casttype(skill_id)) {
  9744. case CAST_GROUND:
  9745. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  9746. break;
  9747. case CAST_NODAMAGE:
  9748. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  9749. break;
  9750. case CAST_DAMAGE:
  9751. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  9752. break;
  9753. }
  9754. if (ud) {
  9755. int32 autospell_tick = skill_delayfix(src, skill_id, skill_lv);
  9756. if (DIFF_TICK(ud->canact_tick, tick + autospell_tick) < 0) {
  9757. ud->canact_tick = i64max(tick + autospell_tick, ud->canact_tick);
  9758. if (battle_config.display_status_timers && sd)
  9759. clif_status_change(src, EFST_POSTDELAY, 1, autospell_tick, 0, 0, 0);
  9760. }
  9761. }
  9762. }
  9763. }
  9764. if (sd) {
  9765. uint16 r_skill = 0, sk_idx = 0;
  9766. if( wd.flag&BF_WEAPON && sc && sc->getSCE(SC__AUTOSHADOWSPELL) && rnd()%100 < sc->getSCE(SC__AUTOSHADOWSPELL)->val3 &&
  9767. (r_skill = (uint16)sc->getSCE(SC__AUTOSHADOWSPELL)->val1) && (sk_idx = skill_get_index(r_skill)) &&
  9768. sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED )
  9769. {
  9770. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  9771. int32 r_lv = sc->getSCE(SC__AUTOSHADOWSPELL)->val2, type;
  9772. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  9773. int32 maxcount = 0;
  9774. std::shared_ptr<s_skill_db> skill = skill_db.find(r_skill);
  9775. if( !(BL_PC&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] )
  9776. type = -1;
  9777. if( BL_PC&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] )
  9778. type = -1;
  9779. if( BL_PC&battle_config.land_skill_limit &&
  9780. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  9781. ) {
  9782. unit_skillunit_maxcount(sd->ud, r_skill, maxcount);
  9783. if( maxcount == 0 )
  9784. type = -1;
  9785. }
  9786. if( type != CAST_GROUND ){
  9787. clif_skill_fail( *sd, r_skill );
  9788. map_freeblock_unlock();
  9789. return wd.dmg_lv;
  9790. }
  9791. }
  9792. if (sd->state.autocast == 0) {
  9793. sd->state.autocast = 1;
  9794. skill_consume_requirement(sd, r_skill, r_lv, 3);
  9795. switch (type) {
  9796. case CAST_GROUND:
  9797. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  9798. break;
  9799. case CAST_NODAMAGE:
  9800. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  9801. break;
  9802. case CAST_DAMAGE:
  9803. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  9804. break;
  9805. }
  9806. }
  9807. sd->state.autocast = 0;
  9808. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, r_skill, r_lv), sd->ud.canact_tick);
  9809. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  9810. }
  9811. }
  9812. if (wd.flag&BF_WEAPON && sc && sc->getSCE(SC_FALLINGSTAR) && rand()%100 < sc->getSCE(SC_FALLINGSTAR)->val2) {
  9813. if (sd)
  9814. sd->state.autocast = 1;
  9815. if (status_charge(src, 0, skill_get_sp(SJ_FALLINGSTAR_ATK, sc->getSCE(SC_FALLINGSTAR)->val1)))
  9816. skill_castend_nodamage_id(src, src, SJ_FALLINGSTAR_ATK, sc->getSCE(SC_FALLINGSTAR)->val1, tick, flag);
  9817. if (sd)
  9818. sd->state.autocast = 0;
  9819. }
  9820. if( sc ){
  9821. if( sc->getSCE( SC_SERVANTWEAPON ) && sd->servantball > 0 && rnd_chance( 5 * sc->getSCE( SC_SERVANTWEAPON )->val1, 100 ) ){
  9822. uint16 skill_id = DK_SERVANTWEAPON_ATK;
  9823. uint16 skill_lv = sc->getSCE(SC_SERVANTWEAPON)->val1;
  9824. sd->state.autocast = 1;
  9825. pc_delservantball( *sd );
  9826. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  9827. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9828. sd->state.autocast = 0;
  9829. }
  9830. // TODO: Whats the official success chance? Is SP consumed for every autocast? [Rytech]
  9831. if( sc->getSCE(SC_DUPLELIGHT) && pc_checkskill(sd, CD_PETITIO) > 0 && rnd() % 100 < 20 ){
  9832. uint16 skill_id = CD_PETITIO;
  9833. uint16 skill_lv = pc_checkskill( sd, CD_PETITIO );
  9834. sd->state.autocast = 1;
  9835. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  9836. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9837. sd->state.autocast = 0;
  9838. }
  9839. if( sc->getSCE(SC_ABYSSFORCEWEAPON) && sd->abyssball > 0 && rnd_chance( 25, 100 ) ){
  9840. uint16 skill_id = ABC_FROM_THE_ABYSS_ATK;
  9841. uint16 skill_lv = sc->getSCE(SC_ABYSSFORCEWEAPON)->val1;
  9842. sd->state.autocast = 1;
  9843. pc_delabyssball( *sd );
  9844. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  9845. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9846. sd->state.autocast = 0;
  9847. }
  9848. // It has a success chance of triggering even tho the description says nothing about it.
  9849. // TODO: Need to find out what the official success chance is. [Rytech]
  9850. if( sc->getSCE(SC_ABYSSFORCEWEAPON) && rnd() % 100 < 20 ){
  9851. uint16 skill_id = ABC_ABYSS_SQUARE;
  9852. uint16 skill_lv = pc_checkskill(sd, ABC_ABYSS_SQUARE);
  9853. sd->state.autocast = 1;
  9854. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9855. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9856. sd->state.autocast = 0;
  9857. }
  9858. if( sc->getSCE( SC_AUTO_FIRING_LAUNCHER ) ){
  9859. uint16 skill_id;
  9860. uint16 skill_lv;
  9861. switch( sc->getSCE( SC_AUTO_FIRING_LAUNCHER )->val1 ){
  9862. case 1:
  9863. skill_id = NW_BASIC_GRENADE;
  9864. skill_lv = pc_checkskill( sd, skill_id );
  9865. if( skill_lv > 0 && rnd_chance( 6, 100 ) ){
  9866. sd->state.autocast = 1;
  9867. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9868. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9869. sd->state.autocast = 0;
  9870. }
  9871. break;
  9872. case 2:
  9873. skill_id = NW_BASIC_GRENADE;
  9874. skill_lv = pc_checkskill( sd, skill_id );
  9875. if( skill_lv > 0 && rnd_chance( 7, 100 ) ){
  9876. sd->state.autocast = 1;
  9877. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9878. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9879. sd->state.autocast = 0;
  9880. }
  9881. break;
  9882. case 3:
  9883. skill_id = NW_HASTY_FIRE_IN_THE_HOLE;
  9884. skill_lv = pc_checkskill( sd, skill_id );
  9885. if( skill_lv > 0 && rnd_chance( 3, 100 ) ){
  9886. sd->state.autocast = 1;
  9887. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9888. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9889. sd->state.autocast = 0;
  9890. }
  9891. skill_id = NW_BASIC_GRENADE;
  9892. skill_lv = pc_checkskill( sd, skill_id );
  9893. if( skill_lv > 0 && rnd_chance( 8, 100 ) ){
  9894. sd->state.autocast = 1;
  9895. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9896. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9897. sd->state.autocast = 0;
  9898. }
  9899. break;
  9900. case 4:
  9901. skill_id = NW_HASTY_FIRE_IN_THE_HOLE;
  9902. skill_lv = pc_checkskill( sd, skill_id );
  9903. if( skill_lv > 0 && rnd_chance( 5, 100 ) ){
  9904. sd->state.autocast = 1;
  9905. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9906. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9907. sd->state.autocast = 0;
  9908. }
  9909. skill_id = NW_BASIC_GRENADE;
  9910. skill_lv = pc_checkskill( sd, skill_id );
  9911. if( skill_lv > 0 && rnd_chance( 9, 100 ) ){
  9912. sd->state.autocast = 1;
  9913. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9914. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9915. sd->state.autocast = 0;
  9916. }
  9917. break;
  9918. case 5:
  9919. skill_id = NW_GRENADES_DROPPING;
  9920. skill_lv = pc_checkskill( sd, skill_id );
  9921. if( skill_lv > 0 && rnd_chance( 3, 100 ) ){
  9922. sd->state.autocast = 1;
  9923. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9924. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9925. sd->state.autocast = 0;
  9926. }
  9927. skill_id = NW_HASTY_FIRE_IN_THE_HOLE;
  9928. skill_lv = pc_checkskill( sd, skill_id );
  9929. if( skill_lv > 0 && rnd_chance( 7, 100 ) ){
  9930. sd->state.autocast = 1;
  9931. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9932. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9933. sd->state.autocast = 0;
  9934. }
  9935. skill_id = NW_BASIC_GRENADE;
  9936. skill_lv = pc_checkskill( sd, skill_id );
  9937. if( skill_lv > 0 && rnd_chance( 10, 100 ) ){
  9938. sd->state.autocast = 1;
  9939. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9940. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9941. sd->state.autocast = 0;
  9942. }
  9943. break;
  9944. }
  9945. }
  9946. // Autocasted skills from super elemental supportive buffs.
  9947. if (sc->getSCE(SC_FLAMETECHNIC_OPTION) && rnd() % 100 < 7)
  9948. battle_autocast_elembuff_skill(sd, target, MG_FIREBOLT, tick, flag);
  9949. if (sc->getSCE(SC_COLD_FORCE_OPTION) && rnd() % 100 < 7)
  9950. battle_autocast_elembuff_skill(sd, target, MG_COLDBOLT, tick, flag);
  9951. if (sc->getSCE(SC_GRACE_BREEZE_OPTION) && rnd() % 100 < 7)
  9952. battle_autocast_elembuff_skill(sd, target, MG_LIGHTNINGBOLT, tick, flag);
  9953. if (sc->getSCE(SC_EARTH_CARE_OPTION) && rnd() % 100 < 7)
  9954. battle_autocast_elembuff_skill(sd, target, WZ_EARTHSPIKE, tick, flag);
  9955. if (sc->getSCE(SC_DEEP_POISONING_OPTION) && rnd() % 100 < 7)
  9956. battle_autocast_elembuff_skill(sd, target, SO_POISON_BUSTER, tick, flag);
  9957. }
  9958. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  9959. if (battle_config.left_cardfix_to_right)
  9960. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  9961. else
  9962. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  9963. }
  9964. }
  9965. if (tsc) {
  9966. if (damage > 0 && tsc->getSCE(SC_POISONREACT) &&
  9967. (rnd()%100 < tsc->getSCE(SC_POISONREACT)->val3
  9968. || sstatus->def_ele == ELE_POISON) &&
  9969. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  9970. status_check_skilluse(target, src, TF_POISON, 0)
  9971. ) { //Poison React
  9972. struct status_change_entry *sce = tsc->getSCE(SC_POISONREACT);
  9973. if (sstatus->def_ele == ELE_POISON) {
  9974. sce->val2 = 0;
  9975. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  9976. } else {
  9977. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  9978. --sce->val2;
  9979. }
  9980. if (sce->val2 <= 0)
  9981. status_change_end(target, SC_POISONREACT);
  9982. }
  9983. }
  9984. if (sd && tsc && wd.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
  9985. status_heal(src, 0, 0, 1, 0);
  9986. map_freeblock_unlock();
  9987. return wd.dmg_lv;
  9988. }
  9989. /*=========================
  9990. * Check for undead status
  9991. *-------------------------
  9992. * Credits:
  9993. * Original coder Skotlex
  9994. * Refactored by Baalberith
  9995. */
  9996. int32 battle_check_undead(int32 race,int32 element)
  9997. {
  9998. if(battle_config.undead_detect_type == 0) {
  9999. if(element == ELE_UNDEAD)
  10000. return 1;
  10001. }
  10002. else if(battle_config.undead_detect_type == 1) {
  10003. if(race == RC_UNDEAD)
  10004. return 1;
  10005. }
  10006. else {
  10007. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  10008. return 1;
  10009. }
  10010. return 0;
  10011. }
  10012. /*================================================================
  10013. * Returns the upmost level master starting with the given object
  10014. *----------------------------------------------------------------*/
  10015. struct block_list* battle_get_master(struct block_list *src)
  10016. {
  10017. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  10018. do {
  10019. prev = src;
  10020. switch (src->type) {
  10021. case BL_PET:
  10022. if (((TBL_PET*)src)->master)
  10023. src = (struct block_list*)((TBL_PET*)src)->master;
  10024. break;
  10025. case BL_MOB:
  10026. if (((TBL_MOB*)src)->master_id)
  10027. src = map_id2bl(((TBL_MOB*)src)->master_id);
  10028. break;
  10029. case BL_HOM:
  10030. if (((TBL_HOM*)src)->master)
  10031. src = (struct block_list*)((TBL_HOM*)src)->master;
  10032. break;
  10033. case BL_MER:
  10034. if (((TBL_MER*)src)->master)
  10035. src = (struct block_list*)((TBL_MER*)src)->master;
  10036. break;
  10037. case BL_ELEM:
  10038. if (((TBL_ELEM*)src)->master)
  10039. src = (struct block_list*)((TBL_ELEM*)src)->master;
  10040. break;
  10041. case BL_SKILL:
  10042. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  10043. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  10044. break;
  10045. }
  10046. } while (src && src != prev);
  10047. return prev;
  10048. }
  10049. bool battle_get_exception_ai(block_list &src) {
  10050. mob_data *md = BL_CAST(BL_MOB, &src);
  10051. if (!md)
  10052. return false;
  10053. switch (md->special_state.ai) {
  10054. case AI_ABR:
  10055. case AI_ATTACK:
  10056. case AI_BIONIC:
  10057. case AI_ZANZOU:
  10058. return true;
  10059. }
  10060. return false;
  10061. }
  10062. /*==========================================
  10063. * Checks the state between two targets
  10064. * (enemy, friend, party, guild, etc)
  10065. *------------------------------------------
  10066. * Usage:
  10067. * See battle.hpp for possible values/combinations
  10068. * to be used here (BCT_* constants)
  10069. * Return value is:
  10070. * 1: flag holds true (is enemy, party, etc)
  10071. * -1: flag fails
  10072. * 0: Invalid target (non-targetable ever)
  10073. *
  10074. * Credits:
  10075. * Original coder unknown
  10076. * Rewritten by Skotlex
  10077. */
  10078. int32 battle_check_target( struct block_list *src, struct block_list *target,int32 flag)
  10079. {
  10080. int16 m; //map
  10081. int32 state = 0; //Initial state none
  10082. int32 strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  10083. struct block_list *s_bl = src, *t_bl = target;
  10084. struct unit_data *ud = nullptr;
  10085. nullpo_ret(src);
  10086. nullpo_ret(target);
  10087. ud = unit_bl2ud(target);
  10088. m = target->m;
  10089. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  10090. //objects involved.
  10091. if( (t_bl = battle_get_master(target)) == nullptr )
  10092. t_bl = target;
  10093. if( (s_bl = battle_get_master(src)) == nullptr )
  10094. s_bl = src;
  10095. // Can't hit self and master, but can hit other slaves
  10096. if (flag&BCT_WOS && (src == target || s_bl == target))
  10097. return -1;
  10098. if ( s_bl->type == BL_PC ) {
  10099. switch( t_bl->type ) {
  10100. case BL_MOB: // Source => PC, Target => MOB
  10101. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  10102. return 0;
  10103. break;
  10104. case BL_PC:
  10105. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  10106. return 0;
  10107. break;
  10108. default:/* anything else goes */
  10109. break;
  10110. }
  10111. }
  10112. struct map_data *mapdata = map_getmapdata(m);
  10113. switch( target->type ) { // Checks on actual target
  10114. case BL_PC: {
  10115. status_change* sc = status_get_sc(src);
  10116. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  10117. return -1; //Cannot be targeted yet.
  10118. if( sc != nullptr && !sc->empty() ) {
  10119. if( sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == target->id )
  10120. return -1;
  10121. }
  10122. }
  10123. break;
  10124. case BL_MOB:
  10125. {
  10126. struct mob_data *md = ((TBL_MOB*)target);
  10127. if (ud && ud->immune_attack)
  10128. return 0;
  10129. if((((md->special_state.ai == AI_SPHERE && battle_config.alchemist_summon_setting&2) || //Marine Spheres
  10130. (md->special_state.ai == AI_FLORA && battle_config.alchemist_summon_setting&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  10131. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou
  10132. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  10133. ){ //Targettable by players
  10134. state |= BCT_ENEMY;
  10135. strip_enemy = 0;
  10136. }
  10137. break;
  10138. }
  10139. case BL_SKILL:
  10140. {
  10141. TBL_SKILL *su = (TBL_SKILL*)target;
  10142. uint16 skill_id = battle_getcurrentskill(src);
  10143. if( !su || !su->group)
  10144. return 0;
  10145. if( skill_get_inf2(su->group->skill_id, INF2_ISTRAP) && su->group->unit_id != UNT_USED_TRAPS) {
  10146. if (!skill_id || su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) {
  10147. ;
  10148. }
  10149. else if (skill_get_inf2(skill_id, INF2_TARGETTRAP)) { // Only a few skills can target traps
  10150. switch (skill_id) {
  10151. case RK_DRAGONBREATH:
  10152. case RK_DRAGONBREATH_WATER:
  10153. case NC_SELFDESTRUCTION:
  10154. case NC_AXETORNADO:
  10155. case SR_SKYNETBLOW:
  10156. // Can only hit traps in PVP/GVG maps
  10157. if (!mapdata->getMapFlag(MF_PVP) && !mapdata->getMapFlag(MF_GVG))
  10158. return 0;
  10159. break;
  10160. }
  10161. }
  10162. else
  10163. return 0;
  10164. state |= BCT_ENEMY;
  10165. strip_enemy = 0;
  10166. } else if (su->group->skill_id == WZ_ICEWALL || (su->group->skill_id == GN_WALLOFTHORN && skill_id != GN_CARTCANNON)) {
  10167. switch (skill_id) {
  10168. case RK_DRAGONBREATH:
  10169. case RK_DRAGONBREATH_WATER:
  10170. case NC_SELFDESTRUCTION:
  10171. case NC_AXETORNADO:
  10172. case SR_SKYNETBLOW:
  10173. // Can only hit icewall in PVP/GVG maps
  10174. if (!mapdata->getMapFlag(MF_PVP) && !mapdata->getMapFlag(MF_GVG))
  10175. return 0;
  10176. break;
  10177. case HT_CLAYMORETRAP:
  10178. // Can't hit icewall
  10179. return 0;
  10180. default:
  10181. // Usually BCT_ALL stands for only hitting chars, but skills specifically set to hit traps also hit icewall
  10182. if ((flag&BCT_ALL) == BCT_ALL && !skill_get_inf2(skill_id, INF2_TARGETTRAP))
  10183. return -1;
  10184. }
  10185. state |= BCT_ENEMY;
  10186. strip_enemy = 0;
  10187. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  10188. return 0;
  10189. }
  10190. break;
  10191. case BL_MER:
  10192. case BL_HOM:
  10193. case BL_ELEM:
  10194. if (ud && ud->immune_attack)
  10195. return 0;
  10196. break;
  10197. //All else not specified is an invalid target.
  10198. default:
  10199. return 0;
  10200. } //end switch actual target
  10201. switch( t_bl->type ) { //Checks on target master
  10202. case BL_PC: {
  10203. map_session_data *sd;
  10204. status_change *sc = nullptr;
  10205. if( t_bl == s_bl )
  10206. break;
  10207. sd = BL_CAST(BL_PC, t_bl);
  10208. sc = status_get_sc(t_bl);
  10209. if( ((sd->state.block_action & PCBLOCK_IMMUNE) || (sc->getSCE(SC_KINGS_GRACE) && s_bl->type != BL_PC)) && flag&BCT_ENEMY )
  10210. return 0; // Global immunity only to Attacks
  10211. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  10212. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  10213. if( sd->state.killable ) {
  10214. state |= BCT_ENEMY; // Everything can kill it
  10215. strip_enemy = 0;
  10216. }
  10217. break;
  10218. }
  10219. case BL_MOB:
  10220. {
  10221. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  10222. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  10223. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  10224. break;
  10225. }
  10226. default: break; //other type doesn't have slave yet
  10227. } //end switch master target
  10228. switch( src->type ) { //Checks on actual src type
  10229. case BL_PET:
  10230. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  10231. return 0; //Pet may not attack non-mobs.
  10232. if (t_bl->type == BL_MOB && flag & BCT_ENEMY) {
  10233. mob_data *md = BL_CAST(BL_MOB, t_bl);
  10234. if (md->guardian_data || md->special_state.ai == AI_GUILD)
  10235. return 0; //pet may not attack Guardians/Emperium
  10236. }
  10237. break;
  10238. case BL_SKILL: {
  10239. struct skill_unit *su = (struct skill_unit *)src;
  10240. status_change* sc = status_get_sc(target);
  10241. if (!su || !su->group)
  10242. return 0;
  10243. std::bitset<INF2_MAX> inf2 = skill_db.find(su->group->skill_id)->inf2;
  10244. if (su->group->src_id == target->id) {
  10245. if (inf2[INF2_NOTARGETSELF])
  10246. return -1;
  10247. if (inf2[INF2_TARGETSELF])
  10248. return 1;
  10249. }
  10250. //Status changes that prevent traps from triggering
  10251. if (sc != nullptr && !sc->empty() && inf2[INF2_ISTRAP]) {
  10252. if( sc->getSCE(SC_SIGHTBLASTER) && sc->getSCE(SC_SIGHTBLASTER)->val2 > 0 && sc->getSCE(SC_SIGHTBLASTER)->val4%2 == 0)
  10253. return -1;
  10254. }
  10255. }
  10256. break;
  10257. case BL_MER:
  10258. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  10259. return 0; //mercenary may not attack Emperium
  10260. break;
  10261. } //end switch actual src
  10262. switch( s_bl->type )
  10263. { //Checks on source master
  10264. case BL_PC:
  10265. {
  10266. map_session_data *sd = BL_CAST(BL_PC, s_bl);
  10267. if( s_bl != t_bl )
  10268. {
  10269. if( sd->state.killer )
  10270. {
  10271. state |= BCT_ENEMY; // Can kill anything
  10272. strip_enemy = 0;
  10273. }
  10274. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && mapdata->getMapFlag(MF_PVP)) || (!battle_config.duel_allow_gvg && mapdata_flag_gvg(mapdata))) )
  10275. {
  10276. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  10277. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  10278. else
  10279. return 0; // You can't target anything out of your duel
  10280. }
  10281. }
  10282. if( !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && mapdata_flag_gvg(mapdata) )
  10283. return 0; //If you don't belong to a guild, can't target emperium.
  10284. if( t_bl->type != BL_PC )
  10285. state |= BCT_ENEMY; //Natural enemy.
  10286. break;
  10287. }
  10288. case BL_MOB:
  10289. {
  10290. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  10291. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  10292. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  10293. if( !md->special_state.ai )
  10294. { //Normal mobs
  10295. if(
  10296. ( target->type == BL_MOB && t_bl->type == BL_PC && !battle_get_exception_ai(*target) ) ||
  10297. ( t_bl->type == BL_MOB && (((TBL_MOB*)t_bl)->special_state.ai == AI_NONE || ((TBL_MOB*)t_bl)->special_state.ai == AI_WAVEMODE ))
  10298. )
  10299. state |= BCT_PARTY; //Normal mobs with no ai or with AI_WAVEMODE are friends.
  10300. else
  10301. state |= BCT_ENEMY; //However, all else are enemies.
  10302. }
  10303. else
  10304. {
  10305. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  10306. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  10307. }
  10308. break;
  10309. }
  10310. default:
  10311. //Need some sort of default behaviour for unhandled types.
  10312. if (t_bl->type != s_bl->type)
  10313. state |= BCT_ENEMY;
  10314. break;
  10315. } //end switch on src master
  10316. if( (flag&BCT_ALL) == BCT_ALL )
  10317. { //All actually stands for all attackable chars, icewall and traps
  10318. if(target->type&(BL_CHAR|BL_SKILL))
  10319. return 1;
  10320. else
  10321. return -1;
  10322. }
  10323. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  10324. return -1;
  10325. if( t_bl == s_bl )
  10326. { //No need for further testing.
  10327. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  10328. if( state&BCT_ENEMY && strip_enemy )
  10329. state&=~BCT_ENEMY;
  10330. return (flag&state)?1:-1;
  10331. }
  10332. if( mapdata_flag_vs(mapdata) )
  10333. { //Check rivalry settings.
  10334. int32 sbg_id = 0, tbg_id = 0;
  10335. if(mapdata->getMapFlag(MF_BATTLEGROUND) )
  10336. {
  10337. sbg_id = bg_team_get_id(s_bl);
  10338. tbg_id = bg_team_get_id(t_bl);
  10339. }
  10340. if( flag&(BCT_PARTY|BCT_ENEMY) )
  10341. {
  10342. int32 s_party = status_get_party_id(s_bl);
  10343. 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) )
  10344. state |= BCT_PARTY;
  10345. else
  10346. state |= BCT_ENEMY;
  10347. }
  10348. if( flag&(BCT_GUILD|BCT_ENEMY) )
  10349. {
  10350. int32 s_guild = status_get_guild_id(s_bl);
  10351. int32 t_guild = status_get_guild_id(t_bl);
  10352. 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) )
  10353. state |= BCT_GUILD;
  10354. else
  10355. state |= BCT_ENEMY;
  10356. }
  10357. if( state&BCT_ENEMY && mapdata->getMapFlag(MF_BATTLEGROUND) && sbg_id && sbg_id == tbg_id )
  10358. state &= ~BCT_ENEMY;
  10359. if( state&BCT_ENEMY && battle_config.pk_mode && !mapdata_flag_gvg(mapdata) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  10360. { // Prevent novice engagement on pk_mode (feature by Valaris)
  10361. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  10362. if (
  10363. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  10364. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  10365. (int32)sd->status.base_level < battle_config.pk_min_level ||
  10366. (int32)sd2->status.base_level < battle_config.pk_min_level ||
  10367. (battle_config.pk_level_range && abs((int32)sd->status.base_level - (int32)sd2->status.base_level) > battle_config.pk_level_range)
  10368. )
  10369. state &= ~BCT_ENEMY;
  10370. }
  10371. }//end map_flag_vs chk rivality
  10372. else
  10373. { //Non pvp/gvg, check party/guild settings.
  10374. if( flag&BCT_PARTY || state&BCT_ENEMY )
  10375. {
  10376. int32 s_party = status_get_party_id(s_bl);
  10377. if(s_party && s_party == status_get_party_id(t_bl))
  10378. state |= BCT_PARTY;
  10379. }
  10380. if( flag&BCT_GUILD || state&BCT_ENEMY )
  10381. {
  10382. int32 s_guild = status_get_guild_id(s_bl);
  10383. int32 t_guild = status_get_guild_id(t_bl);
  10384. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  10385. state |= BCT_GUILD;
  10386. }
  10387. } //end non pvp/gvg chk rivality
  10388. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  10389. state = BCT_NEUTRAL;
  10390. //Alliance state takes precedence over enemy one.
  10391. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  10392. state&=~BCT_ENEMY;
  10393. return (flag&state)?1:-1;
  10394. }
  10395. /*==========================================
  10396. * Check if can attack from this range
  10397. * Basic check then calling path_search for obstacle etc..
  10398. *------------------------------------------
  10399. */
  10400. bool battle_check_range(struct block_list *src, struct block_list *bl, int32 range)
  10401. {
  10402. int32 d;
  10403. nullpo_retr(false, src);
  10404. nullpo_retr(false, bl);
  10405. if( src->m != bl->m )
  10406. return false;
  10407. #ifndef CIRCULAR_AREA
  10408. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  10409. if ( !check_distance_client_bl(src, bl, range) )
  10410. return false;
  10411. } else
  10412. #endif
  10413. if( !check_distance_bl(src, bl, range) )
  10414. return false;
  10415. if( (d = distance_bl(src, bl)) < 2 )
  10416. return true; // No need for path checking.
  10417. if( d > AREA_SIZE )
  10418. return false; // Avoid targetting objects beyond your range of sight.
  10419. return path_search_long(nullptr,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  10420. }
  10421. /*=============================================
  10422. * Battle.conf settings and default/max values
  10423. *---------------------------------------------
  10424. */
  10425. static const struct _battle_data {
  10426. const char* str;
  10427. int32* val;
  10428. int32 defval;
  10429. int32 min;
  10430. int32 max;
  10431. } battle_data[] = {
  10432. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  10433. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  10434. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  10435. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  10436. { "enable_baseatk", &battle_config.enable_baseatk, BL_CHAR|BL_HOM, BL_NUL, BL_ALL, },
  10437. { "enable_baseatk_renewal", &battle_config.enable_baseatk_renewal, BL_ALL, BL_NUL, BL_ALL, },
  10438. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  10439. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  10440. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  10441. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  10442. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  10443. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  10444. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  10445. { "cardfix_monster_physical", &battle_config.cardfix_monster_physical, 1, 0, 1, },
  10446. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  10447. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  10448. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  10449. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  10450. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  10451. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  10452. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  10453. #ifdef RENEWAL
  10454. { "traps_setting", &battle_config.traps_setting, 2, 0, 2, },
  10455. #else
  10456. { "traps_setting", &battle_config.traps_setting, 0, 0, 2, },
  10457. #endif
  10458. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  10459. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  10460. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  10461. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  10462. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  10463. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  10464. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  10465. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  10466. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  10467. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  10468. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  10469. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  10470. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  10471. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  10472. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  10473. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  10474. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  10475. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  10476. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  10477. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  10478. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  10479. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  10480. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  10481. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  10482. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  10483. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  10484. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  10485. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  10486. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  10487. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  10488. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  10489. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  10490. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  10491. #ifdef RENEWAL
  10492. { "guild_skill_relog_type", &battle_config.guild_skill_relog_type, 0, 0, 1, },
  10493. #else
  10494. { "guild_skill_relog_type", &battle_config.guild_skill_relog_type, 1, 0, 1, },
  10495. #endif
  10496. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  10497. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  10498. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  10499. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  10500. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  10501. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  10502. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  10503. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  10504. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  10505. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  10506. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  10507. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  10508. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  10509. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  10510. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  10511. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  10512. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  10513. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  10514. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  10515. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  10516. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 4, 0, 4, },
  10517. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  10518. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  10519. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  10520. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  10521. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  10522. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  10523. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  10524. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  10525. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  10526. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  10527. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  10528. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  10529. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  10530. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  10531. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  10532. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  10533. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  10534. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  10535. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  10536. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  10537. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  10538. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  10539. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  10540. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  10541. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  10542. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  10543. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  10544. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  10545. { "pet_master_dead", &battle_config.pet_master_dead, 0, 0, 1, },
  10546. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  10547. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  10548. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  10549. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  10550. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  10551. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  10552. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  10553. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  10554. { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, },
  10555. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  10556. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  10557. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  10558. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  10559. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  10560. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  10561. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  10562. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  10563. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  10564. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  10565. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  10566. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 0, 100 },
  10567. { "natural_heal_weight_rate_renewal", &battle_config.natural_heal_weight_rate_renewal,70, 0, 100 },
  10568. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  10569. { "ammo_unequip", &battle_config.ammo_unequip, 1, 0, 1, },
  10570. { "ammo_check_weapon", &battle_config.ammo_check_weapon, 1, 0, 1, },
  10571. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  10572. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  10573. { "max_summoner_aspd", &battle_config.max_summoner_aspd, 193, 100, 199, },
  10574. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  10575. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  10576. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  10577. { "max_hp_lv99", &battle_config.max_hp_lv99, 330000, 100, 1000000000, },
  10578. { "max_hp_lv150", &battle_config.max_hp_lv150, 660000, 100, 1000000000, },
  10579. { "max_hp", &battle_config.max_hp, 1100000, 100, 1000000000, },
  10580. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  10581. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  10582. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  10583. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  10584. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  10585. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  10586. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  10587. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  10588. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  10589. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  10590. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  10591. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  10592. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  10593. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  10594. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  10595. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  10596. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  10597. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  10598. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  10599. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  10600. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  10601. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 1, INT_MAX, },
  10602. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  10603. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  10604. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  10605. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  10606. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  10607. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  10608. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  10609. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  10610. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  10611. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  10612. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  10613. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  10614. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  10615. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  10616. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  10617. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  10618. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  10619. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  10620. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  10621. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  10622. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  10623. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  10624. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  10625. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  10626. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  10627. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4|8, },
  10628. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  10629. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  10630. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  10631. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  10632. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  10633. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  10634. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  10635. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  10636. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  10637. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  10638. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  10639. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  10640. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  10641. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  10642. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  10643. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  10644. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  10645. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  10646. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  10647. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  10648. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  10649. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
  10650. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  10651. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  10652. // eAthena additions
  10653. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  10654. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 0, 10000, },
  10655. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  10656. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 0, 10000, },
  10657. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  10658. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 0, 10000, },
  10659. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  10660. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 0, 10000, },
  10661. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  10662. { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
  10663. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 0, 10000, },
  10664. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  10665. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 0, 10000, },
  10666. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  10667. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 0, 10000, },
  10668. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  10669. { "item_group_drop_min", &battle_config.item_group_drop_min, 1, 0, 10000, },
  10670. { "item_group_drop_max", &battle_config.item_group_drop_max, 10000, 1, 10000, },
  10671. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 0, 10000, },
  10672. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  10673. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  10674. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  10675. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  10676. { "item_rate_common_mvp", &battle_config.item_rate_common_mvp, 100, 0, 1000000, },
  10677. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  10678. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  10679. { "item_rate_equip_mvp", &battle_config.item_rate_equip_mvp, 100, 0, 1000000, },
  10680. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  10681. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  10682. { "item_rate_card_mvp", &battle_config.item_rate_card_mvp, 100, 0, 1000000, },
  10683. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  10684. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  10685. { "item_rate_heal_mvp", &battle_config.item_rate_heal_mvp, 100, 0, 1000000, },
  10686. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  10687. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  10688. { "item_rate_use_mvp", &battle_config.item_rate_use_mvp, 100, 0, 1000000, },
  10689. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  10690. { "item_group_rate", &battle_config.item_group_rate, 100, 0, 1000000, },
  10691. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  10692. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  10693. { "prevent_logout_trigger", &battle_config.prevent_logout_trigger, 0xE, 0, 0xF, },
  10694. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  10695. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  10696. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  10697. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  10698. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  10699. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  10700. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  10701. { "pk_mode_mes", &battle_config.pk_mode_mes, 1, 0, 1, },
  10702. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  10703. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  10704. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  10705. { "pet_unequip_destroy", &battle_config.pet_unequip_destroy, 1, 0, 1, },
  10706. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  10707. { "multi_level_up_base", &battle_config.multi_level_up_base, 0, 0, MAX_LEVEL, },
  10708. { "multi_level_up_job", &battle_config.multi_level_up_job, 0, 0, MAX_LEVEL, },
  10709. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  10710. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  10711. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  10712. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  10713. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  10714. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  10715. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  10716. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  10717. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  10718. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  10719. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  10720. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  10721. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  10722. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  10723. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  10724. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  10725. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  10726. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  10727. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  10728. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  10729. { "skill_steal_random_options", &battle_config.skill_steal_random_options, 0, 0, 1, },
  10730. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  10731. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 2, },
  10732. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  10733. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  10734. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  10735. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  10736. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  10737. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  10738. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  10739. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  10740. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  10741. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  10742. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  10743. { "display_version", &battle_config.display_version, 1, 0, 1, },
  10744. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  10745. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  10746. { "debuff_on_logout", &battle_config.debuff_on_logout, 0, 0, 1|2, },
  10747. { "monster_ai", &battle_config.mob_ai, 0x0000, 0x0000, 0x1FFF, },
  10748. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  10749. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  10750. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  10751. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  10752. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  10753. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  10754. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  10755. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, },
  10756. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  10757. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  10758. { "drop_rate_cap", &battle_config.drop_rate_cap, 9000, 0, 10000, },
  10759. { "drop_rate_cap_vip", &battle_config.drop_rate_cap_vip, 9000, 0, 10000, },
  10760. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  10761. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  10762. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  10763. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  10764. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  10765. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  10766. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  10767. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  10768. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  10769. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  10770. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  10771. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  10772. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  10773. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  10774. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  10775. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 20000, },
  10776. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  10777. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  10778. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  10779. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  10780. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  10781. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  10782. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  10783. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  10784. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  10785. { "vending_tax_min", &battle_config.vending_tax_min, 0, 0, MAX_ZENY, },
  10786. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  10787. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  10788. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  10789. { "mob_active_time", &battle_config.mob_active_time, 5000, 0, INT_MAX, },
  10790. { "boss_active_time", &battle_config.boss_active_time, 5000, 0, INT_MAX, },
  10791. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  10792. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  10793. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  10794. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  10795. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  10796. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  10797. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  10798. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  10799. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  10800. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  10801. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  10802. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 80, 0, 100, },
  10803. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  10804. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 487, 0, INT_MAX, },
  10805. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  10806. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  10807. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  10808. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  10809. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  10810. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  10811. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  10812. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  10813. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  10814. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  10815. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  10816. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  10817. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  10818. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  10819. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  10820. { "land_protector_behavior", &battle_config.land_protector_behavior, 0, 0, 1, },
  10821. { "npc_emotion_behavior", &battle_config.npc_emotion_behavior, 0, 0, 1, },
  10822. // BattleGround Settings
  10823. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  10824. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  10825. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  10826. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  10827. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  10828. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  10829. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  10830. // rAthena
  10831. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  10832. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  10833. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  10834. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  10835. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  10836. { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, SHRT_MAX, },
  10837. { "max_fourth_parameter", &battle_config.max_fourth_parameter, 135, 10, SHRT_MAX, },
  10838. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 0, 0, 300 },
  10839. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  10840. { "mvp_tomb_delay", &battle_config.mvp_tomb_delay, 9000, 0, INT_MAX, },
  10841. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  10842. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  10843. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  10844. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  10845. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  10846. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  10847. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
  10848. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  10849. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  10850. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  10851. #ifdef RENEWAL
  10852. { "item_enabled_npc", &battle_config.item_enabled_npc, 0, 0, 1, },
  10853. #else
  10854. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  10855. #endif
  10856. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  10857. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  10858. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  10859. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  10860. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  10861. #ifdef VIP_ENABLE
  10862. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE-MIN_STORAGE, },
  10863. #else
  10864. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE, },
  10865. #endif
  10866. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 50, 0, INT_MAX, },
  10867. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 50, 0, INT_MAX, },
  10868. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 100, 0, INT_MAX, },
  10869. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 100, 0, INT_MAX, },
  10870. { "vip_zeny_penalty", &battle_config.vip_zeny_penalty, 0, 0, INT_MAX, },
  10871. { "vip_bm_increase", &battle_config.vip_bm_increase, 2, 0, INT_MAX, },
  10872. { "vip_drop_increase", &battle_config.vip_drop_increase, 50, 0, INT_MAX, },
  10873. { "vip_gemstone", &battle_config.vip_gemstone, 2, 0, 2, },
  10874. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  10875. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  10876. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  10877. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  10878. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  10879. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  10880. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  10881. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  10882. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  10883. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  10884. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  10885. { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, },
  10886. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  10887. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  10888. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  10889. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  10890. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  10891. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  10892. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  10893. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  10894. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  10895. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  10896. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  10897. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  10898. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  10899. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  10900. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  10901. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  10902. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  10903. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  10904. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  10905. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  10906. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  10907. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  10908. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  10909. { "idletime_option", &battle_config.idletime_option, 0x7C1F, 1, 0xFFFF, },
  10910. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  10911. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  10912. { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
  10913. { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
  10914. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 32, 0, MAX_WALKPATH, },
  10915. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  10916. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  10917. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  10918. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  10919. { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, },
  10920. { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, },
  10921. { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, },
  10922. { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, },
  10923. { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, },
  10924. { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, },
  10925. { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
  10926. { "feature.roulette_bonus_reward", &battle_config.feature_roulette_bonus_reward, 1, 0, 1, },
  10927. { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, },
  10928. { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
  10929. { "max_body_style", &battle_config.max_body_style, 1, 0, SHRT_MAX, },
  10930. { "save_body_style", &battle_config.save_body_style, 1, 0, 1, },
  10931. { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, },
  10932. { "monster_stuck_warning", &battle_config.mob_stuck_warning, 0, 0, 1, },
  10933. { "skill_eightpath_algorithm", &battle_config.skill_eightpath_algorithm, 1, 0, 1, },
  10934. { "skill_eightpath_same_cell", &battle_config.skill_eightpath_same_cell, 1, 0, 1, },
  10935. { "death_penalty_maxlv", &battle_config.death_penalty_maxlv, 0, 0, 3, },
  10936. { "exp_cost_redemptio", &battle_config.exp_cost_redemptio, 1, 0, 100, },
  10937. { "exp_cost_redemptio_limit", &battle_config.exp_cost_redemptio_limit, 5, 0, MAX_PARTY, },
  10938. { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, },
  10939. { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, },
  10940. { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, },
  10941. { "atcommand_disable_npc", &battle_config.atcommand_disable_npc, 1, 0, 1, },
  10942. { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, },
  10943. { "tarotcard_equal_chance", &battle_config.tarotcard_equal_chance, 0, 0, 1, },
  10944. { "change_party_leader_samemap", &battle_config.change_party_leader_samemap, 1, 0, 1, },
  10945. { "dispel_song", &battle_config.dispel_song, 0, 0, 1, },
  10946. { "guild_maprespawn_clones", &battle_config.guild_maprespawn_clones, 0, 0, 1, },
  10947. { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, },
  10948. { "mail_daily_count", &battle_config.mail_daily_count, 100, 0, INT32_MAX, },
  10949. { "mail_zeny_fee", &battle_config.mail_zeny_fee, 2, 0, 100, },
  10950. { "mail_attachment_price", &battle_config.mail_attachment_price, 2500, 0, INT32_MAX, },
  10951. { "mail_attachment_weight", &battle_config.mail_attachment_weight, 2000, 0, INT32_MAX, },
  10952. { "banana_bomb_duration", &battle_config.banana_bomb_duration, 0, 0, UINT16_MAX, },
  10953. { "guild_leaderchange_delay", &battle_config.guild_leaderchange_delay, 1440, 0, INT32_MAX, },
  10954. { "guild_leaderchange_woe", &battle_config.guild_leaderchange_woe, 0, 0, 1, },
  10955. { "guild_alliance_onlygm", &battle_config.guild_alliance_onlygm, 0, 0, 1, },
  10956. { "feature.achievement", &battle_config.feature_achievement, 1, 0, 1, },
  10957. { "allow_bound_sell", &battle_config.allow_bound_sell, 0, 0, 0xF, },
  10958. { "autoloot_adjust", &battle_config.autoloot_adjust, 0, 0, 1, },
  10959. { "feature.petevolution", &battle_config.feature_petevolution, 1, 0, 1, },
  10960. { "feature.petautofeed", &battle_config.feature_pet_autofeed, 1, 0, 1, },
  10961. { "feature.pet_autofeed_rate", &battle_config.feature_pet_autofeed_rate, 89, 0, 100, },
  10962. { "pet_autofeed_always", &battle_config.pet_autofeed_always, 1, 0, 1, },
  10963. { "broadcast_hide_name", &battle_config.broadcast_hide_name, 2, 0, NAME_LENGTH, },
  10964. { "skill_drop_items_full", &battle_config.skill_drop_items_full, 0, 0, 1, },
  10965. { "switch_remove_edp", &battle_config.switch_remove_edp, 2, 0, 3, },
  10966. { "feature.homunculus_autofeed", &battle_config.feature_homunculus_autofeed, 1, 0, 1, },
  10967. { "feature.homunculus_autofeed_rate", &battle_config.feature_homunculus_autofeed_rate,30, 0, 100, },
  10968. { "summoner_race", &battle_config.summoner_race, RC_PLAYER_DORAM, RC_FORMLESS, RC_PLAYER_DORAM, },
  10969. { "summoner_size", &battle_config.summoner_size, SZ_SMALL, SZ_SMALL, SZ_BIG, },
  10970. { "homunculus_autofeed_always", &battle_config.homunculus_autofeed_always, 1, 0, 1, },
  10971. { "feature.attendance", &battle_config.feature_attendance, 1, 0, 1, },
  10972. { "feature.privateairship", &battle_config.feature_privateairship, 1, 0, 1, },
  10973. { "rental_transaction", &battle_config.rental_transaction, 1, 0, 1, },
  10974. { "min_shop_buy", &battle_config.min_shop_buy, 1, 0, INT_MAX, },
  10975. { "min_shop_sell", &battle_config.min_shop_sell, 0, 0, INT_MAX, },
  10976. { "feature.equipswitch", &battle_config.feature_equipswitch, 1, 0, 1, },
  10977. { "pet_walk_speed", &battle_config.pet_walk_speed, 1, 1, 3, },
  10978. { "blacksmith_fame_refine_threshold", &battle_config.blacksmith_fame_refine_threshold,10, 1, MAX_REFINE, },
  10979. { "mob_nopc_idleskill_rate", &battle_config.mob_nopc_idleskill_rate, 100, 0, 100, },
  10980. { "mob_nopc_move_rate", &battle_config.mob_nopc_move_rate, 100, 0, 100, },
  10981. { "boss_nopc_idleskill_rate", &battle_config.boss_nopc_idleskill_rate, 100, 0, 100, },
  10982. { "boss_nopc_move_rate", &battle_config.boss_nopc_move_rate, 100, 0, 100, },
  10983. { "hom_idle_no_share", &battle_config.hom_idle_no_share, 0, 0, INT_MAX, },
  10984. { "idletime_hom_option", &battle_config.idletime_hom_option, 0x1F, 0x1, 0xFFF, },
  10985. { "devotion_standup_fix", &battle_config.devotion_standup_fix, 1, 0, 1, },
  10986. { "feature.bgqueue", &battle_config.feature_bgqueue, 1, 0, 1, },
  10987. { "bgqueue_nowarp_mapflag", &battle_config.bgqueue_nowarp_mapflag, 0, 0, 1, },
  10988. { "homunculus_exp_gain", &battle_config.homunculus_exp_gain, 10, 0, 100, },
  10989. { "rental_item_novalue", &battle_config.rental_item_novalue, 1, 0, 1, },
  10990. { "ping_timer_inverval", &battle_config.ping_timer_interval, 30, 0, 99999999, },
  10991. { "ping_time", &battle_config.ping_time, 20, 0, 99999999, },
  10992. { "show_skill_scale", &battle_config.show_skill_scale, 1, 0, 1, },
  10993. { "achievement_mob_share", &battle_config.achievement_mob_share, 0, 0, 1, },
  10994. { "slave_stick_with_master", &battle_config.slave_stick_with_master, 0, 0, 1, },
  10995. { "slave_active_with_master", &battle_config.slave_active_with_master, 0, 0, 1, },
  10996. { "at_logout_event", &battle_config.at_logout_event, 1, 0, 1, },
  10997. { "homunculus_starving_rate", &battle_config.homunculus_starving_rate, 10, 0, 100, },
  10998. { "homunculus_starving_delay", &battle_config.homunculus_starving_delay, 20000, 0, INT_MAX, },
  10999. { "drop_connection_on_quit", &battle_config.drop_connection_on_quit, 0, 0, 1, },
  11000. { "mob_spawn_variance", &battle_config.mob_spawn_variance, 1, 0, 3, },
  11001. { "mercenary_autoloot", &battle_config.mercenary_autoloot, 0, 0, 1, },
  11002. { "mer_idle_no_share" , &battle_config.mer_idle_no_share, 0, 0, INT_MAX, },
  11003. { "idletime_mer_option", &battle_config.idletime_mer_option, 0x1F, 0x1, 0xFFF, },
  11004. { "feature.refineui", &battle_config.feature_refineui, 1, 0, 1, },
  11005. { "rndopt_drop_pillar", &battle_config.rndopt_drop_pillar, 1, 0, 1, },
  11006. { "pet_legacy_formula", &battle_config.pet_legacy_formula, 0, 0, 1, },
  11007. { "pet_distance_check", &battle_config.pet_distance_check, 5, 0, 50, },
  11008. { "pet_hide_check", &battle_config.pet_hide_check, 1, 0, 1, },
  11009. { "instance_block_leave", &battle_config.instance_block_leave, 1, 0, 1, },
  11010. { "instance_block_leaderchange", &battle_config.instance_block_leaderchange, 1, 0, 1, },
  11011. { "instance_block_invite", &battle_config.instance_block_invite, 1, 0, 1, },
  11012. { "instance_block_expulsion", &battle_config.instance_block_expulsion, 1, 0, 1, },
  11013. // 4th Job Stuff
  11014. { "use_traitpoint_table", &battle_config.use_traitpoint_table, 1, 0, 1, },
  11015. { "trait_points_job_change", &battle_config.trait_points_job_change, 7, 1, 1000, },
  11016. { "max_trait_parameter", &battle_config.max_trait_parameter, 100, 10, SHRT_MAX, },
  11017. { "max_res_mres_ignored", &battle_config.max_res_mres_ignored, 50, 0, 100, },
  11018. { "max_ap", &battle_config.max_ap, 200, 100, 1000000000, },
  11019. { "ap_rate", &battle_config.ap_rate, 100, 1, INT_MAX, },
  11020. { "restart_ap_rate", &battle_config.restart_ap_rate, 0, 0, 100, },
  11021. { "loose_ap_on_death", &battle_config.loose_ap_on_death, 1, 0, 1, },
  11022. { "loose_ap_on_map", &battle_config.loose_ap_on_map, 1, 0, 1, },
  11023. { "keep_ap_on_logout", &battle_config.keep_ap_on_logout, 1, 0, 1, },
  11024. { "attack_machine_level_difference", &battle_config.attack_machine_level_difference, 15, 0, INT_MAX, },
  11025. { "feature.barter", &battle_config.feature_barter, 1, 0, 1, },
  11026. { "feature.barter_extended", &battle_config.feature_barter_extended, 1, 0, 1, },
  11027. { "feature.itemlink", &battle_config.feature_itemlink, 1, 0, 1, },
  11028. { "feature.mesitemlink", &battle_config.feature_mesitemlink, 1, 0, 1, },
  11029. { "feature.mesitemlink_brackets", &battle_config.feature_mesitemlink_brackets, 0, 0, 1, },
  11030. { "feature.mesitemlink_dbname", &battle_config.feature_mesitemlink_dbname, 0, 0, 1, },
  11031. { "feature.mesitemicon", &battle_config.feature_mesitemicon, 1, 0, 1, },
  11032. { "feature.mesitemicon_dbname", &battle_config.feature_mesitemicon_dbname, 0, 0, 1, },
  11033. { "break_mob_equip", &battle_config.break_mob_equip, 0, 0, 1, },
  11034. { "macro_detection_retry", &battle_config.macro_detection_retry, 3, 1, INT_MAX, },
  11035. { "macro_detection_timeout", &battle_config.macro_detection_timeout, 60000, 0, INT_MAX, },
  11036. { "macro_detection_punishment", &battle_config.macro_detection_punishment, 0, 0, 1, },
  11037. { "macro_detection_punishment_time", &battle_config.macro_detection_punishment_time, 0, 0, INT_MAX, },
  11038. { "macrochecker_delay", &battle_config.macrochecker_delay, 600000, 0, INT_MAX, },
  11039. { "feature.dynamicnpc_timeout", &battle_config.feature_dynamicnpc_timeout, 1000, 60000, INT_MAX, },
  11040. { "feature.dynamicnpc_rangex", &battle_config.feature_dynamicnpc_rangex, 2, 0, INT_MAX, },
  11041. { "feature.dynamicnpc_rangey", &battle_config.feature_dynamicnpc_rangey, 2, 0, INT_MAX, },
  11042. { "feature.dynamicnpc_direction", &battle_config.feature_dynamicnpc_direction, 0, 0, 1, },
  11043. { "mob_respawn_time", &battle_config.mob_respawn_time, 1000, 1000, INT_MAX, },
  11044. { "mob_unlock_time", &battle_config.mob_unlock_time, 2000, 0, INT_MAX, },
  11045. { "map_edge_size", &battle_config.map_edge_size, 15, 1, 40, },
  11046. { "randomize_center_cell", &battle_config.randomize_center_cell, 1, 0, 1, },
  11047. { "feature.stylist", &battle_config.feature_stylist, 1, 0, 1, },
  11048. { "feature.banking_state_enforce", &battle_config.feature_banking_state_enforce, 0, 0, 1, },
  11049. #ifdef RENEWAL
  11050. { "feature.instance_allow_reconnect", &battle_config.instance_allow_reconnect, 1, 0, 1, },
  11051. #else
  11052. { "feature.instance_allow_reconnect", &battle_config.instance_allow_reconnect, 0, 0, 1, },
  11053. #endif
  11054. { "synchronize_damage", &battle_config.synchronize_damage, 0, 0, 1, },
  11055. { "item_stacking", &battle_config.item_stacking, 1, 0, 1, },
  11056. #ifdef RENEWAL
  11057. { "hom_delay_reset_vaporize", &battle_config.hom_delay_reset_vaporize, 0, 0, 1, },
  11058. { "hom_delay_reset_warp", &battle_config.hom_delay_reset_warp, 0, 0, 1, },
  11059. { "alchemist_summon_setting", &battle_config.alchemist_summon_setting, 12, 0, 15, },
  11060. #else
  11061. { "hom_delay_reset_vaporize", &battle_config.hom_delay_reset_vaporize, 1, 0, 1, },
  11062. { "hom_delay_reset_warp", &battle_config.hom_delay_reset_warp, 1, 0, 1, },
  11063. { "alchemist_summon_setting", &battle_config.alchemist_summon_setting, 15, 0, 15, },
  11064. #endif
  11065. { "loot_range", &battle_config.loot_range, 12, 1, MAX_WALKPATH, },
  11066. { "assist_range", &battle_config.assist_range, 11, 1, MAX_WALKPATH, },
  11067. #include <custom/battle_config_init.inc>
  11068. };
  11069. /*==========================
  11070. * Set battle settings
  11071. *--------------------------*/
  11072. int32 battle_set_value(const char* w1, const char* w2)
  11073. {
  11074. int32 val = config_switch(w2);
  11075. int32 i;
  11076. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  11077. if (i == ARRAYLENGTH(battle_data))
  11078. return 0; // not found
  11079. if (val < battle_data[i].min || val > battle_data[i].max) {
  11080. 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);
  11081. val = battle_data[i].defval;
  11082. }
  11083. *battle_data[i].val = val;
  11084. return 1;
  11085. }
  11086. /*===========================
  11087. * Get battle settings
  11088. *---------------------------*/
  11089. int32 battle_get_value(const char* w1)
  11090. {
  11091. int32 i;
  11092. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  11093. if (i == ARRAYLENGTH(battle_data))
  11094. return 0; // not found
  11095. else
  11096. return *battle_data[i].val;
  11097. }
  11098. /*======================
  11099. * Set default settings
  11100. *----------------------*/
  11101. void battle_set_defaults()
  11102. {
  11103. int32 i;
  11104. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  11105. *battle_data[i].val = battle_data[i].defval;
  11106. }
  11107. /*==================================
  11108. * Cap certain battle.conf settings
  11109. *----------------------------------*/
  11110. void battle_adjust_conf()
  11111. {
  11112. // Effectively we calculate the minimum delay between attacks here
  11113. battle_config.max_aspd = (AMOTION_ZERO_ASPD - battle_config.max_aspd * AMOTION_INTERVAL) * AMOTION_DIVIDER_PC;
  11114. battle_config.max_third_aspd = (AMOTION_ZERO_ASPD - battle_config.max_third_aspd * AMOTION_INTERVAL) * AMOTION_DIVIDER_PC;
  11115. battle_config.max_summoner_aspd = (AMOTION_ZERO_ASPD - battle_config.max_summoner_aspd * AMOTION_INTERVAL) * AMOTION_DIVIDER_PC;
  11116. battle_config.max_extended_aspd = (AMOTION_ZERO_ASPD - battle_config.max_extended_aspd * AMOTION_INTERVAL) * AMOTION_DIVIDER_PC;
  11117. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  11118. battle_config.max_cart_weight *= 10;
  11119. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  11120. battle_config.max_def = 100;
  11121. if (battle_config.min_hitrate > battle_config.max_hitrate)
  11122. battle_config.min_hitrate = battle_config.max_hitrate;
  11123. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  11124. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  11125. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  11126. battle_config.day_duration = 60000;
  11127. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  11128. battle_config.night_duration = 60000;
  11129. #if PACKETVER < 20100000
  11130. if( battle_config.feature_mesitemlink ){
  11131. ShowWarning( "conf/battle/feature.conf:mesitemlink is enabled but it requires PACKETVER 2010-01-01 or newer, disabling...\n" );
  11132. battle_config.feature_mesitemlink = 0;
  11133. }
  11134. #elif PACKETVER == 20151029 || PACKETVER == 20151104
  11135. // The feature is broken on those two clients or maybe even more. For more details check ItemDatabase::create_item_link_for_mes [Lemongrass]
  11136. if( battle_config.feature_mesitemlink ){
  11137. ShowWarning( "conf/battle/feature.conf:mesitemlink is enabled but it is broken on this specific PACKETVER, disabling...\n" );
  11138. battle_config.feature_mesitemlink = 0;
  11139. }
  11140. #endif
  11141. #if PACKETVER < 20100427
  11142. if (battle_config.feature_buying_store) {
  11143. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  11144. battle_config.feature_buying_store = 0;
  11145. }
  11146. #endif
  11147. #if PACKETVER < 20100803
  11148. if (battle_config.feature_search_stores) {
  11149. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  11150. battle_config.feature_search_stores = 0;
  11151. }
  11152. #endif
  11153. #if PACKETVER < 20120101
  11154. if (battle_config.feature_bgqueue) {
  11155. ShowWarning("conf/battle/feature.conf:bgqueue is enabled but it requires PACKETVER 2012-01-01 or newer, disabling...\n");
  11156. battle_config.feature_bgqueue = 0;
  11157. }
  11158. #endif
  11159. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  11160. if (battle_config.feature_auction) {
  11161. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER " EXPAND_AND_QUOTE(PACKETVER) ", disabling...\n");
  11162. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  11163. battle_config.feature_auction = 0;
  11164. }
  11165. #elif PACKETVER >= 20141112
  11166. if (battle_config.feature_auction) {
  11167. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n");
  11168. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  11169. battle_config.feature_auction = 0;
  11170. }
  11171. #endif
  11172. #if PACKETVER < 20130724
  11173. if (battle_config.feature_banking) {
  11174. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  11175. battle_config.feature_banking = 0;
  11176. }
  11177. #endif
  11178. #if PACKETVER < 20131223
  11179. if (battle_config.mvp_exp_reward_message) {
  11180. ShowWarning("conf/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n");
  11181. battle_config.mvp_exp_reward_message = 0;
  11182. }
  11183. #endif
  11184. #if PACKETVER < 20141022
  11185. if (battle_config.feature_roulette) {
  11186. ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
  11187. battle_config.feature_roulette = 0;
  11188. }
  11189. #endif
  11190. #if PACKETVER < 20150513
  11191. if (battle_config.feature_achievement) {
  11192. ShowWarning("conf/battle/feature.conf achievement is enabled but it requires PACKETVER 2015-05-13 or newer, disabling...\n");
  11193. battle_config.feature_achievement = 0;
  11194. }
  11195. #endif
  11196. #if PACKETVER < 20151104
  11197. if( battle_config.feature_itemlink ){
  11198. ShowWarning( "conf/battle/feature.conf:itemlink is enabled but it requires PACKETVER 2015-11-04 or newer, disabling...\n" );
  11199. battle_config.feature_itemlink = 0;
  11200. }
  11201. #endif
  11202. #if PACKETVER < 20151104
  11203. if( battle_config.feature_stylist ){
  11204. ShowWarning("conf/battle/feature.conf stylist is enabled but it requires PACKETVER 2015-11-04 or newer, disabling...\n");
  11205. battle_config.feature_stylist = 0;
  11206. }
  11207. #endif
  11208. #if PACKETVER < 20141008
  11209. if (battle_config.feature_petevolution) {
  11210. ShowWarning("conf/battle/feature.conf petevolution is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  11211. battle_config.feature_petevolution = 0;
  11212. }
  11213. if (battle_config.feature_pet_autofeed) {
  11214. ShowWarning("conf/battle/feature.conf pet auto feed is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  11215. battle_config.feature_pet_autofeed = 0;
  11216. }
  11217. #endif
  11218. #if PACKETVER < 20161012
  11219. if (battle_config.feature_refineui) {
  11220. ShowWarning("conf/battle/feature.conf refine UI is enabled but it requires PACKETVER 2016-10-12 or newer, disabling...\n");
  11221. battle_config.feature_refineui = 0;
  11222. }
  11223. #endif
  11224. #if PACKETVER < 20170208
  11225. if (battle_config.feature_equipswitch) {
  11226. ShowWarning("conf/battle/feature.conf equip switch is enabled but it requires PACKETVER 2017-02-08 or newer, disabling...\n");
  11227. battle_config.feature_equipswitch = 0;
  11228. }
  11229. #endif
  11230. #if PACKETVER < 20170920
  11231. if( battle_config.feature_homunculus_autofeed ){
  11232. ShowWarning("conf/battle/feature.conf homunculus autofeeding is enabled but it requires PACKETVER 2017-09-20 or newer, disabling...\n");
  11233. battle_config.feature_homunculus_autofeed = 0;
  11234. }
  11235. #endif
  11236. #if PACKETVER < 20180307
  11237. if( battle_config.feature_attendance ){
  11238. ShowWarning("conf/battle/feature.conf attendance system is enabled but it requires PACKETVER 2018-03-07 or newer, disabling...\n");
  11239. battle_config.feature_attendance = 0;
  11240. }
  11241. #endif
  11242. #if PACKETVER < 20180321
  11243. if( battle_config.feature_privateairship ){
  11244. ShowWarning("conf/battle/feature.conf private airship system is enabled but it requires PACKETVER 2018-03-21 or newer, disabling...\n");
  11245. battle_config.feature_privateairship = 0;
  11246. }
  11247. #endif
  11248. #if !( PACKETVER_MAIN_NUM >= 20190116 || PACKETVER_RE_NUM >= 20190116 || PACKETVER_ZERO_NUM >= 20181226 )
  11249. if( battle_config.feature_barter ){
  11250. ShowWarning("conf/battle/feature.conf barter shop system is enabled but it requires PACKETVER 2019-01-16 or newer, disabling...\n");
  11251. battle_config.feature_barter = 0;
  11252. }
  11253. #endif
  11254. #if !( PACKETVER_MAIN_NUM >= 20191120 || PACKETVER_RE_NUM >= 20191106 || PACKETVER_ZERO_NUM >= 20191127 )
  11255. if( battle_config.feature_barter_extended ){
  11256. ShowWarning("conf/battle/feature.conf extended barter shop system is enabled but it requires PACKETVER 2019-11-06 or newer, disabling...\n");
  11257. battle_config.feature_barter_extended = 0;
  11258. }
  11259. #endif
  11260. #if PACKETVER < 20230302
  11261. if( battle_config.feature_mesitemicon ){
  11262. #if !defined(BUILDBOT)
  11263. ShowWarning( "conf/battle/feature.conf:mesitemicon is enabled but it requires PACKETVER 2023-03-02 or newer, disabling...\n" );
  11264. #endif
  11265. battle_config.feature_mesitemicon = 0;
  11266. }
  11267. #endif
  11268. #ifndef CELL_NOSTACK
  11269. if (battle_config.custom_cell_stack_limit != 1)
  11270. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  11271. #endif
  11272. #ifdef MAP_GENERATOR
  11273. battle_config.dynamic_mobs = 1;
  11274. #endif
  11275. }
  11276. /*=====================================
  11277. * Read battle.conf settings from file
  11278. *-------------------------------------*/
  11279. int32 battle_config_read(const char* cfgName)
  11280. {
  11281. FILE* fp;
  11282. static int32 count = 0;
  11283. if (count == 0)
  11284. battle_set_defaults();
  11285. count++;
  11286. fp = fopen(cfgName,"r");
  11287. if (fp == nullptr)
  11288. ShowError("File not found: %s\n", cfgName);
  11289. else {
  11290. char line[1024], w1[1024], w2[1024];
  11291. while(fgets(line, sizeof(line), fp)) {
  11292. if (line[0] == '/' && line[1] == '/')
  11293. continue;
  11294. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  11295. continue;
  11296. if (strcmpi(w1, "import") == 0)
  11297. battle_config_read(w2);
  11298. else if( strcmpi( w1, "atcommand_symbol" ) == 0 ){
  11299. const char* symbol = &w2[0];
  11300. if (ISPRINT(*symbol) && // no control characters
  11301. *symbol != '/' && // symbol of client commands
  11302. *symbol != '%' && // symbol of party chat
  11303. *symbol != '$' && // symbol of guild chat
  11304. *symbol != charcommand_symbol)
  11305. atcommand_symbol = *symbol;
  11306. }else if( strcmpi( w1, "charcommand_symbol" ) == 0 ){
  11307. const char* symbol = &w2[0];
  11308. if (ISPRINT(*symbol) && // no control characters
  11309. *symbol != '/' && // symbol of client commands
  11310. *symbol != '%' && // symbol of party chat
  11311. *symbol != '$' && // symbol of guild chat
  11312. *symbol != atcommand_symbol)
  11313. charcommand_symbol = *symbol;
  11314. }else if( battle_set_value(w1, w2) == 0 )
  11315. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  11316. }
  11317. fclose(fp);
  11318. }
  11319. count--;
  11320. if (count == 0)
  11321. battle_adjust_conf();
  11322. return 0;
  11323. }
  11324. /*==========================
  11325. * initialize battle timer
  11326. *--------------------------*/
  11327. void do_init_battle(void)
  11328. {
  11329. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.cpp::delay_damage_ers",ERS_OPT_CLEAR);
  11330. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  11331. }
  11332. /*==================
  11333. * end battle timer
  11334. *------------------*/
  11335. void do_final_battle(void)
  11336. {
  11337. ers_destroy(delay_damage_ers);
  11338. }