battle.c 286 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/ers.h"
  9. #include "../common/random.h"
  10. #include "../common/socket.h"
  11. #include "../common/strlib.h"
  12. #include "../common/utils.h"
  13. #include "map.h"
  14. #include "path.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "homunculus.h"
  19. #include "mercenary.h"
  20. #include "elemental.h"
  21. #include "mob.h"
  22. #include "itemdb.h"
  23. #include "clif.h"
  24. #include "pet.h"
  25. #include "guild.h"
  26. #include "party.h"
  27. #include "battle.h"
  28. #include "battleground.h"
  29. #include "chrif.h"
  30. #include <stdio.h>
  31. #include <stdlib.h>
  32. #include <string.h>
  33. #include <math.h>
  34. int attr_fix_table[4][ELE_MAX][ELE_MAX];
  35. struct Battle_Config battle_config;
  36. static struct eri *delay_damage_ers; //For battle delay damage structures.
  37. #define DAMAGE_RATE(a){damage = (int64)damage * (a)/100;}
  38. #define DAMAGE_SUBRATE(a){damage -= (int64)damage * (a)/100;}
  39. #define DAMAGE_ADDRATE(a){damage += (int64)damage * (a)/100;}
  40. int battle_getcurrentskill(struct block_list *bl) { //Returns the current/last skill in use by this bl.
  41. struct unit_data *ud;
  42. if( bl->type == BL_SKILL ) {
  43. struct skill_unit * su = (struct skill_unit*)bl;
  44. return su->group?su->group->skill_id:0;
  45. }
  46. ud = unit_bl2ud(bl);
  47. return ud?ud->skill_id:0;
  48. }
  49. /*==========================================
  50. * Get random targetting enemy
  51. *------------------------------------------*/
  52. static int battle_gettargeted_sub(struct block_list *bl, va_list ap) {
  53. struct block_list **bl_list;
  54. struct unit_data *ud;
  55. int target_id;
  56. int *c;
  57. bl_list = va_arg(ap, struct block_list **);
  58. c = va_arg(ap, int *);
  59. target_id = va_arg(ap, int);
  60. if (bl->id == target_id)
  61. return 0;
  62. if (*c >= 24)
  63. return 0;
  64. if ( !(ud = unit_bl2ud(bl)) )
  65. return 0;
  66. if (ud->target == target_id || ud->skilltarget == target_id) {
  67. bl_list[(*c)++] = bl;
  68. return 1;
  69. }
  70. return 0;
  71. }
  72. struct block_list* battle_gettargeted(struct block_list *target) {
  73. struct block_list *bl_list[24];
  74. int c = 0;
  75. nullpo_retr(NULL, target);
  76. memset(bl_list, 0, sizeof(bl_list));
  77. map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  78. if ( c == 0 )
  79. return NULL;
  80. if( c > 24 )
  81. c = 24;
  82. return bl_list[rnd()%c];
  83. }
  84. //Returns the id of the current targetted character of the passed bl. [Skotlex]
  85. int battle_gettarget(struct block_list* bl) {
  86. switch (bl->type) {
  87. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  88. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  89. case BL_PET: return ((struct pet_data*)bl)->target_id;
  90. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  91. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  92. case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
  93. }
  94. return 0;
  95. }
  96. static int battle_getenemy_sub(struct block_list *bl, va_list ap) {
  97. struct block_list **bl_list;
  98. struct block_list *target;
  99. int *c;
  100. bl_list = va_arg(ap, struct block_list **);
  101. c = va_arg(ap, int *);
  102. target = va_arg(ap, struct block_list *);
  103. if (bl->id == target->id)
  104. return 0;
  105. if (*c >= 24)
  106. return 0;
  107. if (status_isdead(bl))
  108. return 0;
  109. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  110. bl_list[(*c)++] = bl;
  111. return 1;
  112. }
  113. return 0;
  114. }
  115. // Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex]
  116. struct block_list* battle_getenemy(struct block_list *target, int type, int range) {
  117. struct block_list *bl_list[24];
  118. int c = 0;
  119. memset(bl_list, 0, sizeof(bl_list));
  120. map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  121. if ( c == 0 )
  122. return NULL;
  123. if( c > 24 )
  124. c = 24;
  125. return bl_list[rnd()%c];
  126. }
  127. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap) {
  128. struct block_list **bl_list, *src;
  129. int *c, ignore_id;
  130. bl_list = va_arg(ap, struct block_list **);
  131. c = va_arg(ap, int *);
  132. src = va_arg(ap, struct block_list *);
  133. ignore_id = va_arg(ap, int);
  134. if( bl->id == src->id || bl->id == ignore_id )
  135. return 0; // Ignores Caster and a possible pre-target
  136. if( *c >= 23 )
  137. return 0;
  138. if( status_isdead(bl) )
  139. return 0;
  140. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  141. bl_list[(*c)++] = bl;
  142. return 1;
  143. }
  144. return 0;
  145. }
  146. // Pick a random enemy
  147. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id) {
  148. struct block_list *bl_list[24];
  149. int c = 0;
  150. memset(bl_list, 0, sizeof(bl_list));
  151. map_foreachinarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  152. if( c == 0 )
  153. return NULL;
  154. if( c >= 24 )
  155. c = 23;
  156. return bl_list[rnd()%c];
  157. }
  158. // Dammage delayed info
  159. struct delay_damage {
  160. int src_id;
  161. int target_id;
  162. int64 damage;
  163. int delay;
  164. unsigned short distance;
  165. uint16 skill_lv;
  166. uint16 skill_id;
  167. enum damage_lv dmg_lv;
  168. unsigned short attack_type;
  169. bool additional_effects;
  170. };
  171. int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) {
  172. struct delay_damage *dat = (struct delay_damage *)data;
  173. if ( dat ) {
  174. struct block_list* src;
  175. struct block_list* target = map_id2bl(dat->target_id);
  176. if( !target || status_isdead(target) ) {/* nothing we can do */
  177. ers_free(delay_damage_ers, dat);
  178. return 0;
  179. }
  180. src = map_id2bl(dat->src_id);
  181. if( src && target->m == src->m &&
  182. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  183. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  184. {
  185. map_freeblock_lock();
  186. status_fix_damage(src, target, dat->damage, dat->delay);
  187. if( dat->attack_type && !status_isdead(target) && dat->additional_effects )
  188. skill_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
  189. if( dat->dmg_lv > ATK_BLOCK && dat->attack_type )
  190. skill_counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  191. map_freeblock_unlock();
  192. } else if( !src && dat->skill_id == CR_REFLECTSHIELD ) {
  193. /**
  194. * it was monster reflected damage, and the monster died, we pass the damage to the character as expected
  195. **/
  196. map_freeblock_lock();
  197. status_fix_damage(target, target, dat->damage, dat->delay);
  198. map_freeblock_unlock();
  199. }
  200. }
  201. ers_free(delay_damage_ers, dat);
  202. return 0;
  203. }
  204. int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, int ddelay, bool additional_effects)
  205. {
  206. struct delay_damage *dat;
  207. struct status_change *sc;
  208. nullpo_ret(src);
  209. nullpo_ret(target);
  210. sc = status_get_sc(target);
  211. if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
  212. damage = 0;
  213. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  214. map_freeblock_lock();
  215. status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope]
  216. if( attack_type && !status_isdead(target) && additional_effects )
  217. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
  218. if( dmg_lv > ATK_BLOCK && attack_type )
  219. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  220. map_freeblock_unlock();
  221. return 0;
  222. }
  223. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  224. dat->src_id = src->id;
  225. dat->target_id = target->id;
  226. dat->skill_id = skill_id;
  227. dat->skill_lv = skill_lv;
  228. dat->attack_type = attack_type;
  229. dat->damage = damage;
  230. dat->dmg_lv = dmg_lv;
  231. dat->delay = ddelay;
  232. dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
  233. dat->additional_effects = additional_effects;
  234. if (src->type != BL_PC && amotion > 1000)
  235. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  236. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  237. return 0;
  238. }
  239. int battle_attr_ratio(int atk_elem,int def_type, int def_lv)
  240. {
  241. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  242. return 100;
  243. if (def_type < 0 || def_type > ELE_MAX || def_lv < 1 || def_lv > 4)
  244. return 100;
  245. return attr_fix_table[def_lv-1][atk_elem][def_type];
  246. }
  247. /*==========================================
  248. * Does attribute fix modifiers.
  249. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  250. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  251. *------------------------------------------*/
  252. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
  253. {
  254. struct status_change *sc=NULL, *tsc=NULL;
  255. int ratio;
  256. if (src) sc = status_get_sc(src);
  257. if (target) tsc = status_get_sc(target);
  258. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  259. atk_elem = rnd()%ELE_MAX;
  260. if (def_type < 0 || def_type > ELE_MAX ||
  261. def_lv < 1 || def_lv > 4) {
  262. ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  263. return damage;
  264. }
  265. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  266. if (sc && sc->count) { //increase dmg by src status
  267. switch(atk_elem){
  268. case ELE_FIRE:
  269. if(sc->data[SC_VOLCANO]) ratio += enchant_eff[sc->data[SC_VOLCANO]->val1-1];
  270. break;
  271. case ELE_WIND:
  272. if(sc->data[SC_VIOLENTGALE]) ratio += enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1];
  273. break;
  274. case ELE_WATER:
  275. if(sc->data[SC_DELUGE]) ratio += enchant_eff[sc->data[SC_DELUGE]->val1-1];
  276. break;
  277. case ELE_GHOST:
  278. if(sc->data[SC_TELEKINESIS_INTENSE]) ratio += (sc->data[SC_TELEKINESIS_INTENSE]->val3);
  279. break;
  280. }
  281. }
  282. if( target && target->type == BL_SKILL ) {
  283. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  284. struct skill_unit *su = (struct skill_unit*)target;
  285. struct skill_unit_group *sg;
  286. struct block_list *src;
  287. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  288. (src = map_id2bl(sg->src_id)) == NULL || status_isdead(src) )
  289. return 0;
  290. if( sg->unit_id != UNT_FIREWALL ) {
  291. int x,y;
  292. x = sg->val3 >> 16;
  293. y = sg->val3 & 0xffff;
  294. skill_unitsetting(src,su->group->skill_id,su->group->skill_lv,x,y,1);
  295. sg->val3 = -1;
  296. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  297. }
  298. }
  299. }
  300. if( tsc && tsc->count ) { //increase dmg by target status
  301. switch(atk_elem){
  302. case ELE_FIRE:
  303. if( tsc->data[SC_SPIDERWEB]) {
  304. tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
  305. if( tsc->data[SC_SPIDERWEB]->val2-- > 0 )
  306. ratio += 200; // double damage
  307. if( tsc->data[SC_SPIDERWEB]->val2 == 0 )
  308. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  309. }
  310. if( tsc->data[SC_THORNSTRAP])
  311. status_change_end(target, SC_THORNSTRAP, INVALID_TIMER);
  312. if( tsc->data[SC_FIRE_CLOAK_OPTION])
  313. DAMAGE_SUBRATE(tsc->data[SC_FIRE_CLOAK_OPTION]->val2)
  314. if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB)
  315. status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
  316. if( tsc->data[SC_EARTH_INSIGNIA]) ratio += 150;
  317. if( tsc->data[SC_ASH]) ratio += 150; //150%
  318. break;
  319. case ELE_HOLY:
  320. if( tsc->data[SC_ORATIO]) ratio += tsc->data[SC_ORATIO]->val1 * 2;
  321. break;
  322. case ELE_POISON:
  323. if( tsc->data[SC_VENOMIMPRESS]) ratio += tsc->data[SC_VENOMIMPRESS]->val2;
  324. break;
  325. case ELE_WIND:
  326. if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB) ratio += 150;
  327. if( tsc->data[SC_WATER_INSIGNIA]) ratio += 150;
  328. break;
  329. case ELE_WATER:
  330. if( tsc->data[SC_FIRE_INSIGNIA]) ratio += 150;
  331. break;
  332. case ELE_EARTH:
  333. if( tsc->data[SC_WIND_INSIGNIA]) ratio += 150;
  334. status_change_end(target, SC_MAGNETICFIELD, INVALID_TIMER); //freed if received earth dmg
  335. break;
  336. case ELE_NEUTRAL:
  337. if( tsc->data[SC_ANTI_M_BLAST] ) ratio += tsc->data[SC_ANTI_M_BLAST]->val2;
  338. break;
  339. }
  340. } //end tsc check
  341. if (src && src->type == BL_PC) {
  342. TBL_PC *sd = BL_CAST(BL_PC,src);
  343. int s;
  344. ARR_FIND(1, 6, s, sd->talisman[s] > 0);
  345. if( s < 5 && atk_elem == s )
  346. ratio += sd->talisman[s] * 2; // +2% custom value
  347. }
  348. if( target && target->type == BL_PC ) {
  349. TBL_PC *tsd = BL_CAST(BL_PC, target);
  350. int t;
  351. ARR_FIND(1, 6, t, tsd->talisman[t] > 0);
  352. if( t < 5 && atk_elem == t )
  353. DAMAGE_SUBRATE(tsd->talisman[t] * 3) // -3% custom value
  354. }
  355. return (int64)damage*ratio/100;
  356. }
  357. /*==========================================
  358. * Calculates card bonuses damage adjustments.
  359. *------------------------------------------*/
  360. int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int s_ele, int s_ele_, int64 damage, int left, int flag){
  361. struct map_session_data *sd, *tsd;
  362. short cardfix = 1000, t_class, s_class, s_race2, t_race2;
  363. struct status_data *sstatus, *tstatus;
  364. int64 original_damage;
  365. int i, skill;
  366. if( !damage )
  367. return 0;
  368. original_damage = damage;
  369. sd = BL_CAST(BL_PC, src);
  370. tsd = BL_CAST(BL_PC, target);
  371. t_class = status_get_class(target);
  372. s_class = status_get_class(src);
  373. sstatus = status_get_status_data(src);
  374. tstatus = status_get_status_data(target);
  375. s_race2 = status_get_race2(src);
  376. #define bccDAMAGE_RATE(a){ damage = (int64)damage * (a)/1000;}
  377. switch(attack_type){
  378. case BF_MAGIC:
  379. if ( sd && !(nk&NK_NO_CARDFIX_ATK) ) {
  380. cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
  381. if (!(nk&NK_NO_ELEFIX))
  382. cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
  383. cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
  384. cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  385. cardfix=cardfix*(100+sd->magic_atk_ele[s_ele])/100;
  386. for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) {
  387. if(sd->add_mdmg[i].class_ == t_class) {
  388. cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
  389. break;
  390. }
  391. }
  392. if (cardfix != 1000)
  393. bccDAMAGE_RATE(cardfix)
  394. }
  395. if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
  396. { // Target cards.
  397. cardfix = 1000; //reset var for target
  398. if (!(nk&NK_NO_ELEFIX))
  399. {
  400. int ele_fix = tsd->subele[s_ele];
  401. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  402. {
  403. if(tsd->subele2[i].ele != s_ele) continue;
  404. if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
  405. tsd->subele2[i].flag&flag&BF_RANGEMASK &&
  406. tsd->subele2[i].flag&flag&BF_SKILLMASK))
  407. continue;
  408. ele_fix += tsd->subele2[i].rate;
  409. }
  410. cardfix=cardfix*(100-ele_fix)/100;
  411. }
  412. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  413. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  414. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  415. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  416. if( sstatus->race != RC_DEMIHUMAN )
  417. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  418. for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
  419. if(tsd->add_mdef[i].class_ == s_class) {
  420. cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
  421. break;
  422. }
  423. }
  424. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  425. if ( flag&BF_SHORT )
  426. cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
  427. else
  428. cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
  429. cardfix = cardfix * ( 100 - tsd->bonus.magic_def_rate ) / 100;
  430. if( tsd->sc.data[SC_MDEF_RATE] )
  431. cardfix = cardfix * ( 100 - tsd->sc.data[SC_MDEF_RATE]->val1 ) / 100;
  432. if (cardfix != 1000)
  433. bccDAMAGE_RATE(cardfix)
  434. }
  435. break;
  436. case BF_WEAPON:
  437. t_race2 = status_get_race2(target);
  438. if( sd && !(nk&NK_NO_CARDFIX_ATK) && (left&2) ) //Attacker cards should be checked
  439. {
  440. short cardfix_ = 1000;
  441. if(sd->state.arrow_atk)
  442. {
  443. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
  444. if (!(nk&NK_NO_ELEFIX))
  445. {
  446. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele];
  447. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  448. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  449. if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
  450. sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
  451. sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK))
  452. continue;
  453. ele_fix += sd->right_weapon.addele2[i].rate;
  454. }
  455. cardfix=cardfix*(100+ele_fix)/100;
  456. }
  457. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100;
  458. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  459. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  460. if( tstatus->race != RC_DEMIHUMAN )
  461. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN])/100;
  462. }
  463. else
  464. { // Melee attack
  465. if( !battle_config.left_cardfix_to_right )
  466. {
  467. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
  468. if (!(nk&NK_NO_ELEFIX)) {
  469. int ele_fix = sd->right_weapon.addele[tstatus->def_ele];
  470. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  471. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  472. if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
  473. sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
  474. sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK))
  475. continue;
  476. ele_fix += sd->right_weapon.addele2[i].rate;
  477. }
  478. cardfix=cardfix*(100+ele_fix)/100;
  479. }
  480. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100;
  481. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  482. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  483. if( tstatus->race != RC_DEMIHUMAN )
  484. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN])/100;
  485. if( left&1 )
  486. {
  487. cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
  488. if (!(nk&NK_NO_ELEFIX)) {
  489. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele];
  490. for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
  491. if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
  492. if(!(sd->left_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
  493. sd->left_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
  494. sd->left_weapon.addele2[i].flag&flag&BF_SKILLMASK))
  495. continue;
  496. ele_fix_lh += sd->left_weapon.addele2[i].rate;
  497. }
  498. cardfix=cardfix*(100+ele_fix_lh)/100;
  499. }
  500. cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100;
  501. cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
  502. cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  503. if( tstatus->race != RC_DEMIHUMAN )
  504. cardfix_=cardfix_*(100+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
  505. }
  506. }
  507. else
  508. {
  509. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele];
  510. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  511. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  512. if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
  513. sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
  514. sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK))
  515. continue;
  516. ele_fix += sd->right_weapon.addele2[i].rate;
  517. }
  518. for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
  519. if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
  520. if(!(sd->left_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
  521. sd->left_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
  522. sd->left_weapon.addele2[i].flag&flag&BF_SKILLMASK))
  523. continue;
  524. ele_fix += sd->left_weapon.addele2[i].rate;
  525. }
  526. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100;
  527. cardfix=cardfix*(100+ele_fix)/100;
  528. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100;
  529. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
  530. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  531. if( tstatus->race != RC_DEMIHUMAN )
  532. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
  533. }
  534. 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]
  535. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  536. }
  537. }
  538. for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ )
  539. {
  540. if( sd->right_weapon.add_dmg[i].class_ == t_class )
  541. {
  542. cardfix=cardfix*(100+sd->right_weapon.add_dmg[i].rate)/100;
  543. break;
  544. }
  545. }
  546. if( left&1 )
  547. {
  548. for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ )
  549. {
  550. if( sd->left_weapon.add_dmg[i].class_ == t_class )
  551. {
  552. cardfix_=cardfix_*(100+sd->left_weapon.add_dmg[i].rate)/100;
  553. break;
  554. }
  555. }
  556. }
  557. #ifndef RENEWAL
  558. if( flag&BF_LONG )
  559. cardfix = cardfix * ( 100 + sd->bonus.long_attack_atk_rate ) / 100;
  560. #endif
  561. if( (left&1) && cardfix_ != 1000 )
  562. bccDAMAGE_RATE(cardfix_)
  563. else if( cardfix != 1000 )
  564. bccDAMAGE_RATE(cardfix)
  565. } else if( tsd && !(nk&NK_NO_CARDFIX_DEF) && !(left&2) ){ //Target cards should be checked
  566. if( !(nk&NK_NO_ELEFIX) )
  567. {
  568. int ele_fix = tsd->subele[s_ele];
  569. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  570. {
  571. if(tsd->subele2[i].ele != s_ele) continue;
  572. if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
  573. tsd->subele2[i].flag&flag&BF_RANGEMASK &&
  574. tsd->subele2[i].flag&flag&BF_SKILLMASK))
  575. continue;
  576. ele_fix += tsd->subele2[i].rate;
  577. }
  578. cardfix=cardfix*(100-ele_fix)/100;
  579. if( left&1 && s_ele_ != s_ele )
  580. {
  581. int ele_fix_lh = tsd->subele[s_ele_];
  582. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  583. {
  584. if(tsd->subele2[i].ele != s_ele_) continue;
  585. if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
  586. tsd->subele2[i].flag&flag&BF_RANGEMASK &&
  587. tsd->subele2[i].flag&flag&BF_SKILLMASK))
  588. continue;
  589. ele_fix_lh += tsd->subele2[i].rate;
  590. }
  591. cardfix=cardfix*(100-ele_fix_lh)/100;
  592. }
  593. }
  594. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  595. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  596. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  597. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  598. if( sstatus->race != RC_DEMIHUMAN )
  599. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  600. for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ ) {
  601. if( tsd->add_def[i].class_ == s_class ) {
  602. cardfix=cardfix*(100-tsd->add_def[i].rate)/100;
  603. break;
  604. }
  605. }
  606. if( flag&BF_SHORT )
  607. cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
  608. else // BF_LONG (there's no other choice)
  609. cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
  610. if( tsd->sc.data[SC_DEF_RATE] )
  611. cardfix = cardfix * ( 100 - tsd->sc.data[SC_DEF_RATE]->val1 ) / 100;
  612. if( cardfix != 1000 )
  613. bccDAMAGE_RATE(cardfix)
  614. }
  615. break;
  616. case BF_MISC:
  617. if( tsd && !(nk&NK_NO_CARDFIX_DEF) ){
  618. // misc damage reduction from equipment
  619. if (!(nk&NK_NO_ELEFIX))
  620. {
  621. int ele_fix = tsd->subele[s_ele];
  622. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  623. {
  624. if(tsd->subele2[i].ele != s_ele) continue;
  625. if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
  626. tsd->subele2[i].flag&flag&BF_RANGEMASK &&
  627. tsd->subele2[i].flag&flag&BF_SKILLMASK))
  628. continue;
  629. ele_fix += tsd->subele2[i].rate;
  630. }
  631. cardfix=cardfix*(100-ele_fix)/100;
  632. }
  633. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  634. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  635. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  636. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  637. if( sstatus->race != RC_DEMIHUMAN )
  638. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  639. cardfix = cardfix * ( 100 - tsd->bonus.misc_def_rate ) / 100;
  640. if( flag&BF_SHORT )
  641. cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
  642. else // BF_LONG (there's no other choice)
  643. cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
  644. if (cardfix != 10000)
  645. bccDAMAGE_RATE(cardfix)
  646. }
  647. break;
  648. }
  649. return (int)(damage - original_damage);
  650. }
  651. /*==========================================
  652. * Check dammage trough status.
  653. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status...
  654. * After this we apply bg/gvg reduction
  655. *------------------------------------------*/
  656. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  657. {
  658. struct map_session_data *sd = NULL;
  659. struct status_change *sc;
  660. struct status_change_entry *sce;
  661. int div_ = d->div_, flag = d->flag;
  662. nullpo_ret(bl);
  663. if( !damage )
  664. return 0;
  665. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  666. return 0;
  667. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_get_type(skill_id) != BF_MISC
  668. && skill_get_casttype(skill_id) == CAST_GROUND )
  669. return 0;
  670. if (bl->type == BL_PC) {
  671. sd=(struct map_session_data *)bl;
  672. //Special no damage states
  673. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  674. DAMAGE_SUBRATE(sd->special_state.no_weapon_damage)
  675. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  676. DAMAGE_SUBRATE(sd->special_state.no_magic_damage)
  677. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  678. DAMAGE_SUBRATE(sd->special_state.no_misc_damage)
  679. if(!damage) return 0;
  680. }
  681. sc = status_get_sc(bl); //check target status
  682. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  683. return 1;
  684. if (skill_id == PA_PRESSURE)
  685. return damage; //This skill bypass everything else.
  686. if( sc && sc->count ) {
  687. /**
  688. * SC_* that reduce damage to 0.
  689. **/
  690. if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) ) {
  691. d->dmg_lv = ATK_BLOCK;
  692. return 0;
  693. }
  694. if( sc->data[SC_WHITEIMPRISON] && skill_id != HW_GRAVITATION ) { // Gravitation and Pressure do damage without removing the effect
  695. if( skill_id == MG_NAPALMBEAT ||
  696. skill_id == MG_SOULSTRIKE ||
  697. skill_id == WL_SOULEXPANSION ||
  698. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  699. (!skill_id && (status_get_status_data(src))->rhw.ele == ELE_GHOST) )
  700. {
  701. if( skill_id == WL_SOULEXPANSION )
  702. damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
  703. status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
  704. } else {
  705. d->dmg_lv = ATK_BLOCK;
  706. return 0;
  707. }
  708. }
  709. if(sc->data[SC_ZEPHYR] && (flag&(BF_LONG|BF_SHORT)) == (BF_SHORT|BF_LONG)) {
  710. d->dmg_lv = ATK_BLOCK;
  711. return 0;
  712. }
  713. if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT ) {
  714. struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
  715. //uint16 skill_id = sc->data[SC_SAFETYWALL]->val2; (safetywall or steinwand)
  716. if (group) {
  717. //in RE, SW possesses a lifetime equal to group val2, (3x caster hp, or homon formula)
  718. #ifdef RENEWAL
  719. d->dmg_lv = ATK_BLOCK;
  720. if ( ( group->val2 - damage) > 0 ) {
  721. group->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  722. } else
  723. skill_delunitgroup(group);
  724. return 0;
  725. #else
  726. if (--group->val2<=0)
  727. skill_delunitgroup(group);
  728. d->dmg_lv = ATK_BLOCK;
  729. return 0;
  730. #endif
  731. }
  732. status_change_end(bl, SC_SAFETYWALL, INVALID_TIMER);
  733. }
  734. if (sc->data[SC__MANHOLE]) {
  735. d->dmg_lv = ATK_BLOCK;
  736. return 0;
  737. }
  738. if( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) {
  739. d->dmg_lv = ATK_BLOCK;
  740. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  741. return 0;
  742. }
  743. if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 ) {
  744. clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1);
  745. d->dmg_lv = ATK_BLOCK;
  746. sc_start2(src,bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,2000);
  747. return 0;
  748. }
  749. if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 ) {
  750. int delay;
  751. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
  752. // different delay depending on skill level [celest]
  753. if (sce->val1 <= 5)
  754. delay = 300;
  755. else if (sce->val1 > 5 && sce->val1 <= 9)
  756. delay = 200;
  757. else
  758. delay = 100;
  759. unit_set_walkdelay(bl, gettick(), delay, 1);
  760. if(sc->data[SC_SHRINK] && rnd()%100<5*sce->val1)
  761. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
  762. return 0;
  763. }
  764. if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
  765. clif_skill_nodamage(bl, bl, RK_MILLENNIUMSHIELD, 1, 1);
  766. sce->val3 -= (int)cap_value(damage,INT_MIN,INT_MAX); // absorb damage
  767. d->dmg_lv = ATK_BLOCK;
  768. sc_start(src,bl,SC_STUN,15,0,skill_get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stuned when one shield is broken.
  769. if( sce->val3 <= 0 ) { // Shield Down
  770. sce->val2--;
  771. if( sce->val2 > 0 ) {
  772. if( sd )
  773. clif_millenniumshield(sd,sce->val2);
  774. sce->val3 = 1000; // Next Shield
  775. } else
  776. status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
  777. }
  778. return 0;
  779. }
  780. // attack blocked by Parrying
  781. if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 ) {
  782. clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
  783. return 0;
  784. }
  785. if(sc->data[SC_DODGE] && ( !sc->opt1 || sc->opt1 == OPT1_BURNING ) &&
  786. (flag&BF_LONG || sc->data[SC_SPURT])
  787. && rnd()%100 < 20)
  788. {
  789. if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
  790. clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
  791. if (!sc->data[SC_COMBO])
  792. sc_start4(src,bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  793. return 0;
  794. }
  795. if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
  796. return 0;
  797. if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  798. return 0;
  799. // TODO: Find out whether Neutral Barrier really blocks all splash damage or just specific cases (Earthquake)
  800. if( sc->data[SC_NEUTRALBARRIER] && ((flag&(BF_MAGIC|BF_LONG)) == BF_LONG || (skill_id && skill_get_splash(skill_id,skill_lv))) ) {
  801. d->dmg_lv = ATK_MISS;
  802. return 0;
  803. }
  804. //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  805. if((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2) {
  806. clif_specialeffect(bl, 462, AREA);
  807. //Shouldn't end until Breaker's non-weapon part connects.
  808. #ifndef RENEWAL
  809. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  810. #endif
  811. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  812. status_change_end(bl, SC_KAUPE, INVALID_TIMER);
  813. return 0;
  814. }
  815. if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) {
  816. clif_specialeffect(bl, 462, AREA); // Still need confirm it.
  817. return 0;
  818. }
  819. if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU])
  820. && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK))
  821. {
  822. skill_additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, gettick() );
  823. if( !status_isdead(src) )
  824. skill_counter_additional_effect( src, bl, skill_id, skill_lv, flag, gettick() );
  825. if (sce) {
  826. clif_specialeffect(bl, 462, AREA);
  827. skill_blown(src,bl,sce->val3,-1,0);
  828. }
  829. //Both need to be consumed if they are active.
  830. if (sce && --(sce->val2) <= 0)
  831. status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER);
  832. if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  833. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER);
  834. return 0;
  835. }
  836. //Now damage increasing effects
  837. if( sc->data[SC_AETERNA] && skill_id != PF_SOULBURN ) {
  838. if( src->type != BL_MER || skill_id == 0 )
  839. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  840. #ifndef RENEWAL
  841. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  842. #endif
  843. status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  844. }
  845. #ifdef RENEWAL
  846. if( sc->data[SC_RAID] ) {
  847. DAMAGE_ADDRATE(20)
  848. if (--sc->data[SC_RAID]->val1 == 0)
  849. status_change_end(bl, SC_RAID, INVALID_TIMER);
  850. }
  851. #endif
  852. if( damage ) {
  853. struct map_session_data *tsd = BL_CAST(BL_PC, src);
  854. if( sc->data[SC_DEEPSLEEP] ) {
  855. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  856. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  857. }
  858. if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ) {
  859. switch(tsd->status.weapon) {
  860. case W_MACE:
  861. case W_2HMACE:
  862. case W_1HAXE:
  863. case W_2HAXE:
  864. DAMAGE_RATE(150)
  865. break;
  866. case W_MUSICAL:
  867. case W_WHIP:
  868. if(!sd->state.arrow_atk)
  869. break;
  870. case W_BOW:
  871. case W_REVOLVER:
  872. case W_RIFLE:
  873. case W_GATLING:
  874. case W_SHOTGUN:
  875. case W_GRENADE:
  876. case W_DAGGER:
  877. case W_1HSWORD:
  878. case W_2HSWORD:
  879. DAMAGE_RATE(50)
  880. break;
  881. }
  882. }
  883. if( sc->data[SC_VOICEOFSIREN] )
  884. status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
  885. }
  886. /**
  887. * Damage reductions
  888. **/
  889. // Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  890. #ifndef RENEWAL
  891. if( sc->data[SC_ASSUMPTIO] ) {
  892. if( map_flag_vs(bl->m) )
  893. damage = (int64)damage*2/3; //Receive 66% damage
  894. else
  895. damage >>= 1; //Receive 50% damage
  896. }
  897. #endif
  898. if(sc->data[SC_DEFENDER] &&
  899. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  900. DAMAGE_RATE(100-sc->data[SC_DEFENDER]->val2)
  901. if(sc->data[SC_ADJUSTMENT] &&
  902. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  903. DAMAGE_SUBRATE(20)
  904. if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) {
  905. if(flag&BF_SKILL) //25% reduction
  906. DAMAGE_SUBRATE(25)
  907. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  908. damage >>= 2; //75% reduction
  909. }
  910. // Compressed code, fixed by map.h [Epoque]
  911. if (src->type == BL_MOB) {
  912. int i;
  913. if (sc->data[SC_MANU_DEF])
  914. for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
  915. if (mob_manuk[i]==((TBL_MOB*)src)->class_) {
  916. DAMAGE_SUBRATE(sc->data[SC_MANU_DEF]->val1)
  917. break;
  918. }
  919. if (sc->data[SC_SPL_DEF])
  920. for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
  921. if (mob_splendide[i]==((TBL_MOB*)src)->class_) {
  922. DAMAGE_SUBRATE(sc->data[SC_SPL_DEF]->val1)
  923. break;
  924. }
  925. }
  926. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  927. sce->val3&flag && sce->val4&flag)
  928. DAMAGE_SUBRATE(sc->data[SC_ARMOR]->val2)
  929. #ifdef RENEWAL
  930. if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  931. #else
  932. if(sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  933. #endif
  934. {
  935. struct status_data *status = status_get_status_data(bl);
  936. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  937. per /=20; //Uses 20% SP intervals.
  938. //SP Cost: 1% + 0.5% per every 20% SP
  939. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  940. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  941. //Reduction: 6% + 6% every 20%
  942. DAMAGE_SUBRATE(6 * (1+per))
  943. }
  944. if(sc->data[SC_GRANITIC_ARMOR])
  945. DAMAGE_SUBRATE(sc->data[SC_GRANITIC_ARMOR]->val2)
  946. if(sc->data[SC_PAIN_KILLER]){
  947. damage -= sc->data[SC_PAIN_KILLER]->val3;
  948. damage = max(1,damage);
  949. }
  950. if( sc->data[SC_DARKCROW] && ((flag&(BF_WEAPON|BF_SHORT))==(BF_WEAPON|BF_SHORT)) )
  951. DAMAGE_ADDRATE(sc->data[SC_DARKCROW]->val2);
  952. if( (sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) )
  953. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  954. if( damage > 0 && ((flag&(BF_WEAPON|BF_SHORT))==(BF_WEAPON|BF_SHORT)) && (sce = sc->data[SC_STONEHARDSKIN]) ) {
  955. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);;
  956. if( src->type == BL_MOB ) //using explicite call instead break_equip for duration
  957. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  958. else
  959. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  960. if( sce->val2 <= 0 )
  961. status_change_end(bl, SC_STONEHARDSKIN, INVALID_TIMER);
  962. }
  963. #ifdef RENEWAL
  964. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  965. if( sc->data[SC_STEELBODY] ) {
  966. damage = damage > 10 ? damage / 10 : 1;
  967. }
  968. #endif
  969. //Finally added to remove the status of immobile when aimedbolt is used. [Jobbie]
  970. if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) {
  971. status_change_end(bl, SC_BITE, INVALID_TIMER);
  972. status_change_end(bl, SC_ANKLE, INVALID_TIMER);
  973. status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
  974. }
  975. //Finally Kyrie because it may, or not, reduce damage to 0.
  976. if((sce = sc->data[SC_KYRIE]) && damage > 0){
  977. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);;
  978. if(flag&BF_WEAPON || skill_id == TF_THROWSTONE){
  979. if(sce->val2>=0)
  980. damage=0;
  981. else
  982. damage=-sce->val2;
  983. }
  984. if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT)
  985. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  986. }
  987. if( sc->data[SC_MEIKYOUSISUI] && rand()%100 < 40 ) // custom value
  988. damage = 0;
  989. if (!damage) return 0;
  990. if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
  991. int dx[8]={0,-1,-1,-1,0,1,1,1};
  992. int dy[8]={1,1,0,-1,-1,-1,0,1};
  993. uint8 dir = map_calc_dir(bl, src->x, src->y);
  994. if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
  995. clif_slide(bl,src->x-dx[dir],src->y-dy[dir]);
  996. unit_setdir(bl, dir);
  997. }
  998. d->dmg_lv = ATK_DEF;
  999. status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
  1000. return 0;
  1001. }
  1002. //Probably not the most correct place, but it'll do here
  1003. //(since battle_drain is strictly for players currently)
  1004. if ((sce=sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
  1005. rnd()%100 < sce->val3)
  1006. status_heal(src, (int64)damage*sce->val4/100, 0, 3);
  1007. if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1008. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1009. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING) {
  1010. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1011. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1012. }
  1013. if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
  1014. status_change_spread(bl, src); // Deadly infect attacked side
  1015. if( sc && sc->data[SC__SHADOWFORM] ) {
  1016. struct block_list *s_bl = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  1017. if( !s_bl || s_bl->m != bl->m ) { // If the shadow form target is not present remove the sc.
  1018. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  1019. } else if( status_isdead(s_bl) || !battle_check_target(src,s_bl,BCT_ENEMY)) { // If the shadow form target is dead or not your enemy remove the sc in both.
  1020. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  1021. if( s_bl->type == BL_PC )
  1022. ((TBL_PC*)s_bl)->shadowform_id = 0;
  1023. } else {
  1024. if( (--sc->data[SC__SHADOWFORM]->val3) < 0 ) { // If you have exceded max hits supported, remove the sc in both.
  1025. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  1026. if( s_bl->type == BL_PC )
  1027. ((TBL_PC*)s_bl)->shadowform_id = 0;
  1028. } else {
  1029. status_damage(bl, s_bl, damage, 0, clif_damage(s_bl, s_bl, gettick(), 500, 500, damage, -1, 0, 0), 0);
  1030. return ATK_NONE;
  1031. }
  1032. }
  1033. }
  1034. } //End of target SC_ check
  1035. //SC effects from caster side.
  1036. sc = status_get_sc(src);
  1037. if (sc && sc->count) {
  1038. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1039. DAMAGE_ADDRATE(75)
  1040. // [Epoque]
  1041. if (bl->type == BL_MOB) {
  1042. uint8 i;
  1043. if ( ((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) ||
  1044. ((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC))
  1045. )
  1046. for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
  1047. if (((TBL_MOB*)bl)->class_==mob_manuk[i]) {
  1048. DAMAGE_ADDRATE(sce->val1)
  1049. break;
  1050. }
  1051. if ( ((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) ||
  1052. ((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC))
  1053. )
  1054. for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
  1055. if (((TBL_MOB*)bl)->class_==mob_splendide[i]) {
  1056. DAMAGE_ADDRATE(sce->val1)
  1057. break;
  1058. }
  1059. /* Self Buff that destroys the armor of any target hit with melee or ranged physical attacks */
  1060. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 && flag&BF_WEAPON ) {
  1061. skill_break_equip(src,bl, EQP_ARMOR, 10000, BCT_ENEMY); // 100% chance (http://irowiki.org/wiki/Shield_Spell#Level_3_spells_.28refine_based.29)
  1062. status_change_end(src,SC_SHIELDSPELL_REF,INVALID_TIMER);
  1063. }
  1064. }
  1065. if( sc->data[SC_POISONINGWEAPON]
  1066. && ((flag&BF_WEAPON) && (!skill_id || skill_id == GC_VENOMPRESSURE)) //chk skill type poison_smoke is a unit
  1067. && (damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )) //did some dammage and chance ok (why no additional effect ??
  1068. sc_start(src,bl,(enum sc_type)sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  1069. if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
  1070. status_change_spread(src, bl);
  1071. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING) {
  1072. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1073. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1074. }
  1075. if( sc->data[SC_UNLIMIT] && (flag&(BF_WEAPON|BF_LONG))==(BF_WEAPON|BF_LONG) )
  1076. DAMAGE_ADDRATE(sc->data[SC_UNLIMIT]->val2);
  1077. } //End of caster SC_ check
  1078. //PK damage rates
  1079. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map[bl->m].flag.pvp) {
  1080. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1081. if (flag&BF_WEAPON)
  1082. DAMAGE_RATE(battle_config.pk_weapon_damage_rate)
  1083. if (flag&BF_MAGIC)
  1084. DAMAGE_RATE(battle_config.pk_magic_damage_rate)
  1085. if (flag&BF_MISC)
  1086. DAMAGE_RATE(battle_config.pk_misc_damage_rate)
  1087. } else { //Normal attacks get reductions based on range.
  1088. if (flag & BF_SHORT)
  1089. DAMAGE_RATE(battle_config.pk_short_damage_rate)
  1090. if (flag & BF_LONG)
  1091. DAMAGE_RATE(battle_config.pk_long_damage_rate)
  1092. }
  1093. if(!damage) damage = 1;
  1094. }
  1095. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1096. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1097. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1098. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1099. )
  1100. damage = div_;
  1101. }
  1102. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  1103. if (damage > 0 )
  1104. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  1105. if (skill_id)
  1106. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_id<<16));
  1107. }
  1108. if( sd ) {
  1109. if( pc_ismadogear(sd) && rnd()%100 < 50 ) {
  1110. short element = skill_get_ele(skill_id, skill_lv);
  1111. if( !skill_id || element == -1 ) { //Take weapon's element
  1112. struct status_data *sstatus = NULL;
  1113. if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
  1114. element = ((TBL_PC*)src)->bonus.arrow_ele;
  1115. else if( (sstatus = status_get_status_data(src)) ) {
  1116. element = sstatus->rhw.ele;
  1117. }
  1118. }
  1119. else if( element == -2 ) //Use enchantment's element
  1120. element = status_get_attack_sc_element(src,status_get_sc(src));
  1121. else if( element == -3 ) //Use random element
  1122. element = rnd()%ELE_MAX;
  1123. if( element == ELE_FIRE || element == ELE_WATER )
  1124. pc_overheat(sd,element == ELE_FIRE ? 1 : -1);
  1125. }
  1126. }
  1127. return damage;
  1128. }
  1129. /*==========================================
  1130. * Calculates BG related damage adjustments.
  1131. *------------------------------------------
  1132. * Credits:
  1133. * Original coder Skoltex
  1134. * Initial refactoring by Baalberith
  1135. * Refined and optimized by helvetica
  1136. */
  1137. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, int div_, uint16 skill_id, uint16 skill_lv, int flag)
  1138. {
  1139. if( !damage )
  1140. return 0;
  1141. if( bl->type == BL_MOB ) {
  1142. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1143. if( map[bl->m].flag.battleground && (md->class_ == MOBID_BLUE_CRYST || md->class_ == MOBID_PINK_CRYST) && flag&BF_SKILL )
  1144. return 0; // Crystal cannot receive skill damage on battlegrounds
  1145. }
  1146. if(skill_get_inf2(skill_id)&INF2_NO_BG_DMG)
  1147. return damage; //skill that ignore bg map reduction
  1148. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1149. if( flag&BF_WEAPON )
  1150. DAMAGE_RATE(battle_config.bg_weapon_damage_rate)
  1151. if( flag&BF_MAGIC )
  1152. DAMAGE_RATE(battle_config.bg_magic_damage_rate)
  1153. if( flag&BF_MISC )
  1154. DAMAGE_RATE(battle_config.bg_misc_damage_rate)
  1155. }
  1156. else { //Normal attacks get reductions based on range.
  1157. if( flag&BF_SHORT )
  1158. DAMAGE_RATE(battle_config.bg_short_damage_rate)
  1159. if( flag&BF_LONG )
  1160. DAMAGE_RATE(battle_config.bg_long_damage_rate)
  1161. }
  1162. damage = max(damage,1); //min 1 dammage
  1163. return damage;
  1164. }
  1165. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1166. {
  1167. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1168. int class_ = status_get_class(bl);
  1169. if(md && md->guardian_data) {
  1170. if(class_ == MOBID_EMPERIUM && flag&BF_SKILL && !(skill_get_inf3(skill_id)&INF3_HIT_EMP)) //Skill immunity.
  1171. return false;
  1172. if(src->type != BL_MOB) {
  1173. struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1174. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
  1175. return false;
  1176. if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  1177. return false; // [MouseJstr]
  1178. }
  1179. }
  1180. return true;
  1181. }
  1182. /*==========================================
  1183. * Calculates GVG related damage adjustments.
  1184. *------------------------------------------*/
  1185. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,int div_,uint16 skill_id,uint16 skill_lv,int flag)
  1186. {
  1187. if (!damage) //No reductions to make.
  1188. return 0;
  1189. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1190. return 0;
  1191. if (skill_get_inf2(skill_id)&INF2_NO_GVG_DMG) //Skills with no gvg damage reduction.
  1192. return damage;
  1193. /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
  1194. if (md && md->guardian_data) {
  1195. damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
  1196. }
  1197. */
  1198. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1199. if (flag&BF_WEAPON)
  1200. DAMAGE_RATE(battle_config.gvg_weapon_damage_rate)
  1201. if (flag&BF_MAGIC)
  1202. DAMAGE_RATE(battle_config.gvg_magic_damage_rate)
  1203. if (flag&BF_MISC)
  1204. DAMAGE_RATE(battle_config.gvg_misc_damage_rate)
  1205. } else { //Normal attacks get reductions based on range.
  1206. if (flag & BF_SHORT)
  1207. DAMAGE_RATE(battle_config.gvg_short_damage_rate)
  1208. if (flag & BF_LONG)
  1209. DAMAGE_RATE(battle_config.gvg_long_damage_rate)
  1210. }
  1211. damage = max(damage,1);
  1212. return damage;
  1213. }
  1214. /*==========================================
  1215. * HP/SP drain calculation
  1216. *------------------------------------------*/
  1217. static int battle_calc_drain(int64 damage, int rate, int per)
  1218. {
  1219. int64 diff = 0;
  1220. if (per && rnd()%1000 < rate) {
  1221. diff = (damage * per) / 100;
  1222. if (diff == 0) {
  1223. if (per > 0)
  1224. diff = 1;
  1225. else
  1226. diff = -1;
  1227. }
  1228. }
  1229. return (int)diff;
  1230. }
  1231. /*==========================================
  1232. * Passive skill damage increases
  1233. *------------------------------------------*/
  1234. int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1235. {
  1236. int64 damage;
  1237. struct status_data *status = status_get_status_data(target);
  1238. int weapon,skill;
  1239. #ifdef RENEWAL
  1240. damage = 0;
  1241. #else
  1242. damage = dmg;
  1243. #endif
  1244. nullpo_ret(sd);
  1245. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1246. target->type == BL_MOB && //This bonus doesnt work against players.
  1247. (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
  1248. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1249. //damage += (skill * 3);
  1250. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) )
  1251. damage += (skill * 5);
  1252. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1253. damage += (skill * 10);
  1254. if( pc_ismadogear(sd) )
  1255. damage += 20 + 20 * pc_checkskill(sd, NC_MADOLICENCE);
  1256. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
  1257. damage += (skill * 4);
  1258. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  1259. damage += sd->status.str;
  1260. }
  1261. if(type == 0)
  1262. weapon = sd->weapontype1;
  1263. else
  1264. weapon = sd->weapontype2;
  1265. switch(weapon) {
  1266. case W_1HSWORD:
  1267. #ifdef RENEWAL
  1268. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1269. damage += (skill * 3);
  1270. #endif
  1271. case W_DAGGER:
  1272. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  1273. damage += (skill * 4);
  1274. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  1275. damage += skill * 10;
  1276. break;
  1277. case W_2HSWORD:
  1278. #ifdef RENEWAL
  1279. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1280. damage += (skill * 3);
  1281. #endif
  1282. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  1283. damage += (skill * 4);
  1284. break;
  1285. case W_1HSPEAR:
  1286. case W_2HSPEAR:
  1287. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  1288. if(!pc_isriding(sd) || !pc_isridingdragon(sd))
  1289. damage += (skill * 4);
  1290. else
  1291. damage += (skill * 5);
  1292. // Increase damage by level of KN_SPEARMASTERY * 10
  1293. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  1294. damage += (skill * 10);
  1295. }
  1296. break;
  1297. case W_1HAXE:
  1298. case W_2HAXE:
  1299. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1300. damage += (skill * 3);
  1301. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1302. damage += (skill * 5);
  1303. break;
  1304. case W_MACE:
  1305. case W_2HMACE:
  1306. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  1307. damage += (skill * 3);
  1308. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1309. damage += (skill * 5);
  1310. break;
  1311. case W_FIST:
  1312. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  1313. damage += (skill * 10);
  1314. // No break, fallthrough to Knuckles
  1315. case W_KNUCKLE:
  1316. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  1317. damage += (skill * 3);
  1318. break;
  1319. case W_MUSICAL:
  1320. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  1321. damage += (skill * 3);
  1322. break;
  1323. case W_WHIP:
  1324. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  1325. damage += (skill * 3);
  1326. break;
  1327. case W_BOOK:
  1328. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  1329. damage += (skill * 3);
  1330. break;
  1331. case W_KATAR:
  1332. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  1333. damage += (skill * 3);
  1334. break;
  1335. }
  1336. if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) // weapon research bonus applies to all weapons
  1337. damage += skill*2;
  1338. if(sd->sc.data[SC_GN_CARTBOOST]) // cart boost adds mastery type damage
  1339. damage += 10*sd->sc.data[SC_GN_CARTBOOST]->val1;
  1340. return damage;
  1341. }
  1342. #ifdef RENEWAL
  1343. static int64 battle_calc_sizefix(int64 damage, struct map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  1344. {
  1345. if (sd) {
  1346. //SizeFix only for players
  1347. if (!(sd->special_state.no_sizefix) && !flag)
  1348. DAMAGE_RATE(weapon_type==EQI_HAND_L?
  1349. sd->left_weapon.atkmods[t_size]:
  1350. sd->right_weapon.atkmods[t_size])
  1351. }
  1352. return damage;
  1353. }
  1354. static int battle_calc_status_attack(struct status_data *status, short hand)
  1355. {
  1356. //left-hand penalty on sATK is always 50% [Baalberith]
  1357. if (hand == EQI_HAND_L)
  1358. return status->batk;
  1359. else
  1360. return 2 * status->batk;
  1361. }
  1362. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, struct map_session_data *sd)
  1363. {
  1364. struct status_data *status = status_get_status_data(src);
  1365. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1366. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  1367. uint16 atkmax = atkmin;
  1368. int damage = atkmin;
  1369. uint16 weapon_perfection = 0;
  1370. struct status_change *sc = status_get_sc(src);
  1371. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  1372. int variance = wa->atk * (sd->inventory_data[sd->equip_index[type]]->wlv*5)/100;
  1373. atkmin = max(0,atkmin-variance);
  1374. atkmax = min(UINT16_MAX,atkmax+variance);
  1375. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1376. damage = atkmax;
  1377. else
  1378. damage = rnd_value(atkmin,atkmax);
  1379. }
  1380. if (sc && sc->data[SC_WEAPONPERFECTION])
  1381. weapon_perfection = 1;
  1382. damage = (int)battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  1383. return damage;
  1384. }
  1385. #endif
  1386. /*==========================================
  1387. * Calculates the standard damage of a normal attack assuming it hits,
  1388. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  1389. * This applies to pre-renewal and non-sd in renewal
  1390. *------------------------------------------
  1391. * Pass damage2 as NULL to not calc it.
  1392. * Flag values:
  1393. * &1: Critical hit
  1394. * &2: Arrow attack
  1395. * &4: Skill is Magic Crasher
  1396. * &8: Skip target size adjustment (Extremity Fist?)
  1397. *&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)
  1398. *
  1399. * Credits:
  1400. * Original coder Skoltex
  1401. * Initial refactoring by Baalberith
  1402. * Refined and optimized by helvetica
  1403. */
  1404. static int64 battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
  1405. {
  1406. unsigned int atkmin=0, atkmax=0;
  1407. short type = 0;
  1408. int64 damage = 0;
  1409. if (!sd) { //Mobs/Pets
  1410. if(flag&4) {
  1411. atkmin = status->matk_min;
  1412. atkmax = status->matk_max;
  1413. } else {
  1414. atkmin = wa->atk;
  1415. atkmax = wa->atk2;
  1416. }
  1417. if (atkmin > atkmax)
  1418. atkmin = atkmax;
  1419. } else { //PCs
  1420. atkmax = wa->atk;
  1421. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1422. if (!(flag&1) || (flag&2)) { //Normal attacks
  1423. atkmin = status->dex;
  1424. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  1425. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  1426. if (atkmin > atkmax)
  1427. atkmin = atkmax;
  1428. if(flag&2 && !(flag&16)) { //Bows
  1429. atkmin = atkmin*atkmax/100;
  1430. if (atkmin > atkmax)
  1431. atkmax = atkmin;
  1432. }
  1433. }
  1434. }
  1435. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1436. atkmin = atkmax;
  1437. //Weapon Damage calculation
  1438. if (!(flag&1))
  1439. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  1440. else
  1441. damage = atkmax;
  1442. if (sd) {
  1443. //rodatazone says the range is 0~arrow_atk-1 for non crit
  1444. if (flag&2 && sd->bonus.arrow_atk)
  1445. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  1446. //SizeFix only for players
  1447. if (!(sd->special_state.no_sizefix || (flag&8)))
  1448. DAMAGE_RATE(type==EQI_HAND_L?
  1449. sd->left_weapon.atkmods[t_size]:
  1450. sd->right_weapon.atkmods[t_size])
  1451. }
  1452. //Finally, add baseatk
  1453. if(flag&4)
  1454. damage += status->matk_min;
  1455. else
  1456. damage += status->batk;
  1457. //rodatazone says that Overrefine bonuses are part of baseatk
  1458. //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
  1459. if(sd) {
  1460. if (type == EQI_HAND_L) {
  1461. if(sd->left_weapon.overrefine)
  1462. damage += rnd()%sd->left_weapon.overrefine+1;
  1463. if (sd->weapon_atk_rate[sd->weapontype2])
  1464. DAMAGE_ADDRATE(sd->weapon_atk_rate[sd->weapontype2])
  1465. } else { //Right hand
  1466. if(sd->right_weapon.overrefine)
  1467. damage += rnd()%sd->right_weapon.overrefine+1;
  1468. if (sd->weapon_atk_rate[sd->weapontype1])
  1469. DAMAGE_ADDRATE(sd->weapon_atk_rate[sd->weapontype1])
  1470. }
  1471. }
  1472. #ifdef RENEWAL
  1473. if (flag&1)
  1474. damage = (damage * 14) / 10;
  1475. #endif
  1476. return damage;
  1477. }
  1478. /*==========================================
  1479. * Consumes ammo for the given skill.
  1480. *------------------------------------------
  1481. * Credits:
  1482. * Original coder Skoltex
  1483. * Initial refactoring by Baalberith
  1484. * Refined and optimized by helvetica
  1485. */
  1486. void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
  1487. {
  1488. int qty=1;
  1489. if (!battle_config.arrow_decrement)
  1490. return;
  1491. if (skill) {
  1492. qty = skill_get_ammo_qty(skill, lv);
  1493. if (!qty) qty = 1;
  1494. }
  1495. if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition
  1496. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  1497. sd->state.arrow_atk = 0;
  1498. }
  1499. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  1500. {
  1501. // [Akinari] , [Xynvaroth]: Traps are always short range.
  1502. if( skill_get_inf2( skill_id ) & INF2_TRAP )
  1503. return BF_SHORT;
  1504. //Skill Range Criteria
  1505. if (battle_config.skillrange_by_distance &&
  1506. (src->type&battle_config.skillrange_by_distance)
  1507. ) { //based on distance between src/target [Skotlex]
  1508. if (check_distance_bl(src, target, 5))
  1509. return BF_SHORT;
  1510. return BF_LONG;
  1511. }
  1512. //based on used skill's range
  1513. if (skill_get_range2(src, skill_id, skill_lv) < 5)
  1514. return BF_SHORT;
  1515. return BF_LONG;
  1516. }
  1517. static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id)
  1518. {
  1519. uint8 i;
  1520. if (!sd->skillblown[0].id)
  1521. return 0;
  1522. //Apply the bonus blewcount. [Skotlex]
  1523. for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
  1524. if (sd->skillblown[i].id == skill_id)
  1525. return sd->skillblown[i].val;
  1526. }
  1527. return 0;
  1528. }
  1529. /*==========================================
  1530. * Damage calculation for adjusting skill damage
  1531. * Credits:
  1532. [Lilith] for the first release of this
  1533. [Cydh] finishing and adding mapflag
  1534. * battle_skill_damage_skill() - skill_id based
  1535. * battle_skill_damage_map() - map based
  1536. *------------------------------------------*/
  1537. #ifdef ADJUST_SKILL_DAMAGE
  1538. bool battle_skill_damage_iscaster(uint8 caster, enum bl_type type)
  1539. {
  1540. if (caster == 0)
  1541. return false;
  1542. while (1) {
  1543. if (caster&SDC_PC && type == BL_PC) break;
  1544. if (caster&SDC_MOB && type == BL_MOB) break;
  1545. if (caster&SDC_PET && type == BL_PET) break;
  1546. if (caster&SDC_HOM && type == BL_HOM) break;
  1547. if (caster&SDC_MER && type == BL_MER) break;
  1548. if (caster&SDC_ELEM && type == BL_ELEM) break;
  1549. return false;
  1550. }
  1551. return true;
  1552. }
  1553. int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id)
  1554. {
  1555. unsigned short m = src->m;
  1556. int idx;
  1557. struct s_skill_damage *damage = NULL;
  1558. if ((idx = skill_get_index(skill_id)) < 0 || !skill_db[idx].damage.map)
  1559. return 0;
  1560. damage = &skill_db[idx].damage;
  1561. //check the adjustment works for specified type
  1562. if (!battle_skill_damage_iscaster(damage->caster,src->type))
  1563. return 0;
  1564. if ((damage->map&1 && (!map[m].flag.pvp && !map_flag_gvg(m) && !map[m].flag.battleground && !map[m].flag.skill_damage && !map[m].flag.restricted)) ||
  1565. (damage->map&2 && map[m].flag.pvp) ||
  1566. (damage->map&4 && map_flag_gvg(m)) ||
  1567. (damage->map&8 && map[m].flag.battleground) ||
  1568. (damage->map&16 && map[m].flag.skill_damage) ||
  1569. (map[m].flag.restricted && skill_db[idx].damage.map&(8*map[m].zone)))
  1570. {
  1571. switch (target->type) {
  1572. case BL_PC:
  1573. return damage->pc;
  1574. case BL_MOB:
  1575. if (is_boss(target))
  1576. return damage->boss;
  1577. else
  1578. return damage->mob;
  1579. default:
  1580. return damage->other;
  1581. }
  1582. }
  1583. return 0;
  1584. }
  1585. int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id)
  1586. {
  1587. int rate = 0;
  1588. uint16 m = src->m;
  1589. uint8 i;
  1590. if (!map[m].flag.skill_damage)
  1591. return 0;
  1592. /* modifier for all skills */
  1593. if (battle_skill_damage_iscaster(map[m].adjust.damage.caster,src->type)) {
  1594. switch (target->type) {
  1595. case BL_PC:
  1596. rate = map[m].adjust.damage.pc;
  1597. break;
  1598. case BL_MOB:
  1599. if (is_boss(target))
  1600. rate = map[m].adjust.damage.boss;
  1601. else
  1602. rate = map[m].adjust.damage.mob;
  1603. break;
  1604. default:
  1605. rate = map[m].adjust.damage.other;
  1606. break;
  1607. }
  1608. }
  1609. /* modifier for specified map */
  1610. ARR_FIND(0,MAX_MAP_SKILL_MODIFIER,i,map[m].skill_damage[i].skill_id == skill_id);
  1611. if (i < MAX_MAP_SKILL_MODIFIER) {
  1612. if (battle_skill_damage_iscaster(map[m].skill_damage[i].caster,src->type)) {
  1613. switch (target->type) {
  1614. case BL_PC:
  1615. rate += map[m].skill_damage[i].pc;
  1616. break;
  1617. case BL_MOB:
  1618. if (is_boss(target))
  1619. rate += map[m].skill_damage[i].boss;
  1620. else
  1621. rate += map[m].skill_damage[i].mob;
  1622. break;
  1623. default:
  1624. rate += map[m].skill_damage[i].other;
  1625. break;
  1626. }
  1627. }
  1628. }
  1629. return rate;
  1630. }
  1631. int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id)
  1632. {
  1633. if (!target)
  1634. return 0;
  1635. return battle_skill_damage_skill(src,target,skill_id) + battle_skill_damage_map(src,target,skill_id);
  1636. }
  1637. #endif
  1638. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  1639. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  1640. /*=======================================================
  1641. * Should infinite defense be applied on target? (plant)
  1642. *-------------------------------------------------------
  1643. * Credits:
  1644. * Original coder Skoltex
  1645. * Initial refactoring by Baalberith
  1646. * Refined and optimized by helvetica
  1647. */
  1648. static bool target_has_infinite_defense(struct block_list *target, int skill_id)
  1649. {
  1650. struct status_data *tstatus = status_get_status_data(target);
  1651. if(target->type == BL_SKILL){
  1652. TBL_SKILL *su = (TBL_SKILL*)target;
  1653. if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
  1654. return true;
  1655. }
  1656. return (tstatus->mode&MD_PLANT && skill_id != RA_CLUSTERBOMB
  1657. #ifdef RENEWAL
  1658. && skill_id != HT_FREEZINGTRAP && skill_id != HT_CLAYMORETRAP
  1659. #endif
  1660. );
  1661. }
  1662. /*========================
  1663. * Is attack arrow based?
  1664. *------------------------
  1665. * Credits:
  1666. * Original coder Skoltex
  1667. * Initial refactoring by Baalberith
  1668. * Refined and optimized by helvetica
  1669. */
  1670. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  1671. {
  1672. if(src != NULL) {
  1673. struct status_data *sstatus = status_get_status_data(src);
  1674. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1675. return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3)) || (skill_id == HT_PHANTASMIC));
  1676. } else
  1677. return false;
  1678. }
  1679. /*=========================================
  1680. * Is attack right handed? By default yes.
  1681. *-----------------------------------------
  1682. * Credits:
  1683. * Original coder Skoltex
  1684. * Initial refactoring by Baalberith
  1685. * Refined and optimized by helvetica
  1686. */
  1687. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  1688. {
  1689. if(src != NULL) {
  1690. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1691. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  1692. if(!skill_id && sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  1693. return false;
  1694. }
  1695. return true;
  1696. }
  1697. /*=======================================
  1698. * Is attack left handed? By default no.
  1699. *---------------------------------------
  1700. * Credits:
  1701. * Original coder Skoltex
  1702. * Initial refactoring by Baalberith
  1703. * Refined and optimized by helvetica
  1704. */
  1705. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  1706. {
  1707. if(src != NULL) {
  1708. struct status_data *sstatus = status_get_status_data(src);
  1709. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1710. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  1711. if(!skill_id) {
  1712. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  1713. return true;
  1714. if (sstatus->lhw.atk)
  1715. return true;
  1716. if (sd && sd->status.weapon == W_KATAR)
  1717. return true;
  1718. }
  1719. }
  1720. return false;
  1721. }
  1722. /*=============================
  1723. * Do we score a critical hit?
  1724. *-----------------------------
  1725. * Credits:
  1726. * Original coder Skoltex
  1727. * Initial refactoring by Baalberith
  1728. * Refined and optimized by helvetica
  1729. */
  1730. 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)
  1731. {
  1732. struct status_data *sstatus = status_get_status_data(src);
  1733. struct status_data *tstatus = status_get_status_data(target);
  1734. struct status_change *sc = status_get_sc(src);
  1735. struct status_change *tsc = status_get_sc(target);
  1736. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1737. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  1738. if (!first_call)
  1739. return (wd.type == 0x0a);
  1740. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  1741. return true;
  1742. if( !(wd.type&0x08) && sstatus->cri &&
  1743. (!skill_id ||
  1744. skill_id == KN_AUTOCOUNTER ||
  1745. skill_id == SN_SHARPSHOOTING || skill_id == MA_SHARPSHOOTING ||
  1746. skill_id == NJ_KIRIKAGE))
  1747. {
  1748. short cri = sstatus->cri;
  1749. if (sd) {
  1750. cri+= sd->critaddrace[tstatus->race];
  1751. if(is_skill_using_arrow(src, skill_id))
  1752. cri += sd->bonus.arrow_cri;
  1753. }
  1754. if( sc && sc->data[SC_CAMOUFLAGE] )
  1755. cri += 100 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max 100% (1K)
  1756. //The official equation is *2, but that only applies when sd's do critical.
  1757. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  1758. cri -= tstatus->luk*(!sd&&tsd?3:2);
  1759. if( tsc && tsc->data[SC_SLEEP] )
  1760. cri <<= 1;
  1761. switch (skill_id) {
  1762. case KN_AUTOCOUNTER:
  1763. if(battle_config.auto_counter_type &&
  1764. (battle_config.auto_counter_type&src->type))
  1765. return true;
  1766. else
  1767. cri <<= 1;
  1768. break;
  1769. case SN_SHARPSHOOTING:
  1770. case MA_SHARPSHOOTING:
  1771. cri += 200;
  1772. break;
  1773. case NJ_KIRIKAGE:
  1774. cri += 250 + 50*skill_lv;
  1775. break;
  1776. }
  1777. if(tsd && tsd->bonus.critical_def)
  1778. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  1779. return (rnd()%1000 < cri);
  1780. }
  1781. return 0;
  1782. }
  1783. /*==========================================================
  1784. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  1785. *----------------------------------------------------------
  1786. * Credits:
  1787. * Original coder Skoltex
  1788. * Initial refactoring by Baalberith
  1789. * Refined and optimized by helvetica
  1790. */
  1791. 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)
  1792. {
  1793. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  1794. return 2;
  1795. if(src != NULL) {
  1796. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1797. struct status_data *tstatus = status_get_status_data(target);
  1798. #ifdef RENEWAL
  1799. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  1800. && skill_id != PA_SHIELDCHAIN && skill_id != ASC_BREAKER ) // Renewal: Soul Breaker no longer gains ice pick effect and ice pick effect gets crit benefit [helvetica]
  1801. #else
  1802. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  1803. && skill_id != PA_SHIELDCHAIN && !is_attack_critical(wd, src, target, skill_id, skill_lv, false) )
  1804. #endif
  1805. { //Elemental/Racial adjustments
  1806. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  1807. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  1808. sd->right_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS)))
  1809. )
  1810. if (weapon_position == EQI_HAND_R)
  1811. return 1;
  1812. if( sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  1813. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  1814. sd->left_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))) )
  1815. { //Pass effect onto right hand if configured so. [Skotlex]
  1816. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  1817. if (weapon_position == EQI_HAND_R)
  1818. return 1;
  1819. }
  1820. else if (weapon_position == EQI_HAND_L)
  1821. return 1;
  1822. }
  1823. }
  1824. }
  1825. return 0;
  1826. }
  1827. static bool battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  1828. {
  1829. int nk = skill_get_nk(skill_id);
  1830. if( !skill_id && is_splash ) //If flag, this is splash damage from Baphomet Card and it always hits.
  1831. nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
  1832. return nk;
  1833. }
  1834. /*=============================
  1835. * Checks if attack is hitting
  1836. *-----------------------------
  1837. * Credits:
  1838. * Original coder Skoltex
  1839. * Initial refactoring by Baalberith
  1840. * Refined and optimized by helvetica
  1841. */
  1842. 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)
  1843. {
  1844. struct status_data *sstatus = status_get_status_data(src);
  1845. struct status_data *tstatus = status_get_status_data(target);
  1846. struct status_change *sc = status_get_sc(src);
  1847. struct status_change *tsc = status_get_sc(target);
  1848. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1849. int skill, nk;
  1850. short flee, hitrate;
  1851. if (!first_call)
  1852. return (wd.dmg_lv != ATK_FLEE);
  1853. nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  1854. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  1855. return true;
  1856. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  1857. return true;
  1858. else if (sc && sc->data[SC_FUSION])
  1859. return true;
  1860. else if (skill_id == AS_SPLASHER && !wd.miscflag)
  1861. return true;
  1862. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  1863. return true;
  1864. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  1865. return true;
  1866. else if (nk&NK_IGNORE_FLEE)
  1867. return true;
  1868. if( sc && (sc->data[SC_NEUTRALBARRIER] || sc->data[SC_NEUTRALBARRIER_MASTER]) && wd.flag&BF_LONG )
  1869. return false;
  1870. flee = tstatus->flee;
  1871. #ifdef RENEWAL
  1872. hitrate = 0; //Default hitrate
  1873. #else
  1874. hitrate = 80; //Default hitrate
  1875. #endif
  1876. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  1877. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  1878. if(attacker_count >= battle_config.agi_penalty_count) {
  1879. if (battle_config.agi_penalty_type == 1)
  1880. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  1881. else //asume type 2: absolute reduction
  1882. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  1883. if(flee < 1) flee = 1;
  1884. }
  1885. }
  1886. hitrate+= sstatus->hit - flee;
  1887. if(wd.flag&BF_LONG && !skill_id && //Fogwall's hit penalty is only for normal ranged attacks.
  1888. tsc && tsc->data[SC_FOGWALL])
  1889. hitrate -= 50;
  1890. if(sd && is_skill_using_arrow(src, skill_id))
  1891. hitrate += sd->bonus.arrow_hit;
  1892. #ifdef RENEWAL
  1893. if( sd ) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  1894. hitrate += pc_checkskill(sd,AC_VULTURE);
  1895. #endif
  1896. if(skill_id)
  1897. switch(skill_id) { //Hit skill modifiers
  1898. //It is proven that bonus is applied on final hitrate, not hit.
  1899. case SM_BASH:
  1900. case MS_BASH:
  1901. hitrate += hitrate * 5 * skill_lv / 100;
  1902. break;
  1903. case MS_MAGNUM:
  1904. case SM_MAGNUM:
  1905. hitrate += hitrate * 10 * skill_lv / 100;
  1906. break;
  1907. case KN_AUTOCOUNTER:
  1908. case PA_SHIELDCHAIN:
  1909. case NPC_WATERATTACK:
  1910. case NPC_GROUNDATTACK:
  1911. case NPC_FIREATTACK:
  1912. case NPC_WINDATTACK:
  1913. case NPC_POISONATTACK:
  1914. case NPC_HOLYATTACK:
  1915. case NPC_DARKNESSATTACK:
  1916. case NPC_UNDEADATTACK:
  1917. case NPC_TELEKINESISATTACK:
  1918. case NPC_BLEEDING:
  1919. hitrate += hitrate * 20 / 100;
  1920. break;
  1921. case KN_PIERCE:
  1922. case ML_PIERCE:
  1923. hitrate += hitrate * 5 * skill_lv / 100;
  1924. break;
  1925. case AS_SONICBLOW:
  1926. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1927. hitrate += hitrate * 50 / 100;
  1928. break;
  1929. case MC_CARTREVOLUTION:
  1930. case GN_CART_TORNADO:
  1931. case GN_CARTCANNON:
  1932. if( sd && pc_checkskill(sd, GN_REMODELING_CART) )
  1933. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  1934. break;
  1935. case LG_BANISHINGPOINT:
  1936. hitrate += 3 * skill_lv;
  1937. break;
  1938. case GC_VENOMPRESSURE:
  1939. hitrate += 10 + 4 * skill_lv;
  1940. break;
  1941. case RL_SLUGSHOT:
  1942. if (distance_bl(src,target) > 3)
  1943. hitrate -= (10 - (skill_lv - 1));
  1944. break;
  1945. }
  1946. else if( sd && wd.type&0x08 && 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]
  1947. hitrate += pc_checkskill(sd,TF_DOUBLE);
  1948. if( sd ) {
  1949. // Weaponry Research hidden bonus
  1950. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1951. hitrate += hitrate * ( 2 * skill ) / 100;
  1952. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  1953. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  1954. hitrate += 3 * skill;
  1955. }
  1956. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  1957. return (rnd()%100 < hitrate);
  1958. }
  1959. /*==========================================
  1960. * If attack ignores def..
  1961. *------------------------------------------
  1962. * Credits:
  1963. * Original coder Skoltex
  1964. * Initial refactoring by Baalberith
  1965. * Refined and optimized by helvetica
  1966. */
  1967. 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)
  1968. {
  1969. struct status_data *tstatus = status_get_status_data(target);
  1970. struct status_change *sc = status_get_sc(src);
  1971. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1972. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  1973. #ifndef RENEWAL
  1974. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  1975. return true;
  1976. else
  1977. #endif
  1978. if (sc && sc->data[SC_FUSION])
  1979. return true;
  1980. #ifdef RENEWAL
  1981. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != ASC_BREAKER) // Renewal: Soul Breaker no longer gains ignore DEF from weapon [helvetica]
  1982. #else
  1983. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  1984. #endif
  1985. { //Ignore Defense?
  1986. if (sd && ((sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele)) ||
  1987. sd->right_weapon.ignore_def_race & (1<<tstatus->race) ||
  1988. sd->right_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)))
  1989. if (weapon_position == EQI_HAND_R)
  1990. return true;
  1991. if (sd && ((sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele)) ||
  1992. sd->left_weapon.ignore_def_race & (1<<tstatus->race) ||
  1993. sd->left_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)))
  1994. {
  1995. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  1996. if (weapon_position == EQI_HAND_R)
  1997. return true;
  1998. } else if (weapon_position == EQI_HAND_L)
  1999. return true;
  2000. }
  2001. }
  2002. return (nk&NK_IGNORE_DEF);
  2003. }
  2004. /*================================================
  2005. * Should skill attack consider VVS and masteries?
  2006. *------------------------------------------------
  2007. * Credits:
  2008. * Original coder Skoltex
  2009. * Initial refactoring by Baalberith
  2010. * Refined and optimized by helvetica
  2011. */
  2012. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
  2013. {
  2014. if (
  2015. #ifndef RENEWAL
  2016. skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
  2017. #endif
  2018. skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE || skill_id == RK_DRAGONBREATH_WATER)
  2019. return false;
  2020. return true;
  2021. }
  2022. #ifdef RENEWAL
  2023. /*========================================
  2024. * Calulate equipment ATK for renewal ATK
  2025. *----------------------------------------
  2026. * Credits:
  2027. * Original coder Skoltex
  2028. * Initial refactoring by Baalberith
  2029. * Refined and optimized by helvetica
  2030. */
  2031. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  2032. {
  2033. if(src != NULL) {
  2034. int eatk=0;
  2035. struct status_data *status = status_get_status_data(src);
  2036. struct status_change *sc = status_get_sc(src);
  2037. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2038. if(sc){
  2039. if(sc->data[SC_CAMOUFLAGE] )
  2040. eatk += 30 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max +300atk
  2041. }
  2042. if(sd) eatk += is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0; // add arrow atk if using an applicable skill
  2043. return eatk + status->eatk;
  2044. }
  2045. return 0; // shouldn't happen but just in case
  2046. }
  2047. #endif
  2048. /*========================================
  2049. * Returns the element type of attack
  2050. *----------------------------------------
  2051. * Credits:
  2052. * Original coder Skoltex
  2053. * Initial refactoring by Baalberith
  2054. * Refined and optimized by helvetica
  2055. */
  2056. static int battle_get_weapon_element(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only)
  2057. {
  2058. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2059. struct status_change *sc = status_get_sc(src);
  2060. struct status_data *sstatus = status_get_status_data(src);
  2061. uint8 i;
  2062. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2063. int element = skill_get_ele(skill_id, skill_lv);
  2064. //Take weapon's element
  2065. if( !skill_id || element == -1 ) {
  2066. if (weapon_position == EQI_HAND_R)
  2067. element = sstatus->rhw.ele;
  2068. else
  2069. element = sstatus->lhw.ele;
  2070. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  2071. element = sd->bonus.arrow_ele;
  2072. if( battle_config.attack_attr_none&src->type )
  2073. element = ELE_NONE; //Weapon's element is "not elemental"
  2074. // on official endows override all other elements [helvetica]
  2075. if( sd ){ //Summoning 10 talisman will endow your weapon.
  2076. ARR_FIND(1, 6, i, sd->talisman[i] >= 10);
  2077. if( i < 5 )
  2078. element = i;
  2079. if(sc) { // check for endows
  2080. if(sc->data[SC_ENCHANTARMS])
  2081. element = sc->data[SC_ENCHANTARMS]->val2;
  2082. }
  2083. }
  2084. }
  2085. else if( element == -2 ) //Use enchantment's element
  2086. element = status_get_attack_sc_element(src,sc);
  2087. else if( element == -3 ) //Use random element
  2088. element = rnd()%ELE_MAX;
  2089. switch( skill_id ) {
  2090. case GS_GROUNDDRIFT:
  2091. element = wd.miscflag; //element comes in flag.
  2092. break;
  2093. case LK_SPIRALPIERCE:
  2094. if (!sd)
  2095. element = ELE_NEUTRAL; //forced neutral for monsters
  2096. break;
  2097. case RL_H_MINE:
  2098. if (sd && sd->skill_id_old == RL_FLICKER) //Force RL_H_MINE deals fire damage if ativated by RL_FLICKER
  2099. element = ELE_FIRE;
  2100. break;
  2101. case KO_KAIHOU:
  2102. if( sd ){
  2103. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  2104. if( i < 5 )
  2105. element = i;
  2106. }
  2107. break;
  2108. }
  2109. if (!(nk & NK_NO_ELEFIX) && element != ELE_NONE)
  2110. if (src->type == BL_HOM)
  2111. element = ELE_NONE; //skill is "not elemental"
  2112. if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN)) {
  2113. element = ELE_HOLY;
  2114. }
  2115. // calc_flag means the element should be calculated for damage only
  2116. if (calc_for_damage_only)
  2117. return element;
  2118. #ifdef RENEWAL
  2119. if (skill_id == CR_SHIELDBOOMERANG)
  2120. element = ELE_NEUTRAL;
  2121. #endif
  2122. return element;
  2123. }
  2124. /*========================================
  2125. * Do element damage modifier calculation
  2126. *----------------------------------------
  2127. * Credits:
  2128. * Original coder Skoltex
  2129. * Initial refactoring by Baalberith
  2130. * Refined and optimized by helvetica
  2131. */
  2132. static struct Damage battle_calc_element_damage(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2133. {
  2134. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2135. struct status_change *sc = status_get_sc(src);
  2136. struct status_data *sstatus = status_get_status_data(src);
  2137. struct status_data *tstatus = status_get_status_data(target);
  2138. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  2139. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  2140. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2141. if( !(nk&NK_NO_ELEFIX) && right_element != ELE_NONE )
  2142. { //Elemental attribute fix
  2143. if( wd.damage > 0 )
  2144. {
  2145. wd.damage=battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2146. if( skill_id == MC_CARTREVOLUTION ) //Cart Revolution apply the element fix once more with neutral element
  2147. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2148. if( skill_id == GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage.
  2149. wd.damage += battle_attr_fix(src, target, 50*skill_lv, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2150. }
  2151. if( is_attack_left_handed(src, skill_id) && wd.damage2 > 0 )
  2152. wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element ,tstatus->def_ele, tstatus->ele_lv);
  2153. if( sc && sc->data[SC_WATK_ELEMENT] )
  2154. { // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  2155. int64 damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2156. wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2157. if( is_attack_left_handed(src, skill_id) )
  2158. {
  2159. damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2160. wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2161. }
  2162. }
  2163. }
  2164. return wd;
  2165. }
  2166. #define ATK_RATE(damage, damage2, a ) {damage= damage*(a)/100 ; if(is_attack_left_handed(src, skill_id)) damage2= damage2*(a)/100; }
  2167. #define ATK_RATE2(damage, damage2, a , b ) { damage= damage*(a)/100 ; if(is_attack_left_handed(src, skill_id)) damage2= damage2*(b)/100; }
  2168. #define ATK_RATER(damage, a){ damage = (int64)damage*(a)/100;}
  2169. #define ATK_RATEL(damage2, a){ damage2 = (int64)damage2*(a)/100;}
  2170. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2171. #define ATK_ADDRATE(damage, damage2, a ) { damage+= damage*(a)/100 ; if(is_attack_left_handed(src, skill_id)) damage2+= damage2*(a)/100; }
  2172. #define ATK_ADDRATE2(damage, damage2, a , b ) { damage+= damage*(a)/100 ; if(is_attack_left_handed(src, skill_id)) damage2+= damage2*(b)/100; }
  2173. //Adds an absolute value to damage. 100 = +100 damage
  2174. #define ATK_ADD(damage, damage2, a ) { damage+= a; if (is_attack_left_handed(src, skill_id)) damage2+= a; }
  2175. #define ATK_ADD2(damage, damage2, a , b ) { damage+= a; if (is_attack_left_handed(src, skill_id)) damage2+= b; }
  2176. #ifdef RENEWAL
  2177. #define RE_ALLATK_ADD(wd, a ) {ATK_ADD(wd.statusAtk, wd.statusAtk2, a); ATK_ADD(wd.weaponAtk, wd.weaponAtk2, a); ATK_ADD(wd.equipAtk, wd.equipAtk2, a); ATK_ADD(wd.masteryAtk, wd.masteryAtk2, a); }
  2178. #define RE_ALLATK_RATE(wd, a ) {ATK_RATE(wd.statusAtk, wd.statusAtk2, a); ATK_RATE(wd.weaponAtk, wd.weaponAtk2, a); ATK_RATE(wd.equipAtk, wd.equipAtk2, a); ATK_RATE(wd.masteryAtk, wd.masteryAtk2, a); }
  2179. #define RE_ALLATK_ADDRATE(wd, a ) {ATK_ADDRATE(wd.statusAtk, wd.statusAtk2, a); ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, a); ATK_ADDRATE(wd.equipAtk, wd.equipAtk2, a); ATK_ADDRATE(wd.masteryAtk, wd.masteryAtk2, a); }
  2180. #else
  2181. #define RE_ALLATK_ADD(wd, a ) {;}
  2182. #define RE_ALLATK_RATE(wd, a ) {;}
  2183. #define RE_ALLATK_ADDRATE(wd, a ) {;}
  2184. #endif
  2185. /*==================================
  2186. * Calculate weapon mastery damages
  2187. *----------------------------------
  2188. * Credits:
  2189. * Original coder Skoltex
  2190. * Initial refactoring by Baalberith
  2191. * Refined and optimized by helvetica
  2192. */
  2193. static struct Damage battle_calc_attack_masteries(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2194. {
  2195. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2196. struct status_change *sc = status_get_sc(src);
  2197. struct status_data *sstatus = status_get_status_data(src);
  2198. int t_class = status_get_class(target);
  2199. if (sd && battle_skill_stacks_masteries_vvs(skill_id) &&
  2200. skill_id != MO_INVESTIGATE &&
  2201. skill_id != MO_EXTREMITYFIST &&
  2202. skill_id != CR_GRANDCROSS)
  2203. { //Add mastery damage
  2204. int skill, skillratio;
  2205. uint8 i;
  2206. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  2207. #ifdef RENEWAL
  2208. wd.masteryAtk = (int)battle_addmastery(sd,target,wd.weaponAtk,0);
  2209. #endif
  2210. if (is_attack_left_handed(src, skill_id)) {
  2211. wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  2212. #ifdef RENEWAL
  2213. wd.masteryAtk2 = (int)battle_addmastery(sd,target,wd.weaponAtk2,1);
  2214. #endif
  2215. }
  2216. if (sc && sc->data[SC_MIRACLE])
  2217. i = 2; //Star anger
  2218. else
  2219. ARR_FIND(0, MAX_PC_FEELHATE, i, t_class == sd->hate_mob[i]);
  2220. if (i < MAX_PC_FEELHATE && (skill=pc_checkskill(sd,sg_info[i].anger_id))){
  2221. skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  2222. if (i == 2) skillratio += sstatus->str; //Star Anger
  2223. if (skill<4)
  2224. skillratio /= 12-3*skill;
  2225. ATK_ADDRATE(wd.damage, wd.damage2, skillratio);
  2226. #ifdef RENEWAL
  2227. ATK_ADDRATE(wd.masteryAtk, wd.masteryAtk2, skillratio);
  2228. #endif
  2229. }
  2230. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) {
  2231. ATK_ADD(wd.damage, wd.damage2, 3*skill);
  2232. #ifdef RENEWAL
  2233. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 3*skill);
  2234. #endif
  2235. }
  2236. }
  2237. return wd;
  2238. }
  2239. #ifdef RENEWAL
  2240. /*=========================================
  2241. * Calculate the various Renewal ATK parts
  2242. *-----------------------------------------
  2243. * Credits:
  2244. * Original coder Skoltex
  2245. * Initial refactoring by Baalberith
  2246. * Refined and optimized by helvetica
  2247. */
  2248. struct Damage battle_calc_damage_parts(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2249. {
  2250. struct status_data *sstatus = status_get_status_data(src);
  2251. struct status_data *tstatus = status_get_status_data(target);
  2252. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2253. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  2254. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  2255. wd.statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
  2256. wd.statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
  2257. if (skill_id || (sd && sd->sc.data[SC_SEVENWIND])) {
  2258. // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  2259. wd.statusAtk = (int)battle_attr_fix(src, target, wd.statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2260. wd.statusAtk2 = (int)battle_attr_fix(src, target, wd.statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv);
  2261. }
  2262. else { // status atk is considered neutral on normal attacks [helvetica]
  2263. wd.statusAtk = (int)battle_attr_fix(src, target, wd.statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2264. wd.statusAtk2 = (int)battle_attr_fix(src, target, wd.statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2265. }
  2266. wd.weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd);
  2267. wd.weaponAtk = (int)battle_attr_fix(src, target, wd.weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2268. wd.weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd);
  2269. wd.weaponAtk2 = (int)battle_attr_fix(src, target, wd.weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2270. wd.equipAtk += battle_calc_equip_attack(src, skill_id);
  2271. wd.equipAtk = (int)battle_attr_fix(src, target, wd.equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2272. wd.equipAtk2 += battle_calc_equip_attack(src, skill_id);
  2273. wd.equipAtk2 = (int)battle_attr_fix(src, target, wd.equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2274. wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  2275. wd.damage = 0;
  2276. wd.damage2 = 0;
  2277. return wd;
  2278. }
  2279. #endif
  2280. /*==========================================================
  2281. * Calculate basic ATK that goes into the skill ATK formula
  2282. *----------------------------------------------------------
  2283. * Credits:
  2284. * Original coder Skoltex
  2285. * Initial refactoring by Baalberith
  2286. * Refined and optimized by helvetica
  2287. */
  2288. struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2289. {
  2290. struct status_change *sc = status_get_sc(src);
  2291. struct status_data *sstatus = status_get_status_data(src);
  2292. struct status_data *tstatus = status_get_status_data(target);
  2293. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2294. int skill;
  2295. uint16 i;
  2296. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2297. switch (skill_id) { //Calc base damage according to skill
  2298. case PA_SACRIFICE:
  2299. wd.damage = (int64)sstatus->max_hp* 9/100;
  2300. wd.damage2 = 0;
  2301. #ifdef RENEWAL
  2302. wd.weaponAtk = (int)wd.damage;
  2303. wd.weaponAtk2 = (int)wd.damage2;
  2304. #endif
  2305. break;
  2306. #ifdef RENEWAL
  2307. case LK_SPIRALPIERCE:
  2308. case ML_SPIRALPIERCE:
  2309. if (sd) {
  2310. short index = sd->equip_index[EQI_HAND_R];
  2311. if (index >= 0 &&
  2312. sd->inventory_data[index] &&
  2313. sd->inventory_data[index]->type == IT_WEAPON)
  2314. wd.equipAtk += sd->inventory_data[index]->weight/20; // weight from spear is treated as equipment ATK on official [helvetica]
  2315. wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2316. wd.masteryAtk = 0; // weapon mastery is ignored for spiral
  2317. } else {
  2318. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
  2319. }
  2320. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2321. case SZ_SMALL: //Small: 125%
  2322. ATK_RATE(wd.damage, wd.damage2, 125);
  2323. RE_ALLATK_RATE(wd, 125);
  2324. break;
  2325. //case SZ_MEDIUM: //Medium: 100%
  2326. case SZ_BIG: //Large: 75%
  2327. ATK_RATE(wd.damage, wd.damage2, 75);
  2328. RE_ALLATK_RATE(wd, 75);
  2329. break;
  2330. }
  2331. #else
  2332. case NJ_ISSEN:
  2333. wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
  2334. wd.damage2 = 0;
  2335. break;
  2336. case LK_SPIRALPIERCE:
  2337. case ML_SPIRALPIERCE:
  2338. if (sd) {
  2339. short index = sd->equip_index[EQI_HAND_R];
  2340. if (index >= 0 &&
  2341. sd->inventory_data[index] &&
  2342. sd->inventory_data[index]->type == IT_WEAPON)
  2343. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  2344. ATK_ADDRATE(wd.damage, wd.damage2, 50*skill_lv); //Skill modifier applies to weight only.
  2345. } else {
  2346. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
  2347. }
  2348. i = sstatus->str/10;
  2349. i*=i;
  2350. ATK_ADD(wd.damage, wd.damage2, i); //Add str bonus.
  2351. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2352. case SZ_SMALL: //Small: 125%
  2353. ATK_RATE(wd.damage, wd.damage2, 125);
  2354. break;
  2355. //case SZ_MEDIUM: //Medium: 100%
  2356. case SZ_BIG: //Large: 75%
  2357. ATK_RATE(wd.damage, wd.damage2, 75);
  2358. break;
  2359. }
  2360. #endif
  2361. break;
  2362. case TF_POISON: // Additional 15*skill level damage
  2363. ATK_ADD(wd.damage, wd.damage2, 15*skill_lv);
  2364. #ifdef RENEWAL
  2365. wd.masteryAtk += 15*skill_lv; // ATK from Envenom is treated as mastery type damage [helvetica]
  2366. #endif
  2367. case CR_SHIELDBOOMERANG:
  2368. case PA_SHIELDCHAIN:
  2369. case LG_SHIELDPRESS:
  2370. case LG_EARTHDRIVE:
  2371. wd.damage = sstatus->batk;
  2372. if (sd) {
  2373. short index = sd->equip_index[EQI_HAND_L];
  2374. if (index >= 0 &&
  2375. sd->inventory_data[index] &&
  2376. sd->inventory_data[index]->type == IT_ARMOR)
  2377. ATK_ADD(wd.damage, wd.damage2, sd->inventory_data[index]->weight/10);
  2378. } else
  2379. ATK_ADD(wd.damage, wd.damage2, sstatus->rhw.atk2); //Else use Atk2
  2380. #ifdef RENEWAL
  2381. wd.weaponAtk = (int)wd.damage;
  2382. wd.weaponAtk2 = (int)wd.damage2;
  2383. #endif
  2384. break;
  2385. case HFLI_SBR44: //[orn]
  2386. if(src->type == BL_HOM) {
  2387. wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  2388. }
  2389. break;
  2390. default:
  2391. {
  2392. #ifdef RENEWAL
  2393. if (sd)
  2394. wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2395. else {
  2396. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2397. (!skill_id && sc && sc->data[SC_CHANGE]?4:0);
  2398. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  2399. if (is_attack_left_handed(src, skill_id))
  2400. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  2401. }
  2402. #else
  2403. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2404. (is_skill_using_arrow(src, skill_id)?2:0)|
  2405. (skill_id == HW_MAGICCRASHER?4:0)|
  2406. (!skill_id && sc && sc->data[SC_CHANGE]?4:0)|
  2407. (skill_id == MO_EXTREMITYFIST?8:0)|
  2408. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  2409. if (is_skill_using_arrow(src, skill_id) && sd)
  2410. switch(sd->status.weapon) {
  2411. case W_BOW:
  2412. case W_REVOLVER:
  2413. case W_GATLING:
  2414. case W_SHOTGUN:
  2415. case W_GRENADE:
  2416. break;
  2417. default:
  2418. i |= 16; // for ex. shuriken must not be influenced by DEX
  2419. }
  2420. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  2421. if (is_attack_left_handed(src, skill_id))
  2422. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  2423. #endif
  2424. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  2425. if(wd.miscflag > 0) {
  2426. wd.damage /= wd.miscflag;
  2427. #ifdef RENEWAL
  2428. wd.statusAtk /= wd.miscflag;
  2429. wd.weaponAtk /= wd.miscflag;
  2430. wd.equipAtk /= wd.miscflag;
  2431. wd.masteryAtk /= wd.miscflag;
  2432. #endif
  2433. }
  2434. else
  2435. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  2436. }
  2437. //Add any bonuses that modify the base atk (pre-skills)
  2438. if(sd) {
  2439. if (sd->bonus.atk_rate) {
  2440. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.atk_rate);
  2441. RE_ALLATK_ADDRATE(wd, sd->bonus.atk_rate);
  2442. }
  2443. #ifndef RENEWAL
  2444. if(is_attack_critical(wd, src, target, skill_id, skill_lv, false) && sd->bonus.crit_atk_rate) { // add +crit damage bonuses here in pre-renewal mode [helvetica]
  2445. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.crit_atk_rate);
  2446. }
  2447. #endif
  2448. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  2449. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  2450. ATK_ADDRATE(wd.damage, wd.damage2, 2*skill*i);
  2451. RE_ALLATK_ADDRATE(wd, 2*skill*i);
  2452. }
  2453. }
  2454. }
  2455. break;
  2456. } //End default case
  2457. } //End switch(skill_id)
  2458. return wd;
  2459. }
  2460. //For quick div adjustment.
  2461. #define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
  2462. #define damage_div_fix2(dmg, div) { if (div > 1) (dmg)*=div; }
  2463. #define damage_div_fix_renewal(wd, div) { damage_div_fix2(wd.statusAtk, div); damage_div_fix2(wd.weaponAtk, div); damage_div_fix2(wd.equipAtk, div); damage_div_fix2(wd.masteryAtk, div); }
  2464. /*=======================================
  2465. * Check for and calculate multi attacks
  2466. *---------------------------------------
  2467. * Credits:
  2468. * Original coder Skoltex
  2469. * Initial refactoring by Baalberith
  2470. * Refined and optimized by helvetica
  2471. */
  2472. static struct Damage battle_calc_multi_attack(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2473. {
  2474. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2475. struct status_change *sc = status_get_sc(src);
  2476. struct status_change *tsc = status_get_sc(target);
  2477. struct status_data *tstatus = status_get_status_data(target);
  2478. short i;
  2479. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  2480. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  2481. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) //Will fail bare-handed
  2482. || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Need confirmation
  2483. { //Success chance is not added, the higher one is used [Skotlex]
  2484. if( rnd()%100 < ( 5*skill_lv > sd->bonus.double_rate ? 5*skill_lv : sc && sc->data[SC_KAGEMUSYA]?sc->data[SC_KAGEMUSYA]->val1*3:sd->bonus.double_rate ) ) {
  2485. wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  2486. wd.type = 0x08;
  2487. }
  2488. }
  2489. else if( ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  2490. || (sd && sc->count && sc->data[SC_E_CHAIN] && (skill_lv = sc->data[SC_E_CHAIN]->val2) > 0)) //Chain Action of ETERNAL_CHAIN
  2491. && rnd()%100 < 5*skill_lv ) //Sucess rate
  2492. {
  2493. wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  2494. wd.type = 0x08;
  2495. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  2496. }
  2497. else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
  2498. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1)
  2499. {
  2500. int chance = rnd()%100;
  2501. wd.type = 0x08;
  2502. switch(sc->data[SC_FEARBREEZE]->val1) {
  2503. case 5: if( chance < 4) { wd.div_ = 5; break; } // 3 % chance to attack 5 times.
  2504. case 4: if( chance < 7) { wd.div_ = 4; break; } // 6 % chance to attack 4 times.
  2505. case 3: if( chance < 10) { wd.div_ = 3; break; } // 9 % chance to attack 3 times.
  2506. case 2:
  2507. case 1: if( chance < 13) { wd.div_ = 2; break; } // 12 % chance to attack 2 times.
  2508. }
  2509. wd.div_ = min(wd.div_,sd->status.inventory[i].amount);
  2510. sc->data[SC_FEARBREEZE]->val4 = wd.div_-1;
  2511. }
  2512. }
  2513. switch (skill_id) {
  2514. case RA_AIMEDBOLT:
  2515. if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) )
  2516. wd.div_ = tstatus->size + 2 + ( (rnd()%100 < 50-tstatus->size*10) ? 1 : 0 );
  2517. break;
  2518. case SC_JYUMONJIKIRI:
  2519. if( tsc && tsc->data[SC_JYUMONJIKIRI] )
  2520. wd.div_ = wd.div_ * -1;// needs more info
  2521. break;
  2522. }
  2523. return wd;
  2524. }
  2525. /*======================================================
  2526. * Calculate skill level ratios for weapon-based skills
  2527. *------------------------------------------------------
  2528. * Credits:
  2529. * Original coder Skoltex
  2530. * Initial refactoring by Baalberith
  2531. * Refined and optimized by helvetica
  2532. */
  2533. static int battle_calc_attack_skill_ratio(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2534. {
  2535. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2536. struct map_session_data *tsd = BL_CAST(BL_PC, src);
  2537. struct status_change *sc = status_get_sc(src);
  2538. struct status_change *tsc = status_get_sc(target);
  2539. struct status_data *sstatus = status_get_status_data(src);
  2540. struct status_data *tstatus = status_get_status_data(target);
  2541. int skillratio = 100;
  2542. int i;
  2543. //Skill damage modifiers that stack linearly
  2544. if(sc && skill_id != PA_SACRIFICE) {
  2545. if(sc->data[SC_OVERTHRUST])
  2546. skillratio += sc->data[SC_OVERTHRUST]->val3;
  2547. if(sc->data[SC_MAXOVERTHRUST])
  2548. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  2549. if (sc->data[SC_BERSERK] || sc->data[SC_SATURDAYNIGHTFEVER])
  2550. skillratio += 100;
  2551. if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2 )
  2552. skillratio += sc->data[SC_ZENKAI]->val1 * 2;
  2553. #ifdef RENEWAL
  2554. if( sc && sc->data[SC_TRUESIGHT] )
  2555. skillratio += 2*sc->data[SC_TRUESIGHT]->val1;
  2556. #endif
  2557. }
  2558. switch( skill_id )
  2559. {
  2560. case GC_DARKCROW:
  2561. skillratio += 100 * (skill_lv - 1);
  2562. break;
  2563. case SM_BASH:
  2564. case MS_BASH:
  2565. skillratio += 30*skill_lv;
  2566. break;
  2567. case SM_MAGNUM:
  2568. case MS_MAGNUM:
  2569. skillratio += 20*skill_lv;
  2570. break;
  2571. case MC_MAMMONITE:
  2572. skillratio += 50*skill_lv;
  2573. break;
  2574. case HT_POWER:
  2575. skillratio += -50+8*sstatus->str;
  2576. break;
  2577. case AC_DOUBLE:
  2578. case MA_DOUBLE:
  2579. skillratio += 10*(skill_lv-1);
  2580. break;
  2581. case AC_SHOWER:
  2582. case MA_SHOWER:
  2583. #ifdef RENEWAL
  2584. skillratio += 50+10*skill_lv;
  2585. #else
  2586. skillratio += -25+5*skill_lv;
  2587. #endif
  2588. break;
  2589. case AC_CHARGEARROW:
  2590. case MA_CHARGEARROW:
  2591. skillratio += 50;
  2592. break;
  2593. #ifndef RENEWAL
  2594. case HT_FREEZINGTRAP:
  2595. case MA_FREEZINGTRAP:
  2596. skillratio += -50+10*skill_lv;
  2597. break;
  2598. #endif
  2599. case KN_PIERCE:
  2600. case ML_PIERCE:
  2601. skillratio += 10*skill_lv;
  2602. break;
  2603. case MER_CRASH:
  2604. skillratio += 10*skill_lv;
  2605. break;
  2606. case KN_SPEARSTAB:
  2607. skillratio += 15*skill_lv;
  2608. break;
  2609. case KN_SPEARBOOMERANG:
  2610. skillratio += 50*skill_lv;
  2611. break;
  2612. case KN_BRANDISHSPEAR:
  2613. case ML_BRANDISH:
  2614. {
  2615. int ratio = 100+20*skill_lv;
  2616. skillratio += ratio-100;
  2617. if(skill_lv>3 && wd.miscflag==1) skillratio += ratio/2;
  2618. if(skill_lv>6 && wd.miscflag==1) skillratio += ratio/4;
  2619. if(skill_lv>9 && wd.miscflag==1) skillratio += ratio/8;
  2620. if(skill_lv>6 && wd.miscflag==2) skillratio += ratio/2;
  2621. if(skill_lv>9 && wd.miscflag==2) skillratio += ratio/4;
  2622. if(skill_lv>9 && wd.miscflag==3) skillratio += ratio/2;
  2623. break;
  2624. }
  2625. case KN_BOWLINGBASH:
  2626. case MS_BOWLINGBASH:
  2627. skillratio+= 40*skill_lv;
  2628. break;
  2629. case AS_GRIMTOOTH:
  2630. skillratio += 20*skill_lv;
  2631. break;
  2632. case AS_POISONREACT:
  2633. skillratio += 30*skill_lv;
  2634. break;
  2635. case AS_SONICBLOW:
  2636. skillratio += -50+5*skill_lv;
  2637. break;
  2638. case TF_SPRINKLESAND:
  2639. skillratio += 30;
  2640. break;
  2641. case MC_CARTREVOLUTION:
  2642. skillratio += 50;
  2643. if(sd && sd->cart_weight)
  2644. skillratio += 100*sd->cart_weight/sd->cart_weight_max; // +1% every 1% weight
  2645. else if (!sd)
  2646. skillratio += 100; //Max damage for non players.
  2647. break;
  2648. case NPC_PIERCINGATT:
  2649. skillratio += -25; //75% base damage
  2650. break;
  2651. case NPC_COMBOATTACK:
  2652. skillratio += 25*skill_lv;
  2653. break;
  2654. case NPC_RANDOMATTACK:
  2655. case NPC_WATERATTACK:
  2656. case NPC_GROUNDATTACK:
  2657. case NPC_FIREATTACK:
  2658. case NPC_WINDATTACK:
  2659. case NPC_POISONATTACK:
  2660. case NPC_HOLYATTACK:
  2661. case NPC_DARKNESSATTACK:
  2662. case NPC_UNDEADATTACK:
  2663. case NPC_TELEKINESISATTACK:
  2664. case NPC_BLOODDRAIN:
  2665. case NPC_ACIDBREATH:
  2666. case NPC_DARKNESSBREATH:
  2667. case NPC_FIREBREATH:
  2668. case NPC_ICEBREATH:
  2669. case NPC_THUNDERBREATH:
  2670. case NPC_HELLJUDGEMENT:
  2671. case NPC_PULSESTRIKE:
  2672. skillratio += 100*(skill_lv-1);
  2673. break;
  2674. case RG_BACKSTAP:
  2675. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  2676. skillratio += (200+40*skill_lv)/2;
  2677. else
  2678. skillratio += 200+40*skill_lv;
  2679. break;
  2680. case RG_RAID:
  2681. skillratio += 40*skill_lv;
  2682. break;
  2683. case RG_INTIMIDATE:
  2684. skillratio += 30*skill_lv;
  2685. break;
  2686. case CR_SHIELDCHARGE:
  2687. skillratio += 20*skill_lv;
  2688. break;
  2689. case CR_SHIELDBOOMERANG:
  2690. skillratio += 30*skill_lv;
  2691. break;
  2692. case NPC_DARKCROSS:
  2693. case CR_HOLYCROSS:
  2694. {
  2695. #ifdef RENEWAL
  2696. if(sd && sd->status.weapon == W_2HSPEAR)
  2697. skillratio += 2*(35*skill_lv);
  2698. else
  2699. #endif
  2700. skillratio += 35*skill_lv;
  2701. break;
  2702. }
  2703. case AM_DEMONSTRATION:
  2704. skillratio += 20*skill_lv;
  2705. break;
  2706. case AM_ACIDTERROR:
  2707. skillratio += 40*skill_lv;
  2708. break;
  2709. case MO_FINGEROFFENSIVE:
  2710. skillratio+= 50 * skill_lv;
  2711. break;
  2712. case MO_INVESTIGATE:
  2713. skillratio += 75*skill_lv;
  2714. break;
  2715. case MO_EXTREMITYFIST:
  2716. skillratio += 100*(7 + sstatus->sp/10);
  2717. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  2718. break;
  2719. case MO_TRIPLEATTACK:
  2720. skillratio += 20*skill_lv;
  2721. break;
  2722. case MO_CHAINCOMBO:
  2723. skillratio += 50+50*skill_lv;
  2724. break;
  2725. case MO_COMBOFINISH:
  2726. skillratio += 140+60*skill_lv;
  2727. break;
  2728. case BA_MUSICALSTRIKE:
  2729. case DC_THROWARROW:
  2730. skillratio += 25+25*skill_lv;
  2731. break;
  2732. case CH_TIGERFIST:
  2733. skillratio += 100*skill_lv-60;
  2734. break;
  2735. case CH_CHAINCRUSH:
  2736. skillratio += 300+100*skill_lv;
  2737. break;
  2738. case CH_PALMSTRIKE:
  2739. skillratio += 100+100*skill_lv;
  2740. break;
  2741. case LK_HEADCRUSH:
  2742. skillratio += 40*skill_lv;
  2743. break;
  2744. case LK_JOINTBEAT:
  2745. i = 10*skill_lv-50;
  2746. // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
  2747. if (wd.miscflag&BREAK_NECK) i*=2;
  2748. skillratio += i;
  2749. break;
  2750. #ifdef RENEWAL
  2751. // Renewal: skill ratio applies to entire damage [helvetica]
  2752. case LK_SPIRALPIERCE:
  2753. case ML_SPIRALPIERCE:
  2754. skillratio += 50*skill_lv;
  2755. break;
  2756. #endif
  2757. case ASC_METEORASSAULT:
  2758. skillratio += 40*skill_lv-60;
  2759. break;
  2760. case SN_SHARPSHOOTING:
  2761. case MA_SHARPSHOOTING:
  2762. skillratio += 100+50*skill_lv;
  2763. break;
  2764. case CG_ARROWVULCAN:
  2765. skillratio += 100+100*skill_lv;
  2766. break;
  2767. case AS_SPLASHER:
  2768. skillratio += 400+50*skill_lv;
  2769. if(sd)
  2770. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  2771. break;
  2772. #ifndef RENEWAL
  2773. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  2774. case ASC_BREAKER:
  2775. skillratio += 100*skill_lv-100;
  2776. break;
  2777. #endif
  2778. case PA_SACRIFICE:
  2779. skillratio += 10*skill_lv-10;
  2780. break;
  2781. case PA_SHIELDCHAIN:
  2782. skillratio += 30*skill_lv;
  2783. break;
  2784. case WS_CARTTERMINATION:
  2785. i = 10 * (16 - skill_lv);
  2786. if (i < 1) i = 1;
  2787. //Preserve damage ratio when max cart weight is changed.
  2788. if(sd && sd->cart_weight)
  2789. skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
  2790. else if (!sd)
  2791. skillratio += 80000 / i - 100;
  2792. break;
  2793. case TK_DOWNKICK:
  2794. skillratio += 60 + 20*skill_lv;
  2795. break;
  2796. case TK_STORMKICK:
  2797. skillratio += 60 + 20*skill_lv;
  2798. break;
  2799. case TK_TURNKICK:
  2800. skillratio += 90 + 30*skill_lv;
  2801. break;
  2802. case TK_COUNTER:
  2803. skillratio += 90 + 30*skill_lv;
  2804. break;
  2805. case TK_JUMPKICK:
  2806. skillratio += -70 + 10*skill_lv;
  2807. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  2808. skillratio += 10*status_get_lv(src)/3; //Tumble bonus
  2809. if (wd.miscflag)
  2810. {
  2811. skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
  2812. if( sc && sc->data[SC_SPURT] ) // Spurt bonus
  2813. skillratio *= 2;
  2814. }
  2815. break;
  2816. case GS_TRIPLEACTION:
  2817. skillratio += 50*skill_lv;
  2818. break;
  2819. case GS_BULLSEYE:
  2820. //Only works well against brute/demihumans non bosses.
  2821. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  2822. && !(tstatus->mode&MD_BOSS))
  2823. skillratio += 400;
  2824. break;
  2825. case GS_TRACKING:
  2826. skillratio += 100 *(skill_lv+1);
  2827. break;
  2828. case GS_PIERCINGSHOT:
  2829. skillratio += 20*skill_lv;
  2830. break;
  2831. case GS_RAPIDSHOWER:
  2832. skillratio += 10*skill_lv;
  2833. break;
  2834. case GS_DESPERADO:
  2835. skillratio += 50*(skill_lv-1);
  2836. break;
  2837. case GS_DUST:
  2838. skillratio += 50*skill_lv;
  2839. break;
  2840. case GS_FULLBUSTER:
  2841. skillratio += 100*(skill_lv+2);
  2842. break;
  2843. case GS_SPREADATTACK:
  2844. #ifdef RENEWAL
  2845. skillratio += 20*(skill_lv);
  2846. #else
  2847. skillratio += 20*(skill_lv-1);
  2848. #endif
  2849. break;
  2850. case NJ_HUUMA:
  2851. skillratio += 50 + 150*skill_lv;
  2852. break;
  2853. case NJ_TATAMIGAESHI:
  2854. #ifdef RENEWAL
  2855. skillratio += 200;
  2856. #endif
  2857. skillratio += 10*skill_lv;
  2858. break;
  2859. case NJ_KASUMIKIRI:
  2860. skillratio += 10*skill_lv;
  2861. break;
  2862. case NJ_KIRIKAGE:
  2863. skillratio += 100*(skill_lv-1);
  2864. break;
  2865. case KN_CHARGEATK:
  2866. {
  2867. int k = (wd.miscflag-1)/3; //+100% every 3 cells of distance
  2868. if( k > 2 ) k = 2; // ...but hard-limited to 300%.
  2869. skillratio += 100 * k;
  2870. }
  2871. break;
  2872. case HT_PHANTASMIC:
  2873. skillratio += 50;
  2874. break;
  2875. case MO_BALKYOUNG:
  2876. skillratio += 200;
  2877. break;
  2878. case HFLI_MOON: //[orn]
  2879. skillratio += 10+110*skill_lv;
  2880. break;
  2881. case HFLI_SBR44: //[orn]
  2882. skillratio += 100 *(skill_lv-1);
  2883. break;
  2884. case NPC_VAMPIRE_GIFT:
  2885. skillratio += ((skill_lv-1)%5+1)*100;
  2886. break;
  2887. case RK_SONICWAVE:
  2888. skillratio = (skill_lv + 5) * 100; // ATK = {((Skill Level + 5) x 100) x (1 + [(Caster's Base Level - 100) / 200])} %
  2889. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  2890. break;
  2891. case RK_HUNDREDSPEAR:
  2892. skillratio += 500 + (80 * skill_lv);
  2893. if( sd ) {
  2894. short index = sd->equip_index[EQI_HAND_R];
  2895. if( index >= 0 && sd->inventory_data[index]
  2896. && sd->inventory_data[index]->type == IT_WEAPON )
  2897. skillratio += max(10000 - sd->inventory_data[index]->weight, 0) / 10;
  2898. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  2899. } // (1 + [(Casters Base Level - 100) / 200])
  2900. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  2901. break;
  2902. case RK_WINDCUTTER:
  2903. skillratio = (skill_lv + 2) * 50;
  2904. RE_LVL_DMOD(100);
  2905. break;
  2906. case RK_IGNITIONBREAK:
  2907. {
  2908. // 3x3 cell Damage = ATK [{(Skill Level x 300) x (1 + [(Caster's Base Level - 100) / 100])}] %
  2909. // 7x7 cell Damage = ATK [{(Skill Level x 250) x (1 + [(Caster's Base Level - 100) / 100])}] %
  2910. // 11x11 cell Damage = ATK [{(Skill Level x 200) x (1 + [(Caster's Base Level - 100) / 100])}] %
  2911. int dmg = 300; // Base maximum damage at less than 3 cells.
  2912. i = distance_bl(src,target);
  2913. if( i > 7 )
  2914. dmg -= 100; // Greather than 7 cells. (200 damage)
  2915. else if( i > 3 )
  2916. dmg -= 50; // Greater than 3 cells, less than 7. (250 damage)
  2917. dmg = (dmg * skill_lv) * (100 + (status_get_lv(src) - 100) / 12) / 100;
  2918. // Elemental check, 1.5x damage if your element is fire.
  2919. if( sstatus->rhw.ele == ELE_FIRE )
  2920. dmg += dmg/2;
  2921. skillratio = dmg;
  2922. }
  2923. break;
  2924. case RK_CRUSHSTRIKE:
  2925. if( sd ) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  2926. short index = sd->equip_index[EQI_HAND_R];
  2927. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
  2928. skillratio = sd->inventory_data[index]->weight/10 + sstatus->rhw.atk +
  2929. 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6);
  2930. }
  2931. break;
  2932. case RK_STORMBLAST:
  2933. skillratio = ((sd ? pc_checkskill(sd,RK_RUNEMASTERY) : 1) + (sstatus->int_ / 8)) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's INT / 8)} x 100] %
  2934. break;
  2935. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  2936. skillratio = 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  2937. RE_LVL_DMOD(150); // Base level bonus.
  2938. break;
  2939. /**
  2940. * GC Guilotine Cross
  2941. **/
  2942. case GC_CROSSIMPACT:
  2943. skillratio += 900 + 100 * skill_lv;
  2944. RE_LVL_DMOD(120);
  2945. break;
  2946. case GC_PHANTOMMENACE:
  2947. skillratio += 200;
  2948. break;
  2949. case GC_COUNTERSLASH:
  2950. //ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  2951. skillratio += 200 + (100 * skill_lv);
  2952. RE_LVL_DMOD(120);
  2953. skillratio += sstatus->agi + (sd?sd->status.job_level:0) * 4;
  2954. break;
  2955. case GC_ROLLINGCUTTER:
  2956. skillratio += -50 + 50 * skill_lv;
  2957. RE_LVL_DMOD(100);
  2958. break;
  2959. case GC_CROSSRIPPERSLASHER:
  2960. skillratio += 300 + 80 * skill_lv;
  2961. RE_LVL_DMOD(100);
  2962. if( sc && sc->data[SC_ROLLINGCUTTER] )
  2963. skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * sstatus->agi;
  2964. break;
  2965. /**
  2966. * Arch Bishop
  2967. **/
  2968. case AB_DUPLELIGHT_MELEE:
  2969. skillratio += 10 * skill_lv;
  2970. break;
  2971. /**
  2972. * Ranger
  2973. **/
  2974. case RA_ARROWSTORM:
  2975. skillratio += 900 + 80 * skill_lv;
  2976. RE_LVL_DMOD(100);
  2977. break;
  2978. case RA_AIMEDBOLT:
  2979. skillratio += 400 + 50 * skill_lv;
  2980. RE_LVL_DMOD(100);
  2981. break;
  2982. case RA_CLUSTERBOMB:
  2983. skillratio += 100 + 100 * skill_lv;
  2984. break;
  2985. case RA_WUGDASH:// ATK 300%
  2986. skillratio += 200;
  2987. break;
  2988. case RA_WUGSTRIKE:
  2989. skillratio = 200 * skill_lv;
  2990. break;
  2991. case RA_WUGBITE:
  2992. skillratio += 300 + 200 * skill_lv;
  2993. if ( skill_lv == 5 ) skillratio += 100;
  2994. break;
  2995. case RA_SENSITIVEKEEN:
  2996. skillratio += 50 * skill_lv;
  2997. break;
  2998. /**
  2999. * Mechanic
  3000. **/
  3001. case NC_BOOSTKNUCKLE:
  3002. skillratio += 100 + 100 * skill_lv + sstatus->dex;
  3003. RE_LVL_DMOD(100);
  3004. break;
  3005. case NC_PILEBUNKER:
  3006. skillratio += 200 + 100 * skill_lv + sstatus->str;
  3007. RE_LVL_DMOD(100);
  3008. break;
  3009. case NC_VULCANARM:
  3010. skillratio = 70 * skill_lv + sstatus->dex;
  3011. RE_LVL_DMOD(100);
  3012. break;
  3013. case NC_FLAMELAUNCHER:
  3014. case NC_COLDSLOWER:
  3015. skillratio += 200 + 300 * skill_lv;
  3016. RE_LVL_DMOD(100);
  3017. break;
  3018. case NC_ARMSCANNON:
  3019. switch( tstatus->size ) {
  3020. case SZ_SMALL: skillratio += 100 + 500 * skill_lv; break;// Small
  3021. case SZ_MEDIUM: skillratio += 100 + 400 * skill_lv; break;// Medium
  3022. case SZ_BIG: skillratio += 100 + 300 * skill_lv; break;// Large
  3023. }
  3024. RE_LVL_DMOD(100);
  3025. //NOTE: Their's some other factors that affects damage, but not sure how exactly. Will recheck one day. [Rytech]
  3026. break;
  3027. case NC_AXEBOOMERANG:
  3028. skillratio += (skill_lv * 50) + 150;
  3029. if( sd ) {
  3030. short index = sd->equip_index[EQI_HAND_R];
  3031. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
  3032. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actural weight. [Rytech]
  3033. }
  3034. RE_LVL_DMOD(100);
  3035. break;
  3036. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  3037. skillratio = sstatus->str + sstatus->dex;
  3038. RE_LVL_DMOD(100);
  3039. skillratio += 200 + 100 * skill_lv;
  3040. break;
  3041. case NC_AXETORNADO:
  3042. skillratio += 100 + 100 * skill_lv + sstatus->vit;
  3043. RE_LVL_DMOD(100);
  3044. break;
  3045. case SC_FATALMENACE:
  3046. skillratio += 100 * skill_lv;
  3047. break;
  3048. case SC_TRIANGLESHOT:
  3049. skillratio += ((skill_lv - 1) * (sstatus->agi / 2)) + 200;
  3050. RE_LVL_DMOD(120);
  3051. break;
  3052. case SC_FEINTBOMB:
  3053. skillratio = (skill_lv + 1) * (sstatus->dex / 2) * (sd?(sd->status.job_level / 10):5);
  3054. RE_LVL_DMOD(120);
  3055. break;
  3056. case LG_CANNONSPEAR:// Stimated formula. Still need confirm it.
  3057. skillratio += -100 + (50 + sstatus->str) * skill_lv;
  3058. RE_LVL_DMOD(100);
  3059. break;
  3060. case LG_BANISHINGPOINT:
  3061. skillratio += -100 + ((50 * skill_lv) + (30 * ((sd)?pc_checkskill(sd,SM_BASH):1)));
  3062. RE_LVL_DMOD(100);
  3063. break;
  3064. case LG_SHIELDPRESS:
  3065. skillratio = 150 * skill_lv + sstatus->str;
  3066. if( sd ) {
  3067. short index = sd->equip_index[EQI_HAND_L];
  3068. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR ) {
  3069. skillratio += sd->inventory_data[index]->weight / 10;
  3070. RE_LVL_DMOD(100);
  3071. skillratio += sstatus->vit * sd->status.inventory[index].refine;
  3072. }
  3073. } else {
  3074. RE_LVL_DMOD(100);
  3075. }
  3076. break;
  3077. case LG_PINPOINTATTACK:
  3078. skillratio = ((100 * skill_lv) + (10 * status_get_agi(src)) );
  3079. RE_LVL_DMOD(100);
  3080. break;
  3081. case LG_RAGEBURST:
  3082. if( sd && sd->spiritball_old )
  3083. skillratio += -100 + (sd->spiritball_old * 200);
  3084. else
  3085. skillratio += -100 + 15 * 200;
  3086. RE_LVL_DMOD(100);
  3087. break;
  3088. case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
  3089. if( sd ) {
  3090. struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
  3091. skillratio = status_get_lv(src) * 4 + status_get_vit(src) * 2;
  3092. if( shield_data )
  3093. skillratio += shield_data->def * 10;
  3094. } else
  3095. skillratio = 0; // Prevent damage since level 2 is MATK. [Aleos]
  3096. break;
  3097. case LG_MOONSLASHER:
  3098. skillratio += -100 + (120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) : 5) * 80);
  3099. RE_LVL_DMOD(100);
  3100. break;
  3101. case LG_OVERBRAND:
  3102. skillratio = 200 * skill_lv + (pc_checkskill(sd,CR_SPEARQUICKEN) * 50);
  3103. RE_LVL_DMOD(100);
  3104. break;
  3105. case LG_OVERBRAND_BRANDISH:
  3106. skillratio = 100 * skill_lv + (sstatus->str + sstatus->dex);
  3107. RE_LVL_DMOD(100);
  3108. break;
  3109. case LG_OVERBRAND_PLUSATK: // Only Piercing and Swing damage get RE_LVL_DMOD bonus damage
  3110. skillratio = (100 * skill_lv) + rnd()%90 + 10;
  3111. break;
  3112. case LG_RAYOFGENESIS:
  3113. skillratio = 300 + 300 * skill_lv;
  3114. RE_LVL_DMOD(100);
  3115. break;
  3116. case LG_EARTHDRIVE:
  3117. skillratio = (skillratio + 100) * skill_lv;
  3118. RE_LVL_DMOD(100);
  3119. break;
  3120. case LG_HESPERUSLIT:
  3121. skillratio += 120 * skill_lv - 100;
  3122. break;
  3123. case SR_DRAGONCOMBO:
  3124. skillratio += 40 * skill_lv;
  3125. RE_LVL_DMOD(100);
  3126. break;
  3127. case SR_SKYNETBLOW:
  3128. //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] %
  3129. skillratio = 80 * skill_lv + sstatus->agi;
  3130. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO )//ATK [{(Skill Level x 100) + (Caster AGI) + 150} x Caster Base Level / 100] %
  3131. skillratio = 100 * skill_lv + sstatus->agi + 150;
  3132. RE_LVL_DMOD(100);
  3133. break;
  3134. case SR_EARTHSHAKER:
  3135. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || // [(Skill Level x 150) x (Caster Base Level / 100) + (Caster INT x 3)] %
  3136. tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC__INVISIBILITY]) ){
  3137. skillratio = 150 * skill_lv;
  3138. RE_LVL_DMOD(100);
  3139. skillratio += sstatus->int_ * 3;
  3140. }else{ //[(Skill Level x 50) x (Caster Base Level / 100) + (Caster INT x 2)] %
  3141. skillratio += 50 * (skill_lv-2);
  3142. RE_LVL_DMOD(100);
  3143. skillratio += sstatus->int_ * 2;
  3144. }
  3145. break;
  3146. case SR_FALLENEMPIRE:// ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] %
  3147. skillratio += 150 *skill_lv;
  3148. RE_LVL_DMOD(150);
  3149. break;
  3150. case SR_TIGERCANNON:// ATK [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  3151. {
  3152. int hp = (int64)sstatus->max_hp * (10 + 2 * skill_lv) / 100,
  3153. sp = (int64)sstatus->max_sp * (6 + skill_lv) / 100;
  3154. skillratio = ((int64)hp+sp) / 4;
  3155. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // ATK [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  3156. skillratio = (int64)hp+sp / 2;
  3157. RE_LVL_DMOD(100);
  3158. }
  3159. break;
  3160. case SR_RAMPAGEBLASTER:
  3161. skillratio += 20 * skill_lv * (sd?sd->spiritball_old:5) - 100;
  3162. if( sc && sc->data[SC_EXPLOSIONSPIRITS] ){
  3163. skillratio += sc->data[SC_EXPLOSIONSPIRITS]->val1 * 20;
  3164. RE_LVL_DMOD(120);
  3165. }else
  3166. RE_LVL_DMOD(150);
  3167. break;
  3168. case SR_KNUCKLEARROW:
  3169. 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)] %
  3170. skillratio = 150 * skill_lv + status_get_lv(target) * 5 * (status_get_lv(src) / 100) ;
  3171. if( tsd && tsd->weight )
  3172. skillratio += 100 * (tsd->weight / tsd->max_weight);
  3173. }else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  3174. skillratio += 400 + (100 * skill_lv);
  3175. RE_LVL_DMOD(100);
  3176. break;
  3177. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  3178. skillratio = status_get_lv(src) + sstatus->dex;
  3179. RE_LVL_DMOD(100);
  3180. break;
  3181. case SR_GATEOFHELL:
  3182. if( sc && sc->data[SC_COMBO]
  3183. && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  3184. skillratio += 800 * skill_lv -100;
  3185. else
  3186. skillratio += 500 * skill_lv -100;
  3187. RE_LVL_DMOD(100);
  3188. break;
  3189. case SR_GENTLETOUCH_QUIET:
  3190. skillratio += 100 * skill_lv - 100 + sstatus->dex;
  3191. RE_LVL_DMOD(100);
  3192. break;
  3193. case SR_HOWLINGOFLION:
  3194. skillratio += 300 * skill_lv - 100;
  3195. RE_LVL_DMOD(150);
  3196. break;
  3197. case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster Base Level / 100] %
  3198. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  3199. skillratio += skill_lv * 50;
  3200. skillratio += -100 + 200 * skill_lv;
  3201. RE_LVL_DMOD(100);
  3202. break;
  3203. case WM_REVERBERATION_MELEE:
  3204. // ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100]
  3205. skillratio += 200 + 100 * pc_checkskill(sd, WM_REVERBERATION);
  3206. RE_LVL_DMOD(100);
  3207. break;
  3208. case WM_SEVERE_RAINSTORM_MELEE:
  3209. //ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] %
  3210. skillratio = (sstatus->dex + sstatus->agi) * (skill_lv * 2);
  3211. RE_LVL_DMOD(100);
  3212. skillratio /= 10;
  3213. break;
  3214. case WM_GREAT_ECHO:
  3215. skillratio += 800 + 100 * skill_lv;
  3216. if( sd ) { // Still need official value [pakpil]
  3217. uint16 lv = skill_lv;
  3218. skillratio += 100 * skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),0);
  3219. }
  3220. break;
  3221. case WM_SOUND_OF_DESTRUCTION:
  3222. skillratio += 400;
  3223. break;
  3224. case GN_CART_TORNADO: { // ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  3225. int str = status_get_base_status(src)->str; //only using base str
  3226. skillratio += -100 + 50 * skill_lv;
  3227. if( sd && sd->cart_weight)
  3228. skillratio += sd->cart_weight/10 / (150-str) + pc_checkskill(sd, GN_REMODELING_CART) * 50;
  3229. }
  3230. break;
  3231. case GN_CARTCANNON:
  3232. // ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] %
  3233. skillratio = 60 * skill_lv;
  3234. if( sd ) skillratio += pc_checkskill(sd, GN_REMODELING_CART) * 50 * (sstatus->int_ / 40);
  3235. break;
  3236. case GN_SPORE_EXPLOSION:
  3237. skillratio += 200 + 100 * skill_lv;
  3238. break;
  3239. case GN_CRAZYWEED_ATK:
  3240. skillratio += 400 + 100 * skill_lv;
  3241. break;
  3242. case GN_SLINGITEM_RANGEMELEEATK:
  3243. if( sd ) {
  3244. switch( sd->itemid ) {
  3245. case 13260: // Apple Bomob
  3246. case 13261: // Coconut Bomb
  3247. case 13262: // Melon Bomb
  3248. case 13263: // Pinapple Bomb
  3249. skillratio += 400; // Unconfirded
  3250. break;
  3251. case 13264: // Banana Bomb 2000%
  3252. skillratio += 1900;
  3253. break;
  3254. case 13265: skillratio -= 75; break; // Black Lump 25%
  3255. case 13266: skillratio -= 25; break; // Hard Black Lump 75%
  3256. case 13267: skillratio += 100; break; // Extremely Hard Black Lump 200%
  3257. }
  3258. } else
  3259. skillratio += 300; // Bombs
  3260. break;
  3261. case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster Base Level / 100 ] %
  3262. skillratio = 50 * skill_lv + ( sd ? pc_checkskill(sd, SO_STRIKING) * 50 : 0 );
  3263. if( sc && sc->data[SC_BLAST_OPTION] )
  3264. skillratio += sd ? sd->status.job_level * 5 : 0;
  3265. break;
  3266. // Physical Elemantal Spirits Attack Skills
  3267. case EL_CIRCLE_OF_FIRE:
  3268. case EL_FIRE_BOMB_ATK:
  3269. case EL_STONE_RAIN:
  3270. skillratio += 200;
  3271. break;
  3272. case EL_FIRE_WAVE_ATK:
  3273. skillratio += 500;
  3274. break;
  3275. case EL_TIDAL_WEAPON:
  3276. skillratio += 1400;
  3277. break;
  3278. case EL_WIND_SLASH:
  3279. skillratio += 100;
  3280. break;
  3281. case EL_HURRICANE:
  3282. skillratio += 600;
  3283. break;
  3284. case EL_TYPOON_MIS:
  3285. case EL_WATER_SCREW_ATK:
  3286. skillratio += 900;
  3287. break;
  3288. case EL_STONE_HAMMER:
  3289. skillratio += 400;
  3290. break;
  3291. case EL_ROCK_CRUSHER:
  3292. skillratio += 700;
  3293. break;
  3294. case KO_JYUMONJIKIRI:
  3295. skillratio += -100 + 150 * skill_lv;
  3296. case KO_HUUMARANKA:
  3297. skillratio += -100 + 150 * skill_lv + sstatus->dex/2 + sstatus->agi/2; // needs more info
  3298. break;
  3299. case KO_SETSUDAN:
  3300. skillratio += 100 * (skill_lv-1);
  3301. break;
  3302. case KO_BAKURETSU:
  3303. skillratio = 50 * skill_lv * (sd?pc_checkskill(sd,NJ_TOBIDOUGU):10);
  3304. break;
  3305. case MH_NEEDLE_OF_PARALYZE:
  3306. skillratio += 600 + 100 * skill_lv;
  3307. break;
  3308. case MH_STAHL_HORN:
  3309. skillratio += 400 + 100 * skill_lv * status_get_lv(src);
  3310. skillratio = skillratio/100; //@TODO uv1 factor need to be confirmed
  3311. break;
  3312. case MH_LAVA_SLIDE:
  3313. skillratio += -100 + 70 * skill_lv;
  3314. break;
  3315. case MH_SONIC_CRAW:
  3316. skillratio = 40 * skill_lv;
  3317. break;
  3318. case MH_SILVERVEIN_RUSH:
  3319. skillratio = 150 * skill_lv;
  3320. break;
  3321. case MH_MIDNIGHT_FRENZY:
  3322. skillratio = 300 * skill_lv;
  3323. break;
  3324. case MH_TINDER_BREAKER:
  3325. skillratio = 100 * skill_lv;
  3326. break;
  3327. case MH_CBC:
  3328. skillratio = 400 * skill_lv; //! TODO: This doesn't seem to be a ratio, but straight damage?
  3329. break;
  3330. case MH_MAGMA_FLOW:
  3331. skillratio += -100 + 100 * skill_lv + 3 * status_get_lv(src);
  3332. skillratio = (skillratio * status_get_lv(src)) / 120;
  3333. break;
  3334. /**
  3335. * Rebellion
  3336. **/
  3337. case RL_MASS_SPIRAL:
  3338. skillratio += -100 + (200 * skill_lv);
  3339. break;
  3340. case RL_FIREDANCE:
  3341. skillratio += -100 + (100 * skill_lv);
  3342. skillratio += (skillratio * status_get_lv(src)) / 300; //(custom)
  3343. break;
  3344. case RL_BANISHING_BUSTER:
  3345. skillratio += -100 + (400 * skill_lv); //(custom)
  3346. break;
  3347. case RL_S_STORM:
  3348. skillratio += -100 + (200 * skill_lv); //(custom)
  3349. break;
  3350. case RL_SLUGSHOT:
  3351. {
  3352. uint16 w = 50;
  3353. if (sd->equip_index[EQI_AMMO] > 0) {
  3354. uint16 idx = sd->equip_index[EQI_AMMO];
  3355. struct item_data *id = NULL;
  3356. if ((id = itemdb_exists(sd->status.inventory[idx].nameid)))
  3357. w = id->weight;
  3358. }
  3359. w /= 10;
  3360. skillratio += -100 + (max(w,1) * skill_lv * 30); //(custom)
  3361. }
  3362. break;
  3363. case RL_D_TAIL:
  3364. skillratio += -100 + (2500 + 500 * skill_lv );
  3365. if (sd && &sd->c_marker)
  3366. skillratio /= max(sd->c_marker.count,1);
  3367. break;
  3368. case RL_R_TRIP:
  3369. skillratio += -100 + (150 * skill_lv); //(custom)
  3370. break;
  3371. case RL_H_MINE:
  3372. skillratio += 100 + (200 * skill_lv);
  3373. //If damaged by Flicker
  3374. if (sd && sd->skill_id_old == RL_FLICKER && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id)
  3375. skillratio += 400 + (300 * skill_lv);
  3376. break;
  3377. case RL_HAMMER_OF_GOD:
  3378. skillratio += -100 + (2000 + (skill_lv - 1) * 500);
  3379. break;
  3380. case RL_QD_SHOT:
  3381. skillratio += -100 + (max(pc_checkskill(sd,GS_CHAINACTION),1) * status_get_dex(src) / 5); //(custom)
  3382. break;
  3383. case RL_FIRE_RAIN:
  3384. skillratio += -100 + 500 + (200 * (skill_lv - 1)) + status_get_dex(src); //(custom)
  3385. break;
  3386. }
  3387. return skillratio;
  3388. }
  3389. /*==================================================================================================
  3390. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  3391. *--------------------------------------------------------------------------------------------------*
  3392. * Credits:
  3393. * Original coder Skoltex
  3394. * Initial refactoring by Baalberith
  3395. * Refined and optimized by helvetica
  3396. */
  3397. static int battle_calc_skill_constant_addition(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3398. {
  3399. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3400. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3401. struct status_change *sc = status_get_sc(src);
  3402. struct status_change *tsc = status_get_sc(target);
  3403. struct status_data *sstatus = status_get_status_data(src);
  3404. struct status_data *tstatus = status_get_status_data(target);
  3405. int i, atk = 0;
  3406. //Constant/misc additions from skills
  3407. switch (skill_id) {
  3408. case MO_EXTREMITYFIST:
  3409. atk = 250 + 150*skill_lv;
  3410. break;
  3411. case TK_DOWNKICK:
  3412. case TK_STORMKICK:
  3413. case TK_TURNKICK:
  3414. case TK_COUNTER:
  3415. case TK_JUMPKICK:
  3416. //TK_RUN kick damage bonus.
  3417. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  3418. atk = 10*pc_checkskill(sd, TK_RUN);
  3419. break;
  3420. case GS_MAGICALBULLET:
  3421. if(sstatus->matk_max>sstatus->matk_min) {
  3422. atk = sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min);
  3423. } else {
  3424. atk = sstatus->matk_min;
  3425. }
  3426. break;
  3427. case NJ_SYURIKEN:
  3428. atk = 4*skill_lv;
  3429. break;
  3430. case HT_FREEZINGTRAP:
  3431. if(sd)
  3432. atk = ( 40 * pc_checkskill(sd, RA_RESEARCHTRAP) );
  3433. break;
  3434. case RA_WUGDASH ://(Caster Current Weight x 10 / 8)
  3435. if( sd && sd->weight )
  3436. atk = ( sd->weight / 8 );
  3437. case RA_WUGSTRIKE:
  3438. case RA_WUGBITE:
  3439. if(sd)
  3440. atk = (30*pc_checkskill(sd, RA_TOOTHOFWUG));
  3441. break;
  3442. case SR_GATEOFHELL:
  3443. atk = (sstatus->max_hp - status_get_hp(src));
  3444. if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) {
  3445. atk += ( ((int64)sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src) );
  3446. } else {
  3447. atk += ( ((int64)sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src) );
  3448. }
  3449. break;
  3450. case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  3451. atk = ( skill_lv * 240 + status_get_lv(target) * 40 );
  3452. if( sc && sc->data[SC_COMBO]
  3453. && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // (Tiger Cannon skill level x 500) + (Target Base Level x 40)
  3454. atk = ( skill_lv * 500 + status_get_lv(target) * 40 );
  3455. break;
  3456. case SR_FALLENEMPIRE:// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
  3457. atk = ( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
  3458. if( tsd && tsd->weight ){
  3459. atk = ( (tsd->weight/10) * sstatus->dex / 120 );
  3460. }else{
  3461. atk = ( status_get_lv(target) * 50 ); //mobs
  3462. }
  3463. break;
  3464. case KO_SETSUDAN:
  3465. if( tsc && tsc->data[SC_SPIRIT] ){
  3466. #ifdef RENEWAL
  3467. atk = ((wd.equipAtk + wd.weaponAtk + wd.statusAtk + wd.masteryAtk) * (10*tsc->data[SC_SPIRIT]->val1)) / 100;// +10% custom value.
  3468. #else
  3469. atk = (int) ((wd.damage) * (10*tsc->data[SC_SPIRIT]->val1)) / 100;// +10% custom value.
  3470. #endif
  3471. status_change_end(target,SC_SPIRIT,INVALID_TIMER);
  3472. }
  3473. break;
  3474. case KO_KAIHOU:
  3475. if( sd ){
  3476. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  3477. if( i < 5 ){
  3478. #ifdef RENEWAL
  3479. atk = ((wd.equipAtk + wd.weaponAtk + wd.statusAtk + wd.masteryAtk) * (100 * sd->talisman[i])) / 100;// +100% custom value.
  3480. #else
  3481. atk = (int) ((wd.damage) * (100 * sd->talisman[i])) / 100;// +100% custom value.
  3482. #endif
  3483. pc_del_talisman(sd, sd->talisman[i], i);
  3484. }
  3485. }
  3486. break;
  3487. }
  3488. return atk;
  3489. }
  3490. /*==============================================================
  3491. * Stackable SC bonuses added on top of calculated skill damage
  3492. *--------------------------------------------------------------
  3493. * Credits:
  3494. * Original coder Skoltex
  3495. * Initial refactoring by Baalberith
  3496. * Refined and optimized by helvetica
  3497. */
  3498. struct Damage battle_attack_sc_bonus(struct Damage wd, struct block_list *src, uint16 skill_id)
  3499. {
  3500. struct status_change *sc = status_get_sc(src);
  3501. //The following are applied on top of current damage and are stackable.
  3502. if ( sc ) {
  3503. #ifndef RENEWAL
  3504. if( sc->data[SC_TRUESIGHT] )
  3505. ATK_ADDRATE(wd.damage, wd.damage2, 2*sc->data[SC_TRUESIGHT]->val1);
  3506. #endif
  3507. if( sc->data[SC_GLOOMYDAY_SK] &&
  3508. ( skill_id == LK_SPIRALPIERCE || skill_id == KN_BRANDISHSPEAR ||
  3509. skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ||
  3510. skill_id == LG_SHIELDPRESS ) ) {
  3511. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_GLOOMYDAY_SK]->val2);
  3512. #ifdef RENEWAL
  3513. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, sc->data[SC_GLOOMYDAY_SK]->val2);
  3514. #endif
  3515. }
  3516. if (sc->data[SC_SPIRIT]){
  3517. if(skill_id == AS_SONICBLOW && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN){
  3518. ATK_ADDRATE(wd.damage, wd.damage2, map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
  3519. #ifdef RENEWAL
  3520. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
  3521. #endif
  3522. }
  3523. else if (skill_id == CR_SHIELDBOOMERANG && (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)){
  3524. ATK_ADDRATE(wd.damage, wd.damage2, 100);
  3525. #ifdef RENEWAL
  3526. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, 100);
  3527. #endif
  3528. }
  3529. }
  3530. if( sc->data[SC_EDP] ){
  3531. switch(skill_id){
  3532. case AS_SPLASHER:
  3533. // Pre-Renewal only: Soul Breaker and Meteor Assault ignores EDP
  3534. // Renewal only: Grimtooth and Venom Knife ignore EDP
  3535. // Both: Venom Splasher ignores EDP [helvetica]
  3536. #ifndef RENEWAL
  3537. case ASC_BREAKER: case ASC_METEORASSAULT:
  3538. #else
  3539. case AS_GRIMTOOTH: case AS_VENOMKNIFE:
  3540. #endif
  3541. break; // skills above have no effect with edp
  3542. #ifdef RENEWAL
  3543. // renewal EDP mode requires renewal enabled as well
  3544. // Renewal EDP: damage gets a half modifier on top of EDP bonus for skills [helvetica]
  3545. // * Sonic Blow
  3546. // * Soul Breaker
  3547. // * Counter Slash
  3548. // * Cross Impact
  3549. case AS_SONICBLOW:
  3550. case ASC_BREAKER:
  3551. case GC_COUNTERSLASH:
  3552. case GC_CROSSIMPACT:
  3553. ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 50);
  3554. ATK_RATE(wd.equipAtk, wd.equipAtk2, 50);
  3555. default: // fall through to apply EDP bonuses
  3556. // Renewal EDP formula [helvetica]
  3557. // weapon atk * (1 + (edp level * .8))
  3558. // equip atk * (1 + (edp level * .6))
  3559. ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80));
  3560. ATK_RATE(wd.equipAtk, wd.equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60));
  3561. break;
  3562. #else
  3563. default:
  3564. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_EDP]->val3);
  3565. #endif
  3566. }
  3567. }
  3568. if(sc->data[SC_STYLE_CHANGE]){
  3569. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  3570. if (hd) ATK_ADD(wd.damage, wd.damage2, hd->homunculus.spiritball * 3);
  3571. }
  3572. if(sc->data[SC_FLASHCOMBO]) {
  3573. ATK_ADD(wd.damage, wd.damage2, sc->data[SC_FLASHCOMBO]->val2);
  3574. RE_ALLATK_ADD(wd, sc->data[SC_FLASHCOMBO]->val2);
  3575. }
  3576. if(sc->data[SC_HEAT_BARREL]) {
  3577. ATK_ADD(wd.damage, wd.damage2, sc->data[SC_HEAT_BARREL]->val2);
  3578. RE_ALLATK_ADD(wd, sc->data[SC_HEAT_BARREL]->val2);
  3579. }
  3580. if(sc->data[SC_P_ALTER]) {
  3581. ATK_ADD(wd.damage, wd.damage2, sc->data[SC_P_ALTER]->val2);
  3582. RE_ALLATK_ADD(wd, sc->data[SC_P_ALTER]->val2);
  3583. }
  3584. // Monster Transformation bonus
  3585. if(wd.flag&BF_LONG && sc->data[SC_MTF_RANGEATK]) {
  3586. ATK_ADD(wd.damage, wd.damage2, 25);
  3587. RE_ALLATK_ADD(wd, 25);
  3588. }
  3589. }
  3590. return wd;
  3591. }
  3592. /*====================================
  3593. * Calc defense damage reduction
  3594. *------------------------------------
  3595. * Credits:
  3596. * Original coder Skoltex
  3597. * Initial refactoring by Baalberith
  3598. * Refined and optimized by helvetica
  3599. */
  3600. struct Damage battle_calc_defense_reduction(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3601. {
  3602. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3603. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3604. struct status_change *sc = status_get_sc(src);
  3605. struct status_change *tsc = status_get_sc(target);
  3606. struct status_data *sstatus = status_get_status_data(src);
  3607. struct status_data *tstatus = status_get_status_data(target);
  3608. int i, skill;
  3609. //Defense reduction
  3610. short vit_def;
  3611. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  3612. short def2 = tstatus->def2;
  3613. #ifdef RENEWAL
  3614. if( tsc && tsc->data[SC_ASSUMPTIO] )
  3615. def1 <<= 1; // only eDEF is doubled
  3616. #endif
  3617. if( sd )
  3618. {
  3619. i = sd->ignore_def[is_boss(target)?RC_BOSS:RC_NONBOSS];
  3620. i += sd->ignore_def[tstatus->race];
  3621. if( i )
  3622. {
  3623. if( i > 100 ) i = 100;
  3624. def1 -= def1 * i / 100;
  3625. def2 -= def2 * i / 100;
  3626. }
  3627. }
  3628. if( sc && sc->data[SC_EXPIATIO] ){
  3629. i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  3630. def1 -= def1 * i / 100;
  3631. def2 -= def2 * i / 100;
  3632. }
  3633. if( tsc && tsc->data[SC_GT_REVITALIZE] && tsc->data[SC_GT_REVITALIZE]->val4 )
  3634. def2 += 2 * tsc->data[SC_GT_REVITALIZE]->val4;
  3635. if( tsc && tsc->data[SC_CAMOUFLAGE] ){
  3636. i = 5 * tsc->data[SC_CAMOUFLAGE]->val3;
  3637. def1 = max(0,def1); //min 0 def
  3638. def2 = max(0,def2);
  3639. }
  3640. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  3641. unsigned char target_count; //256 max targets should be a sane max
  3642. target_count = unit_counttargeted(target);
  3643. if(target_count >= battle_config.vit_penalty_count) {
  3644. if(battle_config.vit_penalty_type == 1) {
  3645. if( !tsc || !tsc->data[SC_STEELBODY] )
  3646. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  3647. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  3648. } else { //Assume type 2
  3649. if( !tsc || !tsc->data[SC_STEELBODY] )
  3650. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  3651. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  3652. }
  3653. }
  3654. if(skill_id == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
  3655. if(def2 < 1) def2 = 1;
  3656. }
  3657. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  3658. if (tsd) //Sd vit-eq
  3659. {
  3660. #ifndef RENEWAL
  3661. //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  3662. vit_def = def2*(def2-15)/150;
  3663. vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
  3664. #else
  3665. vit_def = def2;
  3666. #endif
  3667. if( src->type == BL_MOB && (battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesnt work vs players
  3668. (skill=pc_checkskill(tsd,AL_DP)) > 0 )
  3669. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  3670. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  3671. (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  3672. vit_def += skill*5;
  3673. if( src->type == BL_MOB && //Only affected from mob
  3674. tsc && tsc->count && tsc->data[SC_P_ALTER] && //If the Platinum Alter is activated
  3675. (battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_UNDEAD) ) //Undead attacker
  3676. vit_def += tsc->data[SC_P_ALTER]->val3;
  3677. }
  3678. else { //Mob-Pet vit-eq
  3679. #ifndef RENEWAL
  3680. //VIT + rnd(0,[VIT/20]^2-1)
  3681. vit_def = (def2/20)*(def2/20);
  3682. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  3683. #else
  3684. //renewal monsters have their def swapped
  3685. vit_def = def1;
  3686. def1 = def2;
  3687. #endif
  3688. }
  3689. if (battle_config.weapon_defense_type) {
  3690. vit_def += def1*battle_config.weapon_defense_type;
  3691. def1 = 0;
  3692. }
  3693. #ifdef RENEWAL
  3694. /**
  3695. * RE DEF Reduction
  3696. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  3697. * Pierce defence gains 1 atk per def/2
  3698. **/
  3699. if( def1 == -400 ) /* being hit by a gazillion units, -400 creates a division by 0 and subsequently crashes */
  3700. def1 = -399;
  3701. ATK_ADD2(wd.damage, wd.damage2,
  3702. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1/2) : 0,
  3703. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1/2) : 0
  3704. );
  3705. 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) )
  3706. wd.damage = wd.damage * (4000+def1) / (4000+10*def1) - vit_def;
  3707. 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) )
  3708. wd.damage2 = wd.damage2 * (4000+def1) / (4000+10*def1) - vit_def;
  3709. #else
  3710. if (def1 > 100) def1 = 100;
  3711. ATK_RATE2(wd.damage, wd.damage2,
  3712. 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)),
  3713. 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))
  3714. );
  3715. ATK_ADD2(wd.damage, wd.damage2,
  3716. 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,
  3717. 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
  3718. );
  3719. #endif
  3720. return wd;
  3721. }
  3722. /*====================================
  3723. * Modifiers ignoring DEF
  3724. *------------------------------------
  3725. * Credits:
  3726. * Original coder Skoltex
  3727. * Initial refactoring by Baalberith
  3728. * Refined and optimized by helvetica
  3729. */
  3730. struct Damage battle_calc_attack_post_defense(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3731. {
  3732. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3733. struct status_change *sc = status_get_sc(src);
  3734. struct status_data *sstatus = status_get_status_data(src);
  3735. //Post skill/vit reduction damage increases
  3736. if( sc )
  3737. { //SC skill damages
  3738. if(sc->data[SC_AURABLADE]
  3739. #ifndef RENEWAL
  3740. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  3741. #endif
  3742. ){
  3743. int lv = sc->data[SC_AURABLADE]->val1;
  3744. #ifdef RENEWAL
  3745. lv *= ((skill_id == LK_SPIRALPIERCE || skill_id == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5
  3746. #endif
  3747. ATK_ADD(wd.damage, wd.damage2, 20*lv);
  3748. }
  3749. if(sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val2){
  3750. struct block_list *bl; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5]
  3751. if( (bl = map_id2bl(sc->data[SC_GT_CHANGE]->val2)) )
  3752. ATK_ADD(wd.damage, wd.damage2, ( status_get_dex(bl)/4 + status_get_str(bl)/2 ) * sc->data[SC_GT_CHANGE]->val1 / 5 );
  3753. }
  3754. }
  3755. #ifndef RENEWAL
  3756. wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  3757. //Refine bonus
  3758. if( sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST )
  3759. { // Counts refine bonus multiple times
  3760. if( skill_id == MO_FINGEROFFENSIVE )
  3761. {
  3762. ATK_ADD2(wd.damage, wd.damage2, wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
  3763. } else {
  3764. ATK_ADD2(wd.damage, wd.damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  3765. }
  3766. }
  3767. #endif
  3768. //Set to min of 1
  3769. if (is_attack_right_handed(src, skill_id) && wd.damage < 1) wd.damage = 1;
  3770. if (is_attack_left_handed(src, skill_id) && wd.damage2 < 1) wd.damage2 = 1;
  3771. if (skill_id == NJ_KUNAI) {
  3772. RE_ALLATK_ADD(wd, 60);
  3773. ATK_ADD(wd.damage, wd.damage2, 60);
  3774. }
  3775. switch (skill_id) {
  3776. case AS_SONICBLOW:
  3777. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  3778. ATK_ADDRATE(wd.damage, wd.damage2, 10);
  3779. break;
  3780. case NC_AXETORNADO:
  3781. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  3782. ATK_ADDRATE(wd.damage, wd.damage2, 50);
  3783. break;
  3784. }
  3785. return wd;
  3786. }
  3787. /*=================================================================================
  3788. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  3789. *---------------------------------------------------------------------------------
  3790. * Credits:
  3791. * Original coder Skoltex
  3792. * Initial refactoring by Baalberith
  3793. * Refined and optimized by helvetica
  3794. */
  3795. struct Damage battle_calc_attack_plant(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3796. {
  3797. struct status_data *tstatus = status_get_status_data(target);
  3798. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  3799. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  3800. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  3801. //Plants receive 1 damage when hit
  3802. short class_ = status_get_class(target);
  3803. if( attack_hits || wd.damage > 0 )
  3804. wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage
  3805. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd.damage2 > 0) )
  3806. wd.damage2 = wd.div_;
  3807. if (is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) // force left hand to 1 damage while dual wielding [helvetica]
  3808. wd.damage2 = 1;
  3809. if( attack_hits && class_ == MOBID_EMPERIUM ) {
  3810. if(target && map_flag_gvg2(target->m) && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0)) {
  3811. wd.damage = wd.damage2 = 0;
  3812. return wd;
  3813. }
  3814. if( wd.damage2 > 0 ) {
  3815. wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3816. wd.damage2 = battle_calc_gvg_damage(src, target, wd.damage2, wd.div_, skill_id, skill_lv, wd.flag);
  3817. }
  3818. else if( wd.damage > 0 ) {
  3819. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  3820. wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
  3821. }
  3822. return wd;
  3823. }
  3824. //if( !(battle_config.skill_min_damage&1) )
  3825. //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
  3826. return wd;
  3827. }
  3828. /*========================================================================================
  3829. * Perform left/right hand weapon damage calculation based on previously calculated damage
  3830. *----------------------------------------------------------------------------------------
  3831. * Credits:
  3832. * Original coder Skoltex
  3833. * Initial refactoring by Baalberith
  3834. * Refined and optimized by helvetica
  3835. */
  3836. struct Damage battle_calc_attack_left_right_hands(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3837. {
  3838. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3839. int skill;
  3840. if (sd) {
  3841. if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {
  3842. wd.damage = wd.damage2;
  3843. wd.damage2 = 0;
  3844. }
  3845. else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  3846. skill = pc_checkskill(sd,TF_DOUBLE);
  3847. wd.damage2 = (int64)wd.damage * (1 + (skill * 2))/100;
  3848. }
  3849. else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
  3850. if (wd.damage) {
  3851. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  3852. skill = pc_checkskill(sd,AS_RIGHT);
  3853. ATK_RATER(wd.damage, 50 + (skill * 10))
  3854. }
  3855. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  3856. skill = pc_checkskill(sd,KO_RIGHT);
  3857. ATK_RATER(wd.damage, 70 + (skill * 10))
  3858. }
  3859. if(wd.damage < 1) wd.damage = 1;
  3860. }
  3861. if (wd.damage2) {
  3862. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  3863. skill = pc_checkskill(sd,AS_LEFT);
  3864. ATK_RATEL(wd.damage2, 30 + (skill * 10))
  3865. }
  3866. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  3867. skill = pc_checkskill(sd,KO_LEFT);
  3868. ATK_RATEL(wd.damage2, 50 + (skill * 10))
  3869. }
  3870. if(wd.damage2 < 1) wd.damage2 = 1;
  3871. }
  3872. }
  3873. }
  3874. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd.damage)
  3875. wd.damage=0;
  3876. if(!is_attack_left_handed(src, skill_id) && wd.damage2)
  3877. wd.damage2=0;
  3878. return wd;
  3879. }
  3880. /*==========================================
  3881. * BG/GvG attack modifiers
  3882. *------------------------------------------
  3883. * Credits:
  3884. * Original coder Skoltex
  3885. * Initial refactoring by Baalberith
  3886. * Refined and optimized by helvetica
  3887. */
  3888. struct Damage battle_calc_attack_gvg_bg(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3889. {
  3890. if( wd.damage + wd.damage2 ) { //There is a total damage value
  3891. if(!wd.damage2) {
  3892. wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_id,skill_lv);
  3893. if( map_flag_gvg2(target->m) )
  3894. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
  3895. else if( map[target->m].flag.battleground )
  3896. wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
  3897. }
  3898. else if(!wd.damage) {
  3899. wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_id,skill_lv);
  3900. if( map_flag_gvg2(target->m) )
  3901. wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag);
  3902. else if( map[target->m].flag.battleground )
  3903. wd.damage2 = battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag);
  3904. }
  3905. else {
  3906. int64 d1 = wd.damage + wd.damage2,d2 = wd.damage2;
  3907. wd.damage = battle_calc_damage(src,target,&wd,d1,skill_id,skill_lv);
  3908. if( map_flag_gvg2(target->m) )
  3909. wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
  3910. else if( map[target->m].flag.battleground )
  3911. wd.damage = battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
  3912. wd.damage2 = (int64)d2*100/d1 * wd.damage/100;
  3913. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
  3914. wd.damage-=wd.damage2;
  3915. }
  3916. }
  3917. return wd;
  3918. }
  3919. /*==========================================
  3920. * final ATK modifiers - after BG/GvG calc
  3921. *------------------------------------------
  3922. * Credits:
  3923. * Original coder Skoltex
  3924. * Initial refactoring by Baalberith
  3925. * Refined and optimized by helvetica
  3926. */
  3927. struct Damage battle_calc_weapon_final_atk_modifiers(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3928. {
  3929. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3930. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3931. struct status_change *sc = status_get_sc(src);
  3932. struct status_change *tsc = status_get_sc(target);
  3933. struct status_data *sstatus = status_get_status_data(src);
  3934. struct status_data *tstatus = status_get_status_data(target);
  3935. #ifdef ADJUST_SKILL_DAMAGE
  3936. int skill_damage;
  3937. #endif
  3938. //Reject Sword bugreport:4493 by Daegaladh
  3939. if(wd.damage && tsc && tsc->data[SC_REJECTSWORD] &&
  3940. (src->type!=BL_PC || (
  3941. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  3942. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  3943. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  3944. )) &&
  3945. rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
  3946. ) {
  3947. ATK_RATER(wd.damage, 50)
  3948. status_fix_damage(target,src,wd.damage,clif_damage(target,src,gettick(),0,0,wd.damage,0,0,0));
  3949. clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
  3950. if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
  3951. status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
  3952. }
  3953. if( tsc && tsc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < tsc->data[SC_CRESCENTELBOW]->val2 ) {
  3954. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  3955. int64 rdamage = 0;
  3956. int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125;
  3957. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  3958. rdamage = battle_calc_base_damage(tstatus,&tstatus->rhw,tsc,sstatus->size,tsd,0);
  3959. rdamage = (int64)rdamage * ratio / 100 + wd.damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
  3960. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), 0);
  3961. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  3962. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
  3963. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, 0, 0);
  3964. status_damage(target, src, rdamage, 0, 0, 0);
  3965. status_damage(src, target, rdamage/10, 0, 0, 1);
  3966. status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
  3967. }
  3968. if( sc ) {
  3969. //SC_FUSION hp penalty [Komurka]
  3970. if (sc->data[SC_FUSION]) {
  3971. int hp= sstatus->max_hp;
  3972. if (sd && tsd) {
  3973. hp = 8*hp/100;
  3974. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  3975. hp = sstatus->hp;
  3976. } else
  3977. hp = 2*hp/100; //2% hp loss per hit
  3978. status_zap(src, hp, 0);
  3979. }
  3980. /**
  3981. * affecting non-skills
  3982. **/
  3983. if( !skill_id ) {
  3984. /**
  3985. * RK Enchant Blade
  3986. **/
  3987. if( sc->data[SC_ENCHANTBLADE] && sd && ( (is_attack_right_handed(src, skill_id) && sd->weapontype1) || (is_attack_left_handed(src, skill_id) && sd->weapontype2) ) ) {
  3988. //[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt
  3989. ATK_ADD(wd.damage, wd.damage2, ( sc->data[SC_ENCHANTBLADE]->val1*20+100 ) * status_get_lv(src) / 150 + status_get_int(src) );
  3990. }
  3991. }
  3992. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  3993. }
  3994. switch (skill_id) {
  3995. case LG_RAYOFGENESIS:
  3996. {
  3997. struct Damage md = battle_calc_magic_attack(src, target, skill_id, skill_lv, wd.miscflag);
  3998. wd.damage += md.damage;
  3999. }
  4000. break;
  4001. #ifndef RENEWAL
  4002. case ASC_BREAKER:
  4003. { //Breaker's int-based damage (a misc attack?)
  4004. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd.miscflag);
  4005. wd.damage += md.damage;
  4006. }
  4007. break;
  4008. #endif
  4009. }
  4010. /* Skill damage adjustment */
  4011. #ifdef ADJUST_SKILL_DAMAGE
  4012. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  4013. ATK_ADDRATE(wd.damage, wd.damage2, skill_damage);
  4014. #endif
  4015. return wd;
  4016. }
  4017. /*====================================================
  4018. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  4019. *----------------------------------------------------
  4020. * Credits:
  4021. * Original coder Skoltex
  4022. * Initial refactoring by Baalberith
  4023. * Refined and optimized by helvetica
  4024. */
  4025. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  4026. {
  4027. struct status_data *sstatus = status_get_status_data(src);
  4028. struct status_data *tstatus = status_get_status_data(target);
  4029. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4030. struct Damage wd;
  4031. wd.type=0; //Normal attack
  4032. wd.div_=skill_id?skill_get_num(skill_id,skill_lv):1;
  4033. wd.amotion=(skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  4034. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  4035. /*if(skill_id == KN_AUTOCOUNTER)
  4036. wd.amotion >>= 1; */
  4037. wd.dmotion=tstatus->dmotion;
  4038. wd.blewcount=skill_get_blewcount(skill_id,skill_lv);
  4039. wd.miscflag = wflag;
  4040. wd.flag = BF_WEAPON; //Initial Flag
  4041. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  4042. wd.damage = wd.damage2 =
  4043. #ifdef RENEWAL
  4044. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  4045. #endif
  4046. 0;
  4047. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  4048. if(sd)
  4049. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  4050. if (skill_id) {
  4051. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  4052. switch(skill_id)
  4053. {
  4054. case MH_SONIC_CRAW:{
  4055. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4056. wd.div_ = hd->homunculus.spiritball;
  4057. }
  4058. break;
  4059. case MO_FINGEROFFENSIVE:
  4060. if(sd) {
  4061. if (battle_config.finger_offensive_type)
  4062. wd.div_ = 1;
  4063. else
  4064. wd.div_ = sd->spiritball_old;
  4065. }
  4066. break;
  4067. case KN_PIERCE:
  4068. case ML_PIERCE:
  4069. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  4070. break;
  4071. case TF_DOUBLE: //For NPC used skill.
  4072. case GS_CHAINACTION:
  4073. wd.type = 0x08;
  4074. break;
  4075. case GS_GROUNDDRIFT:
  4076. case KN_SPEARSTAB:
  4077. case KN_BOWLINGBASH:
  4078. case MS_BOWLINGBASH:
  4079. case MO_BALKYOUNG:
  4080. case TK_TURNKICK:
  4081. wd.blewcount=0;
  4082. break;
  4083. case KN_AUTOCOUNTER:
  4084. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  4085. break;
  4086. case LK_SPIRALPIERCE:
  4087. if (!sd) wd.flag=(wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  4088. break;
  4089. }
  4090. } else {
  4091. wd.flag |= is_skill_using_arrow(src, skill_id)?BF_LONG:BF_SHORT;
  4092. }
  4093. return wd;
  4094. }
  4095. /*
  4096. * Check if we should reflect the dammage and calculate it if so
  4097. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  4098. * @param wd : weapon damage
  4099. * @param src : bl who did the attack
  4100. * @param target : target of the attack
  4101. * @parem skill_id : id of casted skill, 0 = basic atk
  4102. * @param skill_lv : lvl of skill casted
  4103. */
  4104. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv){
  4105. if( (wd->damage + wd->damage2) && src && target && src != target &&
  4106. (src->type != BL_SKILL ||
  4107. (src->type == BL_SKILL && ( skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM )) )
  4108. ){ //don't reflect to yourself
  4109. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  4110. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4111. struct status_change *tsc = status_get_sc(target);
  4112. struct status_data *sstatus = status_get_status_data(src);
  4113. int tick = gettick(), rdelay = 0;
  4114. // Item reflect gets calculated first
  4115. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, 0);
  4116. if( rdamage > 0 ) {
  4117. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  4118. rdelay = clif_damage(src, src, tick, wd->amotion, sstatus->dmotion, rdamage, 1, 4, 0);
  4119. if( tsd ) battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  4120. battle_delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
  4121. skill_additional_effect(target, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  4122. }
  4123. // Calculate skill reflect damage separately
  4124. if( tsc ) {
  4125. struct status_data *tstatus = status_get_status_data(target);
  4126. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, 1);
  4127. if( rdamage > 0 ) {
  4128. //if(tsc->data[SC__SHADOWFORM]) {
  4129. // struct block_list *s_bl = map_id2bl(tsc->data[SC__SHADOWFORM]->val2);
  4130. // if(s_bl)
  4131. // status_damage(src, s_bl, rdamage, 0, clif_damage(src, s_bl, gettick(), 500, 500, rdamage, -1, 0, 0), 0);
  4132. // wd->damage = wd->damage2 = 0;
  4133. // wd->dmg_lv = ATK_BLOCK;
  4134. //}
  4135. if(attack_type == BF_WEAPON && tsc->data[SC_REFLECTDAMAGE] ) // Don't reflect your own damage (Grand Cross)
  4136. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,tstatus->race);
  4137. else if(attack_type == BF_WEAPON || attack_type == BF_MISC) {
  4138. rdelay = clif_damage(src, src, tick, wd->amotion, sstatus->dmotion, rdamage, 1, 4, 0);
  4139. if( tsd ) battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  4140. // It appears that official servers give skill reflect damage a longer delay
  4141. battle_delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
  4142. skill_additional_effect(target, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  4143. }
  4144. }
  4145. }
  4146. }
  4147. }
  4148. /*============================================
  4149. * Calculate "weapon"-type attacks and skills
  4150. *--------------------------------------------
  4151. * Credits:
  4152. * Original coder Skoltex
  4153. * Initial refactoring by Baalberith
  4154. * Refined and optimized by helvetica
  4155. */
  4156. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  4157. {
  4158. int i;
  4159. struct map_session_data *sd, *tsd;
  4160. struct Damage wd;
  4161. struct status_change *sc = status_get_sc(src);
  4162. struct status_change *tsc = status_get_sc(target);
  4163. struct status_data *tstatus = status_get_status_data(target);
  4164. int right_element, left_element;
  4165. memset(&wd,0,sizeof(wd));
  4166. if(src==NULL || target==NULL)
  4167. {
  4168. nullpo_info(NLP_MARK);
  4169. return wd;
  4170. }
  4171. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  4172. right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4173. left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4174. if (sc && !sc->count)
  4175. sc = NULL; //Skip checking as there are no status changes active.
  4176. if (tsc && !tsc->count)
  4177. tsc = NULL; //Skip checking as there are no status changes active.
  4178. sd = BL_CAST(BL_PC, src);
  4179. tsd = BL_CAST(BL_PC, target);
  4180. if ( (!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2 )
  4181. { //Check for Lucky Dodge
  4182. wd.type=0x0b;
  4183. wd.dmg_lv=ATK_LUCKY;
  4184. if (wd.div_ < 0) wd.div_*=-1;
  4185. return wd;
  4186. }
  4187. // on official check for multi hit first so we can override crit on double attack [helvetica]
  4188. wd = battle_calc_multi_attack(wd, src, target, skill_id, skill_lv);
  4189. // crit check is next since crits always hit on official [helvetica]
  4190. if (is_attack_critical(wd, src, target, skill_id, skill_lv, true))
  4191. wd.type = 0x0a;
  4192. // check if we're landing a hit
  4193. if(!is_attack_hitting(wd, src, target, skill_id, skill_lv, true))
  4194. wd.dmg_lv = ATK_FLEE;
  4195. else if(!target_has_infinite_defense(target, skill_id)) { //no need for math against plants
  4196. int ratio;
  4197. wd = battle_calc_skill_base_damage(wd, src, target, skill_id, skill_lv); // base skill damage
  4198. ratio = battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv); // skill level ratios
  4199. ATK_RATE(wd.damage, wd.damage2, ratio);
  4200. RE_ALLATK_RATE(wd, ratio);
  4201. ratio = battle_calc_skill_constant_addition(wd, src, target, skill_id, skill_lv); // other skill bonuses
  4202. ATK_ADD(wd.damage, wd.damage2, ratio);
  4203. #ifdef RENEWAL
  4204. ATK_ADD(wd.equipAtk, wd.equipAtk2, ratio); // equip ATK gets modified by skill bonuses as well [helvetica]
  4205. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  4206. struct status_data *sstatus = status_get_status_data(src);
  4207. if (sstatus->matk_max > sstatus->matk_min) {
  4208. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  4209. } else {
  4210. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  4211. }
  4212. }
  4213. #endif
  4214. // add any miscellaneous player ATK bonuses
  4215. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  4216. ATK_ADDRATE(wd.damage, wd.damage2, i);
  4217. RE_ALLATK_ADDRATE(wd, i);
  4218. }
  4219. #ifdef RENEWAL
  4220. // In Renewal we only cardfix to the weapon and equip ATK
  4221. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  4222. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk, 2, wd.flag);
  4223. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk, 2, wd.flag);
  4224. if( is_attack_left_handed(src, skill_id )) {
  4225. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  4226. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk2, 3, wd.flag);
  4227. }
  4228. // final attack bonuses that aren't affected by cards
  4229. wd = battle_attack_sc_bonus(wd, src, skill_id);
  4230. if (sd) { //monsters, homuns and pets have their damage computed directly
  4231. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.masteryAtk;
  4232. wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.masteryAtk2;
  4233. if( wd.flag&BF_LONG ) // Long damage rate addition doesn't use weapon + equip attack, what about others?
  4234. wd.damage = wd.damage * ( 100 + sd->bonus.long_attack_atk_rate ) / 100;
  4235. }
  4236. #else
  4237. // final attack bonuses that aren't affected by cards
  4238. wd = battle_attack_sc_bonus(wd, src, skill_id);
  4239. #endif
  4240. // check if attack ignores DEF
  4241. 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))
  4242. wd = battle_calc_defense_reduction(wd, src, target, skill_id, skill_lv);
  4243. wd = battle_calc_attack_post_defense(wd, src, target, skill_id, skill_lv);
  4244. }
  4245. else if(wd.div_ < 0) //Since the attack missed...
  4246. wd.div_ *= -1;
  4247. //WS_CARTTERMINATION never be missed because of flee, deals damage from BS_WEAPONRESEARCH [Cydh]
  4248. //NOTE: Idk the official behavior, if this damage can be reflected/adjusted or not
  4249. if (sd && skill_id == WS_CARTTERMINATION && wd.dmg_lv == ATK_FLEE && pc_checkskill(sd,BS_WEAPONRESEARCH)) {
  4250. wd.dmg_lv = ATK_DEF;
  4251. if(target_has_infinite_defense(target, skill_id))
  4252. return battle_calc_attack_plant(wd, src, target, skill_id, skill_lv);
  4253. wd.damage = pc_checkskill(sd,BS_WEAPONRESEARCH) * 2;
  4254. wd.damage2 = 0;
  4255. return wd;
  4256. }
  4257. #ifdef RENEWAL
  4258. if(!sd) // monsters only have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica]
  4259. #endif
  4260. wd = battle_calc_element_damage(wd, src, target, skill_id, skill_lv);
  4261. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  4262. return wd; //Enough, rest is not needed.
  4263. #ifdef RENEWAL
  4264. if(is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
  4265. if(sd) { // check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  4266. wd.damage = (int)floor((double)(wd.damage * 1.4 * (100 + sd->bonus.crit_atk_rate)) / 100);
  4267. if (sc && sc->data[SC_MTF_CRIDAMAGE]) // Monster Transformation Bonus
  4268. wd.damage *= (int)1.25;
  4269. }
  4270. else
  4271. wd.damage = (int)floor((double)wd.damage * 1.4);
  4272. }
  4273. #endif
  4274. if(sd) {
  4275. if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  4276. ATK_ADD2(wd.damage, wd.damage2, wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
  4277. if (skill_id==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  4278. ATK_ADD(wd.damage, wd.damage2, wd.div_*sd->spiritball_old*3);
  4279. } else {
  4280. ATK_ADD(wd.damage, wd.damage2, wd.div_*sd->spiritball*3);
  4281. }
  4282. if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN )
  4283. { //Refine bonus applies after cards and elements.
  4284. short index= sd->equip_index[EQI_HAND_L];
  4285. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  4286. ATK_ADD(wd.damage, wd.damage2, 10*sd->status.inventory[index].refine);
  4287. }
  4288. #ifndef RENEWAL
  4289. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  4290. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 2, wd.flag);
  4291. if( is_attack_left_handed(src, skill_id ))
  4292. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 3, wd.flag);
  4293. #endif
  4294. }
  4295. if(tsd) { // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  4296. switch(skill_id) { // These skills will do a card fix later
  4297. #ifdef RENEWAL
  4298. case NJ_ISSEN:
  4299. case ASC_BREAKER:
  4300. #endif
  4301. case CR_ACIDDEMONSTRATION:
  4302. case KO_HAPPOKUNAI:
  4303. break;
  4304. default:
  4305. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 0, wd.flag);
  4306. if(is_attack_left_handed(src, skill_id))
  4307. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 1, wd.flag);
  4308. break;
  4309. }
  4310. }
  4311. // forced to neutral skills [helvetica]
  4312. // skills forced to neutral gain benefits from weapon element
  4313. // but final damage is considered "neutral" and resistances are applied again
  4314. switch (skill_id) {
  4315. case GN_CARTCANNON: // Cart Cannon gets forced to element of cannon ball (neutral or holy/shadow/ghost)
  4316. if (sd)
  4317. wd.damage = battle_attr_fix(src, target, wd.damage, sd->bonus.arrow_ele ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4318. else
  4319. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4320. break;
  4321. case MC_CARTREVOLUTION: // Cart Revolution gets forced to neutral element
  4322. wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  4323. break;
  4324. }
  4325. // perform multihit calculations
  4326. #ifdef RENEWAL
  4327. damage_div_fix_renewal(wd, wd.div_);
  4328. #endif
  4329. damage_div_fix(wd.damage, wd.div_);
  4330. // only do 1 dmg to plant, no need to calculate rest
  4331. if(target_has_infinite_defense(target, skill_id))
  4332. return battle_calc_attack_plant(wd, src, target, skill_id, skill_lv);
  4333. wd = battle_calc_attack_left_right_hands(wd, src, target, skill_id, skill_lv);
  4334. switch (skill_id) { // These skills will do a GVG fix later
  4335. #ifdef RENEWAL
  4336. case NJ_ISSEN:
  4337. case ASC_BREAKER:
  4338. #endif
  4339. case CR_ACIDDEMONSTRATION:
  4340. case KO_HAPPOKUNAI:
  4341. return wd;
  4342. default:
  4343. wd = battle_calc_attack_gvg_bg(wd, src, target, skill_id, skill_lv);
  4344. break;
  4345. }
  4346. wd = battle_calc_weapon_final_atk_modifiers(wd, src, target, skill_id, skill_lv);
  4347. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  4348. return wd;
  4349. }
  4350. /*==========================================
  4351. * Calculate "magic"-type attacks and skills
  4352. *------------------------------------------
  4353. * Credits:
  4354. * Original coder DracoRPG
  4355. * Refined and optimized by helvetica
  4356. */
  4357. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  4358. {
  4359. int i, nk;
  4360. #ifdef ADJUST_SKILL_DAMAGE
  4361. int skill_damage;
  4362. #endif
  4363. short s_ele = 0;
  4364. unsigned int skillratio = 100; //Skill dmg modifiers.
  4365. TBL_PC *sd;
  4366. // TBL_PC *tsd;
  4367. struct status_change *sc, *tsc;
  4368. struct Damage ad;
  4369. struct status_data *sstatus = status_get_status_data(src);
  4370. struct status_data *tstatus = status_get_status_data(target);
  4371. struct {
  4372. unsigned imdef : 1;
  4373. unsigned infdef : 1;
  4374. } flag;
  4375. memset(&ad,0,sizeof(ad));
  4376. memset(&flag,0,sizeof(flag));
  4377. if(src==NULL || target==NULL)
  4378. {
  4379. nullpo_info(NLP_MARK);
  4380. return ad;
  4381. }
  4382. //Initial Values
  4383. ad.damage = 1;
  4384. ad.div_=skill_get_num(skill_id,skill_lv);
  4385. ad.amotion=skill_get_inf(skill_id)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  4386. ad.dmotion=tstatus->dmotion;
  4387. ad.blewcount = skill_get_blewcount(skill_id,skill_lv);
  4388. ad.flag=BF_MAGIC|BF_SKILL;
  4389. ad.dmg_lv=ATK_DEF;
  4390. nk = skill_get_nk(skill_id);
  4391. flag.imdef = nk&NK_IGNORE_DEF?1:0;
  4392. sd = BL_CAST(BL_PC, src);
  4393. // tsd = BL_CAST(BL_PC, target);
  4394. sc = status_get_sc(src);
  4395. tsc = status_get_sc(target);
  4396. //Initialize variables that will be used afterwards
  4397. s_ele = skill_get_ele(skill_id, skill_lv);
  4398. if (s_ele == -1){ // pl=-1 : the skill takes the weapon's element
  4399. s_ele = sstatus->rhw.ele;
  4400. if( sd ){ //Summoning 10 talisman will endow your weapon
  4401. ARR_FIND(1, 6, i, sd->talisman[i] >= 10);
  4402. if( i < 5 ) s_ele = i;
  4403. }
  4404. }else if (s_ele == -2) //Use status element
  4405. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  4406. else if( s_ele == -3 ) //Use random element
  4407. s_ele = rnd()%ELE_MAX;
  4408. if( skill_id == SO_PSYCHIC_WAVE ) {
  4409. if( sc && sc->count ) {
  4410. if( sc->data[SC_HEATER_OPTION] ) s_ele = sc->data[SC_HEATER_OPTION]->val4;
  4411. else if( sc->data[SC_COOLER_OPTION] ) s_ele = sc->data[SC_COOLER_OPTION]->val4;
  4412. else if( sc->data[SC_BLAST_OPTION] ) s_ele = sc->data[SC_BLAST_OPTION]->val3;
  4413. else if( sc->data[SC_CURSED_SOIL_OPTION] ) s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val4;
  4414. }
  4415. }
  4416. //Set miscellaneous data that needs be filled
  4417. if(sd) {
  4418. sd->state.arrow_atk = 0;
  4419. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  4420. }
  4421. //Skill Range Criteria
  4422. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  4423. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  4424. if( target->type == BL_SKILL){
  4425. TBL_SKILL *su = (TBL_SKILL*)target;
  4426. if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
  4427. flag.infdef = 1;
  4428. }
  4429. switch(skill_id)
  4430. {
  4431. case MG_FIREWALL:
  4432. case NJ_KAENSIN:
  4433. ad.dmotion = 0; //No flinch animation.
  4434. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  4435. ad.blewcount = 0; //No knockback
  4436. break;
  4437. case PR_SANCTUARY:
  4438. ad.dmotion = 0; //No flinch animation.
  4439. break;
  4440. }
  4441. if(!flag.infdef && (
  4442. (tstatus->mode&MD_IGNOREMAGIC && ad.flag&(BF_MAGIC) ) //magic
  4443. )) flag.infdef = 1;
  4444. if (!flag.infdef) //No need to do the math for plants
  4445. {
  4446. #ifdef RENEWAL
  4447. ad.damage = 0; //reinitialize..
  4448. #endif
  4449. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  4450. #define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
  4451. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  4452. #define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
  4453. //Adds an absolute value to damage. 100 = +100 damage
  4454. #define MATK_ADD( a ) { ad.damage+= a; }
  4455. switch (skill_id)
  4456. { //Calc base damage according to skill
  4457. case AL_HEAL:
  4458. case PR_BENEDICTIO:
  4459. case PR_SANCTUARY:
  4460. /**
  4461. * Arch Bishop
  4462. **/
  4463. case AB_HIGHNESSHEAL:
  4464. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  4465. break;
  4466. case PR_ASPERSIO:
  4467. ad.damage = 40;
  4468. break;
  4469. case ALL_RESURRECTION:
  4470. case PR_TURNUNDEAD:
  4471. //Undead check is on skill_castend_damageid code.
  4472. #ifdef RENEWAL
  4473. i = 10*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  4474. + 300 - 300*tstatus->hp/tstatus->max_hp;
  4475. #else
  4476. i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  4477. + 200 - 200*tstatus->hp/tstatus->max_hp;
  4478. #endif
  4479. if(i > 700) i = 700;
  4480. if(rnd()%1000 < i && !(tstatus->mode&MD_BOSS))
  4481. ad.damage = tstatus->hp;
  4482. else {
  4483. #ifdef RENEWAL
  4484. if (sstatus->matk_max > sstatus->matk_min) {
  4485. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  4486. } else {
  4487. MATK_ADD(sstatus->matk_min);
  4488. }
  4489. MATK_RATE(skill_lv);
  4490. #else
  4491. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  4492. #endif
  4493. }
  4494. break;
  4495. case PF_SOULBURN:
  4496. ad.damage = tstatus->sp * 2;
  4497. break;
  4498. /**
  4499. * Arch Bishop
  4500. **/
  4501. case AB_RENOVATIO:
  4502. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  4503. break;
  4504. default: {
  4505. if (sstatus->matk_max > sstatus->matk_min) {
  4506. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  4507. } else {
  4508. MATK_ADD(sstatus->matk_min);
  4509. }
  4510. if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill
  4511. if(mflag>0)
  4512. ad.damage/= mflag;
  4513. else
  4514. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  4515. }
  4516. switch(skill_id){
  4517. case MG_NAPALMBEAT:
  4518. skillratio += skill_lv*10-30;
  4519. break;
  4520. case MG_FIREBALL:
  4521. #ifdef RENEWAL
  4522. skillratio += 20*skill_lv;
  4523. #else
  4524. skillratio += skill_lv*10-30;
  4525. #endif
  4526. break;
  4527. case MG_SOULSTRIKE:
  4528. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  4529. skillratio += 5*skill_lv;
  4530. break;
  4531. case MG_FIREWALL:
  4532. skillratio -= 50;
  4533. break;
  4534. case MG_FIREBOLT:
  4535. case MG_COLDBOLT:
  4536. case MG_LIGHTNINGBOLT:
  4537. if ( sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
  4538. skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
  4539. ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax]
  4540. ad.flag = BF_WEAPON|BF_SHORT;
  4541. ad.type = 0;
  4542. }
  4543. break;
  4544. case MG_THUNDERSTORM:
  4545. /**
  4546. * in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  4547. **/
  4548. #ifndef RENEWAL
  4549. skillratio -= 20;
  4550. #endif
  4551. break;
  4552. case MG_FROSTDIVER:
  4553. skillratio += 10*skill_lv;
  4554. break;
  4555. case AL_HOLYLIGHT:
  4556. skillratio += 25;
  4557. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  4558. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  4559. break;
  4560. case AL_RUWACH:
  4561. skillratio += 45;
  4562. break;
  4563. case WZ_FROSTNOVA:
  4564. skillratio += (100+skill_lv*10)*2/3-100;
  4565. break;
  4566. case WZ_FIREPILLAR:
  4567. if (skill_lv > 10)
  4568. skillratio += 100;
  4569. else
  4570. skillratio -= 80;
  4571. break;
  4572. case WZ_SIGHTRASHER:
  4573. skillratio += 20*skill_lv;
  4574. break;
  4575. case WZ_WATERBALL:
  4576. skillratio += 30*skill_lv;
  4577. break;
  4578. case WZ_STORMGUST:
  4579. skillratio += 40*skill_lv;
  4580. break;
  4581. case HW_NAPALMVULCAN:
  4582. skillratio += 10*skill_lv-30;
  4583. break;
  4584. case SL_STIN:
  4585. skillratio += (tstatus->size!=SZ_SMALL?-99:10*skill_lv); //target size must be small (0) for full damage.
  4586. break;
  4587. case SL_STUN:
  4588. skillratio += (tstatus->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets
  4589. break;
  4590. case SL_SMA:
  4591. skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
  4592. break;
  4593. case NJ_KOUENKA:
  4594. skillratio -= 10;
  4595. break;
  4596. case NJ_KAENSIN:
  4597. skillratio -= 50;
  4598. break;
  4599. case NJ_BAKUENRYU:
  4600. skillratio += 50*(skill_lv-1);
  4601. break;
  4602. case NJ_HYOUSYOURAKU:
  4603. skillratio += 50*skill_lv;
  4604. break;
  4605. case NJ_RAIGEKISAI:
  4606. skillratio += 60 + 40*skill_lv;
  4607. break;
  4608. case NJ_KAMAITACHI:
  4609. case NPC_ENERGYDRAIN:
  4610. skillratio += 100*skill_lv;
  4611. break;
  4612. case NPC_EARTHQUAKE:
  4613. skillratio += 100 +100*skill_lv +100*(skill_lv/2);
  4614. break;
  4615. #ifdef RENEWAL
  4616. case WZ_HEAVENDRIVE:
  4617. case WZ_METEOR:
  4618. skillratio += 25;
  4619. break;
  4620. case WZ_VERMILION:
  4621. {
  4622. int interval = 0, per = interval, ratio = per;
  4623. while( (per++) < skill_lv ){
  4624. ratio += interval;
  4625. if(per%3==0) interval += 20;
  4626. }
  4627. if( skill_lv > 9 )
  4628. ratio -= 10;
  4629. skillratio += ratio;
  4630. }
  4631. break;
  4632. case NJ_HUUJIN:
  4633. skillratio += 50;
  4634. break;
  4635. #else
  4636. case WZ_VERMILION:
  4637. skillratio += 20*skill_lv-20;
  4638. break;
  4639. #endif
  4640. /**
  4641. * Arch Bishop
  4642. **/
  4643. case AB_JUDEX:
  4644. skillratio += 200 + 20 * skill_lv;
  4645. RE_LVL_DMOD(100);
  4646. break;
  4647. case AB_ADORAMUS:
  4648. skillratio += 400 + 100 * skill_lv;
  4649. RE_LVL_DMOD(100);
  4650. break;
  4651. case AB_DUPLELIGHT_MAGIC:
  4652. skillratio += 100 + 20 * skill_lv;
  4653. break;
  4654. /**
  4655. * Warlock
  4656. **/
  4657. case WL_SOULEXPANSION:
  4658. skillratio += 300 + 100 * skill_lv + sstatus->int_;
  4659. RE_LVL_DMOD(100);
  4660. break;
  4661. case WL_FROSTMISTY:
  4662. skillratio += 100 + 100 * skill_lv;
  4663. RE_LVL_DMOD(100);
  4664. break;
  4665. case WL_JACKFROST:
  4666. if( tsc && tsc->data[SC_FREEZING] ){
  4667. skillratio += 900 + 300 * skill_lv;
  4668. RE_LVL_DMOD(100);
  4669. }else{
  4670. skillratio += 400 + 100 * skill_lv;
  4671. RE_LVL_DMOD(150);
  4672. }
  4673. break;
  4674. case WL_DRAINLIFE:
  4675. skillratio = 200 * skill_lv + sstatus->int_;
  4676. RE_LVL_DMOD(100);
  4677. break;
  4678. case WL_CRIMSONROCK:
  4679. skillratio += 1200 + 300 * skill_lv;
  4680. RE_LVL_DMOD(100);
  4681. break;
  4682. case WL_HELLINFERNO:
  4683. skillratio = 300 * skill_lv;
  4684. RE_LVL_DMOD(100);
  4685. // Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] %
  4686. // Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] %
  4687. if( mflag&ELE_DARK ){ skillratio *= 4; s_ele = ELE_DARK; }
  4688. skillratio /= 5;
  4689. break;
  4690. case WL_COMET:
  4691. i = ( sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8 );
  4692. if( i <= 3 )
  4693. skillratio += 2400 + 500 * skill_lv; // 7 x 7 cell
  4694. else if( i <= 5 )
  4695. skillratio += 1900 + 500 * skill_lv; // 11 x 11 cell
  4696. else if( i <= 7 )
  4697. skillratio += 1400 + 500 * skill_lv; // 15 x 15 cell
  4698. else
  4699. skillratio += 900 + 500 * skill_lv; // 19 x 19 cell
  4700. if( sd && sd->status.party_id ){
  4701. struct map_session_data* psd;
  4702. int p_sd[5] = {0, 0, 0, 0, 0}, c; // just limit it to 5
  4703. c = 0;
  4704. memset (p_sd, 0, sizeof(p_sd));
  4705. party_foreachsamemap(skill_check_condition_char_sub, sd, 3, &sd->bl, &c, &p_sd, skill_id);
  4706. c = ( c > 1 ? rand()%c : 0 );
  4707. if( (psd = map_id2sd(p_sd[c])) && pc_checkskill(psd,WL_COMET) > 0 ){
  4708. skillratio = skill_lv * 400; //MATK [{( Skill Level x 400 ) x ( Caster's Base Level / 120 )} + 2500 ] %
  4709. RE_LVL_DMOD(120);
  4710. skillratio += 2500;
  4711. status_zap(&psd->bl, 0, skill_get_sp(skill_id, skill_lv) / 2);
  4712. }
  4713. }
  4714. break;
  4715. case WL_CHAINLIGHTNING_ATK:
  4716. skillratio += 100 + 300 * skill_lv;
  4717. RE_LVL_DMOD(100);
  4718. break;
  4719. case WL_EARTHSTRAIN:
  4720. skillratio += 1900 + 100 * skill_lv;
  4721. RE_LVL_DMOD(100);
  4722. break;
  4723. case WL_TETRAVORTEX_FIRE:
  4724. case WL_TETRAVORTEX_WATER:
  4725. case WL_TETRAVORTEX_WIND:
  4726. case WL_TETRAVORTEX_GROUND:
  4727. skillratio += 400 + 500 * skill_lv;
  4728. break;
  4729. case WL_SUMMON_ATK_FIRE:
  4730. case WL_SUMMON_ATK_WATER:
  4731. case WL_SUMMON_ATK_WIND:
  4732. case WL_SUMMON_ATK_GROUND:
  4733. skillratio = skill_lv * (status_get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech]
  4734. RE_LVL_DMOD(100);
  4735. break;
  4736. case LG_RAYOFGENESIS:
  4737. {
  4738. uint16 lv = skill_lv;
  4739. int bandingBonus = 0;
  4740. if( sc && sc->data[SC_BANDING] )
  4741. bandingBonus = 200 * (sd ? skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),0) : 1);
  4742. skillratio = ((300 * skill_lv) + bandingBonus) * (sd ? sd->status.job_level : 1) / 25;
  4743. }
  4744. break;
  4745. case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
  4746. if( sd ) {
  4747. skillratio = status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
  4748. } else
  4749. skillratio += 1900; //2000%
  4750. break;
  4751. case WM_METALICSOUND:
  4752. skillratio += 120 * skill_lv + 60 * ( sd? pc_checkskill(sd, WM_LESSON) : 10 ) - 100;
  4753. break;
  4754. /*case WM_SEVERE_RAINSTORM:
  4755. skillratio += 50 * skill_lv;
  4756. break;
  4757. WM_SEVERE_RAINSTORM just set a unit place,
  4758. refer to WM_SEVERE_RAINSTORM_MELEE to set the formula.
  4759. */
  4760. case WM_REVERBERATION_MAGIC:
  4761. // MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] %
  4762. skillratio += 100 * (sd ? pc_checkskill(sd, WM_REVERBERATION) : 1);
  4763. RE_LVL_DMOD(100);
  4764. break;
  4765. case SO_FIREWALK:
  4766. skillratio = 300;
  4767. RE_LVL_DMOD(100);
  4768. if( sc && sc->data[SC_HEATER_OPTION] )
  4769. skillratio += sc->data[SC_HEATER_OPTION]->val3;
  4770. break;
  4771. case SO_ELECTRICWALK:
  4772. skillratio = 300;
  4773. RE_LVL_DMOD(100);
  4774. if( sc && sc->data[SC_BLAST_OPTION] )
  4775. skillratio += sd ? sd->status.job_level / 2 : 0;
  4776. break;
  4777. case SO_EARTHGRAVE:
  4778. skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_SEISMICWEAPON) : 10 ) + sstatus->int_ * skill_lv );
  4779. RE_LVL_DMOD(100);
  4780. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  4781. skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
  4782. break;
  4783. case SO_DIAMONDDUST:
  4784. skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_FROSTWEAPON) : 10 ) + sstatus->int_ * skill_lv );
  4785. RE_LVL_DMOD(100);
  4786. if( sc && sc->data[SC_COOLER_OPTION] )
  4787. skillratio += sc->data[SC_COOLER_OPTION]->val3;
  4788. break;
  4789. case SO_POISON_BUSTER:
  4790. skillratio += 1100 + 300 * skill_lv;
  4791. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  4792. skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
  4793. break;
  4794. case SO_PSYCHIC_WAVE:
  4795. skillratio += -100 + skill_lv * 70 + (sstatus->int_ * 3);
  4796. RE_LVL_DMOD(100);
  4797. if( sc ){
  4798. if( sc->data[SC_HEATER_OPTION] )
  4799. skillratio += sc->data[SC_HEATER_OPTION]->val3;
  4800. else if(sc->data[SC_COOLER_OPTION] )
  4801. skillratio += sc->data[SC_COOLER_OPTION]->val3;
  4802. else if(sc->data[SC_BLAST_OPTION] )
  4803. skillratio += sc->data[SC_BLAST_OPTION]->val2;
  4804. else if(sc->data[SC_CURSED_SOIL_OPTION] )
  4805. skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3;
  4806. }
  4807. break;
  4808. case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
  4809. skillratio = status_get_int(src) * skill_lv + ( sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0 );
  4810. RE_LVL_DMOD(100);
  4811. if( sc && sc->data[SC_BLAST_OPTION] )
  4812. skillratio += sd ? sd->status.job_level * 5 : 0;
  4813. break;
  4814. case SO_CLOUD_KILL:
  4815. skillratio += -100 + skill_lv * 40;
  4816. RE_LVL_DMOD(100);
  4817. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  4818. skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
  4819. break;
  4820. case GN_DEMONIC_FIRE:
  4821. if( skill_lv > 20)
  4822. { // Fire expansion Lv.2
  4823. skillratio += 110 + 20 * (skill_lv - 20) + status_get_int(src) * 3; // Need official INT bonus. [LimitLine]
  4824. }
  4825. else if( skill_lv > 10 )
  4826. { // Fire expansion Lv.1
  4827. skillratio += 110 + 20 * (skill_lv - 10) / 2;
  4828. }
  4829. else
  4830. skillratio += 110 + 20 * skill_lv;
  4831. break;
  4832. // Magical Elemental Spirits Attack Skills
  4833. case EL_FIRE_MANTLE:
  4834. case EL_WATER_SCREW:
  4835. skillratio += 900;
  4836. break;
  4837. case EL_FIRE_ARROW:
  4838. case EL_ROCK_CRUSHER_ATK:
  4839. skillratio += 200;
  4840. break;
  4841. case EL_FIRE_BOMB:
  4842. case EL_ICE_NEEDLE:
  4843. case EL_HURRICANE_ATK:
  4844. skillratio += 400;
  4845. break;
  4846. case EL_FIRE_WAVE:
  4847. case EL_TYPOON_MIS_ATK:
  4848. skillratio += 1100;
  4849. break;
  4850. case MH_ERASER_CUTTER:
  4851. if(skill_lv%2) skillratio += 400; //600:800:1000
  4852. else skillratio += 700; //1000:1200
  4853. skillratio += 100 * skill_lv;
  4854. break;
  4855. case MH_XENO_SLASHER:
  4856. if(skill_lv%2) skillratio += 350 + 50 * skill_lv; //500:600:700
  4857. else skillratio += 400 + 100 * skill_lv; //700:900
  4858. break;
  4859. case MH_HEILIGE_STANGE:
  4860. skillratio += 400 + 250 * skill_lv;
  4861. skillratio = (skillratio * status_get_lv(src))/150;
  4862. break;
  4863. case MH_POISON_MIST:
  4864. skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 100;
  4865. break;
  4866. }
  4867. MATK_RATE(skillratio);
  4868. //Constant/misc additions from skills
  4869. if (skill_id == WZ_FIREPILLAR)
  4870. MATK_ADD(50);
  4871. }
  4872. }
  4873. #ifdef RENEWAL
  4874. switch(skill_id) { // These skills will do a card fix later
  4875. case CR_ACIDDEMONSTRATION:
  4876. case ASC_BREAKER:
  4877. break;
  4878. default:
  4879. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  4880. }
  4881. #endif
  4882. if(sd) {
  4883. //Damage bonuses
  4884. if ((i = pc_skillatk_bonus(sd, skill_id)))
  4885. ad.damage += (int64)ad.damage*i/100;
  4886. //Ignore Defense?
  4887. if (!flag.imdef && (
  4888. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) ||
  4889. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) ||
  4890. sd->bonus.ignore_mdef_race & ( is_boss(target) ? 1 << RC_BOSS : 1 << RC_NONBOSS )
  4891. ))
  4892. flag.imdef = 1;
  4893. }
  4894. if(!flag.imdef){
  4895. defType mdef = tstatus->mdef;
  4896. int mdef2= tstatus->mdef2;
  4897. #ifdef RENEWAL
  4898. if(tsc && tsc->data[SC_ASSUMPTIO])
  4899. mdef <<= 1; // only eMDEF is doubled
  4900. #endif
  4901. if(sd) {
  4902. i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS];
  4903. i+= sd->ignore_mdef[tstatus->race];
  4904. if (i)
  4905. {
  4906. if (i > 100) i = 100;
  4907. mdef -= mdef * i/100;
  4908. //mdef2-= mdef2* i/100;
  4909. }
  4910. }
  4911. #ifdef RENEWAL
  4912. /**
  4913. * RE MDEF Reduction
  4914. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  4915. **/
  4916. if (mdef < -99)
  4917. mdef = -99; // Avoid divide by 0
  4918. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  4919. #else
  4920. if(battle_config.magic_defense_type)
  4921. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  4922. else
  4923. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  4924. #endif
  4925. }
  4926. if (skill_id == NPC_EARTHQUAKE)
  4927. { //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
  4928. //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
  4929. if(mflag>0)
  4930. ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
  4931. else
  4932. ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  4933. }
  4934. if(ad.damage<1)
  4935. ad.damage=1;
  4936. else if(sc){//only applies when hit
  4937. // TODO: there is another factor that contribute with the damage and need to be formulated. [malufett]
  4938. switch(skill_id){
  4939. case MG_LIGHTNINGBOLT:
  4940. case MG_THUNDERSTORM:
  4941. case MG_FIREBOLT:
  4942. case MG_FIREWALL:
  4943. case MG_COLDBOLT:
  4944. case MG_FROSTDIVER:
  4945. case WZ_EARTHSPIKE:
  4946. case WZ_HEAVENDRIVE:
  4947. if(sc->data[SC_GUST_OPTION] || sc->data[SC_PETROLOGY_OPTION]
  4948. || sc->data[SC_PYROTECHNIC_OPTION] || sc->data[SC_AQUAPLAY_OPTION])
  4949. ad.damage += (6 + sstatus->int_/4) + max(sstatus->dex-10,0)/30;
  4950. break;
  4951. }
  4952. }
  4953. if (!(nk&NK_NO_ELEFIX))
  4954. ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  4955. if( skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS )
  4956. { //Apply the physical part of the skill's damage. [Skotlex]
  4957. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  4958. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100;
  4959. if( src == target )
  4960. {
  4961. if( src->type == BL_PC )
  4962. ad.damage = ad.damage/2;
  4963. else
  4964. ad.damage = 0;
  4965. }
  4966. }
  4967. #ifndef RENEWAL
  4968. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  4969. #endif
  4970. }
  4971. damage_div_fix(ad.damage, ad.div_);
  4972. if (flag.infdef && ad.damage)
  4973. ad.damage = ad.damage>0?1:-1;
  4974. switch(skill_id) { // These skills will do a GVG fix later
  4975. #ifdef RENEWAL
  4976. case ASC_BREAKER:
  4977. #endif
  4978. case CR_ACIDDEMONSTRATION:
  4979. return ad;
  4980. default:
  4981. ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  4982. if( map_flag_gvg2(target->m) )
  4983. ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);
  4984. else if( map[target->m].flag.battleground )
  4985. ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);
  4986. }
  4987. switch( skill_id ) { /* post-calc modifiers */
  4988. case SO_VARETYR_SPEAR: { // Physical damage.
  4989. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  4990. if(!flag.infdef && ad.damage > 1)
  4991. ad.damage += wd.damage;
  4992. break;
  4993. }
  4994. //case HM_ERASER_CUTTER:
  4995. }
  4996. /* Skill damage adjustment */
  4997. #ifdef ADJUST_SKILL_DAMAGE
  4998. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  4999. MATK_ADDRATE(skill_damage);
  5000. #endif
  5001. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta]
  5002. return ad;
  5003. }
  5004. /*==========================================
  5005. * Calculate "misc"-type attacks and skills
  5006. *------------------------------------------
  5007. * Credits:
  5008. * Original coder Skoltex
  5009. * Refined and optimized by helvetica
  5010. */
  5011. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  5012. {
  5013. int skill;
  5014. #ifdef ADJUST_SKILL_DAMAGE
  5015. int skill_damage;
  5016. #endif
  5017. short i, nk;
  5018. short s_ele;
  5019. struct map_session_data *sd, *tsd;
  5020. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  5021. struct status_data *sstatus = status_get_status_data(src);
  5022. struct status_data *tstatus = status_get_status_data(target);
  5023. memset(&md,0,sizeof(md));
  5024. if( src == NULL || target == NULL ){
  5025. nullpo_info(NLP_MARK);
  5026. return md;
  5027. }
  5028. //Some initial values
  5029. md.amotion=skill_get_inf(skill_id)&INF_GROUND_SKILL?0:sstatus->amotion;
  5030. md.dmotion=tstatus->dmotion;
  5031. md.div_=skill_get_num( skill_id,skill_lv );
  5032. md.blewcount=skill_get_blewcount(skill_id,skill_lv);
  5033. md.dmg_lv=ATK_DEF;
  5034. md.flag=BF_MISC|BF_SKILL;
  5035. nk = skill_get_nk(skill_id);
  5036. sd = BL_CAST(BL_PC, src);
  5037. tsd = BL_CAST(BL_PC, target);
  5038. if(sd) {
  5039. sd->state.arrow_atk = 0;
  5040. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  5041. }
  5042. s_ele = skill_get_ele(skill_id, skill_lv);
  5043. if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  5044. s_ele = ELE_NEUTRAL;
  5045. else if (s_ele == -3) //Use random element
  5046. s_ele = rnd()%ELE_MAX;
  5047. //Skill Range Criteria
  5048. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5049. switch( skill_id )
  5050. {
  5051. case NC_MAGMA_ERUPTION:
  5052. md.damage = 1200 + 400 * skill_lv;
  5053. break;
  5054. #ifdef RENEWAL
  5055. case HT_LANDMINE:
  5056. case MA_LANDMINE:
  5057. case HT_BLASTMINE:
  5058. case HT_CLAYMORETRAP:
  5059. md.damage = skill_lv * sstatus->dex * (3+status_get_lv(src)/100) * (1+sstatus->int_/35);
  5060. md.damage += md.damage * (rnd()%20-10) / 100;
  5061. md.damage += 40 * (sd?pc_checkskill(sd,RA_RESEARCHTRAP):0);
  5062. break;
  5063. #else
  5064. case HT_LANDMINE:
  5065. case MA_LANDMINE:
  5066. md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
  5067. break;
  5068. case HT_BLASTMINE:
  5069. md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
  5070. break;
  5071. case HT_CLAYMORETRAP:
  5072. md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
  5073. break;
  5074. #endif
  5075. case HT_BLITZBEAT:
  5076. case SN_FALCONASSAULT:
  5077. //Blitz-beat Damage.
  5078. if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  5079. skill=0;
  5080. md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2;
  5081. if(mflag > 1) //Autocasted Blitz.
  5082. nk|=NK_SPLASHSPLIT;
  5083. if (skill_id == SN_FALCONASSAULT)
  5084. {
  5085. //Div fix of Blitzbeat
  5086. skill = skill_get_num(HT_BLITZBEAT, 5);
  5087. damage_div_fix(md.damage, skill);
  5088. //Falcon Assault Modifier
  5089. md.damage=(int64)md.damage*(150+70*skill_lv)/100;
  5090. }
  5091. break;
  5092. case TF_THROWSTONE:
  5093. md.damage=50;
  5094. break;
  5095. case BA_DISSONANCE:
  5096. md.damage=30+skill_lv*10;
  5097. if (sd)
  5098. md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
  5099. break;
  5100. case NPC_SELFDESTRUCTION:
  5101. md.damage = sstatus->hp;
  5102. break;
  5103. case NPC_SMOKING:
  5104. md.damage=3;
  5105. break;
  5106. case NPC_DARKBREATH:
  5107. md.damage = tstatus->max_hp * (skill_lv * 10) / 100;
  5108. break;
  5109. case PA_PRESSURE:
  5110. md.damage=500+300*skill_lv;
  5111. break;
  5112. case PA_GOSPEL:
  5113. md.damage = 1+rnd()%9999;
  5114. break;
  5115. case CR_ACIDDEMONSTRATION:
  5116. #ifdef RENEWAL
  5117. // Official Renewal formula [helvetica]
  5118. // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
  5119. // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
  5120. // is considered "neutral" for purposes of resistances
  5121. {
  5122. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5123. struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  5124. md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
  5125. // AD benefits from endow/element but damage is forced back to neutral
  5126. battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5127. }
  5128. #else
  5129. if(tstatus->vit+sstatus->int_) //crash fix
  5130. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  5131. else
  5132. md.damage = 0;
  5133. if (tsd) md.damage>>=1;
  5134. #endif
  5135. break;
  5136. case NJ_ZENYNAGE:
  5137. case KO_MUCHANAGE:
  5138. md.damage = skill_get_zeny(skill_id ,skill_lv);
  5139. if (!md.damage) md.damage = 2;
  5140. md.damage = rand()%md.damage + md.damage / (skill_id==NJ_ZENYNAGE?1:2) ;
  5141. if (is_boss(target))
  5142. md.damage=md.damage / (skill_id==NJ_ZENYNAGE?3:2);
  5143. else if (tsd) // need confirmation for KO_MUCHANAGE
  5144. md.damage=md.damage/2;
  5145. break;
  5146. #ifdef RENEWAL
  5147. case NJ_ISSEN:
  5148. // Official Renewal formula [helvetica]
  5149. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  5150. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  5151. // modified def formula
  5152. {
  5153. short totaldef;
  5154. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5155. struct status_change *sc = status_get_sc(src);
  5156. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  5157. if (sc && sc->data[SC_BUNSINJYUTSU] && (i=sc->data[SC_BUNSINJYUTSU]->val2) > 0) { // mirror image bonus only occurs if active
  5158. md.div_ = -( i + 2 ); // mirror image count + 2
  5159. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  5160. }
  5161. // modified def reduction, final damage = base damage - (edef + sdef)
  5162. totaldef = tstatus->def2 + (short)status_get_def(target);
  5163. md.damage -= totaldef;
  5164. }
  5165. break;
  5166. #endif
  5167. case GS_FLING:
  5168. md.damage = sd?sd->status.job_level:status_get_lv(src);
  5169. break;
  5170. case GS_GROUNDDRIFT:
  5171. // Official formula [helvetica]
  5172. // damage = 50 * skill level
  5173. // fixed damage, ignores DEF and benefits from weapon +%ATK cards
  5174. md.damage = 50*skill_lv;
  5175. md.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, 0, md.damage, 0, md.flag|NK_NO_CARDFIX_DEF); // ground drift benefits from weapon atk cards, ignore DEF cards so we don't apply twice
  5176. break;
  5177. case HVAN_EXPLOSION: //[orn]
  5178. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  5179. break ;
  5180. case ASC_BREAKER:
  5181. #ifdef RENEWAL
  5182. // Official Renewal formula [helvetica]
  5183. // damage = ((atk + matk) * (3 + (.5 * skill level))) - (edef + sdef + emdef + smdef)
  5184. // atk part takes weapon element, matk part is non-elemental
  5185. // modified def formula
  5186. {
  5187. short totaldef, totalmdef;
  5188. struct Damage atk, matk;
  5189. atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5190. nk|=NK_NO_ELEFIX; // atk part takes on weapon element, matk part is non-elemental
  5191. matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  5192. // (atk + matk) * (3 + (.5 * skill level))
  5193. md.damage = ((30 + (5 * skill_lv)) * (atk.damage + matk.damage)) / 10;
  5194. // modified def reduction, final damage = base damage - (edef + sdef + emdef + smdef)
  5195. totaldef = tstatus->def2 + (short)status_get_def(target);
  5196. totalmdef = tstatus->mdef + tstatus->mdef2;
  5197. md.damage -= totaldef + totalmdef;
  5198. }
  5199. #else
  5200. md.damage = 500+rnd()%500 + 5*skill_lv * sstatus->int_;
  5201. nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
  5202. #endif
  5203. break;
  5204. case HW_GRAVITATION:
  5205. md.damage = 200+200*skill_lv;
  5206. md.dmotion = 0; //No flinch animation.
  5207. break;
  5208. case NPC_EVILLAND:
  5209. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  5210. break;
  5211. case RK_DRAGONBREATH_WATER:
  5212. case RK_DRAGONBREATH:
  5213. md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
  5214. RE_LVL_MDMOD(150);
  5215. if (sd) md.damage = (int64)md.damage * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
  5216. md.flag |= BF_LONG|BF_WEAPON;
  5217. break;
  5218. case RA_CLUSTERBOMB:
  5219. case RA_FIRINGTRAP:
  5220. case RA_ICEBOUNDTRAP:
  5221. md.damage = skill_lv * sstatus->dex + sstatus->int_ * 5 ;
  5222. RE_LVL_TMDMOD();
  5223. if(sd)
  5224. {
  5225. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  5226. if(researchskill_lv)
  5227. md.damage = (int64)md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB?50:100);
  5228. else
  5229. md.damage = 0;
  5230. }else
  5231. md.damage = (int64)md.damage * 200 / (skill_id == RA_CLUSTERBOMB?50:100);
  5232. break;
  5233. case NC_SELFDESTRUCTION:
  5234. {
  5235. short totaldef = tstatus->def2 + (short)status_get_def(target);
  5236. md.damage = ( (sd?pc_checkskill(sd,NC_MAINFRAME):10) + 8 ) * ( skill_lv + 1 ) * ( status_get_sp(src) + sstatus->vit );
  5237. RE_LVL_MDMOD(100);
  5238. md.damage += status_get_hp(src) - totaldef;
  5239. }
  5240. break;
  5241. case GN_THORNS_TRAP:
  5242. md.damage = 100 + 200 * skill_lv + sstatus->int_;
  5243. break;
  5244. case GN_HELLS_PLANT_ATK:
  5245. //[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level ))
  5246. md.damage = ( skill_lv * status_get_lv(src) * 10 ) + ( sstatus->int_ * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - (sd?pc_checkskill(sd,AM_CANNIBALIZE):0)) );
  5247. break;
  5248. case KO_HAPPOKUNAI:
  5249. {
  5250. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  5251. short totaldef = tstatus->def2 + (short)status_get_def(target);
  5252. md.damage = (int64)wd.damage * 60 * (5 + skill_lv) / 100;
  5253. md.damage -= totaldef;
  5254. }
  5255. break;
  5256. case KO_MAKIBISHI:
  5257. md.damage = 20 * skill_lv;
  5258. break;
  5259. case RL_B_TRAP:
  5260. md.damage = (200 + status_get_int(src) + status_get_dex(src)) * skill_lv * 10; //(custom)
  5261. break;
  5262. }
  5263. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  5264. if(mflag>0)
  5265. md.damage/= mflag;
  5266. else
  5267. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5268. }
  5269. damage_div_fix(md.damage, md.div_);
  5270. if (!(nk&NK_IGNORE_FLEE))
  5271. {
  5272. struct status_change *sc = status_get_sc(target);
  5273. i = 0; //Temp for "hit or no hit"
  5274. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  5275. i = 1;
  5276. else {
  5277. short
  5278. flee = tstatus->flee,
  5279. #ifdef RENEWAL
  5280. hitrate = 0; //Default hitrate
  5281. #else
  5282. hitrate = 80; //Default hitrate
  5283. #endif
  5284. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  5285. unsigned char attacker_count; //256 max targets should be a sane max
  5286. attacker_count = unit_counttargeted(target);
  5287. if(attacker_count >= battle_config.agi_penalty_count)
  5288. {
  5289. if (battle_config.agi_penalty_type == 1)
  5290. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  5291. else //asume type 2: absolute reduction
  5292. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  5293. if(flee < 1) flee = 1;
  5294. }
  5295. }
  5296. hitrate+= sstatus->hit - flee;
  5297. #ifdef RENEWAL
  5298. if( sd ) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  5299. hitrate += pc_checkskill(sd,AC_VULTURE);
  5300. #endif
  5301. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  5302. if(rnd()%100 < hitrate)
  5303. i = 1;
  5304. }
  5305. if (!i) {
  5306. md.damage = 0;
  5307. md.dmg_lv=ATK_FLEE;
  5308. }
  5309. }
  5310. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  5311. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  5312. md.damage += (int64)md.damage*i/100;
  5313. if(md.damage < 0)
  5314. md.damage = 0;
  5315. else if(md.damage && tstatus->mode&MD_PLANT){
  5316. switch(skill_id){
  5317. case HT_LANDMINE:
  5318. case MA_LANDMINE:
  5319. case HT_BLASTMINE:
  5320. case HT_CLAYMORETRAP:
  5321. case RA_CLUSTERBOMB:
  5322. #ifdef RENEWAL
  5323. break;
  5324. case NJ_ISSEN: // Final Strike will MISS on "plant"-type mobs [helvetica]
  5325. md.damage = 0;
  5326. md.dmg_lv=ATK_FLEE;
  5327. break;
  5328. #endif
  5329. default:
  5330. md.damage = 1;
  5331. }
  5332. }else if( target->type == BL_SKILL ){
  5333. TBL_SKILL *su = (TBL_SKILL*)target;
  5334. if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
  5335. md.damage = 1;
  5336. }
  5337. if(!(nk&NK_NO_ELEFIX))
  5338. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  5339. md.damage=battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  5340. if( map_flag_gvg2(target->m) )
  5341. md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag);
  5342. else if( map[target->m].flag.battleground )
  5343. md.damage=battle_calc_bg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag);
  5344. switch( skill_id ) {
  5345. case RA_FIRINGTRAP:
  5346. case RA_ICEBOUNDTRAP:
  5347. if( md.damage == 1 ) break;
  5348. case RA_CLUSTERBOMB:
  5349. {
  5350. struct Damage wd;
  5351. wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  5352. md.damage += wd.damage;
  5353. }
  5354. break;
  5355. case NJ_ZENYNAGE:
  5356. if( sd ) {
  5357. if ( md.damage > sd->status.zeny )
  5358. md.damage = sd->status.zeny;
  5359. pc_payzeny(sd, (int)md.damage,LOG_TYPE_STEAL,NULL);
  5360. }
  5361. break;
  5362. }
  5363. /* Skill damage adjustment */
  5364. #ifdef ADJUST_SKILL_DAMAGE
  5365. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  5366. md.damage += (int64)md.damage * skill_damage / 100;
  5367. #endif
  5368. if(tstatus->mode&MD_IGNOREMISC && md.flag&(BF_MISC) ) //misc @TODO optimize me
  5369. md.damage = md.damage2 = 1;
  5370. //battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  5371. return md;
  5372. }
  5373. /*==========================================
  5374. * Battle main entry, from skill_attack
  5375. *------------------------------------------
  5376. * Credits:
  5377. * Original coder unknown
  5378. * Initial refactoring by Baalberith
  5379. * Refined and optimized by helvetica
  5380. */
  5381. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int count)
  5382. {
  5383. struct Damage d;
  5384. switch(attack_type) {
  5385. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,count); break;
  5386. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,count); break;
  5387. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,count); break;
  5388. default:
  5389. ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
  5390. memset(&d,0,sizeof(d));
  5391. break;
  5392. }
  5393. if( d.damage + d.damage2 < 1 )
  5394. { //Miss/Absorbed
  5395. //Weapon attacks should go through to cause additional effects.
  5396. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  5397. d.dmg_lv = ATK_MISS;
  5398. d.dmotion = 0;
  5399. }
  5400. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  5401. d.dmg_lv = ATK_DEF;
  5402. return d;
  5403. }
  5404. /*==========================================
  5405. * Final damage return function
  5406. *------------------------------------------
  5407. * Credits:
  5408. * Original coder unknown
  5409. * Initial refactoring by Baalberith
  5410. * Refined and optimized by helvetica
  5411. */
  5412. int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  5413. struct map_session_data* sd;
  5414. int64 rdamage = 0, damage = *dmg;
  5415. int max_damage = status_get_max_hp(bl);
  5416. struct status_change* sc;
  5417. sd = BL_CAST(BL_PC, bl);
  5418. sc = status_get_sc(bl);
  5419. if (flag & BF_SHORT) {//Bounces back part of the damage.
  5420. if ( !status_reflect && sd && sd->bonus.short_weapon_damage_return ) {
  5421. rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
  5422. if(rdamage < 1) rdamage = 1;
  5423. } else if( status_reflect && sc && sc->count ) {
  5424. if( sc->data[SC_REFLECTDAMAGE] && !(skill_get_inf2(skill_id)&INF2_TRAP)) {
  5425. if( rnd()%100 <= sc->data[SC_REFLECTDAMAGE]->val1*10 + 30 ){
  5426. max_damage = (int64)max_damage * status_get_lv(bl) / 100;
  5427. rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
  5428. if( --(sc->data[SC_REFLECTDAMAGE]->val3) < 1)
  5429. status_change_end(bl,SC_REFLECTDAMAGE,INVALID_TIMER);
  5430. }
  5431. } else {
  5432. if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
  5433. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  5434. if (rdamage < 1) rdamage = 1;
  5435. }
  5436. if(sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && !(src->type == BL_MOB && is_boss(src)) ) {
  5437. uint8 dir = map_calc_dir(bl,src->x,src->y),
  5438. t_dir = unit_getdir(bl);
  5439. if( distance_bl(src,bl) <= 0 || !map_check_dir(dir,t_dir) ) {
  5440. int64 rd1 = 0;
  5441. rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  5442. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplifly damage.
  5443. clif_skill_damage(src,bl,gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1,6);
  5444. status_change_end(bl,SC_DEATHBOUND,INVALID_TIMER);
  5445. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  5446. }
  5447. }
  5448. if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 && !(src->type == BL_MOB && is_boss(src)) ){
  5449. rdamage += damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100;
  5450. if (rdamage < 1) rdamage = 1;
  5451. }
  5452. }
  5453. }
  5454. } else {
  5455. if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) {
  5456. rdamage += damage * sd->bonus.long_weapon_damage_return / 100;
  5457. if (rdamage < 1) rdamage = 1;
  5458. }
  5459. }
  5460. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  5461. rdamage = 0;
  5462. return cap_value(min(rdamage,max_damage),INT_MIN,INT_MAX);
  5463. }
  5464. /*===========================================
  5465. * Perform battle drain effects (HP/SP loss)
  5466. *-------------------------------------------*/
  5467. void battle_drain(TBL_PC *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int boss)
  5468. {
  5469. struct weapon_data *wd;
  5470. int64 *damage;
  5471. int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i;
  5472. for (i = 0; i < 4; i++) {
  5473. //First two iterations: Right hand
  5474. if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
  5475. else { wd = &sd->left_weapon; damage = &ldamage; }
  5476. if (*damage <= 0) continue;
  5477. //First and Third iterations: race, other two boss/nonboss state
  5478. if (i == 0 || i == 2)
  5479. type = race;
  5480. else
  5481. type = boss?RC_BOSS:RC_NONBOSS;
  5482. hp = wd->hp_drain[type].value;
  5483. if (wd->hp_drain[type].rate)
  5484. hp += battle_calc_drain(*damage, wd->hp_drain[type].rate, wd->hp_drain[type].per);
  5485. sp = wd->sp_drain[type].value;
  5486. if (wd->sp_drain[type].rate)
  5487. sp += battle_calc_drain(*damage, wd->sp_drain[type].rate, wd->sp_drain[type].per);
  5488. if (hp) {
  5489. if (wd->hp_drain[type].type)
  5490. rhp += hp;
  5491. thp += hp;
  5492. }
  5493. if (sp) {
  5494. if (wd->sp_drain[type].type)
  5495. rsp += sp;
  5496. tsp += sp;
  5497. }
  5498. }
  5499. if (sd->bonus.sp_vanish_rate && rnd()%1000 < sd->bonus.sp_vanish_rate)
  5500. status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->bonus.sp_vanish_per, false);
  5501. if (sd->bonus.hp_vanish_rate && rnd()%1000 < sd->bonus.hp_vanish_rate
  5502. && tbl->type == BL_PC && (map[sd->bl.m].flag.pvp || map[sd->bl.m].flag.gvg))
  5503. status_percent_damage(&sd->bl, tbl, (unsigned char)sd->bonus.hp_vanish_per, 0, false);
  5504. if( sd->sp_gain_race_attack[race] )
  5505. tsp += sd->sp_gain_race_attack[race];
  5506. if( sd->hp_gain_race_attack[race] )
  5507. thp += sd->hp_gain_race_attack[race];
  5508. if (!thp && !tsp) return;
  5509. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  5510. if (rhp || rsp)
  5511. status_zap(tbl, rhp, rsp);
  5512. }
  5513. /*===========================================
  5514. * Deals the same damage to targets in area.
  5515. *-------------------------------------------
  5516. * Credits:
  5517. * Original coder pakpil
  5518. */
  5519. int battle_damage_area( struct block_list *bl, va_list ap) {
  5520. unsigned int tick;
  5521. int64 damage;
  5522. int amotion, dmotion;
  5523. struct block_list *src;
  5524. nullpo_ret(bl);
  5525. tick=va_arg(ap, unsigned int);
  5526. src=va_arg(ap,struct block_list *);
  5527. amotion=va_arg(ap,int);
  5528. dmotion=va_arg(ap,int);
  5529. damage=va_arg(ap,int);
  5530. if( bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  5531. return 0;
  5532. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  5533. map_freeblock_lock();
  5534. if( src->type == BL_PC )
  5535. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), is_boss(bl));
  5536. if( amotion )
  5537. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true);
  5538. else
  5539. status_fix_damage(src,bl,damage,0);
  5540. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,ATK_BLOCK,0);
  5541. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  5542. map_freeblock_unlock();
  5543. }
  5544. return 0;
  5545. }
  5546. /*==========================================
  5547. * Do a basic physical attack (call trough unit_attack_timer)
  5548. *------------------------------------------*/
  5549. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag) {
  5550. struct map_session_data *sd = NULL, *tsd = NULL;
  5551. struct status_data *sstatus, *tstatus;
  5552. struct status_change *sc, *tsc;
  5553. int64 damage;
  5554. int skillv;
  5555. struct Damage wd;
  5556. nullpo_retr(ATK_NONE, src);
  5557. nullpo_retr(ATK_NONE, target);
  5558. if (src->prev == NULL || target->prev == NULL)
  5559. return ATK_NONE;
  5560. sd = BL_CAST(BL_PC, src);
  5561. tsd = BL_CAST(BL_PC, target);
  5562. sstatus = status_get_status_data(src);
  5563. tstatus = status_get_status_data(target);
  5564. sc = status_get_sc(src);
  5565. tsc = status_get_sc(target);
  5566. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  5567. sc = NULL;
  5568. if (tsc && !tsc->count)
  5569. tsc = NULL;
  5570. if (sd)
  5571. {
  5572. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  5573. if (sd->state.arrow_atk)
  5574. {
  5575. int index = sd->equip_index[EQI_AMMO];
  5576. if (index<0) {
  5577. clif_arrow_fail(sd,0);
  5578. return ATK_NONE;
  5579. }
  5580. //Ammo check by Ishizu-chan
  5581. if (sd->inventory_data[index])
  5582. switch (sd->status.weapon) {
  5583. case W_BOW:
  5584. if (sd->inventory_data[index]->look != A_ARROW) {
  5585. clif_arrow_fail(sd,0);
  5586. return ATK_NONE;
  5587. }
  5588. break;
  5589. case W_REVOLVER:
  5590. case W_RIFLE:
  5591. case W_GATLING:
  5592. case W_SHOTGUN:
  5593. if (sd->inventory_data[index]->look != A_BULLET) {
  5594. clif_arrow_fail(sd,0);
  5595. return ATK_NONE;
  5596. }
  5597. break;
  5598. case W_GRENADE:
  5599. if (sd->inventory_data[index]->look != A_GRENADE) {
  5600. clif_arrow_fail(sd,0);
  5601. return ATK_NONE;
  5602. }
  5603. break;
  5604. }
  5605. }
  5606. }
  5607. if (sc && sc->count) {
  5608. if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
  5609. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  5610. else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
  5611. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5612. }
  5613. if( tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) )
  5614. {
  5615. uint8 dir = map_calc_dir(target,src->x,src->y);
  5616. int t_dir = unit_getdir(target);
  5617. int dist = distance_bl(src, target);
  5618. if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
  5619. {
  5620. uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
  5621. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  5622. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  5623. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  5624. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  5625. return ATK_BLOCK;
  5626. }
  5627. }
  5628. if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  5629. {
  5630. uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  5631. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  5632. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  5633. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  5634. { //Target locked.
  5635. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  5636. clif_bladestop(target, src->id, 1);
  5637. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  5638. return ATK_BLOCK;
  5639. }
  5640. }
  5641. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  5642. int triple_rate= 30 - skillv; //Base Rate
  5643. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
  5644. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  5645. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  5646. }
  5647. if (rnd()%100 < triple_rate) {
  5648. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  5649. return ATK_DEF;
  5650. return ATK_MISS;
  5651. }
  5652. }
  5653. if (sc) {
  5654. if (sc->data[SC_SACRIFICE]) {
  5655. uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
  5656. damage_lv ret_val;
  5657. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  5658. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  5659. /**
  5660. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  5661. * For futher information: bugreport:4950
  5662. **/
  5663. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  5664. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  5665. if( ret_val == ATK_NONE )
  5666. return ATK_MISS;
  5667. return ret_val;
  5668. }
  5669. if (sc->data[SC_MAGICALATTACK]) {
  5670. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
  5671. return ATK_DEF;
  5672. return ATK_MISS;
  5673. }
  5674. if( sc->data[SC_GT_ENERGYGAIN] ) {
  5675. if( sd && rnd()%100 < 10 + 5 * sc->data[SC_GT_ENERGYGAIN]->val1)
  5676. pc_addspiritball(sd,
  5677. skill_get_time(MO_CALLSPIRITS, sc->data[SC_GT_ENERGYGAIN]->val1),
  5678. sc->data[SC_GT_ENERGYGAIN]->val1);
  5679. }
  5680. if( tsc && tsc->data[SC_GT_ENERGYGAIN] ) {
  5681. if( tsd && rnd()%100 < 10 + 5 * tsc->data[SC_GT_ENERGYGAIN]->val1)
  5682. pc_addspiritball(tsd,
  5683. skill_get_time(MO_CALLSPIRITS, tsc->data[SC_GT_ENERGYGAIN]->val1),
  5684. tsc->data[SC_GT_ENERGYGAIN]->val1);
  5685. }
  5686. if( sc && sc->data[SC_CRUSHSTRIKE] ){
  5687. uint16 skill_lv = sc->data[SC_CRUSHSTRIKE]->val1;
  5688. status_change_end(src, SC_CRUSHSTRIKE, INVALID_TIMER);
  5689. if( skill_attack(BF_WEAPON,src,src,target,RK_CRUSHSTRIKE,skill_lv,tick,0) )
  5690. return ATK_DEF;
  5691. return ATK_MISS;
  5692. }
  5693. if (tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < 20)
  5694. clif_skill_nodamage(target, target, SM_ENDURE, 5, sc_start(src, target, SC_ENDURE, 100, 5, skill_get_time(SM_ENDURE, 5)));
  5695. }
  5696. if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp)
  5697. tsc->data[SC_KAAHI]->val4 = add_timer(tick + skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal.
  5698. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  5699. if( sc && sc->count ) {
  5700. if (sc->data[SC_EXEEDBREAK]) {
  5701. ATK_RATER(wd.damage, sc->data[SC_EXEEDBREAK]->val1)
  5702. status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
  5703. }
  5704. if( sc->data[SC_SPELLFIST] ) {
  5705. if( --(sc->data[SC_SPELLFIST]->val1) >= 0 ){
  5706. struct Damage ad = battle_calc_attack(BF_MAGIC,src,target,sc->data[SC_SPELLFIST]->val3,sc->data[SC_SPELLFIST]->val4,flag|BF_SHORT);
  5707. wd.damage = ad.damage;
  5708. }else
  5709. status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
  5710. }
  5711. if( sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 )
  5712. wd.damage *= 3; // Triple Damage
  5713. if( sd && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0 && sd->status.inventory[sd->equip_index[EQI_AMMO]].amount >= sc->data[SC_FEARBREEZE]->val4 && battle_config.arrow_decrement){
  5714. pc_delitem(sd,sd->equip_index[EQI_AMMO],sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
  5715. sc->data[SC_FEARBREEZE]->val4 = 0;
  5716. }
  5717. }
  5718. if (sd && sd->state.arrow_atk) //Consume arrow.
  5719. battle_consume_ammo(sd, 0, 0);
  5720. damage = wd.damage + wd.damage2;
  5721. if( damage > 0 && src != target )
  5722. {
  5723. if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
  5724. { // Activates it only from melee damage
  5725. uint16 skill_id;
  5726. if( rnd()%2 == 1 )
  5727. skill_id = AB_DUPLELIGHT_MELEE;
  5728. else
  5729. skill_id = AB_DUPLELIGHT_MAGIC;
  5730. skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
  5731. }
  5732. }
  5733. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
  5734. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  5735. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  5736. if ( target->type == BL_SKILL && damage > 0 ){
  5737. TBL_SKILL *su = (TBL_SKILL*)target;
  5738. if( su->group && su->group->skill_id == HT_BLASTMINE)
  5739. skill_blown(src, target, 3, -1, 0);
  5740. }
  5741. map_freeblock_lock();
  5742. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true);
  5743. if( tsc ) {
  5744. if( tsc->data[SC_DEVOTION] ) {
  5745. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  5746. struct block_list *d_bl = map_id2bl(sce->val1);
  5747. if( d_bl && (
  5748. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  5749. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  5750. ) && check_distance_bl(target, d_bl, sce->val3) )
  5751. {
  5752. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  5753. status_fix_damage(NULL, d_bl, damage, 0);
  5754. }
  5755. else
  5756. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  5757. } else if( tsc->data[SC_CIRCLE_OF_FIRE_OPTION] && (wd.flag&BF_SHORT) && target->type == BL_PC ) {
  5758. struct elemental_data *ed = ((TBL_PC*)target)->ed;
  5759. if( ed ) {
  5760. clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, 6);
  5761. skill_attack(BF_MAGIC,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
  5762. }
  5763. } else if( tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1 ) {
  5764. struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
  5765. if( e_bl && !status_isdead(e_bl) ) {
  5766. clif_damage(e_bl,e_bl,tick,wd.amotion,wd.dmotion,damage,wd.div_,wd.type,wd.damage2);
  5767. status_damage(target,e_bl,damage,0,0,0);
  5768. // Just show damage in target.
  5769. clif_damage(src, target, tick, wd.amotion, wd.dmotion, damage, wd.div_, wd.type, wd.damage2 );
  5770. map_freeblock_unlock();
  5771. return ATK_NONE;
  5772. }
  5773. }
  5774. }
  5775. if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
  5776. int sp = 0;
  5777. uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
  5778. uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
  5779. int i = rnd()%100;
  5780. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  5781. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  5782. //reduction only for skill_lv > 1
  5783. if (skill_lv > 1) {
  5784. if (i >= 50) skill_lv -= 2;
  5785. else if (i >= 15) skill_lv--;
  5786. }
  5787. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  5788. if (status_charge(src, 0, sp)) {
  5789. switch (skill_get_casttype(skill_id)) {
  5790. case CAST_GROUND:
  5791. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  5792. break;
  5793. case CAST_NODAMAGE:
  5794. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  5795. break;
  5796. case CAST_DAMAGE:
  5797. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  5798. break;
  5799. }
  5800. }
  5801. }
  5802. if (sd) {
  5803. if( wd.flag&BF_SHORT && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
  5804. sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id != 0 && sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].flag == SKILL_FLAG_PLAGIARIZED )
  5805. {
  5806. int r_skill = sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id,
  5807. r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;
  5808. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  5809. int type;
  5810. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  5811. int maxcount = 0;
  5812. if( !(BL_PC&battle_config.skill_reiteration) &&
  5813. skill_get_unit_flag(r_skill)&UF_NOREITERATION )
  5814. type = -1;
  5815. if( BL_PC&battle_config.skill_nofootset &&
  5816. skill_get_unit_flag(r_skill)&UF_NOFOOTSET )
  5817. type = -1;
  5818. if( BL_PC&battle_config.land_skill_limit &&
  5819. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  5820. ) {
  5821. int v;
  5822. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  5823. if(sd->ud.skillunit[v]->skill_id == r_skill)
  5824. maxcount--;
  5825. }
  5826. if( maxcount == 0 )
  5827. type = -1;
  5828. }
  5829. if( type != CAST_GROUND ){
  5830. clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
  5831. map_freeblock_unlock();
  5832. return wd.dmg_lv;
  5833. }
  5834. }
  5835. sd->state.autocast = 1;
  5836. skill_consume_requirement(sd,r_skill,r_lv,3);
  5837. switch( type ) {
  5838. case CAST_GROUND:
  5839. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  5840. break;
  5841. case CAST_NODAMAGE:
  5842. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  5843. break;
  5844. case CAST_DAMAGE:
  5845. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  5846. break;
  5847. }
  5848. sd->state.autocast = 0;
  5849. sd->ud.canact_tick = tick + skill_delayfix(src, r_skill, r_lv);
  5850. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  5851. }
  5852. }
  5853. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  5854. if (battle_config.left_cardfix_to_right)
  5855. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target));
  5856. else
  5857. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target));
  5858. }
  5859. }
  5860. if (tsc) {
  5861. if (damage > 0 && tsc->data[SC_POISONREACT] &&
  5862. (rnd()%100 < tsc->data[SC_POISONREACT]->val3
  5863. || sstatus->def_ele == ELE_POISON) &&
  5864. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  5865. status_check_skilluse(target, src, TF_POISON, 0)
  5866. ) { //Poison React
  5867. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  5868. if (sstatus->def_ele == ELE_POISON) {
  5869. sce->val2 = 0;
  5870. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  5871. } else {
  5872. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  5873. --sce->val2;
  5874. }
  5875. if (sce->val2 <= 0)
  5876. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  5877. }
  5878. }
  5879. map_freeblock_unlock();
  5880. return wd.dmg_lv;
  5881. }
  5882. /*=========================
  5883. * Check for undead status
  5884. *-------------------------
  5885. * Credits:
  5886. * Original coder Skoltex
  5887. * Refactored by Baalberith
  5888. */
  5889. int battle_check_undead(int race,int element)
  5890. {
  5891. if(battle_config.undead_detect_type == 0) {
  5892. if(element == ELE_UNDEAD)
  5893. return 1;
  5894. }
  5895. else if(battle_config.undead_detect_type == 1) {
  5896. if(race == RC_UNDEAD)
  5897. return 1;
  5898. }
  5899. else {
  5900. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  5901. return 1;
  5902. }
  5903. return 0;
  5904. }
  5905. /*================================================================
  5906. * Returns the upmost level master starting with the given object
  5907. *----------------------------------------------------------------*/
  5908. struct block_list* battle_get_master(struct block_list *src)
  5909. {
  5910. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  5911. do {
  5912. prev = src;
  5913. switch (src->type) {
  5914. case BL_PET:
  5915. if (((TBL_PET*)src)->master)
  5916. src = (struct block_list*)((TBL_PET*)src)->master;
  5917. break;
  5918. case BL_MOB:
  5919. if (((TBL_MOB*)src)->master_id)
  5920. src = map_id2bl(((TBL_MOB*)src)->master_id);
  5921. break;
  5922. case BL_HOM:
  5923. if (((TBL_HOM*)src)->master)
  5924. src = (struct block_list*)((TBL_HOM*)src)->master;
  5925. break;
  5926. case BL_MER:
  5927. if (((TBL_MER*)src)->master)
  5928. src = (struct block_list*)((TBL_MER*)src)->master;
  5929. break;
  5930. case BL_ELEM:
  5931. if (((TBL_ELEM*)src)->master)
  5932. src = (struct block_list*)((TBL_ELEM*)src)->master;
  5933. break;
  5934. case BL_SKILL:
  5935. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  5936. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  5937. break;
  5938. }
  5939. } while (src && src != prev);
  5940. return prev;
  5941. }
  5942. /*==========================================
  5943. * Checks the state between two targets
  5944. * (enemy, friend, party, guild, etc)
  5945. *------------------------------------------
  5946. * Usage:
  5947. * See battle.h for possible values/combinations
  5948. * to be used here (BCT_* constants)
  5949. * Return value is:
  5950. * 1: flag holds true (is enemy, party, etc)
  5951. * -1: flag fails
  5952. * 0: Invalid target (non-targetable ever)
  5953. *
  5954. * Credits:
  5955. * Original coder unknown
  5956. * Rewritten by Skoltex
  5957. */
  5958. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  5959. {
  5960. int16 m; //map
  5961. int state = 0; //Initial state none
  5962. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  5963. struct block_list *s_bl = src, *t_bl = target;
  5964. nullpo_ret(src);
  5965. nullpo_ret(target);
  5966. m = target->m;
  5967. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  5968. //objects involved.
  5969. if( (t_bl = battle_get_master(target)) == NULL )
  5970. t_bl = target;
  5971. if( (s_bl = battle_get_master(src)) == NULL )
  5972. s_bl = src;
  5973. if ( s_bl->type == BL_PC ) {
  5974. switch( t_bl->type ) {
  5975. case BL_MOB: // Source => PC, Target => MOB
  5976. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  5977. return 0;
  5978. break;
  5979. case BL_PC:
  5980. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  5981. return 0;
  5982. break;
  5983. default:/* anything else goes */
  5984. break;
  5985. }
  5986. }
  5987. switch( target->type ) { // Checks on actual target
  5988. case BL_PC: {
  5989. struct status_change* sc = status_get_sc(src);
  5990. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  5991. return -1; //Cannot be targeted yet.
  5992. if( sc && sc->count ) {
  5993. if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
  5994. return -1;
  5995. }
  5996. }
  5997. break;
  5998. case BL_MOB:
  5999. {
  6000. struct mob_data *md = ((TBL_MOB*)target);
  6001. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  6002. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  6003. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzoe
  6004. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  6005. ){ //Targettable by players
  6006. state |= BCT_ENEMY;
  6007. strip_enemy = 0;
  6008. }
  6009. break;
  6010. }
  6011. case BL_SKILL:
  6012. {
  6013. TBL_SKILL *su = (TBL_SKILL*)target;
  6014. if( !su->group )
  6015. return 0;
  6016. if( skill_get_inf2(su->group->skill_id)&INF2_TRAP ) { //Only a few skills can target traps...
  6017. switch( battle_getcurrentskill(src) ) {
  6018. case RK_DRAGONBREATH:// it can only hit traps in pvp/gvg maps
  6019. case RK_DRAGONBREATH_WATER:
  6020. if( !map[m].flag.pvp && !map[m].flag.gvg )
  6021. break;
  6022. case 0://you can hit them without skills
  6023. case MA_REMOVETRAP:
  6024. case HT_REMOVETRAP:
  6025. case AC_SHOWER:
  6026. case MA_SHOWER:
  6027. case WZ_SIGHTRASHER:
  6028. case WZ_SIGHTBLASTER:
  6029. case SM_MAGNUM:
  6030. case MS_MAGNUM:
  6031. case RA_DETONATOR:
  6032. case RA_SENSITIVEKEEN:
  6033. case GN_CRAZYWEED_ATK:
  6034. case RK_STORMBLAST:
  6035. case SR_RAMPAGEBLASTER:
  6036. case NC_COLDSLOWER:
  6037. case NC_SELFDESTRUCTION:
  6038. case RL_FIRE_RAIN:
  6039. #ifdef RENEWAL
  6040. case KN_BOWLINGBASH:
  6041. case KN_SPEARSTAB:
  6042. case LK_SPIRALPIERCE:
  6043. case ML_SPIRALPIERCE:
  6044. case MO_FINGEROFFENSIVE:
  6045. case MO_INVESTIGATE:
  6046. case MO_TRIPLEATTACK:
  6047. case MO_EXTREMITYFIST:
  6048. case CR_HOLYCROSS:
  6049. case ASC_METEORASSAULT:
  6050. case RG_RAID:
  6051. case MC_CARTREVOLUTION:
  6052. #endif
  6053. state |= BCT_ENEMY;
  6054. strip_enemy = 0;
  6055. break;
  6056. default:
  6057. if(su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD){
  6058. state |= BCT_ENEMY;
  6059. strip_enemy = 0;
  6060. }else
  6061. return 0;
  6062. }
  6063. } else if (su->group->skill_id==WZ_ICEWALL ||
  6064. su->group->skill_id == GN_WALLOFTHORN) {
  6065. state |= BCT_ENEMY;
  6066. strip_enemy = 0;
  6067. } else //Excepting traps and icewall, you should not be able to target skills.
  6068. return 0;
  6069. }
  6070. break;
  6071. //Valid targets with no special checks here.
  6072. case BL_MER:
  6073. case BL_HOM:
  6074. case BL_ELEM:
  6075. break;
  6076. //All else not specified is an invalid target.
  6077. default:
  6078. return 0;
  6079. } //end switch actual target
  6080. switch( t_bl->type )
  6081. { //Checks on target master
  6082. case BL_PC:
  6083. {
  6084. struct map_session_data *sd;
  6085. if( t_bl == s_bl ) break;
  6086. sd = BL_CAST(BL_PC, t_bl);
  6087. if( sd->state.monster_ignore && flag&BCT_ENEMY )
  6088. return 0; // Global inminuty only to Attacks
  6089. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  6090. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  6091. if( sd->state.killable ) {
  6092. state |= BCT_ENEMY; // Everything can kill it
  6093. strip_enemy = 0;
  6094. }
  6095. break;
  6096. }
  6097. case BL_MOB:
  6098. {
  6099. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  6100. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  6101. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  6102. break;
  6103. }
  6104. default: break; //other type doesn't have slave yet
  6105. } //end switch master target
  6106. switch( src->type ) { //Checks on actual src type
  6107. case BL_PET:
  6108. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  6109. return 0; //Pet may not attack non-mobs.
  6110. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  6111. return 0; //pet may not attack Guardians/Emperium
  6112. break;
  6113. case BL_SKILL: {
  6114. struct skill_unit *su = (struct skill_unit *)src;
  6115. if (!su->group)
  6116. return 0;
  6117. if (su->group->src_id == target->id) {
  6118. int inf2 = skill_get_inf2(su->group->skill_id);
  6119. if (inf2&INF2_NO_TARGET_SELF)
  6120. return -1;
  6121. if (inf2&INF2_TARGET_SELF)
  6122. return 1;
  6123. }
  6124. }
  6125. break;
  6126. case BL_MER:
  6127. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->class_ == MOBID_EMPERIUM && flag&BCT_ENEMY)
  6128. return 0; //mercenary may not attack Emperium
  6129. break;
  6130. } //end switch actual src
  6131. switch( s_bl->type )
  6132. { //Checks on source master
  6133. case BL_PC:
  6134. {
  6135. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  6136. if( s_bl != t_bl )
  6137. {
  6138. if( sd->state.killer )
  6139. {
  6140. state |= BCT_ENEMY; // Can kill anything
  6141. strip_enemy = 0;
  6142. }
  6143. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
  6144. {
  6145. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  6146. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  6147. else
  6148. return 0; // You can't target anything out of your duel
  6149. }
  6150. }
  6151. if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->class_ == MOBID_EMPERIUM )
  6152. return 0; //If you don't belong to a guild, can't target emperium.
  6153. if( t_bl->type != BL_PC )
  6154. state |= BCT_ENEMY; //Natural enemy.
  6155. break;
  6156. }
  6157. case BL_MOB:
  6158. {
  6159. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  6160. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  6161. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  6162. if( !md->special_state.ai )
  6163. { //Normal mobs
  6164. if(
  6165. ( 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 ) ) ||
  6166. ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  6167. )
  6168. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  6169. else
  6170. state |= BCT_ENEMY; //However, all else are enemies.
  6171. }
  6172. else
  6173. {
  6174. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  6175. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  6176. }
  6177. break;
  6178. }
  6179. default:
  6180. //Need some sort of default behaviour for unhandled types.
  6181. if (t_bl->type != s_bl->type)
  6182. state |= BCT_ENEMY;
  6183. break;
  6184. } //end switch on src master
  6185. if( (flag&BCT_ALL) == BCT_ALL )
  6186. { //All actually stands for all attackable chars
  6187. if( target->type&BL_CHAR )
  6188. return 1;
  6189. else
  6190. return -1;
  6191. }
  6192. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  6193. return -1;
  6194. if( t_bl == s_bl )
  6195. { //No need for further testing.
  6196. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  6197. if( state&BCT_ENEMY && strip_enemy )
  6198. state&=~BCT_ENEMY;
  6199. return (flag&state)?1:-1;
  6200. }
  6201. if( map_flag_vs(m) )
  6202. { //Check rivalry settings.
  6203. int sbg_id = 0, tbg_id = 0;
  6204. if( map[m].flag.battleground )
  6205. {
  6206. sbg_id = bg_team_get_id(s_bl);
  6207. tbg_id = bg_team_get_id(t_bl);
  6208. }
  6209. if( flag&(BCT_PARTY|BCT_ENEMY) )
  6210. {
  6211. int s_party = status_get_party_id(s_bl);
  6212. if( s_party && s_party == status_get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  6213. state |= BCT_PARTY;
  6214. else
  6215. state |= BCT_ENEMY;
  6216. }
  6217. if( flag&(BCT_GUILD|BCT_ENEMY) )
  6218. {
  6219. int s_guild = status_get_guild_id(s_bl);
  6220. int t_guild = status_get_guild_id(t_bl);
  6221. if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  6222. state |= BCT_GUILD;
  6223. else
  6224. state |= BCT_ENEMY;
  6225. }
  6226. if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id )
  6227. state &= ~BCT_ENEMY;
  6228. if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  6229. { // Prevent novice engagement on pk_mode (feature by Valaris)
  6230. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  6231. if (
  6232. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  6233. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  6234. (int)sd->status.base_level < battle_config.pk_min_level ||
  6235. (int)sd2->status.base_level < battle_config.pk_min_level ||
  6236. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  6237. )
  6238. state &= ~BCT_ENEMY;
  6239. }
  6240. }//end map_flag_vs chk rivality
  6241. else
  6242. { //Non pvp/gvg, check party/guild settings.
  6243. if( flag&BCT_PARTY || state&BCT_ENEMY )
  6244. {
  6245. int s_party = status_get_party_id(s_bl);
  6246. if(s_party && s_party == status_get_party_id(t_bl))
  6247. state |= BCT_PARTY;
  6248. }
  6249. if( flag&BCT_GUILD || state&BCT_ENEMY )
  6250. {
  6251. int s_guild = status_get_guild_id(s_bl);
  6252. int t_guild = status_get_guild_id(t_bl);
  6253. if(s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)))
  6254. state |= BCT_GUILD;
  6255. }
  6256. } //end non pvp/gvg chk rivality
  6257. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  6258. state = BCT_NEUTRAL;
  6259. //Alliance state takes precedence over enemy one.
  6260. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  6261. state&=~BCT_ENEMY;
  6262. return (flag&state)?1:-1;
  6263. }
  6264. /*==========================================
  6265. * Check if can attack from this range
  6266. * Basic check then calling path_search for obstacle etc..
  6267. *------------------------------------------
  6268. */
  6269. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  6270. {
  6271. int d;
  6272. nullpo_retr(false, src);
  6273. nullpo_retr(false, bl);
  6274. if( src->m != bl->m )
  6275. return false;
  6276. #ifndef CIRCULAR_AREA
  6277. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  6278. int dx = src->x - bl->x, dy = src->y - bl->y;
  6279. if( !check_distance(dx, dy, range) )
  6280. return false;
  6281. } else
  6282. #endif
  6283. if( !check_distance_bl(src, bl, range) )
  6284. return false;
  6285. if( (d = distance_bl(src, bl)) < 2 )
  6286. return true; // No need for path checking.
  6287. if( d > AREA_SIZE )
  6288. return false; // Avoid targetting objects beyond your range of sight.
  6289. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  6290. }
  6291. /*=============================================
  6292. * Battle.conf settings and default/max values
  6293. *---------------------------------------------
  6294. */
  6295. static const struct _battle_data {
  6296. const char* str;
  6297. int* val;
  6298. int defval;
  6299. int min;
  6300. int max;
  6301. } battle_data[] = {
  6302. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  6303. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  6304. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  6305. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  6306. { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
  6307. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  6308. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  6309. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  6310. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  6311. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  6312. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  6313. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  6314. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  6315. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  6316. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  6317. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, ~BL_PC, BL_NUL, BL_ALL, },
  6318. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  6319. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  6320. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  6321. { "traps_setting", &battle_config.traps_setting, 0, 0, 1, },
  6322. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  6323. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  6324. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  6325. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  6326. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  6327. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  6328. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  6329. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  6330. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  6331. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  6332. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  6333. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  6334. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  6335. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  6336. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  6337. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  6338. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  6339. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  6340. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  6341. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  6342. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  6343. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  6344. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  6345. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  6346. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  6347. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  6348. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  6349. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  6350. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  6351. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  6352. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  6353. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  6354. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  6355. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  6356. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  6357. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  6358. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  6359. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  6360. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  6361. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  6362. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  6363. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  6364. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  6365. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  6366. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  6367. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  6368. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  6369. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  6370. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  6371. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  6372. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  6373. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  6374. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  6375. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  6376. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  6377. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, },
  6378. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  6379. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  6380. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  6381. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  6382. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  6383. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  6384. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  6385. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  6386. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  6387. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  6388. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  6389. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  6390. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  6391. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  6392. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  6393. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  6394. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  6395. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  6396. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  6397. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  6398. { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, },
  6399. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  6400. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  6401. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  6402. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  6403. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  6404. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  6405. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  6406. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  6407. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  6408. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  6409. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  6410. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  6411. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  6412. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  6413. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  6414. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  6415. { "item_check", &battle_config.item_check, 0, 0, 7, },
  6416. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  6417. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  6418. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  6419. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  6420. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  6421. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  6422. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  6423. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  6424. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  6425. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  6426. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
  6427. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  6428. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  6429. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  6430. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  6431. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  6432. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  6433. { "max_hp", &battle_config.max_hp, 32500, 100, 1000000000, },
  6434. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  6435. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  6436. { "max_parameter", &battle_config.max_parameter, 99, 10, 10000, },
  6437. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, 10000, },
  6438. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  6439. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  6440. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  6441. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  6442. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  6443. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  6444. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  6445. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  6446. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  6447. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  6448. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  6449. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  6450. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  6451. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  6452. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  6453. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  6454. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  6455. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, },
  6456. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  6457. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  6458. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  6459. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  6460. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  6461. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  6462. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  6463. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  6464. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  6465. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  6466. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  6467. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  6468. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  6469. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  6470. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  6471. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  6472. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  6473. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  6474. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  6475. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  6476. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  6477. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  6478. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  6479. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  6480. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  6481. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
  6482. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  6483. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  6484. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  6485. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  6486. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  6487. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  6488. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  6489. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  6490. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  6491. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  6492. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  6493. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  6494. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  6495. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  6496. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  6497. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  6498. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  6499. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  6500. { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
  6501. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  6502. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  6503. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  6504. { "cell_stack_limit", &battle_config.cell_stack_limit, 1, 1, 255, },
  6505. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  6506. // eAthena additions
  6507. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  6508. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, },
  6509. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  6510. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, },
  6511. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  6512. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, },
  6513. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  6514. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, },
  6515. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  6516. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, },
  6517. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  6518. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, },
  6519. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  6520. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, },
  6521. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  6522. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, },
  6523. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  6524. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  6525. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  6526. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  6527. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  6528. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  6529. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  6530. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  6531. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  6532. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  6533. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  6534. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  6535. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  6536. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  6537. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  6538. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  6539. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  6540. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  6541. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  6542. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  6543. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  6544. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  6545. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  6546. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  6547. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  6548. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  6549. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  6550. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  6551. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  6552. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  6553. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  6554. { "packet_ver_flag", &battle_config.packet_ver_flag, 0x7FFFFFFF,0, INT_MAX, },
  6555. { "packet_ver_flag2", &battle_config.packet_ver_flag2, 0x7FFFFFFF,0, INT_MAX, },
  6556. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  6557. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  6558. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  6559. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  6560. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  6561. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  6562. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  6563. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  6564. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  6565. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  6566. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  6567. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  6568. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  6569. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  6570. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  6571. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  6572. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  6573. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  6574. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  6575. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  6576. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  6577. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  6578. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  6579. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  6580. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  6581. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  6582. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  6583. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  6584. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  6585. { "display_version", &battle_config.display_version, 1, 0, 1, },
  6586. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  6587. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  6588. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  6589. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  6590. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  6591. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, },
  6592. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  6593. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  6594. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  6595. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  6596. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  6597. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  6598. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  6599. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, },
  6600. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  6601. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  6602. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  6603. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  6604. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  6605. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  6606. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  6607. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  6608. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  6609. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  6610. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  6611. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  6612. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  6613. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  6614. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  6615. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  6616. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  6617. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  6618. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  6619. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  6620. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  6621. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  6622. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  6623. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  6624. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  6625. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  6626. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  6627. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  6628. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  6629. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  6630. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  6631. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  6632. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  6633. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  6634. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  6635. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  6636. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  6637. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  6638. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  6639. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  6640. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  6641. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  6642. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  6643. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 1, 0, 1, },
  6644. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  6645. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  6646. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  6647. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  6648. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  6649. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  6650. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  6651. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  6652. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  6653. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  6654. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  6655. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  6656. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  6657. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  6658. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  6659. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  6660. // BattleGround Settings
  6661. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  6662. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  6663. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  6664. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  6665. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  6666. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  6667. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  6668. /**
  6669. * rAthena
  6670. **/
  6671. { "max_third_parameter", &battle_config.max_third_parameter, 120, 10, 10000, },
  6672. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, 10000, },
  6673. { "atcommand_max_stat_bypass", &battle_config.atcommand_max_stat_bypass, 0, 0, 100, },
  6674. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 90, 0, 300 },
  6675. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  6676. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  6677. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  6678. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  6679. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  6680. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  6681. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  6682. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 1, },
  6683. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  6684. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  6685. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  6686. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  6687. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  6688. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  6689. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  6690. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  6691. #ifdef VIP_ENABLE
  6692. { "vip_storage_increase", &battle_config.vip_storage_increase, 0, 0, MAX_STORAGE-MIN_STORAGE, },
  6693. #else
  6694. { "vip_storage_increase", &battle_config.vip_storage_increase, 0, 0, MAX_STORAGE, },
  6695. #endif
  6696. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 0, 0, INT_MAX, },
  6697. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 0, 0, INT_MAX, },
  6698. { "vip_exp_penalty_base_normal", &battle_config.vip_exp_penalty_base_normal, 0, 0, INT_MAX, },
  6699. { "vip_exp_penalty_job_normal", &battle_config.vip_exp_penalty_job_normal, 0, 0, INT_MAX, },
  6700. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 0, 0, INT_MAX, },
  6701. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 0, 0, INT_MAX, },
  6702. { "vip_bm_increase", &battle_config.vip_bm_increase, 0, 0, INT_MAX, },
  6703. { "vip_drop_increase", &battle_config.vip_drop_increase, 0, 0, INT_MAX, },
  6704. { "vip_gemstone", &battle_config.vip_gemstone, 0, 0, 1, },
  6705. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  6706. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  6707. { "emblem_woe_change", &battle_config.emblem_woe_change, 0, 0, 1, },
  6708. { "emblem_transparency_limit", &battle_config.emblem_transparency_limit, 80, 0, 100, },
  6709. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  6710. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  6711. };
  6712. #ifndef STATS_OPT_OUT
  6713. /**
  6714. * rAthena anonymous statistic usage report -- packet is built here, and sent to char server to report.
  6715. **/
  6716. void rAthena_report(char* date, char *time_c) {
  6717. int i, rev = 0, bd_size = ARRAYLENGTH(battle_data);
  6718. unsigned int config = 0;
  6719. const char* rev_str;
  6720. char timestring[25];
  6721. time_t curtime;
  6722. char* buf;
  6723. enum config_table {
  6724. C_CIRCULAR_AREA = 0x0001,
  6725. C_CELLNOSTACK = 0x0002,
  6726. C_BETA_THREAD_TEST = 0x0004,
  6727. C_SCRIPT_CALLFUNC_CHECK = 0x0008,
  6728. C_OFFICIAL_WALKPATH = 0x0010,
  6729. C_RENEWAL = 0x0020,
  6730. C_RENEWAL_CAST = 0x0040,
  6731. C_RENEWAL_DROP = 0x0080,
  6732. C_RENEWAL_EXP = 0x0100,
  6733. C_RENEWAL_LVDMG = 0x0200,
  6734. C_RENEWAL_ASPD = 0x0400,
  6735. C_SECURE_NPCTIMEOUT = 0x0800,
  6736. C_SQL_DBS = 0x1000,
  6737. C_SQL_LOGS = 0x2000,
  6738. };
  6739. if( (rev_str = get_svn_revision()) != 0 )
  6740. rev = atoi(rev_str);
  6741. /* we get the current time */
  6742. time(&curtime);
  6743. strftime(timestring, 24, "%Y-%m-%d %H:%M:%S", localtime(&curtime));
  6744. // Various compile-time options
  6745. #ifdef CIRCULAR_AREA
  6746. config |= C_CIRCULAR_AREA;
  6747. #endif
  6748. #ifdef CELL_NOSTACK
  6749. config |= C_CELLNOSTACK;
  6750. #endif
  6751. #ifdef BETA_THREAD_TEST
  6752. config |= C_BETA_THREAD_TEST;
  6753. #endif
  6754. #ifdef SCRIPT_CALLFUNC_CHECK
  6755. config |= C_SCRIPT_CALLFUNC_CHECK;
  6756. #endif
  6757. #ifdef OFFICIAL_WALKPATH
  6758. config |= C_OFFICIAL_WALKPATH;
  6759. #endif
  6760. #ifdef RENEWAL
  6761. config |= C_RENEWAL;
  6762. #endif
  6763. #ifdef RENEWAL_CAST
  6764. config |= C_RENEWAL_CAST;
  6765. #endif
  6766. #ifdef RENEWAL_DROP
  6767. config |= C_RENEWAL_DROP;
  6768. #endif
  6769. #ifdef RENEWAL_EXP
  6770. config |= C_RENEWAL_EXP;
  6771. #endif
  6772. #ifdef RENEWAL_LVDMG
  6773. config |= C_RENEWAL_LVDMG;
  6774. #endif
  6775. #ifdef RENEWAL_ASPD
  6776. config |= C_RENEWAL_ASPD;
  6777. #endif
  6778. #ifdef SECURE_NPCTIMEOUT
  6779. config |= C_SECURE_NPCTIMEOUT;
  6780. #endif
  6781. /* non-define part */
  6782. if( db_use_sqldbs )
  6783. config |= C_SQL_DBS;
  6784. if( log_config.sql_logs )
  6785. config |= C_SQL_LOGS;
  6786. #define BFLAG_LENGTH 35
  6787. CREATE(buf, char, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) + 1 );
  6788. /* build packet */
  6789. WBUFW(buf,0) = 0x3000;
  6790. WBUFW(buf,2) = 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) );
  6791. WBUFW(buf,4) = 0x9c;
  6792. safestrncpy((char*)WBUFP(buf,6), date, 12);
  6793. safestrncpy((char*)WBUFP(buf,6 + 12), time_c, 9);
  6794. safestrncpy((char*)WBUFP(buf,6 + 12 + 9), timestring, 24);
  6795. WBUFL(buf,6 + 12 + 9 + 24) = rev;
  6796. WBUFL(buf,6 + 12 + 9 + 24 + 4) = map_getusers();
  6797. WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4) = config;
  6798. WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4) = bd_size;
  6799. for( i = 0; i < bd_size; i++ ) {
  6800. safestrncpy((char*)WBUFP(buf,6 + 12 + 9+ 24 + 4 + 4 + 4 + 4 + ( i * ( BFLAG_LENGTH + 4 ) ) ), battle_data[i].str, 35);
  6801. WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + BFLAG_LENGTH + ( i * ( BFLAG_LENGTH + 4 ) ) ) = *battle_data[i].val;
  6802. }
  6803. chrif_send_report(buf, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) );
  6804. aFree(buf);
  6805. #undef BFLAG_LENGTH
  6806. }
  6807. static int rAthena_report_timer(int tid, unsigned int tick, int id, intptr_t data) {
  6808. if( chrif_isconnected() ) {/* char server relays it, so it must be online. */
  6809. rAthena_report(__DATE__,__TIME__);
  6810. }
  6811. return 0;
  6812. }
  6813. #endif
  6814. /*==========================
  6815. * Set battle settings
  6816. *--------------------------*/
  6817. int battle_set_value(const char* w1, const char* w2)
  6818. {
  6819. int val = config_switch(w2);
  6820. int i;
  6821. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  6822. if (i == ARRAYLENGTH(battle_data))
  6823. return 0; // not found
  6824. if (val < battle_data[i].min || val > battle_data[i].max)
  6825. {
  6826. 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);
  6827. val = battle_data[i].defval;
  6828. }
  6829. *battle_data[i].val = val;
  6830. return 1;
  6831. }
  6832. /*===========================
  6833. * Get battle settings
  6834. *---------------------------*/
  6835. int battle_get_value(const char* w1)
  6836. {
  6837. int i;
  6838. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  6839. if (i == ARRAYLENGTH(battle_data))
  6840. return 0; // not found
  6841. else
  6842. return *battle_data[i].val;
  6843. }
  6844. /*======================
  6845. * Set default settings
  6846. *----------------------*/
  6847. void battle_set_defaults()
  6848. {
  6849. int i;
  6850. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  6851. *battle_data[i].val = battle_data[i].defval;
  6852. }
  6853. /*==================================
  6854. * Cap certain battle.conf settings
  6855. *----------------------------------*/
  6856. void battle_adjust_conf()
  6857. {
  6858. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
  6859. battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
  6860. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd*10;
  6861. battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
  6862. battle_config.max_cart_weight *= 10;
  6863. if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  6864. battle_config.max_def = 100;
  6865. if(battle_config.min_hitrate > battle_config.max_hitrate)
  6866. battle_config.min_hitrate = battle_config.max_hitrate;
  6867. if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  6868. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  6869. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  6870. battle_config.day_duration = 60000;
  6871. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  6872. battle_config.night_duration = 60000;
  6873. #if PACKETVER < 20100427
  6874. if( battle_config.feature_buying_store ) {
  6875. ShowWarning("conf/battle/feature.conf buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  6876. battle_config.feature_buying_store = 0;
  6877. }
  6878. #endif
  6879. #if PACKETVER < 20100803
  6880. if( battle_config.feature_search_stores ) {
  6881. ShowWarning("conf/battle/feature.conf search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  6882. battle_config.feature_search_stores = 0;
  6883. }
  6884. #endif
  6885. #if PACKETVER < 20130724
  6886. if( battle_config.feature_banking ) {
  6887. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  6888. battle_config.feature_banking = 0;
  6889. }
  6890. #endif
  6891. #ifndef CELL_NOSTACK
  6892. if (battle_config.cell_stack_limit != 1)
  6893. ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  6894. #endif
  6895. }
  6896. /*=====================================
  6897. * Read battle.conf settings from file
  6898. *-------------------------------------*/
  6899. int battle_config_read(const char* cfgName)
  6900. {
  6901. FILE* fp;
  6902. static int count = 0;
  6903. if (count == 0)
  6904. battle_set_defaults();
  6905. count++;
  6906. fp = fopen(cfgName,"r");
  6907. if (fp == NULL)
  6908. ShowError("File not found: %s\n", cfgName);
  6909. else
  6910. {
  6911. char line[1024], w1[1024], w2[1024];
  6912. while(fgets(line, sizeof(line), fp))
  6913. {
  6914. if (line[0] == '/' && line[1] == '/')
  6915. continue;
  6916. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  6917. continue;
  6918. if (strcmpi(w1, "import") == 0)
  6919. battle_config_read(w2);
  6920. else
  6921. if (battle_set_value(w1, w2) == 0)
  6922. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  6923. }
  6924. fclose(fp);
  6925. }
  6926. count--;
  6927. if (count == 0)
  6928. battle_adjust_conf();
  6929. return 0;
  6930. }
  6931. /*==========================
  6932. * initialize battle timer
  6933. *--------------------------*/
  6934. void do_init_battle(void)
  6935. {
  6936. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.c::delay_damage_ers",ERS_OPT_CLEAR);
  6937. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  6938. #ifndef STATS_OPT_OUT
  6939. add_timer_func_list(rAthena_report_timer, "rAthena_report_timer");
  6940. add_timer_interval(gettick()+30000, rAthena_report_timer, 0, 0, 60000 * 30);
  6941. #endif
  6942. }
  6943. /*==================
  6944. * end battle timer
  6945. *------------------*/
  6946. void do_final_battle(void)
  6947. {
  6948. ers_destroy(delay_damage_ers);
  6949. }