battle.cpp 436 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. struct Battle_Config battle_config;
  33. static struct eri *delay_damage_ers; //For battle delay damage structures.
  34. // Early declaration
  35. int battle_get_weapon_element(struct Damage *wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only);
  36. int battle_get_magic_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag);
  37. int battle_get_misc_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag);
  38. static void battle_calc_defense_reduction(struct Damage* wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv);
  39. /**
  40. * Returns the current/list skill used by the bl
  41. * @param bl
  42. * @return skill_id
  43. */
  44. uint16 battle_getcurrentskill(struct block_list *bl)
  45. {
  46. struct unit_data *ud;
  47. if( bl->type == BL_SKILL ) {
  48. struct skill_unit *su = (struct skill_unit*)bl;
  49. return (su && su->group?su->group->skill_id:0);
  50. }
  51. ud = unit_bl2ud(bl);
  52. return (ud?ud->skill_id:0);
  53. }
  54. /**
  55. * Get random targeting enemy
  56. * @param bl
  57. * @param ap
  58. * @return Found target (1) or not found (0)
  59. */
  60. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  61. {
  62. struct block_list **bl_list;
  63. struct unit_data *ud;
  64. int target_id;
  65. int *c;
  66. bl_list = va_arg(ap, struct block_list **);
  67. c = va_arg(ap, int *);
  68. target_id = va_arg(ap, int);
  69. if (bl->id == target_id)
  70. return 0;
  71. if (*c >= 24)
  72. return 0;
  73. if ( !(ud = unit_bl2ud(bl)) )
  74. return 0;
  75. if (ud->target == target_id || ud->skilltarget == target_id) {
  76. bl_list[(*c)++] = bl;
  77. return 1;
  78. }
  79. return 0;
  80. }
  81. /**
  82. * Returns list of targets
  83. * @param target
  84. * @return Target list
  85. */
  86. struct block_list* battle_gettargeted(struct block_list *target)
  87. {
  88. struct block_list *bl_list[24];
  89. int c = 0;
  90. nullpo_retr(NULL, target);
  91. memset(bl_list, 0, sizeof(bl_list));
  92. map_foreachinallrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  93. if ( c == 0 )
  94. return NULL;
  95. if( c > 24 )
  96. c = 24;
  97. return bl_list[rnd()%c];
  98. }
  99. /**
  100. * Returns the ID of the current targeted character of the passed bl
  101. * @param bl
  102. * @return Target Unit ID
  103. * @author [Skotlex]
  104. */
  105. int battle_gettarget(struct block_list* bl)
  106. {
  107. switch (bl->type) {
  108. case BL_PC: return ((map_session_data*)bl)->ud.target;
  109. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  110. case BL_PET: return ((struct pet_data*)bl)->target_id;
  111. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  112. case BL_MER: return ((s_mercenary_data*)bl)->ud.target;
  113. case BL_ELEM: return ((s_elemental_data*)bl)->ud.target;
  114. }
  115. return 0;
  116. }
  117. /**
  118. * Get random enemy
  119. * @param bl
  120. * @param ap
  121. * @return Found target (1) or not found (0)
  122. */
  123. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  124. {
  125. struct block_list **bl_list;
  126. struct block_list *target;
  127. int *c;
  128. bl_list = va_arg(ap, struct block_list **);
  129. c = va_arg(ap, int *);
  130. target = va_arg(ap, struct block_list *);
  131. if (bl->id == target->id)
  132. return 0;
  133. if (*c >= 24)
  134. return 0;
  135. if (status_isdead(bl))
  136. return 0;
  137. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  138. bl_list[(*c)++] = bl;
  139. return 1;
  140. }
  141. return 0;
  142. }
  143. /**
  144. * Returns list of enemies within given range
  145. * @param target
  146. * @param type
  147. * @param range
  148. * @return Target list
  149. * @author [Skotlex]
  150. */
  151. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  152. {
  153. struct block_list *bl_list[24];
  154. int c = 0;
  155. memset(bl_list, 0, sizeof(bl_list));
  156. map_foreachinallrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  157. if ( c == 0 )
  158. return NULL;
  159. if( c > 24 )
  160. c = 24;
  161. return bl_list[rnd()%c];
  162. }
  163. /**
  164. * Get random enemy within area
  165. * @param bl
  166. * @param ap
  167. * @return Found target (1) or not found (0)
  168. */
  169. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  170. {
  171. struct block_list **bl_list, *src;
  172. int *c, ignore_id;
  173. bl_list = va_arg(ap, struct block_list **);
  174. c = va_arg(ap, int *);
  175. src = va_arg(ap, struct block_list *);
  176. ignore_id = va_arg(ap, int);
  177. if( bl->id == src->id || bl->id == ignore_id )
  178. return 0; // Ignores Caster and a possible pre-target
  179. if( *c >= 23 )
  180. return 0;
  181. if( status_isdead(bl) )
  182. return 0;
  183. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  184. bl_list[(*c)++] = bl;
  185. return 1;
  186. }
  187. return 0;
  188. }
  189. /**
  190. * Returns list of enemies within an area
  191. * @param src
  192. * @param x
  193. * @param y
  194. * @param range
  195. * @param type
  196. * @param ignore_id
  197. * @return Target list
  198. */
  199. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  200. {
  201. struct block_list *bl_list[24];
  202. int c = 0;
  203. memset(bl_list, 0, sizeof(bl_list));
  204. map_foreachinallarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  205. if( c == 0 )
  206. return NULL;
  207. if( c >= 24 )
  208. c = 23;
  209. return bl_list[rnd()%c];
  210. }
  211. /*========================================== [Playtester]
  212. * Deals damage without delay, applies additional effects and triggers monster events
  213. * This function is called from battle_delay_damage or battle_delay_damage_sub
  214. * @param src: Source of damage
  215. * @param target: Target of damage
  216. * @param damage: Damage to be dealt
  217. * @param delay: Damage delay
  218. * @param skill_lv: Level of skill used
  219. * @param skill_id: ID o skill used
  220. * @param dmg_lv: State of the attack (miss, etc.)
  221. * @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC)
  222. * @param additional_effects: Whether additional effect should be applied
  223. * @param isspdamage: If the damage is done to SP
  224. * @param tick: Current tick
  225. *------------------------------------------*/
  226. void battle_damage(struct block_list *src, struct block_list *target, int64 damage, t_tick delay, uint16 skill_lv, uint16 skill_id, enum damage_lv dmg_lv, unsigned short attack_type, bool additional_effects, t_tick tick, bool isspdamage) {
  227. map_freeblock_lock();
  228. if (isspdamage)
  229. status_fix_spdamage(src, target, damage, delay, skill_id);
  230. else
  231. status_fix_damage(src, target, damage, delay, skill_id); // We have to separate here between reflect damage and others [icescope]
  232. if (attack_type && !status_isdead(target) && additional_effects)
  233. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick);
  234. if (dmg_lv > ATK_BLOCK && attack_type)
  235. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick);
  236. // 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
  237. if (target->type == BL_MOB) {
  238. mob_data *md = BL_CAST(BL_MOB, target);
  239. if (md != nullptr) {
  240. // Trigger monster skill condition for non-skill attacks.
  241. if (!status_isdead(target) && src != target) {
  242. if (damage > 0)
  243. mobskill_event(md, src, tick, attack_type, damage);
  244. if (skill_id > 0)
  245. mobskill_event(md, src, tick, MSC_SKILLUSED | (skill_id << 16));
  246. }
  247. // Monsters differentiate whether they have been attacked by a skill or a normal attack
  248. if (damage > 0 && (attack_type & BF_NORMAL))
  249. md->norm_attacked_id = md->attacked_id;
  250. }
  251. }
  252. map_freeblock_unlock();
  253. }
  254. /// Damage Delayed Structure
  255. struct delay_damage {
  256. int src_id;
  257. int target_id;
  258. int64 damage;
  259. t_tick delay;
  260. unsigned short distance;
  261. uint16 skill_lv;
  262. uint16 skill_id;
  263. enum damage_lv dmg_lv;
  264. unsigned short attack_type;
  265. bool additional_effects;
  266. enum bl_type src_type;
  267. bool isspdamage;
  268. };
  269. TIMER_FUNC(battle_delay_damage_sub){
  270. struct delay_damage *dat = (struct delay_damage *)data;
  271. if ( dat ) {
  272. struct block_list* src = map_id2bl(dat->src_id);
  273. struct block_list* target = map_id2bl(dat->target_id);
  274. if (target && !status_isdead(target)) {
  275. if( src && target->m == src->m &&
  276. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  277. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  278. {
  279. //Deal damage
  280. 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);
  281. } 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
  282. map_freeblock_lock();
  283. status_fix_damage(target, target, dat->damage, dat->delay, dat->skill_id);
  284. map_freeblock_unlock();
  285. }
  286. }
  287. map_session_data *sd = BL_CAST(BL_PC, src);
  288. if (sd && --sd->delayed_damage == 0 && sd->state.hold_recalc) {
  289. sd->state.hold_recalc = false;
  290. status_calc_pc(sd, SCO_FORCE);
  291. }
  292. }
  293. ers_free(delay_damage_ers, dat);
  294. return 0;
  295. }
  296. int battle_delay_damage(t_tick tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, t_tick ddelay, bool additional_effects, bool isspdamage)
  297. {
  298. struct delay_damage *dat;
  299. status_change *sc;
  300. struct block_list *d_tbl = NULL;
  301. struct block_list *e_tbl = NULL;
  302. nullpo_ret(src);
  303. nullpo_ret(target);
  304. sc = status_get_sc(target);
  305. if (sc) {
  306. if (sc->getSCE(SC_DEVOTION) && sc->getSCE(SC_DEVOTION)->val1)
  307. d_tbl = map_id2bl(sc->getSCE(SC_DEVOTION)->val1);
  308. if (sc->getSCE(SC_WATER_SCREEN_OPTION) && sc->getSCE(SC_WATER_SCREEN_OPTION)->val1)
  309. e_tbl = map_id2bl(sc->getSCE(SC_WATER_SCREEN_OPTION)->val1);
  310. }
  311. if( ((d_tbl && check_distance_bl(target, d_tbl, sc->getSCE(SC_DEVOTION)->val3)) || e_tbl) &&
  312. damage > 0 && skill_id != CR_REFLECTSHIELD
  313. #ifndef RENEWAL
  314. && skill_id != PA_PRESSURE
  315. #endif
  316. ) {
  317. map_session_data* tsd = BL_CAST( BL_PC, target );
  318. if( tsd && pc_issit( tsd ) && battle_config.devotion_standup_fix ){
  319. pc_setstand( tsd, true );
  320. skill_sit( tsd, 0 );
  321. }
  322. damage = 0;
  323. }
  324. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  325. //Deal damage
  326. battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage);
  327. return 0;
  328. }
  329. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  330. dat->src_id = src->id;
  331. dat->target_id = target->id;
  332. dat->skill_id = skill_id;
  333. dat->skill_lv = skill_lv;
  334. dat->attack_type = attack_type;
  335. dat->damage = damage;
  336. dat->dmg_lv = dmg_lv;
  337. dat->delay = ddelay;
  338. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
  339. dat->additional_effects = additional_effects;
  340. dat->src_type = src->type;
  341. dat->isspdamage = isspdamage;
  342. if (src->type != BL_PC && amotion > 1000)
  343. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  344. if( src->type == BL_PC )
  345. ((TBL_PC*)src)->delayed_damage++;
  346. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  347. return 0;
  348. }
  349. /**
  350. * Does attribute fix modifiers.
  351. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  352. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  353. * @param src
  354. * @param target
  355. * @param damage
  356. * @param atk_elem
  357. * @param def_type
  358. * @param def_lv
  359. * @param flag 0x1 = allow to return negative values even if config for healing through negative resist is disabled
  360. * @return damage
  361. */
  362. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv, int flag)
  363. {
  364. status_change *sc = NULL, *tsc = NULL;
  365. int ratio;
  366. if (src) sc = status_get_sc(src);
  367. if (target) tsc = status_get_sc(target);
  368. if (!CHK_ELEMENT(atk_elem))
  369. atk_elem = rnd()%ELE_ALL;
  370. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  371. ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  372. return damage;
  373. }
  374. ratio = elemental_attribute_db.getAttribute(def_lv-1, atk_elem, def_type);
  375. if (sc && sc->count) { //increase dmg by src status
  376. switch(atk_elem){
  377. case ELE_FIRE:
  378. if (sc->getSCE(SC_VOLCANO))
  379. #ifdef RENEWAL
  380. ratio += sc->getSCE(SC_VOLCANO)->val3;
  381. #else
  382. damage += (int64)((damage*sc->getSCE(SC_VOLCANO)->val3) / 100);
  383. #endif
  384. break;
  385. case ELE_WIND:
  386. if (sc->getSCE(SC_VIOLENTGALE))
  387. #ifdef RENEWAL
  388. ratio += sc->getSCE(SC_VIOLENTGALE)->val3;
  389. #else
  390. damage += (int64)((damage*sc->getSCE(SC_VIOLENTGALE)->val3) / 100);
  391. #endif
  392. break;
  393. case ELE_WATER:
  394. if (sc->getSCE(SC_DELUGE))
  395. #ifdef RENEWAL
  396. ratio += sc->getSCE(SC_DELUGE)->val3;
  397. #else
  398. damage += (int64)((damage*sc->getSCE(SC_DELUGE)->val3) / 100);
  399. #endif
  400. break;
  401. case ELE_GHOST:
  402. if (sc->getSCE(SC_TELEKINESIS_INTENSE))
  403. ratio += sc->getSCE(SC_TELEKINESIS_INTENSE)->val3;
  404. break;
  405. }
  406. }
  407. if( target && target->type == BL_SKILL ) {
  408. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  409. struct skill_unit *su = (struct skill_unit*)target;
  410. std::shared_ptr<s_skill_unit_group> sg;
  411. struct block_list *src2;
  412. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  413. (src2 = map_id2bl(sg->src_id)) == NULL || status_isdead(src2) )
  414. return 0;
  415. if( sg->unit_id != UNT_FIREWALL ) {
  416. int x,y;
  417. x = sg->val3 >> 16;
  418. y = sg->val3 & 0xffff;
  419. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  420. sg->val3 = -1;
  421. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  422. }
  423. }
  424. }
  425. if (tsc && tsc->count) { //increase dmg by target status
  426. switch(atk_elem) {
  427. case ELE_FIRE:
  428. if (tsc->getSCE(SC_SPIDERWEB)) { //Double damage
  429. #ifdef RENEWAL
  430. ratio += 100;
  431. #else
  432. damage *= 2;
  433. #endif
  434. //Remove a unit group or end whole status change
  435. status_change_end(target, SC_SPIDERWEB);
  436. }
  437. if (tsc->getSCE(SC_THORNSTRAP) && battle_getcurrentskill(src) != GN_CARTCANNON)
  438. status_change_end(target, SC_THORNSTRAP);
  439. if (tsc->getSCE(SC_CRYSTALIZE))
  440. status_change_end(target, SC_CRYSTALIZE);
  441. if (tsc->getSCE(SC_EARTH_INSIGNIA))
  442. #ifdef RENEWAL
  443. ratio += 50;
  444. #else
  445. damage += (int64)(damage * 50 / 100);
  446. #endif
  447. if( tsc->getSCE(SC_WIDEWEB) ) {
  448. #ifdef RENEWAL
  449. ratio += 100;
  450. #else
  451. damage *= 2;
  452. #endif
  453. status_change_end(target,SC_WIDEWEB);
  454. }
  455. if( tsc->getSCE(SC_BURNT) ) {
  456. #ifdef RENEWAL
  457. ratio += 400;
  458. #else
  459. damage += (int64)(damage * 400 / 100);
  460. #endif
  461. }
  462. break;
  463. case ELE_HOLY:
  464. if (tsc->getSCE(SC_ORATIO))
  465. #ifdef RENEWAL
  466. ratio += tsc->getSCE(SC_ORATIO)->val1 * 2;
  467. #else
  468. damage += (int64)(damage * (tsc->getSCE(SC_ORATIO)->val1 * 2) / 100);
  469. #endif
  470. break;
  471. case ELE_POISON:
  472. if (tsc->getSCE(SC_VENOMIMPRESS))
  473. #ifdef RENEWAL
  474. ratio += tsc->getSCE(SC_VENOMIMPRESS)->val2;
  475. #else
  476. damage += (int64)(damage * tsc->getSCE(SC_VENOMIMPRESS)->val2 / 100);
  477. #endif
  478. if (tsc->getSCE(SC_CLOUD_POISON)) {
  479. #ifdef RENEWAL
  480. ratio += 5 * tsc->getSCE(SC_CLOUD_POISON)->val1;
  481. #else
  482. damage += (int64)(damage * 5 * tsc->getSCE(SC_CLOUD_POISON)->val1 / 100);
  483. #endif
  484. }
  485. break;
  486. case ELE_WIND:
  487. if (tsc->getSCE(SC_WATER_INSIGNIA))
  488. #ifdef RENEWAL
  489. ratio += 50;
  490. #else
  491. damage += (int64)(damage * 50 / 100);
  492. #endif
  493. if (tsc->getSCE(SC_CRYSTALIZE)) {
  494. uint16 skill_id = battle_getcurrentskill(src);
  495. if (skill_get_type(skill_id)&BF_MAGIC)
  496. #ifdef RENEWAL
  497. ratio += 50;
  498. #else
  499. damage += (int64)(damage * 50 / 100);
  500. #endif
  501. }
  502. break;
  503. case ELE_WATER:
  504. if (tsc->getSCE(SC_FIRE_INSIGNIA))
  505. #ifdef RENEWAL
  506. ratio += 50;
  507. #else
  508. damage += (int64)(damage * 50 / 100);
  509. #endif
  510. if (tsc->getSCE(SC_MISTYFROST))
  511. #ifdef RENEWAL
  512. ratio += 15;
  513. #else
  514. damage += (int64)(damage * 15 / 100);
  515. #endif
  516. break;
  517. case ELE_EARTH:
  518. if (tsc->getSCE(SC_WIND_INSIGNIA))
  519. #ifdef RENEWAL
  520. ratio += 50;
  521. #else
  522. damage += (int64)(damage * 50 / 100);
  523. #endif
  524. status_change_end(target, SC_MAGNETICFIELD); //freed if received earth dmg
  525. break;
  526. case ELE_NEUTRAL:
  527. if (tsc->getSCE(SC_ANTI_M_BLAST))
  528. #ifdef RENEWAL
  529. ratio += tsc->getSCE(SC_ANTI_M_BLAST)->val2;
  530. #else
  531. damage += (int64)(damage * tsc->getSCE(SC_ANTI_M_BLAST)->val2 / 100);
  532. #endif
  533. break;
  534. case ELE_DARK:
  535. if (tsc->getSCE(SC_SOULCURSE)) {
  536. if (status_get_class_(target) == CLASS_BOSS)
  537. #ifdef RENEWAL
  538. ratio += 20;
  539. #else
  540. damage += (int64)(damage * 20 / 100);
  541. #endif
  542. else
  543. #ifdef RENEWAL
  544. ratio += 100;
  545. #else
  546. damage *= 2;
  547. #endif
  548. }
  549. break;
  550. }
  551. if (tsc->getSCE(SC_MAGIC_POISON))
  552. #ifdef RENEWAL
  553. ratio += 50;
  554. #else
  555. damage += (int64)(damage * 50 / 100);
  556. #endif
  557. }
  558. if (battle_config.attr_recover == 0 && !(flag & 1) && ratio < 0)
  559. ratio = 0;
  560. #ifdef RENEWAL
  561. //In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0
  562. damage = damage - (int64)((damage * (100 - ratio)) / 100);
  563. #else
  564. damage = (int64)((damage*ratio)/100);
  565. #endif
  566. //Damage can be negative, see battle_config.attr_recover
  567. return damage;
  568. }
  569. /**
  570. * Calculates card bonuses damage adjustments.
  571. * @param attack_type @see enum e_battle_flag
  572. * @param src Attacker
  573. * @param target Target
  574. * @param nk Skill's nk @see enum e_skill_nk [NK_IGNOREATKCARD|NK_IGNOREELEMENT|NK_IGNOREDEFCARD]
  575. * @param rh_ele Right-hand weapon element
  576. * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
  577. * @param damage Original damage
  578. * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
  579. * 3: Calculates attacker bonuses in both hands.
  580. * 2: Calculates attacker bonuses in right-hand only.
  581. * 0 or 1: Only calculates target bonuses.
  582. * @param flag Misc value of skill & damage flags
  583. * @return damage Damage diff between original damage and after calculation
  584. */
  585. int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, std::bitset<NK_MAX> nk, int rh_ele, int lh_ele, int64 damage, int left, int flag){
  586. map_session_data *sd, ///< Attacker session data if BL_PC
  587. *tsd; ///< Target session data if BL_PC
  588. int cardfix = 1000;
  589. int s_class, ///< Attacker class
  590. t_class; ///< Target class
  591. std::vector<e_race2> s_race2, /// Attacker Race2
  592. t_race2; ///< Target Race2
  593. enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
  594. struct status_data *sstatus, ///< Attacker status data
  595. *tstatus; ///< Target status data
  596. int64 original_damage;
  597. if( !damage )
  598. return 0;
  599. original_damage = damage;
  600. sd = BL_CAST(BL_PC, src);
  601. tsd = BL_CAST(BL_PC, target);
  602. t_class = status_get_class(target);
  603. s_class = status_get_class(src);
  604. sstatus = status_get_status_data(src);
  605. tstatus = status_get_status_data(target);
  606. s_race2 = status_get_race2(src);
  607. t_race2 = status_get_race2(target);
  608. s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
  609. // When the attacker is a monster, then all bonuses on BF_WEAPON will work and no bonuses on BF_MAGIC
  610. // Does not impact the attack type
  611. if (src && src->type == BL_MOB && battle_config.cardfix_monster_physical) {
  612. flag |= BF_WEAPON;
  613. flag &= ~BF_MAGIC;
  614. }
  615. //Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase
  616. #define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - max(0, fix))) / 1000); }
  617. switch( attack_type ) {
  618. case BF_MAGIC:
  619. // Affected by attacker ATK bonuses
  620. if( sd && !nk[NK_IGNOREATKCARD] ) {
  621. int32 race2_val = 0;
  622. for (const auto &raceit : t_race2)
  623. race2_val += sd->indexed_bonus.magic_addrace2[raceit];
  624. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addrace[tstatus->race] + sd->indexed_bonus.magic_addrace[RC_ALL] + race2_val) / 100;
  625. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  626. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addele[tstatus->def_ele] + sd->indexed_bonus.magic_addele[ELE_ALL] +
  627. sd->indexed_bonus.magic_addele_script[tstatus->def_ele] + sd->indexed_bonus.magic_addele_script[ELE_ALL]) / 100;
  628. cardfix = cardfix * (100 + sd->indexed_bonus.magic_atk_ele[rh_ele] + sd->indexed_bonus.magic_atk_ele[ELE_ALL]) / 100;
  629. }
  630. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addsize[tstatus->size] + sd->indexed_bonus.magic_addsize[SZ_ALL]) / 100;
  631. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addclass[tstatus->class_] + sd->indexed_bonus.magic_addclass[CLASS_ALL]) / 100;
  632. for (const auto &it : sd->add_mdmg) {
  633. if (it.id == t_class) {
  634. cardfix = cardfix * (100 + it.val) / 100;
  635. break;
  636. }
  637. }
  638. APPLY_CARDFIX(damage, cardfix);
  639. }
  640. // Affected by target DEF bonuses
  641. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  642. cardfix = 1000; // reset var for target
  643. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  644. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  645. for (const auto &it : tsd->subele2) {
  646. if (it.ele != ELE_ALL && it.ele != rh_ele)
  647. continue;
  648. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  649. ((it.flag)&flag)&BF_RANGEMASK &&
  650. ((it.flag)&flag)&BF_SKILLMASK))
  651. continue;
  652. ele_fix += it.rate;
  653. }
  654. if (s_defele != ELE_NONE)
  655. ele_fix += tsd->indexed_bonus.magic_subdefele[s_defele] + tsd->indexed_bonus.magic_subdefele[ELE_ALL];
  656. cardfix = cardfix * (100 - ele_fix) / 100;
  657. }
  658. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  659. cardfix = cardfix * (100 - tsd->indexed_bonus.magic_subsize[sstatus->size] - tsd->indexed_bonus.magic_subsize[SZ_ALL]) / 100;
  660. int32 race_fix = 0;
  661. for (const auto &raceit : s_race2)
  662. race_fix += tsd->indexed_bonus.subrace2[raceit];
  663. cardfix = cardfix * (100 - race_fix) / 100;
  664. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  665. for (const auto &it : tsd->subrace3) {
  666. if (it.race != RC_ALL && it.race != sstatus->race)
  667. continue;
  668. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  669. ((it.flag)&flag)&BF_RANGEMASK &&
  670. ((it.flag)&flag)&BF_SKILLMASK))
  671. continue;
  672. race_fix += it.rate;
  673. }
  674. cardfix = cardfix * (100 - race_fix) / 100;
  675. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  676. for (const auto &it : tsd->add_mdef) {
  677. if (it.id == s_class) {
  678. cardfix = cardfix * (100 - it.val) / 100;
  679. break;
  680. }
  681. }
  682. #ifndef RENEWAL
  683. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  684. if( flag&BF_SHORT )
  685. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  686. else if (!nk[NK_IGNORELONGCARD])
  687. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  688. #endif
  689. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  690. if( tsd->sc.getSCE(SC_MDEF_RATE) )
  691. cardfix = cardfix * (100 - tsd->sc.getSCE(SC_MDEF_RATE)->val1) / 100;
  692. APPLY_CARDFIX(damage, cardfix);
  693. }
  694. break;
  695. case BF_WEAPON:
  696. // Affected by attacker ATK bonuses
  697. if( sd && !nk[NK_IGNOREATKCARD] && (left&2) ) {
  698. short cardfix_ = 1000;
  699. if( sd->state.arrow_atk ) { // Ranged attack
  700. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->indexed_bonus.arrow_addrace[tstatus->race] +
  701. sd->right_weapon.addrace[RC_ALL] + sd->indexed_bonus.arrow_addrace[RC_ALL]) / 100;
  702. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  703. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->indexed_bonus.arrow_addele[tstatus->def_ele] +
  704. sd->right_weapon.addele[ELE_ALL] + sd->indexed_bonus.arrow_addele[ELE_ALL];
  705. for (const auto &it : sd->right_weapon.addele2) {
  706. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  707. continue;
  708. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  709. ((it.flag)&flag)&BF_RANGEMASK &&
  710. ((it.flag)&flag)&BF_SKILLMASK))
  711. continue;
  712. ele_fix += it.rate;
  713. }
  714. cardfix = cardfix * (100 + ele_fix) / 100;
  715. }
  716. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->indexed_bonus.arrow_addsize[tstatus->size] +
  717. sd->right_weapon.addsize[SZ_ALL] + sd->indexed_bonus.arrow_addsize[SZ_ALL]) / 100;
  718. int32 race_fix = 0;
  719. for (const auto &raceit : t_race2)
  720. race_fix += sd->right_weapon.addrace2[raceit];
  721. cardfix = cardfix * (100 + race_fix) / 100;
  722. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->indexed_bonus.arrow_addclass[tstatus->class_] +
  723. sd->right_weapon.addclass[CLASS_ALL] + sd->indexed_bonus.arrow_addclass[CLASS_ALL]) / 100;
  724. } else { // Melee attack
  725. int skill = 0;
  726. // Calculates each right & left hand weapon bonuses separatedly
  727. if( !battle_config.left_cardfix_to_right ) {
  728. // Right-handed weapon
  729. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  730. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  731. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  732. for (const auto &it : sd->right_weapon.addele2) {
  733. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  734. continue;
  735. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  736. ((it.flag)&flag)&BF_RANGEMASK &&
  737. ((it.flag)&flag)&BF_SKILLMASK))
  738. continue;
  739. ele_fix += it.rate;
  740. }
  741. cardfix = cardfix * (100 + ele_fix) / 100;
  742. }
  743. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  744. for (const auto &raceit : t_race2)
  745. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit]) / 100;
  746. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  747. if( left&1 ) { // Left-handed weapon
  748. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  749. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  750. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  751. for (const auto &it : sd->left_weapon.addele2) {
  752. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  753. continue;
  754. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  755. ((it.flag)&flag)&BF_RANGEMASK &&
  756. ((it.flag)&flag)&BF_SKILLMASK))
  757. continue;
  758. ele_fix_lh += it.rate;
  759. }
  760. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  761. }
  762. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  763. for (const auto &raceit : t_race2)
  764. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[raceit]) / 100;
  765. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  766. }
  767. }
  768. // Calculates right & left hand weapon as unity
  769. else {
  770. //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_IGNOREELEMENT?
  771. //if( !nk[&]K_IGNOREELEMENT) ) { // Affected by Element modifier bonuses
  772. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  773. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  774. for (const auto &it : sd->right_weapon.addele2) {
  775. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  776. continue;
  777. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  778. ((it.flag)&flag)&BF_RANGEMASK &&
  779. ((it.flag)&flag)&BF_SKILLMASK))
  780. continue;
  781. ele_fix += it.rate;
  782. }
  783. for (const auto &it : sd->left_weapon.addele2) {
  784. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  785. continue;
  786. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  787. ((it.flag)&flag)&BF_RANGEMASK &&
  788. ((it.flag)&flag)&BF_SKILLMASK))
  789. continue;
  790. ele_fix += it.rate;
  791. }
  792. cardfix = cardfix * (100 + ele_fix) / 100;
  793. //}
  794. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  795. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  796. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  797. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  798. for (const auto &raceit : t_race2)
  799. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit] + sd->left_weapon.addrace2[raceit]) / 100;
  800. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  801. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  802. }
  803. #ifndef RENEWAL
  804. 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]
  805. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  806. #endif
  807. }
  808. //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
  809. for (const auto &it : sd->right_weapon.add_dmg) {
  810. if (it.id == t_class) {
  811. cardfix = cardfix * (100 + it.val) / 100;
  812. break;
  813. }
  814. }
  815. if( left&1 ) {
  816. for (const auto &it : sd->left_weapon.add_dmg) {
  817. if (it.id == t_class) {
  818. cardfix_ = cardfix_ * (100 + it.val) / 100;
  819. break;
  820. }
  821. }
  822. }
  823. #ifndef RENEWAL
  824. if (flag & BF_SHORT)
  825. cardfix = cardfix * (100 + sd->bonus.short_attack_atk_rate) / 100;
  826. if( flag&BF_LONG )
  827. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  828. #endif
  829. if (left&1) {
  830. APPLY_CARDFIX(damage, cardfix_);
  831. } else {
  832. APPLY_CARDFIX(damage, cardfix);
  833. }
  834. }
  835. // Affected by target DEF bonuses
  836. else if( tsd && !nk[NK_IGNOREDEFCARD] && !(left&2) ) {
  837. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  838. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  839. for (const auto &it : tsd->subele2) {
  840. if (it.ele != ELE_ALL && it.ele != rh_ele)
  841. continue;
  842. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  843. ((it.flag)&flag)&BF_RANGEMASK &&
  844. ((it.flag)&flag)&BF_SKILLMASK))
  845. continue;
  846. ele_fix += it.rate;
  847. }
  848. cardfix = cardfix * (100 - ele_fix) / 100;
  849. if( left&1 && lh_ele != rh_ele ) {
  850. int ele_fix_lh = tsd->indexed_bonus.subele[lh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[lh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  851. for (const auto &it : tsd->subele2) {
  852. if (it.ele != ELE_ALL && it.ele != lh_ele)
  853. continue;
  854. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  855. ((it.flag)&flag)&BF_RANGEMASK &&
  856. ((it.flag)&flag)&BF_SKILLMASK))
  857. continue;
  858. ele_fix_lh += it.rate;
  859. }
  860. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  861. }
  862. cardfix = cardfix * (100 - tsd->indexed_bonus.subdefele[s_defele] - tsd->indexed_bonus.subdefele[ELE_ALL]) / 100;
  863. }
  864. int32 race_fix = 0;
  865. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  866. cardfix = cardfix * (100 - tsd->indexed_bonus.weapon_subsize[sstatus->size] - tsd->indexed_bonus.weapon_subsize[SZ_ALL]) / 100;
  867. for (const auto &raceit : s_race2)
  868. race_fix += tsd->indexed_bonus.subrace2[raceit];
  869. cardfix = cardfix * (100 - race_fix) / 100;
  870. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  871. for (const auto &it : tsd->subrace3) {
  872. if (it.race != RC_ALL && it.race != sstatus->race)
  873. continue;
  874. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  875. ((it.flag)&flag)&BF_RANGEMASK &&
  876. ((it.flag)&flag)&BF_SKILLMASK))
  877. continue;
  878. race_fix += it.rate;
  879. }
  880. cardfix = cardfix * (100 - race_fix) / 100;
  881. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  882. for (const auto &it : tsd->add_def) {
  883. if (it.id == s_class) {
  884. cardfix = cardfix * (100 - it.val) / 100;
  885. break;
  886. }
  887. }
  888. if( flag&BF_SHORT )
  889. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  890. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  891. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  892. if( tsd->sc.getSCE(SC_DEF_RATE) )
  893. cardfix = cardfix * (100 - tsd->sc.getSCE(SC_DEF_RATE)->val1) / 100;
  894. APPLY_CARDFIX(damage, cardfix);
  895. }
  896. break;
  897. case BF_MISC:
  898. // Affected by target DEF bonuses
  899. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  900. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  901. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  902. for (const auto &it : tsd->subele2) {
  903. if (it.ele != rh_ele)
  904. continue;
  905. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  906. ((it.flag)&flag)&BF_RANGEMASK &&
  907. ((it.flag)&flag)&BF_SKILLMASK))
  908. continue;
  909. ele_fix += it.rate;
  910. }
  911. if (s_defele != ELE_NONE)
  912. ele_fix += tsd->indexed_bonus.subdefele[s_defele] + tsd->indexed_bonus.subdefele[ELE_ALL];
  913. cardfix = cardfix * (100 - ele_fix) / 100;
  914. }
  915. int race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  916. for (const auto &it : tsd->subrace3) {
  917. if (it.race != RC_ALL && it.race != sstatus->race)
  918. continue;
  919. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  920. ((it.flag)&flag)&BF_RANGEMASK &&
  921. ((it.flag)&flag)&BF_SKILLMASK))
  922. continue;
  923. race_fix += it.rate;
  924. }
  925. cardfix = cardfix * (100 - race_fix) / 100;
  926. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  927. race_fix = 0;
  928. for (const auto &raceit : s_race2)
  929. race_fix += tsd->indexed_bonus.subrace2[raceit];
  930. cardfix = cardfix * (100 - race_fix) / 100;
  931. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  932. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  933. if( flag&BF_SHORT )
  934. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  935. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  936. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  937. APPLY_CARDFIX(damage, cardfix);
  938. }
  939. break;
  940. }
  941. #undef APPLY_CARDFIX
  942. return (int)cap_value(damage - original_damage, INT_MIN, INT_MAX);
  943. }
  944. /**
  945. * Absorb damage based on criteria
  946. * @param bl
  947. * @param d Damage
  948. **/
  949. static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
  950. int64 dmg_ori = 0, dmg_new = 0;
  951. nullpo_retv(bl);
  952. nullpo_retv(d);
  953. if (!d->damage && !d->damage2)
  954. return;
  955. switch (bl->type) {
  956. case BL_PC:
  957. {
  958. map_session_data *sd = BL_CAST(BL_PC, bl);
  959. if (!sd)
  960. return;
  961. dmg_ori = dmg_new = d->damage + d->damage2;
  962. if (sd->bonus.absorb_dmg_maxhp) {
  963. int hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
  964. if (dmg_ori > hp)
  965. dmg_new = dmg_ori - hp;
  966. }
  967. if (sd->bonus.absorb_dmg_maxhp2) {
  968. int hp = sd->bonus.absorb_dmg_maxhp2 * status_get_max_hp(bl) / 100;
  969. if (dmg_ori > hp) {
  970. dmg_new = hp;
  971. }
  972. }
  973. }
  974. break;
  975. }
  976. if (dmg_ori == dmg_new)
  977. return;
  978. if (!d->damage2)
  979. d->damage = dmg_new;
  980. else if (!d->damage)
  981. d->damage2 = dmg_new;
  982. else {
  983. d->damage = dmg_new;
  984. d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
  985. if (d->damage2 < 1)
  986. d->damage2 = 1;
  987. d->damage = d->damage - d->damage2;
  988. }
  989. }
  990. /**
  991. * Check for active statuses that block damage
  992. * @param src: Attacker
  993. * @param target: Target of attack
  994. * @param sc: Status Change data
  995. * @param d: Damage data
  996. * @param damage: Damage received as a reference
  997. * @param skill_id: Skill ID
  998. * @param skill_lv: Skill level
  999. * @return True: Damage inflicted, False: Missed
  1000. **/
  1001. 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) {
  1002. if (!src || !target || !sc || !d)
  1003. return true;
  1004. status_change_entry *sce;
  1005. int flag = d->flag;
  1006. // SC Types that must be first because they may or may not block damage
  1007. if ((sce = sc->getSCE(SC_KYRIE)) && damage > 0) {
  1008. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1009. if (flag & BF_WEAPON || skill_id == TF_THROWSTONE) {
  1010. if (sce->val2 >= 0)
  1011. damage = 0;
  1012. else
  1013. damage = -sce->val2;
  1014. }
  1015. if ((--sce->val3) <= 0 || (sce->val2 <= 0) || skill_id == AL_HOLYLIGHT)
  1016. status_change_end(target, SC_KYRIE);
  1017. }
  1018. int element;
  1019. if (flag & BF_WEAPON) {
  1020. struct status_data *sstatus = status_get_status_data(src);
  1021. if(sstatus->rhw.ele == ELE_NEUTRAL && sstatus->lhw.ele > sstatus->rhw.ele)
  1022. element = battle_get_weapon_element(d, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  1023. else
  1024. element = battle_get_weapon_element(d, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  1025. } else if(flag & BF_MAGIC)
  1026. element = battle_get_magic_element(src, target, skill_id, skill_lv, d->miscflag);
  1027. else
  1028. element = battle_get_misc_element(src, target, skill_id, skill_lv, d->miscflag);
  1029. switch( element ){
  1030. case ELE_NEUTRAL:
  1031. if( sc->getSCE( SC_IMMUNE_PROPERTY_NOTHING ) ){
  1032. damage = 0;
  1033. return false;
  1034. }
  1035. break;
  1036. case ELE_WATER:
  1037. if( sc->getSCE( SC_IMMUNE_PROPERTY_WATER ) ){
  1038. damage = 0;
  1039. return false;
  1040. }
  1041. break;
  1042. case ELE_EARTH:
  1043. if( sc->getSCE( SC_IMMUNE_PROPERTY_GROUND ) ){
  1044. damage = 0;
  1045. return false;
  1046. }
  1047. break;
  1048. case ELE_FIRE:
  1049. if( sc->getSCE( SC_IMMUNE_PROPERTY_FIRE ) ){
  1050. damage = 0;
  1051. return false;
  1052. }
  1053. break;
  1054. case ELE_WIND:
  1055. if( sc->getSCE( SC_IMMUNE_PROPERTY_WIND ) ){
  1056. damage = 0;
  1057. return false;
  1058. }
  1059. break;
  1060. case ELE_DARK:
  1061. if( sc->getSCE( SC_IMMUNE_PROPERTY_DARKNESS ) ){
  1062. damage = 0;
  1063. return false;
  1064. }
  1065. break;
  1066. case ELE_HOLY:
  1067. if( sc->getSCE( SC_IMMUNE_PROPERTY_SAINT ) ){
  1068. damage = 0;
  1069. return false;
  1070. }
  1071. break;
  1072. case ELE_POISON:
  1073. if( sc->getSCE( SC_IMMUNE_PROPERTY_POISON ) ){
  1074. damage = 0;
  1075. return false;
  1076. }
  1077. break;
  1078. case ELE_GHOST:
  1079. if( sc->getSCE( SC_IMMUNE_PROPERTY_TELEKINESIS ) ){
  1080. damage = 0;
  1081. return false;
  1082. }
  1083. break;
  1084. case ELE_UNDEAD:
  1085. if( sc->getSCE( SC_IMMUNE_PROPERTY_UNDEAD ) ){
  1086. damage = 0;
  1087. return false;
  1088. }
  1089. break;
  1090. }
  1091. if ((sce = sc->getSCE(SC_P_ALTER)) && damage > 0) {
  1092. clif_specialeffect(target, EF_GUARD, AREA);
  1093. sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1094. if (sce->val3 >= 0)
  1095. damage = 0;
  1096. else
  1097. damage = -sce->val3;
  1098. if (sce->val3 <= 0)
  1099. status_change_end(target, SC_P_ALTER);
  1100. }
  1101. if ((sce = sc->getSCE(SC_TUNAPARTY)) && damage > 0) {
  1102. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1103. if (sce->val2 >= 0)
  1104. damage = 0;
  1105. else
  1106. damage = -sce->val2;
  1107. if (sce->val2 <= 0)
  1108. status_change_end(target, SC_TUNAPARTY);
  1109. }
  1110. if ((sce = sc->getSCE(SC_DIMENSION1)) && damage > 0) {
  1111. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1112. if (sce->val2 <= 0)
  1113. status_change_end(target, SC_DIMENSION1);
  1114. return false;
  1115. }
  1116. if ((sce = sc->getSCE(SC_DIMENSION2)) && damage > 0) {
  1117. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1118. if (sce->val2 <= 0)
  1119. status_change_end(target, SC_DIMENSION2);
  1120. return false;
  1121. }
  1122. if ((sce = sc->getSCE(SC_GUARDIAN_S)) && damage > 0) {
  1123. clif_specialeffect(target, EF_GUARD3, AREA);// Not official but we gotta show some way the barrier is working. [Rytech]
  1124. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1125. if (flag & BF_WEAPON) {
  1126. if (sce->val2 >= 0)
  1127. damage = 0;
  1128. else
  1129. damage = -sce->val2;
  1130. }
  1131. if (sce->val2 <= 0)
  1132. status_change_end(target, SC_GUARDIAN_S);
  1133. }
  1134. // Weapon Blocking can be triggered while the above statuses are active.
  1135. if ((sce = sc->getSCE(SC_WEAPONBLOCKING)) && flag & (BF_SHORT | BF_WEAPON) && rnd() % 100 < sce->val2) {
  1136. clif_skill_nodamage(target, src, GC_WEAPONBLOCKING, sce->val1, 1);
  1137. sc_start(src, target, SC_WEAPONBLOCK_ON, 100, src->id, skill_get_time2(GC_WEAPONBLOCKING, sce->val1));
  1138. d->dmg_lv = ATK_BLOCK;
  1139. return false;
  1140. }
  1141. if (damage == 0)
  1142. return false;
  1143. // ATK_BLOCK Type
  1144. if ((sce = sc->getSCE(SC_SAFETYWALL)) && (flag&(BF_SHORT | BF_MAGIC)) == BF_SHORT) {
  1145. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  1146. if (group) {
  1147. d->dmg_lv = ATK_BLOCK;
  1148. switch (sce->val2) {
  1149. case MG_SAFETYWALL:
  1150. if (--group->val2 <= 0) {
  1151. skill_delunitgroup(group);
  1152. break;
  1153. }
  1154. #ifdef RENEWAL
  1155. if (group->val3 - damage > 0)
  1156. group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1157. else
  1158. skill_delunitgroup(group);
  1159. #endif
  1160. break;
  1161. case MH_STEINWAND:
  1162. if (--group->val2 <= 0) {
  1163. skill_delunitgroup(group);
  1164. break;
  1165. }
  1166. if (group->val3 - damage > 0)
  1167. group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1168. else
  1169. skill_delunitgroup(group);
  1170. break;
  1171. }
  1172. return false;
  1173. }
  1174. status_change_end(target, SC_SAFETYWALL);
  1175. }
  1176. if ((sc->getSCE(SC_PNEUMA) && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1177. #ifdef RENEWAL
  1178. (sc->getSCE(SC_BASILICA_CELL)
  1179. #else
  1180. (sc->getSCE(SC_BASILICA)
  1181. #endif
  1182. && !status_bl_has_mode(src, MD_STATUSIMMUNE) && skill_id != SP_SOULEXPLOSION) ||
  1183. (sc->getSCE(SC_ZEPHYR) && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL | INF_SELF_SKILL))) ||
  1184. sc->getSCE(SC__MANHOLE) ||
  1185. sc->getSCE(SC_KINGS_GRACE) ||
  1186. sc->getSCE(SC_GRAVITYCONTROL)
  1187. )
  1188. {
  1189. d->dmg_lv = ATK_BLOCK;
  1190. return false;
  1191. }
  1192. if (sc->getSCE(SC_WHITEIMPRISON)) { // Gravitation and Pressure do damage without removing the effect
  1193. if (skill_id == MG_NAPALMBEAT ||
  1194. skill_id == MG_SOULSTRIKE ||
  1195. skill_id == WL_SOULEXPANSION ||
  1196. skill_id == AG_SOUL_VC_STRIKE ||
  1197. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  1198. (skill_id == 0 && (status_get_status_data(src))->rhw.ele == ELE_GHOST))
  1199. {
  1200. if (skill_id == WL_SOULEXPANSION)
  1201. damage *= 2; // If used against a player in White Imprison, the skill deals double damage.
  1202. status_change_end(target, SC_WHITEIMPRISON); // Those skills do damage and removes effect
  1203. } else {
  1204. d->dmg_lv = ATK_BLOCK;
  1205. return false;
  1206. }
  1207. }
  1208. if ((sce = sc->getSCE(SC_MILLENNIUMSHIELD)) && sce->val2 > 0 && damage > 0) {
  1209. sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX)); // absorb damage
  1210. d->dmg_lv = ATK_BLOCK;
  1211. if (sce->val3 <= 0) { // Shield Down
  1212. sce->val2--;
  1213. if (sce->val2 > 0) {
  1214. clif_millenniumshield(target, sce->val2);
  1215. sce->val3 = 1000; // Next shield
  1216. } else
  1217. status_change_end(target, SC_MILLENNIUMSHIELD); // All shields down
  1218. status_change_start(src, target, SC_STUN, 10000, 0, 0, 0, 0, 1000, SCSTART_NOTICKDEF);
  1219. }
  1220. return false;
  1221. }
  1222. // ATK_MISS Type
  1223. if ((sce = sc->getSCE(SC_AUTOGUARD)) && flag&BF_WEAPON && rnd() % 100 < sce->val2 && !skill_get_inf2(skill_id, INF2_IGNOREAUTOGUARD)) {
  1224. status_change_entry *sce_d = sc->getSCE(SC_DEVOTION);
  1225. block_list *d_bl;
  1226. int delay;
  1227. // different delay depending on skill level [celest]
  1228. if (sce->val1 <= 5)
  1229. delay = 300;
  1230. else if (sce->val1 > 5 && sce->val1 <= 9)
  1231. delay = 200;
  1232. else
  1233. delay = 100;
  1234. map_session_data *sd = map_id2sd(target->id);
  1235. if (sd && pc_issit(sd))
  1236. pc_setstand(sd, true);
  1237. if (sce_d && (d_bl = map_id2bl(sce_d->val1)) &&
  1238. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  1239. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == target->id)) &&
  1240. check_distance_bl(target, d_bl, sce_d->val3))
  1241. { //If player is target of devotion, show guard effect on the devotion caster rather than the target
  1242. clif_skill_nodamage(d_bl, d_bl, CR_AUTOGUARD, sce->val1, 1);
  1243. unit_set_walkdelay(d_bl, gettick(), delay, 1);
  1244. d->dmg_lv = ATK_MISS;
  1245. return false;
  1246. } else {
  1247. clif_skill_nodamage(target, target, CR_AUTOGUARD, sce->val1, 1);
  1248. unit_set_walkdelay(target, gettick(), delay, 1);
  1249. #ifdef RENEWAL
  1250. if (sc->getSCE(SC_SHRINK))
  1251. sc_start(target, src, SC_STUN, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1252. #else
  1253. if (sc->getSCE(SC_SHRINK) && rnd() % 100 < 5 * sce->val1)
  1254. skill_blown(target, src, skill_get_blewcount(CR_SHRINK, 1), -1, BLOWN_NONE);
  1255. #endif
  1256. d->dmg_lv = ATK_MISS;
  1257. return false;
  1258. }
  1259. }
  1260. if (sc->getSCE(SC_NEUTRALBARRIER) && ((flag&(BF_LONG|BF_MAGIC)) == BF_LONG
  1261. #ifndef RENEWAL
  1262. || skill_id == CR_ACIDDEMONSTRATION
  1263. #endif
  1264. )) {
  1265. d->dmg_lv = ATK_MISS;
  1266. return false;
  1267. }
  1268. // ATK_DEF Type
  1269. if ((sce = sc->getSCE(SC_LIGHTNINGWALK)) && !(flag & BF_MAGIC) && flag&BF_LONG && rnd() % 100 < sce->val1) {
  1270. const int dx[8] = { 0,-1,-1,-1,0,1,1,1 };
  1271. const int dy[8] = { 1,1,0,-1,-1,-1,0,1 };
  1272. uint8 dir = map_calc_dir(target, src->x, src->y);
  1273. if (unit_movepos(target, src->x - dx[dir], src->y - dy[dir], 1, 1)) {
  1274. clif_blown(target);
  1275. unit_setdir(target, dir);
  1276. }
  1277. d->dmg_lv = ATK_DEF;
  1278. status_change_end(target, SC_LIGHTNINGWALK);
  1279. return false;
  1280. }
  1281. // Other
  1282. if ((sc->getSCE(SC_HERMODE) && flag&BF_MAGIC) ||
  1283. (sc->getSCE(SC_TATAMIGAESHI) && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1284. (sc->getSCE(SC_MEIKYOUSISUI) && rnd() % 100 < 40)) // custom value
  1285. return false;
  1286. if ((sce = sc->getSCE(SC_PARRYING)) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd() % 100 < sce->val2) {
  1287. clif_skill_nodamage(target, target, LK_PARRYING, sce->val1, 1);
  1288. if (skill_id == LK_PARRYING) {
  1289. unit_data *ud = unit_bl2ud(target);
  1290. if (ud != nullptr) // Delay the next attack
  1291. ud->attackabletime = gettick() + status_get_adelay(target);
  1292. }
  1293. return false;
  1294. }
  1295. 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) {
  1296. map_session_data *sd = map_id2sd(target->id);
  1297. if (sd && pc_issit(sd))
  1298. pc_setstand(sd, true); //Stand it to dodge.
  1299. clif_skill_nodamage(target, target, TK_DODGE, 1, 1);
  1300. sc_start4(src, target, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  1301. return false;
  1302. }
  1303. 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.
  1304. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1305. //Shouldn't end until Breaker's non-weapon part connects.
  1306. #ifndef RENEWAL
  1307. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  1308. #endif
  1309. if (--sce->val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  1310. status_change_end(target, SC_KAUPE);
  1311. return false;
  1312. }
  1313. if (flag&BF_MAGIC && (sce = sc->getSCE(SC_PRESTIGE)) && rnd() % 100 < sce->val2) {
  1314. clif_specialeffect(target, EF_STORMKICK4, AREA); // Still need confirm it.
  1315. return false;
  1316. }
  1317. if (((sce = sc->getSCE(SC_UTSUSEMI)) || sc->getSCE(SC_BUNSINJYUTSU)) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNORECICADA)) {
  1318. skill_additional_effect(src, target, skill_id, skill_lv, flag, ATK_BLOCK, gettick());
  1319. if (!status_isdead(src))
  1320. skill_counter_additional_effect(src, target, skill_id, skill_lv, flag, gettick());
  1321. if (sce) {
  1322. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1323. skill_blown(src, target, sce->val3, -1, BLOWN_NONE);
  1324. }
  1325. //Both need to be consumed if they are active.
  1326. if (sce && --sce->val2 <= 0)
  1327. status_change_end(target, SC_UTSUSEMI);
  1328. if ((sce = sc->getSCE(SC_BUNSINJYUTSU)) && --sce->val2 <= 0)
  1329. status_change_end(target, SC_BUNSINJYUTSU);
  1330. return false;
  1331. }
  1332. if ((sce = sc->getSCE(SC_DAMAGE_HEAL))) {
  1333. if (damage > 0 && (flag & sce->val2)) {
  1334. int32 heal = static_cast<int32>( i64min( damage, INT32_MAX ) );
  1335. if(flag & BF_WEAPON) {
  1336. clif_specialeffect_value(target, EF_HEAL, heal, AREA);
  1337. } else {
  1338. clif_specialeffect_value(target, 1143, heal, AREA);
  1339. }
  1340. clif_specialeffect_value(target, EF_GREEN_NUMBER, heal, AREA);
  1341. status_heal(target, damage, 0, 0);
  1342. damage = 0;
  1343. return false;
  1344. }
  1345. }
  1346. return true;
  1347. }
  1348. /**
  1349. * Check damage through status.
  1350. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
  1351. * After this we apply bg/gvg reduction
  1352. * @param src
  1353. * @param bl
  1354. * @param d
  1355. * @param damage
  1356. * @param skill_id
  1357. * @param skill_lv
  1358. * @return damage
  1359. */
  1360. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  1361. {
  1362. map_session_data *sd = NULL, *tsd = BL_CAST(BL_PC, src);
  1363. struct status_change_entry *sce;
  1364. int div_ = d->div_, flag = d->flag;
  1365. nullpo_ret(bl);
  1366. if( !damage )
  1367. return 0;
  1368. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  1369. return 0;
  1370. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_id && skill_get_type(skill_id) != BF_MISC
  1371. && skill_get_casttype(skill_id) == CAST_GROUND )
  1372. return 0;
  1373. if (bl->type == BL_PC) {
  1374. sd=(map_session_data *)bl;
  1375. //Special no damage states
  1376. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  1377. damage -= damage * sd->special_state.no_weapon_damage / 100;
  1378. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  1379. damage -= damage * sd->special_state.no_magic_damage / 100;
  1380. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  1381. damage -= damage * sd->special_state.no_misc_damage / 100;
  1382. if(!damage)
  1383. return 0;
  1384. }
  1385. switch (skill_id) {
  1386. #ifndef RENEWAL
  1387. case PA_PRESSURE:
  1388. case HW_GRAVITATION:
  1389. #endif
  1390. case SP_SOULEXPLOSION:
  1391. // Adjust these based on any possible PK damage rates.
  1392. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1393. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1394. return damage; //These skills bypass everything else.
  1395. }
  1396. status_change* tsc = status_get_sc(bl); //check target status
  1397. // Nothing can reduce the damage, but Safety Wall and Millennium Shield can block it completely.
  1398. // So can defense sphere's but what the heck is that??? [Rytech]
  1399. if (skill_id == SJ_NOVAEXPLOSING && !(tsc && (tsc->getSCE(SC_SAFETYWALL) || tsc->getSCE(SC_MILLENNIUMSHIELD)))) {
  1400. // Adjust this based on any possible PK damage rates.
  1401. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1402. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1403. return damage;
  1404. }
  1405. if( tsc && tsc->count ) {
  1406. // Damage increasing effects
  1407. #ifdef RENEWAL // Flat +400% damage from melee
  1408. if (tsc->getSCE(SC_KAITE) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  1409. damage *= 4;
  1410. #endif
  1411. if (tsc->getSCE(SC_GROUNDGRAVITY) && flag&(BF_MAGIC|BF_WEAPON))
  1412. damage += damage * 15 / 100;
  1413. if (tsc->getSCE(SC_SHIELDCHAINRUSH))
  1414. damage += damage / 10;
  1415. if (tsc->getSCE(SC_AETERNA) && skill_id != PF_SOULBURN) {
  1416. if (src->type != BL_MER || !skill_id)
  1417. damage *= 2; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  1418. #ifndef RENEWAL
  1419. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  1420. #endif
  1421. status_change_end(bl, SC_AETERNA); //Shouldn't end until Breaker's non-weapon part connects.
  1422. }
  1423. #ifdef RENEWAL
  1424. if( tsc->getSCE(SC_RAID) ) {
  1425. if (status_get_class_(bl) == CLASS_BOSS)
  1426. damage += damage * 15 / 100;
  1427. else
  1428. damage += damage * 30 / 100;
  1429. }
  1430. #endif
  1431. if( damage ) {
  1432. if( tsc->getSCE(SC_DEEPSLEEP) ) {
  1433. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  1434. status_change_end(bl,SC_DEEPSLEEP);
  1435. }
  1436. if( tsd && sd && tsc->getSCE(SC_CRYSTALIZE) && flag&BF_WEAPON ) {
  1437. switch(tsd->status.weapon) {
  1438. case W_MACE:
  1439. case W_2HMACE:
  1440. case W_1HAXE:
  1441. case W_2HAXE:
  1442. damage += damage / 2;
  1443. break;
  1444. case W_MUSICAL:
  1445. case W_WHIP:
  1446. if(!tsd->state.arrow_atk)
  1447. break;
  1448. [[fallthrough]];
  1449. case W_BOW:
  1450. case W_REVOLVER:
  1451. case W_RIFLE:
  1452. case W_GATLING:
  1453. case W_SHOTGUN:
  1454. case W_GRENADE:
  1455. case W_DAGGER:
  1456. case W_1HSWORD:
  1457. case W_2HSWORD:
  1458. damage -= damage / 2;
  1459. break;
  1460. }
  1461. }
  1462. if( tsc->getSCE(SC_VOICEOFSIREN) )
  1463. status_change_end(bl,SC_VOICEOFSIREN);
  1464. }
  1465. if (tsc->getSCE(SC_SOUNDOFDESTRUCTION))
  1466. damage *= 2;
  1467. if (tsc->getSCE(SC_DARKCROW) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
  1468. int bonus = tsc->getSCE(SC_DARKCROW)->val2;
  1469. if( tsc->getSCE(SC_BURNT) && status_get_element(src) == ELE_FIRE )
  1470. damage += damage * 666 / 100; //Custom value
  1471. if (status_get_class_(bl) == CLASS_BOSS)
  1472. bonus /= 2;
  1473. damage += damage * bonus / 100;
  1474. }
  1475. if (tsc->getSCE(SC_HOLY_OIL) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1476. damage += damage * 50 / 100;// Need official adjustment. [Rytech]
  1477. if( tsc->getSCE( SC_RUSH_QUAKE1 ) && ( flag&BF_WEAPON ) == BF_WEAPON ){
  1478. damage += damage * 50 / 100;
  1479. }
  1480. if (tsc->getSCE(SC_SHADOW_SCAR)) // !TODO: Need official adjustment for this too.
  1481. damage += damage * (3 * tsc->getSCE(SC_SHADOW_SCAR)->val1) / 100;
  1482. // Damage reductions
  1483. // Assumptio increases DEF on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  1484. #ifndef RENEWAL
  1485. if( tsc->getSCE(SC_ASSUMPTIO) ) {
  1486. if( map_flag_vs(bl->m) )
  1487. damage = (int64)damage*2/3; //Receive 66% damage
  1488. else
  1489. damage /= 2; //Receive 50% damage
  1490. }
  1491. #endif
  1492. if (tsc->getSCE(SC_DEFENDER) &&
  1493. skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE &&
  1494. #ifdef RENEWAL
  1495. ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == GN_FIRE_EXPANSION_ACID))
  1496. #else
  1497. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1498. #endif
  1499. damage -= damage * tsc->getSCE(SC_DEFENDER)->val2 / 100;
  1500. if(tsc->getSCE(SC_ADJUSTMENT) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1501. damage -= damage * 20 / 100;
  1502. if(tsc->getSCE(SC_FOGWALL) && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER && skill_id != NPC_DRAGONBREATH) {
  1503. if(flag&BF_SKILL) //25% reduction
  1504. damage -= damage * 25 / 100;
  1505. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1506. damage /= 4; //75% reduction
  1507. }
  1508. if (tsc->getSCE(SC_SPORE_EXPLOSION) && (flag & BF_LONG) == BF_LONG)
  1509. damage += damage * (status_get_class(bl) == CLASS_BOSS ? 5 : 10) / 100;
  1510. if(tsc->getSCE(SC_ARMORCHANGE)) {
  1511. //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
  1512. if(flag&BF_WEAPON)
  1513. damage -= damage * tsc->getSCE(SC_ARMORCHANGE)->val2 / 100;
  1514. else if(flag&BF_MAGIC)
  1515. damage -= damage * tsc->getSCE(SC_ARMORCHANGE)->val3 / 100;
  1516. }
  1517. if(tsc->getSCE(SC_SMOKEPOWDER)) {
  1518. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  1519. damage -= damage * 15 / 100; // 15% reduction to physical melee attacks
  1520. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  1521. damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks
  1522. }
  1523. if (tsc->getSCE(SC_WATER_BARRIER))
  1524. damage = damage * 80 / 100; // 20% reduction to all type attacks
  1525. if (tsc->getSCE(SC_SU_STOOP))
  1526. damage -= damage * 90 / 100;
  1527. // Compressed code, fixed by map.hpp [Epoque]
  1528. if (src->type == BL_MOB) {
  1529. std::vector<e_race2> race2 = status_get_race2(src);
  1530. for (const auto &raceit : race2) {
  1531. switch (raceit) {
  1532. case RC2_MANUK:
  1533. if (sce = tsc->getSCE(SC_MANU_DEF))
  1534. damage -= damage * sce->val1 / 100;
  1535. break;
  1536. case RC2_SPLENDIDE:
  1537. if (sce = tsc->getSCE(SC_SPL_DEF))
  1538. damage -= damage * sce->val1 / 100;
  1539. break;
  1540. case RC2_OGH_ATK_DEF:
  1541. if (tsc->getSCE(SC_GLASTHEIM_DEF))
  1542. return 0;
  1543. break;
  1544. case RC2_OGH_HIDDEN:
  1545. if (sce = tsc->getSCE(SC_GLASTHEIM_HIDDEN))
  1546. damage -= damage * sce->val1 / 100;
  1547. break;
  1548. case RC2_BIO5_ACOLYTE_MERCHANT:
  1549. if (sce = tsc->getSCE(SC_LHZ_DUN_N1))
  1550. damage -= damage * sce->val2 / 100;
  1551. break;
  1552. case RC2_BIO5_MAGE_ARCHER:
  1553. if (sce = tsc->getSCE(SC_LHZ_DUN_N2))
  1554. damage -= damage * sce->val2 / 100;
  1555. break;
  1556. case RC2_BIO5_SWORDMAN_THIEF:
  1557. if (sce = tsc->getSCE(SC_LHZ_DUN_N3))
  1558. damage -= damage * sce->val2 / 100;
  1559. break;
  1560. case RC2_BIO5_MVP:
  1561. if (sce = tsc->getSCE(SC_LHZ_DUN_N4))
  1562. damage -= damage * sce->val2 / 100;
  1563. break;
  1564. }
  1565. }
  1566. }
  1567. if((sce=tsc->getSCE(SC_ARMOR)) && //NPC_DEFENDER
  1568. sce->val3&flag && sce->val4&flag)
  1569. damage /= tsc->getSCE(SC_ARMOR)->val2;
  1570. if( tsc->getSCE(SC_ENERGYCOAT) && (skill_id == GN_HELLS_PLANT_ATK ||
  1571. #ifdef RENEWAL
  1572. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  1573. #else
  1574. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  1575. #endif
  1576. ) )
  1577. {
  1578. struct status_data *status = status_get_status_data(bl);
  1579. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  1580. per /=20; //Uses 20% SP intervals.
  1581. //SP Cost: 1% + 0.5% per every 20% SP
  1582. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  1583. status_change_end(bl, SC_ENERGYCOAT);
  1584. damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20%
  1585. }
  1586. if(tsc->getSCE(SC_GRANITIC_ARMOR))
  1587. damage -= damage * tsc->getSCE(SC_GRANITIC_ARMOR)->val2 / 100;
  1588. if(tsc->getSCE(SC_PAIN_KILLER)) {
  1589. damage -= tsc->getSCE(SC_PAIN_KILLER)->val2;
  1590. damage = i64max(damage, 1);
  1591. }
  1592. if( (sce=tsc->getSCE(SC_MAGMA_FLOW)) && (rnd()%100 <= sce->val2) )
  1593. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  1594. if( damage > 0 && (sce = tsc->getSCE(SC_STONEHARDSKIN)) ) {
  1595. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  1596. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  1597. else if (flag&(BF_WEAPON|BF_SHORT))
  1598. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  1599. }
  1600. if (src->type == BL_PC && tsc->getSCE(SC_GVG_GOLEM)) {
  1601. if (flag&BF_WEAPON)
  1602. damage -= damage * tsc->getSCE(SC_GVG_GOLEM)->val3 / 100;
  1603. if (flag&BF_MAGIC)
  1604. damage -= damage * tsc->getSCE(SC_GVG_GOLEM)->val4 / 100;
  1605. }
  1606. #ifdef RENEWAL
  1607. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  1608. if( tsc->getSCE(SC_STEELBODY) )
  1609. damage = damage > 10 ? damage / 10 : 1;
  1610. #endif
  1611. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  1612. if( skill_id == RA_AIMEDBOLT && (tsc->getSCE(SC_BITE) || tsc->getSCE(SC_ANKLE) || tsc->getSCE(SC_ELECTRICSHOCKER)) ) {
  1613. status_change_end(bl, SC_BITE);
  1614. status_change_end(bl, SC_ANKLE);
  1615. status_change_end(bl, SC_ELECTRICSHOCKER);
  1616. }
  1617. if (!damage)
  1618. return 0;
  1619. if( sd && (sce = tsc->getSCE(SC_FORCEOFVANGUARD)) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1620. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1621. if( sd && (sce = tsc->getSCE(SC_GT_ENERGYGAIN)) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
  1622. int spheres = 5;
  1623. if( tsc->getSCE(SC_RAISINGDRAGON) )
  1624. spheres += tsc->getSCE(SC_RAISINGDRAGON)->val1;
  1625. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1626. }
  1627. if (tsc->getSCE(SC_STYLE_CHANGE) && tsc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING) {
  1628. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1629. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1630. hom_addspiritball(hd, 10);
  1631. }
  1632. if( tsc->getSCE(SC__DEADLYINFECT) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * tsc->getSCE(SC__DEADLYINFECT)->val1 )
  1633. status_change_spread(bl, src);
  1634. } //End of target SC_ check
  1635. //SC effects from caster side.
  1636. status_change* sc = status_get_sc(src);
  1637. if (sc && sc->count) {
  1638. if (sc->getSCE(SC_BREAKINGLIMIT)) {
  1639. switch (skill_id) {
  1640. case HN_SHIELD_CHAIN_RUSH:
  1641. case HN_DOUBLEBOWLINGBASH:
  1642. damage += damage * 120 / 100;
  1643. break;
  1644. case HN_MEGA_SONIC_BLOW:
  1645. case HN_SPIRAL_PIERCE_MAX:
  1646. damage *= 2;
  1647. break;
  1648. }
  1649. }
  1650. if (sc->getSCE(SC_RULEBREAK)) {
  1651. switch (skill_id) {
  1652. case HN_METEOR_STORM_BUSTER:
  1653. case HN_GROUND_GRAVITATION:
  1654. damage += damage / 2;
  1655. break;
  1656. case HN_JUPITEL_THUNDER_STORM:
  1657. case HN_JACK_FROST_NOVA:
  1658. case HN_HELLS_DRIVE:
  1659. damage += damage * 70 / 100;
  1660. break;
  1661. case HN_NAPALM_VULCAN_STRIKE:
  1662. damage += damage * 40 / 100;
  1663. break;
  1664. }
  1665. }
  1666. if ((sce = sc->getSCE(SC_BLOODLUST)) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3)
  1667. status_heal(src, damage * sce->val4 / 100, 0, 3);
  1668. if ((sce = sc->getSCE(SC_BLOODSUCKER)) && flag & BF_WEAPON && damage > 0 && rnd() % 100 < (2 * sce->val1 - 1))
  1669. status_heal(src, damage * sce->val1 / 100, 0, 3);
  1670. if (flag&BF_MAGIC && bl->type == BL_PC && sc->getSCE(SC_GVG_GIANT) && sc->getSCE(SC_GVG_GIANT)->val4)
  1671. damage += damage * sc->getSCE(SC_GVG_GIANT)->val4 / 100;
  1672. // [Epoque]
  1673. if (bl->type == BL_MOB) {
  1674. if ((flag&BF_WEAPON) || (flag&BF_MAGIC)) {
  1675. std::vector<e_race2> race2 = status_get_race2(bl);
  1676. for (const auto &raceit : race2) {
  1677. switch (raceit) {
  1678. case RC2_MANUK:
  1679. if (sce = sc->getSCE(SC_MANU_ATK))
  1680. damage += damage * sce->val1 / 100;
  1681. break;
  1682. case RC2_SPLENDIDE:
  1683. if (sce = sc->getSCE(SC_SPL_ATK))
  1684. damage += damage * sce->val1 / 100;
  1685. break;
  1686. case RC2_OGH_ATK_DEF:
  1687. if (sc->getSCE(SC_GLASTHEIM_ATK))
  1688. damage *= 2;
  1689. break;
  1690. case RC2_BIO5_SWORDMAN_THIEF:
  1691. if (sce = sc->getSCE(SC_LHZ_DUN_N1))
  1692. damage += damage * sce->val1 / 100;
  1693. break;
  1694. case RC2_BIO5_ACOLYTE_MERCHANT:
  1695. if (sce = sc->getSCE(SC_LHZ_DUN_N2))
  1696. damage += damage * sce->val1 / 100;
  1697. break;
  1698. case RC2_BIO5_MAGE_ARCHER:
  1699. if (sce = sc->getSCE(SC_LHZ_DUN_N3))
  1700. damage += damage * sce->val1 / 100;
  1701. break;
  1702. case RC2_BIO5_MVP:
  1703. if (sce = sc->getSCE(SC_LHZ_DUN_N4))
  1704. damage += damage * sce->val1 / 100;
  1705. break;
  1706. }
  1707. }
  1708. }
  1709. }
  1710. if (sc->getSCE(SC_POISONINGWEAPON) && flag&BF_SHORT && damage > 0) {
  1711. damage += damage * 10 / 100;
  1712. if (rnd() % 100 < sc->getSCE(SC_POISONINGWEAPON)->val3)
  1713. 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)));
  1714. }
  1715. if( sc->getSCE(SC__DEADLYINFECT) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->getSCE(SC__DEADLYINFECT)->val1 )
  1716. status_change_spread(src, bl);
  1717. if (sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING) {
  1718. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1719. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1720. }
  1721. if (flag & BF_WEAPON && (sce = sc->getSCE(SC_ADD_ATK_DAMAGE)))
  1722. damage += damage * sce->val1 / 100;
  1723. if (flag & BF_MAGIC && (sce = sc->getSCE(SC_ADD_MATK_DAMAGE)))
  1724. damage += damage * sce->val1 / 100;
  1725. if (sc->getSCE(SC_DANCEWITHWUG) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1726. damage += damage * sc->getSCE(SC_DANCEWITHWUG)->val1 / 100;
  1727. if (sc->getSCE(SC_UNLIMITEDHUMMINGVOICE) && flag&BF_MAGIC)
  1728. damage += damage * sc->getSCE(SC_UNLIMITEDHUMMINGVOICE)->val3 / 100;
  1729. if (tsd && (sce = sc->getSCE(SC_SOULREAPER))) {
  1730. if (rnd()%100 < sce->val2 && tsd->soulball < MAX_SOUL_BALL) {
  1731. clif_specialeffect(src, 1208, AREA);
  1732. pc_addsoulball(tsd, 5 + 3 * pc_checkskill(tsd, SP_SOULENERGY));
  1733. }
  1734. }
  1735. } //End of caster SC_ check
  1736. //PK damage rates
  1737. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1738. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1739. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1740. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1741. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1742. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1743. )
  1744. damage = div_;
  1745. }
  1746. if (sd && pc_ismadogear(sd)) {
  1747. pc_overheat(*sd, (battle_get_weapon_element(d, src, bl, skill_id, skill_lv, EQI_HAND_R, false) == ELE_FIRE ? 3 : 1));
  1748. }
  1749. // Target status (again), required for RELIEVE
  1750. sc = status_get_sc(bl);
  1751. // !TODO: Should RELIEVE needed to be down here or after some other check? Should the skill be independent of damagetaken from mob_db.yml?
  1752. if (sc && sc->count) {
  1753. if ((sce = sc->getSCE(SC_RELIEVE_ON)) && !sc->getSCE(SC_RELIEVE_OFF))
  1754. damage = i64max((damage - damage * sce->val2 / 100), 1);
  1755. }
  1756. if (bl->type == BL_MOB) { // Reduces damage received for Green Aura MVP
  1757. mob_data *md = BL_CAST(BL_MOB, bl);
  1758. if (md && md->damagetaken != 100)
  1759. damage = i64max(damage * md->damagetaken / 100, 1);
  1760. }
  1761. if (tsc && tsc->count) {
  1762. if (!battle_status_block_damage(src, bl, tsc, d, damage, skill_id, skill_lv)) // Statuses that reduce damage to 0.
  1763. return 0;
  1764. }
  1765. return damage;
  1766. }
  1767. /**
  1768. * Determines whether battleground target can be hit
  1769. * @param src: Source of attack
  1770. * @param bl: Target of attack
  1771. * @param skill_id: Skill ID used
  1772. * @param flag: Special flags
  1773. * @return Can be hit (true) or can't be hit (false)
  1774. */
  1775. bool battle_can_hit_bg_target(struct block_list *src, struct block_list *bl, uint16 skill_id, int flag)
  1776. {
  1777. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1778. struct unit_data *ud = unit_bl2ud(bl);
  1779. if (ud && ud->immune_attack)
  1780. return false;
  1781. if (md && md->bg_id) {
  1782. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) && flag&BF_SKILL) //Skill immunity.
  1783. return false;
  1784. if (src->type == BL_PC) {
  1785. map_session_data *sd = map_id2sd(src->id);
  1786. if (sd && sd->bg_id == md->bg_id)
  1787. return false;
  1788. }
  1789. }
  1790. return true;
  1791. }
  1792. /**
  1793. * Calculates BG related damage adjustments.
  1794. * @param src
  1795. * @param bl
  1796. * @param damage
  1797. * @param skill_id
  1798. * @param flag
  1799. * @return damage
  1800. * Credits:
  1801. * Original coder Skotlex
  1802. * Initial refactoring by Baalberith
  1803. * Refined and optimized by helvetica
  1804. */
  1805. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int flag)
  1806. {
  1807. if( !damage )
  1808. return 0;
  1809. if (!battle_can_hit_bg_target(src, bl, skill_id, flag))
  1810. return 0;
  1811. if(skill_get_inf2(skill_id, INF2_IGNOREBGREDUCTION))
  1812. return damage; //skill that ignore bg map reduction
  1813. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1814. if( flag&BF_WEAPON )
  1815. damage = damage * battle_config.bg_weapon_damage_rate / 100;
  1816. if( flag&BF_MAGIC )
  1817. damage = damage * battle_config.bg_magic_damage_rate / 100;
  1818. if( flag&BF_MISC )
  1819. damage = damage * battle_config.bg_misc_damage_rate / 100;
  1820. } else { //Normal attacks get reductions based on range.
  1821. if( flag&BF_SHORT )
  1822. damage = damage * battle_config.bg_short_damage_rate / 100;
  1823. if( flag&BF_LONG )
  1824. damage = damage * battle_config.bg_long_damage_rate / 100;
  1825. }
  1826. damage = i64max(damage,1); //min 1 damage
  1827. return damage;
  1828. }
  1829. /**
  1830. * Determines whether target can be hit
  1831. * @param src
  1832. * @param bl
  1833. * @param skill_id
  1834. * @param flag
  1835. * @return Can be hit (true) or can't be hit (false)
  1836. */
  1837. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1838. {
  1839. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1840. struct unit_data *ud = unit_bl2ud(bl);
  1841. int class_ = status_get_class(bl);
  1842. if (ud && ud->immune_attack)
  1843. return false;
  1844. if(md && (md->guardian_data || md->special_state.ai == AI_GUILD)) {
  1845. if ((status_bl_has_mode(bl,MD_SKILLIMMUNE) || (class_ == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM))) && flag&BF_SKILL) //Skill immunity.
  1846. return false;
  1847. if( src->type != BL_MOB || mob_is_clone( ((struct mob_data*)src)->mob_id ) ){
  1848. auto g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1849. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g->guild, GD_APPROVAL) <= 0 ))
  1850. return false;
  1851. if (g != nullptr) {
  1852. if (battle_config.guild_max_castles && guild_checkcastles(g->guild)>=battle_config.guild_max_castles)
  1853. return false; // [MouseJstr]
  1854. if (md->special_state.ai == AI_GUILD && g->guild.guild_id == md->master_id)
  1855. return false;
  1856. }
  1857. }
  1858. }
  1859. return true;
  1860. }
  1861. /**
  1862. * Calculates GVG related damage adjustments.
  1863. * @param src
  1864. * @param bl
  1865. * @param damage
  1866. * @param skill_id
  1867. * @param flag
  1868. * @return damage
  1869. */
  1870. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag)
  1871. {
  1872. if (!damage) //No reductions to make.
  1873. return 0;
  1874. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1875. return 0;
  1876. if (skill_get_inf2(skill_id, INF2_IGNOREGVGREDUCTION)) //Skills with no gvg damage reduction.
  1877. return damage;
  1878. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1879. if (flag&BF_WEAPON)
  1880. damage = damage * battle_config.gvg_weapon_damage_rate / 100;
  1881. if (flag&BF_MAGIC)
  1882. damage = damage * battle_config.gvg_magic_damage_rate / 100;
  1883. if (flag&BF_MISC)
  1884. damage = damage * battle_config.gvg_misc_damage_rate / 100;
  1885. } else { //Normal attacks get reductions based on range.
  1886. if (flag & BF_SHORT)
  1887. damage = damage * battle_config.gvg_short_damage_rate / 100;
  1888. if (flag & BF_LONG)
  1889. damage = damage * battle_config.gvg_long_damage_rate / 100;
  1890. }
  1891. damage = i64max(damage,1);
  1892. return damage;
  1893. }
  1894. /**
  1895. * Calculates PK related damage adjustments (between players only).
  1896. * @param src: Source object
  1897. * @param bl: Target object
  1898. * @param damage: Damage being done
  1899. * @param skill_id: Skill used
  1900. * @param flag: Battle flag type
  1901. * @return Modified damage
  1902. */
  1903. int64 battle_calc_pk_damage(block_list &src, block_list &bl, int64 damage, uint16 skill_id, int flag) {
  1904. if (damage == 0) // No reductions to make.
  1905. return 0;
  1906. if (battle_config.pk_mode == 0) // PK mode is disabled.
  1907. return damage;
  1908. if (src.type == BL_PC && bl.type == BL_PC) {
  1909. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1910. if (flag & BF_WEAPON)
  1911. damage = damage * battle_config.pk_weapon_damage_rate / 100;
  1912. if (flag & BF_MAGIC)
  1913. damage = damage * battle_config.pk_magic_damage_rate / 100;
  1914. if (flag & BF_MISC)
  1915. damage = damage * battle_config.pk_misc_damage_rate / 100;
  1916. } else { //Normal attacks get reductions based on range.
  1917. if (flag & BF_SHORT)
  1918. damage = damage * battle_config.pk_short_damage_rate / 100;
  1919. if (flag & BF_LONG)
  1920. damage = damage * battle_config.pk_long_damage_rate / 100;
  1921. }
  1922. }
  1923. return i64max(damage, 1);
  1924. }
  1925. /**
  1926. * HP/SP drain calculation
  1927. * @param damage Damage inflicted to the enemy
  1928. * @param rate Success chance 1000 = 100%
  1929. * @param per HP/SP drained
  1930. * @return diff
  1931. */
  1932. static int battle_calc_drain(int64 damage, int rate, int per)
  1933. {
  1934. int64 diff = 0;
  1935. if (per && (rate > 1000 || rnd()%1000 < rate)) {
  1936. diff = (damage * per) / 100;
  1937. if (diff == 0) {
  1938. if (per > 0)
  1939. diff = 1;
  1940. else
  1941. diff = -1;
  1942. }
  1943. }
  1944. return (int)cap_value(diff, INT_MIN, INT_MAX);
  1945. }
  1946. /**
  1947. * Passive skill damage increases
  1948. * @param sd
  1949. * @param target
  1950. * @param dmg
  1951. * @param type
  1952. * @return damage
  1953. */
  1954. int64 battle_addmastery(map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1955. {
  1956. int64 damage;
  1957. struct status_data *status = status_get_status_data(target);
  1958. int weapon, skill;
  1959. #ifdef RENEWAL
  1960. damage = 0;
  1961. #else
  1962. damage = dmg;
  1963. #endif
  1964. nullpo_ret(sd);
  1965. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1966. target->type == BL_MOB && //This bonus doesn't work against players.
  1967. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) )
  1968. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1969. 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) )
  1970. damage += (skill * 5);
  1971. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1972. damage += (skill * 10);
  1973. damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear
  1974. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_INSECT || status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM) ) {
  1975. damage += (skill * 4);
  1976. if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_HUNTER)
  1977. damage += sd->status.str;
  1978. }
  1979. #ifdef RENEWAL
  1980. //Weapon Research bonus applies to all weapons
  1981. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1982. damage += (skill * 2);
  1983. #endif
  1984. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  1985. damage += 15 * skill + (skill > 4 ? 25 : 0);
  1986. // Kagerou/Oboro Spirit Charm bonus
  1987. if (sd->spiritcharm >= MAX_SPIRITCHARM) {
  1988. if ((sd->spiritcharm_type == CHARM_TYPE_FIRE && status->def_ele == ELE_EARTH) ||
  1989. (sd->spiritcharm_type == CHARM_TYPE_WATER && status->def_ele == ELE_FIRE) ||
  1990. (sd->spiritcharm_type == CHARM_TYPE_LAND && status->def_ele == ELE_WIND) ||
  1991. (sd->spiritcharm_type == CHARM_TYPE_WIND && status->def_ele == ELE_WATER))
  1992. damage += damage * 30 / 100;
  1993. }
  1994. if(type == 0)
  1995. weapon = sd->weapontype1;
  1996. else
  1997. weapon = sd->weapontype2;
  1998. switch(weapon) {
  1999. case W_1HSWORD:
  2000. #ifdef RENEWAL
  2001. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  2002. damage += (skill * 3);
  2003. #endif
  2004. case W_DAGGER:
  2005. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  2006. damage += (skill * 4);
  2007. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  2008. damage += skill * 10;
  2009. break;
  2010. case W_2HSWORD:
  2011. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  2012. damage += (skill * 4);
  2013. break;
  2014. case W_1HSPEAR:
  2015. case W_2HSPEAR:
  2016. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  2017. if(!pc_isriding(sd) && !pc_isridingdragon(sd))
  2018. damage += (skill * 4);
  2019. else
  2020. damage += (skill * 5);
  2021. // Increase damage by level of KN_SPEARMASTERY * 10
  2022. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  2023. damage += (skill * 10);
  2024. }
  2025. break;
  2026. case W_1HAXE:
  2027. case W_2HAXE:
  2028. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  2029. damage += (skill * 3);
  2030. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  2031. damage += (skill * 5);
  2032. break;
  2033. case W_MACE:
  2034. case W_2HMACE:
  2035. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  2036. damage += (skill * 3);
  2037. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  2038. damage += (skill * 4);
  2039. break;
  2040. case W_FIST:
  2041. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  2042. damage += (skill * 10);
  2043. [[fallthrough]];
  2044. case W_KNUCKLE:
  2045. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  2046. damage += (skill * 3);
  2047. break;
  2048. case W_MUSICAL:
  2049. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  2050. damage += (skill * 3);
  2051. break;
  2052. case W_WHIP:
  2053. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  2054. damage += (skill * 3);
  2055. break;
  2056. case W_BOOK:
  2057. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  2058. damage += (skill * 3);
  2059. break;
  2060. case W_KATAR:
  2061. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  2062. damage += (skill * 3);
  2063. break;
  2064. }
  2065. return damage;
  2066. }
  2067. /** Calculates overrefine damage bonus and weapon related bonuses (unofficial)
  2068. * @param sd Player
  2069. * @param damage Current damage
  2070. * @param lr_type EQI_HAND_L:left-hand weapon, EQI_HAND_R:right-hand weapon
  2071. */
  2072. static void battle_add_weapon_damage(map_session_data *sd, int64 *damage, int lr_type) {
  2073. if (!sd)
  2074. return;
  2075. //rodatazone says that Overrefine bonuses are part of baseatk
  2076. //Here we also apply the weapon_damage_rate bonus so it is correctly applied on left/right hands.
  2077. if (lr_type == EQI_HAND_L) {
  2078. if (sd->left_weapon.overrefine)
  2079. (*damage) = (*damage) + rnd() % sd->left_weapon.overrefine + 1;
  2080. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype2])
  2081. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype2] / 100;
  2082. }
  2083. else if (lr_type == EQI_HAND_R) {
  2084. if (sd->right_weapon.overrefine)
  2085. (*damage) = (*damage) + rnd() % sd->right_weapon.overrefine + 1;
  2086. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype1])
  2087. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype1] / 100;
  2088. }
  2089. }
  2090. #ifdef RENEWAL
  2091. static int battle_calc_sizefix(int64 damage, map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  2092. {
  2093. if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players
  2094. damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  2095. return (int)cap_value(damage, INT_MIN, INT_MAX);
  2096. }
  2097. static int battle_calc_status_attack(struct status_data *status, short hand)
  2098. {
  2099. //left-hand penalty on sATK is always 50% [Baalberith]
  2100. if (hand == EQI_HAND_L)
  2101. return status->batk;
  2102. else
  2103. return 2 * status->batk;
  2104. }
  2105. /**
  2106. * Calculates renewal Variance, OverUpgradeBonus, and SizePenaltyMultiplier of weapon damage parts for player
  2107. * @param src Block list of attacker
  2108. * @param tstatus Target's status data
  2109. * @param wa Weapon attack data
  2110. * @param sd Player
  2111. * @return Base weapon damage
  2112. */
  2113. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, map_session_data *sd, bool critical)
  2114. {
  2115. struct status_data *status = status_get_status_data(src);
  2116. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  2117. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  2118. uint16 atkmax = atkmin;
  2119. int64 damage = atkmin;
  2120. bool weapon_perfection = false;
  2121. status_change *sc = status_get_sc(src);
  2122. if (sd && sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  2123. short base_stat;
  2124. switch (sd->status.weapon) {
  2125. case W_BOW:
  2126. case W_MUSICAL:
  2127. case W_WHIP:
  2128. case W_REVOLVER:
  2129. case W_RIFLE:
  2130. case W_GATLING:
  2131. case W_SHOTGUN:
  2132. case W_GRENADE:
  2133. if (pc_checkskill(sd, SU_SOULATTACK) > 0)
  2134. base_stat = status->str;
  2135. else
  2136. base_stat = status->dex;
  2137. break;
  2138. default:
  2139. base_stat = status->str;
  2140. break;
  2141. }
  2142. float variance = 5.0f * wa->atk * wa->wlv / 100.0f;
  2143. float base_stat_bonus = wa->atk * base_stat / 200.0f;
  2144. atkmin = max(0, (int)(atkmin - variance + base_stat_bonus));
  2145. atkmax = min(UINT16_MAX, (int)(atkmax + variance + base_stat_bonus));
  2146. if ((sc && sc->getSCE(SC_MAXIMIZEPOWER)) || critical == true)
  2147. damage = atkmax;
  2148. else
  2149. damage = rnd_value(atkmin, atkmax);
  2150. }
  2151. if (sc && sc->getSCE(SC_WEAPONPERFECTION))
  2152. weapon_perfection = true;
  2153. battle_add_weapon_damage(sd, &damage, type);
  2154. damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  2155. return (int)cap_value(damage, INT_MIN, INT_MAX);
  2156. }
  2157. #endif
  2158. /*==========================================
  2159. * Calculates the standard damage of a normal attack assuming it hits
  2160. * This applies to pre-renewal and non-sd in renewal
  2161. *------------------------------------------
  2162. * Pass damage2 as NULL to not calc it.
  2163. * Flag values (see e_base_damage_flag):
  2164. * &1 : Critical hit
  2165. * &2 : Arrow attack
  2166. * &4 : Skill is Magic Crasher
  2167. * &8 : Skip target size adjustment (Weapon Perfection)
  2168. * &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)
  2169. *
  2170. * Credits:
  2171. * Original coder Skotlex
  2172. * Initial refactoring by Baalberith
  2173. * Refined and optimized by helvetica
  2174. */
  2175. static int64 battle_calc_base_damage(struct block_list *src, struct status_data *status, struct weapon_atk *wa, status_change *sc, unsigned short t_size, int flag)
  2176. {
  2177. unsigned int atkmin = 0, atkmax = 0;
  2178. short type = 0;
  2179. int64 damage = 0;
  2180. map_session_data *sd = NULL;
  2181. nullpo_retr(damage, src);
  2182. sd = BL_CAST(BL_PC, src);
  2183. if (!sd) { //Mobs/Pets
  2184. #ifndef RENEWAL
  2185. if (sc != nullptr && sc->getSCE(SC_CHANGE) != nullptr)
  2186. return status->matk_max; // [Aegis] simply uses raw max matk for base damage when Mental Charge active
  2187. #endif
  2188. if(flag&BDMG_MAGIC) {
  2189. atkmin = status->matk_min;
  2190. atkmax = status->matk_max;
  2191. } else {
  2192. atkmin = wa->atk;
  2193. atkmax = wa->atk2;
  2194. }
  2195. if (atkmin > atkmax)
  2196. atkmin = atkmax;
  2197. } else { //PCs
  2198. atkmax = wa->atk;
  2199. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  2200. if (!(flag&BDMG_CRIT) || (flag&BDMG_ARROW)) { //Normal attacks
  2201. atkmin = status->dex;
  2202. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]] && sd->inventory_data[sd->equip_index[type]]->type == IT_WEAPON)
  2203. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->weapon_level*20)/100;
  2204. if (atkmin > atkmax)
  2205. atkmin = atkmax;
  2206. if(flag&BDMG_ARROW) { //Bows
  2207. atkmin = atkmin*atkmax/100;
  2208. if (atkmin > atkmax)
  2209. atkmax = atkmin;
  2210. }
  2211. }
  2212. }
  2213. if (sc && sc->getSCE(SC_MAXIMIZEPOWER))
  2214. atkmin = atkmax;
  2215. //Weapon Damage calculation
  2216. if (!(flag&BDMG_CRIT))
  2217. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  2218. else
  2219. damage = atkmax;
  2220. if (sd) {
  2221. //rodatazone says the range is 0~arrow_atk-1 for non crit
  2222. if (flag&BDMG_ARROW && sd->bonus.arrow_atk)
  2223. damage += ( (flag&BDMG_CRIT) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  2224. // Size fix only for players
  2225. if (!(sd->special_state.no_sizefix || (flag&BDMG_NOSIZE)))
  2226. damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  2227. } else if (src->type == BL_ELEM) {
  2228. status_change *ele_sc = status_get_sc(src);
  2229. int ele_class = status_get_class(src);
  2230. if (ele_sc) {
  2231. switch (ele_class) {
  2232. case ELEMENTALID_AGNI_S:
  2233. case ELEMENTALID_AGNI_M:
  2234. case ELEMENTALID_AGNI_L:
  2235. case ELEMENTALID_ARDOR:
  2236. if (ele_sc->getSCE(SC_FIRE_INSIGNIA) && ele_sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 1)
  2237. damage += damage * 20 / 100;
  2238. break;
  2239. case ELEMENTALID_AQUA_S:
  2240. case ELEMENTALID_AQUA_M:
  2241. case ELEMENTALID_AQUA_L:
  2242. case ELEMENTALID_DILUVIO:
  2243. if (ele_sc->getSCE(SC_WATER_INSIGNIA) && ele_sc->getSCE(SC_WATER_INSIGNIA)->val1 == 1)
  2244. damage += damage * 20 / 100;
  2245. break;
  2246. case ELEMENTALID_VENTUS_S:
  2247. case ELEMENTALID_VENTUS_M:
  2248. case ELEMENTALID_VENTUS_L:
  2249. case ELEMENTALID_PROCELLA:
  2250. if (ele_sc->getSCE(SC_WIND_INSIGNIA) && ele_sc->getSCE(SC_WIND_INSIGNIA)->val1 == 1)
  2251. damage += damage * 20 / 100;
  2252. break;
  2253. case ELEMENTALID_TERA_S:
  2254. case ELEMENTALID_TERA_M:
  2255. case ELEMENTALID_TERA_L:
  2256. case ELEMENTALID_TERREMOTUS:
  2257. case ELEMENTALID_SERPENS:
  2258. if (ele_sc->getSCE(SC_EARTH_INSIGNIA) && ele_sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 1)
  2259. damage += damage * 20 / 100;
  2260. break;
  2261. }
  2262. }
  2263. }
  2264. //Finally, add baseatk
  2265. if(flag&BDMG_MAGIC)
  2266. damage += status->matk_min;
  2267. else
  2268. damage += status->batk;
  2269. if (sd)
  2270. battle_add_weapon_damage(sd, &damage, type);
  2271. #ifdef RENEWAL
  2272. if (flag&BDMG_CRIT)
  2273. damage = (damage * 14) / 10;
  2274. #endif
  2275. return damage;
  2276. }
  2277. /*==========================================
  2278. * Consumes ammo for the given skill.
  2279. *------------------------------------------
  2280. * Credits:
  2281. * Original coder Skotlex
  2282. * Initial refactoring by Baalberith
  2283. * Refined and optimized by helvetica
  2284. */
  2285. void battle_consume_ammo(map_session_data*sd, int skill, int lv)
  2286. {
  2287. int qty = 1;
  2288. if( sd == nullptr ){
  2289. return;
  2290. }
  2291. if (!battle_config.arrow_decrement)
  2292. return;
  2293. if (skill) {
  2294. qty = skill_get_ammo_qty(skill, lv);
  2295. if (!qty) qty = 1;
  2296. if( skill == NW_MAGAZINE_FOR_ONE && sd->weapontype1 == W_GATLING ){
  2297. qty += 4;
  2298. }
  2299. }
  2300. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  2301. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  2302. sd->state.arrow_atk = 0;
  2303. }
  2304. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2305. {
  2306. // [Akinari] , [Xynvaroth]: Traps are always short range.
  2307. if (skill_get_inf2(skill_id, INF2_ISTRAP))
  2308. return BF_SHORT;
  2309. switch (skill_id) {
  2310. case AC_SHOWER:
  2311. case AM_DEMONSTRATION:
  2312. // When monsters use Arrow Shower or Bomb, it is always short range
  2313. if (src->type == BL_MOB)
  2314. return BF_SHORT;
  2315. break;
  2316. #ifdef RENEWAL
  2317. case KN_BRANDISHSPEAR:
  2318. // Renewal changes to ranged physical damage
  2319. #endif
  2320. case SR_RAMPAGEBLASTER:
  2321. case BO_ACIDIFIED_ZONE_WATER_ATK:
  2322. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  2323. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  2324. case BO_ACIDIFIED_ZONE_WIND_ATK:
  2325. case NW_THE_VIGILANTE_AT_NIGHT:
  2326. return BF_LONG;
  2327. case NJ_KIRIKAGE: // Cast range mimics NJ_SHADOWJUMP but damage is considered melee
  2328. case GC_CROSSIMPACT: // Cast range is 7 cells and player jumps to target but skill is considered melee
  2329. case DK_SERVANT_W_PHANTOM: // 9 cell cast range.
  2330. case SHC_SAVAGE_IMPACT: // 7 cell cast range.
  2331. case SHC_FATAL_SHADOW_CROW: // 9 cell cast range.
  2332. case MT_RUSH_QUAKE: // 9 cell cast range.
  2333. case ABC_UNLUCKY_RUSH: // 7 cell cast range.
  2334. case MH_THE_ONE_FIGHTER_RISES: // 7 cell cast range.
  2335. //case ABC_DEFT_STAB: // 2 cell cast range???
  2336. case NPC_MAXPAIN_ATK:
  2337. return BF_SHORT;
  2338. case CD_PETITIO: { // Skill range is 2 but damage is melee with books and ranged with mace.
  2339. map_session_data *sd = BL_CAST(BL_PC, src);
  2340. if (sd && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
  2341. return BF_LONG;
  2342. break;
  2343. }
  2344. case DK_HACKANDSLASHER:
  2345. case DK_HACKANDSLASHER_ATK: {
  2346. map_session_data* sd = BL_CAST( BL_PC, src );
  2347. if( sd != nullptr && ( sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR ) ){
  2348. return BF_LONG;
  2349. }
  2350. break;
  2351. }
  2352. }
  2353. //Skill Range Criteria
  2354. if (battle_config.skillrange_by_distance &&
  2355. (src->type&battle_config.skillrange_by_distance)
  2356. ) { //based on distance between src/target [Skotlex]
  2357. if (check_distance_bl(src, target, 3))
  2358. return BF_SHORT;
  2359. return BF_LONG;
  2360. }
  2361. //based on used skill's range
  2362. if (skill_get_range2(src, skill_id, skill_lv, true) < 4)
  2363. return BF_SHORT;
  2364. return BF_LONG;
  2365. }
  2366. static int battle_blewcount_bonus(map_session_data *sd, uint16 skill_id)
  2367. {
  2368. if (sd->skillblown.empty())
  2369. return 0;
  2370. //Apply the bonus blewcount. [Skotlex]
  2371. for (const auto &it : sd->skillblown) {
  2372. if (it.id == skill_id)
  2373. return it.val;
  2374. }
  2375. return 0;
  2376. }
  2377. static enum e_skill_damage_type battle_skill_damage_type( struct block_list* bl ){
  2378. switch( bl->type ){
  2379. case BL_PC:
  2380. return SKILLDMG_PC;
  2381. case BL_MOB:
  2382. if( status_get_class_(bl) == CLASS_BOSS ){
  2383. return SKILLDMG_BOSS;
  2384. }else{
  2385. return SKILLDMG_MOB;
  2386. }
  2387. default:
  2388. return SKILLDMG_OTHER;
  2389. }
  2390. }
  2391. /**
  2392. * Gets skill damage rate from a skill (based on skill_damage_db.txt)
  2393. * @param src
  2394. * @param target
  2395. * @param skill_id
  2396. * @return Skill damage rate
  2397. */
  2398. static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2399. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  2400. if (!skill || !skill->damage.map)
  2401. return 0;
  2402. s_skill_damage *damage = &skill->damage;
  2403. //check the adjustment works for specified type
  2404. if (!(damage->caster&src->type))
  2405. return 0;
  2406. map_data *mapdata = map_getmapdata(src->m);
  2407. 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))) ||
  2408. (damage->map&2 && mapdata->getMapFlag(MF_PVP)) ||
  2409. (damage->map&4 && mapdata_flag_gvg2(mapdata)) ||
  2410. (damage->map&8 && mapdata->getMapFlag(MF_BATTLEGROUND)) ||
  2411. (damage->map&16 && mapdata->getMapFlag(MF_SKILL_DAMAGE)) ||
  2412. (damage->map&mapdata->zone && mapdata->getMapFlag(MF_RESTRICTED)))
  2413. {
  2414. return damage->rate[battle_skill_damage_type(target)];
  2415. }
  2416. return 0;
  2417. }
  2418. /**
  2419. * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  2420. * @param src
  2421. * @param target
  2422. * @param skill_id
  2423. * @return Skill damage rate
  2424. */
  2425. static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2426. map_data *mapdata = map_getmapdata(src->m);
  2427. if (!mapdata || !mapdata->getMapFlag(MF_SKILL_DAMAGE))
  2428. return 0;
  2429. int rate = 0;
  2430. // Damage rate for all skills at this map
  2431. if (mapdata->damage_adjust.caster&src->type)
  2432. rate = mapdata->damage_adjust.rate[battle_skill_damage_type(target)];
  2433. if (mapdata->skill_damage.empty())
  2434. return rate;
  2435. // Damage rate for specified skill at this map
  2436. if (mapdata->skill_damage.find(skill_id) != mapdata->skill_damage.end() && mapdata->skill_damage[skill_id].caster&src->type) {
  2437. rate += mapdata->skill_damage[skill_id].rate[battle_skill_damage_type(target)];
  2438. }
  2439. return rate;
  2440. }
  2441. /**
  2442. * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  2443. * @param src
  2444. * @param target
  2445. * @param skill_id
  2446. * @return Total damage rate
  2447. */
  2448. static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2449. nullpo_ret(src);
  2450. if (!target || !skill_id)
  2451. return 0;
  2452. skill_id = skill_dummy2skill_id(skill_id);
  2453. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  2454. }
  2455. /**
  2456. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  2457. * @param sd: Player who has Chorus skill active
  2458. * @return Bonus value based on party count
  2459. */
  2460. int battle_calc_chorusbonus(map_session_data *sd) {
  2461. #ifdef RENEWAL // No bonus in renewal
  2462. return 0;
  2463. #endif
  2464. int members = 0;
  2465. if (!sd || !sd->status.party_id)
  2466. return 0;
  2467. members = party_foreachsamemap(party_sub_count_class, sd, 0, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  2468. if (members < 3)
  2469. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  2470. if (members > 7)
  2471. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  2472. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  2473. }
  2474. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2475. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2476. /*=======================================================
  2477. * Should infinite defense be applied on target? (plant)
  2478. *-------------------------------------------------------
  2479. * Credits:
  2480. * Original coder Skotlex
  2481. * Initial refactoring by Baalberith
  2482. * Refined and optimized by helvetica
  2483. * flag - see e_battle_flag
  2484. */
  2485. bool is_infinite_defense(struct block_list *target, int flag)
  2486. {
  2487. struct status_data *tstatus = status_get_status_data(target);
  2488. if(target->type == BL_SKILL) {
  2489. TBL_SKILL *su = ((TBL_SKILL*)target);
  2490. if (su && su->group && (su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  2491. return true;
  2492. }
  2493. if(status_has_mode(tstatus,MD_IGNOREMELEE) && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
  2494. return true;
  2495. if(status_has_mode(tstatus,MD_IGNOREMAGIC) && flag&(BF_MAGIC) )
  2496. return true;
  2497. if(status_has_mode(tstatus,MD_IGNORERANGED) && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
  2498. return true;
  2499. if(status_has_mode(tstatus,MD_IGNOREMISC) && flag&(BF_MISC) )
  2500. return true;
  2501. status_change* tsc = status_get_sc(target);
  2502. if (tsc && tsc->getSCE(SC_INVINCIBLE))
  2503. return true;
  2504. return false;
  2505. }
  2506. /*========================
  2507. * Is attack arrow based?
  2508. *------------------------
  2509. * Credits:
  2510. * Original coder Skotlex
  2511. * Initial refactoring by Baalberith
  2512. * Refined and optimized by helvetica
  2513. */
  2514. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  2515. {
  2516. if(src != NULL) {
  2517. struct status_data *sstatus = status_get_status_data(src);
  2518. map_session_data *sd = BL_CAST(BL_PC, src);
  2519. return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3))
  2520. || skill_id == HT_FREEZINGTRAP || (skill_id == HT_PHANTASMIC) || (skill_id == GS_GROUNDDRIFT));
  2521. } else
  2522. return false;
  2523. }
  2524. /*=========================================
  2525. * Is attack right handed? By default yes.
  2526. *-----------------------------------------
  2527. * Credits:
  2528. * Original coder Skotlex
  2529. * Initial refactoring by Baalberith
  2530. * Refined and optimized by helvetica
  2531. */
  2532. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  2533. {
  2534. if(src != NULL) {
  2535. map_session_data *sd = BL_CAST(BL_PC, src);
  2536. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2537. if(!skill_id && sd && sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2538. return false;
  2539. }
  2540. return true;
  2541. }
  2542. /*=======================================
  2543. * Is attack left handed? By default no.
  2544. *---------------------------------------
  2545. * Credits:
  2546. * Original coder Skotlex
  2547. * Initial refactoring by Baalberith
  2548. * Refined and optimized by helvetica
  2549. */
  2550. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  2551. {
  2552. if(src != NULL) {
  2553. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2554. if(!skill_id) {
  2555. map_session_data *sd = BL_CAST(BL_PC, src);
  2556. if (sd) {
  2557. if (sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2558. return true;
  2559. if (sd->status.weapon == W_KATAR)
  2560. return true;
  2561. }
  2562. struct status_data *sstatus = status_get_status_data(src);
  2563. if (sstatus->lhw.atk)
  2564. return true;
  2565. }
  2566. }
  2567. return false;
  2568. }
  2569. /*=============================
  2570. * Do we score a critical hit?
  2571. *-----------------------------
  2572. * Credits:
  2573. * Original coder Skotlex
  2574. * Initial refactoring by Baalberith
  2575. * Refined and optimized by helvetica
  2576. */
  2577. static bool is_attack_critical(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  2578. {
  2579. if (!first_call)
  2580. return (wd->type == DMG_CRITICAL || wd->type == DMG_MULTI_HIT_CRITICAL);
  2581. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  2582. return true;
  2583. if( skill_id && !skill_get_nk(skill_id,NK_CRITICAL) )
  2584. return false;
  2585. struct status_data *sstatus = status_get_status_data(src);
  2586. if( sstatus->cri )
  2587. {
  2588. map_session_data *sd = BL_CAST(BL_PC, src);
  2589. if(wd->type == DMG_MULTI_HIT){ //Multiple Hit Attack Skills.
  2590. if(pc_checkskill(sd,GS_CHAINACTION) && !skill_get_nk(GS_CHAINACTION,NK_CRITICAL)) //Chain Action
  2591. return false;
  2592. if(pc_checkskill(sd,TF_DOUBLE) && !skill_get_nk(TF_DOUBLE,NK_CRITICAL)) //Double Attack
  2593. return false;
  2594. }
  2595. struct status_data *tstatus = status_get_status_data(target);
  2596. status_change *sc = status_get_sc(src);
  2597. status_change *tsc = status_get_sc(target);
  2598. map_session_data *tsd = BL_CAST(BL_PC, target);
  2599. short cri = sstatus->cri;
  2600. if (sd) {
  2601. cri += sd->indexed_bonus.critaddrace[tstatus->race] + sd->indexed_bonus.critaddrace[RC_ALL];
  2602. if(!skill_id && is_skill_using_arrow(src, skill_id)) {
  2603. cri += sd->bonus.arrow_cri;
  2604. cri += sd->bonus.critical_rangeatk;
  2605. }
  2606. }
  2607. if(sc && sc->getSCE(SC_CAMOUFLAGE))
  2608. cri += 100 * min(10,sc->getSCE(SC_CAMOUFLAGE)->val3); //max 100% (1K)
  2609. //The official equation is *2, but that only applies when sd's do critical.
  2610. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  2611. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  2612. if( tsc && tsc->getSCE(SC_SLEEP) )
  2613. cri *= 2;
  2614. switch(skill_id) {
  2615. case 0:
  2616. if(sc && !sc->getSCE(SC_AUTOCOUNTER))
  2617. break;
  2618. clif_specialeffect(src, EF_AUTOCOUNTER, AREA);
  2619. status_change_end(src, SC_AUTOCOUNTER);
  2620. [[fallthrough]];
  2621. case KN_AUTOCOUNTER:
  2622. if(battle_config.auto_counter_type &&
  2623. (battle_config.auto_counter_type&src->type))
  2624. return true;
  2625. else
  2626. cri *= 2;
  2627. break;
  2628. case SN_SHARPSHOOTING:
  2629. case MA_SHARPSHOOTING:
  2630. #ifdef RENEWAL
  2631. cri += 300; // !TODO: Confirm new bonus
  2632. #else
  2633. cri += 200;
  2634. #endif
  2635. break;
  2636. case NJ_KIRIKAGE:
  2637. cri += 250 + 50*skill_lv;
  2638. break;
  2639. #ifdef RENEWAL
  2640. case ASC_BREAKER:
  2641. #endif
  2642. case GC_CROSSIMPACT:
  2643. case SHC_SAVAGE_IMPACT:
  2644. case SHC_ETERNAL_SLASH:
  2645. case SHC_IMPACT_CRATER:
  2646. cri /= 2;
  2647. break;
  2648. case WH_GALESTORM:
  2649. if (sc && !sc->getSCE(SC_CALAMITYGALE))
  2650. return false;
  2651. break;
  2652. case NW_ONLY_ONE_BULLET:
  2653. case NW_SPIRAL_SHOOTING:
  2654. if( sd == nullptr || sd->weapontype1 != W_RIFLE ){
  2655. return false;
  2656. }
  2657. break;
  2658. case NW_MAGAZINE_FOR_ONE:
  2659. if( sd == nullptr || sd->weapontype1 != W_REVOLVER ){
  2660. return false;
  2661. }
  2662. break;
  2663. }
  2664. if(tsd && tsd->bonus.critical_def)
  2665. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  2666. return (rnd()%1000 < cri);
  2667. }
  2668. return false;
  2669. }
  2670. /*==========================================================
  2671. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  2672. *----------------------------------------------------------
  2673. * Credits:
  2674. * Original coder Skotlex
  2675. * Initial refactoring by Baalberith
  2676. * Refined and optimized by helvetica
  2677. */
  2678. static int is_attack_piercing(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, short weapon_position)
  2679. {
  2680. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  2681. return 2;
  2682. if(src != NULL) {
  2683. map_session_data *sd = BL_CAST(BL_PC, src);
  2684. struct status_data *tstatus = status_get_status_data(target);
  2685. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI
  2686. #ifndef RENEWAL
  2687. && !is_attack_critical(wd, src, target, skill_id, skill_lv, false)
  2688. #endif
  2689. )
  2690. { //Elemental/Racial adjustments
  2691. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2692. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2693. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2694. )
  2695. if (weapon_position == EQI_HAND_R)
  2696. return 1;
  2697. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2698. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2699. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2700. )
  2701. { //Pass effect onto right hand if configured so. [Skotlex]
  2702. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  2703. if (weapon_position == EQI_HAND_R)
  2704. return 1;
  2705. }
  2706. else if (weapon_position == EQI_HAND_L)
  2707. return 1;
  2708. }
  2709. }
  2710. }
  2711. return 0;
  2712. }
  2713. static std::bitset<NK_MAX> battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  2714. {
  2715. if (skill_id == 0) {
  2716. if (is_splash) {
  2717. std::bitset<NK_MAX> tmp_nk;
  2718. tmp_nk.set(NK_IGNOREATKCARD);
  2719. tmp_nk.set(NK_IGNOREFLEE);
  2720. return tmp_nk;
  2721. } else
  2722. return 0;
  2723. } else
  2724. return skill_db.find(skill_id)->nk;
  2725. }
  2726. /*=============================
  2727. * Checks if attack is hitting
  2728. *-----------------------------
  2729. * Credits:
  2730. * Original coder Skotlex
  2731. * Initial refactoring by Baalberith
  2732. * Refined and optimized by helvetica
  2733. */
  2734. static bool is_attack_hitting(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  2735. {
  2736. struct status_data *sstatus = status_get_status_data(src);
  2737. struct status_data *tstatus = status_get_status_data(target);
  2738. status_change *sc = status_get_sc(src);
  2739. status_change *tsc = status_get_sc(target);
  2740. map_session_data *sd = BL_CAST(BL_PC, src);
  2741. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2742. short flee, hitrate;
  2743. if (!first_call)
  2744. return (wd->dmg_lv != ATK_FLEE);
  2745. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2746. return true;
  2747. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  2748. return true;
  2749. else if (sc && sc->getSCE(SC_FUSION))
  2750. return true;
  2751. else if ((skill_id == AS_SPLASHER || skill_id == GN_SPORE_EXPLOSION) && !wd->miscflag)
  2752. return true;
  2753. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER )
  2754. return true;
  2755. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  2756. return true;
  2757. else if (nk[NK_IGNOREFLEE])
  2758. return true;
  2759. if( tsc && tsc->getSCE(SC_NEUTRALBARRIER) && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
  2760. return false;
  2761. flee = tstatus->flee;
  2762. #ifdef RENEWAL
  2763. hitrate = 0; //Default hitrate
  2764. #else
  2765. hitrate = 80; //Default hitrate
  2766. #endif
  2767. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  2768. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  2769. if(attacker_count >= battle_config.agi_penalty_count) {
  2770. if (battle_config.agi_penalty_type == 1)
  2771. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  2772. else //assume type 2: absolute reduction
  2773. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  2774. if(flee < 1)
  2775. flee = 1;
  2776. }
  2777. }
  2778. hitrate += sstatus->hit - flee;
  2779. //Fogwall's hit penalty is only for normal ranged attacks.
  2780. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->getSCE(SC_FOGWALL))
  2781. hitrate -= 50;
  2782. if(sd && is_skill_using_arrow(src, skill_id))
  2783. hitrate += sd->bonus.arrow_hit;
  2784. #ifdef RENEWAL
  2785. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  2786. hitrate += pc_checkskill(sd,AC_VULTURE);
  2787. #endif
  2788. if(skill_id) {
  2789. switch(skill_id) { //Hit skill modifiers
  2790. //It is proven that bonus is applied on final hitrate, not hit.
  2791. case SM_BASH:
  2792. case MS_BASH:
  2793. hitrate += hitrate * 5 * skill_lv / 100;
  2794. break;
  2795. case MS_MAGNUM:
  2796. case SM_MAGNUM:
  2797. hitrate += hitrate * 10 * skill_lv / 100;
  2798. break;
  2799. case KN_AUTOCOUNTER:
  2800. case NPC_WATERATTACK:
  2801. case NPC_GROUNDATTACK:
  2802. case NPC_FIREATTACK:
  2803. case NPC_WINDATTACK:
  2804. case NPC_POISONATTACK:
  2805. case NPC_HOLYATTACK:
  2806. case NPC_DARKNESSATTACK:
  2807. case NPC_TELEKINESISATTACK:
  2808. case NPC_UNDEADATTACK:
  2809. case NPC_CHANGEUNDEAD:
  2810. case NPC_EARTHQUAKE:
  2811. case NPC_POISON:
  2812. case NPC_BLINDATTACK:
  2813. case NPC_SILENCEATTACK:
  2814. case NPC_STUNATTACK:
  2815. case NPC_PETRIFYATTACK:
  2816. case NPC_CURSEATTACK:
  2817. case NPC_SLEEPATTACK:
  2818. case NPC_BLEEDING:
  2819. case NPC_BLEEDING2:
  2820. hitrate += hitrate * 20 / 100;
  2821. break;
  2822. case NPC_FIREBREATH:
  2823. case NPC_ICEBREATH:
  2824. case NPC_ICEBREATH2:
  2825. case NPC_THUNDERBREATH:
  2826. case NPC_ACIDBREATH:
  2827. case NPC_DARKNESSBREATH:
  2828. hitrate *= 2;
  2829. break;
  2830. case KN_PIERCE:
  2831. case ML_PIERCE:
  2832. hitrate += hitrate * 5 * skill_lv / 100;
  2833. break;
  2834. case AS_SONICBLOW:
  2835. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  2836. #ifdef RENEWAL
  2837. hitrate += hitrate * 90 / 100;
  2838. #else
  2839. hitrate += hitrate * 50 / 100;
  2840. #endif
  2841. break;
  2842. #ifdef RENEWAL
  2843. case RG_BACKSTAP:
  2844. hitrate += skill_lv; // !TODO: What's the rate increase?
  2845. break;
  2846. #endif
  2847. case RK_SONICWAVE:
  2848. hitrate += hitrate * 3 * skill_lv / 100; // !TODO: Confirm the hitrate bonus
  2849. break;
  2850. case MC_CARTREVOLUTION:
  2851. case GN_CART_TORNADO:
  2852. case GN_CARTCANNON:
  2853. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  2854. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  2855. break;
  2856. case LG_BANISHINGPOINT:
  2857. hitrate += 5 * skill_lv;
  2858. break;
  2859. case GC_VENOMPRESSURE:
  2860. hitrate += 10 + 4 * skill_lv;
  2861. break;
  2862. case SC_FATALMENACE:
  2863. if (skill_lv < 6)
  2864. hitrate -= 35 - 5 * skill_lv;
  2865. else if (skill_lv > 6)
  2866. hitrate += 5 * skill_lv - 30;
  2867. break;
  2868. case RL_SLUGSHOT:
  2869. {
  2870. int8 dist = distance_bl(src, target);
  2871. if (dist > 3) {
  2872. // Reduce n hitrate for each cell after initial 3 cells. Different each level
  2873. // -10:-9:-8:-7:-6
  2874. dist -= 3;
  2875. hitrate -= ((11 - skill_lv) * dist);
  2876. }
  2877. }
  2878. break;
  2879. }
  2880. } 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]
  2881. hitrate += pc_checkskill(sd,TF_DOUBLE);
  2882. if (sd) {
  2883. int skill = 0;
  2884. // Weaponry Research hidden bonus
  2885. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2886. hitrate += hitrate * ( 2 * skill ) / 100;
  2887. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  2888. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  2889. hitrate += 3 * skill;
  2890. }
  2891. if (sc) {
  2892. if (sc->getSCE(SC_MTF_ASPD))
  2893. hitrate += sc->getSCE(SC_MTF_ASPD)->val2;
  2894. if (sc->getSCE(SC_MTF_ASPD2))
  2895. hitrate += sc->getSCE(SC_MTF_ASPD2)->val2;
  2896. }
  2897. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2898. if(skill_id == PA_SHIELDCHAIN)
  2899. hitrate += 20; //Rapid Smiting gives a flat +20 hit after the hitrate was capped
  2900. return (rnd()%100 < hitrate);
  2901. }
  2902. /*==========================================
  2903. * If attack ignores def.
  2904. *------------------------------------------
  2905. * Credits:
  2906. * Original coder Skotlex
  2907. * Initial refactoring by Baalberith
  2908. * Refined and optimized by helvetica
  2909. */
  2910. static bool attack_ignores_def(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position)
  2911. {
  2912. struct status_data *tstatus = status_get_status_data(target);
  2913. status_change *sc = status_get_sc(src);
  2914. map_session_data *sd = BL_CAST(BL_PC, src);
  2915. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2916. #ifndef RENEWAL
  2917. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2918. return true;
  2919. else
  2920. #endif
  2921. if (sc && sc->getSCE(SC_FUSION))
  2922. return true;
  2923. if( sd != nullptr ){
  2924. switch( skill_id ){
  2925. case RK_WINDCUTTER:
  2926. if( sd->status.weapon == W_2HSWORD ){
  2927. return true;
  2928. }
  2929. break;
  2930. case NW_THE_VIGILANTE_AT_NIGHT:
  2931. if( sd->status.weapon == W_GATLING ){
  2932. return true;
  2933. }
  2934. break;
  2935. case NW_ONLY_ONE_BULLET:
  2936. if( sd->status.weapon == W_REVOLVER ){
  2937. return true;
  2938. }
  2939. break;
  2940. }
  2941. }
  2942. if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2943. { //Ignore Defense?
  2944. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2945. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2946. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2947. if (weapon_position == EQI_HAND_R)
  2948. return true;
  2949. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2950. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2951. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2952. {
  2953. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2954. if (weapon_position == EQI_HAND_R)
  2955. return true;
  2956. } else if (weapon_position == EQI_HAND_L)
  2957. return true;
  2958. }
  2959. }
  2960. return nk[NK_IGNOREDEFENSE] != 0;
  2961. }
  2962. /**
  2963. * This function lists which skills are unaffected by refine bonus, masteries, Star Crumbs and Spirit Spheres
  2964. * This function is also used to determine if atkpercent applies
  2965. * @param skill_id: Skill being used
  2966. * @param chk_flag: The bonus that is currently being checked for, see e_bonus_chk_flag
  2967. * @return true = bonus applies; false = bonus does not apply
  2968. */
  2969. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id, e_bonus_chk_flag chk_flag)
  2970. {
  2971. switch (skill_id) {
  2972. // PC skills that are unaffected
  2973. case PA_SHIELDCHAIN:
  2974. case CR_SHIELDBOOMERANG:
  2975. case AM_ACIDTERROR:
  2976. case MO_INVESTIGATE:
  2977. case MO_EXTREMITYFIST:
  2978. case PA_SACRIFICE:
  2979. case RK_DRAGONBREATH:
  2980. case RK_DRAGONBREATH_WATER:
  2981. case NC_SELFDESTRUCTION:
  2982. case LG_SHIELDPRESS:
  2983. case LG_EARTHDRIVE:
  2984. case NPC_DRAGONBREATH:
  2985. return false;
  2986. case CR_GRANDCROSS:
  2987. case NPC_GRANDDARKNESS:
  2988. // Grand Cross is influenced by refine bonus but not by atkpercent / masteries / Star Crumbs / Spirit Spheres
  2989. if (chk_flag != BCHK_REFINE)
  2990. return false;
  2991. break;
  2992. case LK_SPIRALPIERCE:
  2993. // Spiral Pierce is influenced only by refine bonus and Star Crumbs for players
  2994. if (chk_flag != BCHK_REFINE && chk_flag != BCHK_STAR)
  2995. return false;
  2996. break;
  2997. }
  2998. return true;
  2999. }
  3000. #ifdef RENEWAL
  3001. /*========================================
  3002. * Calculate equipment ATK for renewal ATK
  3003. *----------------------------------------
  3004. * Credits:
  3005. * Original coder Skotlex
  3006. * Initial refactoring by Baalberith
  3007. * Refined and optimized by helvetica
  3008. */
  3009. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  3010. {
  3011. if(src != NULL) {
  3012. int eatk = 0;
  3013. struct status_data *status = status_get_status_data(src);
  3014. map_session_data *sd = BL_CAST(BL_PC, src);
  3015. if (sd) // add arrow atk if using an applicable skill
  3016. eatk += (is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0);
  3017. return eatk + status->eatk;
  3018. }
  3019. return 0; // shouldn't happen but just in case
  3020. }
  3021. #endif
  3022. /*========================================
  3023. * Returns the element type of attack
  3024. *----------------------------------------
  3025. * Credits:
  3026. * Original coder Skotlex
  3027. * Initial refactoring by Baalberith
  3028. * Refined and optimized by helvetica
  3029. */
  3030. int battle_get_weapon_element(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only)
  3031. {
  3032. map_session_data *sd = BL_CAST(BL_PC, src);
  3033. status_change *sc = status_get_sc(src);
  3034. struct status_data *sstatus = status_get_status_data(src);
  3035. int element = skill_get_ele(skill_id, skill_lv);
  3036. //Take weapon's element
  3037. if( !skill_id || element == ELE_WEAPON ) {
  3038. if (weapon_position == EQI_HAND_R)
  3039. element = sstatus->rhw.ele;
  3040. else
  3041. element = sstatus->lhw.ele;
  3042. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  3043. element = sd->bonus.arrow_ele;
  3044. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  3045. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  3046. // on official endows override all other elements [helvetica]
  3047. if(sc && sc->getSCE(SC_ENCHANTARMS)) // Check for endows
  3048. element = sc->getSCE(SC_ENCHANTARMS)->val1;
  3049. } else if( element == ELE_ENDOWED ) //Use enchantment's element
  3050. element = status_get_attack_sc_element(src,sc);
  3051. else if( element == ELE_RANDOM ) //Use random element
  3052. element = rnd()%ELE_ALL;
  3053. switch( skill_id ) {
  3054. case GS_GROUNDDRIFT:
  3055. element = wd->miscflag; //element comes in flag.
  3056. break;
  3057. case LK_SPIRALPIERCE:
  3058. if (!sd)
  3059. element = ELE_NEUTRAL; //forced neutral for monsters
  3060. break;
  3061. case RK_DRAGONBREATH:
  3062. if (sc) {
  3063. if (sc->getSCE(SC_LUXANIMA)) // Lux Anima has priority over Giant Growth
  3064. element = ELE_DARK;
  3065. else if (sc->getSCE(SC_GIANTGROWTH))
  3066. element = ELE_HOLY;
  3067. }
  3068. break;
  3069. case RK_DRAGONBREATH_WATER:
  3070. if (sc) {
  3071. if (sc->getSCE(SC_LUXANIMA)) // Lux Anima has priority over Fighting Spirit
  3072. element = ELE_NEUTRAL;
  3073. else if (sc->getSCE(SC_FIGHTINGSPIRIT))
  3074. element = ELE_GHOST;
  3075. }
  3076. break;
  3077. case LG_HESPERUSLIT:
  3078. if (sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 4)
  3079. element = ELE_HOLY;
  3080. break;
  3081. case GN_CARTCANNON:
  3082. case NC_ARMSCANNON:
  3083. if (sd && sd->state.arrow_atk > 0)
  3084. element = sd->bonus.arrow_ele;
  3085. break;
  3086. case SJ_PROMINENCEKICK:
  3087. element = ELE_FIRE;
  3088. break;
  3089. case RL_H_MINE:
  3090. if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  3091. element = ELE_FIRE;
  3092. break;
  3093. case NW_BASIC_GRENADE:
  3094. case NW_HASTY_FIRE_IN_THE_HOLE:
  3095. case NW_GRENADES_DROPPING:
  3096. case NW_MISSION_BOMBARD:
  3097. // Night Watch Grenade Fragment elementals affecting those skills.
  3098. if( sc != nullptr ){
  3099. if( sc->getSCE( SC_GRENADE_FRAGMENT_1 ) != nullptr ){
  3100. element = ELE_WATER;
  3101. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_2 ) != nullptr ){
  3102. element = ELE_WIND;
  3103. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_3 ) != nullptr ){
  3104. element = ELE_EARTH;
  3105. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_4 ) != nullptr ){
  3106. element = ELE_FIRE;
  3107. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_5 ) != nullptr ){
  3108. element = ELE_DARK;
  3109. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_6 ) != nullptr ){
  3110. element = ELE_HOLY;
  3111. }
  3112. }
  3113. break;
  3114. }
  3115. if (sc && sc->getSCE(SC_GOLDENE_FERSE) && ((!skill_id && (rnd() % 100 < sc->getSCE(SC_GOLDENE_FERSE)->val4)) || skill_id == MH_STAHL_HORN))
  3116. element = ELE_HOLY;
  3117. // calc_flag means the element should be calculated for damage only
  3118. if (calc_for_damage_only)
  3119. return element;
  3120. #ifdef RENEWAL
  3121. if (skill_id == CR_SHIELDBOOMERANG)
  3122. element = ELE_NEUTRAL;
  3123. #endif
  3124. return element;
  3125. }
  3126. int battle_get_magic_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag) {
  3127. int element = skill_get_ele(skill_id, skill_lv);
  3128. map_session_data *sd = BL_CAST(BL_PC, src);
  3129. status_change *sc = status_get_sc(src);
  3130. struct status_data *sstatus = status_get_status_data(src);
  3131. if (element == ELE_WEAPON) { // pl=-1 : the skill takes the weapon's element
  3132. element = sstatus->rhw.ele;
  3133. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  3134. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  3135. } else if (element == ELE_ENDOWED) //Use status element
  3136. element = status_get_attack_sc_element(src,status_get_sc(src));
  3137. else if (element == ELE_RANDOM) //Use random element
  3138. element = rnd()%ELE_ALL;
  3139. switch(skill_id) {
  3140. case NPC_EARTHQUAKE:
  3141. element = ELE_NEUTRAL;
  3142. break;
  3143. case WL_HELLINFERNO:
  3144. if (mflag & 2) { // ELE_DARK
  3145. element = ELE_DARK;
  3146. }
  3147. break;
  3148. case NPC_PSYCHIC_WAVE:
  3149. case SO_PSYCHIC_WAVE:
  3150. if( sc && sc->count ) {
  3151. static const std::vector<sc_type> types = {
  3152. SC_HEATER_OPTION,
  3153. SC_COOLER_OPTION,
  3154. SC_BLAST_OPTION,
  3155. SC_CURSED_SOIL_OPTION,
  3156. SC_FLAMETECHNIC_OPTION,
  3157. SC_COLD_FORCE_OPTION,
  3158. SC_GRACE_BREEZE_OPTION,
  3159. SC_EARTH_CARE_OPTION,
  3160. SC_DEEP_POISONING_OPTION
  3161. };
  3162. for( sc_type type : types ){
  3163. if( sc->getSCE( type ) ){
  3164. element = sc->getSCE( type )->val3;
  3165. break;
  3166. }
  3167. }
  3168. }
  3169. break;
  3170. case KO_KAIHOU:
  3171. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
  3172. element = sd->spiritcharm_type;
  3173. break;
  3174. case AB_ADORAMUS:
  3175. if (sc && sc->getSCE(SC_ANCILLA))
  3176. element = ELE_NEUTRAL;
  3177. break;
  3178. case LG_RAYOFGENESIS:
  3179. if (sc && sc->getSCE(SC_INSPIRATION))
  3180. element = ELE_NEUTRAL;
  3181. break;
  3182. case WM_REVERBERATION:
  3183. case TR_METALIC_FURY:
  3184. case TR_SOUNDBLEND:
  3185. if (sd)
  3186. element = sd->bonus.arrow_ele;
  3187. break;
  3188. }
  3189. return element;
  3190. }
  3191. int battle_get_misc_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag) {
  3192. int element = skill_get_ele(skill_id, skill_lv);
  3193. if (element == ELE_WEAPON || element == ELE_ENDOWED) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  3194. element = ELE_NEUTRAL;
  3195. else if (element == ELE_RANDOM) //Use random element
  3196. element = rnd()%ELE_ALL;
  3197. return element;
  3198. }
  3199. #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);
  3200. #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);
  3201. #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; }
  3202. #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; }
  3203. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  3204. #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);
  3205. #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);
  3206. //Adds an absolute value to damage. 100 = +100 damage
  3207. #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0);
  3208. #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);
  3209. #ifdef RENEWAL
  3210. #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);
  3211. #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);
  3212. #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);
  3213. #else
  3214. #define RE_ALLATK_ADD(wd, a) {;}
  3215. #define RE_ALLATK_RATE(wd, a) {;}
  3216. #define RE_ALLATK_ADDRATE(wd, a) {;}
  3217. #endif
  3218. /**
  3219. * Cap both damage and basedamage of damage struct to a minimum value
  3220. * @param wd: Weapon damage structure
  3221. * @param src: Source of the attack
  3222. * @param skill_id: Skill ID of the skill used by source
  3223. * @param min: Minimum value to which damage should be capped
  3224. */
  3225. static void battle_min_damage(struct Damage &wd, struct block_list &src, uint16 skill_id, int64 min) {
  3226. if (is_attack_right_handed(&src, skill_id)) {
  3227. wd.damage = cap_value(wd.damage, min, INT64_MAX);
  3228. #ifndef RENEWAL
  3229. wd.basedamage = cap_value(wd.basedamage, min, INT64_MAX);
  3230. #endif
  3231. }
  3232. // Left-hand damage is always capped to 0
  3233. if (is_attack_left_handed(&src, skill_id)) {
  3234. wd.damage2 = cap_value(wd.damage2, 0, INT64_MAX);
  3235. }
  3236. }
  3237. /**
  3238. * Returns the bonus damage granted by Spirit Spheres
  3239. * As we delete the spheres before calculating the damage, we need some kind of logic to figure out how many were available
  3240. * Each skill handles this in its own way, this function handles the different cases
  3241. * @param wd: Weapon damage structure
  3242. * @param src: Source of the attack
  3243. * @param skill_id: Skill ID of the skill used by source
  3244. * @param min: Minimum value to which damage should be capped
  3245. */
  3246. static int battle_get_spiritball_damage(struct Damage& wd, struct block_list& src, uint16 skill_id) {
  3247. map_session_data* sd = BL_CAST(BL_PC, &src);
  3248. // Return 0 for non-players
  3249. if (!sd)
  3250. return 0;
  3251. int damage = 0;
  3252. switch (skill_id) {
  3253. case MO_INVESTIGATE:
  3254. #ifndef RENEWAL
  3255. case MO_FINGEROFFENSIVE:
  3256. #endif
  3257. // These skills used as many spheres as they do hits
  3258. damage = (wd.div_ + sd->spiritball) * 3;
  3259. break;
  3260. case MO_EXTREMITYFIST:
  3261. // These skills store the number of spheres the player had before cast
  3262. damage = sd->spiritball_old * 3;
  3263. break;
  3264. default:
  3265. // Any skills that do not consume spheres or do not care
  3266. damage = sd->spiritball * 3;
  3267. break;
  3268. }
  3269. return damage;
  3270. }
  3271. /*========================================
  3272. * Do element damage modifier calculation
  3273. *----------------------------------------
  3274. * Credits:
  3275. * Original coder Skotlex
  3276. * Initial refactoring by Baalberith
  3277. * Refined and optimized by helvetica
  3278. */
  3279. static void battle_calc_element_damage(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3280. {
  3281. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  3282. map_session_data* sd = BL_CAST(BL_PC, src);
  3283. status_change* sc = status_get_sc(src);
  3284. struct status_data* sstatus = status_get_status_data(src);
  3285. struct status_data* tstatus = status_get_status_data(target);
  3286. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  3287. // Elemental attribute fix
  3288. if(!nk[NK_IGNOREELEMENT] && (wd->damage > 0 || wd->damage2 > 0)) {
  3289. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  3290. switch (skill_id) {
  3291. case PA_SACRIFICE:
  3292. case RK_DRAGONBREATH:
  3293. case RK_DRAGONBREATH_WATER:
  3294. case NC_SELFDESTRUCTION:
  3295. case HFLI_SBR44:
  3296. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv, 1);
  3297. if (is_attack_left_handed(src, skill_id))
  3298. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv, 1);
  3299. break;
  3300. default:
  3301. if (skill_id == 0 && (battle_config.attack_attr_none & src->type))
  3302. return; // Non-player basic attacks are non-elemental, they deal 100% against all defense elements
  3303. #ifdef RENEWAL
  3304. if (sd == nullptr) { // Renewal player's elemental damage calculation is already done before this point, only calculate for everything else
  3305. #endif
  3306. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv, 1);
  3307. if (is_attack_left_handed(src, skill_id))
  3308. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv, 1);
  3309. #ifdef RENEWAL
  3310. }
  3311. #endif
  3312. break;
  3313. }
  3314. // Forced to neutral skills [helvetica]
  3315. // Skills forced to neutral gain benefits from weapon element but final damage is considered "neutral" and resistances are applied again
  3316. switch (skill_id) {
  3317. #ifdef RENEWAL
  3318. case MO_INVESTIGATE:
  3319. case CR_SHIELDBOOMERANG:
  3320. case PA_SHIELDCHAIN:
  3321. #endif
  3322. case MC_CARTREVOLUTION:
  3323. case HW_MAGICCRASHER:
  3324. case SR_FALLENEMPIRE:
  3325. case SR_CRESCENTELBOW_AUTOSPELL:
  3326. case SR_GATEOFHELL:
  3327. case GN_FIRE_EXPANSION_ACID:
  3328. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1);
  3329. if (is_attack_left_handed(src, skill_id))
  3330. wd->damage2 = battle_attr_fix(src, target, wd->damage2, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1);
  3331. break;
  3332. }
  3333. }
  3334. #ifndef RENEWAL
  3335. // These mastery bonuses are non-elemental and should apply even if the attack misses
  3336. // They are still increased by the EDP/Magnum Break bonus damage (WATK_ELEMENT)
  3337. // In renewal these bonuses do not apply when the attack misses
  3338. if (sd && battle_skill_stacks_masteries_vvs(skill_id, BCHK_STAR)) {
  3339. // Star Crumb bonus damage
  3340. ATK_ADD2(wd->damage, wd->damage2, sd->right_weapon.star, sd->left_weapon.star);
  3341. }
  3342. // Check if general mastery bonuses apply (above check is only for Star Crumb)
  3343. if (battle_skill_stacks_masteries_vvs(skill_id, BCHK_ALL)) {
  3344. // Spirit Sphere bonus damage
  3345. ATK_ADD(wd->damage, wd->damage2, battle_get_spiritball_damage(*wd, *src, skill_id));
  3346. // Skill-specific bonuses
  3347. switch(skill_id) {
  3348. case TF_POISON:
  3349. ATK_ADD(wd->damage, wd->damage2, 15 * skill_lv);
  3350. // Envenom applies the attribute table to the base damage and then again to the final damage
  3351. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv, 1);
  3352. break;
  3353. case NJ_SYURIKEN:
  3354. ATK_ADD(wd->damage, wd->damage2, 4 * skill_lv);
  3355. if (sd) {
  3356. ATK_ADD(wd->damage, wd->damage2, 3 * pc_checkskill(sd, NJ_TOBIDOUGU));
  3357. ATK_ADD(wd->damage, wd->damage2, sd->bonus.arrow_atk);
  3358. }
  3359. // Applies attribute table on neutral element to the final damage
  3360. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1);
  3361. break;
  3362. case NJ_KUNAI:
  3363. if (sd) {
  3364. ATK_ADD(wd->damage, wd->damage2, 3 * sd->bonus.arrow_atk);
  3365. }
  3366. // Applies attribute table on neutral element to the final damage
  3367. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1);
  3368. break;
  3369. }
  3370. }
  3371. // These bonuses do not apply to skills that ignore +% damage cards
  3372. // If damage was reduced below 0 and was not increased again to a positive value through mastery bonuses, these bonuses are ignored
  3373. // Any of these are only applied to your right hand weapon in pre-renewal
  3374. if (!nk[NK_IGNOREELEMENT] && !nk[NK_IGNOREATKCARD] && (wd->damage > 0 || wd->damage2 > 0) && sc) {
  3375. // EDP bonus damage
  3376. // This has to be applied after mastery bonuses but still before the elemental extra damage
  3377. if (sc->getSCE(SC_EDP))
  3378. wd->damage += (wd->damage * sc->getSCE(SC_EDP)->val3) / 100;
  3379. // This adds a percentual damage bonus based on the damage you would deal with a normal attack
  3380. // Applies only to player damage; monsters and mercenaries don't get this damage boost
  3381. if (sd && sc->getSCE(SC_WATK_ELEMENT)) {
  3382. // Pretend the normal attack was of the element stored in the status change
  3383. wd->basedamage = battle_attr_fix(src, target, wd->basedamage, sc->getSCE(SC_WATK_ELEMENT)->val1, tstatus->def_ele, tstatus->ele_lv, 1);
  3384. // Star Crumb bonus damage
  3385. wd->basedamage += sd->right_weapon.star;
  3386. // Spirit Sphere bonus damage
  3387. wd->basedamage += battle_get_spiritball_damage(*wd, *src, skill_id);
  3388. // Add percent of the base damage to the damage
  3389. wd->damage += (wd->basedamage * sc->getSCE(SC_WATK_ELEMENT)->val2) / 100;
  3390. }
  3391. }
  3392. #endif
  3393. // Cap damage to 0
  3394. if (battle_config.attr_recover == 0)
  3395. battle_min_damage(*wd, *src, skill_id, 0);
  3396. }
  3397. /*==================================
  3398. * Calculate weapon mastery damages
  3399. *----------------------------------
  3400. * Credits:
  3401. * Original coder Skotlex
  3402. * Initial refactoring by Baalberith
  3403. * Refined and optimized by helvetica
  3404. */
  3405. static void battle_calc_attack_masteries(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3406. {
  3407. map_session_data *sd = BL_CAST(BL_PC, src);
  3408. status_change *sc = status_get_sc(src);
  3409. struct status_data *sstatus = status_get_status_data(src);
  3410. int t_class = status_get_class(target);
  3411. #ifndef RENEWAL
  3412. if (sd) {
  3413. wd->basedamage = battle_addmastery(sd, target, wd->basedamage, 0);
  3414. }
  3415. #endif
  3416. // Check if mastery damage applies to current skill
  3417. if (sd && battle_skill_stacks_masteries_vvs(skill_id, BCHK_ALL))
  3418. { //Add mastery damage
  3419. uint16 skill;
  3420. wd->damage = battle_addmastery(sd,target,wd->damage,0);
  3421. #ifdef RENEWAL
  3422. wd->masteryAtk = battle_addmastery(sd,target,wd->weaponAtk,0);
  3423. #endif
  3424. if (is_attack_left_handed(src, skill_id)) {
  3425. wd->damage2 = battle_addmastery(sd,target,wd->damage2,1);
  3426. #ifdef RENEWAL
  3427. wd->masteryAtk2 = battle_addmastery(sd,target,wd->weaponAtk2,1);
  3428. #endif
  3429. }
  3430. #ifdef RENEWAL
  3431. //General skill masteries
  3432. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  3433. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv);
  3434. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  3435. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 4);
  3436. // Star Crumb bonus damage
  3437. ATK_ADD2(wd->masteryAtk, wd->masteryAtk2, sd->right_weapon.star, sd->left_weapon.star);
  3438. // Spirit Sphere bonus damage
  3439. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, battle_get_spiritball_damage(*wd, *src, skill_id));
  3440. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) {
  3441. ATK_ADD(wd->damage, wd->damage2, 3 * skill);
  3442. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 3 * skill);
  3443. }
  3444. #endif
  3445. switch(skill_id) {
  3446. case RA_WUGDASH:
  3447. case RA_WUGSTRIKE:
  3448. case RA_WUGBITE:
  3449. if (sd) {
  3450. skill = pc_checkskill(sd, RA_TOOTHOFWUG);
  3451. ATK_ADD(wd->damage, wd->damage2, 30 * skill);
  3452. #ifdef RENEWAL
  3453. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * skill);
  3454. #endif
  3455. }
  3456. break;
  3457. }
  3458. if (sc) { // Status change considered as masteries
  3459. #ifdef RENEWAL
  3460. if (sc->getSCE(SC_NIBELUNGEN)) // With renewal, the level 4 weapon limitation has been removed
  3461. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->getSCE(SC_NIBELUNGEN)->val2);
  3462. #endif
  3463. if(sc->getSCE(SC_CAMOUFLAGE)) {
  3464. ATK_ADD(wd->damage, wd->damage2, 30 * min(10, sc->getSCE(SC_CAMOUFLAGE)->val3));
  3465. #ifdef RENEWAL
  3466. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * min(10, sc->getSCE(SC_CAMOUFLAGE)->val3));
  3467. #endif
  3468. }
  3469. if(sc->getSCE(SC_GN_CARTBOOST)) {
  3470. ATK_ADD(wd->damage, wd->damage2, 10 * sc->getSCE(SC_GN_CARTBOOST)->val1);
  3471. #ifdef RENEWAL
  3472. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 10 * sc->getSCE(SC_GN_CARTBOOST)->val1);
  3473. #endif
  3474. }
  3475. if (sc->getSCE(SC_P_ALTER)) {
  3476. ATK_ADD(wd->damage, wd->damage2, sc->getSCE(SC_P_ALTER)->val2);
  3477. #ifdef RENEWAL
  3478. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->getSCE(SC_P_ALTER)->val2);
  3479. #endif
  3480. }
  3481. }
  3482. }
  3483. }
  3484. #ifdef RENEWAL
  3485. /*=========================================
  3486. * Calculate the various Renewal ATK parts
  3487. *-----------------------------------------
  3488. * Credits:
  3489. * Original coder Skotlex
  3490. * Initial refactoring by Baalberith
  3491. * Refined and optimized by helvetica
  3492. */
  3493. static void battle_calc_damage_parts(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3494. {
  3495. struct status_data *sstatus = status_get_status_data(src);
  3496. struct status_data *tstatus = status_get_status_data(target);
  3497. map_session_data *sd = BL_CAST(BL_PC, src);
  3498. bool critical = false;
  3499. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  3500. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  3501. wd->statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
  3502. wd->statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
  3503. if (sd && sd->sc.getSCE(SC_SEVENWIND)) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  3504. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3505. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv);
  3506. } else { // status atk is considered neutral on normal attacks [helvetica]
  3507. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3508. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3509. }
  3510. // Check critical
  3511. if (wd->type == DMG_MULTI_HIT_CRITICAL || wd->type == DMG_CRITICAL)
  3512. critical = true;
  3513. wd->weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd, critical);
  3514. wd->weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd, critical);
  3515. // Weapon ATK gain bonus from SC_SUB_WEAPONPROPERTY here ( +x% pseudo element damage)
  3516. if (sd && sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)) {
  3517. int64 bonus_atk = (int64)floor((float)( wd->weaponAtk * sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val2 / 100));
  3518. int64 bonus_atk2 = (int64)floor((float)( wd->weaponAtk2 * sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val2 / 100));
  3519. bonus_atk = battle_attr_fix(src, target, bonus_atk, sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val1, tstatus->def_ele, tstatus->ele_lv);
  3520. bonus_atk2 = battle_attr_fix(src, target, bonus_atk2, sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val1, tstatus->def_ele, tstatus->ele_lv);
  3521. wd->weaponAtk += bonus_atk;
  3522. wd->weaponAtk2 += bonus_atk2;
  3523. }
  3524. wd->weaponAtk = battle_attr_fix(src, target, wd->weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3525. wd->weaponAtk2 = battle_attr_fix(src, target, wd->weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3526. wd->equipAtk += battle_calc_equip_attack(src, skill_id);
  3527. wd->equipAtk = battle_attr_fix(src, target, wd->equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3528. wd->equipAtk2 += battle_calc_equip_attack(src, skill_id);
  3529. wd->equipAtk2 = battle_attr_fix(src, target, wd->equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3530. // AtkRate gives a static bonus from (W.ATK + E.ATK)
  3531. if (sd && sd->bonus.atk_rate) {
  3532. wd->percentAtk = (wd->weaponAtk + wd->equipAtk) * sd->bonus.atk_rate / 100;
  3533. wd->percentAtk2 = (wd->weaponAtk2 + wd->equipAtk2) * sd->bonus.atk_rate / 100;
  3534. }
  3535. //Mastery ATK is a special kind of ATK that has no elemental properties
  3536. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  3537. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  3538. wd->damage = 0;
  3539. wd->damage2 = 0;
  3540. }
  3541. #endif
  3542. /*==========================================================
  3543. * Calculate basic ATK that goes into the skill ATK formula
  3544. *----------------------------------------------------------
  3545. * Credits:
  3546. * Original coder Skotlex
  3547. * Initial refactoring by Baalberith
  3548. * Refined and optimized by helvetica
  3549. */
  3550. static void battle_calc_skill_base_damage(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3551. {
  3552. status_change *sc = status_get_sc(src);
  3553. struct status_data *sstatus = status_get_status_data(src);
  3554. struct status_data *tstatus = status_get_status_data(target);
  3555. map_session_data *sd = BL_CAST(BL_PC, src);
  3556. map_session_data *tsd = BL_CAST(BL_PC, target);
  3557. uint16 bflag = BDMG_NONE;
  3558. #ifndef RENEWAL
  3559. uint16 i;
  3560. #endif
  3561. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  3562. switch (skill_id) { //Calc base damage according to skill
  3563. case PA_SACRIFICE:
  3564. wd->damage = sstatus->max_hp* 9/100;
  3565. wd->damage2 = 0;
  3566. #ifdef RENEWAL
  3567. wd->weaponAtk = wd->damage;
  3568. wd->weaponAtk2 = wd->damage2;
  3569. #endif
  3570. break;
  3571. #ifdef RENEWAL
  3572. case LK_SPIRALPIERCE:
  3573. case ML_SPIRALPIERCE:
  3574. if (sd) {
  3575. short index = sd->equip_index[EQI_HAND_R];
  3576. if (index >= 0 &&
  3577. sd->inventory_data[index] &&
  3578. sd->inventory_data[index]->type == IT_WEAPON)
  3579. wd->equipAtk += sd->inventory_data[index]->weight*7/100; // weight from spear is treated as equipment ATK on official [helvetica]
  3580. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3581. wd->masteryAtk = 0; // weapon mastery is ignored for spiral
  3582. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  3583. case SZ_SMALL: //Small: 115%
  3584. ATK_RATE(wd->damage, wd->damage2, 115);
  3585. RE_ALLATK_RATE(wd, 115);
  3586. break;
  3587. //case SZ_MEDIUM: //Medium: 100%
  3588. case SZ_BIG: //Large: 85%
  3589. ATK_RATE(wd->damage, wd->damage2, 85);
  3590. RE_ALLATK_RATE(wd, 85);
  3591. break;
  3592. }
  3593. } else {
  3594. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3595. }
  3596. #else
  3597. case NJ_ISSEN:
  3598. wd->damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100;
  3599. wd->damage2 = 0;
  3600. break;
  3601. case LK_SPIRALPIERCE:
  3602. case ML_SPIRALPIERCE:
  3603. if (sd) {
  3604. short index = sd->equip_index[EQI_HAND_R];
  3605. if (index >= 0 &&
  3606. sd->inventory_data[index] &&
  3607. sd->inventory_data[index]->type == IT_WEAPON)
  3608. wd->damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  3609. ATK_ADDRATE(wd->damage, wd->damage2, 50*skill_lv); //Skill modifier applies to weight only.
  3610. } else {
  3611. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3612. }
  3613. i = sstatus->str/10;
  3614. i*=i;
  3615. ATK_ADD(wd->damage, wd->damage2, i); //Add str bonus.
  3616. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  3617. case SZ_SMALL: //Small: 125%
  3618. ATK_RATE(wd->damage, wd->damage2, 125);
  3619. break;
  3620. //case SZ_MEDIUM: //Medium: 100%
  3621. case SZ_BIG: //Large: 75%
  3622. ATK_RATE(wd->damage, wd->damage2, 75);
  3623. break;
  3624. }
  3625. #endif
  3626. break;
  3627. case CR_SHIELDBOOMERANG:
  3628. case PA_SHIELDCHAIN:
  3629. wd->damage = sstatus->batk;
  3630. if (sd) {
  3631. short index = sd->equip_index[EQI_HAND_L];
  3632. //Base damage of shield skills is [batk + 4*refine + weight]
  3633. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  3634. ATK_ADD(wd->damage, wd->damage2, 4 * sd->inventory.u.items_inventory[index].refine);
  3635. ATK_ADD(wd->damage, wd->damage2, sd->inventory_data[index]->weight / 10);
  3636. #ifdef RENEWAL
  3637. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, 4 * sd->inventory.u.items_inventory[index].refine);
  3638. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, sd->inventory_data[index]->weight / 10);
  3639. #endif
  3640. }
  3641. #ifndef RENEWAL
  3642. // Shield Boomerang and Rapid Smiting calculate DEF before the skill ratio
  3643. battle_calc_defense_reduction(wd, src, target, skill_id, skill_lv);
  3644. #endif
  3645. } else
  3646. ATK_ADD(wd->damage, wd->damage2, sstatus->rhw.atk2); //Else use Atk2
  3647. break;
  3648. case RK_DRAGONBREATH:
  3649. case RK_DRAGONBREATH_WATER:
  3650. {
  3651. int damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
  3652. if(status_get_lv(src) > 100)
  3653. damagevalue = damagevalue * status_get_lv(src) / 100;
  3654. if(sd) {
  3655. if (pc_checkskill( sd, DK_DRAGONIC_AURA ) >= 1) {
  3656. damagevalue = damagevalue * (90 + 10 * pc_checkskill( sd, RK_DRAGONTRAINING ) + sstatus->pow / 5 ) / 100;
  3657. } else {
  3658. damagevalue = damagevalue * (90 + 10 * pc_checkskill( sd, RK_DRAGONTRAINING )) / 100;
  3659. }
  3660. }
  3661. if (sc && sc->getSCE(SC_DRAGONIC_AURA))
  3662. damagevalue += damagevalue * sc->getSCE(SC_DRAGONIC_AURA)->val1 * 10 / 100;
  3663. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3664. #ifdef RENEWAL
  3665. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3666. #endif
  3667. wd->flag |= BF_LONG;
  3668. }
  3669. break;
  3670. case NC_SELFDESTRUCTION: {
  3671. int damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  3672. if(status_get_lv(src) > 100)
  3673. damagevalue = damagevalue * status_get_lv(src) / 100;
  3674. damagevalue = damagevalue + sstatus->hp;
  3675. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3676. #ifdef RENEWAL
  3677. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3678. #endif
  3679. }
  3680. break;
  3681. case KO_HAPPOKUNAI:
  3682. if(sd) {
  3683. short index = sd->equip_index[EQI_AMMO];
  3684. int damagevalue = 3 * (
  3685. #ifdef RENEWAL
  3686. 2 *
  3687. #endif
  3688. sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ?
  3689. sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5;
  3690. if (sc && sc->getSCE(SC_KAGEMUSYA))
  3691. damagevalue += damagevalue * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  3692. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3693. #ifdef RENEWAL
  3694. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3695. #endif
  3696. } else
  3697. ATK_ADD(wd->damage, wd->damage2, 5000);
  3698. break;
  3699. case HFLI_SBR44: //[orn]
  3700. if(src->type == BL_HOM)
  3701. wd->damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  3702. break;
  3703. default:
  3704. // Flags that apply to both pre-renewal and renewal
  3705. bflag = BDMG_NONE;
  3706. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false)) bflag |= BDMG_CRIT;
  3707. if (!skill_id && sc && sc->getSCE(SC_CHANGE)) bflag |= BDMG_MAGIC;
  3708. #ifdef RENEWAL
  3709. if (sd)
  3710. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3711. else {
  3712. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, bflag);
  3713. if (is_attack_left_handed(src, skill_id))
  3714. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, bflag);
  3715. }
  3716. #else
  3717. // Pre-renewal exclusive flags
  3718. if (skill_id == HW_MAGICCRASHER) bflag |= BDMG_MAGIC;
  3719. if (sc && sc->getSCE(SC_WEAPONPERFECTION)) bflag |= BDMG_NOSIZE;
  3720. if (is_skill_using_arrow(src, skill_id) && sd) {
  3721. switch(sd->status.weapon) {
  3722. case W_BOW:
  3723. bflag |= BDMG_ARROW;
  3724. break;
  3725. case W_REVOLVER:
  3726. case W_RIFLE:
  3727. case W_GATLING:
  3728. case W_SHOTGUN:
  3729. case W_GRENADE:
  3730. // Criticals with any guns are calculated like melee criticals
  3731. if (!(bflag & BDMG_CRIT)) {
  3732. bflag |= BDMG_ARROW;
  3733. }
  3734. break;
  3735. default:
  3736. // Attacks that use ammo are calculated like melee attacks as long as no ranged weapon is equipped
  3737. // Some skills manually add arrow_atk as mastery bonus later (e.g. Throw Shuriken, Throw Kunai)
  3738. break;
  3739. }
  3740. }
  3741. if (skill_id == SN_SHARPSHOOTING || skill_id == MA_SHARPSHOOTING)
  3742. bflag &= ~(BDMG_CRIT); // Sharpshooting just ignores DEF/FLEE but damage is like a normal attack
  3743. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, bflag);
  3744. if (is_attack_left_handed(src, skill_id))
  3745. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, bflag);
  3746. #endif
  3747. if (nk[NK_SPLASHSPLIT]){ // Divide ATK among targets
  3748. if(wd->miscflag > 0) {
  3749. wd->damage /= wd->miscflag;
  3750. #ifdef RENEWAL
  3751. wd->statusAtk /= wd->miscflag;
  3752. wd->weaponAtk /= wd->miscflag;
  3753. wd->equipAtk /= wd->miscflag;
  3754. wd->masteryAtk /= wd->miscflag;
  3755. #endif
  3756. } else
  3757. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  3758. }
  3759. //Add any bonuses that modify the base atk (pre-skills)
  3760. if(sd) {
  3761. int skill;
  3762. #ifndef RENEWAL
  3763. if (sd->bonus.crit_atk_rate && (bflag & BDMG_CRIT)) { // add +crit damage bonuses here in pre-renewal mode [helvetica]
  3764. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.crit_atk_rate);
  3765. }
  3766. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  3767. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  3768. // Reduce count by one (self) [Tydus1]
  3769. i -= 1;
  3770. ATK_ADDRATE(wd->damage, wd->damage2, 2*skill*i);
  3771. }
  3772. }
  3773. #else
  3774. if ((skill = pc_checkskill(sd, TK_POWER)) > 0) {
  3775. ATK_ADDRATE(wd->damage, wd->damage2, 10 + 15 * skill);
  3776. RE_ALLATK_ADDRATE(wd, 10 + 15 * skill);
  3777. }
  3778. #endif
  3779. }
  3780. #ifndef RENEWAL
  3781. if (tsd != nullptr && tsd->bonus.crit_def_rate != 0 && !skill_id && (bflag & BDMG_CRIT)) {
  3782. ATK_ADDRATE(wd->damage, wd->damage2, -tsd->bonus.crit_def_rate);
  3783. }
  3784. //Acid Terror ignores DEF but will substract VIT from base attack value instead
  3785. if (skill_id == AM_ACIDTERROR)
  3786. ATK_ADD(wd->damage, wd->damage2, -tstatus->def2);
  3787. #endif
  3788. break;
  3789. } //End switch(skill_id)
  3790. }
  3791. //For quick div adjustment.
  3792. #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); }
  3793. #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; }
  3794. /*================================================= [Playtester]
  3795. * Applies DAMAGE_DIV_FIX and checks for min damage
  3796. * @param d: Damage struct to apply DAMAGE_DIV_FIX to
  3797. * @param skill_id: ID of the skill that deals damage
  3798. * @return Modified damage struct
  3799. *------------------------------------------------*/
  3800. static void battle_apply_div_fix(struct Damage* d, uint16 skill_id)
  3801. {
  3802. if(d->damage) {
  3803. DAMAGE_DIV_FIX(d->damage, d->div_);
  3804. //Min damage
  3805. 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)))
  3806. d->damage = d->div_;
  3807. } else if (d->div_ < 0) {
  3808. d->div_ *= -1;
  3809. }
  3810. }
  3811. /*=======================================
  3812. * Check for and calculate multi attacks
  3813. *---------------------------------------
  3814. * Credits:
  3815. * Original coder Skotlex
  3816. * Initial refactoring by Baalberith
  3817. * Refined and optimized by helvetica
  3818. */
  3819. static void battle_calc_multi_attack(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3820. {
  3821. map_session_data *sd = BL_CAST(BL_PC, src);
  3822. status_change *sc = status_get_sc(src);
  3823. status_change *tsc = status_get_sc(target);
  3824. struct status_data *tstatus = status_get_status_data(target);
  3825. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  3826. short i;
  3827. if(sc && sc->getSCE(SC_FEARBREEZE) && sd->weapontype1==W_BOW
  3828. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->inventory.u.items_inventory[i].amount > 1)
  3829. {
  3830. int chance = rnd()%100;
  3831. switch(sc->getSCE(SC_FEARBREEZE)->val1) {
  3832. case 5:
  3833. if (chance < 4) {
  3834. wd->div_ = 5;
  3835. break;
  3836. } // 3 % chance to attack 5 times.
  3837. [[fallthrough]];
  3838. case 4:
  3839. if (chance < 7) {
  3840. wd->div_ = 4;
  3841. break;
  3842. } // 6 % chance to attack 4 times.
  3843. [[fallthrough]];
  3844. case 3:
  3845. if (chance < 10) {
  3846. wd->div_ = 3;
  3847. break;
  3848. } // 9 % chance to attack 3 times.
  3849. [[fallthrough]];
  3850. case 2:
  3851. case 1:
  3852. if (chance < 13) {
  3853. wd->div_ = 2;
  3854. break;
  3855. } // 12 % chance to attack 2 times.
  3856. }
  3857. wd->div_ = min(wd->div_,sd->inventory.u.items_inventory[i].amount);
  3858. sc->getSCE(SC_FEARBREEZE)->val4 = wd->div_-1;
  3859. if (wd->div_ > 1)
  3860. wd->type = DMG_MULTI_HIT;
  3861. }
  3862. if( wd->div_ == 1 && ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  3863. || ( pc_checkskill_flag(*sd, TF_DOUBLE) > SKILL_FLAG_PERMANENT && sd->weapontype1 != W_FIST )
  3864. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) // Will fail bare-handed
  3865. || ( sc && sc->getSCE(SC_KAGEMUSYA) && sd->weapontype1 != W_FIST )) // Will fail bare-handed
  3866. { //Success chance is not added, the higher one is used [Skotlex]
  3867. int max_rate = 0;
  3868. if (sc && sc->getSCE(SC_KAGEMUSYA))
  3869. max_rate = sc->getSCE(SC_KAGEMUSYA)->val1 * 10; // Same rate as even levels of TF_DOUBLE
  3870. else
  3871. #ifdef RENEWAL
  3872. max_rate = max(7 * skill_lv, sd->bonus.double_rate);
  3873. #else
  3874. max_rate = max(5 * skill_lv, sd->bonus.double_rate);
  3875. #endif
  3876. if( rnd()%100 < max_rate ) {
  3877. wd->div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  3878. wd->type = DMG_MULTI_HIT;
  3879. }
  3880. }
  3881. if( wd->div_ == 1 && ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  3882. || (sc && sc->count && sc->getSCE(SC_E_CHAIN) && (skill_lv = sc->getSCE(SC_E_CHAIN)->val1) > 0)) //Chain Action of ETERNAL_CHAIN
  3883. && rnd()%100 < 5*skill_lv ) //Success rate
  3884. {
  3885. wd->div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  3886. wd->type = DMG_MULTI_HIT;
  3887. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  3888. }
  3889. }
  3890. switch (skill_id) {
  3891. case RK_WINDCUTTER:
  3892. if (sd && sd->weapontype1 == W_2HSWORD)
  3893. wd->div_ = 2;
  3894. break;
  3895. case SC_FATALMENACE:
  3896. if (sd && sd->weapontype1 == W_DAGGER)
  3897. wd->div_++;
  3898. break;
  3899. case SR_RIDEINLIGHTNING:
  3900. wd->div_ = (sd ? max(1, skill_lv) : 1);
  3901. break;
  3902. case RL_QD_SHOT:
  3903. wd->div_ = 1 + (sd ? sd->status.job_level : 1) / 20 + (tsc && tsc->getSCE(SC_C_MARKER) ? 2 : 0);
  3904. break;
  3905. case KO_JYUMONJIKIRI:
  3906. if( tsc && tsc->getSCE(SC_JYUMONJIKIRI) )
  3907. wd->div_ = wd->div_ * -1;// needs more info
  3908. break;
  3909. case MH_BLAZING_AND_FURIOUS: {
  3910. struct homun_data *hd = BL_CAST(BL_HOM, src);
  3911. if (hd) {
  3912. wd->div_ = hd->homunculus.spiritball;
  3913. hom_delspiritball(hd, MAX_SPIRITBALL, 1);
  3914. }
  3915. break;
  3916. }
  3917. case ABC_FRENZY_SHOT:
  3918. if( rnd_chance( 5 * skill_lv, 100 ) ){
  3919. wd->div_ = 3;
  3920. }
  3921. break;
  3922. #ifdef RENEWAL
  3923. case AS_POISONREACT:
  3924. skill_lv = pc_checkskill(sd, TF_DOUBLE);
  3925. if (skill_lv > 0) {
  3926. if(rnd()%100 < (7 * skill_lv)) {
  3927. wd->div_++;
  3928. }
  3929. }
  3930. break;
  3931. #endif
  3932. case NW_SPIRAL_SHOOTING:
  3933. if (sd && sd->weapontype1 == W_GRENADE)
  3934. wd->div_ += 1;
  3935. break;
  3936. case NW_MAGAZINE_FOR_ONE:
  3937. if (sd && sd->weapontype1 == W_GATLING)
  3938. wd->div_ += 4;
  3939. break;
  3940. case NW_THE_VIGILANTE_AT_NIGHT:
  3941. if (sd && sd->weapontype1 == W_GATLING)
  3942. wd->div_ += 3;
  3943. break;
  3944. }
  3945. }
  3946. /**
  3947. * Calculates the percentual attack modificator (ATKpercent) based on status changes
  3948. * These bonuses are added together and the percent is applied to the damage before the defense reduction in pre-renewal
  3949. * In renewal this simply sets the base skillratio before the actual skill ratio of the skill used is added
  3950. * 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)
  3951. * Do not add additional status changes here unless they are confirmed to use ATKpercent
  3952. * @param bl: Object to calc atkpercent for
  3953. * @param skill_id: Skill used by object
  3954. * @param sc: Object's status change information
  3955. * @return atkpercent with cap_value(watk,0,USHRT_MAX)
  3956. */
  3957. static unsigned short battle_get_atkpercent(struct block_list& bl, uint16 skill_id, status_change& sc)
  3958. {
  3959. if (bl.type == BL_PC && !battle_skill_stacks_masteries_vvs(skill_id, BCHK_ALL))
  3960. return 100;
  3961. int atkpercent = 100;
  3962. if (sc.getSCE(SC_CURSE))
  3963. atkpercent -= 25;
  3964. if (sc.getSCE(SC_PROVOKE))
  3965. atkpercent += sc.getSCE(SC_PROVOKE)->val2;
  3966. if (sc.getSCE(SC_STRIPWEAPON) && bl.type != BL_PC)
  3967. atkpercent -= sc.getSCE(SC_STRIPWEAPON)->val2;
  3968. if (sc.getSCE(SC_CONCENTRATION))
  3969. atkpercent += sc.getSCE(SC_CONCENTRATION)->val2;
  3970. if (sc.getSCE(SC_TRUESIGHT))
  3971. atkpercent += 2 * sc.getSCE(SC_TRUESIGHT)->val1;
  3972. if (sc.getSCE(SC_JOINTBEAT) && sc.getSCE(SC_JOINTBEAT)->val2 & BREAK_WAIST)
  3973. atkpercent -= 25;
  3974. if (sc.getSCE(SC_INCATKRATE))
  3975. atkpercent += sc.getSCE(SC_INCATKRATE)->val1;
  3976. if (sc.getSCE(SC_POWERUP))
  3977. atkpercent += sc.getSCE(SC_POWERUP)->val1;
  3978. if (sc.getSCE(SC_SKE))
  3979. atkpercent += 300;
  3980. if (sc.getSCE(SC_BLOODLUST))
  3981. atkpercent += sc.getSCE(SC_BLOODLUST)->val2;
  3982. if (sc.getSCE(SC_FLEET))
  3983. atkpercent += sc.getSCE(SC_FLEET)->val3;
  3984. if (sc.getSCE(SC_INVINCIBLE))
  3985. atkpercent += sc.getSCE(SC_INVINCIBLE)->val2;
  3986. /* Only few selected skills should use this function, DO NOT ADD any that are not caused by the skills listed below
  3987. * TODO:
  3988. * GD_GUARDUP (2*skLevel+8)
  3989. * EL_WATERBARRIER (-3)
  3990. * SC_ENERVATION (-30/-40/-50)
  3991. * MH_EQC (skLevel*5)
  3992. * MH_VOLCANIC_ASH (-50)
  3993. */
  3994. return (unsigned short)cap_value(atkpercent, 0, USHRT_MAX);
  3995. }
  3996. /*======================================================
  3997. * Calculate skill level ratios for weapon-based skills
  3998. *------------------------------------------------------
  3999. * Credits:
  4000. * Original coder Skotlex
  4001. * Initial refactoring by Baalberith
  4002. * Refined and optimized by helvetica
  4003. */
  4004. static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4005. {
  4006. map_session_data *sd = BL_CAST(BL_PC, src);
  4007. map_session_data *tsd = BL_CAST(BL_PC, target);
  4008. status_change *sc = status_get_sc(src);
  4009. status_change *tsc = status_get_sc(target);
  4010. struct status_data *sstatus = status_get_status_data(src);
  4011. struct status_data *tstatus = status_get_status_data(target);
  4012. int skillratio = 100;
  4013. int i;
  4014. //Skill damage modifiers that stack linearly
  4015. if(sc && skill_id != PA_SACRIFICE) {
  4016. #ifdef RENEWAL
  4017. //ATK percent modifier (in renewal, it's applied before the skillratio)
  4018. skillratio = battle_get_atkpercent(*src, skill_id, *sc);
  4019. #endif
  4020. if(sc->getSCE(SC_OVERTHRUST))
  4021. skillratio += sc->getSCE(SC_OVERTHRUST)->val3;
  4022. if(sc->getSCE(SC_MAXOVERTHRUST))
  4023. skillratio += sc->getSCE(SC_MAXOVERTHRUST)->val2;
  4024. if(sc->getSCE(SC_BERSERK))
  4025. #ifndef RENEWAL
  4026. skillratio += 100;
  4027. #else
  4028. skillratio += 200;
  4029. #endif
  4030. if (!skill_id || skill_id == KN_AUTOCOUNTER) {
  4031. if (sc->getSCE(SC_CRUSHSTRIKE)) {
  4032. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  4033. short index = sd->equip_index[EQI_HAND_R];
  4034. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  4035. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sd->inventory_data[index]->atk +
  4036. 100 * sd->inventory_data[index]->weapon_level * (sd->inventory.u.items_inventory[index].refine + 6);
  4037. }
  4038. status_change_end(src,SC_CRUSHSTRIKE);
  4039. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  4040. } else {
  4041. if (sc->getSCE(SC_GIANTGROWTH) && (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) { // Increase damage again if Crush Strike is not active
  4042. if (map_flag_vs(src->m)) // Only half of the 2.5x increase on versus-type maps
  4043. skillratio += 125;
  4044. else
  4045. skillratio += 250;
  4046. }
  4047. }
  4048. }
  4049. }
  4050. switch(skill_id) {
  4051. case SM_BASH:
  4052. case MS_BASH:
  4053. skillratio += 30 * skill_lv;
  4054. break;
  4055. case SM_MAGNUM:
  4056. case MS_MAGNUM:
  4057. if(wd->miscflag == 1)
  4058. skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester]
  4059. else
  4060. skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester]
  4061. break;
  4062. case MC_MAMMONITE:
  4063. skillratio += 50 * skill_lv;
  4064. break;
  4065. case HT_POWER:
  4066. skillratio += -50 + 8 * sstatus->str;
  4067. break;
  4068. case AC_DOUBLE:
  4069. case MA_DOUBLE:
  4070. skillratio += 10 * (skill_lv - 1);
  4071. break;
  4072. case AC_SHOWER:
  4073. case MA_SHOWER:
  4074. #ifdef RENEWAL
  4075. skillratio += 50 + 10 * skill_lv;
  4076. #else
  4077. skillratio += -25 + 5 * skill_lv;
  4078. #endif
  4079. break;
  4080. case AC_CHARGEARROW:
  4081. case MA_CHARGEARROW:
  4082. skillratio += 50;
  4083. break;
  4084. case KN_PIERCE:
  4085. skillratio += 10 * skill_lv;
  4086. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  4087. skillratio *= 2;
  4088. break;
  4089. case ML_PIERCE:
  4090. skillratio += 10 * skill_lv;
  4091. break;
  4092. case MER_CRASH:
  4093. skillratio += 10 * skill_lv;
  4094. break;
  4095. case KN_SPEARSTAB:
  4096. skillratio += 20 * skill_lv;
  4097. break;
  4098. case KN_SPEARBOOMERANG:
  4099. skillratio += 50 * skill_lv;
  4100. break;
  4101. #ifdef RENEWAL
  4102. case KN_BRANDISHSPEAR:
  4103. skillratio += -100 + 400 + 100 * skill_lv + sstatus->str * 3;
  4104. break;
  4105. #else
  4106. case KN_BRANDISHSPEAR:
  4107. #endif
  4108. case ML_BRANDISH:
  4109. {
  4110. int ratio = 100 + 20 * skill_lv;
  4111. skillratio += -100 + ratio;
  4112. if(skill_lv > 3 && wd->miscflag == 0)
  4113. skillratio += ratio / 2;
  4114. if(skill_lv > 6 && wd->miscflag == 0)
  4115. skillratio += ratio / 4;
  4116. if(skill_lv > 9 && wd->miscflag == 0)
  4117. skillratio += ratio / 8;
  4118. if(skill_lv > 6 && wd->miscflag == 1)
  4119. skillratio += ratio / 2;
  4120. if(skill_lv > 9 && wd->miscflag == 1)
  4121. skillratio += ratio / 4;
  4122. if(skill_lv > 9 && wd->miscflag == 2)
  4123. skillratio += ratio / 2;
  4124. }
  4125. break;
  4126. case KN_BOWLINGBASH:
  4127. case MS_BOWLINGBASH:
  4128. skillratio += 40 * skill_lv;
  4129. break;
  4130. case AS_GRIMTOOTH:
  4131. skillratio += 20 * skill_lv;
  4132. break;
  4133. case AS_POISONREACT:
  4134. skillratio += 30 * skill_lv;
  4135. break;
  4136. case AS_SONICBLOW:
  4137. #ifdef RENEWAL
  4138. skillratio += 100 + 100 * skill_lv;
  4139. if (tstatus->hp < (tstatus->max_hp / 2))
  4140. skillratio += skillratio / 2;
  4141. #else
  4142. skillratio += 200 + 50 * skill_lv;
  4143. if (sd && pc_checkskill(sd, AS_SONICACCEL) > 0)
  4144. skillratio += skillratio / 10;
  4145. #endif
  4146. break;
  4147. case TF_SPRINKLESAND:
  4148. skillratio += 30;
  4149. break;
  4150. case MC_CARTREVOLUTION:
  4151. skillratio += 50;
  4152. if(sd && sd->cart_weight)
  4153. skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
  4154. else if (!sd)
  4155. skillratio += 100; //Max damage for non players.
  4156. break;
  4157. case NPC_PIERCINGATT:
  4158. skillratio += -25; //75% base damage
  4159. break;
  4160. case NPC_COMBOATTACK:
  4161. skillratio += 25 * skill_lv;
  4162. break;
  4163. case NPC_RANDOMATTACK:
  4164. case NPC_WATERATTACK:
  4165. case NPC_GROUNDATTACK:
  4166. case NPC_FIREATTACK:
  4167. case NPC_WINDATTACK:
  4168. case NPC_POISONATTACK:
  4169. case NPC_HOLYATTACK:
  4170. case NPC_DARKNESSATTACK:
  4171. case NPC_UNDEADATTACK:
  4172. case NPC_TELEKINESISATTACK:
  4173. case NPC_BLOODDRAIN:
  4174. case NPC_ACIDBREATH:
  4175. case NPC_DARKNESSBREATH:
  4176. case NPC_FIREBREATH:
  4177. case NPC_ICEBREATH:
  4178. case NPC_ICEBREATH2:
  4179. case NPC_THUNDERBREATH:
  4180. case NPC_HELLJUDGEMENT:
  4181. case NPC_HELLJUDGEMENT2:
  4182. case NPC_PULSESTRIKE:
  4183. skillratio += 100 * (skill_lv - 1);
  4184. break;
  4185. case NPC_REVERBERATION_ATK:
  4186. skillratio += 400 + 200 * skill_lv;
  4187. break;
  4188. case RG_BACKSTAP:
  4189. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  4190. skillratio += (200 + 40 * skill_lv) / 2;
  4191. else
  4192. skillratio += 200 + 40 * skill_lv;
  4193. break;
  4194. case RG_RAID:
  4195. #ifdef RENEWAL
  4196. skillratio += -100 + 50 + skill_lv * 150;
  4197. #else
  4198. skillratio += 40 * skill_lv;
  4199. #endif
  4200. break;
  4201. case RG_INTIMIDATE:
  4202. skillratio += 30 * skill_lv;
  4203. break;
  4204. case CR_SHIELDCHARGE:
  4205. skillratio += 20 * skill_lv;
  4206. break;
  4207. case CR_SHIELDBOOMERANG:
  4208. #ifdef RENEWAL
  4209. skillratio += -100 + skill_lv * 80;
  4210. #else
  4211. skillratio += 30 * skill_lv;
  4212. #endif
  4213. break;
  4214. case NPC_DARKCROSS:
  4215. case CR_HOLYCROSS:
  4216. #ifdef RENEWAL
  4217. if(sd && sd->status.weapon == W_2HSPEAR)
  4218. skillratio += 70 * skill_lv;
  4219. else
  4220. #endif
  4221. skillratio += 35 * skill_lv;
  4222. break;
  4223. case AM_DEMONSTRATION:
  4224. skillratio += 20 * skill_lv;
  4225. break;
  4226. case AM_ACIDTERROR:
  4227. #ifdef RENEWAL
  4228. skillratio += -100 + 200 * skill_lv;
  4229. if (sd && pc_checkskill(sd, AM_LEARNINGPOTION))
  4230. skillratio += 100; // !TODO: What's this bonus increase?
  4231. #else
  4232. skillratio += -50 + 50 * skill_lv;
  4233. #endif
  4234. break;
  4235. case MO_FINGEROFFENSIVE:
  4236. #ifdef RENEWAL
  4237. skillratio += 500 + skill_lv * 200;
  4238. if (tsc && tsc->getSCE(SC_BLADESTOP))
  4239. skillratio += skillratio / 2;
  4240. #else
  4241. skillratio += 50 * skill_lv;
  4242. #endif
  4243. break;
  4244. case MO_INVESTIGATE:
  4245. #ifdef RENEWAL
  4246. skillratio += -100 + 100 * skill_lv;
  4247. if (tsc && tsc->getSCE(SC_BLADESTOP))
  4248. skillratio += skillratio / 2;
  4249. #else
  4250. skillratio += 75 * skill_lv;
  4251. #endif
  4252. break;
  4253. case MO_EXTREMITYFIST:
  4254. skillratio += 700 + sstatus->sp * 10;
  4255. #ifdef RENEWAL
  4256. if (wd->miscflag&1)
  4257. skillratio *= 2; // More than 5 spirit balls active
  4258. #endif
  4259. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  4260. break;
  4261. case MO_TRIPLEATTACK:
  4262. skillratio += 20 * skill_lv;
  4263. break;
  4264. case MO_CHAINCOMBO:
  4265. #ifdef RENEWAL
  4266. skillratio += 150 + 50 * skill_lv;
  4267. if (sd && sd->status.weapon == W_KNUCKLE)
  4268. skillratio *= 2;
  4269. #else
  4270. skillratio += 50 + 50 * skill_lv;
  4271. #endif
  4272. break;
  4273. case MO_COMBOFINISH:
  4274. #ifdef RENEWAL
  4275. skillratio += 450 + 50 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  4276. #else
  4277. skillratio += 140 + 60 * skill_lv;
  4278. #endif
  4279. if (sc->getSCE(SC_GT_ENERGYGAIN))
  4280. skillratio += skillratio * 50 / 100;
  4281. break;
  4282. case BA_MUSICALSTRIKE:
  4283. case DC_THROWARROW:
  4284. #ifdef RENEWAL
  4285. skillratio += 10 + 40 * skill_lv;
  4286. #else
  4287. skillratio += 25 + 25 * skill_lv;
  4288. #endif
  4289. break;
  4290. case CH_TIGERFIST:
  4291. #ifdef RENEWAL
  4292. skillratio += 400 + 150 * skill_lv;
  4293. RE_LVL_DMOD(100);
  4294. #else
  4295. skillratio += -60 + 100 * skill_lv;
  4296. #endif
  4297. if (sc->getSCE(SC_GT_ENERGYGAIN))
  4298. skillratio += skillratio * 50 / 100;
  4299. break;
  4300. case CH_CHAINCRUSH:
  4301. #ifdef RENEWAL
  4302. skillratio += -100 + 200 * skill_lv;
  4303. RE_LVL_DMOD(100);
  4304. #else
  4305. skillratio += 300 + 100 * skill_lv;
  4306. #endif
  4307. if (sc->getSCE(SC_GT_ENERGYGAIN))
  4308. skillratio += skillratio * 50 / 100;
  4309. break;
  4310. case CH_PALMSTRIKE:
  4311. #ifdef RENEWAL
  4312. skillratio += 100 + 100 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  4313. RE_LVL_DMOD(100);
  4314. #else
  4315. skillratio += 100 + 100 * skill_lv;
  4316. #endif
  4317. break;
  4318. case LK_HEADCRUSH:
  4319. skillratio += 40 * skill_lv;
  4320. break;
  4321. case LK_JOINTBEAT:
  4322. skillratio += 10 * skill_lv - 50;
  4323. 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.
  4324. skillratio *= 2;
  4325. break;
  4326. #ifdef RENEWAL
  4327. // Renewal: skill ratio applies to entire damage [helvetica]
  4328. case LK_SPIRALPIERCE:
  4329. skillratio += 50 + 50 * skill_lv;
  4330. RE_LVL_DMOD(100);
  4331. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  4332. skillratio *= 2;
  4333. break;
  4334. case ML_SPIRALPIERCE:
  4335. skillratio += 50 + 50 * skill_lv;
  4336. RE_LVL_DMOD(100);
  4337. break;
  4338. #endif
  4339. case ASC_METEORASSAULT:
  4340. #ifdef RENEWAL
  4341. skillratio += 100 + 120 * skill_lv;
  4342. RE_LVL_DMOD(100);
  4343. #else
  4344. skillratio += -60 + 40 * skill_lv;
  4345. #endif
  4346. break;
  4347. case SN_SHARPSHOOTING:
  4348. if (src->type == BL_MOB) { // TODO: Did these formulas change in the renewal balancing?
  4349. if (wd->miscflag & 2) // Splash damage bonus
  4350. skillratio += -100 + 140 * skill_lv;
  4351. else
  4352. skillratio += 100 + 50 * skill_lv;
  4353. break;
  4354. }
  4355. [[fallthrough]];
  4356. case MA_SHARPSHOOTING:
  4357. #ifdef RENEWAL
  4358. skillratio += -100 + 300 + 300 * skill_lv;
  4359. RE_LVL_DMOD(100);
  4360. #else
  4361. skillratio += 100 + 50 * skill_lv;
  4362. #endif
  4363. break;
  4364. #ifdef RENEWAL
  4365. case CR_ACIDDEMONSTRATION:
  4366. skillratio += -100 + 200 * skill_lv + sstatus->int_ + tstatus->vit; // !TODO: Confirm status bonus
  4367. if (target->type == BL_PC)
  4368. skillratio /= 2;
  4369. break;
  4370. #endif
  4371. case CG_ARROWVULCAN:
  4372. #ifdef RENEWAL
  4373. skillratio += 400 + 100 * skill_lv;
  4374. RE_LVL_DMOD(100);
  4375. #else
  4376. skillratio += 100 + 100 * skill_lv;
  4377. #endif
  4378. break;
  4379. case AS_SPLASHER:
  4380. #ifdef RENEWAL
  4381. skillratio += -100 + 400 + 100 * skill_lv;
  4382. #else
  4383. skillratio += 400 + 50 * skill_lv;
  4384. #endif
  4385. if(sd)
  4386. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  4387. break;
  4388. case ASC_BREAKER:
  4389. #ifdef RENEWAL
  4390. skillratio += -100 + 150 * skill_lv + sstatus->str + sstatus->int_; // !TODO: Confirm stat modifier
  4391. RE_LVL_DMOD(100);
  4392. #else
  4393. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  4394. skillratio += -100 + 100 * skill_lv;
  4395. #endif
  4396. break;
  4397. case PA_SACRIFICE:
  4398. skillratio += -10 + 10 * skill_lv;
  4399. break;
  4400. case PA_SHIELDCHAIN:
  4401. #ifdef RENEWAL
  4402. skillratio = -100 + 300 + 200 * skill_lv;
  4403. if( sd != nullptr ){
  4404. int16 index = sd->equip_index[EQI_HAND_L];
  4405. // Damage affected by the shield's weight and refine.
  4406. if( index >= 0 && sd->inventory_data[index] != nullptr && sd->inventory_data[index]->type == IT_ARMOR ){
  4407. skillratio += sd->inventory_data[index]->weight / 10 + 4 * sd->inventory.u.items_inventory[index].refine;
  4408. }
  4409. // Damage affected by shield mastery
  4410. if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
  4411. skillratio += skill_lv * 14 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  4412. }
  4413. }
  4414. RE_LVL_DMOD(100);
  4415. #else
  4416. skillratio += 30 * skill_lv;
  4417. #endif
  4418. if (sc && sc->getSCE(SC_SHIELD_POWER))// Whats the official increase? [Rytech]
  4419. skillratio += skillratio * 50 / 100;
  4420. break;
  4421. case WS_CARTTERMINATION:
  4422. i = 10 * (16 - skill_lv);
  4423. if (i < 1) i = 1;
  4424. //Preserve damage ratio when max cart weight is changed.
  4425. if (sd && sd->cart_weight)
  4426. skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100;
  4427. else if (!sd)
  4428. skillratio += 80000 / i - 100;
  4429. break;
  4430. case TK_DOWNKICK:
  4431. case TK_STORMKICK:
  4432. skillratio += 60 + 20 * skill_lv;
  4433. break;
  4434. case TK_TURNKICK:
  4435. case TK_COUNTER:
  4436. skillratio += 90 + 30 * skill_lv;
  4437. break;
  4438. case TK_JUMPKICK:
  4439. //Different damage formulas depending on damage trigger
  4440. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
  4441. skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
  4442. else if (wd->miscflag) {
  4443. skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
  4444. if (sc && sc->getSCE(SC_SPURT)) //Spurt formula [8%*baselevel]
  4445. skillratio *= 2;
  4446. }
  4447. else
  4448. skillratio += -70 + 10 * skill_lv;
  4449. break;
  4450. case GS_TRIPLEACTION:
  4451. skillratio += 50 * skill_lv;
  4452. break;
  4453. case GS_BULLSEYE:
  4454. //Only works well against brute/demihumans non bosses.
  4455. 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))
  4456. skillratio += 400;
  4457. break;
  4458. case GS_TRACKING:
  4459. skillratio += 100 * (skill_lv + 1);
  4460. break;
  4461. case GS_PIERCINGSHOT:
  4462. #ifdef RENEWAL
  4463. if (sd && sd->weapontype1 == W_RIFLE)
  4464. skillratio += 150 + 30 * skill_lv;
  4465. else
  4466. skillratio += 100 + 20 * skill_lv;
  4467. #else
  4468. skillratio += 20 * skill_lv;
  4469. #endif
  4470. break;
  4471. case GS_RAPIDSHOWER:
  4472. skillratio += 400 + 50 * skill_lv;
  4473. break;
  4474. case GS_DESPERADO:
  4475. skillratio += 50 * (skill_lv - 1);
  4476. if (sc && sc->getSCE(SC_FALLEN_ANGEL))
  4477. skillratio *= 2;
  4478. break;
  4479. case GS_DUST:
  4480. skillratio += 50 * skill_lv;
  4481. break;
  4482. case GS_FULLBUSTER:
  4483. skillratio += 100 * (skill_lv + 2);
  4484. break;
  4485. case GS_SPREADATTACK:
  4486. #ifdef RENEWAL
  4487. skillratio += 30 * skill_lv;
  4488. #else
  4489. skillratio += 20 * (skill_lv - 1);
  4490. #endif
  4491. break;
  4492. #ifdef RENEWAL
  4493. case GS_GROUNDDRIFT:
  4494. skillratio += 100 + 20 * skill_lv;
  4495. break;
  4496. #endif
  4497. case NJ_HUUMA:
  4498. #ifdef RENEWAL
  4499. skillratio += -150 + 250 * skill_lv;
  4500. #else
  4501. skillratio += 50 + 150 * skill_lv;
  4502. #endif
  4503. break;
  4504. case NJ_TATAMIGAESHI:
  4505. skillratio += 10 * skill_lv;
  4506. #ifdef RENEWAL
  4507. skillratio *= 2;
  4508. #endif
  4509. break;
  4510. case NJ_KASUMIKIRI:
  4511. #ifdef RENEWAL
  4512. skillratio += 20 * skill_lv;
  4513. #else
  4514. skillratio += 10 * skill_lv;
  4515. #endif
  4516. break;
  4517. case NJ_KIRIKAGE:
  4518. #ifdef RENEWAL
  4519. skillratio += -50 + 150 * skill_lv;
  4520. #else
  4521. skillratio += 100 * (skill_lv - 1);
  4522. #endif
  4523. break;
  4524. #ifdef RENEWAL
  4525. case NJ_SYURIKEN:
  4526. skillratio += 5 * skill_lv;
  4527. break;
  4528. case NJ_KUNAI:
  4529. skillratio += -100 + 100 * skill_lv;
  4530. break;
  4531. case KN_CHARGEATK:
  4532. skillratio += 600;
  4533. break;
  4534. case AS_VENOMKNIFE:
  4535. skillratio += 400;
  4536. break;
  4537. #else
  4538. case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500%
  4539. int k = (wd->miscflag-1)/3;
  4540. if (k < 0)
  4541. k = 0;
  4542. else if (k > 4)
  4543. k = 4;
  4544. skillratio += 100 * k;
  4545. }
  4546. break;
  4547. #endif
  4548. case HT_PHANTASMIC:
  4549. #ifdef RENEWAL
  4550. skillratio += 400;
  4551. #else
  4552. skillratio += 50;
  4553. #endif
  4554. break;
  4555. case MO_BALKYOUNG:
  4556. #ifdef RENEWAL
  4557. skillratio += 700;
  4558. #else
  4559. skillratio += 200;
  4560. #endif
  4561. break;
  4562. case HFLI_MOON: //[orn]
  4563. skillratio += 10 + 110 * skill_lv;
  4564. break;
  4565. case HFLI_SBR44: //[orn]
  4566. skillratio += 100 * (skill_lv - 1);
  4567. break;
  4568. case NPC_VAMPIRE_GIFT:
  4569. skillratio += ((skill_lv - 1) % 5 + 1) * 100;
  4570. break;
  4571. case RK_SONICWAVE:
  4572. skillratio += -100 + 1050 + 150 * skill_lv;
  4573. RE_LVL_DMOD(100);
  4574. break;
  4575. case RK_HUNDREDSPEAR:
  4576. skillratio += -100 + 600 + 200 * skill_lv;
  4577. if (sd)
  4578. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  4579. if (sc) {
  4580. if( sc->getSCE( SC_DRAGONIC_AURA ) ){
  4581. skillratio += sc->getSCE( SC_DRAGONIC_AURA )->val1 * 160;
  4582. }
  4583. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  4584. skillratio *= 2;
  4585. }
  4586. RE_LVL_DMOD(100);
  4587. break;
  4588. case RK_WINDCUTTER:
  4589. if (sd) {
  4590. if (sd->weapontype1 == W_2HSWORD)
  4591. skillratio += -100 + 250 * skill_lv;
  4592. else if (sd->weapontype1 == W_1HSPEAR || sd->weapontype1 == W_2HSPEAR)
  4593. skillratio += -100 + 400 * skill_lv;
  4594. else
  4595. skillratio += -100 + 300 * skill_lv;
  4596. } else
  4597. skillratio += -100 + 300 * skill_lv;
  4598. RE_LVL_DMOD(100);
  4599. break;
  4600. case RK_IGNITIONBREAK:
  4601. skillratio += -100 + 450 * skill_lv;
  4602. RE_LVL_DMOD(100);
  4603. break;
  4604. case NPC_IGNITIONBREAK:
  4605. // 3x3 cell Damage = 1000 1500 2000 2500 3000 %
  4606. // 7x7 cell Damage = 750 1250 1750 2250 2750 %
  4607. // 11x11 cell Damage = 500 1000 1500 2000 2500 %
  4608. i = distance_bl(src,target);
  4609. if (i < 2)
  4610. skillratio += -100 + 500 * (skill_lv + 1);
  4611. else if (i < 4)
  4612. skillratio += -100 + 250 + 500 * skill_lv;
  4613. else
  4614. skillratio += -100 + 500 * skill_lv;
  4615. break;
  4616. case RK_STORMBLAST:
  4617. skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + sstatus->str / 6) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's STR / 6)} x 100] %
  4618. RE_LVL_DMOD(100);
  4619. break;
  4620. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  4621. skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  4622. RE_LVL_DMOD(150); // Base level bonus.
  4623. break;
  4624. // case NPC_PHANTOMTHRUST: // ATK = 100% for all level
  4625. case GC_CROSSIMPACT:
  4626. skillratio += -100 + 1400 + 150 * skill_lv;
  4627. RE_LVL_DMOD(100);
  4628. break;
  4629. case GC_COUNTERSLASH:
  4630. //ATK [{(Skill Level x 150) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  4631. skillratio += -100 + 300 + 150 * skill_lv;
  4632. RE_LVL_DMOD(120);
  4633. break;
  4634. case GC_VENOMPRESSURE:
  4635. skillratio += 900;
  4636. break;
  4637. case GC_PHANTOMMENACE:
  4638. skillratio += 200;
  4639. break;
  4640. case GC_ROLLINGCUTTER:
  4641. skillratio += -100 + 50 + 80 * skill_lv;
  4642. RE_LVL_DMOD(100);
  4643. break;
  4644. case GC_CROSSRIPPERSLASHER:
  4645. skillratio += -100 + 80 * skill_lv + (sstatus->agi * 3);
  4646. RE_LVL_DMOD(100);
  4647. if (sc && sc->getSCE(SC_ROLLINGCUTTER))
  4648. skillratio += sc->getSCE(SC_ROLLINGCUTTER)->val1 * 200;
  4649. break;
  4650. case GC_DARKCROW:
  4651. skillratio += 100 * (skill_lv - 1);
  4652. break;
  4653. case AB_DUPLELIGHT_MELEE:
  4654. skillratio += 50 + 15 * skill_lv;
  4655. break;
  4656. case NPC_ARROWSTORM:
  4657. if (skill_lv > 4)
  4658. skillratio += 1900;
  4659. else
  4660. skillratio += 900;
  4661. break;
  4662. case NPC_DRAGONBREATH:
  4663. if (skill_lv > 5)
  4664. skillratio += 500 + 500 * (skill_lv - 5); // Level 6-10 is using water element, like RK_DRAGONBREATH_WATER
  4665. else
  4666. skillratio += 500 + 500 * skill_lv; // Level 1-5 is using fire element, like RK_DRAGONBREATH
  4667. break;
  4668. case RA_ARROWSTORM:
  4669. if (sc && sc->getSCE(SC_FEARBREEZE))
  4670. skillratio += -100 + 200 + 250 * skill_lv;
  4671. else
  4672. skillratio += -100 + 200 + 180 * skill_lv;
  4673. RE_LVL_DMOD(100);
  4674. break;
  4675. case RA_AIMEDBOLT:
  4676. if (sc && sc->getSCE(SC_FEARBREEZE))
  4677. skillratio += -100 + 800 + 35 * skill_lv;
  4678. else
  4679. skillratio += -100 + 500 + 20 * skill_lv;
  4680. RE_LVL_DMOD(100);
  4681. break;
  4682. case RA_CLUSTERBOMB:
  4683. skillratio += 100 + 100 * skill_lv;
  4684. break;
  4685. case RA_WUGDASH:// ATK 300%
  4686. skillratio += 200;
  4687. break;
  4688. case RA_WUGSTRIKE:
  4689. skillratio += -100 + 200 * skill_lv;
  4690. break;
  4691. case RA_WUGBITE:
  4692. skillratio += 300 + 200 * skill_lv;
  4693. if (skill_lv == 5)
  4694. skillratio += 100;
  4695. break;
  4696. case RA_SENSITIVEKEEN:
  4697. skillratio += 50 * skill_lv;
  4698. break;
  4699. case NC_BOOSTKNUCKLE:
  4700. skillratio += -100 + 260 * skill_lv + sstatus->dex; // !TODO: What's the DEX bonus?
  4701. RE_LVL_DMOD(100);
  4702. break;
  4703. case NC_PILEBUNKER:
  4704. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  4705. RE_LVL_DMOD(100);
  4706. break;
  4707. case NC_VULCANARM:
  4708. skillratio += -100 + 230 * skill_lv + sstatus->dex; // !TODO: What's the DEX bonus?
  4709. RE_LVL_DMOD(100);
  4710. break;
  4711. case NC_FLAMELAUNCHER:
  4712. case NC_COLDSLOWER:
  4713. skillratio += 200 + 300 * skill_lv;
  4714. RE_LVL_DMOD(150);
  4715. break;
  4716. case NC_ARMSCANNON:
  4717. skillratio += -100 + 400 + 350 * skill_lv;
  4718. RE_LVL_DMOD(100);
  4719. break;
  4720. case NC_AXEBOOMERANG:
  4721. skillratio += 150 + 50 * skill_lv;
  4722. if (sd) {
  4723. short index = sd->equip_index[EQI_HAND_R];
  4724. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  4725. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  4726. }
  4727. RE_LVL_DMOD(100);
  4728. break;
  4729. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  4730. skillratio += -100 + ((sstatus->str + sstatus->dex)/ 2) + 300 + 100 * skill_lv;
  4731. RE_LVL_DMOD(100);
  4732. if (sc && sc->getSCE(SC_ABR_BATTLE_WARIOR))
  4733. skillratio *= 2;
  4734. break;
  4735. case NC_MAGMA_ERUPTION: // 'Slam' damage
  4736. skillratio += 350 + 50 * skill_lv;
  4737. break;
  4738. case NC_AXETORNADO:
  4739. skillratio += -100 + 200 + 180 * skill_lv + sstatus->vit * 2;
  4740. if (sc && sc->getSCE(SC_AXE_STOMP))
  4741. skillratio += 380;
  4742. RE_LVL_DMOD(100);
  4743. break;
  4744. case SC_FATALMENACE:
  4745. skillratio += 120 * skill_lv + sstatus->agi; // !TODO: What's the AGI bonus?
  4746. if( sc != nullptr && sc->getSCE( SC_ABYSS_DAGGER ) ){
  4747. skillratio += 30 * skill_lv;
  4748. }
  4749. RE_LVL_DMOD(100);
  4750. break;
  4751. case SC_TRIANGLESHOT:
  4752. skillratio += -100 + 230 * skill_lv + 3 * sstatus->agi;
  4753. RE_LVL_DMOD(100);
  4754. break;
  4755. case SC_FEINTBOMB:
  4756. skillratio += -100 + (skill_lv + 1) * sstatus->dex / 2 * ((sd) ? sd->status.job_level / 10 : 1);
  4757. RE_LVL_DMOD(120);
  4758. break;
  4759. case LG_CANNONSPEAR:
  4760. skillratio += -100 + skill_lv * ( 120 + sstatus->str );
  4761. if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) ){
  4762. skillratio += 400;
  4763. }
  4764. RE_LVL_DMOD(100);
  4765. break;
  4766. case LG_BANISHINGPOINT:
  4767. skillratio += -100 + ( 100 * skill_lv );
  4768. if( sd != nullptr ){
  4769. skillratio += pc_checkskill( sd, SM_BASH ) * 70;
  4770. }
  4771. if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) ){
  4772. skillratio += 800;
  4773. }
  4774. RE_LVL_DMOD(100);
  4775. break;
  4776. case LG_SHIELDPRESS:
  4777. skillratio += -100 + 200 * skill_lv + sstatus->str;
  4778. if (sd) {
  4779. if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
  4780. skillratio += skill_lv * 15 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  4781. }
  4782. short index = sd->equip_index[EQI_HAND_L];
  4783. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4784. skillratio += sd->inventory_data[index]->weight / 10;
  4785. }
  4786. RE_LVL_DMOD(100);
  4787. break;
  4788. case LG_PINPOINTATTACK:
  4789. skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src);
  4790. RE_LVL_DMOD(120);
  4791. break;
  4792. case LG_RAGEBURST:
  4793. if (sd && sd->spiritball_old)
  4794. skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  4795. else
  4796. skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src));
  4797. RE_LVL_DMOD(100);
  4798. break;
  4799. case LG_MOONSLASHER:
  4800. skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0);
  4801. RE_LVL_DMOD(100);
  4802. break;
  4803. case LG_OVERBRAND:
  4804. if(sc && sc->getSCE(SC_OVERBRANDREADY))
  4805. skillratio += -100 + 500 * skill_lv;
  4806. else
  4807. skillratio += -100 + 350 * skill_lv;
  4808. skillratio += ((sd) ? pc_checkskill(sd, CR_SPEARQUICKEN) * 50 : 0);
  4809. RE_LVL_DMOD(100);
  4810. break;
  4811. case LG_EARTHDRIVE:
  4812. skillratio += -100 + 380 * skill_lv + sstatus->str + sstatus->vit; // !TODO: What's the STR/VIT bonus?
  4813. if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
  4814. skillratio += skill_lv * 37 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  4815. }
  4816. RE_LVL_DMOD(100);
  4817. break;
  4818. case LG_HESPERUSLIT:
  4819. if (sc && sc->getSCE(SC_INSPIRATION))
  4820. skillratio += -100 + 450 * skill_lv;
  4821. else
  4822. skillratio += -100 + 300 * skill_lv;
  4823. skillratio += sstatus->vit / 6; // !TODO: What's the VIT bonus?
  4824. RE_LVL_DMOD(100);
  4825. break;
  4826. case SR_EARTHSHAKER:
  4827. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD) || tsc->getSCE(SC__SHADOWFORM))) {
  4828. //[(Skill Level x 300) x (Caster Base Level / 100) + (Caster STR x 3)] %
  4829. skillratio += -100 + 300 * skill_lv;
  4830. RE_LVL_DMOD(100);
  4831. skillratio += status_get_str(src) * 3;
  4832. } else { //[(Skill Level x 400) x (Caster Base Level / 100) + (Caster STR x 2)] %
  4833. skillratio += -100 + 400 * skill_lv;
  4834. RE_LVL_DMOD(100);
  4835. skillratio += status_get_str(src) * 2;
  4836. }
  4837. break;
  4838. case SR_DRAGONCOMBO:
  4839. skillratio += 100 + 80 * skill_lv;
  4840. RE_LVL_DMOD(100);
  4841. break;
  4842. case SR_FALLENEMPIRE:
  4843. // ATK [(Skill Level x 300 + 100) x Caster Base Level / 150] %
  4844. skillratio += 300 * skill_lv;
  4845. RE_LVL_DMOD(150);
  4846. break;
  4847. case SR_TIGERCANNON:
  4848. {
  4849. unsigned int hp = sstatus->max_hp * (10 + (skill_lv * 2)) / 100,
  4850. sp = sstatus->max_sp * (5 + skill_lv) / 100;
  4851. if (wd->miscflag&8)
  4852. // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  4853. skillratio += -100 + (hp + sp) / 2;
  4854. else
  4855. // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  4856. skillratio += -100 + (hp + sp) / 4;
  4857. RE_LVL_DMOD(100);
  4858. }
  4859. if (sc->getSCE(SC_GT_REVITALIZE))
  4860. skillratio += skillratio * 30 / 100;
  4861. break;
  4862. case SR_SKYNETBLOW:
  4863. //ATK [{(Skill Level x 200) + (Caster AGI)} x Caster Base Level / 100] %
  4864. skillratio += -100 + 200 * skill_lv + sstatus->agi / 6; // !TODO: Confirm AGI bonus
  4865. RE_LVL_DMOD(100);
  4866. break;
  4867. case SR_RAMPAGEBLASTER:
  4868. if (tsc && tsc->getSCE(SC_EARTHSHAKER)) {
  4869. skillratio += 1400 + 550 * skill_lv;
  4870. RE_LVL_DMOD(120);
  4871. } else {
  4872. skillratio += 900 + 350 * skill_lv;
  4873. RE_LVL_DMOD(150);
  4874. }
  4875. if (sc->getSCE(SC_GT_CHANGE))
  4876. skillratio += skillratio * 30 / 100;
  4877. break;
  4878. case SR_KNUCKLEARROW:
  4879. 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)] %
  4880. skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5;
  4881. if (tsd && tsd->weight)
  4882. skillratio += 100 * tsd->weight / tsd->max_weight;
  4883. RE_LVL_DMOD(150);
  4884. } else {
  4885. if (status_get_class_(target) == CLASS_BOSS)
  4886. skillratio += 400 + 200 * skill_lv;
  4887. else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  4888. skillratio += 400 + 100 * skill_lv;
  4889. RE_LVL_DMOD(100);
  4890. }
  4891. if (sc->getSCE(SC_GT_CHANGE))
  4892. skillratio += skillratio * 30 / 100;
  4893. break;
  4894. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  4895. skillratio += -100 + status_get_lv(src) + sstatus->dex;
  4896. RE_LVL_DMOD(100);
  4897. break;
  4898. case SR_GATEOFHELL:
  4899. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE)
  4900. skillratio += -100 + 800 * skill_lv;
  4901. else
  4902. skillratio += -100 + 500 * skill_lv;
  4903. RE_LVL_DMOD(100);
  4904. if (sc->getSCE(SC_GT_REVITALIZE))
  4905. skillratio += skillratio * 30 / 100;
  4906. break;
  4907. case SR_GENTLETOUCH_QUIET:
  4908. skillratio += -100 + 100 * skill_lv + sstatus->dex;
  4909. RE_LVL_DMOD(100);
  4910. break;
  4911. case SR_HOWLINGOFLION:
  4912. skillratio += -100 + 500 * skill_lv;
  4913. RE_LVL_DMOD(100);
  4914. break;
  4915. case SR_RIDEINLIGHTNING:
  4916. skillratio += -100 + 40 * skill_lv;
  4917. if (sd && sd->status.weapon == W_KNUCKLE)
  4918. skillratio += 50 * skill_lv;
  4919. RE_LVL_DMOD(100);
  4920. break;
  4921. case WM_SEVERE_RAINSTORM_MELEE:
  4922. //ATK [{(Caster DEX / 300 + AGI / 200)} x Caster Base Level / 100] %
  4923. skillratio += -100 + 100 * skill_lv + (sstatus->dex / 300 + sstatus->agi / 200);
  4924. if (wd->miscflag&4) // Whip/Instrument equipped
  4925. skillratio += 20 * skill_lv;
  4926. RE_LVL_DMOD(100);
  4927. break;
  4928. case WM_GREAT_ECHO:
  4929. skillratio += -100 + 250 + 500 * skill_lv;
  4930. if (sd) {
  4931. skillratio += pc_checkskill(sd, WM_LESSON) * 50; // !TODO: Confirm bonus
  4932. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  4933. skillratio *= 2;
  4934. }
  4935. RE_LVL_DMOD(100);
  4936. break;
  4937. case GN_CART_TORNADO: { // ATK [( Skill Level x 200 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  4938. skillratio += -100 + 200 * skill_lv;
  4939. if(sd && sd->cart_weight)
  4940. skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  4941. if (sc && sc->getSCE(SC_BIONIC_WOODENWARRIOR))
  4942. skillratio *= 2;
  4943. }
  4944. break;
  4945. case GN_CARTCANNON:
  4946. skillratio += -100 + (250 + 20 * pc_checkskill(sd, GN_REMODELING_CART)) * skill_lv + 2 * sstatus->int_ / (6 - pc_checkskill(sd, GN_REMODELING_CART));
  4947. RE_LVL_DMOD(100);
  4948. break;
  4949. case GN_SPORE_EXPLOSION:
  4950. skillratio += -100 + 400 + 200 * skill_lv;
  4951. RE_LVL_DMOD(100);
  4952. if (sc && sc->getSCE(SC_BIONIC_WOODEN_FAIRY))
  4953. skillratio *= 2;
  4954. break;
  4955. case GN_WALLOFTHORN:
  4956. skillratio += 10 * skill_lv;
  4957. break;
  4958. case GN_CRAZYWEED_ATK:
  4959. skillratio += -100 + 700 + 100 * skill_lv;
  4960. RE_LVL_DMOD(100);
  4961. break;
  4962. case GN_SLINGITEM_RANGEMELEEATK:
  4963. if( sd ) {
  4964. switch( sd->itemid ) {
  4965. case ITEMID_APPLE_BOMB:
  4966. skillratio += 200 + status_get_str(src) + status_get_dex(src);
  4967. break;
  4968. case ITEMID_COCONUT_BOMB:
  4969. case ITEMID_PINEAPPLE_BOMB:
  4970. skillratio += 700 + status_get_str(src) + status_get_dex(src);
  4971. break;
  4972. case ITEMID_MELON_BOMB:
  4973. skillratio += 400 + status_get_str(src) + status_get_dex(src);
  4974. break;
  4975. case ITEMID_BANANA_BOMB:
  4976. skillratio += 777 + status_get_str(src) + status_get_dex(src);
  4977. break;
  4978. case ITEMID_BLACK_LUMP:
  4979. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
  4980. break;
  4981. case ITEMID_BLACK_HARD_LUMP:
  4982. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
  4983. break;
  4984. case ITEMID_VERY_HARD_LUMP:
  4985. skillratio += -100 + status_get_str(src) + status_get_agi(src) + status_get_dex(src);
  4986. break;
  4987. }
  4988. RE_LVL_DMOD(100);
  4989. }
  4990. break;
  4991. case GN_HELLS_PLANT_ATK:
  4992. skillratio += -100 + 100 * skill_lv + sstatus->int_ * (sd ? pc_checkskill(sd, AM_CANNIBALIZE) : 5); // !TODO: Confirm INT and Cannibalize bonus
  4993. RE_LVL_DMOD(100);
  4994. break;
  4995. // Physical Elemantal Spirits Attack Skills
  4996. case EL_CIRCLE_OF_FIRE:
  4997. case EL_FIRE_BOMB_ATK:
  4998. case EL_STONE_RAIN:
  4999. skillratio += 200;
  5000. break;
  5001. case EL_FIRE_WAVE_ATK:
  5002. skillratio += 500;
  5003. break;
  5004. case EL_TIDAL_WEAPON:
  5005. skillratio += 1400;
  5006. break;
  5007. case EL_WIND_SLASH:
  5008. skillratio += 100;
  5009. break;
  5010. case EL_HURRICANE:
  5011. skillratio += 600;
  5012. break;
  5013. case EL_TYPOON_MIS:
  5014. case EL_WATER_SCREW_ATK:
  5015. skillratio += 900;
  5016. break;
  5017. case EL_STONE_HAMMER:
  5018. skillratio += 400;
  5019. break;
  5020. case EL_ROCK_CRUSHER:
  5021. skillratio += 700;
  5022. break;
  5023. case KO_JYUMONJIKIRI:
  5024. skillratio += -100 + 200 * skill_lv;
  5025. RE_LVL_DMOD(120);
  5026. if(tsc && tsc->getSCE(SC_JYUMONJIKIRI))
  5027. skillratio += skill_lv * status_get_lv(src);
  5028. if (sc && sc->getSCE(SC_KAGEMUSYA))
  5029. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  5030. break;
  5031. case KO_HUUMARANKA:
  5032. skillratio += -100 + 150 * skill_lv + sstatus->str + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  5033. RE_LVL_DMOD(100);
  5034. if (sc && sc->getSCE(SC_KAGEMUSYA))
  5035. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  5036. break;
  5037. case KO_SETSUDAN:
  5038. skillratio += 100 * (skill_lv - 1);
  5039. RE_LVL_DMOD(100);
  5040. if (tsc) {
  5041. struct status_change_entry *sce;
  5042. 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.
  5043. skillratio += 200 * sce->val1;
  5044. }
  5045. break;
  5046. case KO_BAKURETSU:
  5047. skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  5048. RE_LVL_DMOD(120);
  5049. skillratio += 10 * (sd ? sd->status.job_level : 1);
  5050. if (sc && sc->getSCE(SC_KAGEMUSYA))
  5051. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  5052. break;
  5053. case KO_MAKIBISHI:
  5054. skillratio += -100 + 20 * skill_lv;
  5055. break;
  5056. case MH_NEEDLE_OF_PARALYZE:
  5057. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  5058. break;
  5059. case MH_TOXIN_OF_MANDARA:
  5060. skillratio += -100 + 400 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  5061. break;
  5062. case MH_NEEDLE_STINGER:
  5063. skillratio += -100 + 200 + 500 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  5064. break;
  5065. case MH_STAHL_HORN:
  5066. skillratio += -100 + 1000 + 300 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
  5067. break;
  5068. case MH_GLANZEN_SPIES:
  5069. skillratio += -100 + 300 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->vit; // !TODO: Confirm VIT bonus
  5070. break;
  5071. case MH_LAVA_SLIDE:
  5072. skillratio += -100 + 50 * skill_lv;
  5073. break;
  5074. case MH_BLAST_FORGE:
  5075. skillratio += -100 + 70 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
  5076. break;
  5077. case MH_SONIC_CRAW:
  5078. skillratio += -100 + 60 * skill_lv * status_get_lv(src) / 150;
  5079. break;
  5080. case MH_BLAZING_AND_FURIOUS:
  5081. skillratio += -100 + 80 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
  5082. break;
  5083. case MH_THE_ONE_FIGHTER_RISES:
  5084. skillratio += -100 + 580 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
  5085. break;
  5086. case MH_SILVERVEIN_RUSH:
  5087. skillratio += -100 + 250 * skill_lv * status_get_lv(src) / 100 + sstatus->str; // !TODO: Confirm STR bonus
  5088. break;
  5089. case MH_MIDNIGHT_FRENZY:
  5090. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 150 + sstatus->str; // !TODO: Confirm STR bonus
  5091. break;
  5092. case MH_MAGMA_FLOW:
  5093. skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120;
  5094. break;
  5095. case RL_MASS_SPIRAL:
  5096. skillratio += -100 + 200 * skill_lv;
  5097. break;
  5098. case RL_FIREDANCE:
  5099. skillratio += 100 + 100 * skill_lv;
  5100. skillratio += (sd ? pc_checkskill(sd, GS_DESPERADO) * 20 : 0);
  5101. RE_LVL_DMOD(100);
  5102. break;
  5103. case RL_BANISHING_BUSTER:
  5104. skillratio += -100 + 1000 + 200 * skill_lv;
  5105. RE_LVL_DMOD(100);
  5106. break;
  5107. case RL_S_STORM:
  5108. skillratio += -100 + 1700 + 200 * skill_lv;
  5109. break;
  5110. case RL_SLUGSHOT:
  5111. if (target->type == BL_MOB)
  5112. skillratio += -100 + 1200 * skill_lv;
  5113. else
  5114. skillratio += -100 + 2000 * skill_lv;
  5115. skillratio *= 2 + tstatus->size;
  5116. break;
  5117. case RL_D_TAIL:
  5118. skillratio += -100 + 500 + 200 * skill_lv;
  5119. if (sd && (wd->miscflag & 8))
  5120. skillratio *= 2;
  5121. RE_LVL_DMOD(100);
  5122. break;
  5123. case RL_R_TRIP:
  5124. skillratio += -100 + 350 * skill_lv;
  5125. RE_LVL_DMOD(100);
  5126. break;
  5127. case RL_R_TRIP_PLUSATK:
  5128. skillratio += -100 + 300 + 300 * skill_lv;
  5129. break;
  5130. case RL_H_MINE:
  5131. if (sd && sd->flicker) // Flicker explosion damage: 500 + 300 * SkillLv
  5132. skillratio += -100 + 500 + 300 * skill_lv;
  5133. else // 200 + 200 * SkillLv
  5134. skillratio += -100 + 200 + 200 * skill_lv;
  5135. break;
  5136. case RL_HAMMER_OF_GOD:
  5137. skillratio += -100 + 100 * skill_lv;
  5138. if (sd) {
  5139. if (wd->miscflag & 8)
  5140. skillratio += 400 * sd->spiritball_old;
  5141. else
  5142. skillratio += 150 * sd->spiritball_old;
  5143. }
  5144. RE_LVL_DMOD(100);
  5145. break;
  5146. case RL_FIRE_RAIN:
  5147. case RL_AM_BLAST:
  5148. skillratio += -100 + 3500 + 300 * skill_lv;
  5149. break;
  5150. case SU_BITE:
  5151. skillratio += 100;
  5152. break;
  5153. case SU_SCRATCH:
  5154. skillratio += -50 + 50 * skill_lv;
  5155. break;
  5156. case SU_SCAROFTAROU:
  5157. skillratio += -100 + 100 * skill_lv;
  5158. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  5159. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  5160. break;
  5161. case SU_PICKYPECK:
  5162. case SU_PICKYPECK_DOUBLE_ATK:
  5163. skillratio += 100 + 100 * skill_lv;
  5164. if (status_get_hp(target) < (status_get_max_hp(target) / 2))
  5165. skillratio *= 2;
  5166. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  5167. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  5168. break;
  5169. case SU_LUNATICCARROTBEAT:
  5170. case SU_LUNATICCARROTBEAT2:
  5171. skillratio += 100 + 100 * skill_lv;
  5172. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  5173. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  5174. if (status_get_lv(src) > 99)
  5175. skillratio += sstatus->str;
  5176. RE_LVL_DMOD(100);
  5177. break;
  5178. case SU_SVG_SPIRIT:
  5179. skillratio += 150 + 150 * skill_lv;
  5180. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  5181. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  5182. break;
  5183. case SJ_FULLMOONKICK:
  5184. skillratio += 1000 + 100 * skill_lv;
  5185. RE_LVL_DMOD(100);
  5186. if (sc && sc->getSCE(SC_LIGHTOFMOON))
  5187. skillratio += skillratio * sc->getSCE(SC_LIGHTOFMOON)->val2 / 100;
  5188. break;
  5189. case SJ_NEWMOONKICK:
  5190. skillratio += 600 + 100 * skill_lv;
  5191. break;
  5192. case SJ_STAREMPEROR:
  5193. skillratio += 700 + 200 * skill_lv;
  5194. break;
  5195. case SJ_SOLARBURST:
  5196. skillratio += 900 + 220 * skill_lv;
  5197. RE_LVL_DMOD(100);
  5198. if (sc && sc->getSCE(SC_LIGHTOFSUN))
  5199. skillratio += skillratio * sc->getSCE(SC_LIGHTOFSUN)->val2 / 100;
  5200. break;
  5201. case SJ_PROMINENCEKICK:
  5202. skillratio += 50 + 50 * skill_lv;
  5203. break;
  5204. case SJ_FALLINGSTAR_ATK:
  5205. case SJ_FALLINGSTAR_ATK2:
  5206. skillratio += 100 * skill_lv;
  5207. RE_LVL_DMOD(100);
  5208. if (sc && sc->getSCE(SC_LIGHTOFSTAR))
  5209. skillratio += skillratio * sc->getSCE(SC_LIGHTOFSTAR)->val2 / 100;
  5210. break;
  5211. case DK_SERVANTWEAPON_ATK:
  5212. skillratio += -100 + 600 + 850 * skill_lv;
  5213. skillratio += 5 * sstatus->pow;
  5214. RE_LVL_DMOD(100);
  5215. break;
  5216. case DK_SERVANT_W_PHANTOM:
  5217. skillratio += -100 + 200 + 300 * skill_lv + 5 * sstatus->pow;
  5218. RE_LVL_DMOD(100);
  5219. break;
  5220. case DK_SERVANT_W_DEMOL:
  5221. skillratio += -100 + 500 * skill_lv;
  5222. RE_LVL_DMOD(100);
  5223. break;
  5224. case DK_HACKANDSLASHER:
  5225. case DK_HACKANDSLASHER_ATK:
  5226. skillratio += -100 + 350 + 820 * skill_lv;
  5227. skillratio += 7 * sstatus->pow;
  5228. RE_LVL_DMOD(100);
  5229. break;
  5230. case DK_DRAGONIC_AURA:
  5231. skillratio += 3650 * skill_lv + 10 * sstatus->pow;
  5232. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  5233. skillratio += 150 * skill_lv;
  5234. RE_LVL_DMOD(100);
  5235. break;
  5236. case DK_MADNESS_CRUSHER:
  5237. skillratio += -100 + 1000 + 3800 * skill_lv;
  5238. skillratio += 10 * sstatus->pow;
  5239. if( sd != nullptr ){
  5240. int16 index = sd->equip_index[EQI_HAND_R];
  5241. if( index >= 0 && sd->inventory_data[index] != nullptr ){
  5242. skillratio += sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->weapon_level;
  5243. }
  5244. }
  5245. RE_LVL_DMOD(100);
  5246. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  5247. skillratio *= 2;
  5248. break;
  5249. case DK_STORMSLASH:
  5250. skillratio += -100 + 300 + 750 * skill_lv;
  5251. skillratio += 5 * sstatus->pow;
  5252. RE_LVL_DMOD(100);
  5253. if (sc && sc->getSCE(SC_GIANTGROWTH) && rnd_chance(60, 100))
  5254. skillratio *= 2;
  5255. break;
  5256. case DK_DRAGONIC_BREATH:
  5257. skillratio += -100 + 50 + 350 * skill_lv;
  5258. skillratio += 7 * sstatus->pow;
  5259. if (sc && sc->getSCE(SC_DRAGONIC_AURA)) {
  5260. skillratio += 3 * sstatus->pow;
  5261. skillratio += (skill_lv * (sstatus->max_hp * 25 / 100) * 7) / 100; // Skill level x 0.07 x ((MaxHP / 4) + (MaxSP / 2))
  5262. skillratio += (skill_lv * (sstatus->max_sp * 50 / 100) * 7) / 100;
  5263. } else {
  5264. skillratio += (skill_lv * (sstatus->max_hp * 25 / 100) * 5) / 100; // Skill level x 0.05 x ((MaxHP / 4) + (MaxSP / 2))
  5265. skillratio += (skill_lv * (sstatus->max_sp * 50 / 100) * 5) / 100;
  5266. }
  5267. RE_LVL_DMOD(100);
  5268. break;
  5269. case IQ_OLEUM_SANCTUM:
  5270. skillratio += -100 + 500 + 2000 * skill_lv + 5 * sstatus->pow;
  5271. RE_LVL_DMOD(100);
  5272. break;
  5273. case IQ_MASSIVE_F_BLASTER:
  5274. skillratio += -100 + 2300 * skill_lv + 15 * sstatus->pow;
  5275. if (tstatus->race == RC_BRUTE || tstatus->race == RC_DEMON)
  5276. skillratio += 150 * skill_lv;
  5277. RE_LVL_DMOD(100);
  5278. break;
  5279. case IQ_EXPOSION_BLASTER:
  5280. skillratio += -100 + 450 + 2600 * skill_lv;
  5281. skillratio += 10 * sstatus->pow;
  5282. if( tsc != nullptr && tsc->getSCE( SC_HOLY_OIL ) ){
  5283. skillratio += 950 * skill_lv;
  5284. }
  5285. RE_LVL_DMOD(100);
  5286. break;
  5287. case IQ_FIRST_BRAND:
  5288. skillratio += -100 + 1200 * skill_lv + 5 * sstatus->pow;
  5289. RE_LVL_DMOD(100);
  5290. break;
  5291. case IQ_SECOND_FLAME:
  5292. skillratio += -100 + 200 + 2900 * skill_lv + 9 * sstatus->pow;
  5293. RE_LVL_DMOD(100);
  5294. break;
  5295. case IQ_SECOND_FAITH:
  5296. skillratio += -100 + 100 + 2300 * skill_lv + 5 * sstatus->pow;
  5297. RE_LVL_DMOD(100);
  5298. break;
  5299. case IQ_SECOND_JUDGEMENT:
  5300. skillratio += -100 + 150 + 2600 * skill_lv + 7 * sstatus->pow;
  5301. RE_LVL_DMOD(100);
  5302. break;
  5303. case IQ_THIRD_PUNISH:
  5304. skillratio += -100 + 450 + 1800 * skill_lv;
  5305. skillratio += 10 * sstatus->pow;
  5306. RE_LVL_DMOD(100);
  5307. break;
  5308. case IQ_THIRD_FLAME_BOMB:
  5309. skillratio += -100 + 650 * skill_lv + 10 * sstatus->pow;
  5310. skillratio += sstatus->max_hp * 20 / 100;
  5311. RE_LVL_DMOD(100);
  5312. break;
  5313. case IQ_THIRD_CONSECRATION:
  5314. skillratio += -100 + 700 * skill_lv + 10 * sstatus->pow;
  5315. RE_LVL_DMOD(100);
  5316. break;
  5317. case IG_GRAND_JUDGEMENT:
  5318. skillratio += -100 + 250 + 1500 * skill_lv + 10 * sstatus->pow;
  5319. if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
  5320. skillratio += 100 + 150 * skill_lv;
  5321. RE_LVL_DMOD(100);
  5322. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  5323. skillratio += skillratio * i / 100;
  5324. break;
  5325. case IG_SHIELD_SHOOTING:
  5326. skillratio += -100 + 1000 + 3500 * skill_lv;
  5327. skillratio += 10 * sstatus->pow;
  5328. skillratio += skill_lv * 150 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  5329. if (sd) { // Damage affected by the shield's weight and refine. Need official formula. [Rytech]
  5330. short index = sd->equip_index[EQI_HAND_L];
  5331. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  5332. skillratio += (sd->inventory_data[index]->weight * 7 / 6) / 10;
  5333. skillratio += sd->inventory.u.items_inventory[index].refine * 100;
  5334. }
  5335. }
  5336. RE_LVL_DMOD(100);
  5337. break;
  5338. case IG_OVERSLASH:
  5339. skillratio += -100 + 220 * skill_lv;
  5340. skillratio += pc_checkskill(sd, IG_SPEAR_SWORD_M) * 50 * skill_lv;
  5341. skillratio += 7 * sstatus->pow;
  5342. RE_LVL_DMOD(100);
  5343. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  5344. skillratio += skillratio * i / 100;
  5345. break;
  5346. case CD_EFFLIGO:
  5347. skillratio += -100 + 1650 * skill_lv + 7 * sstatus->pow;
  5348. skillratio += 8 * pc_checkskill( sd, CD_MACE_BOOK_M );
  5349. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON) {
  5350. skillratio += 150 * skill_lv;
  5351. skillratio += 7 * pc_checkskill( sd, CD_MACE_BOOK_M );
  5352. }
  5353. RE_LVL_DMOD(100);
  5354. break;
  5355. case CD_PETITIO:
  5356. skillratio += -100 + (1050 + pc_checkskill(sd,CD_MACE_BOOK_M) * 50) * skill_lv + 5 * sstatus->pow;
  5357. RE_LVL_DMOD(100);
  5358. break;
  5359. case SHC_DANCING_KNIFE:
  5360. skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow;
  5361. RE_LVL_DMOD(100);
  5362. break;
  5363. case SHC_SAVAGE_IMPACT:
  5364. skillratio += -100 + 105 * skill_lv + 5 * sstatus->pow;
  5365. if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ){
  5366. skillratio += 20 * skill_lv + 3 * sstatus->pow; // !TODO: check POW ratio
  5367. }
  5368. RE_LVL_DMOD(100);
  5369. break;
  5370. case SHC_ETERNAL_SLASH:
  5371. skillratio += -100 + 300 * skill_lv + 2 * sstatus->pow;
  5372. if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ){
  5373. skillratio += 120 * skill_lv + sstatus->pow;
  5374. }
  5375. RE_LVL_DMOD(100);
  5376. break;
  5377. case SHC_SHADOW_STAB:
  5378. skillratio += -100 + 550 * skill_lv + 5 * sstatus->pow;
  5379. if( sc && sc->getSCE( SC_CLOAKINGEXCEED ) ){
  5380. skillratio += 100 * skill_lv + 2 * sstatus->pow;
  5381. }
  5382. RE_LVL_DMOD(100);
  5383. break;
  5384. case SHC_IMPACT_CRATER:
  5385. skillratio += -100 + 80 * skill_lv + 5 * sstatus->pow;
  5386. RE_LVL_DMOD(100);
  5387. break;
  5388. case SHC_FATAL_SHADOW_CROW:
  5389. skillratio += -100 + 1300 * skill_lv + 10 * sstatus->pow;
  5390. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_DRAGON)
  5391. skillratio += 150 * skill_lv;
  5392. RE_LVL_DMOD(100);
  5393. break;
  5394. case MT_AXE_STOMP:
  5395. skillratio += -100 + 450 + 1150 * skill_lv;
  5396. skillratio += 5 * sstatus->pow;
  5397. RE_LVL_DMOD(100);
  5398. break;
  5399. case MT_MIGHTY_SMASH:
  5400. skillratio += -100 + 80 + 240 * skill_lv;
  5401. skillratio += 5 * sstatus->pow;
  5402. if (sc && sc->getSCE(SC_AXE_STOMP)) {
  5403. skillratio += 20;
  5404. skillratio += 5 * sstatus->pow;
  5405. }
  5406. RE_LVL_DMOD(100);
  5407. break;
  5408. case MT_RUSH_QUAKE:
  5409. skillratio += -100 + 3600 * skill_lv + 10 * sstatus->pow;
  5410. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_INSECT)
  5411. skillratio += 150 * skill_lv;
  5412. RE_LVL_DMOD(100);
  5413. break;
  5414. case MT_A_MACHINE:// Formula unknown. Using Dancing Knife's formula for now. [Rytech]
  5415. skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow;
  5416. RE_LVL_DMOD(100);
  5417. break;
  5418. case MT_SPARK_BLASTER:
  5419. skillratio += -100 + 600 + 1400 * skill_lv;
  5420. skillratio += 5 * sstatus->pow;
  5421. RE_LVL_DMOD(100);
  5422. break;
  5423. case MT_TRIPLE_LASER:
  5424. skillratio += -100 + 650 + 1150 * skill_lv;
  5425. skillratio += 12 * sstatus->pow;
  5426. RE_LVL_DMOD(100);
  5427. break;
  5428. case ABC_ABYSS_DAGGER:
  5429. skillratio += -100 + 350 + 1400 * skill_lv;
  5430. skillratio += 5 * sstatus->pow;
  5431. RE_LVL_DMOD(100);
  5432. break;
  5433. case ABC_UNLUCKY_RUSH:
  5434. skillratio += -100 + 100 + 300 * skill_lv + 5 * sstatus->pow;
  5435. RE_LVL_DMOD(100);
  5436. break;
  5437. case ABC_CHAIN_REACTION_SHOT:
  5438. skillratio += -100 + 850 * skill_lv;
  5439. skillratio += 15 * sstatus->con;
  5440. RE_LVL_DMOD(100);
  5441. break;
  5442. case ABC_CHAIN_REACTION_SHOT_ATK:
  5443. skillratio += -100 + 800 + 2550 * skill_lv;
  5444. skillratio += 15 * sstatus->con;
  5445. RE_LVL_DMOD(100);
  5446. break;
  5447. case ABC_DEFT_STAB:
  5448. skillratio += -100 + 700 + 550 * skill_lv;
  5449. skillratio += 7 * sstatus->pow;
  5450. RE_LVL_DMOD(100);
  5451. break;
  5452. case ABC_FRENZY_SHOT:
  5453. skillratio += -100 + 250 + 800 * skill_lv;
  5454. skillratio += 15 * sstatus->con;
  5455. RE_LVL_DMOD(100);
  5456. break;
  5457. case WH_HAWKRUSH:
  5458. skillratio += -100 + 500 * skill_lv + 5 * sstatus->con;
  5459. if (sd)
  5460. skillratio += skillratio * pc_checkskill(sd, WH_NATUREFRIENDLY) / 10;
  5461. RE_LVL_DMOD(100);
  5462. break;
  5463. case WH_HAWKBOOMERANG:
  5464. skillratio += -100 + 600 * skill_lv + 10 * sstatus->con;
  5465. if (sd)
  5466. skillratio += skillratio * pc_checkskill(sd, WH_NATUREFRIENDLY) / 10;
  5467. if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)
  5468. skillratio += skillratio * 50 / 100;
  5469. RE_LVL_DMOD(100);
  5470. break;
  5471. case WH_GALESTORM:
  5472. skillratio += -100 + 1350 * skill_lv;
  5473. skillratio += 10 * sstatus->con;
  5474. RE_LVL_DMOD(100);
  5475. if (sc && sc->getSCE(SC_CALAMITYGALE) && (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH))
  5476. skillratio += skillratio * 50 / 100;
  5477. break;
  5478. case WH_CRESCIVE_BOLT:
  5479. skillratio += -100 + 500 + 1300 * skill_lv;
  5480. skillratio += 5 * sstatus->con;
  5481. RE_LVL_DMOD(100);
  5482. if (sc) {
  5483. if (sc->getSCE(SC_CRESCIVEBOLT))
  5484. skillratio += skillratio * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
  5485. if (sc->getSCE(SC_CALAMITYGALE)) {
  5486. skillratio += skillratio * 20 / 100;
  5487. if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)
  5488. skillratio += skillratio * 50 / 100;
  5489. }
  5490. }
  5491. break;
  5492. case WH_DEEPBLINDTRAP:
  5493. case WH_SOLIDTRAP:
  5494. case WH_SWIFTTRAP:
  5495. case WH_FLAMETRAP:
  5496. skillratio += -100 + 850 * skill_lv + 5 * sstatus->con;
  5497. RE_LVL_DMOD(100);
  5498. skillratio += skillratio * (20 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5)) / 100;
  5499. break;
  5500. case BO_ACIDIFIED_ZONE_WATER:
  5501. case BO_ACIDIFIED_ZONE_GROUND:
  5502. case BO_ACIDIFIED_ZONE_WIND:
  5503. case BO_ACIDIFIED_ZONE_FIRE:
  5504. case BO_ACIDIFIED_ZONE_WATER_ATK:// These deal the same damage? [Rytech]
  5505. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  5506. case BO_ACIDIFIED_ZONE_WIND_ATK:
  5507. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  5508. skillratio += -100 + 400 * skill_lv + 5 * sstatus->pow;
  5509. if( sc != nullptr && sc->getSCE( SC_RESEARCHREPORT ) ){
  5510. skillratio += skillratio * 50 / 100;
  5511. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_PLANT)
  5512. skillratio += skillratio * 50 / 100;
  5513. }
  5514. RE_LVL_DMOD(100);
  5515. break;
  5516. case BO_EXPLOSIVE_POWDER:
  5517. skillratio += -100 + 500 + 650 * skill_lv;
  5518. skillratio += 5 * sstatus->pow;
  5519. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  5520. skillratio += 100 * skill_lv;
  5521. RE_LVL_DMOD(100);
  5522. break;
  5523. case BO_MAYHEMIC_THORNS:
  5524. skillratio += -100 + 200 + 300 * skill_lv;
  5525. skillratio += 5 * sstatus->pow;
  5526. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  5527. skillratio += 150;
  5528. RE_LVL_DMOD(100);
  5529. break;
  5530. case TR_ROSEBLOSSOM:
  5531. skillratio += -100 + 200 + 2000 * skill_lv;
  5532. if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
  5533. skillratio += 3 * sstatus->con;
  5534. if( tsc != nullptr && tsc->getSCE( SC_SOUNDBLEND ) ){
  5535. skillratio += 200 * skill_lv;
  5536. }
  5537. RE_LVL_DMOD(100);
  5538. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  5539. skillratio *= 2;
  5540. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  5541. skillratio += skillratio * 50 / 100;
  5542. }
  5543. break;
  5544. case TR_ROSEBLOSSOM_ATK:
  5545. skillratio += -100 + 250 + 2800 * skill_lv;
  5546. if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
  5547. skillratio += 3 * sstatus->con;
  5548. if( tsc != nullptr && tsc->getSCE( SC_SOUNDBLEND ) ){
  5549. skillratio += 200 * skill_lv;
  5550. }
  5551. RE_LVL_DMOD(100);
  5552. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  5553. skillratio *= 2;
  5554. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  5555. skillratio += skillratio * 50 / 100;
  5556. }
  5557. break;
  5558. case TR_RHYTHMSHOOTING:
  5559. skillratio += -100 + 550 + 950 * skill_lv;
  5560. if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
  5561. skillratio += 5 * sstatus->con;
  5562. if (tsc && tsc->getSCE(SC_SOUNDBLEND)) {
  5563. skillratio += 300 + 100 * skill_lv;
  5564. skillratio += 2 * sstatus->con;
  5565. }
  5566. RE_LVL_DMOD(100);
  5567. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  5568. skillratio *= 2;
  5569. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  5570. skillratio += skillratio * 50 / 100;
  5571. }
  5572. break;
  5573. case ABR_BATTLE_BUSTER:// Need official formula.
  5574. case ABR_DUAL_CANNON_FIRE:// Need official formula.
  5575. skillratio += -100 + 8000;
  5576. break;
  5577. case ABR_INFINITY_BUSTER:// Need official formula.
  5578. skillratio += -100 + 50000;
  5579. break;
  5580. case HN_SPIRAL_PIERCE_MAX:
  5581. skillratio += -100 + 1000 + 1500 * skill_lv;
  5582. skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 3 * skill_lv;
  5583. skillratio += 5 * sstatus->pow;
  5584. switch (status_get_size(target)){
  5585. case SZ_SMALL:
  5586. skillratio = skillratio * 150 / 100;
  5587. break;
  5588. case SZ_MEDIUM:
  5589. skillratio = skillratio * 130 / 100;
  5590. break;
  5591. case SZ_BIG:
  5592. skillratio = skillratio * 120 / 100;
  5593. break;
  5594. }
  5595. RE_LVL_DMOD(100);
  5596. break;
  5597. case HN_SHIELD_CHAIN_RUSH:
  5598. skillratio += -100 + 850 + 1050 * skill_lv;
  5599. skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 3 * skill_lv;
  5600. skillratio += 5 * sstatus->pow;
  5601. RE_LVL_DMOD(100);
  5602. break;
  5603. case HN_MEGA_SONIC_BLOW:
  5604. skillratio += -100 + 900 + 750 * skill_lv;
  5605. skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 5 * skill_lv;
  5606. skillratio += 5 * sstatus->pow;
  5607. if (status_get_hp(target) < status_get_max_hp(target) / 2)
  5608. skillratio *= 2;
  5609. RE_LVL_DMOD(100);
  5610. break;
  5611. case HN_DOUBLEBOWLINGBASH:
  5612. skillratio += -100 + 250 + 400 * skill_lv;
  5613. skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 3 * skill_lv;
  5614. skillratio += 5 * sstatus->pow;
  5615. RE_LVL_DMOD(100);
  5616. break;
  5617. case NW_HASTY_FIRE_IN_THE_HOLE:
  5618. skillratio += -100 + 1500 + 1500 * skill_lv;
  5619. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 20;
  5620. skillratio += 5 * sstatus->con;
  5621. RE_LVL_DMOD(100);
  5622. break;
  5623. case NW_BASIC_GRENADE:
  5624. skillratio += -100 + 1500 + 2100 * skill_lv;
  5625. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 50;
  5626. skillratio += 5 * sstatus->con;
  5627. RE_LVL_DMOD(100);
  5628. break;
  5629. case NW_GRENADES_DROPPING:
  5630. skillratio += -100 + 550 + 850 * skill_lv;
  5631. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 30;
  5632. skillratio += 5 * sstatus->con;
  5633. RE_LVL_DMOD(100);
  5634. break;
  5635. case NW_WILD_FIRE:
  5636. skillratio += -100 + 1500 + 3000 * skill_lv;
  5637. skillratio += 5 * sstatus->con;
  5638. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5639. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 500 * skill_lv;
  5640. if (sd && sd->weapontype1 == W_SHOTGUN)
  5641. skillratio += 200 * skill_lv;
  5642. RE_LVL_DMOD(100);
  5643. break;
  5644. case NW_MAGAZINE_FOR_ONE:
  5645. skillratio += -100 + 250 + 500 * skill_lv;
  5646. skillratio += 5 * sstatus->con;
  5647. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5648. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 100 * skill_lv;
  5649. if (sd && sd->weapontype1 == W_REVOLVER)
  5650. skillratio += 50 + 300 * skill_lv;
  5651. RE_LVL_DMOD(100);
  5652. break;
  5653. case NW_SPIRAL_SHOOTING:
  5654. skillratio += -100 + 1200 + 1700 * skill_lv;
  5655. skillratio += 5 * sstatus->con;
  5656. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5657. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 150 * skill_lv;
  5658. if (sd && sd->weapontype1 == W_RIFLE)
  5659. skillratio += 200 + 1100 * skill_lv;
  5660. RE_LVL_DMOD(100);
  5661. break;
  5662. case NW_ONLY_ONE_BULLET:
  5663. skillratio += -100 + 1200 + 3000 * skill_lv;
  5664. skillratio += 5 * sstatus->con;
  5665. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5666. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 350 * skill_lv;
  5667. if (sd && sd->weapontype1 == W_REVOLVER) {
  5668. skillratio += 400 * skill_lv;
  5669. }
  5670. RE_LVL_DMOD(100);
  5671. break;
  5672. case NW_THE_VIGILANTE_AT_NIGHT:
  5673. if (sd && sd->weapontype1 == W_GATLING) {
  5674. skillratio += -100 + 300 * skill_lv;
  5675. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5676. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 100 * skill_lv;
  5677. } else {
  5678. skillratio += -100 + 800 + 700 * skill_lv;
  5679. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5680. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 200 * skill_lv;
  5681. }
  5682. skillratio += 5 * sstatus->con;
  5683. RE_LVL_DMOD(100);
  5684. break;
  5685. case NW_MISSION_BOMBARD:
  5686. if( wd->miscflag&SKILL_ALTDMG_FLAG ){
  5687. skillratio += -100 + 5000 + 1800 * skill_lv;
  5688. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 100;
  5689. }else{
  5690. skillratio += -100 + 800 + 200 * skill_lv;
  5691. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 30;
  5692. }
  5693. skillratio += 5 * sstatus->con;
  5694. RE_LVL_DMOD(100);
  5695. break;
  5696. }
  5697. return skillratio;
  5698. }
  5699. /*==================================================================================================
  5700. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  5701. *--------------------------------------------------------------------------------------------------*
  5702. * Credits:
  5703. * Original coder Skotlex
  5704. * Initial refactoring by Baalberith
  5705. * Refined and optimized by helvetica
  5706. */
  5707. static int64 battle_calc_skill_constant_addition(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5708. {
  5709. map_session_data *sd = BL_CAST(BL_PC, src);
  5710. map_session_data *tsd = BL_CAST(BL_PC, target);
  5711. struct status_data *sstatus = status_get_status_data(src);
  5712. struct status_data *tstatus = status_get_status_data(target);
  5713. int64 atk = 0;
  5714. //Constant/misc additions from skills
  5715. switch (skill_id) {
  5716. case MO_EXTREMITYFIST:
  5717. atk = 250 + 150 * skill_lv;
  5718. break;
  5719. case PA_SHIELDCHAIN:
  5720. if (sd) {
  5721. short index = sd->equip_index[EQI_HAND_L];
  5722. // Bonus damage: [max(100, Random(100, 0.7*weight + pow(skill level + refine)))]
  5723. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  5724. // First calculate the random part of the bonus
  5725. int bonus = (7 * sd->inventory_data[index]->weight) / 100;
  5726. bonus += static_cast<decltype(bonus)>(pow(skill_lv + sd->inventory.u.items_inventory[index].refine, 2));
  5727. // Now get a random value between 100 and the random part
  5728. atk = max(100, rnd_value(100, bonus));
  5729. }
  5730. }
  5731. break;
  5732. #ifndef RENEWAL
  5733. case GS_MAGICALBULLET:
  5734. if (sstatus->matk_max > sstatus->matk_min)
  5735. atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min);
  5736. else
  5737. atk = sstatus->matk_min;
  5738. break;
  5739. #endif
  5740. #ifdef RENEWAL
  5741. case HT_FREEZINGTRAP:
  5742. if(sd)
  5743. atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP);
  5744. break;
  5745. #endif
  5746. case GC_COUNTERSLASH:
  5747. atk = sstatus->agi * 2 + (sd ? sd->status.job_level * 4 : 0);
  5748. break;
  5749. case LG_SHIELDPRESS:
  5750. if (sd) {
  5751. int damagevalue = 0;
  5752. short index = sd->equip_index[EQI_HAND_L];
  5753. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  5754. damagevalue = sstatus->vit * sd->inventory.u.items_inventory[index].refine;
  5755. atk = damagevalue;
  5756. }
  5757. break;
  5758. }
  5759. return atk;
  5760. }
  5761. /*==============================================================
  5762. * Stackable SC bonuses added on top of calculated skill damage
  5763. *--------------------------------------------------------------
  5764. * Credits:
  5765. * Original coder Skotlex
  5766. * Initial refactoring by Baalberith
  5767. * Refined and optimized by helvetica
  5768. */
  5769. static void battle_attack_sc_bonus(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  5770. {
  5771. map_session_data *sd = BL_CAST(BL_PC, src);
  5772. status_change *sc = status_get_sc(src);
  5773. struct status_data *sstatus = status_get_status_data(src);
  5774. struct status_data *tstatus = status_get_status_data(target);
  5775. uint8 anger_id = 0; // SLS Anger
  5776. // Kagerou/Oboro Earth Charm effect +15% wATK
  5777. if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  5778. ATK_ADDRATE(wd->damage, wd->damage2, 15 * sd->spiritcharm);
  5779. #ifdef RENEWAL
  5780. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, 15 * sd->spiritcharm);
  5781. #endif
  5782. }
  5783. //The following are applied on top of current damage and are stackable.
  5784. if (sc) {
  5785. #ifdef RENEWAL
  5786. if (sc->getSCE(SC_WATK_ELEMENT) && skill_id != ASC_METEORASSAULT)
  5787. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, sc->getSCE(SC_WATK_ELEMENT)->val2);
  5788. if (sc->getSCE(SC_DRUMBATTLE))
  5789. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_DRUMBATTLE)->val2);
  5790. if (sc->getSCE(SC_MADNESSCANCEL))
  5791. ATK_ADD(wd->equipAtk, wd->equipAtk2, 100);
  5792. if (sc->getSCE(SC_MAGICALBULLET)) {
  5793. short tmdef = tstatus->mdef + tstatus->mdef2;
  5794. if (sstatus->matk_min > tmdef && sstatus->matk_max > sstatus->matk_min) {
  5795. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max((sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min)) - tmdef, 0));
  5796. } else {
  5797. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max(sstatus->matk_min - tmdef, 0));
  5798. }
  5799. }
  5800. if (sc->getSCE(SC_GATLINGFEVER))
  5801. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_GATLINGFEVER)->val3);
  5802. #else
  5803. //ATK percent modifier (in pre-renewal, it's applied multiplicatively after the skill ratio)
  5804. ATK_RATE(wd->damage, wd->damage2, battle_get_atkpercent(*src, skill_id, *sc));
  5805. ATK_RATER(wd->basedamage, battle_get_atkpercent(*src, 0, *sc));
  5806. #endif
  5807. if (sc->getSCE(SC_SPIRIT)) {
  5808. if (skill_id == AS_SONICBLOW && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN) {
  5809. ATK_ADDRATE(wd->damage, wd->damage2, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  5810. RE_ALLATK_ADDRATE(wd, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  5811. } else if (skill_id == CR_SHIELDBOOMERANG && sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER) {
  5812. ATK_ADDRATE(wd->damage, wd->damage2, 100);
  5813. RE_ALLATK_ADDRATE(wd, 100);
  5814. }
  5815. }
  5816. if (sc->getSCE(SC_GT_CHANGE))
  5817. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_GT_CHANGE)->val1);
  5818. #ifdef RENEWAL
  5819. if (sc->getSCE(SC_EDP)) {
  5820. switch(skill_id) {
  5821. // Renewal: Venom Splasher, Meteor Assault, Grimtooth and Venom Knife ignore EDP
  5822. case TF_SPRINKLESAND:
  5823. case AS_SPLASHER:
  5824. case ASC_METEORASSAULT:
  5825. case AS_GRIMTOOTH:
  5826. case AS_VENOMKNIFE:
  5827. break; // skills above have no effect with EDP
  5828. default: // fall through to apply EDP bonuses
  5829. // Renewal EDP formula [helvetica]
  5830. // weapon atk * (2.5 + (edp level * .3))
  5831. // equip atk * (2.5 + (edp level * .3))
  5832. ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 250 + (sc->getSCE(SC_EDP)->val1 * 30));
  5833. ATK_RATE(wd->equipAtk, wd->equipAtk2, 250 + (sc->getSCE(SC_EDP)->val1 * 30));
  5834. break;
  5835. }
  5836. }
  5837. #endif
  5838. if (sc->getSCE(SC_DANCEWITHWUG)) {
  5839. if (skill_get_inf2(skill_id, INF2_INCREASEDANCEWITHWUGDAMAGE)) {
  5840. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 10 * battle_calc_chorusbonus(sd));
  5841. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_DANCEWITHWUG)->val1 * 10 * battle_calc_chorusbonus(sd));
  5842. }
  5843. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 2 * battle_calc_chorusbonus(sd));
  5844. #ifdef RENEWAL
  5845. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 2 * battle_calc_chorusbonus(sd));
  5846. #endif
  5847. }
  5848. if(sc->getSCE(SC_ZENKAI) && sstatus->rhw.ele == sc->getSCE(SC_ZENKAI)->val2) {
  5849. ATK_ADD(wd->damage, wd->damage2, 200);
  5850. #ifdef RENEWAL
  5851. ATK_ADD(wd->equipAtk, wd->equipAtk2, 200);
  5852. #endif
  5853. }
  5854. if (sc->getSCE(SC_EQC)) {
  5855. ATK_ADDRATE(wd->damage, wd->damage2, -sc->getSCE(SC_EQC)->val2);
  5856. #ifdef RENEWAL
  5857. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, -sc->getSCE(SC_EQC)->val2);
  5858. #endif
  5859. }
  5860. if(sc->getSCE(SC_STYLE_CHANGE)) {
  5861. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5862. if(hd) {
  5863. ATK_ADD(wd->damage, wd->damage2, hd->homunculus.spiritball * 3);
  5864. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  5865. }
  5866. }
  5867. if(sc->getSCE(SC_UNLIMIT) && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  5868. switch(skill_id) {
  5869. case RA_WUGDASH:
  5870. case RA_WUGSTRIKE:
  5871. case RA_WUGBITE:
  5872. break;
  5873. default:
  5874. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_UNLIMIT)->val2);
  5875. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_UNLIMIT)->val2);
  5876. break;
  5877. }
  5878. }
  5879. if (sc->getSCE(SC_HEAT_BARREL)) {
  5880. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_HEAT_BARREL)->val3);
  5881. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_HEAT_BARREL)->val3);
  5882. }
  5883. if((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  5884. if (sc->getSCE(SC_MTF_RANGEATK)) { // Monster Transformation bonus
  5885. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_MTF_RANGEATK)->val1);
  5886. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_MTF_RANGEATK)->val1);
  5887. }
  5888. if (sc->getSCE(SC_MTF_RANGEATK2)) { // Monster Transformation bonus
  5889. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_MTF_RANGEATK2)->val1);
  5890. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_MTF_RANGEATK2)->val1);
  5891. }
  5892. if (sc->getSCE(SC_ARCLOUSEDASH) && sc->getSCE(SC_ARCLOUSEDASH)->val4) {
  5893. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_ARCLOUSEDASH)->val4);
  5894. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_ARCLOUSEDASH)->val4);
  5895. }
  5896. }
  5897. if (sd && wd->flag&BF_WEAPON && sc->getSCE(SC_GVG_GIANT) && sc->getSCE(SC_GVG_GIANT)->val3) {
  5898. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_GVG_GIANT)->val3);
  5899. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_GVG_GIANT)->val3);
  5900. }
  5901. if (skill_id == 0 && sc->getSCE(SC_EXEEDBREAK)) {
  5902. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_EXEEDBREAK)->val2);
  5903. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_EXEEDBREAK)->val2);
  5904. }
  5905. if (sc->getSCE(SC_PYREXIA) && sc->getSCE(SC_PYREXIA)->val3 == 0 && skill_id == 0) {
  5906. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_PYREXIA)->val2);
  5907. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_PYREXIA)->val2);
  5908. }
  5909. if (sc->getSCE(SC_MIRACLE))
  5910. anger_id = 2; // Always treat all monsters as star flagged monster when in miracle state
  5911. if (sc->getSCE(SC_HIDDEN_CARD) && (wd->flag&BF_LONG) == BF_LONG)
  5912. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_HIDDEN_CARD)->val3);
  5913. }
  5914. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  5915. if (sd && pc_checkskill(sd, SU_POWEROFLIFE) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LIFE) >= 20) {
  5916. ATK_ADDRATE(wd->damage, wd->damage2, 20);
  5917. RE_ALLATK_ADDRATE(wd, 20);
  5918. }
  5919. }
  5920. if (sd != nullptr && !anger_id)
  5921. ARR_FIND(0, MAX_PC_FEELHATE, anger_id, status_get_class(target) == sd->hate_mob[anger_id]);
  5922. uint16 anger_level;
  5923. if (sd != nullptr && anger_id < MAX_PC_FEELHATE && (anger_level = pc_checkskill(sd, sg_info[anger_id].anger_id))) {
  5924. int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  5925. if (anger_id == 2)
  5926. skillratio += sstatus->str; // SG_STAR_ANGER additionally has STR added in its formula.
  5927. if (anger_level < 4)
  5928. skillratio /= 12 - 3 * anger_level;
  5929. ATK_ADDRATE(wd->damage, wd->damage2, skillratio);
  5930. #ifdef RENEWAL
  5931. RE_ALLATK_ADDRATE(wd, skillratio);
  5932. #endif
  5933. }
  5934. }
  5935. /*====================================
  5936. * Calc defense damage reduction
  5937. *------------------------------------
  5938. * Credits:
  5939. * Original coder Skotlex
  5940. * Initial refactoring by Baalberith
  5941. * Refined and optimized by helvetica
  5942. */
  5943. static void battle_calc_defense_reduction(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  5944. {
  5945. map_session_data *sd = BL_CAST(BL_PC, src);
  5946. map_session_data *tsd = BL_CAST(BL_PC, target);
  5947. status_change *sc = status_get_sc(src);
  5948. status_change *tsc = status_get_sc(target);
  5949. struct status_data *sstatus = status_get_status_data(src);
  5950. struct status_data *tstatus = status_get_status_data(target);
  5951. //Defense reduction
  5952. short vit_def;
  5953. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  5954. short def2 = tstatus->def2;
  5955. if (sd) {
  5956. int i = sd->indexed_bonus.ignore_def_by_race[tstatus->race] + sd->indexed_bonus.ignore_def_by_race[RC_ALL];
  5957. i += sd->indexed_bonus.ignore_def_by_class[tstatus->class_] + sd->indexed_bonus.ignore_def_by_class[CLASS_ALL];
  5958. if (i) {
  5959. i = min(i,100); //cap it to 100 for 0 def min
  5960. def1 -= def1 * i / 100;
  5961. def2 -= def2 * i / 100;
  5962. }
  5963. //Kagerou/Oboro Earth Charm effect +10% eDEF
  5964. if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  5965. short si = 10 * sd->spiritcharm;
  5966. def1 = (def1 * (100 + si)) / 100;
  5967. }
  5968. }
  5969. if (sc && sc->getSCE(SC_EXPIATIO)) {
  5970. short i = 5 * sc->getSCE(SC_EXPIATIO)->val1; // 5% per level
  5971. i = min(i,100); //cap it to 100 for 0 def min
  5972. def1 = (def1*(100-i))/100;
  5973. def2 = (def2*(100-i))/100;
  5974. }
  5975. if (tsc) {
  5976. if (tsc->getSCE(SC_FORCEOFVANGUARD)) {
  5977. short i = 2 * tsc->getSCE(SC_FORCEOFVANGUARD)->val1;
  5978. def1 = (def1 * (100 + i)) / 100;
  5979. }
  5980. if( tsc->getSCE(SC_CAMOUFLAGE) ){
  5981. short i = 5 * tsc->getSCE(SC_CAMOUFLAGE)->val3; //5% per second
  5982. i = min(i,100); //cap it to 100 for 0 def min
  5983. def1 = (def1*(100-i))/100;
  5984. def2 = (def2*(100-i))/100;
  5985. }
  5986. if (tsc->getSCE(SC_GT_REVITALIZE))
  5987. def1 += tsc->getSCE(SC_GT_REVITALIZE)->val4;
  5988. if (tsc->getSCE(SC_OVERED_BOOST) && target->type == BL_PC)
  5989. def1 = (def1 * tsc->getSCE(SC_OVERED_BOOST)->val4) / 100;
  5990. }
  5991. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  5992. unsigned char target_count; //256 max targets should be a sane max
  5993. //Official servers limit the count to 22 targets
  5994. target_count = min(unit_counttargeted(target), (100 / battle_config.vit_penalty_num) + (battle_config.vit_penalty_count - 1));
  5995. if(target_count >= battle_config.vit_penalty_count) {
  5996. if(battle_config.vit_penalty_type == 1) {
  5997. if( !tsc || !tsc->getSCE(SC_STEELBODY) )
  5998. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  5999. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  6000. } else { //Assume type 2
  6001. if( !tsc || !tsc->getSCE(SC_STEELBODY) )
  6002. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  6003. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  6004. }
  6005. }
  6006. if(def2 < 1)
  6007. def2 = 1;
  6008. }
  6009. #ifdef RENEWAL
  6010. if (skill_id == AM_ACIDTERROR)
  6011. def2 = 0; // Ignore only status defense.
  6012. #endif
  6013. //Damage reduction based on vitality
  6014. if (tsd) { //Sd vit-eq
  6015. int skill;
  6016. #ifndef RENEWAL
  6017. //Damage reduction: [VIT*0.3] + RND(0, [VIT^2/150] - [VIT*0.3] - 1) + [VIT*0.5]
  6018. vit_def = ((3 * def2) / 10);
  6019. vit_def += rnd_value(0, (def2 * def2) / 150 - ((3 * def2) / 10) - 1);
  6020. vit_def += (def2 / 2);
  6021. #else
  6022. vit_def = def2;
  6023. #endif
  6024. 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
  6025. (skill = pc_checkskill(tsd, AL_DP)) > 0)
  6026. vit_def += (int)(((float)tsd->status.base_level / 25.0 + 3.0) * skill + 0.5);
  6027. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  6028. (sstatus->race == RC_BRUTE || sstatus->race == RC_PLAYER_DORAM || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  6029. vit_def += skill*5;
  6030. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  6031. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  6032. vit_def += skill * 10;
  6033. } else { //Mob-Pet vit-eq
  6034. #ifndef RENEWAL
  6035. //VIT + rnd(0,[VIT/20]^2-1)
  6036. vit_def = (def2/20)*(def2/20);
  6037. if (tsc && tsc->getSCE(SC_SKA))
  6038. vit_def += 100; //Eska increases the random part of the formula by 100
  6039. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  6040. #else
  6041. //SoftDEF of monsters is floor((BaseLevel+Vit)/2)
  6042. vit_def = def2;
  6043. #endif
  6044. }
  6045. if (battle_config.weapon_defense_type) {
  6046. vit_def += def1*battle_config.weapon_defense_type;
  6047. def1 = 0;
  6048. }
  6049. #ifdef RENEWAL
  6050. switch(skill_id) {
  6051. case RK_DRAGONBREATH:
  6052. case RK_DRAGONBREATH_WATER:
  6053. case NC_ARMSCANNON:
  6054. case GN_CARTCANNON:
  6055. if (attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L))
  6056. return;
  6057. if (is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L))
  6058. return;
  6059. // Defense reduction by flat value.
  6060. // This completely bypasses the normal RE DEF Reduction formula.
  6061. wd->damage -= (def1 + vit_def);
  6062. if (is_attack_left_handed(src, skill_id))
  6063. wd->damage2 -= (def1 + vit_def);
  6064. break;
  6065. /**
  6066. * RE DEF Reduction
  6067. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  6068. * Pierce defence gains 1 atk per def/2
  6069. */
  6070. default:
  6071. if( def1 == -400 ) /* -400 creates a division by 0 and subsequently crashes */
  6072. def1 = -399;
  6073. ATK_ADD2(wd->damage, wd->damage2,
  6074. 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,
  6075. 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
  6076. );
  6077. 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) )
  6078. wd->damage = wd->damage * (4000+def1) / (4000+10*def1) - vit_def;
  6079. 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) )
  6080. wd->damage2 = wd->damage2 * (4000+def1) / (4000+10*def1) - vit_def;
  6081. break;
  6082. }
  6083. #else
  6084. if (def1 > 100) def1 = 100;
  6085. ATK_RATE2(wd->damage, wd->damage2,
  6086. 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)),
  6087. 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))
  6088. );
  6089. ATK_RATER(wd->basedamage, 100 - def1);
  6090. ATK_ADD2(wd->damage, wd->damage2,
  6091. 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,
  6092. 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
  6093. );
  6094. wd->basedamage -= vit_def;
  6095. #endif
  6096. }
  6097. /*====================================
  6098. * Modifiers ignoring DEF
  6099. *------------------------------------
  6100. * Credits:
  6101. * Original coder Skotlex
  6102. * Initial refactoring by Baalberith
  6103. * Refined and optimized by helvetica
  6104. */
  6105. static void battle_calc_attack_post_defense(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  6106. {
  6107. map_session_data *sd = BL_CAST(BL_PC, src);
  6108. status_change *sc = status_get_sc(src);
  6109. struct status_data *sstatus = status_get_status_data(src);
  6110. // Post skill/vit reduction damage increases
  6111. #ifndef RENEWAL
  6112. //Refine bonus
  6113. if (sd) {
  6114. if (battle_skill_stacks_masteries_vvs(skill_id, BCHK_REFINE)) {
  6115. ATK_ADD2(wd->damage, wd->damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  6116. }
  6117. wd->basedamage += sstatus->rhw.atk2;
  6118. }
  6119. //After DEF reduction, damage can be negative, refine bonus works against that value
  6120. //After refinement bonus was applied, damage is capped to 1, then masteries are applied
  6121. battle_min_damage(*wd, *src, skill_id, 1);
  6122. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  6123. #endif
  6124. if (sc) { // SC skill damages
  6125. if (sc->getSCE(SC_AURABLADE)
  6126. #ifndef RENEWAL
  6127. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  6128. #endif
  6129. ) {
  6130. #ifdef RENEWAL
  6131. ATK_ADD(wd->damage, wd->damage2, (3 + sc->getSCE(SC_AURABLADE)->val1) * status_get_lv(src)); // !TODO: Confirm formula
  6132. #else
  6133. ATK_ADD(wd->damage, wd->damage2, 20 * sc->getSCE(SC_AURABLADE)->val1);
  6134. #endif
  6135. }
  6136. }
  6137. //Set to min of 1
  6138. battle_min_damage(*wd, *src, skill_id, 1);
  6139. #ifdef RENEWAL
  6140. switch (skill_id) {
  6141. case AS_SONICBLOW:
  6142. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  6143. ATK_ADDRATE(wd->damage, wd->damage2, 90);
  6144. break;
  6145. }
  6146. #endif
  6147. }
  6148. /*=================================================================================
  6149. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  6150. *---------------------------------------------------------------------------------
  6151. * Credits:
  6152. * Original coder Skotlex
  6153. * Initial refactoring by Baalberith
  6154. * Refined and optimized by helvetica
  6155. */
  6156. static void battle_calc_attack_plant(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  6157. {
  6158. struct status_data *tstatus = status_get_status_data(target);
  6159. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  6160. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  6161. status_change_end(src, SC_CAMOUFLAGE);
  6162. //Plants receive 1 damage when hit
  6163. if( attack_hits || wd->damage > 0 )
  6164. wd->damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
  6165. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd->damage2 > 0) ) {
  6166. map_session_data *sd = BL_CAST(BL_PC, src);
  6167. if (sd && sd->status.weapon == W_KATAR)
  6168. wd->damage2 = 0; //No backhand damage against plants
  6169. else
  6170. wd->damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
  6171. }
  6172. if (attack_hits && target->type == BL_MOB) {
  6173. status_change *sc = status_get_sc(target);
  6174. int64 damage_dummy = 1;
  6175. if (sc && !battle_status_block_damage(src, target, sc, wd, damage_dummy, skill_id, skill_lv)) { // Statuses that reduce damage to 0.
  6176. wd->damage = wd->damage2 = 0;
  6177. return;
  6178. }
  6179. }
  6180. if( attack_hits && status_get_class(target) == MOBID_EMPERIUM ) {
  6181. if(target && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0) && map_flag_gvg2(target->m)) {
  6182. wd->damage = wd->damage2 = 0;
  6183. return;
  6184. }
  6185. const int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  6186. const int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  6187. if (wd->damage > 0) {
  6188. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  6189. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  6190. } else if (wd->damage2 > 0) {
  6191. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  6192. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  6193. }
  6194. return;
  6195. }
  6196. //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
  6197. battle_apply_div_fix(wd, skill_id);
  6198. //If there is left hand damage, total damage can never exceed 2, even on multiple hits
  6199. if(wd->damage > 1 && wd->damage2 > 0) {
  6200. wd->damage = 1;
  6201. wd->damage2 = 1;
  6202. }
  6203. }
  6204. /*========================================================================================
  6205. * Perform left/right hand weapon damage calculation based on previously calculated damage
  6206. *----------------------------------------------------------------------------------------
  6207. * Credits:
  6208. * Original coder Skotlex
  6209. * Initial refactoring by Baalberith
  6210. * Refined and optimized by helvetica
  6211. */
  6212. 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)
  6213. {
  6214. map_session_data *sd = BL_CAST(BL_PC, src);
  6215. if (sd) {
  6216. int skill;
  6217. if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {
  6218. wd->damage = wd->damage2;
  6219. wd->damage2 = 0;
  6220. } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  6221. skill = pc_checkskill(sd,TF_DOUBLE);
  6222. wd->damage2 = (int64)wd->damage * (1 + (skill * 2))/100;
  6223. #ifdef RENEWAL
  6224. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id) && sd->status.weapon != W_KATAR) { //Dual-wield
  6225. #else
  6226. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
  6227. #endif
  6228. if (wd->damage) {
  6229. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  6230. skill = pc_checkskill(sd,AS_RIGHT);
  6231. ATK_RATER(wd->damage, 50 + (skill * 10))
  6232. }
  6233. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  6234. skill = pc_checkskill(sd,KO_RIGHT);
  6235. ATK_RATER(wd->damage, 70 + (skill * 10))
  6236. }
  6237. if(wd->damage < 1)
  6238. wd->damage = 1;
  6239. }
  6240. if (wd->damage2) {
  6241. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  6242. skill = pc_checkskill(sd,AS_LEFT);
  6243. ATK_RATEL(wd->damage2, 30 + (skill * 10))
  6244. }
  6245. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  6246. skill = pc_checkskill(sd,KO_LEFT);
  6247. ATK_RATEL(wd->damage2, 50 + (skill * 10))
  6248. }
  6249. if(wd->damage2 < 1)
  6250. wd->damage2 = 1;
  6251. }
  6252. }
  6253. }
  6254. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd->damage)
  6255. wd->damage=0;
  6256. if(!is_attack_left_handed(src, skill_id) && wd->damage2)
  6257. wd->damage2=0;
  6258. }
  6259. /**
  6260. * Check if bl is devoted by someone
  6261. * @param bl
  6262. * @return 'd_bl' if devoted or NULL if not devoted
  6263. */
  6264. struct block_list *battle_check_devotion(struct block_list *bl) {
  6265. struct block_list *d_bl = NULL;
  6266. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) {
  6267. status_change *sc = status_get_sc(bl);
  6268. if (sc && sc->getSCE(SC_DEVOTION))
  6269. d_bl = map_id2bl(sc->getSCE(SC_DEVOTION)->val1);
  6270. }
  6271. return d_bl;
  6272. }
  6273. /*==========================================
  6274. * BG/GvG attack modifiers
  6275. *------------------------------------------
  6276. * Credits:
  6277. * Original coder Skotlex
  6278. * Initial refactoring by Baalberith
  6279. * Refined and optimized by helvetica
  6280. */
  6281. static void battle_calc_attack_gvg_bg(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  6282. {
  6283. if( wd->damage + wd->damage2 ) { //There is a total damage value
  6284. if( src != target && //Don't reflect your own damage (Grand Cross)
  6285. (!skill_id || skill_id ||
  6286. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
  6287. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  6288. map_session_data *tsd = BL_CAST(BL_PC, target);
  6289. struct status_data *sstatus = status_get_status_data(src);
  6290. t_tick tick = gettick(), rdelay = 0;
  6291. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, false);
  6292. if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
  6293. struct block_list *d_bl = battle_check_devotion(src);
  6294. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  6295. if( tsd )
  6296. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  6297. //Use Reflect Shield to signal this kind of skill trigger [Skotlex]
  6298. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true, false);
  6299. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  6300. }
  6301. }
  6302. struct map_data *mapdata = map_getmapdata(target->m);
  6303. if(!wd->damage2) {
  6304. wd->damage = battle_calc_damage(src,target,wd,wd->damage,skill_id,skill_lv);
  6305. if( mapdata_flag_gvg2(mapdata) )
  6306. wd->damage=battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  6307. else if( mapdata->getMapFlag(MF_BATTLEGROUND) )
  6308. wd->damage=battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  6309. }
  6310. else if(!wd->damage) {
  6311. wd->damage2 = battle_calc_damage(src,target,wd,wd->damage2,skill_id,skill_lv);
  6312. if( mapdata_flag_gvg2(mapdata) )
  6313. wd->damage2 = battle_calc_gvg_damage(src,target,wd->damage2,skill_id,wd->flag);
  6314. else if( mapdata->getMapFlag(MF_BATTLEGROUND) )
  6315. wd->damage2 = battle_calc_bg_damage(src,target,wd->damage2,skill_id,wd->flag);
  6316. }
  6317. else {
  6318. wd->damage = battle_calc_damage(src, target, wd, wd->damage, skill_id, skill_lv);
  6319. wd->damage2 = battle_calc_damage(src, target, wd, wd->damage2, skill_id, skill_lv);
  6320. if (mapdata_flag_gvg2(mapdata)) {
  6321. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  6322. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  6323. }
  6324. else if (mapdata->getMapFlag(MF_BATTLEGROUND)) {
  6325. wd->damage = battle_calc_bg_damage(src, target, wd->damage, skill_id, wd->flag);
  6326. wd->damage2 = battle_calc_bg_damage(src, target, wd->damage2, skill_id, wd->flag);
  6327. }
  6328. if(wd->damage > 1 && wd->damage2 < 1) wd->damage2 = 1;
  6329. }
  6330. }
  6331. }
  6332. /*==========================================
  6333. * final ATK modifiers - after BG/GvG calc
  6334. *------------------------------------------
  6335. * Credits:
  6336. * Original coder Skotlex
  6337. * Initial refactoring by Baalberith
  6338. * Refined and optimized by helvetica
  6339. */
  6340. 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)
  6341. {
  6342. map_session_data *sd = BL_CAST(BL_PC, src);
  6343. map_session_data *tsd = BL_CAST(BL_PC, target);
  6344. status_change *sc = status_get_sc(src);
  6345. status_change *tsc = status_get_sc(target);
  6346. struct status_data *sstatus = status_get_status_data(src);
  6347. struct status_data *tstatus = status_get_status_data(target);
  6348. int skill_damage = 0;
  6349. //Reject Sword bugreport:4493 by Daegaladh
  6350. if(wd->damage && tsc && tsc->getSCE(SC_REJECTSWORD) &&
  6351. (src->type!=BL_PC || (
  6352. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  6353. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  6354. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  6355. )) &&
  6356. rnd()%100 < tsc->getSCE(SC_REJECTSWORD)->val2
  6357. )
  6358. {
  6359. ATK_RATER(wd->damage, 50)
  6360. clif_skill_nodamage(target,target,ST_REJECTSWORD, tsc->getSCE(SC_REJECTSWORD)->val1,1);
  6361. status_fix_damage(target,src,wd->damage,clif_damage(target,src,gettick(),0,0,wd->damage,0,DMG_NORMAL,0,false),ST_REJECTSWORD);
  6362. if (status_isdead(target))
  6363. return;
  6364. if( --(tsc->getSCE(SC_REJECTSWORD)->val3) <= 0 )
  6365. status_change_end(target, SC_REJECTSWORD);
  6366. }
  6367. if( tsc && tsc->getSCE(SC_CRESCENTELBOW) && wd->flag&BF_SHORT && rnd()%100 < tsc->getSCE(SC_CRESCENTELBOW)->val2 ) {
  6368. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  6369. int64 rdamage = 0;
  6370. int ratio = (int64)(status_get_hp(src) / 100) * tsc->getSCE(SC_CRESCENTELBOW)->val1 * status_get_lv(target) / 125;
  6371. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  6372. rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0);
  6373. rdamage = (int64)rdamage * ratio / 100 + wd->damage * (10 + tsc->getSCE(SC_CRESCENTELBOW)->val1 * 20 / 10) / 10;
  6374. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->getSCE(SC_CRESCENTELBOW)->val1), unit_getdir(src), BLOWN_NONE);
  6375. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  6376. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->getSCE(SC_CRESCENTELBOW)->val1, DMG_SINGLE); // This is how official does
  6377. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false);
  6378. status_damage(target, src, rdamage, 0, 0, 0, 0);
  6379. status_damage(src, target, rdamage/10, 0, 0, 1, 0);
  6380. status_change_end(target, SC_CRESCENTELBOW);
  6381. }
  6382. if( sc ) {
  6383. //SC_FUSION hp penalty [Komurka]
  6384. if (sc->getSCE(SC_FUSION)) {
  6385. unsigned int hp = sstatus->max_hp;
  6386. if (sd && tsd) {
  6387. hp = hp / 13;
  6388. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  6389. hp = sstatus->hp;
  6390. } else
  6391. hp = 2*hp/100; //2% hp loss per hit
  6392. status_zap(src, hp, 0);
  6393. }
  6394. if (sc->getSCE(SC_VIGOR))
  6395. status_zap(src, sc->getSCE(SC_VIGOR)->val2, 0);
  6396. // Only affecting non-skills
  6397. if (!skill_id && wd->dmg_lv > ATK_BLOCK) {
  6398. if (sc->getSCE(SC_ENCHANTBLADE)) {
  6399. //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2
  6400. int64 enchant_dmg = sc->getSCE(SC_ENCHANTBLADE)->val2;
  6401. if (sstatus->matk_max > sstatus->matk_min)
  6402. enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min);
  6403. else
  6404. enchant_dmg = enchant_dmg + sstatus->matk_min;
  6405. enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2);
  6406. if (enchant_dmg > 0)
  6407. ATK_ADD(wd->damage, wd->damage2, enchant_dmg);
  6408. }
  6409. }
  6410. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  6411. status_change_end(src, SC_CAMOUFLAGE);
  6412. }
  6413. #ifndef RENEWAL
  6414. if (skill_id == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
  6415. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd->miscflag);
  6416. wd->damage += md.damage;
  6417. }
  6418. #endif
  6419. // Skill damage adjustment
  6420. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  6421. ATK_ADDRATE(wd->damage, wd->damage2, skill_damage);
  6422. }
  6423. /*====================================================
  6424. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  6425. *----------------------------------------------------
  6426. * Credits:
  6427. * Original coder Skotlex
  6428. * Initial refactoring by Baalberith
  6429. * Refined and optimized by helvetica
  6430. */
  6431. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  6432. {
  6433. struct status_data *sstatus = status_get_status_data(src);
  6434. struct status_data *tstatus = status_get_status_data(target);
  6435. status_change *sc = status_get_sc(src);
  6436. map_session_data *sd = BL_CAST(BL_PC, src);
  6437. struct Damage wd;
  6438. wd.type = DMG_NORMAL; //Normal attack
  6439. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  6440. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  6441. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  6442. /*if(skill_id == KN_AUTOCOUNTER)
  6443. wd.amotion /= 2; */
  6444. wd.dmotion = tstatus->dmotion;
  6445. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  6446. wd.miscflag = wflag;
  6447. wd.flag = BF_WEAPON; //Initial Flag
  6448. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  6449. wd.isspdamage = false;
  6450. wd.damage = wd.damage2 =
  6451. #ifdef RENEWAL
  6452. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  6453. wd.percentAtk = wd.percentAtk2 =
  6454. #else
  6455. wd.basedamage =
  6456. #endif
  6457. 0;
  6458. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  6459. if(sd)
  6460. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  6461. if (skill_id) {
  6462. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  6463. switch(skill_id)
  6464. {
  6465. #ifdef RENEWAL
  6466. case RG_BACKSTAP:
  6467. if (sd && sd->status.weapon == W_DAGGER)
  6468. wd.div_ = 2;
  6469. break;
  6470. case MO_CHAINCOMBO:
  6471. if (sd && sd->status.weapon == W_KNUCKLE)
  6472. wd.div_ = -6;
  6473. break;
  6474. #endif
  6475. case MH_SONIC_CRAW:{
  6476. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6477. wd.div_ = hd->homunculus.spiritball;
  6478. }
  6479. break;
  6480. case MO_FINGEROFFENSIVE:
  6481. if (sd) {
  6482. if (battle_config.finger_offensive_type)
  6483. wd.div_ = 1;
  6484. #ifndef RENEWAL
  6485. else if ((sd->spiritball + sd->spiritball_old) < wd.div_)
  6486. wd.div_ = sd->spiritball + sd->spiritball_old;
  6487. #endif
  6488. }
  6489. break;
  6490. case KN_PIERCE:
  6491. case ML_PIERCE:
  6492. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  6493. break;
  6494. case TF_DOUBLE: //For NPC used skill.
  6495. case GS_CHAINACTION:
  6496. wd.type = DMG_MULTI_HIT;
  6497. break;
  6498. case GS_GROUNDDRIFT:
  6499. wd.amotion = sstatus->amotion;
  6500. [[fallthrough]];
  6501. case KN_SPEARSTAB:
  6502. #ifndef RENEWAL
  6503. case KN_BOWLINGBASH:
  6504. #endif
  6505. case MS_BOWLINGBASH:
  6506. case MO_BALKYOUNG:
  6507. case TK_TURNKICK:
  6508. wd.blewcount = 0;
  6509. break;
  6510. #ifdef RENEWAL
  6511. case KN_BOWLINGBASH:
  6512. if (sd && sd->status.weapon == W_2HSWORD) {
  6513. if (wd.miscflag >= 2 && wd.miscflag <= 3)
  6514. wd.div_ = 3;
  6515. else if (wd.miscflag >= 4)
  6516. wd.div_ = 4;
  6517. }
  6518. break;
  6519. #endif
  6520. case KN_AUTOCOUNTER:
  6521. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  6522. break;
  6523. case LK_SPIRALPIERCE:
  6524. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  6525. break;
  6526. case RK_WINDCUTTER:
  6527. if (sd && (sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR))
  6528. wd.flag |= BF_LONG;
  6529. break;
  6530. case NC_BOOSTKNUCKLE:
  6531. case NC_VULCANARM:
  6532. case NC_ARMSCANNON:
  6533. if (sc && sc->getSCE(SC_ABR_DUAL_CANNON))
  6534. wd.div_ = 2;
  6535. break;
  6536. case NC_POWERSWING:
  6537. if (sc && sc->getSCE(SC_ABR_BATTLE_WARIOR))
  6538. wd.div_ = -2;
  6539. break;
  6540. case GN_CARTCANNON:
  6541. if (sc && sc->getSCE(SC_BIONIC_WOODENWARRIOR))
  6542. wd.div_ = 2;
  6543. break;
  6544. case DK_SERVANT_W_PHANTOM:
  6545. case DK_SERVANT_W_DEMOL:
  6546. if (sd && (sd->servantball + sd->servantball_old) < wd.div_)
  6547. wd.div_ = sd->servantball + sd->servantball_old;
  6548. break;
  6549. case IQ_THIRD_FLAME_BOMB:
  6550. wd.div_ = min(wd.div_ + wd.miscflag, 3); // Number of hits doesn't go above 3.
  6551. break;
  6552. case IG_OVERSLASH:
  6553. if( wd.miscflag >= 4 ){
  6554. wd.div_ = 7;
  6555. }else if( wd.miscflag >= 2 ){
  6556. wd.div_ = 5;
  6557. }
  6558. break;
  6559. case SHC_ETERNAL_SLASH:
  6560. if (sc && sc->getSCE(SC_E_SLASH_COUNT))
  6561. wd.div_ = sc->getSCE(SC_E_SLASH_COUNT)->val1;
  6562. break;
  6563. case SHC_IMPACT_CRATER:
  6564. if (sc && sc->getSCE(SC_ROLLINGCUTTER))
  6565. wd.div_ = sc->getSCE(SC_ROLLINGCUTTER)->val1;
  6566. break;
  6567. case MT_AXE_STOMP:
  6568. if (sd && sd->status.weapon == W_2HAXE)
  6569. wd.div_ = 3;
  6570. break;
  6571. case SHC_SAVAGE_IMPACT:
  6572. wd.div_ = wd.div_ + wd.miscflag;
  6573. break;
  6574. case MT_MIGHTY_SMASH:
  6575. if (sc && sc->getSCE(SC_AXE_STOMP))
  6576. wd.div_ = 7;
  6577. break;
  6578. case BO_EXPLOSIVE_POWDER:
  6579. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  6580. wd.div_ = 5;
  6581. break;
  6582. case BO_MAYHEMIC_THORNS:
  6583. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  6584. wd.div_ = 4;
  6585. break;
  6586. case HN_DOUBLEBOWLINGBASH:
  6587. if (wd.miscflag > 1)
  6588. wd.div_ += min(4, wd.miscflag);
  6589. break;
  6590. }
  6591. } else {
  6592. bool is_long = false;
  6593. if (is_skill_using_arrow(src, skill_id) || (sc && sc->getSCE(SC_SOULATTACK)))
  6594. is_long = true;
  6595. wd.flag |= is_long ? BF_LONG : BF_SHORT;
  6596. }
  6597. return wd;
  6598. }
  6599. /**
  6600. * Check if we should reflect the damage and calculate it if so
  6601. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  6602. * @param wd : weapon damage
  6603. * @param src : bl who did the attack
  6604. * @param target : target of the attack
  6605. * @param skill_id : id of casted skill, 0 = basic atk
  6606. * @param skill_lv : lvl of skill casted
  6607. */
  6608. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv)
  6609. {
  6610. // Don't reflect your own damage (Grand Cross)
  6611. if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL ||
  6612. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ))))
  6613. {
  6614. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  6615. map_session_data *tsd = BL_CAST(BL_PC, target);
  6616. status_change *tsc = status_get_sc(target);
  6617. struct status_data *sstatus = status_get_status_data(src);
  6618. struct unit_data *ud = unit_bl2ud(target);
  6619. t_tick tick = gettick(), rdelay = 0;
  6620. if (!tsc)
  6621. return;
  6622. auto * sce = tsc->getSCE(SC_MAXPAIN);
  6623. if (sce) {
  6624. sce->val2 = (int)damage;
  6625. 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.
  6626. skill_castend_damage_id(target, src, NPC_MAXPAIN_ATK, sce->val1, tick, ((wd->flag & 1) ? wd->flag - 1 : wd->flag));
  6627. }
  6628. // Calculate skill reflect damage separately
  6629. if ((ud && !ud->immune_attack) || !status_bl_has_mode(target, MD_SKILLIMMUNE))
  6630. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
  6631. if( rdamage > 0 ) {
  6632. struct block_list *d_bl = battle_check_devotion(src);
  6633. status_change *sc = status_get_sc(src);
  6634. if (sc && sc->getSCE(SC_VITALITYACTIVATION))
  6635. rdamage /= 2;
  6636. if( attack_type == BF_WEAPON && tsc->getSCE(SC_REFLECTDAMAGE) ) // Don't reflect your own damage (Grand Cross)
  6637. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag);
  6638. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  6639. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  6640. if( tsd )
  6641. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  6642. // It appears that official servers give skill reflect damage a longer delay
  6643. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true, false);
  6644. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  6645. }
  6646. }
  6647. }
  6648. }
  6649. /*============================================
  6650. * Calculate "weapon"-type attacks and skills
  6651. *--------------------------------------------
  6652. * Credits:
  6653. * Original coder Skotlex
  6654. * Initial refactoring by Baalberith
  6655. * Refined and optimized by helvetica
  6656. */
  6657. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  6658. {
  6659. map_session_data *sd, *tsd;
  6660. struct Damage wd;
  6661. status_change *sc = status_get_sc(src);
  6662. status_change *tsc = status_get_sc(target);
  6663. struct status_data *sstatus = status_get_status_data(src);
  6664. struct status_data *tstatus = status_get_status_data(target);
  6665. int right_element, left_element;
  6666. bool infdef = false;
  6667. memset(&wd,0,sizeof(wd));
  6668. if (src == NULL || target == NULL) {
  6669. nullpo_info(NLP_MARK);
  6670. return wd;
  6671. }
  6672. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  6673. right_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  6674. left_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  6675. if (sc && !sc->count)
  6676. sc = NULL; //Skip checking as there are no status changes active.
  6677. if (tsc && !tsc->count)
  6678. tsc = NULL; //Skip checking as there are no status changes active.
  6679. sd = BL_CAST(BL_PC, src);
  6680. tsd = BL_CAST(BL_PC, target);
  6681. //Check for Lucky Dodge
  6682. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  6683. wd.type = DMG_LUCY_DODGE;
  6684. wd.dmg_lv = ATK_LUCKY;
  6685. if(wd.div_ < 0)
  6686. wd.div_ *= -1;
  6687. return wd;
  6688. }
  6689. // on official check for multi hit first so we can override crit on double attack [helvetica]
  6690. battle_calc_multi_attack(&wd, src, target, skill_id, skill_lv);
  6691. // crit check is next since crits always hit on official [helvetica]
  6692. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, true)) {
  6693. #if PACKETVER >= 20161207
  6694. if (wd.type&DMG_MULTI_HIT)
  6695. wd.type = DMG_MULTI_HIT_CRITICAL;
  6696. else
  6697. wd.type = DMG_CRITICAL;
  6698. #else
  6699. wd.type = DMG_CRITICAL;
  6700. #endif
  6701. }
  6702. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  6703. // check if we're landing a hit
  6704. if(!is_attack_hitting(&wd, src, target, skill_id, skill_lv, true))
  6705. wd.dmg_lv = ATK_FLEE;
  6706. else if(!(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants
  6707. #ifndef RENEWAL
  6708. // First call function with skill_id 0 to get base damage of a normal attack
  6709. battle_calc_skill_base_damage(&wd, src, target, 0, 0); // base damage
  6710. wd.basedamage = wd.damage;
  6711. // Now get actual skill damage
  6712. if (skill_id != 0)
  6713. #endif
  6714. battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv); // base skill damage
  6715. int64 ratio = 0;
  6716. #ifndef RENEWAL
  6717. ratio = battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv); // skill level ratios
  6718. ATK_RATE(wd.damage, wd.damage2, ratio);
  6719. #endif
  6720. int64 bonus_damage = battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv); // other skill bonuses
  6721. ATK_ADD(wd.damage, wd.damage2, bonus_damage);
  6722. #ifdef RENEWAL
  6723. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  6724. struct status_data *sstatus = status_get_status_data(src);
  6725. if (sstatus->matk_max > sstatus->matk_min) {
  6726. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  6727. } else
  6728. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  6729. }
  6730. #endif
  6731. int i = 0;
  6732. #ifndef RENEWAL
  6733. // add any miscellaneous player ATK bonuses
  6734. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id)))
  6735. ATK_ADDRATE(wd.damage, wd.damage2, i);
  6736. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  6737. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  6738. #endif
  6739. #ifdef RENEWAL
  6740. // In Renewal we only cardfix to the weapon and equip ATK
  6741. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  6742. if (sd) {
  6743. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 2, wd.flag);
  6744. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 2, wd.flag);
  6745. if (is_attack_left_handed(src, skill_id)) {
  6746. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  6747. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 3, wd.flag);
  6748. }
  6749. }
  6750. //Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  6751. if (tsd && skill_id != NJ_ISSEN && skill_id != GN_FIRE_EXPANSION_ACID) { // These skills will do a card fix later
  6752. std::bitset<NK_MAX> ignoreele_nk = nk;
  6753. ignoreele_nk.set(NK_IGNOREELEMENT);
  6754. wd.statusAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk, 0, wd.flag);
  6755. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 0, wd.flag);
  6756. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 0, wd.flag);
  6757. wd.masteryAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk, 0, wd.flag);
  6758. if (is_attack_left_handed(src, skill_id)) {
  6759. wd.statusAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk2, 1, wd.flag);
  6760. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 1, wd.flag);
  6761. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 1, wd.flag);
  6762. wd.masteryAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk2, 1, wd.flag);
  6763. }
  6764. }
  6765. // final attack bonuses that aren't affected by cards
  6766. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  6767. if (sd) { //monsters, homuns and pets have their damage computed directly
  6768. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.percentAtk;
  6769. if( is_attack_left_handed( src, skill_id ) ){
  6770. wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.percentAtk2;
  6771. }
  6772. // Apply PATK mod
  6773. // But for Dragonbreaths it only applies if Dragonic Aura is skilled
  6774. if( ( skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER ) || pc_checkskill( sd, DK_DRAGONIC_AURA ) > 0 ){
  6775. wd.damage = (int64)floor( (float)( wd.damage * ( 100 + sstatus->patk ) / 100 ) );
  6776. if( is_attack_left_handed( src, skill_id ) ){
  6777. wd.damage2 = (int64)floor( (float)( wd.damage2 * ( 100 + sstatus->patk ) / 100 ) );
  6778. }
  6779. }
  6780. // Apply MasteryATK
  6781. wd.damage += wd.masteryAtk;
  6782. if( is_attack_left_handed( src, skill_id ) ){
  6783. wd.damage2 += wd.masteryAtk2;
  6784. }
  6785. // Apply bonus damage
  6786. wd.damage += bonus_damage;
  6787. if( is_attack_left_handed( src, skill_id ) ){
  6788. wd.damage2 += bonus_damage;
  6789. }
  6790. // CritAtkRate modifier
  6791. if (wd.type == DMG_CRITICAL || wd.type == DMG_MULTI_HIT_CRITICAL) {
  6792. if (skill_id > 0) {
  6793. wd.damage += (int64)floor((float)(wd.damage * sd->bonus.crit_atk_rate / 200));
  6794. if (is_attack_left_handed(src, skill_id))
  6795. wd.damage2 += (int64)floor((float)(wd.damage2 * sd->bonus.crit_atk_rate / 200));
  6796. }
  6797. else {
  6798. wd.damage += (int64)floor((float)(wd.damage * sd->bonus.crit_atk_rate / 100));
  6799. if (is_attack_left_handed(src, skill_id))
  6800. wd.damage2 += (int64)floor((float)(wd.damage2 * sd->bonus.crit_atk_rate / 100));
  6801. }
  6802. }
  6803. if (wd.flag & BF_SHORT)
  6804. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.short_attack_atk_rate);
  6805. if(wd.flag&BF_LONG && (skill_id != RA_WUGBITE && skill_id != RA_WUGSTRIKE)) //Long damage rate addition doesn't use weapon + equip attack
  6806. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  6807. }
  6808. ratio = battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv); // skill level ratios
  6809. ATK_RATE(wd.damage, wd.damage2, ratio);
  6810. // Advance Katar Mastery
  6811. if (sd) {
  6812. uint16 katar_skill;
  6813. if (sd->status.weapon == W_KATAR && (katar_skill = pc_checkskill(sd, ASC_KATAR)) > 0) // Adv. Katar Mastery applied after calculate with skillratio.
  6814. ATK_ADDRATE(wd.damage, wd.damage2, (10 + 2 * katar_skill));
  6815. }
  6816. // Res reduces physical damage by a percentage and
  6817. // is calculated before DEF and other reductions.
  6818. // This should be the official formula. [Rytech]
  6819. if ((wd.damage + wd.damage2) && tstatus->res > 0) {
  6820. short res = tstatus->res;
  6821. short ignore_res = 0;// Value used as a percentage.
  6822. if (sd)
  6823. ignore_res += sd->indexed_bonus.ignore_res_by_race[tstatus->race] + sd->indexed_bonus.ignore_res_by_race[RC_ALL];
  6824. // Attacker status's that pierce Res.
  6825. if (sc) {
  6826. if (sc->getSCE(SC_A_TELUM))
  6827. ignore_res += sc->getSCE(SC_A_TELUM)->val2;
  6828. if (sc->getSCE(SC_POTENT_VENOM))
  6829. ignore_res += sc->getSCE(SC_POTENT_VENOM)->val2;
  6830. }
  6831. ignore_res = min(ignore_res, 100);
  6832. if (ignore_res > 0)
  6833. res -= res * ignore_res / 100;
  6834. // Max damage reduction from Res is officially 50%.
  6835. // That means 625 Res is needed to hit that cap.
  6836. if (res > battle_config.max_res_mres_reduction)
  6837. res = battle_config.max_res_mres_reduction;
  6838. // Apply damage reduction.
  6839. wd.damage = wd.damage * (5000 + res) / (5000 + 10 * res);
  6840. wd.damage2 = wd.damage2 * (5000 + res) / (5000 + 10 * res);
  6841. }
  6842. #else
  6843. // final attack bonuses that aren't affected by cards
  6844. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  6845. #endif
  6846. if (wd.damage + wd.damage2) {
  6847. #ifdef RENEWAL
  6848. // Check if attack ignores DEF (in pre-renewal we need to update base damage even when the skill ignores DEF)
  6849. 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))
  6850. #else
  6851. // Shield Boomerang and Rapid Smiting already calculated the defense before the skill ratio was applied
  6852. if(skill_id != PA_SHIELDCHAIN && skill_id != CR_SHIELDBOOMERANG)
  6853. #endif
  6854. battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv);
  6855. battle_calc_attack_post_defense(&wd, src, target, skill_id, skill_lv);
  6856. }
  6857. #ifdef RENEWAL
  6858. // add any miscellaneous player ATK bonuses
  6859. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  6860. ATK_ADDRATE(wd.damage, wd.damage2, i);
  6861. RE_ALLATK_ADDRATE(&wd, i);
  6862. }
  6863. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) {
  6864. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  6865. RE_ALLATK_ADDRATE(&wd, -i);
  6866. }
  6867. #endif
  6868. }
  6869. battle_calc_element_damage(&wd, src, target, skill_id, skill_lv);
  6870. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  6871. return wd; //Enough, rest is not needed.
  6872. #ifdef RENEWAL
  6873. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, false)) {
  6874. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  6875. wd.damage = (int64)floor((float)((wd.damage * (1.4f + (0.01f * sstatus->crate)))));
  6876. if (is_attack_left_handed(src, skill_id))
  6877. wd.damage2 = (int64)floor((float)((wd.damage2 * (1.4f + (0.01f * sstatus->crate)))));
  6878. } else
  6879. wd.damage = (int64)floor((float)(wd.damage * 1.4f));
  6880. if (tsd && tsd->bonus.crit_def_rate != 0)
  6881. ATK_ADDRATE(wd.damage, wd.damage2, -tsd->bonus.crit_def_rate);
  6882. }
  6883. #endif
  6884. switch (skill_id) {
  6885. case TK_DOWNKICK:
  6886. case TK_STORMKICK:
  6887. case TK_TURNKICK:
  6888. case TK_COUNTER:
  6889. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  6890. ATK_ADD(wd.damage, wd.damage2, 10 * pc_checkskill(sd, TK_RUN));
  6891. break;
  6892. case SR_TIGERCANNON:
  6893. // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  6894. if (wd.miscflag&8) {
  6895. ATK_ADD(wd.damage, wd.damage2, skill_lv * 500 + status_get_lv(target) * 40);
  6896. } else
  6897. ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40);
  6898. break;
  6899. case SR_GATEOFHELL: {
  6900. status_data *sstatus = status_get_status_data(src);
  6901. double bonus = 1 + skill_lv * 2 / 10;
  6902. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - sstatus->hp);
  6903. if(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE) {
  6904. ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->max_sp * bonus) + 40 * status_get_lv(src));
  6905. } else
  6906. ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->sp * bonus) + 10 * status_get_lv(src));
  6907. }
  6908. break;
  6909. case MH_TINDER_BREAKER:
  6910. ATK_ADD(wd.damage, wd.damage2, 2500 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  6911. break;
  6912. case MH_CBC:
  6913. ATK_ADD(wd.damage, wd.damage2, 4000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  6914. break;
  6915. case MH_EQC:
  6916. ATK_ADD(wd.damage, wd.damage2, 6000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  6917. break;
  6918. case NPC_MAXPAIN_ATK:
  6919. if (sc) {
  6920. auto * sce = sc->getSCE(SC_MAXPAIN);
  6921. if (sce) {
  6922. if (sce->val2)
  6923. wd.damage = sce->val2 * skill_lv / 10;
  6924. else if (sce->val3)
  6925. wd.damage = sce->val3 * skill_lv / 10;
  6926. }
  6927. }
  6928. else
  6929. wd.damage = 0;
  6930. break;
  6931. }
  6932. if(sd) {
  6933. #ifndef RENEWAL
  6934. uint16 skill;
  6935. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  6936. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  6937. if (skill_id == GS_GROUNDDRIFT)
  6938. ATK_ADD(wd.damage, wd.damage2, 50 * skill_lv);
  6939. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  6940. ATK_ADD(wd.damage, wd.damage2, 4);
  6941. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  6942. switch(skill_id) {
  6943. case RK_DRAGONBREATH:
  6944. case RK_DRAGONBREATH_WATER:
  6945. if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
  6946. wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
  6947. if(is_attack_left_handed(src, skill_id))
  6948. wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
  6949. }
  6950. break;
  6951. default:
  6952. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 2, wd.flag);
  6953. if( is_attack_left_handed(src, skill_id ))
  6954. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 3, wd.flag);
  6955. break;
  6956. }
  6957. #endif
  6958. }
  6959. #ifdef RENEWAL
  6960. // In renewal only do it for non player attacks
  6961. if( tsd && !sd ){
  6962. #else
  6963. if( tsd ){
  6964. #endif
  6965. // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  6966. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 0, wd.flag);
  6967. if(is_attack_left_handed(src, skill_id))
  6968. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 1, wd.flag);
  6969. }
  6970. // only do 1 dmg to plant, no need to calculate rest
  6971. if(infdef){
  6972. battle_calc_attack_plant(&wd, src, target, skill_id, skill_lv);
  6973. return wd;
  6974. }
  6975. //Apply DAMAGE_DIV_FIX and check for min damage
  6976. battle_apply_div_fix(&wd, skill_id);
  6977. battle_calc_attack_left_right_hands(&wd, src, target, skill_id, skill_lv);
  6978. #ifdef RENEWAL
  6979. switch (skill_id) {
  6980. case NJ_ISSEN:
  6981. case GN_FIRE_EXPANSION_ACID:
  6982. return wd; //These skills will do a GVG fix later
  6983. default:
  6984. #endif
  6985. battle_calc_attack_gvg_bg(&wd, src, target, skill_id, skill_lv);
  6986. #ifdef RENEWAL
  6987. break;
  6988. }
  6989. #endif
  6990. battle_calc_weapon_final_atk_modifiers(&wd, src, target, skill_id, skill_lv);
  6991. battle_absorb_damage(target, &wd);
  6992. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  6993. return wd;
  6994. }
  6995. /*==========================================
  6996. * Calculate "magic"-type attacks and skills
  6997. *------------------------------------------
  6998. * Credits:
  6999. * Original coder DracoRPG
  7000. * Refined and optimized by helvetica
  7001. */
  7002. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  7003. {
  7004. int i, skill_damage = 0;
  7005. short s_ele = 0;
  7006. TBL_PC *sd;
  7007. TBL_PC *tsd;
  7008. status_change *sc, *tsc;
  7009. struct Damage ad;
  7010. struct status_data *sstatus = status_get_status_data(src);
  7011. struct status_data *tstatus = status_get_status_data(target);
  7012. struct {
  7013. unsigned imdef : 1;
  7014. unsigned infdef : 1;
  7015. } flag;
  7016. memset(&ad,0,sizeof(ad));
  7017. memset(&flag,0,sizeof(flag));
  7018. if (src == NULL || target == NULL) {
  7019. nullpo_info(NLP_MARK);
  7020. return ad;
  7021. }
  7022. //Initial Values
  7023. ad.damage = 1;
  7024. ad.div_ = skill_get_num(skill_id,skill_lv);
  7025. ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills.
  7026. ad.dmotion = tstatus->dmotion;
  7027. ad.blewcount = skill_get_blewcount(skill_id, skill_lv);
  7028. ad.flag = BF_MAGIC|BF_SKILL;
  7029. ad.miscflag = mflag;
  7030. ad.dmg_lv = ATK_DEF;
  7031. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  7032. std::bitset<NK_MAX> nk;
  7033. if (skill)
  7034. nk = skill->nk;
  7035. flag.imdef = nk[NK_IGNOREDEFENSE] ? 1 : 0;
  7036. sd = BL_CAST(BL_PC, src);
  7037. tsd = BL_CAST(BL_PC, target);
  7038. s_elemental_data* ed = BL_CAST(BL_ELEM, src);
  7039. sc = status_get_sc(src);
  7040. tsc = status_get_sc(target);
  7041. //Initialize variables that will be used afterwards
  7042. s_ele = battle_get_magic_element(src, target, skill_id, skill_lv, mflag);
  7043. switch(skill_id) {
  7044. case WL_HELLINFERNO:
  7045. if (mflag & 2) { // ELE_DARK
  7046. ad.div_ = 3;
  7047. }
  7048. break;
  7049. case NPC_PSYCHIC_WAVE:
  7050. case SO_PSYCHIC_WAVE:
  7051. if (sd && (sd->weapontype1 == W_STAFF || sd->weapontype1 == W_2HSTAFF || sd->weapontype1 == W_BOOK))
  7052. ad.div_ = 2;
  7053. break;
  7054. case AG_DESTRUCTIVE_HURRICANE:
  7055. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  7056. ad.blewcount = 2;
  7057. break;
  7058. case AG_CRYSTAL_IMPACT:
  7059. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  7060. ad.div_ = 2;
  7061. break;
  7062. case ABC_ABYSS_SQUARE:
  7063. if (mflag == 2)
  7064. ad.div_ = 2;
  7065. break;
  7066. case AG_CRIMSON_ARROW_ATK:
  7067. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  7068. ad.div_ = 2;
  7069. }
  7070. break;
  7071. }
  7072. //Set miscellaneous data that needs be filled
  7073. if(sd) {
  7074. sd->state.arrow_atk = 0;
  7075. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  7076. }
  7077. //Skill Range Criteria
  7078. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  7079. //Infinite defense (plant mode)
  7080. flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
  7081. switch(skill_id) {
  7082. case MG_FIREWALL:
  7083. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  7084. ad.blewcount = 0; //No knockback
  7085. [[fallthrough]];
  7086. case NJ_KAENSIN:
  7087. case PR_SANCTUARY:
  7088. ad.dmotion = 1; //No flinch animation.
  7089. break;
  7090. }
  7091. if (!flag.infdef) { //No need to do the math for plants
  7092. unsigned int skillratio = 100; //Skill dmg modifiers.
  7093. #ifdef RENEWAL
  7094. ad.damage = 0; //reinitialize..
  7095. #endif
  7096. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  7097. #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; }
  7098. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  7099. #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; }
  7100. //Adds an absolute value to damage. 100 = +100 damage
  7101. #define MATK_ADD(a) { ad.damage += a; }
  7102. //Calc base damage according to skill
  7103. switch (skill_id) {
  7104. case AL_HEAL:
  7105. case PR_BENEDICTIO:
  7106. case PR_SANCTUARY:
  7107. case AB_HIGHNESSHEAL:
  7108. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  7109. break;
  7110. case PR_ASPERSIO:
  7111. ad.damage = 40;
  7112. break;
  7113. case ALL_RESURRECTION:
  7114. case PR_TURNUNDEAD:
  7115. //Undead check is on skill_castend_damageid code.
  7116. #ifdef RENEWAL
  7117. i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  7118. + 300 - 300 * tstatus->hp / tstatus->max_hp;
  7119. #else
  7120. i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  7121. + 200 - 200 * tstatus->hp / tstatus->max_hp;
  7122. #endif
  7123. if(i > 700)
  7124. i = 700;
  7125. if(rnd()%1000 < i && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  7126. ad.damage = tstatus->hp;
  7127. else {
  7128. #ifdef RENEWAL
  7129. if (sstatus->matk_max > sstatus->matk_min) {
  7130. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  7131. } else {
  7132. MATK_ADD(sstatus->matk_min);
  7133. }
  7134. MATK_RATE(skill_lv);
  7135. #else
  7136. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  7137. #endif
  7138. }
  7139. break;
  7140. case NPC_DARKBREATH:
  7141. ad.damage = tstatus->hp * (skill_lv <= 5 ? 100 / (2 * (6 - skill_lv)) : 50) / 100;
  7142. break;
  7143. case PF_SOULBURN:
  7144. ad.damage = tstatus->sp * 2;
  7145. break;
  7146. case AB_RENOVATIO:
  7147. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  7148. break;
  7149. case NPC_EARTHQUAKE:
  7150. if (mflag & NPC_EARTHQUAKE_FLAG) {
  7151. ad.flag |= NPC_EARTHQUAKE_FLAG; // Pass flag to battle_calc_damage
  7152. mflag &= ~NPC_EARTHQUAKE_FLAG; // Remove before NK_SPLASHSPLIT check
  7153. }
  7154. if (src->type == BL_PC)
  7155. ad.damage = sstatus->str * 2 + battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag).damage;
  7156. else
  7157. ad.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0);
  7158. MATK_RATE(200 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0));
  7159. if (nk[NK_SPLASHSPLIT] && mflag > 1)
  7160. ad.damage /= mflag;
  7161. break;
  7162. case NPC_ICEMINE:
  7163. case NPC_FLAMECROSS:
  7164. ad.damage = static_cast<int64>( sstatus->rhw.atk ) * static_cast<int64>( 20 ) * static_cast<int64>( skill_lv );
  7165. break;
  7166. default: {
  7167. if (sstatus->matk_max > sstatus->matk_min) {
  7168. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  7169. } else {
  7170. MATK_ADD(sstatus->matk_min);
  7171. }
  7172. if (sd) { // Soul energy spheres adds MATK.
  7173. MATK_ADD(3*sd->soulball);
  7174. }
  7175. if (nk[NK_SPLASHSPLIT]) { // Divide MATK in case of multiple targets skill
  7176. if (mflag>0)
  7177. ad.damage /= mflag;
  7178. else
  7179. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  7180. }
  7181. switch(skill_id) {
  7182. case MG_NAPALMBEAT:
  7183. skillratio += -30 + 10 * skill_lv;
  7184. break;
  7185. case MG_FIREBALL:
  7186. #ifdef RENEWAL
  7187. skillratio += 40 + 20 * skill_lv;
  7188. if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage
  7189. skillratio = skillratio * 3 / 4;
  7190. #else
  7191. skillratio += -30 + 10 * skill_lv;
  7192. #endif
  7193. break;
  7194. case MG_SOULSTRIKE:
  7195. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  7196. skillratio += 5 * skill_lv;
  7197. break;
  7198. case MG_FIREWALL:
  7199. skillratio -= 50;
  7200. break;
  7201. case MG_FIREBOLT:
  7202. case MG_COLDBOLT:
  7203. case MG_LIGHTNINGBOLT:
  7204. if (sc) {
  7205. if ((skill_id == MG_FIREBOLT && sc->getSCE(SC_FLAMETECHNIC_OPTION)) ||
  7206. (skill_id == MG_COLDBOLT && sc->getSCE(SC_COLD_FORCE_OPTION)) ||
  7207. (skill_id == MG_LIGHTNINGBOLT && sc->getSCE(SC_GRACE_BREEZE_OPTION)))
  7208. skillratio *= 5;
  7209. if (sc->getSCE(SC_SPELLFIST) && mflag & BF_SHORT) {
  7210. skillratio += (sc->getSCE(SC_SPELLFIST)->val3 * 100) + (sc->getSCE(SC_SPELLFIST)->val1 * 50 - 50) - 100; // val3 = used bolt level, val1 = used spellfist level. [Rytech]
  7211. ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
  7212. ad.flag = BF_WEAPON | BF_SHORT;
  7213. ad.type = DMG_NORMAL;
  7214. }
  7215. }
  7216. break;
  7217. case MG_THUNDERSTORM:
  7218. // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  7219. #ifndef RENEWAL
  7220. skillratio -= 20;
  7221. #endif
  7222. break;
  7223. case MG_FROSTDIVER:
  7224. skillratio += 10 * skill_lv;
  7225. break;
  7226. case AL_HOLYLIGHT:
  7227. skillratio += 25;
  7228. if (sd && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
  7229. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  7230. break;
  7231. case AL_RUWACH:
  7232. skillratio += 45;
  7233. break;
  7234. case WZ_FROSTNOVA:
  7235. skillratio += -100 + (100 + skill_lv * 10) * 2 / 3;
  7236. break;
  7237. case WZ_FIREPILLAR:
  7238. if (sd && ad.div_ > 0)
  7239. ad.div_ *= -1; //For players, damage is divided by number of hits
  7240. skillratio += -60 + 20 * skill_lv; //20% MATK each hit
  7241. break;
  7242. case WZ_SIGHTRASHER:
  7243. skillratio += 20 * skill_lv;
  7244. break;
  7245. case WZ_WATERBALL:
  7246. skillratio += 30 * skill_lv;
  7247. break;
  7248. case WZ_STORMGUST:
  7249. #ifdef RENEWAL
  7250. skillratio -= 30; // Offset only once
  7251. skillratio += 50 * skill_lv;
  7252. #else
  7253. skillratio += 40 * skill_lv;
  7254. #endif
  7255. break;
  7256. #ifdef RENEWAL
  7257. case WZ_EARTHSPIKE:
  7258. skillratio += 100;
  7259. if (sc && sc->getSCE(SC_EARTH_CARE_OPTION))
  7260. skillratio += skillratio * 800 / 100;
  7261. break;
  7262. #endif
  7263. case HW_NAPALMVULCAN:
  7264. #ifdef RENEWAL
  7265. skillratio += -100 + 70 * skill_lv;
  7266. RE_LVL_DMOD(100);
  7267. #else
  7268. skillratio += 25;
  7269. #endif
  7270. break;
  7271. case SL_STIN: //Target size must be small (0) for full damage
  7272. skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv);
  7273. break;
  7274. case SL_STUN:
  7275. skillratio += 5 * skill_lv;
  7276. break;
  7277. case SL_SMA: //Base damage is 40% + lv%
  7278. skillratio += -60 + status_get_lv(src);
  7279. break;
  7280. case NJ_KOUENKA:
  7281. skillratio -= 10;
  7282. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  7283. skillratio += 10 * sd->spiritcharm;
  7284. break;
  7285. case NJ_KAENSIN:
  7286. skillratio -= 50;
  7287. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  7288. skillratio += 20 * sd->spiritcharm;
  7289. break;
  7290. case NJ_BAKUENRYU:
  7291. skillratio += 50 + 150 * skill_lv;
  7292. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  7293. skillratio += 100 * sd->spiritcharm;
  7294. break;
  7295. case NJ_HYOUSENSOU:
  7296. #ifdef RENEWAL
  7297. skillratio -= 30;
  7298. if (sc && sc->getSCE(SC_SUITON))
  7299. skillratio += 2 * skill_lv;
  7300. #endif
  7301. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  7302. skillratio += 20 * sd->spiritcharm;
  7303. break;
  7304. case NJ_HYOUSYOURAKU:
  7305. skillratio += 50 * skill_lv;
  7306. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  7307. skillratio += 100 * sd->spiritcharm;
  7308. break;
  7309. case NJ_RAIGEKISAI:
  7310. #ifdef RENEWAL
  7311. skillratio += 100 * skill_lv;
  7312. #else
  7313. skillratio += 60 + 40 * skill_lv;
  7314. #endif
  7315. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  7316. skillratio += 20 * sd->spiritcharm;
  7317. break;
  7318. case NJ_KAMAITACHI:
  7319. skillratio += 100 * skill_lv;
  7320. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  7321. skillratio += 100 * sd->spiritcharm;
  7322. break;
  7323. case NJ_HUUJIN:
  7324. #ifdef RENEWAL
  7325. skillratio += 50;
  7326. #endif
  7327. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  7328. skillratio += 10 * sd->spiritcharm;
  7329. break;
  7330. case NPC_ENERGYDRAIN:
  7331. skillratio += 100 * skill_lv;
  7332. break;
  7333. #ifdef RENEWAL
  7334. case WZ_HEAVENDRIVE:
  7335. case NPC_GROUNDDRIVE:
  7336. skillratio += 25;
  7337. break;
  7338. case WZ_METEOR:
  7339. skillratio += 25;
  7340. break;
  7341. case WZ_VERMILION:
  7342. if(sd)
  7343. skillratio += 300 + skill_lv * 100;
  7344. else
  7345. skillratio += 20 * skill_lv - 20; //Monsters use old formula
  7346. break;
  7347. case PR_MAGNUS:
  7348. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  7349. skillratio += 30;
  7350. break;
  7351. case BA_DISSONANCE:
  7352. skillratio += skill_lv * 10;
  7353. if (sd)
  7354. skillratio += 3 * pc_checkskill(sd, BA_MUSICALLESSON);
  7355. break;
  7356. case HW_GRAVITATION:
  7357. skillratio += -100 + 100 * skill_lv;
  7358. RE_LVL_DMOD(100);
  7359. break;
  7360. case PA_PRESSURE:
  7361. skillratio += -100 + 500 + 150 * skill_lv;
  7362. RE_LVL_DMOD(100);
  7363. break;
  7364. case WZ_SIGHTBLASTER:
  7365. skillratio += 500;
  7366. break;
  7367. #else
  7368. case WZ_VERMILION:
  7369. skillratio += 20 * skill_lv - 20;
  7370. break;
  7371. #endif
  7372. case AB_JUDEX:
  7373. skillratio += -100 + 300 + 70 * skill_lv;
  7374. RE_LVL_DMOD(100);
  7375. break;
  7376. case AB_ADORAMUS:
  7377. skillratio += - 100 + 300 + 250 * skill_lv;
  7378. RE_LVL_DMOD(100);
  7379. break;
  7380. case AB_DUPLELIGHT_MAGIC:
  7381. skillratio += 300 + 40 * skill_lv;
  7382. break;
  7383. case WL_SOULEXPANSION:
  7384. skillratio += -100 + 1000 + skill_lv * 200 + sstatus->int_ / 6; // !TODO: Confirm INT bonus
  7385. RE_LVL_DMOD(100);
  7386. break;
  7387. case WL_FROSTMISTY:
  7388. skillratio += -100 + 200 + 100 * skill_lv;
  7389. RE_LVL_DMOD(100);
  7390. break;
  7391. case NPC_JACKFROST:
  7392. if (tsc && tsc->getSCE(SC_FREEZING)) {
  7393. skillratio += 900 + 300 * skill_lv;
  7394. RE_LVL_DMOD(100);
  7395. } else {
  7396. skillratio += 400 + 100 * skill_lv;
  7397. RE_LVL_DMOD(150);
  7398. }
  7399. break;
  7400. case WL_JACKFROST:
  7401. if (tsc && tsc->getSCE(SC_MISTY_FROST))
  7402. skillratio += -100 + 1200 + 600 * skill_lv;
  7403. else
  7404. skillratio += -100 + 1000 + 300 * skill_lv;
  7405. RE_LVL_DMOD(100);
  7406. break;
  7407. case WL_DRAINLIFE:
  7408. skillratio += -100 + 200 * skill_lv + sstatus->int_;
  7409. RE_LVL_DMOD(100);
  7410. break;
  7411. case WL_CRIMSONROCK:
  7412. skillratio += -100 + 700 + 600 * skill_lv;
  7413. RE_LVL_DMOD(100);
  7414. break;
  7415. case WL_HELLINFERNO:
  7416. skillratio += -100 + 400 * skill_lv;
  7417. if (mflag & 2) // ELE_DARK
  7418. skillratio += 200;
  7419. RE_LVL_DMOD(100);
  7420. break;
  7421. case WL_COMET:
  7422. skillratio += -100 + 2500 + 700 * skill_lv;
  7423. RE_LVL_DMOD(100);
  7424. break;
  7425. case WL_CHAINLIGHTNING_ATK:
  7426. skillratio += 400 + 100 * skill_lv;
  7427. RE_LVL_DMOD(100);
  7428. if (mflag > 0)
  7429. skillratio += 100 * mflag;
  7430. break;
  7431. case WL_EARTHSTRAIN:
  7432. skillratio += -100 + 1000 + 600 * skill_lv;
  7433. RE_LVL_DMOD(100);
  7434. break;
  7435. case WL_TETRAVORTEX_FIRE:
  7436. case WL_TETRAVORTEX_WATER:
  7437. case WL_TETRAVORTEX_WIND:
  7438. case WL_TETRAVORTEX_GROUND:
  7439. skillratio += -100 + 800 + 400 * skill_lv;
  7440. break;
  7441. case WL_SUMMON_ATK_FIRE:
  7442. case WL_SUMMON_ATK_WATER:
  7443. case WL_SUMMON_ATK_WIND:
  7444. case WL_SUMMON_ATK_GROUND:
  7445. skillratio += -100 + (1 + skill_lv) / 2 * (status_get_lv(src) + (sd ? sd->status.job_level : 0));
  7446. RE_LVL_DMOD(100); // ! TODO: Confirm new formula
  7447. break;
  7448. case LG_RAYOFGENESIS:
  7449. skillratio += -100 + 350 * skill_lv + sstatus->int_; // !TODO: What's the INT bonus?
  7450. RE_LVL_DMOD(100);
  7451. break;
  7452. case NPC_RAYOFGENESIS:
  7453. skillratio += -100 + 200 * skill_lv;
  7454. break;
  7455. case WM_METALICSOUND:
  7456. skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1);
  7457. if (tsc && tsc->getSCE(SC_SLEEP))
  7458. skillratio += 100; // !TODO: Confirm target sleeping bonus
  7459. RE_LVL_DMOD(100);
  7460. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  7461. skillratio += skillratio * 50 / 100;
  7462. break;
  7463. case WM_REVERBERATION:
  7464. // MATK [{(Skill Level x 300) + 400} x Casters Base Level / 100] %
  7465. skillratio += -100 + 700 + 300 * skill_lv;
  7466. RE_LVL_DMOD(100);
  7467. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  7468. skillratio += skillratio * 50 / 100;
  7469. break;
  7470. case SO_FIREWALK:
  7471. skillratio += -100 + 60 * skill_lv;
  7472. RE_LVL_DMOD(100);
  7473. if( sc && sc->getSCE(SC_HEATER_OPTION) )
  7474. skillratio += (sd ? sd->status.job_level / 2 : 0);
  7475. break;
  7476. case SO_ELECTRICWALK:
  7477. skillratio += -100 + 60 * skill_lv;
  7478. RE_LVL_DMOD(100);
  7479. if( sc && sc->getSCE(SC_BLAST_OPTION) )
  7480. skillratio += (sd ? sd->status.job_level / 2 : 0);
  7481. break;
  7482. case NPC_FIREWALK:
  7483. case NPC_ELECTRICWALK:
  7484. skillratio += -100 + 100 * skill_lv;
  7485. break;
  7486. case SO_EARTHGRAVE:
  7487. skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_SEISMICWEAPON) + sstatus->int_ * skill_lv;
  7488. RE_LVL_DMOD(100);
  7489. if( sc && sc->getSCE(SC_CURSED_SOIL_OPTION) )
  7490. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7491. break;
  7492. case SO_DIAMONDDUST:
  7493. skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_FROSTWEAPON) + sstatus->int_ * skill_lv;
  7494. RE_LVL_DMOD(100);
  7495. if( sc && sc->getSCE(SC_COOLER_OPTION) )
  7496. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7497. break;
  7498. case SO_POISON_BUSTER:
  7499. skillratio += -100 + 1000 + 300 * skill_lv + sstatus->int_ / 6; // !TODO: Confirm INT bonus
  7500. if( tsc && tsc->getSCE(SC_CLOUD_POISON) )
  7501. skillratio += 200 * skill_lv;
  7502. RE_LVL_DMOD(100);
  7503. if( sc && sc->getSCE(SC_CURSED_SOIL_OPTION) )
  7504. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7505. break;
  7506. case NPC_POISON_BUSTER:
  7507. skillratio += -100 + 1500 * skill_lv;
  7508. break;
  7509. case SO_PSYCHIC_WAVE:
  7510. skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_;
  7511. RE_LVL_DMOD(100);
  7512. if (sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) ||
  7513. sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION)))
  7514. skillratio += 20;
  7515. break;
  7516. case NPC_PSYCHIC_WAVE:
  7517. skillratio += -100 + 500 * skill_lv;
  7518. break;
  7519. case SO_CLOUD_KILL:
  7520. skillratio += -100 + 40 * skill_lv;
  7521. RE_LVL_DMOD(100);
  7522. if (sc) {
  7523. if (sc->getSCE(SC_CURSED_SOIL_OPTION))
  7524. skillratio += (sd ? sd->status.job_level : 0);
  7525. if (sc->getSCE(SC_DEEP_POISONING_OPTION))
  7526. skillratio += skillratio * 1500 / 100;
  7527. }
  7528. break;
  7529. case NPC_CLOUD_KILL:
  7530. skillratio += -100 + 50 * skill_lv;
  7531. break;
  7532. case SO_VARETYR_SPEAR:
  7533. skillratio += -100 + (2 * sstatus->int_ + 150 * (pc_checkskill(sd, SO_STRIKING) + pc_checkskill(sd, SA_LIGHTNINGLOADER)) + sstatus->int_ * skill_lv / 2) / 3;
  7534. RE_LVL_DMOD(100);
  7535. if (sc && sc->getSCE(SC_BLAST_OPTION))
  7536. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7537. break;
  7538. case GN_DEMONIC_FIRE:
  7539. if (skill_lv > 20) // Fire expansion Lv.2
  7540. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  7541. else if (skill_lv > 10) { // Fire expansion Lv.1
  7542. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  7543. RE_LVL_DMOD(100);
  7544. } else
  7545. skillratio += 10 + 20 * skill_lv;
  7546. break;
  7547. case KO_KAIHOU:
  7548. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  7549. skillratio += -100 + 200 * sd->spiritcharm;
  7550. RE_LVL_DMOD(100);
  7551. pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
  7552. }
  7553. break;
  7554. // Magical Elemental Spirits Attack Skills
  7555. case EL_FIRE_MANTLE:
  7556. case EL_WATER_SCREW:
  7557. skillratio += 900;
  7558. break;
  7559. case EL_FIRE_ARROW:
  7560. case EL_ROCK_CRUSHER_ATK:
  7561. skillratio += 200;
  7562. break;
  7563. case EL_FIRE_BOMB:
  7564. case EL_ICE_NEEDLE:
  7565. case EL_HURRICANE_ATK:
  7566. skillratio += 400;
  7567. break;
  7568. case EL_FIRE_WAVE:
  7569. case EL_TYPOON_MIS_ATK:
  7570. skillratio += 1100;
  7571. break;
  7572. case MH_ERASER_CUTTER:
  7573. case MH_XENO_SLASHER:
  7574. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  7575. break;
  7576. case MH_TWISTER_CUTTER:
  7577. skillratio += -100 + 480 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  7578. break;
  7579. case MH_ABSOLUTE_ZEPHYR:
  7580. skillratio += -100 + 1000 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  7581. break;
  7582. case MH_HEILIGE_STANGE:
  7583. skillratio += -100 + 1500 + 250 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
  7584. break;
  7585. case MH_HEILIGE_PFERD:
  7586. skillratio += -100 + 1200 + 350 * skill_lv * status_get_lv(src) / 100 + sstatus->vit; // !TODO: Confirm VIT bonus
  7587. break;
  7588. case MH_POISON_MIST:
  7589. skillratio += -100 + 200 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // ! TODO: Confirm DEX bonus
  7590. break;
  7591. case SU_SV_STEMSPEAR:
  7592. skillratio += 600;
  7593. break;
  7594. case SU_CN_METEOR:
  7595. case SU_CN_METEOR2:
  7596. skillratio += 100 + 100 * skill_lv + sstatus->int_ * 5; // !TODO: Confirm INT bonus
  7597. RE_LVL_DMOD(100);
  7598. break;
  7599. case NPC_VENOMFOG:
  7600. skillratio += 600 + 100 * skill_lv;
  7601. break;
  7602. case NPC_COMET:
  7603. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8) / 2;
  7604. i = cap_value(i, 1, 4);
  7605. skillratio = 2500 + ((skill_lv - i + 1) * 500);
  7606. break;
  7607. case NPC_FIRESTORM:
  7608. skillratio += 200;
  7609. break;
  7610. case NPC_HELLBURNING:
  7611. skillratio += 900;
  7612. break;
  7613. case NPC_PULSESTRIKE2:
  7614. skillratio += 100;
  7615. break;
  7616. case SP_CURSEEXPLOSION:
  7617. if (tsc && tsc->getSCE(SC_SOULCURSE))
  7618. skillratio += 1400 + 200 * skill_lv;
  7619. else
  7620. skillratio += 300 + 100 * skill_lv;
  7621. break;
  7622. case SP_SPA:
  7623. skillratio += 400 + 250 * skill_lv;
  7624. RE_LVL_DMOD(100);
  7625. break;
  7626. case SP_SHA:
  7627. skillratio += -100 + 5 * skill_lv;
  7628. break;
  7629. case SP_SWHOO:
  7630. skillratio += 1000 + 200 * skill_lv;
  7631. RE_LVL_DMOD(100);
  7632. break;
  7633. case NPC_STORMGUST2:
  7634. skillratio += 200 * skill_lv;
  7635. break;
  7636. case AG_DEADLY_PROJECTION:
  7637. skillratio += -100 + 2800 * skill_lv + 5 * sstatus->spl;
  7638. RE_LVL_DMOD(100);
  7639. break;
  7640. case AG_DESTRUCTIVE_HURRICANE:
  7641. skillratio += -100 + 600 + 2850 * skill_lv + 5 * sstatus->spl;
  7642. RE_LVL_DMOD(100);
  7643. if (sc && sc->getSCE(SC_CLIMAX))
  7644. {
  7645. if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  7646. skillratio += skillratio * 150 / 100;
  7647. else if (sc->getSCE(SC_CLIMAX)->val1 == 5)
  7648. skillratio -= skillratio * 20 / 100;
  7649. }
  7650. break;
  7651. case AG_RAIN_OF_CRYSTAL:
  7652. skillratio += -100 + 180 + 760 * skill_lv + 5 * sstatus->spl;
  7653. RE_LVL_DMOD(100);
  7654. break;
  7655. case AG_MYSTERY_ILLUSION:
  7656. skillratio += -100 + 950 * skill_lv + 5 * sstatus->spl;
  7657. RE_LVL_DMOD(100);
  7658. break;
  7659. case AG_VIOLENT_QUAKE_ATK:
  7660. skillratio += -100 + 200 + 1200 * skill_lv + 5 * sstatus->spl;
  7661. RE_LVL_DMOD(100);
  7662. if (sc && sc->getSCE(SC_CLIMAX)) {
  7663. if (sc->getSCE(SC_CLIMAX)->val1 == 1)
  7664. skillratio /= 2;
  7665. else if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  7666. skillratio *= 3;
  7667. }
  7668. break;
  7669. case AG_SOUL_VC_STRIKE:
  7670. skillratio += -100 + 300 * skill_lv + 3 * sstatus->spl;
  7671. RE_LVL_DMOD(100);
  7672. break;
  7673. case AG_STRANTUM_TREMOR:
  7674. skillratio += -100 + 100 + 730 * skill_lv + 5 * sstatus->spl;
  7675. RE_LVL_DMOD(100);
  7676. break;
  7677. case AG_ALL_BLOOM_ATK:
  7678. skillratio += -100 + 200 + 1200 * skill_lv + 5 * sstatus->spl;
  7679. RE_LVL_DMOD(100);
  7680. if (sc && sc->getSCE(SC_CLIMAX)) {
  7681. if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  7682. skillratio *= 4;
  7683. }
  7684. break;
  7685. case AG_ALL_BLOOM_ATK2:// Is this affected by BaseLV and SPL too??? [Rytech]
  7686. skillratio += -100 + 85000 + 5 * sstatus->spl;
  7687. RE_LVL_DMOD(100);
  7688. break;
  7689. case AG_CRYSTAL_IMPACT:
  7690. skillratio += -100 + 250 + 1300 * skill_lv + 5 * sstatus->spl;
  7691. RE_LVL_DMOD(100);
  7692. if (sc && sc->getSCE(SC_CLIMAX)) {
  7693. if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  7694. skillratio += skillratio * 50 / 100;
  7695. else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
  7696. skillratio /= 2;
  7697. }
  7698. break;
  7699. case AG_CRYSTAL_IMPACT_ATK:// Said to deal the same damage as the main attack.
  7700. skillratio += -100 + 800 * skill_lv + 5 * sstatus->spl;
  7701. RE_LVL_DMOD(100);
  7702. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 4)
  7703. skillratio += skillratio * 150 / 100;
  7704. break;
  7705. case AG_TORNADO_STORM:
  7706. skillratio += -100 + 100 + 760 * skill_lv + 5 * sstatus->spl;
  7707. RE_LVL_DMOD(100);
  7708. break;
  7709. case AG_FLORAL_FLARE_ROAD:
  7710. skillratio += -100 + 50 + 740 * skill_lv + 5 * sstatus->spl;
  7711. RE_LVL_DMOD(100);
  7712. break;
  7713. case AG_ASTRAL_STRIKE:
  7714. skillratio += -100 + 1800 * skill_lv + 10 * sstatus->spl;
  7715. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DRAGON)
  7716. skillratio += 340 * skill_lv;
  7717. RE_LVL_DMOD(100);
  7718. break;
  7719. case AG_ASTRAL_STRIKE_ATK:
  7720. skillratio += -100 + 650 * skill_lv + 10 * sstatus->spl;
  7721. // Not confirmed, but if the main hit deal additional damage
  7722. // on certain races then the repeated damage should too right?
  7723. // Guessing a formula here for now. [Rytech]
  7724. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DRAGON)
  7725. skillratio += 200 * skill_lv;
  7726. RE_LVL_DMOD(100);
  7727. break;
  7728. case AG_ROCK_DOWN:
  7729. skillratio += -100 + 1550 * skill_lv + 5 * sstatus->spl;
  7730. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  7731. skillratio += 300 * skill_lv;
  7732. }
  7733. RE_LVL_DMOD(100);
  7734. break;
  7735. case AG_STORM_CANNON:
  7736. skillratio += -100 + 1550 * skill_lv + 5 * sstatus->spl;
  7737. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  7738. skillratio += 300 * skill_lv;
  7739. }
  7740. RE_LVL_DMOD(100);
  7741. break;
  7742. case AG_CRIMSON_ARROW:
  7743. skillratio += -100 + 400 * skill_lv + 5 * sstatus->spl;
  7744. RE_LVL_DMOD(100);
  7745. break;
  7746. case AG_CRIMSON_ARROW_ATK:
  7747. skillratio += -100 + 750 * skill_lv + 5 * sstatus->spl;
  7748. RE_LVL_DMOD(100);
  7749. break;
  7750. case AG_FROZEN_SLASH:
  7751. skillratio += -100 + 450 + 950 * skill_lv + 5 * sstatus->spl;
  7752. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  7753. skillratio += 150 + 350 * skill_lv;
  7754. }
  7755. RE_LVL_DMOD(100);
  7756. break;
  7757. case IG_JUDGEMENT_CROSS:
  7758. skillratio += -100 + 1950 * skill_lv + 10 * sstatus->spl;
  7759. if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
  7760. skillratio += 150 * skill_lv;
  7761. RE_LVL_DMOD(100);
  7762. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  7763. skillratio += skillratio * i / 100;
  7764. break;
  7765. case IG_CROSS_RAIN:
  7766. if( sc && sc->getSCE( SC_HOLY_S ) ){
  7767. skillratio += -100 + ( 650 + 15 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
  7768. }else{
  7769. skillratio += -100 + ( 450 + 10 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
  7770. }
  7771. skillratio += 7 * sstatus->spl;
  7772. RE_LVL_DMOD(100);
  7773. break;
  7774. case CD_ARBITRIUM:
  7775. skillratio += -100 + 1000 * skill_lv + 10 * sstatus->spl;
  7776. skillratio += 10 * pc_checkskill( sd, CD_FIDUS_ANIMUS ) * skill_lv;
  7777. RE_LVL_DMOD(100);
  7778. break;
  7779. case CD_ARBITRIUM_ATK:
  7780. skillratio += -100 + 1750 * skill_lv + 10 * sstatus->spl;
  7781. skillratio += 50 * pc_checkskill( sd, CD_FIDUS_ANIMUS ) * skill_lv;
  7782. RE_LVL_DMOD(100);
  7783. break;
  7784. case CD_PNEUMATICUS_PROCELLA:
  7785. skillratio += -100 + 150 + 2100 * skill_lv + 10 * sstatus->spl;
  7786. skillratio += 3 * pc_checkskill( sd, CD_FIDUS_ANIMUS );
  7787. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON) {
  7788. skillratio += 50 + 150 * skill_lv;
  7789. skillratio += 2 * pc_checkskill( sd, CD_FIDUS_ANIMUS );
  7790. }
  7791. RE_LVL_DMOD(100);
  7792. break;
  7793. case CD_FRAMEN:
  7794. skillratio += -100 + 1300 * skill_lv;
  7795. skillratio += 5 * pc_checkskill(sd,CD_FIDUS_ANIMUS) * skill_lv;
  7796. skillratio += 5 * sstatus->spl;
  7797. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON)
  7798. skillratio += 50 * skill_lv;
  7799. RE_LVL_DMOD(100);
  7800. break;
  7801. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:// Is this affected by BaseLV and SPL too??? [Rytech]
  7802. skillratio += -100 + 500 + 5 * sstatus->spl;
  7803. RE_LVL_DMOD(100);
  7804. break;
  7805. case ABC_ABYSS_STRIKE:
  7806. skillratio += -100 + 2650 * skill_lv;
  7807. skillratio += 10 * sstatus->spl;
  7808. if (tstatus->race == RC_DEMON || tstatus->race == RC_ANGEL)
  7809. skillratio += 200 * skill_lv;
  7810. RE_LVL_DMOD(100);
  7811. break;
  7812. case ABC_ABYSS_SQUARE:
  7813. skillratio += -100 + 750 * skill_lv;
  7814. skillratio += 40 * pc_checkskill( sd, ABC_MAGIC_SWORD_M ) * skill_lv;
  7815. skillratio += 5 * sstatus->spl;
  7816. RE_LVL_DMOD(100);
  7817. break;
  7818. case TR_METALIC_FURY:
  7819. skillratio += -100 + 3850 * skill_lv;
  7820. // !Todo: skill affected by SPL (without SC_SOUNDBLEND) as well?
  7821. if (tsc && tsc->getSCE(SC_SOUNDBLEND)) {
  7822. skillratio += 800 * skill_lv;
  7823. skillratio += 2 * pc_checkskill(sd, TR_STAGE_MANNER) * sstatus->spl;
  7824. }
  7825. RE_LVL_DMOD(100);
  7826. break;
  7827. case TR_SOUNDBLEND:
  7828. skillratio += -100 + 120 * skill_lv + 5 * sstatus->spl;
  7829. RE_LVL_DMOD(100);
  7830. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  7831. skillratio += skillratio * 100 / 100;
  7832. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  7833. skillratio += skillratio * 50 / 100;
  7834. }
  7835. break;
  7836. case EM_DIAMOND_STORM:
  7837. skillratio += -100 + 500 + 2400 * skill_lv;
  7838. skillratio += 5 * sstatus->spl;
  7839. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_DILUVIO ) ){
  7840. skillratio += 7300 + 200 * skill_lv;
  7841. skillratio += 5 * sstatus->spl;
  7842. }
  7843. RE_LVL_DMOD(100);
  7844. break;
  7845. case EM_LIGHTNING_LAND:
  7846. skillratio += -100 + 700 + 1100 * skill_lv;
  7847. skillratio += 5 * sstatus->spl;
  7848. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_PROCELLA ) ){
  7849. skillratio += 200 * skill_lv;
  7850. }
  7851. RE_LVL_DMOD(100);
  7852. break;
  7853. case EM_VENOM_SWAMP:
  7854. skillratio += -100 + 700 + 1100 * skill_lv;
  7855. skillratio += 5 * sstatus->spl;
  7856. if( sc && sc->getSCE( SC_SUMMON_ELEMENTAL_SERPENS ) ){
  7857. skillratio += 200 * skill_lv;
  7858. }
  7859. RE_LVL_DMOD(100);
  7860. break;
  7861. case EM_CONFLAGRATION:
  7862. skillratio += -100 + 700 + 1100 * skill_lv;
  7863. skillratio += 5 * sstatus->spl;
  7864. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_ARDOR ) ){
  7865. skillratio += 200 * skill_lv;
  7866. }
  7867. RE_LVL_DMOD(100);
  7868. break;
  7869. case EM_TERRA_DRIVE:
  7870. skillratio += -100 + 500 + 2400 * skill_lv;
  7871. skillratio += 5 * sstatus->spl;
  7872. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_TERREMOTUS ) ){
  7873. skillratio += 7300 + 200 * skill_lv;
  7874. skillratio += 5 * sstatus->spl;
  7875. }
  7876. RE_LVL_DMOD(100);
  7877. break;
  7878. case ABC_FROM_THE_ABYSS_ATK:
  7879. skillratio += -100 + 150 + 650 * skill_lv;
  7880. skillratio += 5 * sstatus->spl;
  7881. RE_LVL_DMOD(100);
  7882. break;
  7883. case EM_ELEMENTAL_BUSTER_FIRE:
  7884. case EM_ELEMENTAL_BUSTER_WATER:
  7885. case EM_ELEMENTAL_BUSTER_WIND:
  7886. case EM_ELEMENTAL_BUSTER_GROUND:
  7887. case EM_ELEMENTAL_BUSTER_POISON:
  7888. skillratio += -100 + 550 + 2650 * skill_lv;
  7889. skillratio += 10 * sstatus->spl;
  7890. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_DRAGON)
  7891. skillratio += 150 * skill_lv;
  7892. RE_LVL_DMOD(100);
  7893. break;
  7894. case EM_EL_FLAMEROCK:
  7895. skillratio += -100 + 2400;
  7896. if (ed)
  7897. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7898. break;
  7899. case EM_EL_AGE_OF_ICE:
  7900. skillratio += -100 + 3700;
  7901. if (ed)
  7902. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7903. break;
  7904. case EM_EL_STORM_WIND:
  7905. skillratio += -100 + 2600;
  7906. if (ed)
  7907. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7908. break;
  7909. case EM_EL_AVALANCHE:
  7910. skillratio += -100 + 450;
  7911. if (ed)
  7912. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7913. break;
  7914. case EM_EL_DEADLY_POISON:
  7915. skillratio += -100 + 700;
  7916. if (ed)
  7917. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7918. break;
  7919. case NPC_RAINOFMETEOR:
  7920. skillratio += 350; // unknown ratio
  7921. break;
  7922. case HN_NAPALM_VULCAN_STRIKE:
  7923. skillratio += -100 + 350 + 650 * skill_lv;
  7924. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 4 * skill_lv;
  7925. skillratio += 5 * sstatus->spl;
  7926. RE_LVL_DMOD(100);
  7927. break;
  7928. case HN_JUPITEL_THUNDER_STORM:
  7929. skillratio += -100 + 1800 * skill_lv;
  7930. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 3 * skill_lv;
  7931. skillratio += 5 * sstatus->spl;
  7932. RE_LVL_DMOD(100);
  7933. break;
  7934. case HN_HELLS_DRIVE:
  7935. skillratio += -100 + 1700 + 900 * skill_lv;
  7936. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 4 * skill_lv;
  7937. skillratio += 5 * sstatus->spl;
  7938. RE_LVL_DMOD(100);
  7939. break;
  7940. case HN_GROUND_GRAVITATION:
  7941. if (mflag & SKILL_ALTDMG_FLAG) {
  7942. skillratio += -100 + 3000 + 1500 * skill_lv;
  7943. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 4 * skill_lv;
  7944. ad.div_ = -2;
  7945. } else {
  7946. skillratio += -100 + 800 + 700 * skill_lv;
  7947. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 2 * skill_lv;
  7948. }
  7949. skillratio += 5 * sstatus->spl;
  7950. RE_LVL_DMOD(100);
  7951. break;
  7952. case HN_JACK_FROST_NOVA:
  7953. if (mflag & SKILL_ALTDMG_FLAG) {
  7954. skillratio += -100 + 200 * skill_lv;
  7955. } else {
  7956. skillratio += -100 + 400 + 500 * skill_lv;
  7957. }
  7958. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 3 * skill_lv;
  7959. skillratio += 5 * sstatus->spl;
  7960. RE_LVL_DMOD(100);
  7961. break;
  7962. case HN_METEOR_STORM_BUSTER:
  7963. if (mflag & SKILL_ALTDMG_FLAG) {
  7964. skillratio += -100 + 300 + 160 * skill_lv * 2;
  7965. ad.div_ = -3;
  7966. } else {
  7967. skillratio += -100 + 450 + 160 * skill_lv;
  7968. }
  7969. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 5 * skill_lv;
  7970. skillratio += 5 * sstatus->spl;
  7971. RE_LVL_DMOD(100);
  7972. break;
  7973. }
  7974. if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element.
  7975. if ((sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3 && s_ele == ELE_FIRE) ||
  7976. (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && s_ele == ELE_WATER) ||
  7977. (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && s_ele == ELE_WIND) ||
  7978. (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3 && s_ele == ELE_EARTH))
  7979. skillratio += 25;
  7980. }
  7981. MATK_RATE(skillratio);
  7982. //Constant/misc additions from skills
  7983. if (skill_id == WZ_FIREPILLAR)
  7984. MATK_ADD(100 + 50 * skill_lv);
  7985. break;
  7986. }
  7987. }
  7988. #ifdef RENEWAL
  7989. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  7990. #endif
  7991. if(sd) {
  7992. //Damage bonuses
  7993. if ((i = pc_skillatk_bonus(sd, skill_id)))
  7994. ad.damage += (int64)ad.damage*i/100;
  7995. //Ignore Defense?
  7996. if (!flag.imdef && (
  7997. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  7998. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  7999. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  8000. ))
  8001. flag.imdef = 1;
  8002. }
  8003. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  8004. ad.damage -= (int64)ad.damage*i/100;
  8005. #ifdef RENEWAL
  8006. if (sd && sstatus->smatk > 0)
  8007. ad.damage += ad.damage * sstatus->smatk / 100;
  8008. // MRes reduces magical damage by a percentage and
  8009. // is calculated before MDEF and other reductions.
  8010. // This should be the official formula. [Rytech]
  8011. if (ad.damage && tstatus->mres > 0) {
  8012. short mres = tstatus->mres;
  8013. short ignore_mres = 0;// Value used as percentage.
  8014. if (sd)
  8015. ignore_mres += sd->indexed_bonus.ignore_mres_by_race[tstatus->race] + sd->indexed_bonus.ignore_mres_by_race[RC_ALL];
  8016. // Attacker status's that pierce MRes.
  8017. if (sc && sc->getSCE(SC_A_VITA))
  8018. ignore_mres += sc->getSCE(SC_A_VITA)->val2;
  8019. ignore_mres = min(ignore_mres, 100);
  8020. if (ignore_mres > 0)
  8021. mres -= mres * ignore_mres / 100;
  8022. // Max damage reduction from MRes is officially 50%.
  8023. // That means 625 MRes is needed to hit that cap.
  8024. if (mres > battle_config.max_res_mres_reduction)
  8025. mres = battle_config.max_res_mres_reduction;
  8026. // Apply damage reduction.
  8027. ad.damage = ad.damage * (5000 + mres) / (5000 + 10 * mres);
  8028. }
  8029. #endif
  8030. if(!flag.imdef){
  8031. defType mdef = tstatus->mdef;
  8032. int mdef2= tstatus->mdef2;
  8033. if (sc && sc->getSCE(SC_EXPIATIO)) {
  8034. i = 5 * sc->getSCE(SC_EXPIATIO)->val1; // 5% per level
  8035. i = min(i, 100); //cap it to 100 for 5 mdef min
  8036. mdef -= mdef * i / 100;
  8037. //mdef2 -= mdef2 * i / 100;
  8038. }
  8039. if(sd) {
  8040. i = sd->indexed_bonus.ignore_mdef_by_race[tstatus->race] + sd->indexed_bonus.ignore_mdef_by_race[RC_ALL];
  8041. i += sd->indexed_bonus.ignore_mdef_by_class[tstatus->class_] + sd->indexed_bonus.ignore_mdef_by_class[CLASS_ALL];
  8042. std::vector<e_race2> race2 = status_get_race2(target);
  8043. for (const auto &raceit : race2)
  8044. i += sd->indexed_bonus.ignore_mdef_by_race2[raceit];
  8045. if (i)
  8046. {
  8047. if (i > 100) i = 100;
  8048. mdef -= mdef * i/100;
  8049. //mdef2-= mdef2* i/100;
  8050. }
  8051. }
  8052. #ifdef RENEWAL
  8053. /**
  8054. * RE MDEF Reduction
  8055. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  8056. */
  8057. if (mdef < 0)
  8058. mdef = 0; // Negative eMDEF is treated as 0 on official
  8059. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  8060. #else
  8061. if(battle_config.magic_defense_type)
  8062. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  8063. else
  8064. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  8065. #endif
  8066. }
  8067. if(ad.damage<1)
  8068. ad.damage=1;
  8069. else if(sc) { //only applies when hit
  8070. switch(skill_id) {
  8071. case MG_LIGHTNINGBOLT:
  8072. case MG_THUNDERSTORM:
  8073. if(sc->getSCE(SC_GUST_OPTION))
  8074. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  8075. break;
  8076. case MG_FIREBOLT:
  8077. case MG_FIREWALL:
  8078. if(sc->getSCE(SC_PYROTECHNIC_OPTION))
  8079. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  8080. break;
  8081. case MG_COLDBOLT:
  8082. case MG_FROSTDIVER:
  8083. if(sc->getSCE(SC_AQUAPLAY_OPTION))
  8084. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  8085. break;
  8086. case WZ_EARTHSPIKE:
  8087. case WZ_HEAVENDRIVE:
  8088. if(sc->getSCE(SC_PETROLOGY_OPTION))
  8089. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  8090. break;
  8091. }
  8092. }
  8093. if (!nk[NK_IGNOREELEMENT])
  8094. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  8095. //Apply the physical part of the skill's damage. [Skotlex]
  8096. switch(skill_id) {
  8097. case CR_GRANDCROSS:
  8098. case NPC_GRANDDARKNESS: {
  8099. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  8100. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40 * skill_lv) / 100;
  8101. if(src == target) {
  8102. if(src->type == BL_PC)
  8103. ad.damage = ad.damage / 2;
  8104. else
  8105. ad.damage = 0;
  8106. }
  8107. }
  8108. break;
  8109. }
  8110. #ifndef RENEWAL
  8111. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  8112. #endif
  8113. } //Hint: Against plants damage will still be 1 at this point
  8114. //Apply DAMAGE_DIV_FIX and check for min damage
  8115. battle_apply_div_fix(&ad, skill_id);
  8116. struct map_data *mapdata = map_getmapdata(target->m);
  8117. ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  8118. if (mapdata_flag_gvg2(mapdata))
  8119. ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  8120. else if (mapdata->getMapFlag(MF_BATTLEGROUND))
  8121. ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  8122. // Skill damage adjustment
  8123. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  8124. MATK_ADDRATE(skill_damage);
  8125. battle_absorb_damage(target, &ad);
  8126. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  8127. return ad;
  8128. }
  8129. /*==========================================
  8130. * Calculate "misc"-type attacks and skills
  8131. *------------------------------------------
  8132. * Credits:
  8133. * Original coder Skotlex
  8134. * Refined and optimized by helvetica
  8135. */
  8136. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  8137. {
  8138. int skill_damage = 0;
  8139. short i, s_ele;
  8140. map_session_data *sd, *tsd;
  8141. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  8142. struct status_data *sstatus = status_get_status_data(src);
  8143. struct status_data *tstatus = status_get_status_data(target);
  8144. status_change *ssc = status_get_sc(src);
  8145. memset(&md,0,sizeof(md));
  8146. if (src == NULL || target == NULL) {
  8147. nullpo_info(NLP_MARK);
  8148. return md;
  8149. }
  8150. //Some initial values
  8151. md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion);
  8152. md.dmotion = tstatus->dmotion;
  8153. md.div_ = skill_get_num(skill_id,skill_lv);
  8154. md.blewcount = skill_get_blewcount(skill_id,skill_lv);
  8155. md.dmg_lv = ATK_DEF;
  8156. md.flag = BF_MISC|BF_SKILL;
  8157. md.miscflag = mflag;
  8158. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  8159. std::bitset<NK_MAX> nk;
  8160. if (skill)
  8161. nk = skill->nk;
  8162. sd = BL_CAST(BL_PC, src);
  8163. tsd = BL_CAST(BL_PC, target);
  8164. if(sd) {
  8165. sd->state.arrow_atk = 0;
  8166. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  8167. }
  8168. s_ele = battle_get_misc_element(src, target, skill_id, skill_lv, mflag);
  8169. //Skill Range Criteria
  8170. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  8171. switch (skill_id) {
  8172. case TF_THROWSTONE:
  8173. md.damage = 50;
  8174. md.flag |= BF_WEAPON;
  8175. break;
  8176. case NPC_KILLING_AURA:
  8177. md.damage = 10000;
  8178. break;
  8179. #ifdef RENEWAL
  8180. case HT_LANDMINE:
  8181. case MA_LANDMINE:
  8182. case HT_BLASTMINE:
  8183. case HT_CLAYMORETRAP:
  8184. md.damage = (int64)(skill_lv * sstatus->dex * (3.0 + (float)status_get_lv(src) / 100.0) * (1.0 + (float)sstatus->int_ / 35.0));
  8185. md.damage += md.damage * (rnd()%20 - 10) / 100;
  8186. md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0);
  8187. break;
  8188. #else
  8189. case HT_LANDMINE:
  8190. case MA_LANDMINE:
  8191. md.damage = static_cast<decltype(md.damage)>(skill_lv * (sstatus->dex + 75.0) * (100.0 + sstatus->int_) / 100.0);
  8192. break;
  8193. case HT_BLASTMINE:
  8194. md.damage = static_cast<decltype(md.damage)>(skill_lv * (sstatus->dex / 2.0 + 50.0) * (100.0 + sstatus->int_) / 100.0);
  8195. break;
  8196. case HT_CLAYMORETRAP:
  8197. md.damage = static_cast<decltype(md.damage)>(skill_lv * (sstatus->dex / 2.0 + 75.0) * (100.0 + sstatus->int_) / 100.0);
  8198. break;
  8199. #endif
  8200. case HT_BLITZBEAT:
  8201. case SN_FALCONASSAULT:
  8202. {
  8203. uint16 skill;
  8204. //Blitz-beat Damage
  8205. if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW)))
  8206. skill = 0;
  8207. #ifdef RENEWAL
  8208. md.damage = (sstatus->dex / 10 + sstatus->agi / 2 + skill * 3 + 40) * 2;
  8209. RE_LVL_MDMOD(100);
  8210. #else
  8211. md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2;
  8212. if(mflag > 1) //Autocasted Blitz
  8213. nk.set(NK_SPLASHSPLIT);
  8214. #endif
  8215. if (skill_id == SN_FALCONASSAULT) {
  8216. //Div fix of Blitzbeat
  8217. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  8218. //Falcon Assault Modifier
  8219. md.damage = md.damage * (150 + 70 * skill_lv) / 100;
  8220. }
  8221. }
  8222. break;
  8223. #ifndef RENEWAL
  8224. case BA_DISSONANCE:
  8225. md.damage = 30 + skill_lv * 10;
  8226. if (sd)
  8227. md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON);
  8228. break;
  8229. #endif
  8230. case NPC_SELFDESTRUCTION:
  8231. md.damage = sstatus->hp;
  8232. break;
  8233. case NPC_SMOKING:
  8234. md.damage = 3;
  8235. break;
  8236. case NPC_EVILLAND:
  8237. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  8238. break;
  8239. #ifndef RENEWAL
  8240. case ASC_BREAKER:
  8241. md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_;
  8242. nk.set(NK_IGNOREFLEE);
  8243. nk.set(NK_IGNOREELEMENT); //These two are not properties of the weapon based part.
  8244. break;
  8245. case HW_GRAVITATION:
  8246. md.damage = 200 + 200 * skill_lv;
  8247. md.dmotion = 0; //No flinch animation
  8248. break;
  8249. case PA_PRESSURE:
  8250. md.damage = 500 + 300 * skill_lv;
  8251. break;
  8252. #endif
  8253. case PA_GOSPEL:
  8254. if (mflag > 0)
  8255. md.damage = (rnd() % 4000) + 1500;
  8256. else {
  8257. md.damage = (rnd() % 5000) + 3000;
  8258. #ifdef RENEWAL
  8259. md.damage -= (int64)status_get_def(target);
  8260. #else
  8261. md.damage -= (md.damage * (int64)status_get_def(target)) / 100;
  8262. #endif
  8263. md.damage -= tstatus->def2;
  8264. if (md.damage < 0)
  8265. md.damage = 0;
  8266. }
  8267. break;
  8268. case GN_FIRE_EXPANSION_ACID:
  8269. #ifdef RENEWAL
  8270. // Official Renewal formula [helvetica]
  8271. // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
  8272. // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
  8273. // is considered "neutral" for purposes of resistances
  8274. {
  8275. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  8276. struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  8277. md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
  8278. // AD benefits from endow/element but damage is forced back to neutral
  8279. md.damage = battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  8280. }
  8281. // Fall through
  8282. #else
  8283. case CR_ACIDDEMONSTRATION:
  8284. if(tstatus->vit+sstatus->int_) //crash fix
  8285. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  8286. else
  8287. md.damage = 0;
  8288. if (tsd)
  8289. md.damage /= 2;
  8290. #endif
  8291. break;
  8292. case NJ_ZENYNAGE:
  8293. case KO_MUCHANAGE:
  8294. md.damage = skill_get_zeny(skill_id, skill_lv);
  8295. if (!md.damage)
  8296. md.damage = (skill_id == NJ_ZENYNAGE ? 2 : 10);
  8297. md.damage = (skill_id == NJ_ZENYNAGE ? rnd()%md.damage + md.damage : md.damage * rnd_value(50,100)) / (skill_id == NJ_ZENYNAGE ? 1 : 100);
  8298. if (sd && skill_id == KO_MUCHANAGE && !pc_checkskill(sd, NJ_TOBIDOUGU))
  8299. md.damage = md.damage / 2;
  8300. if (status_get_class_(target) == CLASS_BOSS) // Specific to Boss Class
  8301. md.damage = md.damage / (skill_id == NJ_ZENYNAGE ? 3 : 2);
  8302. else if (tsd && skill_id == NJ_ZENYNAGE)
  8303. md.damage = md.damage / 2;
  8304. break;
  8305. #ifdef RENEWAL
  8306. case NJ_ISSEN:
  8307. // Official Renewal formula [helvetica]
  8308. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  8309. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  8310. // modified def formula
  8311. {
  8312. short totaldef;
  8313. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  8314. status_change *sc = status_get_sc(src);
  8315. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  8316. if (sc && sc->getSCE(SC_BUNSINJYUTSU) && (i = sc->getSCE(SC_BUNSINJYUTSU)->val2) > 0) { // mirror image bonus only occurs if active
  8317. md.div_ = -(i + 2); // mirror image count + 2
  8318. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  8319. }
  8320. // modified def reduction, final damage = base damage - (edef + sdef)
  8321. totaldef = tstatus->def2 + (short)status_get_def(target);
  8322. md.damage -= totaldef;
  8323. md.flag |= BF_WEAPON;
  8324. }
  8325. break;
  8326. #endif
  8327. case GS_FLING:
  8328. md.damage = (sd ? sd->status.job_level : status_get_lv(src));
  8329. break;
  8330. case HVAN_EXPLOSION: //[orn]
  8331. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  8332. break;
  8333. case RA_CLUSTERBOMB:
  8334. case RA_FIRINGTRAP:
  8335. case RA_ICEBOUNDTRAP:
  8336. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  8337. RE_LVL_TMDMOD();
  8338. if(sd) {
  8339. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  8340. if(researchskill_lv)
  8341. md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  8342. else
  8343. md.damage = 0;
  8344. } else
  8345. md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  8346. nk.set(NK_IGNOREELEMENT);
  8347. nk.set(NK_IGNOREFLEE);
  8348. nk.set(NK_IGNOREDEFCARD);
  8349. break;
  8350. case NC_MAGMA_ERUPTION_DOTDAMAGE: // 'Eruption' damage
  8351. md.damage = 800 + 200 * skill_lv;
  8352. break;
  8353. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  8354. md.damage = 1000 * skill_lv;
  8355. break;
  8356. case GN_THORNS_TRAP:
  8357. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  8358. break;
  8359. case RL_B_TRAP:
  8360. // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
  8361. md.damage = status_get_dex(src) * 10 + (skill_lv * 3 * status_get_hp(target)) / 100;
  8362. if (status_bl_has_mode(target, MD_STATUSIMMUNE))
  8363. md.damage /= 10;
  8364. break;
  8365. case NPC_WIDESUCK:
  8366. md.damage = tstatus->max_hp * 15 / 100;
  8367. break;
  8368. case SU_SV_ROOTTWIST_ATK:
  8369. md.damage = 100;
  8370. break;
  8371. case SP_SOULEXPLOSION:
  8372. md.damage = tstatus->hp * (20 + 10 * skill_lv) / 100;
  8373. break;
  8374. case SJ_NOVAEXPLOSING:
  8375. // (Base ATK + Weapon ATK) * Ratio
  8376. md.damage = (sstatus->batk + sstatus->rhw.atk) * (200 + 100 * skill_lv) / 100;
  8377. // Additional Damage
  8378. md.damage += sstatus->max_hp / (6 - min(5, skill_lv)) + status_get_max_sp(src) * (2 * skill_lv);
  8379. break;
  8380. case NPC_CANE_OF_EVIL_EYE:
  8381. md.damage = 15000;
  8382. break;
  8383. }
  8384. if (nk[NK_SPLASHSPLIT]) { // Divide ATK among targets
  8385. if(mflag > 0)
  8386. md.damage /= mflag;
  8387. else
  8388. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  8389. }
  8390. if (!nk[NK_IGNOREFLEE]) {
  8391. status_change *sc = status_get_sc(target);
  8392. i = 0; //Temp for "hit or no hit"
  8393. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  8394. i = 1;
  8395. else {
  8396. short
  8397. flee = tstatus->flee,
  8398. #ifdef RENEWAL
  8399. hitrate = 0; //Default hitrate
  8400. #else
  8401. hitrate = 80; //Default hitrate
  8402. #endif
  8403. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  8404. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  8405. if(attacker_count >= battle_config.agi_penalty_count) {
  8406. if (battle_config.agi_penalty_type == 1)
  8407. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  8408. else //assume type 2: absolute reduction
  8409. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  8410. if(flee < 1)
  8411. flee = 1;
  8412. }
  8413. }
  8414. hitrate += sstatus->hit - flee;
  8415. #ifdef RENEWAL
  8416. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  8417. hitrate += pc_checkskill(sd,AC_VULTURE);
  8418. #endif
  8419. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  8420. if(rnd()%100 < hitrate)
  8421. i = 1;
  8422. }
  8423. if (!i) {
  8424. md.damage = 0;
  8425. md.dmg_lv = ATK_FLEE;
  8426. }
  8427. }
  8428. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  8429. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  8430. md.damage += (int64)md.damage*i/100;
  8431. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  8432. md.damage -= (int64)md.damage*i/100;
  8433. if(!nk[NK_IGNOREELEMENT])
  8434. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  8435. //Plant damage
  8436. if(md.damage < 0)
  8437. md.damage = 0;
  8438. else if(md.damage && is_infinite_defense(target, md.flag)) {
  8439. md.damage = 1;
  8440. }
  8441. //Apply DAMAGE_DIV_FIX and check for min damage
  8442. battle_apply_div_fix(&md, skill_id);
  8443. switch(skill_id) {
  8444. case RA_FIRINGTRAP:
  8445. case RA_ICEBOUNDTRAP:
  8446. if (md.damage == 1)
  8447. break;
  8448. [[fallthrough]];
  8449. case RA_CLUSTERBOMB:
  8450. {
  8451. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  8452. md.damage += wd.damage;
  8453. }
  8454. break;
  8455. case NJ_ZENYNAGE:
  8456. if (sd) {
  8457. if (md.damage > sd->status.zeny)
  8458. md.damage = sd->status.zeny;
  8459. pc_payzeny(sd,(int)cap_value(md.damage, INT_MIN, INT_MAX),LOG_TYPE_STEAL);
  8460. }
  8461. break;
  8462. }
  8463. struct map_data *mapdata = map_getmapdata(target->m);
  8464. md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  8465. if(mapdata_flag_gvg2(mapdata))
  8466. md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  8467. else if(mapdata->getMapFlag(MF_BATTLEGROUND))
  8468. md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  8469. // Skill damage adjustment
  8470. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  8471. md.damage += (int64)md.damage * skill_damage / 100;
  8472. battle_absorb_damage(target, &md);
  8473. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  8474. return md;
  8475. }
  8476. /**
  8477. * Calculate vanish damage on a target
  8478. * @param sd: Player with vanish item
  8479. * @param target: Target to vanish HP/SP
  8480. * @param flag: Damage struct battle flag
  8481. */
  8482. void battle_vanish_damage(map_session_data *sd, struct block_list *target, int flag)
  8483. {
  8484. nullpo_retv(sd);
  8485. nullpo_retv(target);
  8486. // bHPVanishRate
  8487. int16 vanish_hp = 0;
  8488. if (!sd->hp_vanish.empty()) {
  8489. for (auto &it : sd->hp_vanish) {
  8490. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  8491. ((it.flag)&flag)&BF_RANGEMASK &&
  8492. ((it.flag)&flag)&BF_SKILLMASK))
  8493. continue;
  8494. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  8495. vanish_hp += it.per;
  8496. }
  8497. }
  8498. // bSPVanishRate
  8499. int16 vanish_sp = 0;
  8500. if (!sd->sp_vanish.empty()) {
  8501. for (auto &it : sd->sp_vanish) {
  8502. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  8503. ((it.flag)&flag)&BF_RANGEMASK &&
  8504. ((it.flag)&flag)&BF_SKILLMASK))
  8505. continue;
  8506. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  8507. vanish_sp += it.per;
  8508. }
  8509. }
  8510. if (vanish_hp > 0 || vanish_sp > 0)
  8511. status_percent_damage(&sd->bl, target, -vanish_hp, -vanish_sp, false); // Damage HP/SP applied once
  8512. }
  8513. /*==========================================
  8514. * Battle main entry, from skill_attack
  8515. *------------------------------------------
  8516. * Credits:
  8517. * Original coder unknown
  8518. * Initial refactoring by Baalberith
  8519. * Refined and optimized by helvetica
  8520. */
  8521. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag)
  8522. {
  8523. struct Damage d;
  8524. switch(attack_type) {
  8525. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  8526. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  8527. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  8528. default:
  8529. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  8530. memset(&d,0,sizeof(d));
  8531. break;
  8532. }
  8533. if( d.damage + d.damage2 < 1 )
  8534. { //Miss/Absorbed
  8535. //Weapon attacks should go through to cause additional effects.
  8536. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  8537. d.dmg_lv = ATK_MISS;
  8538. d.dmotion = 0;
  8539. if(bl->type == BL_PC)
  8540. d.div_ = 1;
  8541. status_change *tsc = status_get_sc(target);
  8542. // Weapon Blocking has the ability to trigger on ATK_MISS as well.
  8543. if (tsc != nullptr && tsc->getSCE(SC_WEAPONBLOCKING)) {
  8544. status_change_entry *tsce = tsc->getSCE(SC_WEAPONBLOCKING);
  8545. if (attack_type == BF_WEAPON && rnd() % 100 < tsce->val2) {
  8546. clif_skill_nodamage(target, bl, GC_WEAPONBLOCKING, tsce->val1, 1);
  8547. sc_start(bl, target, SC_WEAPONBLOCK_ON, 100, bl->id, skill_get_time2(GC_WEAPONBLOCKING, tsce->val1));
  8548. }
  8549. }
  8550. }
  8551. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  8552. d.dmg_lv = ATK_DEF;
  8553. map_session_data *sd = BL_CAST(BL_PC, bl);
  8554. if (sd && d.damage + d.damage2 > 1)
  8555. battle_vanish_damage(sd, target, d.flag);
  8556. return d;
  8557. }
  8558. /*==========================================
  8559. * Final damage return function
  8560. *------------------------------------------
  8561. * Credits:
  8562. * Original coder unknown
  8563. * Initial refactoring by Baalberith
  8564. * Refined and optimized by helvetica
  8565. */
  8566. int64 battle_calc_return_damage(struct block_list* tbl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  8567. status_change *tsc = status_get_sc(tbl);
  8568. if (tsc) { // These statuses do not reflect any damage (off the target)
  8569. if (tsc->getSCE(SC_WHITEIMPRISON) || tsc->getSCE(SC_DARKCROW) || tsc->getSCE(SC_KYOMU))
  8570. return 0;
  8571. }
  8572. status_change *sc = status_get_sc(src);
  8573. if (sc) {
  8574. if (skill_id == GN_HELLS_PLANT_ATK && sc->getSCE(SC_HELLS_PLANT))
  8575. return 0;
  8576. }
  8577. map_session_data *tsd = BL_CAST(BL_PC, tbl);
  8578. int64 rdamage = 0, damage = *dmg;
  8579. if (flag & BF_SHORT) {//Bounces back part of the damage.
  8580. if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && tsd && tsd->bonus.short_weapon_damage_return ) {
  8581. rdamage += damage * tsd->bonus.short_weapon_damage_return / 100;
  8582. } else if( status_reflect && tsc && tsc->count ) {
  8583. if( tsc->getSCE(SC_REFLECTSHIELD) ) {
  8584. status_change_entry *sce_d;
  8585. block_list *d_bl;
  8586. if( (sce_d = tsc->getSCE(SC_DEVOTION)) && (d_bl = map_id2bl(sce_d->val1)) &&
  8587. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == tbl->id) ||
  8588. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == tbl->id)) )
  8589. { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  8590. if( (!skill_id && battle_config.devotion_rdamage_skill_only && tsc->getSCE(SC_REFLECTSHIELD)->val4) ||
  8591. !check_distance_bl(tbl,d_bl,sce_d->val3) )
  8592. return 0;
  8593. }
  8594. }
  8595. if ( tsc->getSCE(SC_REFLECTSHIELD) && skill_id != WS_CARTTERMINATION && skill_id != NPC_MAXPAIN_ATK ) {
  8596. // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  8597. if (!skill_id && battle_config.devotion_rdamage_skill_only && tsc->getSCE(SC_REFLECTSHIELD)->val4)
  8598. rdamage = 0;
  8599. else {
  8600. rdamage += damage * tsc->getSCE(SC_REFLECTSHIELD)->val2 / 100;
  8601. }
  8602. }
  8603. if (tsc->getSCE(SC_DEATHBOUND) && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUSIMMUNE)) {
  8604. if (distance_bl(src,tbl) <= 0 || !map_check_dir(map_calc_dir(tbl,src->x,src->y), unit_getdir(tbl))) {
  8605. int64 rd1 = i64min(damage, status_get_max_hp(tbl)) * tsc->getSCE(SC_DEATHBOUND)->val2 / 100; // Amplify damage.
  8606. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  8607. clif_skill_damage(src, tbl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, tsc->getSCE(SC_DEATHBOUND)->val1, DMG_SINGLE);
  8608. skill_blown(tbl, src, skill_get_blewcount(RK_DEATHBOUND, tsc->getSCE(SC_DEATHBOUND)->val1), unit_getdir(src), BLOWN_NONE);
  8609. status_change_end(tbl, SC_DEATHBOUND);
  8610. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  8611. }
  8612. }
  8613. }
  8614. } else {
  8615. if (!status_reflect && tsd && tsd->bonus.long_weapon_damage_return) {
  8616. rdamage += damage * tsd->bonus.long_weapon_damage_return / 100;
  8617. }
  8618. }
  8619. // Config damage adjustment
  8620. map_data *mapdata = map_getmapdata(src->m);
  8621. if (mapdata_flag_gvg2(mapdata))
  8622. rdamage = battle_calc_gvg_damage(src, tbl, rdamage, skill_id, flag);
  8623. else if (mapdata->getMapFlag(MF_BATTLEGROUND))
  8624. rdamage = battle_calc_bg_damage(src, tbl, rdamage, skill_id, flag);
  8625. else if (mapdata->getMapFlag(MF_PVP))
  8626. rdamage = battle_calc_pk_damage(*src, *tbl, rdamage, skill_id, flag);
  8627. // Skill damage adjustment
  8628. int skill_damage = battle_skill_damage(src, tbl, skill_id);
  8629. if (skill_damage != 0) {
  8630. rdamage += rdamage * skill_damage / 100;
  8631. }
  8632. int64 reduce = 0;
  8633. map_session_data* sd = BL_CAST(BL_PC, src);
  8634. if (sd && sd->bonus.reduce_damage_return != 0) {
  8635. reduce += (sd->bonus.reduce_damage_return);
  8636. }
  8637. if (sc) {
  8638. if (status_reflect && sc->getSCE(SC_REFLECTDAMAGE)) {
  8639. reduce += sc->getSCE(SC_REFLECTDAMAGE)->val2;
  8640. }
  8641. if (sc->getSCE(SC_VENOMBLEED) && sc->getSCE(SC_VENOMBLEED)->val3 == 0) {
  8642. reduce += sc->getSCE(SC_VENOMBLEED)->val2;
  8643. }
  8644. if (sc->getSCE(SC_REF_T_POTION))
  8645. reduce += 100;
  8646. }
  8647. if (rdamage > 0) {
  8648. rdamage -= rdamage * i64min(100, reduce) / 100;
  8649. rdamage = i64max(rdamage, 1);
  8650. }
  8651. if (rdamage == 0)
  8652. return 0; // No reflecting damage calculated.
  8653. else
  8654. return cap_value(rdamage, 1, status_get_max_hp(tbl));
  8655. }
  8656. /**
  8657. * Calculate Vellum damage on a target
  8658. * @param sd: Player with vanish item
  8659. * @param target: Target to vanish HP/SP
  8660. * @param wd: Damage struct reference
  8661. * @return True on damage done or false if not
  8662. */
  8663. bool battle_vellum_damage(map_session_data *sd, struct block_list *target, struct Damage *wd)
  8664. {
  8665. nullpo_retr(false, sd);
  8666. nullpo_retr(false, target);
  8667. nullpo_retr(false, wd);
  8668. struct status_data *tstatus = status_get_status_data(target);
  8669. // bHPVanishRaceRate
  8670. int16 vellum_rate_hp = cap_value(sd->hp_vanish_race[tstatus->race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  8671. int8 vellum_hp = cap_value(sd->hp_vanish_race[tstatus->race].per + sd->hp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  8672. // bSPVanishRaceRate
  8673. int16 vellum_rate_sp = cap_value(sd->sp_vanish_race[tstatus->race].rate + sd->sp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  8674. int8 vellum_sp = cap_value(sd->sp_vanish_race[tstatus->race].per + sd->sp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  8675. // The HP and SP damage bonus from these items don't stack because of the special damage display for SP.
  8676. // Vellum damage overrides any other damage done as well.
  8677. if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 1000 || rnd() % 1000 < vellum_rate_hp)) {
  8678. wd->damage = apply_rate(tstatus->max_hp, vellum_hp);
  8679. wd->damage2 = 0;
  8680. } else if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 1000 || rnd() % 1000 < vellum_rate_sp)) {
  8681. wd->damage = apply_rate(tstatus->max_sp, vellum_sp);
  8682. wd->damage2 = 0;
  8683. wd->isspdamage = true;
  8684. } else
  8685. return false;
  8686. return true;
  8687. }
  8688. /*===========================================
  8689. * Perform battle drain effects (HP/SP loss)
  8690. *-------------------------------------------*/
  8691. void battle_drain(map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_)
  8692. {
  8693. struct weapon_data *wd;
  8694. int64 *damage;
  8695. int thp = 0, // HP gained
  8696. tsp = 0, // SP gained
  8697. //rhp = 0, // HP reduced from target
  8698. //rsp = 0, // SP reduced from target
  8699. hp = 0, sp = 0;
  8700. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  8701. return;
  8702. for (int i = 0; i < 4; i++) {
  8703. //First two iterations: Right hand
  8704. if (i < 2) {
  8705. wd = &sd->right_weapon;
  8706. damage = &rdamage;
  8707. } else {
  8708. wd = &sd->left_weapon;
  8709. damage = &ldamage;
  8710. }
  8711. if (*damage <= 0)
  8712. continue;
  8713. if (i == 1 || i == 3) {
  8714. hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL];
  8715. hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per);
  8716. sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL];
  8717. sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per);
  8718. if( hp ) {
  8719. //rhp += hp;
  8720. thp += hp;
  8721. }
  8722. if( sp ) {
  8723. //rsp += sp;
  8724. tsp += sp;
  8725. }
  8726. } else {
  8727. hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL];
  8728. sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL];
  8729. if( hp ) {
  8730. //rhp += hp;
  8731. thp += hp;
  8732. }
  8733. if( sp ) {
  8734. //rsp += sp;
  8735. tsp += sp;
  8736. }
  8737. }
  8738. }
  8739. if (!thp && !tsp)
  8740. return;
  8741. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  8742. //if (rhp || rsp)
  8743. // status_zap(tbl, rhp, rsp);
  8744. }
  8745. /*===========================================
  8746. * Deals the same damage to targets in area.
  8747. *-------------------------------------------
  8748. * Credits:
  8749. * Original coder pakpil
  8750. */
  8751. int battle_damage_area(struct block_list *bl, va_list ap) {
  8752. t_tick tick;
  8753. int64 damage;
  8754. int amotion, dmotion;
  8755. struct block_list *src;
  8756. nullpo_ret(bl);
  8757. tick = va_arg(ap, t_tick);
  8758. src = va_arg(ap,struct block_list *);
  8759. amotion = va_arg(ap,int);
  8760. dmotion = va_arg(ap,int);
  8761. damage = va_arg(ap,int);
  8762. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) || status_get_class(bl) == MOBID_EMPERIUM)
  8763. return 0;
  8764. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  8765. map_freeblock_lock();
  8766. if( src->type == BL_PC )
  8767. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  8768. if( amotion )
  8769. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false);
  8770. else
  8771. status_fix_damage(src,bl,damage,0,LG_REFLECTDAMAGE);
  8772. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false);
  8773. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  8774. map_freeblock_unlock();
  8775. }
  8776. return 0;
  8777. }
  8778. /**
  8779. * Triggers aftercast delay for autocasted skills.
  8780. * @param src: Source data
  8781. * @param skill_id: Skill used
  8782. * @param skill_lv: Skill level used
  8783. * @param tick: Server tick
  8784. */
  8785. void battle_autocast_aftercast(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  8786. {
  8787. unit_data *ud = unit_bl2ud(src);
  8788. if (ud) {
  8789. int autocast_tick = skill_delayfix(src, skill_id, skill_lv);
  8790. if (DIFF_TICK(ud->canact_tick, tick + autocast_tick) < 0) {
  8791. ud->canact_tick = i64max(tick + autocast_tick, ud->canact_tick);
  8792. if (battle_config.display_status_timers && src->type == BL_PC)
  8793. clif_status_change(src, EFST_POSTDELAY, 1, autocast_tick, 0, 0, 0);
  8794. }
  8795. }
  8796. }
  8797. /**
  8798. * Triggers autocasted skills from super elemental supportive buffs.
  8799. * @param sd: Player data
  8800. * @param target: Target data
  8801. * @param skill_id: Skill used
  8802. * @param tick: Server tick
  8803. * @param flag: Special skill flags
  8804. */
  8805. void battle_autocast_elembuff_skill(map_session_data* sd, struct block_list* target, uint16 skill_id, t_tick tick, int flag)
  8806. {
  8807. uint16 skill_lv = pc_checkskill(sd, skill_id);
  8808. skill_lv = max(1, skill_lv);
  8809. sd->state.autocast = 1;
  8810. if (status_charge(&sd->bl, 0, skill_get_sp(skill_id, skill_lv))) {
  8811. skill_castend_damage_id(&sd->bl, target, skill_id, skill_lv, tick, flag);
  8812. battle_autocast_aftercast(&sd->bl, skill_id, skill_lv, tick);
  8813. }
  8814. sd->state.autocast = 0;
  8815. }
  8816. /*==========================================
  8817. * Do a basic physical attack (call through unit_attack_timer)
  8818. *------------------------------------------*/
  8819. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, t_tick tick, int flag) {
  8820. map_session_data *sd = NULL, *tsd = NULL;
  8821. struct status_data *sstatus, *tstatus;
  8822. status_change *sc, *tsc;
  8823. int64 damage;
  8824. int skillv;
  8825. struct Damage wd;
  8826. bool vellum_damage = false;
  8827. nullpo_retr(ATK_NONE, src);
  8828. nullpo_retr(ATK_NONE, target);
  8829. if (src->prev == NULL || target->prev == NULL)
  8830. return ATK_NONE;
  8831. sd = BL_CAST(BL_PC, src);
  8832. tsd = BL_CAST(BL_PC, target);
  8833. sstatus = status_get_status_data(src);
  8834. tstatus = status_get_status_data(target);
  8835. sc = status_get_sc(src);
  8836. tsc = status_get_sc(target);
  8837. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  8838. sc = NULL;
  8839. if (tsc && !tsc->count)
  8840. tsc = NULL;
  8841. if (sd)
  8842. {
  8843. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  8844. if (sd->state.arrow_atk)
  8845. {
  8846. short index = sd->equip_index[EQI_AMMO];
  8847. if (index < 0) {
  8848. if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA)
  8849. clif_skill_fail( *sd, 0, USESKILL_FAIL_NEED_MORE_BULLET );
  8850. else
  8851. clif_arrow_fail(sd,0);
  8852. return ATK_NONE;
  8853. }
  8854. //Ammo check by Ishizu-chan
  8855. if (sd->inventory_data[index]) {
  8856. switch (sd->status.weapon) {
  8857. case W_BOW:
  8858. if (sd->inventory_data[index]->subtype != AMMO_ARROW) {
  8859. clif_arrow_fail(sd,0);
  8860. return ATK_NONE;
  8861. }
  8862. break;
  8863. case W_REVOLVER:
  8864. case W_RIFLE:
  8865. case W_GATLING:
  8866. case W_SHOTGUN:
  8867. if (sd->inventory_data[index]->subtype != AMMO_BULLET) {
  8868. clif_skill_fail( *sd, 0, USESKILL_FAIL_NEED_MORE_BULLET );
  8869. return ATK_NONE;
  8870. }
  8871. break;
  8872. case W_GRENADE:
  8873. if (sd->inventory_data[index]->subtype !=
  8874. #ifdef RENEWAL
  8875. AMMO_BULLET) {
  8876. #else
  8877. AMMO_GRENADE) {
  8878. #endif
  8879. clif_skill_fail( *sd, 0, USESKILL_FAIL_NEED_MORE_BULLET );
  8880. return ATK_NONE;
  8881. }
  8882. break;
  8883. }
  8884. }
  8885. }
  8886. }
  8887. if (sc && sc->count) {
  8888. if (sc->getSCE(SC_CLOAKING) && !(sc->getSCE(SC_CLOAKING)->val4 & 2))
  8889. status_change_end(src, SC_CLOAKING);
  8890. else if (sc->getSCE(SC_CLOAKINGEXCEED) && !(sc->getSCE(SC_CLOAKINGEXCEED)->val4 & 2))
  8891. status_change_end(src, SC_CLOAKINGEXCEED);
  8892. else if (sc->getSCE(SC_NEWMOON) && --(sc->getSCE(SC_NEWMOON)->val2) <= 0)
  8893. status_change_end(src, SC_NEWMOON);
  8894. }
  8895. if (tsc && tsc->getSCE(SC_AUTOCOUNTER) && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  8896. uint8 dir = map_calc_dir(target,src->x,src->y);
  8897. int t_dir = unit_getdir(target);
  8898. int dist = distance_bl(src, target);
  8899. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  8900. uint16 skill_lv = tsc->getSCE(SC_AUTOCOUNTER)->val1;
  8901. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  8902. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  8903. status_change_end(target, SC_AUTOCOUNTER);
  8904. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  8905. return ATK_BLOCK;
  8906. }
  8907. }
  8908. if( tsc && tsc->getSCE(SC_BLADESTOP_WAIT) &&
  8909. #ifndef RENEWAL
  8910. status_get_class_(src) != CLASS_BOSS &&
  8911. #endif
  8912. (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  8913. {
  8914. uint16 skill_lv = tsc->getSCE(SC_BLADESTOP_WAIT)->val1;
  8915. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  8916. #ifdef RENEWAL
  8917. if (status_get_class_(src) == CLASS_BOSS)
  8918. duration = 2000; // Only lasts 2 seconds for Boss monsters
  8919. #endif
  8920. status_change_end(target, SC_BLADESTOP_WAIT);
  8921. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  8922. { //Target locked.
  8923. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  8924. clif_bladestop(target, src->id, 1);
  8925. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  8926. return ATK_BLOCK;
  8927. }
  8928. }
  8929. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  8930. #ifdef RENEWAL
  8931. int triple_rate = 30; //Base Rate
  8932. #else
  8933. int triple_rate = 30 - skillv; //Base Rate
  8934. #endif
  8935. if (sc && sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == MO_TRIPLEATTACK) {
  8936. triple_rate+= triple_rate*(sc->getSCE(SC_SKILLRATE_UP)->val2)/100;
  8937. status_change_end(src, SC_SKILLRATE_UP);
  8938. }
  8939. if (rnd()%100 < triple_rate) {
  8940. //Need to apply canact_tick here because it doesn't go through skill_castend_id
  8941. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv), sd->ud.canact_tick);
  8942. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  8943. return ATK_DEF;
  8944. return ATK_MISS;
  8945. }
  8946. }
  8947. if (sc) {
  8948. if (sc->getSCE(SC_SACRIFICE)) {
  8949. uint16 skill_lv = sc->getSCE(SC_SACRIFICE)->val1;
  8950. damage_lv ret_val;
  8951. if( --sc->getSCE(SC_SACRIFICE)->val2 <= 0 )
  8952. status_change_end(src, SC_SACRIFICE);
  8953. /**
  8954. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  8955. * For further information: bugreport:4950
  8956. */
  8957. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  8958. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  8959. if( ret_val == ATK_NONE )
  8960. return ATK_MISS;
  8961. return ret_val;
  8962. }
  8963. if (sc->getSCE(SC_MAGICALATTACK)) {
  8964. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->getSCE(SC_MAGICALATTACK)->val1,tick,0) )
  8965. return ATK_DEF;
  8966. return ATK_MISS;
  8967. }
  8968. if( sc->getSCE(SC_GT_ENERGYGAIN) ) {
  8969. int spheres = 5;
  8970. if( sc->getSCE(SC_RAISINGDRAGON) )
  8971. spheres += sc->getSCE(SC_RAISINGDRAGON)->val1;
  8972. if( sd && rnd()%100 < sc->getSCE(SC_GT_ENERGYGAIN)->val2 )
  8973. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->getSCE(SC_GT_ENERGYGAIN)->val1), spheres);
  8974. }
  8975. }
  8976. if( tsc && tsc->getSCE(SC_GT_ENERGYGAIN) ) {
  8977. int spheres = 5;
  8978. if( tsc->getSCE(SC_RAISINGDRAGON) )
  8979. spheres += tsc->getSCE(SC_RAISINGDRAGON)->val1;
  8980. if( tsd && rnd()%100 < tsc->getSCE(SC_GT_ENERGYGAIN)->val2 )
  8981. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->getSCE(SC_GT_ENERGYGAIN)->val1), spheres);
  8982. }
  8983. if (tsc && tsc->getSCE(SC_MTF_MLEATKED) && rnd()%100 < tsc->getSCE(SC_MTF_MLEATKED)->val2)
  8984. clif_skill_nodamage(target, target, SM_ENDURE, tsc->getSCE(SC_MTF_MLEATKED)->val1, sc_start(src, target, SC_ENDURE, 100, tsc->getSCE(SC_MTF_MLEATKED)->val1, skill_get_time(SM_ENDURE, tsc->getSCE(SC_MTF_MLEATKED)->val1)));
  8985. if(tsc && tsc->getSCE(SC_KAAHI) && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->getSCE(SC_KAAHI)->val3)) {
  8986. int hp_heal = tstatus->max_hp - tstatus->hp;
  8987. if (hp_heal > tsc->getSCE(SC_KAAHI)->val2)
  8988. hp_heal = tsc->getSCE(SC_KAAHI)->val2;
  8989. if (hp_heal)
  8990. status_heal(target, hp_heal, 0, 2);
  8991. }
  8992. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  8993. if (sd && wd.damage + wd.damage2 > 0 && battle_vellum_damage(sd, target, &wd))
  8994. vellum_damage = true;
  8995. if( sc && sc->count ) {
  8996. if (sc->getSCE(SC_EXEEDBREAK))
  8997. status_change_end(src, SC_EXEEDBREAK);
  8998. if( sc->getSCE(SC_SPELLFIST) && !vellum_damage ){
  8999. if (status_charge(src, 0, 20)) {
  9000. if (!is_infinite_defense(target, wd.flag)) {
  9001. struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->getSCE(SC_SPELLFIST)->val2, sc->getSCE(SC_SPELLFIST)->val3, flag | BF_SHORT);
  9002. wd.damage = ad.damage;
  9003. DAMAGE_DIV_FIX(wd.damage, wd.div_); // Double the damage for multiple hits.
  9004. } else {
  9005. wd.damage = 1;
  9006. DAMAGE_DIV_FIX(wd.damage, wd.div_);
  9007. }
  9008. } else
  9009. status_change_end(src,SC_SPELLFIST);
  9010. }
  9011. if (sc->getSCE(SC_GIANTGROWTH) && (wd.flag&BF_SHORT) && rnd()%100 < sc->getSCE(SC_GIANTGROWTH)->val2 && !is_infinite_defense(target, wd.flag) && !vellum_damage)
  9012. wd.damage += wd.damage * 150 / 100; // 2.5 times damage
  9013. if( sc->getSCE( SC_VIGOR ) && ( wd.flag&BF_SHORT ) && !is_infinite_defense( target, wd.flag ) && !vellum_damage ){
  9014. int mod = 100 + sc->getSCE(SC_VIGOR)->val1 * 15;
  9015. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  9016. mod += sc->getSCE(SC_VIGOR)->val1 * 10;
  9017. wd.damage += wd.damage * mod / 100;
  9018. }
  9019. if( sd && battle_config.arrow_decrement && sc->getSCE(SC_FEARBREEZE) && sc->getSCE(SC_FEARBREEZE)->val4 > 0) {
  9020. short idx = sd->equip_index[EQI_AMMO];
  9021. if (idx >= 0 && sd->inventory.u.items_inventory[idx].amount >= sc->getSCE(SC_FEARBREEZE)->val4) {
  9022. pc_delitem(sd,idx,sc->getSCE(SC_FEARBREEZE)->val4,0,1,LOG_TYPE_CONSUME);
  9023. sc->getSCE(SC_FEARBREEZE)->val4 = 0;
  9024. }
  9025. }
  9026. }
  9027. if (sd && sd->state.arrow_atk) //Consume arrow.
  9028. battle_consume_ammo(sd, 0, 0);
  9029. damage = wd.damage + wd.damage2;
  9030. if( damage > 0 && src != target )
  9031. {
  9032. 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.
  9033. uint16 duple_rate = 10 + 2 * sc->getSCE(SC_DUPLELIGHT)->val1;
  9034. if (rand() % 100 < duple_rate)
  9035. skill_castend_damage_id(src, target, AB_DUPLELIGHT_MELEE, sc->getSCE(SC_DUPLELIGHT)->val1, tick, flag | SD_LEVEL);
  9036. if (rand() % 100 < duple_rate)
  9037. skill_castend_damage_id(src, target, AB_DUPLELIGHT_MAGIC, sc->getSCE(SC_DUPLELIGHT)->val1, tick, flag | SD_LEVEL);
  9038. }
  9039. }
  9040. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
  9041. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  9042. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  9043. if ( target->type == BL_SKILL && damage > 0 ) {
  9044. TBL_SKILL *su = (TBL_SKILL*)target;
  9045. if (su && su->group) {
  9046. if (su->group->skill_id == HT_BLASTMINE)
  9047. skill_blown(src, target, 3, -1, BLOWN_NONE);
  9048. if (su->group->skill_id == GN_WALLOFTHORN) {
  9049. if (--su->val2 <= 0)
  9050. skill_delunit(su);
  9051. }
  9052. }
  9053. }
  9054. map_freeblock_lock();
  9055. if( !(tsc && tsc->getSCE(SC_DEVOTION)) && !vellum_damage && skill_check_shadowform(target, damage, wd.div_) ) {
  9056. if( !status_isdead(target) )
  9057. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  9058. if( wd.dmg_lv > ATK_BLOCK )
  9059. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  9060. } else
  9061. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true, wd.isspdamage);
  9062. if( tsc ) {
  9063. if( tsc->getSCE(SC_DEVOTION) ) {
  9064. struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
  9065. struct block_list *d_bl = map_id2bl(sce->val1);
  9066. if( d_bl && (
  9067. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  9068. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  9069. ) && check_distance_bl(target, d_bl, sce->val3) )
  9070. {
  9071. // Only trigger if the devoted player was hit
  9072. if( damage > 0 ){
  9073. int64 devotion_damage = damage;
  9074. map_session_data* dsd = BL_CAST( BL_PC, d_bl );
  9075. // Needed to check the devotion master for Rebound Shield status.
  9076. status_change *d_sc = status_get_sc(d_bl);
  9077. // The devoting player needs to stand up
  9078. if( dsd && pc_issit( dsd ) ){
  9079. pc_setstand( dsd, true );
  9080. skill_sit( dsd, 0 );
  9081. }
  9082. if (d_sc && d_sc->getSCE(SC_REBOUND_S))
  9083. devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
  9084. clif_damage(d_bl, d_bl, gettick(), wd.amotion, wd.dmotion, devotion_damage, 1, DMG_NORMAL, 0, false);
  9085. status_fix_damage(NULL, d_bl, devotion_damage, 0, CR_DEVOTION);
  9086. }
  9087. }
  9088. else
  9089. status_change_end(target, SC_DEVOTION);
  9090. }
  9091. if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)) {
  9092. s_elemental_data *ed = ((TBL_PC*)target)->ed;
  9093. if (ed) {
  9094. 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);
  9095. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)->val1,tick,wd.flag);
  9096. }
  9097. }
  9098. if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
  9099. struct block_list *e_bl = map_id2bl(tsc->getSCE(SC_WATER_SCREEN_OPTION)->val1);
  9100. if (e_bl && !status_isdead(e_bl)) {
  9101. clif_damage(e_bl, e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false);
  9102. status_fix_damage(NULL, e_bl, damage, 0, EL_WATER_SCREEN);
  9103. }
  9104. }
  9105. }
  9106. if (sc && sc->getSCE(SC_AUTOSPELL) && rnd()%100 < sc->getSCE(SC_AUTOSPELL)->val4) {
  9107. int sp = 0;
  9108. uint16 skill_id = sc->getSCE(SC_AUTOSPELL)->val2;
  9109. uint16 skill_lv = sc->getSCE(SC_AUTOSPELL)->val3;
  9110. int i = rnd()%100;
  9111. if (sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  9112. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  9113. //reduction only for skill_lv > 1
  9114. if (skill_lv > 1) {
  9115. if (i >= 50) skill_lv /= 2;
  9116. else if (i >= 15) skill_lv--;
  9117. }
  9118. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  9119. if (status_charge(src, 0, sp)) {
  9120. struct unit_data *ud = unit_bl2ud(src);
  9121. switch (skill_get_casttype(skill_id)) {
  9122. case CAST_GROUND:
  9123. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  9124. break;
  9125. case CAST_NODAMAGE:
  9126. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  9127. break;
  9128. case CAST_DAMAGE:
  9129. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  9130. break;
  9131. }
  9132. if (ud) {
  9133. int autospell_tick = skill_delayfix(src, skill_id, skill_lv);
  9134. if (DIFF_TICK(ud->canact_tick, tick + autospell_tick) < 0) {
  9135. ud->canact_tick = i64max(tick + autospell_tick, ud->canact_tick);
  9136. if (battle_config.display_status_timers && sd)
  9137. clif_status_change(src, EFST_POSTDELAY, 1, autospell_tick, 0, 0, 0);
  9138. }
  9139. }
  9140. }
  9141. }
  9142. if (sd) {
  9143. uint16 r_skill = 0, sk_idx = 0;
  9144. if( wd.flag&BF_WEAPON && sc && sc->getSCE(SC__AUTOSHADOWSPELL) && rnd()%100 < sc->getSCE(SC__AUTOSHADOWSPELL)->val3 &&
  9145. (r_skill = (uint16)sc->getSCE(SC__AUTOSHADOWSPELL)->val1) && (sk_idx = skill_get_index(r_skill)) &&
  9146. sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED )
  9147. {
  9148. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  9149. int r_lv = sc->getSCE(SC__AUTOSHADOWSPELL)->val2, type;
  9150. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  9151. int maxcount = 0;
  9152. std::shared_ptr<s_skill_db> skill = skill_db.find(r_skill);
  9153. if( !(BL_PC&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] )
  9154. type = -1;
  9155. if( BL_PC&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] )
  9156. type = -1;
  9157. if( BL_PC&battle_config.land_skill_limit &&
  9158. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  9159. ) {
  9160. unit_skillunit_maxcount(sd->ud, r_skill, maxcount);
  9161. if( maxcount == 0 )
  9162. type = -1;
  9163. }
  9164. if( type != CAST_GROUND ){
  9165. clif_skill_fail( *sd, r_skill );
  9166. map_freeblock_unlock();
  9167. return wd.dmg_lv;
  9168. }
  9169. }
  9170. if (sd->state.autocast == 0) {
  9171. sd->state.autocast = 1;
  9172. skill_consume_requirement(sd, r_skill, r_lv, 3);
  9173. switch (type) {
  9174. case CAST_GROUND:
  9175. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  9176. break;
  9177. case CAST_NODAMAGE:
  9178. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  9179. break;
  9180. case CAST_DAMAGE:
  9181. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  9182. break;
  9183. }
  9184. }
  9185. sd->state.autocast = 0;
  9186. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, r_skill, r_lv), sd->ud.canact_tick);
  9187. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  9188. }
  9189. }
  9190. if (wd.flag&BF_WEAPON && sc && sc->getSCE(SC_FALLINGSTAR) && rand()%100 < sc->getSCE(SC_FALLINGSTAR)->val2) {
  9191. if (sd)
  9192. sd->state.autocast = 1;
  9193. if (status_charge(src, 0, skill_get_sp(SJ_FALLINGSTAR_ATK, sc->getSCE(SC_FALLINGSTAR)->val1)))
  9194. skill_castend_nodamage_id(src, src, SJ_FALLINGSTAR_ATK, sc->getSCE(SC_FALLINGSTAR)->val1, tick, flag);
  9195. if (sd)
  9196. sd->state.autocast = 0;
  9197. }
  9198. if( sc ){
  9199. if( sc->getSCE( SC_SERVANTWEAPON ) && sd->servantball > 0 && rnd_chance( 5 * sc->getSCE( SC_SERVANTWEAPON )->val1, 100 ) ){
  9200. uint16 skill_id = DK_SERVANTWEAPON_ATK;
  9201. uint16 skill_lv = sc->getSCE(SC_SERVANTWEAPON)->val1;
  9202. sd->state.autocast = 1;
  9203. pc_delservantball( *sd );
  9204. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  9205. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9206. sd->state.autocast = 0;
  9207. }
  9208. // TODO: Whats the official success chance? Is SP consumed for every autocast? [Rytech]
  9209. if( sc->getSCE(SC_DUPLELIGHT) && pc_checkskill(sd, CD_PETITIO) > 0 && rnd() % 100 < 20 ){
  9210. uint16 skill_id = CD_PETITIO;
  9211. uint16 skill_lv = pc_checkskill( sd, CD_PETITIO );
  9212. sd->state.autocast = 1;
  9213. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  9214. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9215. sd->state.autocast = 0;
  9216. }
  9217. if( sc->getSCE(SC_ABYSSFORCEWEAPON) && sd->abyssball > 0 && rnd_chance( 25, 100 ) ){
  9218. uint16 skill_id = ABC_FROM_THE_ABYSS_ATK;
  9219. uint16 skill_lv = sc->getSCE(SC_ABYSSFORCEWEAPON)->val1;
  9220. sd->state.autocast = 1;
  9221. pc_delabyssball( *sd );
  9222. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  9223. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9224. sd->state.autocast = 0;
  9225. }
  9226. // It has a success chance of triggering even tho the description says nothing about it.
  9227. // TODO: Need to find out what the official success chance is. [Rytech]
  9228. if( sc->getSCE(SC_ABYSSFORCEWEAPON) && rnd() % 100 < 20 ){
  9229. uint16 skill_id = ABC_ABYSS_SQUARE;
  9230. uint16 skill_lv = pc_checkskill(sd, ABC_ABYSS_SQUARE);
  9231. sd->state.autocast = 1;
  9232. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9233. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9234. sd->state.autocast = 0;
  9235. }
  9236. if( sc->getSCE( SC_AUTO_FIRING_LAUNCHER ) ){
  9237. uint16 skill_id;
  9238. uint16 skill_lv;
  9239. switch( sc->getSCE( SC_AUTO_FIRING_LAUNCHER )->val1 ){
  9240. case 1:
  9241. skill_id = NW_BASIC_GRENADE;
  9242. skill_lv = pc_checkskill( sd, skill_id );
  9243. if( skill_lv > 0 && rnd_chance( 6, 100 ) ){
  9244. sd->state.autocast = 1;
  9245. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9246. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9247. sd->state.autocast = 0;
  9248. }
  9249. break;
  9250. case 2:
  9251. skill_id = NW_BASIC_GRENADE;
  9252. skill_lv = pc_checkskill( sd, skill_id );
  9253. if( skill_lv > 0 && rnd_chance( 7, 100 ) ){
  9254. sd->state.autocast = 1;
  9255. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9256. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9257. sd->state.autocast = 0;
  9258. }
  9259. break;
  9260. case 3:
  9261. skill_id = NW_HASTY_FIRE_IN_THE_HOLE;
  9262. skill_lv = pc_checkskill( sd, skill_id );
  9263. if( skill_lv > 0 && rnd_chance( 3, 100 ) ){
  9264. sd->state.autocast = 1;
  9265. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9266. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9267. sd->state.autocast = 0;
  9268. }
  9269. skill_id = NW_BASIC_GRENADE;
  9270. skill_lv = pc_checkskill( sd, skill_id );
  9271. if( skill_lv > 0 && rnd_chance( 8, 100 ) ){
  9272. sd->state.autocast = 1;
  9273. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9274. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9275. sd->state.autocast = 0;
  9276. }
  9277. break;
  9278. case 4:
  9279. skill_id = NW_HASTY_FIRE_IN_THE_HOLE;
  9280. skill_lv = pc_checkskill( sd, skill_id );
  9281. if( skill_lv > 0 && rnd_chance( 5, 100 ) ){
  9282. sd->state.autocast = 1;
  9283. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9284. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9285. sd->state.autocast = 0;
  9286. }
  9287. skill_id = NW_BASIC_GRENADE;
  9288. skill_lv = pc_checkskill( sd, skill_id );
  9289. if( skill_lv > 0 && rnd_chance( 9, 100 ) ){
  9290. sd->state.autocast = 1;
  9291. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9292. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9293. sd->state.autocast = 0;
  9294. }
  9295. break;
  9296. case 5:
  9297. skill_id = NW_GRENADES_DROPPING;
  9298. skill_lv = pc_checkskill( sd, skill_id );
  9299. if( skill_lv > 0 && rnd_chance( 3, 100 ) ){
  9300. sd->state.autocast = 1;
  9301. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9302. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9303. sd->state.autocast = 0;
  9304. }
  9305. skill_id = NW_HASTY_FIRE_IN_THE_HOLE;
  9306. skill_lv = pc_checkskill( sd, skill_id );
  9307. if( skill_lv > 0 && rnd_chance( 7, 100 ) ){
  9308. sd->state.autocast = 1;
  9309. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9310. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9311. sd->state.autocast = 0;
  9312. }
  9313. skill_id = NW_BASIC_GRENADE;
  9314. skill_lv = pc_checkskill( sd, skill_id );
  9315. if( skill_lv > 0 && rnd_chance( 10, 100 ) ){
  9316. sd->state.autocast = 1;
  9317. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9318. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9319. sd->state.autocast = 0;
  9320. }
  9321. break;
  9322. }
  9323. }
  9324. // Autocasted skills from super elemental supportive buffs.
  9325. if (sc->getSCE(SC_FLAMETECHNIC_OPTION) && rnd() % 100 < 7)
  9326. battle_autocast_elembuff_skill(sd, target, MG_FIREBOLT, tick, flag);
  9327. if (sc->getSCE(SC_COLD_FORCE_OPTION) && rnd() % 100 < 7)
  9328. battle_autocast_elembuff_skill(sd, target, MG_COLDBOLT, tick, flag);
  9329. if (sc->getSCE(SC_GRACE_BREEZE_OPTION) && rnd() % 100 < 7)
  9330. battle_autocast_elembuff_skill(sd, target, MG_LIGHTNINGBOLT, tick, flag);
  9331. if (sc->getSCE(SC_EARTH_CARE_OPTION) && rnd() % 100 < 7)
  9332. battle_autocast_elembuff_skill(sd, target, WZ_EARTHSPIKE, tick, flag);
  9333. if (sc->getSCE(SC_DEEP_POISONING_OPTION) && rnd() % 100 < 7)
  9334. battle_autocast_elembuff_skill(sd, target, SO_POISON_BUSTER, tick, flag);
  9335. }
  9336. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  9337. if (battle_config.left_cardfix_to_right)
  9338. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  9339. else
  9340. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  9341. }
  9342. }
  9343. if (tsc) {
  9344. if (damage > 0 && tsc->getSCE(SC_POISONREACT) &&
  9345. (rnd()%100 < tsc->getSCE(SC_POISONREACT)->val3
  9346. || sstatus->def_ele == ELE_POISON) &&
  9347. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  9348. status_check_skilluse(target, src, TF_POISON, 0)
  9349. ) { //Poison React
  9350. struct status_change_entry *sce = tsc->getSCE(SC_POISONREACT);
  9351. if (sstatus->def_ele == ELE_POISON) {
  9352. sce->val2 = 0;
  9353. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  9354. } else {
  9355. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  9356. --sce->val2;
  9357. }
  9358. if (sce->val2 <= 0)
  9359. status_change_end(target, SC_POISONREACT);
  9360. }
  9361. }
  9362. if (sd && tsc && wd.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
  9363. status_heal(src, 0, 0, 1, 0);
  9364. map_freeblock_unlock();
  9365. return wd.dmg_lv;
  9366. }
  9367. /*=========================
  9368. * Check for undead status
  9369. *-------------------------
  9370. * Credits:
  9371. * Original coder Skotlex
  9372. * Refactored by Baalberith
  9373. */
  9374. int battle_check_undead(int race,int element)
  9375. {
  9376. if(battle_config.undead_detect_type == 0) {
  9377. if(element == ELE_UNDEAD)
  9378. return 1;
  9379. }
  9380. else if(battle_config.undead_detect_type == 1) {
  9381. if(race == RC_UNDEAD)
  9382. return 1;
  9383. }
  9384. else {
  9385. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  9386. return 1;
  9387. }
  9388. return 0;
  9389. }
  9390. /*================================================================
  9391. * Returns the upmost level master starting with the given object
  9392. *----------------------------------------------------------------*/
  9393. struct block_list* battle_get_master(struct block_list *src)
  9394. {
  9395. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  9396. do {
  9397. prev = src;
  9398. switch (src->type) {
  9399. case BL_PET:
  9400. if (((TBL_PET*)src)->master)
  9401. src = (struct block_list*)((TBL_PET*)src)->master;
  9402. break;
  9403. case BL_MOB:
  9404. if (((TBL_MOB*)src)->master_id)
  9405. src = map_id2bl(((TBL_MOB*)src)->master_id);
  9406. break;
  9407. case BL_HOM:
  9408. if (((TBL_HOM*)src)->master)
  9409. src = (struct block_list*)((TBL_HOM*)src)->master;
  9410. break;
  9411. case BL_MER:
  9412. if (((TBL_MER*)src)->master)
  9413. src = (struct block_list*)((TBL_MER*)src)->master;
  9414. break;
  9415. case BL_ELEM:
  9416. if (((TBL_ELEM*)src)->master)
  9417. src = (struct block_list*)((TBL_ELEM*)src)->master;
  9418. break;
  9419. case BL_SKILL:
  9420. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  9421. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  9422. break;
  9423. }
  9424. } while (src && src != prev);
  9425. return prev;
  9426. }
  9427. /*==========================================
  9428. * Checks the state between two targets
  9429. * (enemy, friend, party, guild, etc)
  9430. *------------------------------------------
  9431. * Usage:
  9432. * See battle.hpp for possible values/combinations
  9433. * to be used here (BCT_* constants)
  9434. * Return value is:
  9435. * 1: flag holds true (is enemy, party, etc)
  9436. * -1: flag fails
  9437. * 0: Invalid target (non-targetable ever)
  9438. *
  9439. * Credits:
  9440. * Original coder unknown
  9441. * Rewritten by Skotlex
  9442. */
  9443. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  9444. {
  9445. int16 m; //map
  9446. int state = 0; //Initial state none
  9447. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  9448. struct block_list *s_bl = src, *t_bl = target;
  9449. struct unit_data *ud = NULL;
  9450. nullpo_ret(src);
  9451. nullpo_ret(target);
  9452. ud = unit_bl2ud(target);
  9453. m = target->m;
  9454. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  9455. //objects involved.
  9456. if( (t_bl = battle_get_master(target)) == NULL )
  9457. t_bl = target;
  9458. if( (s_bl = battle_get_master(src)) == NULL )
  9459. s_bl = src;
  9460. if ( s_bl->type == BL_PC ) {
  9461. switch( t_bl->type ) {
  9462. case BL_MOB: // Source => PC, Target => MOB
  9463. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  9464. return 0;
  9465. break;
  9466. case BL_PC:
  9467. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  9468. return 0;
  9469. break;
  9470. default:/* anything else goes */
  9471. break;
  9472. }
  9473. }
  9474. struct map_data *mapdata = map_getmapdata(m);
  9475. switch( target->type ) { // Checks on actual target
  9476. case BL_PC: {
  9477. status_change* sc = status_get_sc(src);
  9478. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  9479. return -1; //Cannot be targeted yet.
  9480. if( sc && sc->count ) {
  9481. if( sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == target->id )
  9482. return -1;
  9483. }
  9484. }
  9485. break;
  9486. case BL_MOB:
  9487. {
  9488. struct mob_data *md = ((TBL_MOB*)target);
  9489. if (ud && ud->immune_attack)
  9490. return 0;
  9491. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  9492. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  9493. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou
  9494. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  9495. ){ //Targettable by players
  9496. state |= BCT_ENEMY;
  9497. strip_enemy = 0;
  9498. }
  9499. break;
  9500. }
  9501. case BL_SKILL:
  9502. {
  9503. TBL_SKILL *su = (TBL_SKILL*)target;
  9504. uint16 skill_id = battle_getcurrentskill(src);
  9505. if( !su || !su->group)
  9506. return 0;
  9507. if( skill_get_inf2(su->group->skill_id, INF2_ISTRAP) && su->group->unit_id != UNT_USED_TRAPS) {
  9508. if (!skill_id || su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) {
  9509. ;
  9510. }
  9511. else if (skill_get_inf2(skill_id, INF2_TARGETTRAP)) { // Only a few skills can target traps
  9512. switch (skill_id) {
  9513. case RK_DRAGONBREATH:
  9514. case RK_DRAGONBREATH_WATER:
  9515. case NC_SELFDESTRUCTION:
  9516. case NC_AXETORNADO:
  9517. case SR_SKYNETBLOW:
  9518. // Can only hit traps in PVP/GVG maps
  9519. if (!mapdata->getMapFlag(MF_PVP) && !mapdata->getMapFlag(MF_GVG))
  9520. return 0;
  9521. break;
  9522. }
  9523. }
  9524. else
  9525. return 0;
  9526. state |= BCT_ENEMY;
  9527. strip_enemy = 0;
  9528. } else if (su->group->skill_id == WZ_ICEWALL || (su->group->skill_id == GN_WALLOFTHORN && skill_id != GN_CARTCANNON)) {
  9529. switch (skill_id) {
  9530. case RK_DRAGONBREATH:
  9531. case RK_DRAGONBREATH_WATER:
  9532. case NC_SELFDESTRUCTION:
  9533. case NC_AXETORNADO:
  9534. case SR_SKYNETBLOW:
  9535. // Can only hit icewall in PVP/GVG maps
  9536. if (!mapdata->getMapFlag(MF_PVP) && !mapdata->getMapFlag(MF_GVG))
  9537. return 0;
  9538. break;
  9539. case HT_CLAYMORETRAP:
  9540. // Can't hit icewall
  9541. return 0;
  9542. default:
  9543. // Usually BCT_ALL stands for only hitting chars, but skills specifically set to hit traps also hit icewall
  9544. if ((flag&BCT_ALL) == BCT_ALL && !skill_get_inf2(skill_id, INF2_TARGETTRAP))
  9545. return -1;
  9546. }
  9547. state |= BCT_ENEMY;
  9548. strip_enemy = 0;
  9549. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  9550. return 0;
  9551. }
  9552. break;
  9553. case BL_MER:
  9554. case BL_HOM:
  9555. case BL_ELEM:
  9556. if (ud && ud->immune_attack)
  9557. return 0;
  9558. break;
  9559. //All else not specified is an invalid target.
  9560. default:
  9561. return 0;
  9562. } //end switch actual target
  9563. switch( t_bl->type ) { //Checks on target master
  9564. case BL_PC: {
  9565. map_session_data *sd;
  9566. status_change *sc = NULL;
  9567. if( t_bl == s_bl )
  9568. break;
  9569. sd = BL_CAST(BL_PC, t_bl);
  9570. sc = status_get_sc(t_bl);
  9571. if( ((sd->state.block_action & PCBLOCK_IMMUNE) || (sc->getSCE(SC_KINGS_GRACE) && s_bl->type != BL_PC)) && flag&BCT_ENEMY )
  9572. return 0; // Global immunity only to Attacks
  9573. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  9574. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  9575. if( sd->state.killable ) {
  9576. state |= BCT_ENEMY; // Everything can kill it
  9577. strip_enemy = 0;
  9578. }
  9579. break;
  9580. }
  9581. case BL_MOB:
  9582. {
  9583. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  9584. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  9585. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  9586. break;
  9587. }
  9588. default: break; //other type doesn't have slave yet
  9589. } //end switch master target
  9590. switch( src->type ) { //Checks on actual src type
  9591. case BL_PET:
  9592. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  9593. return 0; //Pet may not attack non-mobs.
  9594. if (t_bl->type == BL_MOB && flag & BCT_ENEMY) {
  9595. mob_data *md = BL_CAST(BL_MOB, t_bl);
  9596. if (md->guardian_data || md->special_state.ai == AI_GUILD)
  9597. return 0; //pet may not attack Guardians/Emperium
  9598. }
  9599. break;
  9600. case BL_SKILL: {
  9601. struct skill_unit *su = (struct skill_unit *)src;
  9602. status_change* sc = status_get_sc(target);
  9603. if (!su || !su->group)
  9604. return 0;
  9605. std::bitset<INF2_MAX> inf2 = skill_db.find(su->group->skill_id)->inf2;
  9606. if (su->group->src_id == target->id) {
  9607. if (inf2[INF2_NOTARGETSELF])
  9608. return -1;
  9609. if (inf2[INF2_TARGETSELF])
  9610. return 1;
  9611. }
  9612. //Status changes that prevent traps from triggering
  9613. if (sc && sc->count && inf2[INF2_ISTRAP]) {
  9614. if( sc->getSCE(SC_SIGHTBLASTER) && sc->getSCE(SC_SIGHTBLASTER)->val2 > 0 && sc->getSCE(SC_SIGHTBLASTER)->val4%2 == 0)
  9615. return -1;
  9616. }
  9617. }
  9618. break;
  9619. case BL_MER:
  9620. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  9621. return 0; //mercenary may not attack Emperium
  9622. break;
  9623. } //end switch actual src
  9624. switch( s_bl->type )
  9625. { //Checks on source master
  9626. case BL_PC:
  9627. {
  9628. map_session_data *sd = BL_CAST(BL_PC, s_bl);
  9629. if( s_bl != t_bl )
  9630. {
  9631. if( sd->state.killer )
  9632. {
  9633. state |= BCT_ENEMY; // Can kill anything
  9634. strip_enemy = 0;
  9635. }
  9636. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && mapdata->getMapFlag(MF_PVP)) || (!battle_config.duel_allow_gvg && mapdata_flag_gvg(mapdata))) )
  9637. {
  9638. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  9639. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  9640. else
  9641. return 0; // You can't target anything out of your duel
  9642. }
  9643. }
  9644. if( !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && mapdata_flag_gvg(mapdata) )
  9645. return 0; //If you don't belong to a guild, can't target emperium.
  9646. if( t_bl->type != BL_PC )
  9647. state |= BCT_ENEMY; //Natural enemy.
  9648. break;
  9649. }
  9650. case BL_MOB:
  9651. {
  9652. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  9653. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  9654. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  9655. if( !md->special_state.ai )
  9656. { //Normal mobs
  9657. if(
  9658. ( target->type == BL_MOB && t_bl->type == BL_PC && ( ((TBL_MOB*)target)->special_state.ai != AI_ZANZOU && ((TBL_MOB*)target)->special_state.ai != AI_ATTACK ) ) ||
  9659. ( t_bl->type == BL_MOB && (((TBL_MOB*)t_bl)->special_state.ai == AI_NONE || ((TBL_MOB*)t_bl)->special_state.ai == AI_WAVEMODE ))
  9660. )
  9661. state |= BCT_PARTY; //Normal mobs with no ai or with AI_WAVEMODE are friends.
  9662. else
  9663. state |= BCT_ENEMY; //However, all else are enemies.
  9664. }
  9665. else
  9666. {
  9667. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  9668. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  9669. }
  9670. break;
  9671. }
  9672. default:
  9673. //Need some sort of default behaviour for unhandled types.
  9674. if (t_bl->type != s_bl->type)
  9675. state |= BCT_ENEMY;
  9676. break;
  9677. } //end switch on src master
  9678. if( (flag&BCT_ALL) == BCT_ALL )
  9679. { //All actually stands for all attackable chars, icewall and traps
  9680. if(target->type&(BL_CHAR|BL_SKILL))
  9681. return 1;
  9682. else
  9683. return -1;
  9684. }
  9685. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  9686. return -1;
  9687. if( t_bl == s_bl )
  9688. { //No need for further testing.
  9689. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  9690. if( state&BCT_ENEMY && strip_enemy )
  9691. state&=~BCT_ENEMY;
  9692. return (flag&state)?1:-1;
  9693. }
  9694. if( mapdata_flag_vs(mapdata) )
  9695. { //Check rivalry settings.
  9696. int sbg_id = 0, tbg_id = 0;
  9697. if(mapdata->getMapFlag(MF_BATTLEGROUND) )
  9698. {
  9699. sbg_id = bg_team_get_id(s_bl);
  9700. tbg_id = bg_team_get_id(t_bl);
  9701. }
  9702. if( flag&(BCT_PARTY|BCT_ENEMY) )
  9703. {
  9704. int s_party = status_get_party_id(s_bl);
  9705. 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) )
  9706. state |= BCT_PARTY;
  9707. else
  9708. state |= BCT_ENEMY;
  9709. }
  9710. if( flag&(BCT_GUILD|BCT_ENEMY) )
  9711. {
  9712. int s_guild = status_get_guild_id(s_bl);
  9713. int t_guild = status_get_guild_id(t_bl);
  9714. 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) )
  9715. state |= BCT_GUILD;
  9716. else
  9717. state |= BCT_ENEMY;
  9718. }
  9719. if( state&BCT_ENEMY && mapdata->getMapFlag(MF_BATTLEGROUND) && sbg_id && sbg_id == tbg_id )
  9720. state &= ~BCT_ENEMY;
  9721. if( state&BCT_ENEMY && battle_config.pk_mode && !mapdata_flag_gvg(mapdata) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  9722. { // Prevent novice engagement on pk_mode (feature by Valaris)
  9723. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  9724. if (
  9725. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  9726. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  9727. (int)sd->status.base_level < battle_config.pk_min_level ||
  9728. (int)sd2->status.base_level < battle_config.pk_min_level ||
  9729. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  9730. )
  9731. state &= ~BCT_ENEMY;
  9732. }
  9733. }//end map_flag_vs chk rivality
  9734. else
  9735. { //Non pvp/gvg, check party/guild settings.
  9736. if( flag&BCT_PARTY || state&BCT_ENEMY )
  9737. {
  9738. int s_party = status_get_party_id(s_bl);
  9739. if(s_party && s_party == status_get_party_id(t_bl))
  9740. state |= BCT_PARTY;
  9741. }
  9742. if( flag&BCT_GUILD || state&BCT_ENEMY )
  9743. {
  9744. int s_guild = status_get_guild_id(s_bl);
  9745. int t_guild = status_get_guild_id(t_bl);
  9746. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  9747. state |= BCT_GUILD;
  9748. }
  9749. } //end non pvp/gvg chk rivality
  9750. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  9751. state = BCT_NEUTRAL;
  9752. //Alliance state takes precedence over enemy one.
  9753. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  9754. state&=~BCT_ENEMY;
  9755. return (flag&state)?1:-1;
  9756. }
  9757. /*==========================================
  9758. * Check if can attack from this range
  9759. * Basic check then calling path_search for obstacle etc..
  9760. *------------------------------------------
  9761. */
  9762. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  9763. {
  9764. int d;
  9765. nullpo_retr(false, src);
  9766. nullpo_retr(false, bl);
  9767. if( src->m != bl->m )
  9768. return false;
  9769. #ifndef CIRCULAR_AREA
  9770. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  9771. if ( !check_distance_client_bl(src, bl, range) )
  9772. return false;
  9773. } else
  9774. #endif
  9775. if( !check_distance_bl(src, bl, range) )
  9776. return false;
  9777. if( (d = distance_bl(src, bl)) < 2 )
  9778. return true; // No need for path checking.
  9779. if( d > AREA_SIZE )
  9780. return false; // Avoid targetting objects beyond your range of sight.
  9781. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  9782. }
  9783. /*=============================================
  9784. * Battle.conf settings and default/max values
  9785. *---------------------------------------------
  9786. */
  9787. static const struct _battle_data {
  9788. const char* str;
  9789. int* val;
  9790. int defval;
  9791. int min;
  9792. int max;
  9793. } battle_data[] = {
  9794. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  9795. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  9796. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  9797. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  9798. { "enable_baseatk", &battle_config.enable_baseatk, BL_CHAR|BL_HOM, BL_NUL, BL_ALL, },
  9799. { "enable_baseatk_renewal", &battle_config.enable_baseatk_renewal, BL_ALL, BL_NUL, BL_ALL, },
  9800. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  9801. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  9802. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  9803. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  9804. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  9805. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  9806. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  9807. { "cardfix_monster_physical", &battle_config.cardfix_monster_physical, 1, 0, 1, },
  9808. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  9809. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  9810. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  9811. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  9812. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  9813. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  9814. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  9815. #ifdef RENEWAL
  9816. { "traps_setting", &battle_config.traps_setting, 2, 0, 2, },
  9817. #else
  9818. { "traps_setting", &battle_config.traps_setting, 0, 0, 2, },
  9819. #endif
  9820. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  9821. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  9822. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  9823. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  9824. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  9825. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  9826. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  9827. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  9828. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  9829. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  9830. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  9831. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  9832. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  9833. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  9834. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  9835. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  9836. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  9837. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  9838. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  9839. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  9840. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  9841. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  9842. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  9843. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  9844. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  9845. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  9846. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  9847. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  9848. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  9849. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  9850. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  9851. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  9852. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  9853. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  9854. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  9855. #ifdef RENEWAL
  9856. { "guild_skill_relog_type", &battle_config.guild_skill_relog_type, 0, 0, 1, },
  9857. #else
  9858. { "guild_skill_relog_type", &battle_config.guild_skill_relog_type, 1, 0, 1, },
  9859. #endif
  9860. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  9861. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  9862. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  9863. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  9864. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  9865. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  9866. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  9867. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  9868. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  9869. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  9870. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  9871. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  9872. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  9873. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  9874. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  9875. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  9876. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  9877. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  9878. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  9879. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  9880. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 4, 0, 4, },
  9881. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  9882. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  9883. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  9884. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  9885. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  9886. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  9887. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  9888. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  9889. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  9890. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  9891. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  9892. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  9893. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  9894. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  9895. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  9896. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  9897. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  9898. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  9899. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  9900. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  9901. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  9902. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  9903. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  9904. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  9905. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  9906. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  9907. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  9908. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  9909. { "pet_master_dead", &battle_config.pet_master_dead, 0, 0, 1, },
  9910. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  9911. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  9912. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  9913. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  9914. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  9915. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  9916. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  9917. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  9918. { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, },
  9919. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  9920. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  9921. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  9922. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  9923. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  9924. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  9925. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  9926. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  9927. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  9928. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  9929. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  9930. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 0, 100 },
  9931. { "natural_heal_weight_rate_renewal", &battle_config.natural_heal_weight_rate_renewal,70, 0, 100 },
  9932. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  9933. { "ammo_unequip", &battle_config.ammo_unequip, 1, 0, 1, },
  9934. { "ammo_check_weapon", &battle_config.ammo_check_weapon, 1, 0, 1, },
  9935. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  9936. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  9937. { "max_summoner_aspd", &battle_config.max_summoner_aspd, 193, 100, 199, },
  9938. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  9939. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  9940. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  9941. { "max_hp_lv99", &battle_config.max_hp_lv99, 330000, 100, 1000000000, },
  9942. { "max_hp_lv150", &battle_config.max_hp_lv150, 660000, 100, 1000000000, },
  9943. { "max_hp", &battle_config.max_hp, 1100000, 100, 1000000000, },
  9944. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  9945. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  9946. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  9947. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  9948. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  9949. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  9950. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  9951. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  9952. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  9953. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  9954. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  9955. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  9956. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  9957. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  9958. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  9959. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  9960. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  9961. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  9962. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  9963. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  9964. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  9965. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 1, INT_MAX, },
  9966. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  9967. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  9968. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  9969. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  9970. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  9971. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  9972. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  9973. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  9974. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  9975. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  9976. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  9977. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  9978. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  9979. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  9980. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  9981. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  9982. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  9983. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  9984. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  9985. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  9986. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  9987. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  9988. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  9989. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  9990. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  9991. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4|8, },
  9992. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  9993. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  9994. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  9995. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  9996. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  9997. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  9998. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  9999. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  10000. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  10001. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  10002. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  10003. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  10004. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  10005. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  10006. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  10007. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  10008. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  10009. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  10010. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  10011. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  10012. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  10013. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
  10014. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  10015. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  10016. // eAthena additions
  10017. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  10018. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 0, 10000, },
  10019. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  10020. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 0, 10000, },
  10021. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  10022. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 0, 10000, },
  10023. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  10024. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 0, 10000, },
  10025. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  10026. { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
  10027. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 0, 10000, },
  10028. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  10029. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 0, 10000, },
  10030. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  10031. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 0, 10000, },
  10032. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  10033. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 0, 10000, },
  10034. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  10035. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  10036. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  10037. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  10038. { "item_rate_common_mvp", &battle_config.item_rate_common_mvp, 100, 0, 1000000, },
  10039. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  10040. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  10041. { "item_rate_equip_mvp", &battle_config.item_rate_equip_mvp, 100, 0, 1000000, },
  10042. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  10043. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  10044. { "item_rate_card_mvp", &battle_config.item_rate_card_mvp, 100, 0, 1000000, },
  10045. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  10046. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  10047. { "item_rate_heal_mvp", &battle_config.item_rate_heal_mvp, 100, 0, 1000000, },
  10048. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  10049. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  10050. { "item_rate_use_mvp", &battle_config.item_rate_use_mvp, 100, 0, 1000000, },
  10051. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  10052. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  10053. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  10054. { "prevent_logout_trigger", &battle_config.prevent_logout_trigger, 0xE, 0, 0xF, },
  10055. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  10056. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  10057. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  10058. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  10059. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  10060. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  10061. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  10062. { "pk_mode_mes", &battle_config.pk_mode_mes, 1, 0, 1, },
  10063. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  10064. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  10065. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  10066. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  10067. { "multi_level_up_base", &battle_config.multi_level_up_base, 0, 0, MAX_LEVEL, },
  10068. { "multi_level_up_job", &battle_config.multi_level_up_job, 0, 0, MAX_LEVEL, },
  10069. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  10070. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  10071. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  10072. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  10073. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  10074. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  10075. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  10076. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  10077. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  10078. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  10079. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  10080. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  10081. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  10082. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  10083. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  10084. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  10085. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  10086. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  10087. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  10088. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  10089. { "skill_steal_random_options", &battle_config.skill_steal_random_options, 0, 0, 1, },
  10090. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  10091. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  10092. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  10093. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  10094. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  10095. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  10096. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  10097. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  10098. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  10099. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  10100. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  10101. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  10102. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  10103. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  10104. { "display_version", &battle_config.display_version, 1, 0, 1, },
  10105. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  10106. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  10107. { "debuff_on_logout", &battle_config.debuff_on_logout, 0, 0, 1|2, },
  10108. { "monster_ai", &battle_config.mob_ai, 0x0000, 0x0000, 0x1FFF, },
  10109. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  10110. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  10111. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  10112. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  10113. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  10114. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  10115. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  10116. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, },
  10117. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  10118. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  10119. { "drop_rate_cap", &battle_config.drop_rate_cap, 9000, 0, 10000, },
  10120. { "drop_rate_cap_vip", &battle_config.drop_rate_cap_vip, 9000, 0, 10000, },
  10121. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  10122. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  10123. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  10124. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  10125. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  10126. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  10127. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  10128. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  10129. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  10130. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  10131. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  10132. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  10133. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  10134. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  10135. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  10136. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  10137. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  10138. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  10139. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  10140. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  10141. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  10142. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  10143. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  10144. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  10145. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  10146. { "vending_tax_min", &battle_config.vending_tax_min, 0, 0, MAX_ZENY, },
  10147. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  10148. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  10149. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  10150. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  10151. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  10152. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  10153. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  10154. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  10155. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  10156. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  10157. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  10158. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  10159. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  10160. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  10161. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  10162. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  10163. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 80, 0, 100, },
  10164. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  10165. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 487, 0, INT_MAX, },
  10166. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  10167. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  10168. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  10169. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  10170. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  10171. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  10172. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  10173. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  10174. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  10175. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  10176. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  10177. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  10178. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  10179. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  10180. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  10181. { "land_protector_behavior", &battle_config.land_protector_behavior, 0, 0, 1, },
  10182. { "npc_emotion_behavior", &battle_config.npc_emotion_behavior, 0, 0, 1, },
  10183. // BattleGround Settings
  10184. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  10185. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  10186. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  10187. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  10188. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  10189. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  10190. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  10191. // rAthena
  10192. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  10193. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  10194. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  10195. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  10196. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  10197. { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, SHRT_MAX, },
  10198. { "max_fourth_parameter", &battle_config.max_fourth_parameter, 135, 10, SHRT_MAX, },
  10199. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 0, 0, 300 },
  10200. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  10201. { "mvp_tomb_delay", &battle_config.mvp_tomb_delay, 9000, 0, INT_MAX, },
  10202. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  10203. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  10204. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  10205. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  10206. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  10207. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  10208. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
  10209. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  10210. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  10211. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  10212. #ifdef RENEWAL
  10213. { "item_enabled_npc", &battle_config.item_enabled_npc, 0, 0, 1, },
  10214. #else
  10215. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  10216. #endif
  10217. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  10218. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  10219. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  10220. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  10221. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  10222. #ifdef VIP_ENABLE
  10223. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE-MIN_STORAGE, },
  10224. #else
  10225. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE, },
  10226. #endif
  10227. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 50, 0, INT_MAX, },
  10228. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 50, 0, INT_MAX, },
  10229. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 100, 0, INT_MAX, },
  10230. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 100, 0, INT_MAX, },
  10231. { "vip_zeny_penalty", &battle_config.vip_zeny_penalty, 0, 0, INT_MAX, },
  10232. { "vip_bm_increase", &battle_config.vip_bm_increase, 2, 0, INT_MAX, },
  10233. { "vip_drop_increase", &battle_config.vip_drop_increase, 50, 0, INT_MAX, },
  10234. { "vip_gemstone", &battle_config.vip_gemstone, 2, 0, 2, },
  10235. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  10236. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  10237. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  10238. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  10239. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  10240. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  10241. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  10242. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  10243. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  10244. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  10245. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  10246. { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, },
  10247. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  10248. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  10249. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  10250. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  10251. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  10252. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  10253. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  10254. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  10255. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  10256. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  10257. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  10258. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  10259. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  10260. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  10261. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  10262. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  10263. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  10264. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  10265. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  10266. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  10267. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  10268. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  10269. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  10270. { "idletime_option", &battle_config.idletime_option, 0x7C1F, 1, 0xFFFF, },
  10271. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  10272. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  10273. { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
  10274. { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
  10275. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 30, 0, MAX_MINCHASE, },
  10276. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  10277. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  10278. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  10279. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  10280. { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, },
  10281. { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, },
  10282. { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, },
  10283. { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, },
  10284. { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, },
  10285. { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, },
  10286. { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
  10287. { "feature.roulette_bonus_reward", &battle_config.feature_roulette_bonus_reward, 1, 0, 1, },
  10288. { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, },
  10289. { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
  10290. { "max_body_style", &battle_config.max_body_style, 1, 0, SHRT_MAX, },
  10291. { "save_body_style", &battle_config.save_body_style, 1, 0, 1, },
  10292. { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, },
  10293. { "monster_stuck_warning", &battle_config.mob_stuck_warning, 0, 0, 1, },
  10294. { "skill_eightpath_algorithm", &battle_config.skill_eightpath_algorithm, 1, 0, 1, },
  10295. { "skill_eightpath_same_cell", &battle_config.skill_eightpath_same_cell, 1, 0, 1, },
  10296. { "death_penalty_maxlv", &battle_config.death_penalty_maxlv, 0, 0, 3, },
  10297. { "exp_cost_redemptio", &battle_config.exp_cost_redemptio, 1, 0, 100, },
  10298. { "exp_cost_redemptio_limit", &battle_config.exp_cost_redemptio_limit, 5, 0, MAX_PARTY, },
  10299. { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, },
  10300. { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, },
  10301. { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, },
  10302. { "atcommand_disable_npc", &battle_config.atcommand_disable_npc, 1, 0, 1, },
  10303. { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, },
  10304. { "tarotcard_equal_chance", &battle_config.tarotcard_equal_chance, 0, 0, 1, },
  10305. { "change_party_leader_samemap", &battle_config.change_party_leader_samemap, 1, 0, 1, },
  10306. { "dispel_song", &battle_config.dispel_song, 0, 0, 1, },
  10307. { "guild_maprespawn_clones", &battle_config.guild_maprespawn_clones, 0, 0, 1, },
  10308. { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, },
  10309. { "mail_daily_count", &battle_config.mail_daily_count, 100, 0, INT32_MAX, },
  10310. { "mail_zeny_fee", &battle_config.mail_zeny_fee, 2, 0, 100, },
  10311. { "mail_attachment_price", &battle_config.mail_attachment_price, 2500, 0, INT32_MAX, },
  10312. { "mail_attachment_weight", &battle_config.mail_attachment_weight, 2000, 0, INT32_MAX, },
  10313. { "banana_bomb_duration", &battle_config.banana_bomb_duration, 0, 0, UINT16_MAX, },
  10314. { "guild_leaderchange_delay", &battle_config.guild_leaderchange_delay, 1440, 0, INT32_MAX, },
  10315. { "guild_leaderchange_woe", &battle_config.guild_leaderchange_woe, 0, 0, 1, },
  10316. { "guild_alliance_onlygm", &battle_config.guild_alliance_onlygm, 0, 0, 1, },
  10317. { "feature.achievement", &battle_config.feature_achievement, 1, 0, 1, },
  10318. { "allow_bound_sell", &battle_config.allow_bound_sell, 0, 0, 0xF, },
  10319. { "autoloot_adjust", &battle_config.autoloot_adjust, 0, 0, 1, },
  10320. { "feature.petevolution", &battle_config.feature_petevolution, 1, 0, 1, },
  10321. { "feature.petautofeed", &battle_config.feature_pet_autofeed, 1, 0, 1, },
  10322. { "feature.pet_autofeed_rate", &battle_config.feature_pet_autofeed_rate, 89, 0, 100, },
  10323. { "pet_autofeed_always", &battle_config.pet_autofeed_always, 1, 0, 1, },
  10324. { "broadcast_hide_name", &battle_config.broadcast_hide_name, 2, 0, NAME_LENGTH, },
  10325. { "skill_drop_items_full", &battle_config.skill_drop_items_full, 0, 0, 1, },
  10326. { "switch_remove_edp", &battle_config.switch_remove_edp, 2, 0, 3, },
  10327. { "feature.homunculus_autofeed", &battle_config.feature_homunculus_autofeed, 1, 0, 1, },
  10328. { "feature.homunculus_autofeed_rate", &battle_config.feature_homunculus_autofeed_rate,30, 0, 100, },
  10329. { "summoner_race", &battle_config.summoner_race, RC_PLAYER_DORAM, RC_FORMLESS, RC_PLAYER_DORAM, },
  10330. { "summoner_size", &battle_config.summoner_size, SZ_SMALL, SZ_SMALL, SZ_BIG, },
  10331. { "homunculus_autofeed_always", &battle_config.homunculus_autofeed_always, 1, 0, 1, },
  10332. { "feature.attendance", &battle_config.feature_attendance, 1, 0, 1, },
  10333. { "feature.privateairship", &battle_config.feature_privateairship, 1, 0, 1, },
  10334. { "rental_transaction", &battle_config.rental_transaction, 1, 0, 1, },
  10335. { "min_shop_buy", &battle_config.min_shop_buy, 1, 0, INT_MAX, },
  10336. { "min_shop_sell", &battle_config.min_shop_sell, 0, 0, INT_MAX, },
  10337. { "feature.equipswitch", &battle_config.feature_equipswitch, 1, 0, 1, },
  10338. { "pet_walk_speed", &battle_config.pet_walk_speed, 1, 1, 3, },
  10339. { "blacksmith_fame_refine_threshold", &battle_config.blacksmith_fame_refine_threshold,10, 1, MAX_REFINE, },
  10340. { "mob_nopc_idleskill_rate", &battle_config.mob_nopc_idleskill_rate, 100, 0, 100, },
  10341. { "mob_nopc_move_rate", &battle_config.mob_nopc_move_rate, 100, 0, 100, },
  10342. { "boss_nopc_idleskill_rate", &battle_config.boss_nopc_idleskill_rate, 100, 0, 100, },
  10343. { "boss_nopc_move_rate", &battle_config.boss_nopc_move_rate, 100, 0, 100, },
  10344. { "hom_idle_no_share", &battle_config.hom_idle_no_share, 0, 0, INT_MAX, },
  10345. { "idletime_hom_option", &battle_config.idletime_hom_option, 0x1F, 0x1, 0xFFF, },
  10346. { "devotion_standup_fix", &battle_config.devotion_standup_fix, 1, 0, 1, },
  10347. { "feature.bgqueue", &battle_config.feature_bgqueue, 1, 0, 1, },
  10348. { "bgqueue_nowarp_mapflag", &battle_config.bgqueue_nowarp_mapflag, 0, 0, 1, },
  10349. { "homunculus_exp_gain", &battle_config.homunculus_exp_gain, 10, 0, 100, },
  10350. { "rental_item_novalue", &battle_config.rental_item_novalue, 1, 0, 1, },
  10351. { "ping_timer_inverval", &battle_config.ping_timer_interval, 30, 0, 99999999, },
  10352. { "ping_time", &battle_config.ping_time, 20, 0, 99999999, },
  10353. { "show_skill_scale", &battle_config.show_skill_scale, 1, 0, 1, },
  10354. { "achievement_mob_share", &battle_config.achievement_mob_share, 0, 0, 1, },
  10355. { "slave_stick_with_master", &battle_config.slave_stick_with_master, 0, 0, 1, },
  10356. { "at_logout_event", &battle_config.at_logout_event, 1, 0, 1, },
  10357. { "homunculus_starving_rate", &battle_config.homunculus_starving_rate, 10, 0, 100, },
  10358. { "homunculus_starving_delay", &battle_config.homunculus_starving_delay, 20000, 0, INT_MAX, },
  10359. { "drop_connection_on_quit", &battle_config.drop_connection_on_quit, 0, 0, 1, },
  10360. { "mob_spawn_variance", &battle_config.mob_spawn_variance, 1, 0, 3, },
  10361. { "mercenary_autoloot", &battle_config.mercenary_autoloot, 0, 0, 1, },
  10362. { "mer_idle_no_share" , &battle_config.mer_idle_no_share, 0, 0, INT_MAX, },
  10363. { "idletime_mer_option", &battle_config.idletime_mer_option, 0x1F, 0x1, 0xFFF, },
  10364. { "feature.refineui", &battle_config.feature_refineui, 1, 0, 1, },
  10365. { "rndopt_drop_pillar", &battle_config.rndopt_drop_pillar, 1, 0, 1, },
  10366. { "pet_legacy_formula", &battle_config.pet_legacy_formula, 0, 0, 1, },
  10367. { "pet_distance_check", &battle_config.pet_distance_check, 5, 0, 50, },
  10368. { "pet_hide_check", &battle_config.pet_hide_check, 1, 0, 1, },
  10369. // 4th Job Stuff
  10370. { "use_traitpoint_table", &battle_config.use_traitpoint_table, 1, 0, 1, },
  10371. { "trait_points_job_change", &battle_config.trait_points_job_change, 7, 1, 1000, },
  10372. { "max_trait_parameter", &battle_config.max_trait_parameter, 100, 10, SHRT_MAX, },
  10373. { "max_res_mres_reduction", &battle_config.max_res_mres_reduction, 625, 1, SHRT_MAX, },
  10374. { "max_ap", &battle_config.max_ap, 200, 100, 1000000000, },
  10375. { "ap_rate", &battle_config.ap_rate, 100, 1, INT_MAX, },
  10376. { "restart_ap_rate", &battle_config.restart_ap_rate, 0, 0, 100, },
  10377. { "loose_ap_on_death", &battle_config.loose_ap_on_death, 1, 0, 1, },
  10378. { "loose_ap_on_map", &battle_config.loose_ap_on_map, 1, 0, 1, },
  10379. { "keep_ap_on_logout", &battle_config.keep_ap_on_logout, 1, 0, 1, },
  10380. { "attack_machine_level_difference", &battle_config.attack_machine_level_difference, 15, 0, INT_MAX, },
  10381. { "feature.barter", &battle_config.feature_barter, 1, 0, 1, },
  10382. { "feature.barter_extended", &battle_config.feature_barter_extended, 1, 0, 1, },
  10383. { "feature.itemlink", &battle_config.feature_itemlink, 1, 0, 1, },
  10384. { "feature.mesitemlink", &battle_config.feature_mesitemlink, 1, 0, 1, },
  10385. { "feature.mesitemlink_brackets", &battle_config.feature_mesitemlink_brackets, 0, 0, 1, },
  10386. { "feature.mesitemlink_dbname", &battle_config.feature_mesitemlink_dbname, 0, 0, 1, },
  10387. { "break_mob_equip", &battle_config.break_mob_equip, 0, 0, 1, },
  10388. { "macro_detection_retry", &battle_config.macro_detection_retry, 3, 1, INT_MAX, },
  10389. { "macro_detection_timeout", &battle_config.macro_detection_timeout, 60000, 0, INT_MAX, },
  10390. { "macro_detection_punishment", &battle_config.macro_detection_punishment, 0, 0, 1, },
  10391. { "macro_detection_punishment_time", &battle_config.macro_detection_punishment_time, 0, 0, INT_MAX, },
  10392. { "feature.dynamicnpc_timeout", &battle_config.feature_dynamicnpc_timeout, 1000, 60000, INT_MAX, },
  10393. { "feature.dynamicnpc_rangex", &battle_config.feature_dynamicnpc_rangex, 2, 0, INT_MAX, },
  10394. { "feature.dynamicnpc_rangey", &battle_config.feature_dynamicnpc_rangey, 2, 0, INT_MAX, },
  10395. { "feature.dynamicnpc_direction", &battle_config.feature_dynamicnpc_direction, 0, 0, 1, },
  10396. { "mob_respawn_time", &battle_config.mob_respawn_time, 1000, 1000, INT_MAX, },
  10397. { "feature.stylist", &battle_config.feature_stylist, 1, 0, 1, },
  10398. { "feature.banking_state_enforce", &battle_config.feature_banking_state_enforce, 0, 0, 1, },
  10399. #ifdef RENEWAL
  10400. { "feature.instance_allow_reconnect", &battle_config.instance_allow_reconnect, 1, 0, 1, },
  10401. #else
  10402. { "feature.instance_allow_reconnect", &battle_config.instance_allow_reconnect, 0, 0, 1, },
  10403. #endif
  10404. #include <custom/battle_config_init.inc>
  10405. };
  10406. /*==========================
  10407. * Set battle settings
  10408. *--------------------------*/
  10409. int battle_set_value(const char* w1, const char* w2)
  10410. {
  10411. int val = config_switch(w2);
  10412. int i;
  10413. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  10414. if (i == ARRAYLENGTH(battle_data))
  10415. return 0; // not found
  10416. if (val < battle_data[i].min || val > battle_data[i].max) {
  10417. 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);
  10418. val = battle_data[i].defval;
  10419. }
  10420. *battle_data[i].val = val;
  10421. return 1;
  10422. }
  10423. /*===========================
  10424. * Get battle settings
  10425. *---------------------------*/
  10426. int battle_get_value(const char* w1)
  10427. {
  10428. int i;
  10429. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  10430. if (i == ARRAYLENGTH(battle_data))
  10431. return 0; // not found
  10432. else
  10433. return *battle_data[i].val;
  10434. }
  10435. /*======================
  10436. * Set default settings
  10437. *----------------------*/
  10438. void battle_set_defaults()
  10439. {
  10440. int i;
  10441. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  10442. *battle_data[i].val = battle_data[i].defval;
  10443. }
  10444. /*==================================
  10445. * Cap certain battle.conf settings
  10446. *----------------------------------*/
  10447. void battle_adjust_conf()
  10448. {
  10449. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd * 10;
  10450. battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
  10451. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd * 10;
  10452. battle_config.max_summoner_aspd = 2000 - battle_config.max_summoner_aspd * 10;
  10453. battle_config.max_extended_aspd = 2000 - battle_config.max_extended_aspd * 10;
  10454. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  10455. battle_config.max_cart_weight *= 10;
  10456. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  10457. battle_config.max_def = 100;
  10458. if (battle_config.min_hitrate > battle_config.max_hitrate)
  10459. battle_config.min_hitrate = battle_config.max_hitrate;
  10460. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  10461. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  10462. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  10463. battle_config.day_duration = 60000;
  10464. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  10465. battle_config.night_duration = 60000;
  10466. #if PACKETVER < 20100000
  10467. if( battle_config.feature_mesitemlink ){
  10468. ShowWarning( "conf/battle/feature.conf:mesitemlink is enabled but it requires PACKETVER 2010-01-01 or newer, disabling...\n" );
  10469. battle_config.feature_mesitemlink = 0;
  10470. }
  10471. #elif PACKETVER == 20151029 || PACKETVER == 20151104
  10472. // The feature is broken on those two clients or maybe even more. For more details check ItemDatabase::create_item_link_for_mes [Lemongrass]
  10473. if( battle_config.feature_mesitemlink ){
  10474. ShowWarning( "conf/battle/feature.conf:mesitemlink is enabled but it is broken on this specific PACKETVER, disabling...\n" );
  10475. battle_config.feature_mesitemlink = 0;
  10476. }
  10477. #endif
  10478. #if PACKETVER < 20100427
  10479. if (battle_config.feature_buying_store) {
  10480. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  10481. battle_config.feature_buying_store = 0;
  10482. }
  10483. #endif
  10484. #if PACKETVER < 20100803
  10485. if (battle_config.feature_search_stores) {
  10486. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  10487. battle_config.feature_search_stores = 0;
  10488. }
  10489. #endif
  10490. #if PACKETVER < 20120101
  10491. if (battle_config.feature_bgqueue) {
  10492. ShowWarning("conf/battle/feature.conf:bgqueue is enabled but it requires PACKETVER 2012-01-01 or newer, disabling...\n");
  10493. battle_config.feature_bgqueue = 0;
  10494. }
  10495. #endif
  10496. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  10497. if (battle_config.feature_auction) {
  10498. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER " EXPAND_AND_QUOTE(PACKETVER) ", disabling...\n");
  10499. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  10500. battle_config.feature_auction = 0;
  10501. }
  10502. #elif PACKETVER >= 20141112
  10503. if (battle_config.feature_auction) {
  10504. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n");
  10505. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  10506. battle_config.feature_auction = 0;
  10507. }
  10508. #endif
  10509. #if PACKETVER < 20130724
  10510. if (battle_config.feature_banking) {
  10511. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  10512. battle_config.feature_banking = 0;
  10513. }
  10514. #endif
  10515. #if PACKETVER < 20131223
  10516. if (battle_config.mvp_exp_reward_message) {
  10517. ShowWarning("conf/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n");
  10518. battle_config.mvp_exp_reward_message = 0;
  10519. }
  10520. #endif
  10521. #if PACKETVER < 20141022
  10522. if (battle_config.feature_roulette) {
  10523. ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
  10524. battle_config.feature_roulette = 0;
  10525. }
  10526. #endif
  10527. #if PACKETVER < 20150513
  10528. if (battle_config.feature_achievement) {
  10529. ShowWarning("conf/battle/feature.conf achievement is enabled but it requires PACKETVER 2015-05-13 or newer, disabling...\n");
  10530. battle_config.feature_achievement = 0;
  10531. }
  10532. #endif
  10533. #if PACKETVER < 20151104
  10534. if( battle_config.feature_itemlink ){
  10535. ShowWarning( "conf/battle/feature.conf:itemlink is enabled but it requires PACKETVER 2015-11-04 or newer, disabling...\n" );
  10536. battle_config.feature_itemlink = 0;
  10537. }
  10538. #endif
  10539. #if PACKETVER < 20151104
  10540. if( battle_config.feature_stylist ){
  10541. ShowWarning("conf/battle/feature.conf stylist is enabled but it requires PACKETVER 2015-11-04 or newer, disabling...\n");
  10542. battle_config.feature_stylist = 0;
  10543. }
  10544. #endif
  10545. #if PACKETVER < 20141008
  10546. if (battle_config.feature_petevolution) {
  10547. ShowWarning("conf/battle/feature.conf petevolution is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  10548. battle_config.feature_petevolution = 0;
  10549. }
  10550. if (battle_config.feature_pet_autofeed) {
  10551. ShowWarning("conf/battle/feature.conf pet auto feed is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  10552. battle_config.feature_pet_autofeed = 0;
  10553. }
  10554. #endif
  10555. #if PACKETVER < 20161012
  10556. if (battle_config.feature_refineui) {
  10557. ShowWarning("conf/battle/feature.conf refine UI is enabled but it requires PACKETVER 2016-10-12 or newer, disabling...\n");
  10558. battle_config.feature_refineui = 0;
  10559. }
  10560. #endif
  10561. #if PACKETVER < 20170208
  10562. if (battle_config.feature_equipswitch) {
  10563. ShowWarning("conf/battle/feature.conf equip switch is enabled but it requires PACKETVER 2017-02-08 or newer, disabling...\n");
  10564. battle_config.feature_equipswitch = 0;
  10565. }
  10566. #endif
  10567. #if PACKETVER < 20170920
  10568. if( battle_config.feature_homunculus_autofeed ){
  10569. ShowWarning("conf/battle/feature.conf homunculus autofeeding is enabled but it requires PACKETVER 2017-09-20 or newer, disabling...\n");
  10570. battle_config.feature_homunculus_autofeed = 0;
  10571. }
  10572. #endif
  10573. #if PACKETVER < 20180307
  10574. if( battle_config.feature_attendance ){
  10575. ShowWarning("conf/battle/feature.conf attendance system is enabled but it requires PACKETVER 2018-03-07 or newer, disabling...\n");
  10576. battle_config.feature_attendance = 0;
  10577. }
  10578. #endif
  10579. #if PACKETVER < 20180321
  10580. if( battle_config.feature_privateairship ){
  10581. ShowWarning("conf/battle/feature.conf private airship system is enabled but it requires PACKETVER 2018-03-21 or newer, disabling...\n");
  10582. battle_config.feature_privateairship = 0;
  10583. }
  10584. #endif
  10585. #if !( PACKETVER_MAIN_NUM >= 20190116 || PACKETVER_RE_NUM >= 20190116 || PACKETVER_ZERO_NUM >= 20181226 )
  10586. if( battle_config.feature_barter ){
  10587. ShowWarning("conf/battle/feature.conf barter shop system is enabled but it requires PACKETVER 2019-01-16 or newer, disabling...\n");
  10588. battle_config.feature_barter = 0;
  10589. }
  10590. #endif
  10591. #if !( PACKETVER_MAIN_NUM >= 20191120 || PACKETVER_RE_NUM >= 20191106 || PACKETVER_ZERO_NUM >= 20191127 )
  10592. if( battle_config.feature_barter_extended ){
  10593. ShowWarning("conf/battle/feature.conf extended barter shop system is enabled but it requires PACKETVER 2019-11-06 or newer, disabling...\n");
  10594. battle_config.feature_barter_extended = 0;
  10595. }
  10596. #endif
  10597. #ifndef CELL_NOSTACK
  10598. if (battle_config.custom_cell_stack_limit != 1)
  10599. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  10600. #endif
  10601. #ifdef MAP_GENERATOR
  10602. battle_config.dynamic_mobs = 1;
  10603. #endif
  10604. }
  10605. /*=====================================
  10606. * Read battle.conf settings from file
  10607. *-------------------------------------*/
  10608. int battle_config_read(const char* cfgName)
  10609. {
  10610. FILE* fp;
  10611. static int count = 0;
  10612. if (count == 0)
  10613. battle_set_defaults();
  10614. count++;
  10615. fp = fopen(cfgName,"r");
  10616. if (fp == NULL)
  10617. ShowError("File not found: %s\n", cfgName);
  10618. else {
  10619. char line[1024], w1[1024], w2[1024];
  10620. while(fgets(line, sizeof(line), fp)) {
  10621. if (line[0] == '/' && line[1] == '/')
  10622. continue;
  10623. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  10624. continue;
  10625. if (strcmpi(w1, "import") == 0)
  10626. battle_config_read(w2);
  10627. else if( strcmpi( w1, "atcommand_symbol" ) == 0 ){
  10628. const char* symbol = &w2[0];
  10629. if (ISPRINT(*symbol) && // no control characters
  10630. *symbol != '/' && // symbol of client commands
  10631. *symbol != '%' && // symbol of party chat
  10632. *symbol != '$' && // symbol of guild chat
  10633. *symbol != charcommand_symbol)
  10634. atcommand_symbol = *symbol;
  10635. }else if( strcmpi( w1, "charcommand_symbol" ) == 0 ){
  10636. const char* symbol = &w2[0];
  10637. if (ISPRINT(*symbol) && // no control characters
  10638. *symbol != '/' && // symbol of client commands
  10639. *symbol != '%' && // symbol of party chat
  10640. *symbol != '$' && // symbol of guild chat
  10641. *symbol != atcommand_symbol)
  10642. charcommand_symbol = *symbol;
  10643. }else if( battle_set_value(w1, w2) == 0 )
  10644. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  10645. }
  10646. fclose(fp);
  10647. }
  10648. count--;
  10649. if (count == 0)
  10650. battle_adjust_conf();
  10651. return 0;
  10652. }
  10653. /*==========================
  10654. * initialize battle timer
  10655. *--------------------------*/
  10656. void do_init_battle(void)
  10657. {
  10658. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.cpp::delay_damage_ers",ERS_OPT_CLEAR);
  10659. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  10660. }
  10661. /*==================
  10662. * end battle timer
  10663. *------------------*/
  10664. void do_final_battle(void)
  10665. {
  10666. ers_destroy(delay_damage_ers);
  10667. }