battle.cpp 403 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "battle.hpp"
  4. #include <math.h>
  5. #include <stdlib.h>
  6. #include "../common/cbasetypes.hpp"
  7. #include "../common/ers.hpp"
  8. #include "../common/malloc.hpp"
  9. #include "../common/nullpo.hpp"
  10. #include "../common/random.hpp"
  11. #include "../common/showmsg.hpp"
  12. #include "../common/socket.hpp"
  13. #include "../common/strlib.hpp"
  14. #include "../common/timer.hpp"
  15. #include "../common/utils.hpp"
  16. #include "atcommand.hpp"
  17. #include "battleground.hpp"
  18. #include "chrif.hpp"
  19. #include "clif.hpp"
  20. #include "elemental.hpp"
  21. #include "guild.hpp"
  22. #include "homunculus.hpp"
  23. #include "log.hpp"
  24. #include "map.hpp"
  25. #include "mercenary.hpp"
  26. #include "mob.hpp"
  27. #include "party.hpp"
  28. #include "path.hpp"
  29. #include "pc.hpp"
  30. #include "pc_groups.hpp"
  31. #include "pet.hpp"
  32. struct Battle_Config battle_config;
  33. static struct eri *delay_damage_ers; //For battle delay damage structures.
  34. // Early declaration
  35. int battle_get_weapon_element(struct Damage *wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only);
  36. /**
  37. * Returns the current/list skill used by the bl
  38. * @param bl
  39. * @return skill_id
  40. */
  41. uint16 battle_getcurrentskill(struct block_list *bl)
  42. {
  43. struct unit_data *ud;
  44. if( bl->type == BL_SKILL ) {
  45. struct skill_unit *su = (struct skill_unit*)bl;
  46. return (su && su->group?su->group->skill_id:0);
  47. }
  48. ud = unit_bl2ud(bl);
  49. return (ud?ud->skill_id:0);
  50. }
  51. /**
  52. * Get random targeting enemy
  53. * @param bl
  54. * @param ap
  55. * @return Found target (1) or not found (0)
  56. */
  57. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  58. {
  59. struct block_list **bl_list;
  60. struct unit_data *ud;
  61. int target_id;
  62. int *c;
  63. bl_list = va_arg(ap, struct block_list **);
  64. c = va_arg(ap, int *);
  65. target_id = va_arg(ap, int);
  66. if (bl->id == target_id)
  67. return 0;
  68. if (*c >= 24)
  69. return 0;
  70. if ( !(ud = unit_bl2ud(bl)) )
  71. return 0;
  72. if (ud->target == target_id || ud->skilltarget == target_id) {
  73. bl_list[(*c)++] = bl;
  74. return 1;
  75. }
  76. return 0;
  77. }
  78. /**
  79. * Returns list of targets
  80. * @param target
  81. * @return Target list
  82. */
  83. struct block_list* battle_gettargeted(struct block_list *target)
  84. {
  85. struct block_list *bl_list[24];
  86. int c = 0;
  87. nullpo_retr(NULL, target);
  88. memset(bl_list, 0, sizeof(bl_list));
  89. map_foreachinallrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  90. if ( c == 0 )
  91. return NULL;
  92. if( c > 24 )
  93. c = 24;
  94. return bl_list[rnd()%c];
  95. }
  96. /**
  97. * Returns the ID of the current targeted character of the passed bl
  98. * @param bl
  99. * @return Target Unit ID
  100. * @author [Skotlex]
  101. */
  102. int battle_gettarget(struct block_list* bl)
  103. {
  104. switch (bl->type) {
  105. case BL_PC: return ((map_session_data*)bl)->ud.target;
  106. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  107. case BL_PET: return ((struct pet_data*)bl)->target_id;
  108. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  109. case BL_MER: return ((s_mercenary_data*)bl)->ud.target;
  110. case BL_ELEM: return ((s_elemental_data*)bl)->ud.target;
  111. }
  112. return 0;
  113. }
  114. /**
  115. * Get random enemy
  116. * @param bl
  117. * @param ap
  118. * @return Found target (1) or not found (0)
  119. */
  120. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  121. {
  122. struct block_list **bl_list;
  123. struct block_list *target;
  124. int *c;
  125. bl_list = va_arg(ap, struct block_list **);
  126. c = va_arg(ap, int *);
  127. target = va_arg(ap, struct block_list *);
  128. if (bl->id == target->id)
  129. return 0;
  130. if (*c >= 24)
  131. return 0;
  132. if (status_isdead(bl))
  133. return 0;
  134. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  135. bl_list[(*c)++] = bl;
  136. return 1;
  137. }
  138. return 0;
  139. }
  140. /**
  141. * Returns list of enemies within given range
  142. * @param target
  143. * @param type
  144. * @param range
  145. * @return Target list
  146. * @author [Skotlex]
  147. */
  148. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  149. {
  150. struct block_list *bl_list[24];
  151. int c = 0;
  152. memset(bl_list, 0, sizeof(bl_list));
  153. map_foreachinallrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  154. if ( c == 0 )
  155. return NULL;
  156. if( c > 24 )
  157. c = 24;
  158. return bl_list[rnd()%c];
  159. }
  160. /**
  161. * Get random enemy within area
  162. * @param bl
  163. * @param ap
  164. * @return Found target (1) or not found (0)
  165. */
  166. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  167. {
  168. struct block_list **bl_list, *src;
  169. int *c, ignore_id;
  170. bl_list = va_arg(ap, struct block_list **);
  171. c = va_arg(ap, int *);
  172. src = va_arg(ap, struct block_list *);
  173. ignore_id = va_arg(ap, int);
  174. if( bl->id == src->id || bl->id == ignore_id )
  175. return 0; // Ignores Caster and a possible pre-target
  176. if( *c >= 23 )
  177. return 0;
  178. if( status_isdead(bl) )
  179. return 0;
  180. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  181. bl_list[(*c)++] = bl;
  182. return 1;
  183. }
  184. return 0;
  185. }
  186. /**
  187. * Returns list of enemies within an area
  188. * @param src
  189. * @param x
  190. * @param y
  191. * @param range
  192. * @param type
  193. * @param ignore_id
  194. * @return Target list
  195. */
  196. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  197. {
  198. struct block_list *bl_list[24];
  199. int c = 0;
  200. memset(bl_list, 0, sizeof(bl_list));
  201. map_foreachinallarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  202. if( c == 0 )
  203. return NULL;
  204. if( c >= 24 )
  205. c = 23;
  206. return bl_list[rnd()%c];
  207. }
  208. /*========================================== [Playtester]
  209. * Deals damage without delay, applies additional effects and triggers monster events
  210. * This function is called from battle_delay_damage or battle_delay_damage_sub
  211. * @param src: Source of damage
  212. * @param target: Target of damage
  213. * @param damage: Damage to be dealt
  214. * @param delay: Damage delay
  215. * @param skill_lv: Level of skill used
  216. * @param skill_id: ID o skill used
  217. * @param dmg_lv: State of the attack (miss, etc.)
  218. * @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC)
  219. * @param additional_effects: Whether additional effect should be applied
  220. * @param isspdamage: If the damage is done to SP
  221. * @param tick: Current tick
  222. *------------------------------------------*/
  223. void battle_damage(struct block_list *src, struct block_list *target, int64 damage, t_tick delay, uint16 skill_lv, uint16 skill_id, enum damage_lv dmg_lv, unsigned short attack_type, bool additional_effects, t_tick tick, bool isspdamage) {
  224. map_freeblock_lock();
  225. if (isspdamage)
  226. status_fix_spdamage(src, target, damage, delay, skill_id);
  227. else
  228. status_fix_damage(src, target, damage, delay, skill_id); // We have to separate here between reflect damage and others [icescope]
  229. if (attack_type && !status_isdead(target) && additional_effects)
  230. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick);
  231. if (dmg_lv > ATK_BLOCK && attack_type)
  232. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick);
  233. // This is the last place where we have access to the actual damage type, so any monster events depending on type must be placed here
  234. if (target->type == BL_MOB) {
  235. mob_data *md = BL_CAST(BL_MOB, target);
  236. if (md != nullptr) {
  237. // Trigger monster skill condition for non-skill attacks.
  238. if (!status_isdead(target) && src != target) {
  239. if (damage > 0)
  240. mobskill_event(md, src, tick, attack_type, damage);
  241. if (skill_id > 0)
  242. mobskill_event(md, src, tick, MSC_SKILLUSED | (skill_id << 16));
  243. }
  244. // Monsters differentiate whether they have been attacked by a skill or a normal attack
  245. if (damage > 0 && (attack_type & BF_NORMAL))
  246. md->norm_attacked_id = md->attacked_id;
  247. }
  248. }
  249. map_freeblock_unlock();
  250. }
  251. /// Damage Delayed Structure
  252. struct delay_damage {
  253. int src_id;
  254. int target_id;
  255. int64 damage;
  256. t_tick delay;
  257. unsigned short distance;
  258. uint16 skill_lv;
  259. uint16 skill_id;
  260. enum damage_lv dmg_lv;
  261. unsigned short attack_type;
  262. bool additional_effects;
  263. enum bl_type src_type;
  264. bool isspdamage;
  265. };
  266. TIMER_FUNC(battle_delay_damage_sub){
  267. struct delay_damage *dat = (struct delay_damage *)data;
  268. if ( dat ) {
  269. struct block_list* src = map_id2bl(dat->src_id);
  270. struct block_list* target = map_id2bl(dat->target_id);
  271. if (target && !status_isdead(target)) {
  272. if( src && target->m == src->m &&
  273. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  274. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  275. {
  276. //Deal damage
  277. battle_damage(src, target, dat->damage, dat->delay, dat->skill_lv, dat->skill_id, dat->dmg_lv, dat->attack_type, dat->additional_effects, tick, dat->isspdamage);
  278. } else if( !src && dat->skill_id == CR_REFLECTSHIELD ) { // it was monster reflected damage, and the monster died, we pass the damage to the character as expected
  279. map_freeblock_lock();
  280. status_fix_damage(target, target, dat->damage, dat->delay, dat->skill_id);
  281. map_freeblock_unlock();
  282. }
  283. }
  284. map_session_data *sd = BL_CAST(BL_PC, src);
  285. if (sd && --sd->delayed_damage == 0 && sd->state.hold_recalc) {
  286. sd->state.hold_recalc = false;
  287. status_calc_pc(sd, SCO_FORCE);
  288. }
  289. }
  290. ers_free(delay_damage_ers, dat);
  291. return 0;
  292. }
  293. int battle_delay_damage(t_tick tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, t_tick ddelay, bool additional_effects, bool isspdamage)
  294. {
  295. struct delay_damage *dat;
  296. status_change *sc;
  297. struct block_list *d_tbl = NULL;
  298. struct block_list *e_tbl = NULL;
  299. nullpo_ret(src);
  300. nullpo_ret(target);
  301. sc = status_get_sc(target);
  302. if (sc) {
  303. if (sc->getSCE(SC_DEVOTION) && sc->getSCE(SC_DEVOTION)->val1)
  304. d_tbl = map_id2bl(sc->getSCE(SC_DEVOTION)->val1);
  305. if (sc->getSCE(SC_WATER_SCREEN_OPTION) && sc->getSCE(SC_WATER_SCREEN_OPTION)->val1)
  306. e_tbl = map_id2bl(sc->getSCE(SC_WATER_SCREEN_OPTION)->val1);
  307. }
  308. if( ((d_tbl && check_distance_bl(target, d_tbl, sc->getSCE(SC_DEVOTION)->val3)) || e_tbl) &&
  309. damage > 0 && skill_id != CR_REFLECTSHIELD
  310. #ifndef RENEWAL
  311. && skill_id != PA_PRESSURE
  312. #endif
  313. ) {
  314. map_session_data* tsd = BL_CAST( BL_PC, target );
  315. if( tsd && pc_issit( tsd ) && battle_config.devotion_standup_fix ){
  316. pc_setstand( tsd, true );
  317. skill_sit( tsd, 0 );
  318. }
  319. damage = 0;
  320. }
  321. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  322. //Deal damage
  323. battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage);
  324. return 0;
  325. }
  326. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  327. dat->src_id = src->id;
  328. dat->target_id = target->id;
  329. dat->skill_id = skill_id;
  330. dat->skill_lv = skill_lv;
  331. dat->attack_type = attack_type;
  332. dat->damage = damage;
  333. dat->dmg_lv = dmg_lv;
  334. dat->delay = ddelay;
  335. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
  336. dat->additional_effects = additional_effects;
  337. dat->src_type = src->type;
  338. dat->isspdamage = isspdamage;
  339. if (src->type != BL_PC && amotion > 1000)
  340. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  341. if( src->type == BL_PC )
  342. ((TBL_PC*)src)->delayed_damage++;
  343. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  344. return 0;
  345. }
  346. /**
  347. * Does attribute fix modifiers.
  348. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  349. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  350. * @param src
  351. * @param target
  352. * @param damage
  353. * @param atk_elem
  354. * @param def_type
  355. * @param def_lv
  356. * @param flag
  357. * @return damage
  358. */
  359. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
  360. {
  361. status_change *sc = NULL, *tsc = NULL;
  362. int ratio;
  363. if (src) sc = status_get_sc(src);
  364. if (target) tsc = status_get_sc(target);
  365. if (!CHK_ELEMENT(atk_elem))
  366. atk_elem = rnd()%ELE_ALL;
  367. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  368. ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  369. return damage;
  370. }
  371. ratio = elemental_attribute_db.getAttribute(def_lv-1, atk_elem, def_type);
  372. if (sc && sc->count) { //increase dmg by src status
  373. switch(atk_elem){
  374. case ELE_FIRE:
  375. if (sc->getSCE(SC_VOLCANO))
  376. #ifdef RENEWAL
  377. ratio += sc->getSCE(SC_VOLCANO)->val3;
  378. #else
  379. damage += (int64)((damage*sc->getSCE(SC_VOLCANO)->val3) / 100);
  380. #endif
  381. break;
  382. case ELE_WIND:
  383. if (sc->getSCE(SC_VIOLENTGALE))
  384. #ifdef RENEWAL
  385. ratio += sc->getSCE(SC_VIOLENTGALE)->val3;
  386. #else
  387. damage += (int64)((damage*sc->getSCE(SC_VIOLENTGALE)->val3) / 100);
  388. #endif
  389. break;
  390. case ELE_WATER:
  391. if (sc->getSCE(SC_DELUGE))
  392. #ifdef RENEWAL
  393. ratio += sc->getSCE(SC_DELUGE)->val3;
  394. #else
  395. damage += (int64)((damage*sc->getSCE(SC_DELUGE)->val3) / 100);
  396. #endif
  397. break;
  398. case ELE_GHOST:
  399. if (sc->getSCE(SC_TELEKINESIS_INTENSE))
  400. ratio += sc->getSCE(SC_TELEKINESIS_INTENSE)->val3;
  401. break;
  402. }
  403. }
  404. if( target && target->type == BL_SKILL ) {
  405. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  406. struct skill_unit *su = (struct skill_unit*)target;
  407. std::shared_ptr<s_skill_unit_group> sg;
  408. struct block_list *src2;
  409. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  410. (src2 = map_id2bl(sg->src_id)) == NULL || status_isdead(src2) )
  411. return 0;
  412. if( sg->unit_id != UNT_FIREWALL ) {
  413. int x,y;
  414. x = sg->val3 >> 16;
  415. y = sg->val3 & 0xffff;
  416. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  417. sg->val3 = -1;
  418. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  419. }
  420. }
  421. }
  422. if (tsc && tsc->count) { //increase dmg by target status
  423. switch(atk_elem) {
  424. case ELE_FIRE:
  425. if (tsc->getSCE(SC_SPIDERWEB)) { //Double damage
  426. #ifdef RENEWAL
  427. ratio += 100;
  428. #else
  429. damage *= 2;
  430. #endif
  431. //Remove a unit group or end whole status change
  432. status_change_end(target, SC_SPIDERWEB);
  433. }
  434. if (tsc->getSCE(SC_THORNSTRAP) && battle_getcurrentskill(src) != GN_CARTCANNON)
  435. status_change_end(target, SC_THORNSTRAP);
  436. if (tsc->getSCE(SC_CRYSTALIZE))
  437. status_change_end(target, SC_CRYSTALIZE);
  438. if (tsc->getSCE(SC_EARTH_INSIGNIA))
  439. #ifdef RENEWAL
  440. ratio += 50;
  441. #else
  442. damage += (int64)(damage * 50 / 100);
  443. #endif
  444. if( tsc->getSCE(SC_WIDEWEB) ) {
  445. #ifdef RENEWAL
  446. ratio += 100;
  447. #else
  448. damage *= 2;
  449. #endif
  450. status_change_end(target,SC_WIDEWEB);
  451. }
  452. if( tsc->getSCE(SC_BURNT) ) {
  453. #ifdef RENEWAL
  454. ratio += 400;
  455. #else
  456. damage += (int64)(damage * 400 / 100);
  457. #endif
  458. }
  459. break;
  460. case ELE_HOLY:
  461. if (tsc->getSCE(SC_ORATIO))
  462. #ifdef RENEWAL
  463. ratio += tsc->getSCE(SC_ORATIO)->val1 * 2;
  464. #else
  465. damage += (int64)(damage * (tsc->getSCE(SC_ORATIO)->val1 * 2) / 100);
  466. #endif
  467. break;
  468. case ELE_POISON:
  469. if (tsc->getSCE(SC_VENOMIMPRESS))
  470. #ifdef RENEWAL
  471. ratio += tsc->getSCE(SC_VENOMIMPRESS)->val2;
  472. #else
  473. damage += (int64)(damage * tsc->getSCE(SC_VENOMIMPRESS)->val2 / 100);
  474. #endif
  475. if (tsc->getSCE(SC_CLOUD_POISON)) {
  476. #ifdef RENEWAL
  477. ratio += 5 * tsc->getSCE(SC_CLOUD_POISON)->val1;
  478. #else
  479. damage += (int64)(damage * 5 * tsc->getSCE(SC_CLOUD_POISON)->val1 / 100);
  480. #endif
  481. }
  482. break;
  483. case ELE_WIND:
  484. if (tsc->getSCE(SC_WATER_INSIGNIA))
  485. #ifdef RENEWAL
  486. ratio += 50;
  487. #else
  488. damage += (int64)(damage * 50 / 100);
  489. #endif
  490. if (tsc->getSCE(SC_CRYSTALIZE)) {
  491. uint16 skill_id = battle_getcurrentskill(src);
  492. if (skill_get_type(skill_id)&BF_MAGIC)
  493. #ifdef RENEWAL
  494. ratio += 50;
  495. #else
  496. damage += (int64)(damage * 50 / 100);
  497. #endif
  498. }
  499. break;
  500. case ELE_WATER:
  501. if (tsc->getSCE(SC_FIRE_INSIGNIA))
  502. #ifdef RENEWAL
  503. ratio += 50;
  504. #else
  505. damage += (int64)(damage * 50 / 100);
  506. #endif
  507. break;
  508. case ELE_EARTH:
  509. if (tsc->getSCE(SC_WIND_INSIGNIA))
  510. #ifdef RENEWAL
  511. ratio += 50;
  512. #else
  513. damage += (int64)(damage * 50 / 100);
  514. #endif
  515. status_change_end(target, SC_MAGNETICFIELD); //freed if received earth dmg
  516. break;
  517. case ELE_NEUTRAL:
  518. if (tsc->getSCE(SC_ANTI_M_BLAST))
  519. #ifdef RENEWAL
  520. ratio += tsc->getSCE(SC_ANTI_M_BLAST)->val2;
  521. #else
  522. damage += (int64)(damage * tsc->getSCE(SC_ANTI_M_BLAST)->val2 / 100);
  523. #endif
  524. break;
  525. case ELE_DARK:
  526. if (tsc->getSCE(SC_SOULCURSE)) {
  527. if (status_get_class_(target) == CLASS_BOSS)
  528. #ifdef RENEWAL
  529. ratio += 20;
  530. #else
  531. damage += (int64)(damage * 20 / 100);
  532. #endif
  533. else
  534. #ifdef RENEWAL
  535. ratio += 100;
  536. #else
  537. damage *= 2;
  538. #endif
  539. }
  540. break;
  541. }
  542. if (tsc->getSCE(SC_MAGIC_POISON))
  543. #ifdef RENEWAL
  544. ratio += 50;
  545. #else
  546. damage += (int64)(damage * 50 / 100);
  547. #endif
  548. }
  549. if (battle_config.attr_recover == 0 && ratio < 0)
  550. ratio = 0;
  551. #ifdef RENEWAL
  552. //In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0
  553. damage = damage - (int64)((damage * (100 - ratio)) / 100);
  554. #else
  555. damage = (int64)((damage*ratio)/100);
  556. #endif
  557. //Damage can be negative, see battle_config.attr_recover
  558. return damage;
  559. }
  560. /**
  561. * Calculates card bonuses damage adjustments.
  562. * @param attack_type @see enum e_battle_flag
  563. * @param src Attacker
  564. * @param target Target
  565. * @param nk Skill's nk @see enum e_skill_nk [NK_IGNOREATKCARD|NK_IGNOREELEMENT|NK_IGNOREDEFCARD]
  566. * @param rh_ele Right-hand weapon element
  567. * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
  568. * @param damage Original damage
  569. * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
  570. * 3: Calculates attacker bonuses in both hands.
  571. * 2: Calculates attacker bonuses in right-hand only.
  572. * 0 or 1: Only calculates target bonuses.
  573. * @param flag Misc value of skill & damage flags
  574. * @return damage Damage diff between original damage and after calculation
  575. */
  576. int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, std::bitset<NK_MAX> nk, int rh_ele, int lh_ele, int64 damage, int left, int flag){
  577. map_session_data *sd, ///< Attacker session data if BL_PC
  578. *tsd; ///< Target session data if BL_PC
  579. int cardfix = 1000;
  580. int s_class, ///< Attacker class
  581. t_class; ///< Target class
  582. std::vector<e_race2> s_race2, /// Attacker Race2
  583. t_race2; ///< Target Race2
  584. enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
  585. struct status_data *sstatus, ///< Attacker status data
  586. *tstatus; ///< Target status data
  587. int64 original_damage;
  588. if( !damage )
  589. return 0;
  590. original_damage = damage;
  591. sd = BL_CAST(BL_PC, src);
  592. tsd = BL_CAST(BL_PC, target);
  593. t_class = status_get_class(target);
  594. s_class = status_get_class(src);
  595. sstatus = status_get_status_data(src);
  596. tstatus = status_get_status_data(target);
  597. s_race2 = status_get_race2(src);
  598. t_race2 = status_get_race2(target);
  599. s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
  600. //Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase
  601. #define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - max(0, fix))) / 1000); }
  602. switch( attack_type ) {
  603. case BF_MAGIC:
  604. // Affected by attacker ATK bonuses
  605. if( sd && !nk[NK_IGNOREATKCARD] ) {
  606. int32 race2_val = 0;
  607. for (const auto &raceit : t_race2)
  608. race2_val += sd->indexed_bonus.magic_addrace2[raceit];
  609. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addrace[tstatus->race] + sd->indexed_bonus.magic_addrace[RC_ALL] + race2_val) / 100;
  610. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  611. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addele[tstatus->def_ele] + sd->indexed_bonus.magic_addele[ELE_ALL] +
  612. sd->indexed_bonus.magic_addele_script[tstatus->def_ele] + sd->indexed_bonus.magic_addele_script[ELE_ALL]) / 100;
  613. cardfix = cardfix * (100 + sd->indexed_bonus.magic_atk_ele[rh_ele] + sd->indexed_bonus.magic_atk_ele[ELE_ALL]) / 100;
  614. }
  615. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addsize[tstatus->size] + sd->indexed_bonus.magic_addsize[SZ_ALL]) / 100;
  616. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addclass[tstatus->class_] + sd->indexed_bonus.magic_addclass[CLASS_ALL]) / 100;
  617. if (sd->status.weapon == W_2HSTAFF)// 2-Handed Staff Mastery
  618. cardfix = cardfix * (100 + pc_checkskill(sd, AG_TWOHANDSTAFF)) / 100;
  619. for (const auto &it : sd->add_mdmg) {
  620. if (it.id == t_class) {
  621. cardfix = cardfix * (100 + it.val) / 100;
  622. break;
  623. }
  624. }
  625. APPLY_CARDFIX(damage, cardfix);
  626. }
  627. // Affected by target DEF bonuses
  628. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  629. cardfix = 1000; // reset var for target
  630. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  631. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  632. for (const auto &it : tsd->subele2) {
  633. if (it.ele != ELE_ALL && it.ele != rh_ele)
  634. continue;
  635. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  636. ((it.flag)&flag)&BF_RANGEMASK &&
  637. ((it.flag)&flag)&BF_SKILLMASK))
  638. continue;
  639. ele_fix += it.rate;
  640. }
  641. if (s_defele != ELE_NONE)
  642. ele_fix += tsd->indexed_bonus.magic_subdefele[s_defele] + tsd->indexed_bonus.magic_subdefele[ELE_ALL];
  643. cardfix = cardfix * (100 - ele_fix) / 100;
  644. }
  645. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  646. cardfix = cardfix * (100 - tsd->indexed_bonus.magic_subsize[sstatus->size] - tsd->indexed_bonus.magic_subsize[SZ_ALL]) / 100;
  647. int32 race_fix = 0;
  648. for (const auto &raceit : s_race2)
  649. race_fix += tsd->indexed_bonus.subrace2[raceit];
  650. cardfix = cardfix * (100 - race_fix) / 100;
  651. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  652. for (const auto &it : tsd->subrace3) {
  653. if (it.race != RC_ALL && it.race != sstatus->race)
  654. continue;
  655. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  656. ((it.flag)&flag)&BF_RANGEMASK &&
  657. ((it.flag)&flag)&BF_SKILLMASK))
  658. continue;
  659. race_fix += it.rate;
  660. }
  661. cardfix = cardfix * (100 - race_fix) / 100;
  662. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  663. for (const auto &it : tsd->add_mdef) {
  664. if (it.id == s_class) {
  665. cardfix = cardfix * (100 - it.val) / 100;
  666. break;
  667. }
  668. }
  669. #ifndef RENEWAL
  670. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  671. if( flag&BF_SHORT )
  672. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  673. else if (!nk[NK_IGNORELONGCARD])
  674. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  675. #endif
  676. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  677. if( tsd->sc.getSCE(SC_MDEF_RATE) )
  678. cardfix = cardfix * (100 - tsd->sc.getSCE(SC_MDEF_RATE)->val1) / 100;
  679. APPLY_CARDFIX(damage, cardfix);
  680. }
  681. break;
  682. case BF_WEAPON:
  683. // Affected by attacker ATK bonuses
  684. if( sd && !nk[NK_IGNOREATKCARD] && (left&2) ) {
  685. short cardfix_ = 1000;
  686. if( sd->state.arrow_atk ) { // Ranged attack
  687. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->indexed_bonus.arrow_addrace[tstatus->race] +
  688. sd->right_weapon.addrace[RC_ALL] + sd->indexed_bonus.arrow_addrace[RC_ALL]) / 100;
  689. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  690. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->indexed_bonus.arrow_addele[tstatus->def_ele] +
  691. sd->right_weapon.addele[ELE_ALL] + sd->indexed_bonus.arrow_addele[ELE_ALL];
  692. for (const auto &it : sd->right_weapon.addele2) {
  693. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  694. continue;
  695. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  696. ((it.flag)&flag)&BF_RANGEMASK &&
  697. ((it.flag)&flag)&BF_SKILLMASK))
  698. continue;
  699. ele_fix += it.rate;
  700. }
  701. cardfix = cardfix * (100 + ele_fix) / 100;
  702. }
  703. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->indexed_bonus.arrow_addsize[tstatus->size] +
  704. sd->right_weapon.addsize[SZ_ALL] + sd->indexed_bonus.arrow_addsize[SZ_ALL]) / 100;
  705. int32 race_fix = 0;
  706. for (const auto &raceit : t_race2)
  707. race_fix += sd->right_weapon.addrace2[raceit];
  708. cardfix = cardfix * (100 + race_fix) / 100;
  709. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->indexed_bonus.arrow_addclass[tstatus->class_] +
  710. sd->right_weapon.addclass[CLASS_ALL] + sd->indexed_bonus.arrow_addclass[CLASS_ALL]) / 100;
  711. } else { // Melee attack
  712. int skill = 0;
  713. // Calculates each right & left hand weapon bonuses separatedly
  714. if( !battle_config.left_cardfix_to_right ) {
  715. // Right-handed weapon
  716. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  717. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  718. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  719. for (const auto &it : sd->right_weapon.addele2) {
  720. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  721. continue;
  722. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  723. ((it.flag)&flag)&BF_RANGEMASK &&
  724. ((it.flag)&flag)&BF_SKILLMASK))
  725. continue;
  726. ele_fix += it.rate;
  727. }
  728. cardfix = cardfix * (100 + ele_fix) / 100;
  729. }
  730. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  731. for (const auto &raceit : t_race2)
  732. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit]) / 100;
  733. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  734. if( left&1 ) { // Left-handed weapon
  735. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  736. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  737. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  738. for (const auto &it : sd->left_weapon.addele2) {
  739. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  740. continue;
  741. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  742. ((it.flag)&flag)&BF_RANGEMASK &&
  743. ((it.flag)&flag)&BF_SKILLMASK))
  744. continue;
  745. ele_fix_lh += it.rate;
  746. }
  747. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  748. }
  749. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  750. for (const auto &raceit : t_race2)
  751. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[raceit]) / 100;
  752. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  753. }
  754. }
  755. // Calculates right & left hand weapon as unity
  756. else {
  757. //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_IGNOREELEMENT?
  758. //if( !nk[&]K_IGNOREELEMENT) ) { // Affected by Element modifier bonuses
  759. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  760. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  761. for (const auto &it : sd->right_weapon.addele2) {
  762. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  763. continue;
  764. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  765. ((it.flag)&flag)&BF_RANGEMASK &&
  766. ((it.flag)&flag)&BF_SKILLMASK))
  767. continue;
  768. ele_fix += it.rate;
  769. }
  770. for (const auto &it : sd->left_weapon.addele2) {
  771. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  772. continue;
  773. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  774. ((it.flag)&flag)&BF_RANGEMASK &&
  775. ((it.flag)&flag)&BF_SKILLMASK))
  776. continue;
  777. ele_fix += it.rate;
  778. }
  779. cardfix = cardfix * (100 + ele_fix) / 100;
  780. //}
  781. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  782. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  783. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  784. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  785. for (const auto &raceit : t_race2)
  786. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit] + sd->left_weapon.addrace2[raceit]) / 100;
  787. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  788. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  789. }
  790. #ifndef RENEWAL
  791. 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]
  792. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  793. #endif
  794. }
  795. //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
  796. for (const auto &it : sd->right_weapon.add_dmg) {
  797. if (it.id == t_class) {
  798. cardfix = cardfix * (100 + it.val) / 100;
  799. break;
  800. }
  801. }
  802. if( left&1 ) {
  803. for (const auto &it : sd->left_weapon.add_dmg) {
  804. if (it.id == t_class) {
  805. cardfix_ = cardfix_ * (100 + it.val) / 100;
  806. break;
  807. }
  808. }
  809. }
  810. #ifndef RENEWAL
  811. if (flag & BF_SHORT)
  812. cardfix = cardfix * (100 + sd->bonus.short_attack_atk_rate) / 100;
  813. if( flag&BF_LONG )
  814. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  815. #endif
  816. if (left&1) {
  817. APPLY_CARDFIX(damage, cardfix_);
  818. } else {
  819. APPLY_CARDFIX(damage, cardfix);
  820. }
  821. }
  822. // Affected by target DEF bonuses
  823. else if( tsd && !nk[NK_IGNOREDEFCARD] && !(left&2) ) {
  824. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  825. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  826. for (const auto &it : tsd->subele2) {
  827. if (it.ele != ELE_ALL && it.ele != rh_ele)
  828. continue;
  829. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  830. ((it.flag)&flag)&BF_RANGEMASK &&
  831. ((it.flag)&flag)&BF_SKILLMASK))
  832. continue;
  833. ele_fix += it.rate;
  834. }
  835. cardfix = cardfix * (100 - ele_fix) / 100;
  836. if( left&1 && lh_ele != rh_ele ) {
  837. int ele_fix_lh = tsd->indexed_bonus.subele[lh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[lh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  838. for (const auto &it : tsd->subele2) {
  839. if (it.ele != ELE_ALL && it.ele != lh_ele)
  840. continue;
  841. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  842. ((it.flag)&flag)&BF_RANGEMASK &&
  843. ((it.flag)&flag)&BF_SKILLMASK))
  844. continue;
  845. ele_fix_lh += it.rate;
  846. }
  847. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  848. }
  849. cardfix = cardfix * (100 - tsd->indexed_bonus.subdefele[s_defele] - tsd->indexed_bonus.subdefele[ELE_ALL]) / 100;
  850. }
  851. int32 race_fix = 0;
  852. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  853. cardfix = cardfix * (100 - tsd->indexed_bonus.weapon_subsize[sstatus->size] - tsd->indexed_bonus.weapon_subsize[SZ_ALL]) / 100;
  854. for (const auto &raceit : s_race2)
  855. race_fix += tsd->indexed_bonus.subrace2[raceit];
  856. cardfix = cardfix * (100 - race_fix) / 100;
  857. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  858. for (const auto &it : tsd->subrace3) {
  859. if (it.race != RC_ALL && it.race != sstatus->race)
  860. continue;
  861. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  862. ((it.flag)&flag)&BF_RANGEMASK &&
  863. ((it.flag)&flag)&BF_SKILLMASK))
  864. continue;
  865. race_fix += it.rate;
  866. }
  867. cardfix = cardfix * (100 - race_fix) / 100;
  868. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  869. for (const auto &it : tsd->add_def) {
  870. if (it.id == s_class) {
  871. cardfix = cardfix * (100 - it.val) / 100;
  872. break;
  873. }
  874. }
  875. if( flag&BF_SHORT )
  876. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  877. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  878. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  879. if( tsd->sc.getSCE(SC_DEF_RATE) )
  880. cardfix = cardfix * (100 - tsd->sc.getSCE(SC_DEF_RATE)->val1) / 100;
  881. APPLY_CARDFIX(damage, cardfix);
  882. }
  883. break;
  884. case BF_MISC:
  885. // Affected by target DEF bonuses
  886. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  887. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  888. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  889. for (const auto &it : tsd->subele2) {
  890. if (it.ele != rh_ele)
  891. continue;
  892. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  893. ((it.flag)&flag)&BF_RANGEMASK &&
  894. ((it.flag)&flag)&BF_SKILLMASK))
  895. continue;
  896. ele_fix += it.rate;
  897. }
  898. if (s_defele != ELE_NONE)
  899. ele_fix += tsd->indexed_bonus.subdefele[s_defele] + tsd->indexed_bonus.subdefele[ELE_ALL];
  900. cardfix = cardfix * (100 - ele_fix) / 100;
  901. }
  902. int race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  903. for (const auto &it : tsd->subrace3) {
  904. if (it.race != RC_ALL && it.race != sstatus->race)
  905. continue;
  906. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  907. ((it.flag)&flag)&BF_RANGEMASK &&
  908. ((it.flag)&flag)&BF_SKILLMASK))
  909. continue;
  910. race_fix += it.rate;
  911. }
  912. cardfix = cardfix * (100 - race_fix) / 100;
  913. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  914. race_fix = 0;
  915. for (const auto &raceit : s_race2)
  916. race_fix += tsd->indexed_bonus.subrace2[raceit];
  917. cardfix = cardfix * (100 - race_fix) / 100;
  918. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  919. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  920. if( flag&BF_SHORT )
  921. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  922. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  923. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  924. APPLY_CARDFIX(damage, cardfix);
  925. }
  926. break;
  927. }
  928. #undef APPLY_CARDFIX
  929. return (int)cap_value(damage - original_damage, INT_MIN, INT_MAX);
  930. }
  931. /**
  932. * Absorb damage based on criteria
  933. * @param bl
  934. * @param d Damage
  935. **/
  936. static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
  937. int64 dmg_ori = 0, dmg_new = 0;
  938. nullpo_retv(bl);
  939. nullpo_retv(d);
  940. if (!d->damage && !d->damage2)
  941. return;
  942. switch (bl->type) {
  943. case BL_PC:
  944. {
  945. map_session_data *sd = BL_CAST(BL_PC, bl);
  946. if (!sd)
  947. return;
  948. dmg_ori = dmg_new = d->damage + d->damage2;
  949. if (sd->bonus.absorb_dmg_maxhp) {
  950. int hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
  951. if (dmg_ori > hp)
  952. dmg_new = dmg_ori - hp;
  953. }
  954. if (sd->bonus.absorb_dmg_maxhp2) {
  955. int hp = sd->bonus.absorb_dmg_maxhp2 * status_get_max_hp(bl) / 100;
  956. if (dmg_ori > hp) {
  957. dmg_new = hp;
  958. }
  959. }
  960. }
  961. break;
  962. }
  963. if (dmg_ori == dmg_new)
  964. return;
  965. if (!d->damage2)
  966. d->damage = dmg_new;
  967. else if (!d->damage)
  968. d->damage2 = dmg_new;
  969. else {
  970. d->damage = dmg_new;
  971. d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
  972. if (d->damage2 < 1)
  973. d->damage2 = 1;
  974. d->damage = d->damage - d->damage2;
  975. }
  976. }
  977. /**
  978. * Check for active statuses that block damage
  979. * @param src: Attacker
  980. * @param target: Target of attack
  981. * @param sc: Status Change data
  982. * @param d: Damage data
  983. * @param damage: Damage received as a reference
  984. * @param skill_id: Skill ID
  985. * @param skill_lv: Skill level
  986. * @return True: Damage inflicted, False: Missed
  987. **/
  988. bool battle_status_block_damage(struct block_list *src, struct block_list *target, status_change *sc, struct Damage *d, int64 &damage, uint16 skill_id, uint16 skill_lv) {
  989. if (!src || !target || !sc || !d)
  990. return true;
  991. status_change_entry *sce;
  992. int flag = d->flag;
  993. // SC Types that must be first because they may or may not block damage
  994. if ((sce = sc->getSCE(SC_KYRIE)) && damage > 0) {
  995. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  996. if (flag & BF_WEAPON || skill_id == TF_THROWSTONE) {
  997. if (sce->val2 >= 0)
  998. damage = 0;
  999. else
  1000. damage = -sce->val2;
  1001. }
  1002. if ((--sce->val3) <= 0 || (sce->val2 <= 0) || skill_id == AL_HOLYLIGHT)
  1003. status_change_end(target, SC_KYRIE);
  1004. }
  1005. if ((sce = sc->getSCE(SC_P_ALTER)) && damage > 0) {
  1006. clif_specialeffect(target, EF_GUARD, AREA);
  1007. sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1008. if (sce->val3 >= 0)
  1009. damage = 0;
  1010. else
  1011. damage = -sce->val3;
  1012. if (sce->val3 <= 0)
  1013. status_change_end(target, SC_P_ALTER);
  1014. }
  1015. if ((sce = sc->getSCE(SC_TUNAPARTY)) && damage > 0) {
  1016. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1017. if (sce->val2 >= 0)
  1018. damage = 0;
  1019. else
  1020. damage = -sce->val2;
  1021. if (sce->val2 <= 0)
  1022. status_change_end(target, SC_TUNAPARTY);
  1023. }
  1024. if ((sce = sc->getSCE(SC_DIMENSION1)) && damage > 0) {
  1025. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1026. if (sce->val2 <= 0)
  1027. status_change_end(target, SC_DIMENSION1);
  1028. return false;
  1029. }
  1030. if ((sce = sc->getSCE(SC_DIMENSION2)) && damage > 0) {
  1031. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1032. if (sce->val2 <= 0)
  1033. status_change_end(target, SC_DIMENSION2);
  1034. return false;
  1035. }
  1036. if ((sce = sc->getSCE(SC_GUARDIAN_S)) && damage > 0) {
  1037. clif_specialeffect(target, EF_GUARD3, AREA);// Not official but we gotta show some way the barrier is working. [Rytech]
  1038. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1039. if (flag & BF_WEAPON) {
  1040. if (sce->val2 >= 0)
  1041. damage = 0;
  1042. else
  1043. damage = -sce->val2;
  1044. }
  1045. if (sce->val2 <= 0)
  1046. status_change_end(target, SC_GUARDIAN_S);
  1047. }
  1048. // Weapon Blocking can be triggered while the above statuses are active.
  1049. if ((sce = sc->getSCE(SC_WEAPONBLOCKING)) && flag & (BF_SHORT | BF_WEAPON) && rnd() % 100 < sce->val2) {
  1050. clif_skill_nodamage(target, src, GC_WEAPONBLOCKING, sce->val1, 1);
  1051. sc_start(src, target, SC_WEAPONBLOCK_ON, 100, src->id, skill_get_time2(GC_WEAPONBLOCKING, sce->val1));
  1052. d->dmg_lv = ATK_BLOCK;
  1053. return false;
  1054. }
  1055. if (damage == 0)
  1056. return false;
  1057. // ATK_BLOCK Type
  1058. if ((sce = sc->getSCE(SC_SAFETYWALL)) && (flag&(BF_SHORT | BF_MAGIC)) == BF_SHORT) {
  1059. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  1060. if (group) {
  1061. d->dmg_lv = ATK_BLOCK;
  1062. switch (sce->val2) {
  1063. case MG_SAFETYWALL:
  1064. if (--group->val2 <= 0) {
  1065. skill_delunitgroup(group);
  1066. break;
  1067. }
  1068. #ifdef RENEWAL
  1069. if (group->val3 - damage > 0)
  1070. group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1071. else
  1072. skill_delunitgroup(group);
  1073. #endif
  1074. break;
  1075. case MH_STEINWAND:
  1076. if (--group->val2 <= 0) {
  1077. skill_delunitgroup(group);
  1078. break;
  1079. }
  1080. if (group->val3 - damage > 0)
  1081. group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1082. else
  1083. skill_delunitgroup(group);
  1084. break;
  1085. }
  1086. return false;
  1087. }
  1088. status_change_end(target, SC_SAFETYWALL);
  1089. }
  1090. if ((sc->getSCE(SC_PNEUMA) && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1091. #ifdef RENEWAL
  1092. (sc->getSCE(SC_BASILICA_CELL)
  1093. #else
  1094. (sc->getSCE(SC_BASILICA)
  1095. #endif
  1096. && !status_bl_has_mode(src, MD_STATUSIMMUNE) && skill_id != SP_SOULEXPLOSION) ||
  1097. (sc->getSCE(SC_ZEPHYR) && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL | INF_SELF_SKILL))) ||
  1098. sc->getSCE(SC__MANHOLE) ||
  1099. sc->getSCE(SC_KINGS_GRACE) ||
  1100. sc->getSCE(SC_GRAVITYCONTROL)
  1101. )
  1102. {
  1103. d->dmg_lv = ATK_BLOCK;
  1104. return false;
  1105. }
  1106. if (sc->getSCE(SC_WHITEIMPRISON)) { // Gravitation and Pressure do damage without removing the effect
  1107. if (skill_id == MG_NAPALMBEAT ||
  1108. skill_id == MG_SOULSTRIKE ||
  1109. skill_id == WL_SOULEXPANSION ||
  1110. skill_id == AG_SOUL_VC_STRIKE ||
  1111. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  1112. (skill_id == 0 && (status_get_status_data(src))->rhw.ele == ELE_GHOST))
  1113. {
  1114. if (skill_id == WL_SOULEXPANSION)
  1115. damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
  1116. status_change_end(target, SC_WHITEIMPRISON); // Those skills do damage and removes effect
  1117. } else {
  1118. d->dmg_lv = ATK_BLOCK;
  1119. return false;
  1120. }
  1121. }
  1122. if ((sce = sc->getSCE(SC_MILLENNIUMSHIELD)) && sce->val2 > 0 && damage > 0) {
  1123. sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX)); // absorb damage
  1124. d->dmg_lv = ATK_BLOCK;
  1125. if (sce->val3 <= 0) { // Shield Down
  1126. sce->val2--;
  1127. if (sce->val2 > 0) {
  1128. clif_millenniumshield(target, sce->val2);
  1129. sce->val3 = 1000; // Next shield
  1130. } else
  1131. status_change_end(target, SC_MILLENNIUMSHIELD); // All shields down
  1132. status_change_start(src, target, SC_STUN, 10000, 0, 0, 0, 0, 1000, SCSTART_NOTICKDEF);
  1133. }
  1134. return false;
  1135. }
  1136. // ATK_MISS Type
  1137. if ((sce = sc->getSCE(SC_AUTOGUARD)) && flag&BF_WEAPON && rnd() % 100 < sce->val2 && !skill_get_inf2(skill_id, INF2_IGNOREAUTOGUARD)) {
  1138. status_change_entry *sce_d = sc->getSCE(SC_DEVOTION);
  1139. block_list *d_bl;
  1140. int delay;
  1141. // different delay depending on skill level [celest]
  1142. if (sce->val1 <= 5)
  1143. delay = 300;
  1144. else if (sce->val1 > 5 && sce->val1 <= 9)
  1145. delay = 200;
  1146. else
  1147. delay = 100;
  1148. map_session_data *sd = map_id2sd(target->id);
  1149. if (sd && pc_issit(sd))
  1150. pc_setstand(sd, true);
  1151. if (sce_d && (d_bl = map_id2bl(sce_d->val1)) &&
  1152. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  1153. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == target->id)) &&
  1154. check_distance_bl(target, d_bl, sce_d->val3))
  1155. { //If player is target of devotion, show guard effect on the devotion caster rather than the target
  1156. clif_skill_nodamage(d_bl, d_bl, CR_AUTOGUARD, sce->val1, 1);
  1157. unit_set_walkdelay(d_bl, gettick(), delay, 1);
  1158. d->dmg_lv = ATK_MISS;
  1159. return false;
  1160. } else {
  1161. clif_skill_nodamage(target, target, CR_AUTOGUARD, sce->val1, 1);
  1162. unit_set_walkdelay(target, gettick(), delay, 1);
  1163. #ifdef RENEWAL
  1164. if (sc->getSCE(SC_SHRINK))
  1165. sc_start(src, target, SC_STUN, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1166. #else
  1167. if (sc->getSCE(SC_SHRINK) && rnd() % 100 < 5 * sce->val1)
  1168. skill_blown(target, src, skill_get_blewcount(CR_SHRINK, 1), -1, BLOWN_NONE);
  1169. #endif
  1170. d->dmg_lv = ATK_MISS;
  1171. return false;
  1172. }
  1173. }
  1174. if (sc->getSCE(SC_NEUTRALBARRIER) && ((flag&(BF_LONG|BF_MAGIC)) == BF_LONG
  1175. #ifndef RENEWAL
  1176. || skill_id == CR_ACIDDEMONSTRATION
  1177. #endif
  1178. )) {
  1179. d->dmg_lv = ATK_MISS;
  1180. return false;
  1181. }
  1182. // ATK_DEF Type
  1183. if ((sce = sc->getSCE(SC_LIGHTNINGWALK)) && !(flag & BF_MAGIC) && flag&BF_LONG && rnd() % 100 < sce->val1) {
  1184. const int dx[8] = { 0,-1,-1,-1,0,1,1,1 };
  1185. const int dy[8] = { 1,1,0,-1,-1,-1,0,1 };
  1186. uint8 dir = map_calc_dir(target, src->x, src->y);
  1187. if (unit_movepos(target, src->x - dx[dir], src->y - dy[dir], 1, 1)) {
  1188. clif_blown(target);
  1189. unit_setdir(target, dir);
  1190. }
  1191. d->dmg_lv = ATK_DEF;
  1192. status_change_end(target, SC_LIGHTNINGWALK);
  1193. return false;
  1194. }
  1195. // Other
  1196. if ((sc->getSCE(SC_HERMODE) && flag&BF_MAGIC) ||
  1197. (sc->getSCE(SC_TATAMIGAESHI) && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1198. (sc->getSCE(SC_MEIKYOUSISUI) && rnd() % 100 < 40)) // custom value
  1199. return false;
  1200. if ((sce = sc->getSCE(SC_PARRYING)) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd() % 100 < sce->val2) {
  1201. clif_skill_nodamage(target, target, LK_PARRYING, sce->val1, 1);
  1202. if (skill_id == LK_PARRYING) {
  1203. unit_data *ud = unit_bl2ud(target);
  1204. if (ud != nullptr) // Delay the next attack
  1205. ud->attackabletime = gettick() + status_get_adelay(target);
  1206. }
  1207. return false;
  1208. }
  1209. if (sc->getSCE(SC_DODGE) && (flag&BF_LONG || sc->getSCE(SC_SPURT)) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < 20) {
  1210. map_session_data *sd = map_id2sd(target->id);
  1211. if (sd && pc_issit(sd))
  1212. pc_setstand(sd, true); //Stand it to dodge.
  1213. clif_skill_nodamage(target, target, TK_DODGE, 1, 1);
  1214. sc_start4(src, target, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  1215. return false;
  1216. }
  1217. if ((sce = sc->getSCE(SC_KAUPE)) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < sce->val2) { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  1218. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1219. //Shouldn't end until Breaker's non-weapon part connects.
  1220. #ifndef RENEWAL
  1221. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  1222. #endif
  1223. if (--sce->val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  1224. status_change_end(target, SC_KAUPE);
  1225. return false;
  1226. }
  1227. if (flag&BF_MAGIC && (sce = sc->getSCE(SC_PRESTIGE)) && rnd() % 100 < sce->val2) {
  1228. clif_specialeffect(target, EF_STORMKICK4, AREA); // Still need confirm it.
  1229. return false;
  1230. }
  1231. if (((sce = sc->getSCE(SC_UTSUSEMI)) || sc->getSCE(SC_BUNSINJYUTSU)) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNORECICADA)) {
  1232. skill_additional_effect(src, target, skill_id, skill_lv, flag, ATK_BLOCK, gettick());
  1233. if (!status_isdead(src))
  1234. skill_counter_additional_effect(src, target, skill_id, skill_lv, flag, gettick());
  1235. if (sce) {
  1236. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1237. skill_blown(src, target, sce->val3, -1, BLOWN_NONE);
  1238. }
  1239. //Both need to be consumed if they are active.
  1240. if (sce && --sce->val2 <= 0)
  1241. status_change_end(target, SC_UTSUSEMI);
  1242. if ((sce = sc->getSCE(SC_BUNSINJYUTSU)) && --sce->val2 <= 0)
  1243. status_change_end(target, SC_BUNSINJYUTSU);
  1244. return false;
  1245. }
  1246. return true;
  1247. }
  1248. /**
  1249. * Check damage through status.
  1250. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
  1251. * After this we apply bg/gvg reduction
  1252. * @param src
  1253. * @param bl
  1254. * @param d
  1255. * @param damage
  1256. * @param skill_id
  1257. * @param skill_lv
  1258. * @return damage
  1259. */
  1260. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  1261. {
  1262. map_session_data *sd = NULL, *tsd = BL_CAST(BL_PC, src);
  1263. status_change *sc;
  1264. struct status_change_entry *sce;
  1265. int div_ = d->div_, flag = d->flag;
  1266. nullpo_ret(bl);
  1267. if( !damage )
  1268. return 0;
  1269. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  1270. return 0;
  1271. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_id && skill_get_type(skill_id) != BF_MISC
  1272. && skill_get_casttype(skill_id) == CAST_GROUND )
  1273. return 0;
  1274. if (bl->type == BL_PC) {
  1275. sd=(map_session_data *)bl;
  1276. //Special no damage states
  1277. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  1278. damage -= damage * sd->special_state.no_weapon_damage / 100;
  1279. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  1280. damage -= damage * sd->special_state.no_magic_damage / 100;
  1281. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  1282. damage -= damage * sd->special_state.no_misc_damage / 100;
  1283. if(!damage)
  1284. return 0;
  1285. }
  1286. sc = status_get_sc(bl); //check target status
  1287. if( sc && sc->getSCE(SC_INVINCIBLE) && !sc->getSCE(SC_INVINCIBLEOFF) )
  1288. return 1;
  1289. switch (skill_id) {
  1290. #ifndef RENEWAL
  1291. case PA_PRESSURE:
  1292. case HW_GRAVITATION:
  1293. #endif
  1294. case SP_SOULEXPLOSION:
  1295. // Adjust these based on any possible PK damage rates.
  1296. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1297. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1298. return damage; //These skills bypass everything else.
  1299. }
  1300. // Nothing can reduce the damage, but Safety Wall and Millennium Shield can block it completely.
  1301. // So can defense sphere's but what the heck is that??? [Rytech]
  1302. if (skill_id == SJ_NOVAEXPLOSING && !(sc && (sc->getSCE(SC_SAFETYWALL) || sc->getSCE(SC_MILLENNIUMSHIELD)))) {
  1303. // Adjust this based on any possible PK damage rates.
  1304. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1305. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1306. return damage;
  1307. }
  1308. if( sc && sc->count ) {
  1309. if (!battle_status_block_damage(src, bl, sc, d, damage, skill_id, skill_lv)) // Statuses that reduce damage to 0.
  1310. return 0;
  1311. // Damage increasing effects
  1312. #ifdef RENEWAL // Flat +400% damage from melee
  1313. if (sc->getSCE(SC_KAITE) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  1314. damage <<= 2;
  1315. #endif
  1316. if (sc->getSCE(SC_AETERNA) && skill_id != PF_SOULBURN) {
  1317. if (src->type != BL_MER || !skill_id)
  1318. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  1319. #ifndef RENEWAL
  1320. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  1321. #endif
  1322. status_change_end(bl, SC_AETERNA); //Shouldn't end until Breaker's non-weapon part connects.
  1323. }
  1324. #ifdef RENEWAL
  1325. if( sc->getSCE(SC_RAID) ) {
  1326. if (status_get_class_(bl) == CLASS_BOSS)
  1327. damage += damage * 15 / 100;
  1328. else
  1329. damage += damage * 30 / 100;
  1330. }
  1331. #endif
  1332. if( damage ) {
  1333. if( sc->getSCE(SC_DEEPSLEEP) ) {
  1334. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  1335. status_change_end(bl,SC_DEEPSLEEP);
  1336. }
  1337. if( tsd && sd && sc->getSCE(SC_CRYSTALIZE) && flag&BF_WEAPON ) {
  1338. switch(tsd->status.weapon) {
  1339. case W_MACE:
  1340. case W_2HMACE:
  1341. case W_1HAXE:
  1342. case W_2HAXE:
  1343. damage += damage / 2;
  1344. break;
  1345. case W_MUSICAL:
  1346. case W_WHIP:
  1347. if(!tsd->state.arrow_atk)
  1348. break;
  1349. case W_BOW:
  1350. case W_REVOLVER:
  1351. case W_RIFLE:
  1352. case W_GATLING:
  1353. case W_SHOTGUN:
  1354. case W_GRENADE:
  1355. case W_DAGGER:
  1356. case W_1HSWORD:
  1357. case W_2HSWORD:
  1358. damage -= damage / 2;
  1359. break;
  1360. }
  1361. }
  1362. if( sc->getSCE(SC_VOICEOFSIREN) )
  1363. status_change_end(bl,SC_VOICEOFSIREN);
  1364. }
  1365. if (sc->getSCE(SC_SOUNDOFDESTRUCTION))
  1366. damage <<= 1;
  1367. if (sc->getSCE(SC_DARKCROW) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
  1368. int bonus = sc->getSCE(SC_DARKCROW)->val2;
  1369. if( sc->getSCE(SC_BURNT) && status_get_element(src) == ELE_FIRE )
  1370. damage += damage * 666 / 100; //Custom value
  1371. if (status_get_class_(bl) == CLASS_BOSS)
  1372. bonus /= 2;
  1373. damage += damage * bonus / 100;
  1374. }
  1375. if (sc->getSCE(SC_HOLY_OIL) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1376. damage += damage * 50 / 100;// Need official adjustment. [Rytech]
  1377. if (sc->getSCE(SC_SHADOW_SCAR)) // !TODO: Need official adjustment for this too.
  1378. damage += damage * (3 * sc->getSCE(SC_SHADOW_SCAR)->val1) / 100;
  1379. // Damage reductions
  1380. // Assumptio increases DEF on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  1381. #ifndef RENEWAL
  1382. if( sc->getSCE(SC_ASSUMPTIO) ) {
  1383. if( map_flag_vs(bl->m) )
  1384. damage = (int64)damage*2/3; //Receive 66% damage
  1385. else
  1386. damage >>= 1; //Receive 50% damage
  1387. }
  1388. #endif
  1389. if (sc->getSCE(SC_DEFENDER) &&
  1390. skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE &&
  1391. #ifdef RENEWAL
  1392. ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == GN_FIRE_EXPANSION_ACID))
  1393. #else
  1394. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1395. #endif
  1396. damage -= damage * sc->getSCE(SC_DEFENDER)->val2 / 100;
  1397. if(sc->getSCE(SC_ADJUSTMENT) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1398. damage -= damage * 20 / 100;
  1399. if(sc->getSCE(SC_FOGWALL) && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER && skill_id != NPC_DRAGONBREATH) {
  1400. if(flag&BF_SKILL) //25% reduction
  1401. damage -= damage * 25 / 100;
  1402. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1403. damage >>= 2; //75% reduction
  1404. }
  1405. if (sc->getSCE(SC_SPORE_EXPLOSION) && (flag & BF_LONG) == BF_LONG)
  1406. damage += damage * (status_get_class(bl) == CLASS_BOSS ? 5 : 10) / 100;
  1407. if(sc->getSCE(SC_ARMORCHANGE)) {
  1408. //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
  1409. if(flag&BF_WEAPON)
  1410. damage -= damage * sc->getSCE(SC_ARMORCHANGE)->val2 / 100;
  1411. else if(flag&BF_MAGIC)
  1412. damage -= damage * sc->getSCE(SC_ARMORCHANGE)->val3 / 100;
  1413. }
  1414. if(sc->getSCE(SC_SMOKEPOWDER)) {
  1415. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  1416. damage -= damage * 15 / 100; // 15% reduction to physical melee attacks
  1417. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  1418. damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks
  1419. }
  1420. if (sc->getSCE(SC_WATER_BARRIER))
  1421. damage = damage * 80 / 100; // 20% reduction to all type attacks
  1422. if (sc->getSCE(SC_SU_STOOP))
  1423. damage -= damage * 90 / 100;
  1424. // Compressed code, fixed by map.hpp [Epoque]
  1425. if (src->type == BL_MOB) {
  1426. std::vector<e_race2> race2 = status_get_race2(src);
  1427. for (const auto &raceit : race2) {
  1428. switch (raceit) {
  1429. case RC2_MANUK:
  1430. if (sce = sc->getSCE(SC_MANU_DEF))
  1431. damage -= damage * sce->val1 / 100;
  1432. break;
  1433. case RC2_SPLENDIDE:
  1434. if (sce = sc->getSCE(SC_SPL_DEF))
  1435. damage -= damage * sce->val1 / 100;
  1436. break;
  1437. case RC2_OGH_ATK_DEF:
  1438. if (sc->getSCE(SC_GLASTHEIM_DEF))
  1439. return 0;
  1440. break;
  1441. case RC2_OGH_HIDDEN:
  1442. if (sce = sc->getSCE(SC_GLASTHEIM_HIDDEN))
  1443. damage -= damage * sce->val1 / 100;
  1444. break;
  1445. case RC2_BIO5_ACOLYTE_MERCHANT:
  1446. if (sce = sc->getSCE(SC_LHZ_DUN_N1))
  1447. damage -= damage * sce->val2 / 100;
  1448. break;
  1449. case RC2_BIO5_MAGE_ARCHER:
  1450. if (sce = sc->getSCE(SC_LHZ_DUN_N2))
  1451. damage -= damage * sce->val2 / 100;
  1452. break;
  1453. case RC2_BIO5_SWORDMAN_THIEF:
  1454. if (sce = sc->getSCE(SC_LHZ_DUN_N3))
  1455. damage -= damage * sce->val2 / 100;
  1456. break;
  1457. case RC2_BIO5_MVP:
  1458. if (sce = sc->getSCE(SC_LHZ_DUN_N4))
  1459. damage -= damage * sce->val2 / 100;
  1460. break;
  1461. }
  1462. }
  1463. }
  1464. if((sce=sc->getSCE(SC_ARMOR)) && //NPC_DEFENDER
  1465. sce->val3&flag && sce->val4&flag)
  1466. damage -= damage * sc->getSCE(SC_ARMOR)->val2 / 100;
  1467. if( sc->getSCE(SC_ENERGYCOAT) && (skill_id == GN_HELLS_PLANT_ATK ||
  1468. #ifdef RENEWAL
  1469. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  1470. #else
  1471. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  1472. #endif
  1473. ) )
  1474. {
  1475. struct status_data *status = status_get_status_data(bl);
  1476. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  1477. per /=20; //Uses 20% SP intervals.
  1478. //SP Cost: 1% + 0.5% per every 20% SP
  1479. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  1480. status_change_end(bl, SC_ENERGYCOAT);
  1481. damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20%
  1482. }
  1483. if(sc->getSCE(SC_GRANITIC_ARMOR))
  1484. damage -= damage * sc->getSCE(SC_GRANITIC_ARMOR)->val2 / 100;
  1485. if(sc->getSCE(SC_PAIN_KILLER)) {
  1486. damage -= sc->getSCE(SC_PAIN_KILLER)->val2;
  1487. damage = i64max(damage, 1);
  1488. }
  1489. if( (sce=sc->getSCE(SC_MAGMA_FLOW)) && (rnd()%100 <= sce->val2) )
  1490. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  1491. if( damage > 0 && (sce = sc->getSCE(SC_STONEHARDSKIN)) ) {
  1492. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  1493. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  1494. else if (flag&(BF_WEAPON|BF_SHORT))
  1495. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  1496. }
  1497. if (src->type == BL_PC && sc->getSCE(SC_GVG_GOLEM)) {
  1498. if (flag&BF_WEAPON)
  1499. damage -= damage * sc->getSCE(SC_GVG_GOLEM)->val3 / 100;
  1500. if (flag&BF_MAGIC)
  1501. damage -= damage * sc->getSCE(SC_GVG_GOLEM)->val4 / 100;
  1502. }
  1503. #ifdef RENEWAL
  1504. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  1505. if( sc->getSCE(SC_STEELBODY) )
  1506. damage = damage > 10 ? damage / 10 : 1;
  1507. #endif
  1508. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  1509. if( skill_id == RA_AIMEDBOLT && (sc->getSCE(SC_BITE) || sc->getSCE(SC_ANKLE) || sc->getSCE(SC_ELECTRICSHOCKER)) ) {
  1510. status_change_end(bl, SC_BITE);
  1511. status_change_end(bl, SC_ANKLE);
  1512. status_change_end(bl, SC_ELECTRICSHOCKER);
  1513. }
  1514. if (!damage)
  1515. return 0;
  1516. if( sd && (sce = sc->getSCE(SC_FORCEOFVANGUARD)) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1517. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1518. if( sd && (sce = sc->getSCE(SC_GT_ENERGYGAIN)) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
  1519. int spheres = 5;
  1520. if( sc->getSCE(SC_RAISINGDRAGON) )
  1521. spheres += sc->getSCE(SC_RAISINGDRAGON)->val1;
  1522. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1523. }
  1524. if (sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING) {
  1525. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1526. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1527. hom_addspiritball(hd, 10);
  1528. }
  1529. if( sc->getSCE(SC__DEADLYINFECT) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->getSCE(SC__DEADLYINFECT)->val1 )
  1530. status_change_spread(bl, src);
  1531. } //End of target SC_ check
  1532. //SC effects from caster side.
  1533. sc = status_get_sc(src);
  1534. if (sc && sc->count) {
  1535. if( sc->getSCE(SC_INVINCIBLE) && !sc->getSCE(SC_INVINCIBLEOFF) )
  1536. damage += damage * 75 / 100;
  1537. if ((sce = sc->getSCE(SC_BLOODLUST)) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3)
  1538. status_heal(src, damage * sce->val4 / 100, 0, 3);
  1539. if ((sce = sc->getSCE(SC_BLOODSUCKER)) && flag & BF_WEAPON && damage > 0 && rnd() % 100 < (2 * sce->val1 - 1))
  1540. status_heal(src, damage * sce->val1 / 100, 0, 3);
  1541. if (flag&BF_MAGIC && bl->type == BL_PC && sc->getSCE(SC_GVG_GIANT) && sc->getSCE(SC_GVG_GIANT)->val4)
  1542. damage += damage * sc->getSCE(SC_GVG_GIANT)->val4 / 100;
  1543. // [Epoque]
  1544. if (bl->type == BL_MOB) {
  1545. if ((flag&BF_WEAPON) || (flag&BF_MAGIC)) {
  1546. std::vector<e_race2> race2 = status_get_race2(bl);
  1547. for (const auto &raceit : race2) {
  1548. switch (raceit) {
  1549. case RC2_MANUK:
  1550. if (sce = sc->getSCE(SC_MANU_ATK))
  1551. damage += damage * sce->val1 / 100;
  1552. break;
  1553. case RC2_SPLENDIDE:
  1554. if (sce = sc->getSCE(SC_SPL_ATK))
  1555. damage += damage * sce->val1 / 100;
  1556. break;
  1557. case RC2_OGH_ATK_DEF:
  1558. if (sc->getSCE(SC_GLASTHEIM_ATK))
  1559. damage <<= 1;
  1560. break;
  1561. case RC2_BIO5_SWORDMAN_THIEF:
  1562. if (sce = sc->getSCE(SC_LHZ_DUN_N1))
  1563. damage += damage * sce->val1 / 100;
  1564. break;
  1565. case RC2_BIO5_ACOLYTE_MERCHANT:
  1566. if (sce = sc->getSCE(SC_LHZ_DUN_N2))
  1567. damage += damage * sce->val1 / 100;
  1568. break;
  1569. case RC2_BIO5_MAGE_ARCHER:
  1570. if (sce = sc->getSCE(SC_LHZ_DUN_N3))
  1571. damage += damage * sce->val1 / 100;
  1572. break;
  1573. case RC2_BIO5_MVP:
  1574. if (sce = sc->getSCE(SC_LHZ_DUN_N4))
  1575. damage += damage * sce->val1 / 100;
  1576. break;
  1577. }
  1578. }
  1579. }
  1580. }
  1581. if (sc->getSCE(SC_POISONINGWEAPON) && flag&BF_SHORT && damage > 0) {
  1582. damage += damage * 10 / 100;
  1583. if (rnd() % 100 < sc->getSCE(SC_POISONINGWEAPON)->val3)
  1584. sc_start4(src, bl, (sc_type)sc->getSCE(SC_POISONINGWEAPON)->val2, 100, sc->getSCE(SC_POISONINGWEAPON)->val1, 0, 1, 0, (sc->getSCE(SC_POISONINGWEAPON)->val2 == SC_VENOMBLEED ? skill_get_time2(GC_POISONINGWEAPON, 1) : skill_get_time2(GC_POISONINGWEAPON, 2)));
  1585. }
  1586. if( sc->getSCE(SC__DEADLYINFECT) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->getSCE(SC__DEADLYINFECT)->val1 )
  1587. status_change_spread(src, bl);
  1588. if (sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING) {
  1589. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1590. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1591. }
  1592. if (flag & BF_WEAPON && (sce = sc->getSCE(SC_ADD_ATK_DAMAGE)))
  1593. damage += damage * sce->val1 / 100;
  1594. if (flag & BF_MAGIC && (sce = sc->getSCE(SC_ADD_MATK_DAMAGE)))
  1595. damage += damage * sce->val1 / 100;
  1596. if (sc->getSCE(SC_DANCEWITHWUG) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1597. damage += damage * sc->getSCE(SC_DANCEWITHWUG)->val1 / 100;
  1598. if (sc->getSCE(SC_UNLIMITEDHUMMINGVOICE) && flag&BF_MAGIC)
  1599. damage += damage * sc->getSCE(SC_UNLIMITEDHUMMINGVOICE)->val3 / 100;
  1600. if (tsd && (sce = sc->getSCE(SC_SOULREAPER))) {
  1601. if (rnd()%100 < sce->val2 && tsd->soulball < MAX_SOUL_BALL) {
  1602. clif_specialeffect(src, 1208, AREA);
  1603. pc_addsoulball(tsd, 5 + 3 * pc_checkskill(tsd, SP_SOULENERGY));
  1604. }
  1605. }
  1606. } //End of caster SC_ check
  1607. //PK damage rates
  1608. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1609. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1610. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1611. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1612. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1613. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1614. )
  1615. damage = div_;
  1616. }
  1617. if (sd && pc_ismadogear(sd)) {
  1618. pc_overheat(*sd, (battle_get_weapon_element(d, src, bl, skill_id, skill_lv, EQI_HAND_R, false) == ELE_FIRE ? 3 : 1));
  1619. }
  1620. if (bl->type == BL_MOB) { // Reduces damage received for Green Aura MVP
  1621. mob_data *md = BL_CAST(BL_MOB, bl);
  1622. if (md && md->damagetaken != 100)
  1623. damage = i64max(damage * md->damagetaken / 100, 1);
  1624. }
  1625. return damage;
  1626. }
  1627. /**
  1628. * Determines whether battleground target can be hit
  1629. * @param src: Source of attack
  1630. * @param bl: Target of attack
  1631. * @param skill_id: Skill ID used
  1632. * @param flag: Special flags
  1633. * @return Can be hit (true) or can't be hit (false)
  1634. */
  1635. bool battle_can_hit_bg_target(struct block_list *src, struct block_list *bl, uint16 skill_id, int flag)
  1636. {
  1637. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1638. struct unit_data *ud = unit_bl2ud(bl);
  1639. if (ud && ud->immune_attack)
  1640. return false;
  1641. if (md && md->bg_id) {
  1642. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) && flag&BF_SKILL) //Skill immunity.
  1643. return false;
  1644. if (src->type == BL_PC) {
  1645. map_session_data *sd = map_id2sd(src->id);
  1646. if (sd && sd->bg_id == md->bg_id)
  1647. return false;
  1648. }
  1649. }
  1650. return true;
  1651. }
  1652. /**
  1653. * Calculates BG related damage adjustments.
  1654. * @param src
  1655. * @param bl
  1656. * @param damage
  1657. * @param skill_id
  1658. * @param flag
  1659. * @return damage
  1660. * Credits:
  1661. * Original coder Skotlex
  1662. * Initial refactoring by Baalberith
  1663. * Refined and optimized by helvetica
  1664. */
  1665. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int flag)
  1666. {
  1667. if( !damage )
  1668. return 0;
  1669. if (!battle_can_hit_bg_target(src, bl, skill_id, flag))
  1670. return 0;
  1671. if(skill_get_inf2(skill_id, INF2_IGNOREBGREDUCTION))
  1672. return damage; //skill that ignore bg map reduction
  1673. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1674. if( flag&BF_WEAPON )
  1675. damage = damage * battle_config.bg_weapon_damage_rate / 100;
  1676. if( flag&BF_MAGIC )
  1677. damage = damage * battle_config.bg_magic_damage_rate / 100;
  1678. if( flag&BF_MISC )
  1679. damage = damage * battle_config.bg_misc_damage_rate / 100;
  1680. } else { //Normal attacks get reductions based on range.
  1681. if( flag&BF_SHORT )
  1682. damage = damage * battle_config.bg_short_damage_rate / 100;
  1683. if( flag&BF_LONG )
  1684. damage = damage * battle_config.bg_long_damage_rate / 100;
  1685. }
  1686. damage = i64max(damage,1); //min 1 damage
  1687. return damage;
  1688. }
  1689. /**
  1690. * Determines whether target can be hit
  1691. * @param src
  1692. * @param bl
  1693. * @param skill_id
  1694. * @param flag
  1695. * @return Can be hit (true) or can't be hit (false)
  1696. */
  1697. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1698. {
  1699. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1700. struct unit_data *ud = unit_bl2ud(bl);
  1701. int class_ = status_get_class(bl);
  1702. if (ud && ud->immune_attack)
  1703. return false;
  1704. if(md && (md->guardian_data || md->special_state.ai == AI_GUILD)) {
  1705. if ((status_bl_has_mode(bl,MD_SKILLIMMUNE) || (class_ == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM))) && flag&BF_SKILL) //Skill immunity.
  1706. return false;
  1707. if( src->type != BL_MOB || mob_is_clone( ((struct mob_data*)src)->mob_id ) ){
  1708. struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1709. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
  1710. return false;
  1711. if (g != nullptr) {
  1712. if (battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  1713. return false; // [MouseJstr]
  1714. if (md->special_state.ai == AI_GUILD && g->guild_id == md->master_id)
  1715. return false;
  1716. }
  1717. }
  1718. }
  1719. return true;
  1720. }
  1721. /**
  1722. * Calculates GVG related damage adjustments.
  1723. * @param src
  1724. * @param bl
  1725. * @param damage
  1726. * @param skill_id
  1727. * @param flag
  1728. * @return damage
  1729. */
  1730. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag)
  1731. {
  1732. if (!damage) //No reductions to make.
  1733. return 0;
  1734. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1735. return 0;
  1736. if (skill_get_inf2(skill_id, INF2_IGNOREGVGREDUCTION)) //Skills with no gvg damage reduction.
  1737. return damage;
  1738. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1739. if (flag&BF_WEAPON)
  1740. damage = damage * battle_config.gvg_weapon_damage_rate / 100;
  1741. if (flag&BF_MAGIC)
  1742. damage = damage * battle_config.gvg_magic_damage_rate / 100;
  1743. if (flag&BF_MISC)
  1744. damage = damage * battle_config.gvg_misc_damage_rate / 100;
  1745. } else { //Normal attacks get reductions based on range.
  1746. if (flag & BF_SHORT)
  1747. damage = damage * battle_config.gvg_short_damage_rate / 100;
  1748. if (flag & BF_LONG)
  1749. damage = damage * battle_config.gvg_long_damage_rate / 100;
  1750. }
  1751. damage = i64max(damage,1);
  1752. return damage;
  1753. }
  1754. /**
  1755. * Calculates PK related damage adjustments (between players only).
  1756. * @param src: Source object
  1757. * @param bl: Target object
  1758. * @param damage: Damage being done
  1759. * @param skill_id: Skill used
  1760. * @param flag: Battle flag type
  1761. * @return Modified damage
  1762. */
  1763. int64 battle_calc_pk_damage(block_list &src, block_list &bl, int64 damage, uint16 skill_id, int flag) {
  1764. if (damage == 0) // No reductions to make.
  1765. return 0;
  1766. if (battle_config.pk_mode == 0) // PK mode is disabled.
  1767. return damage;
  1768. if (src.type == BL_PC && bl.type == BL_PC) {
  1769. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1770. if (flag & BF_WEAPON)
  1771. damage = damage * battle_config.pk_weapon_damage_rate / 100;
  1772. if (flag & BF_MAGIC)
  1773. damage = damage * battle_config.pk_magic_damage_rate / 100;
  1774. if (flag & BF_MISC)
  1775. damage = damage * battle_config.pk_misc_damage_rate / 100;
  1776. } else { //Normal attacks get reductions based on range.
  1777. if (flag & BF_SHORT)
  1778. damage = damage * battle_config.pk_short_damage_rate / 100;
  1779. if (flag & BF_LONG)
  1780. damage = damage * battle_config.pk_long_damage_rate / 100;
  1781. }
  1782. }
  1783. return i64max(damage, 1);
  1784. }
  1785. /**
  1786. * HP/SP drain calculation
  1787. * @param damage Damage inflicted to the enemy
  1788. * @param rate Success chance 1000 = 100%
  1789. * @param per HP/SP drained
  1790. * @return diff
  1791. */
  1792. static int battle_calc_drain(int64 damage, int rate, int per)
  1793. {
  1794. int64 diff = 0;
  1795. if (per && (rate > 1000 || rnd()%1000 < rate)) {
  1796. diff = (damage * per) / 100;
  1797. if (diff == 0) {
  1798. if (per > 0)
  1799. diff = 1;
  1800. else
  1801. diff = -1;
  1802. }
  1803. }
  1804. return (int)cap_value(diff, INT_MIN, INT_MAX);
  1805. }
  1806. /**
  1807. * Passive skill damage increases
  1808. * @param sd
  1809. * @param target
  1810. * @param dmg
  1811. * @param type
  1812. * @return damage
  1813. */
  1814. int64 battle_addmastery(map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1815. {
  1816. int64 damage;
  1817. struct status_data *status = status_get_status_data(target);
  1818. int weapon, skill;
  1819. #ifdef RENEWAL
  1820. damage = 0;
  1821. #else
  1822. damage = dmg;
  1823. #endif
  1824. nullpo_ret(sd);
  1825. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1826. target->type == BL_MOB && //This bonus doesn't work against players.
  1827. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) )
  1828. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1829. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM || status->race == RC_PLANT || status->race == RC_FISH) )
  1830. damage += (skill * 5);
  1831. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1832. damage += (skill * 10);
  1833. damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear
  1834. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_INSECT || status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM) ) {
  1835. damage += (skill * 4);
  1836. if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_HUNTER)
  1837. damage += sd->status.str;
  1838. }
  1839. #ifdef RENEWAL
  1840. //Weapon Research bonus applies to all weapons
  1841. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1842. damage += (skill * 2);
  1843. #endif
  1844. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  1845. damage += 15 * skill + (skill > 4 ? 25 : 0);
  1846. // Kagerou/Oboro Spirit Charm bonus
  1847. if (sd->spiritcharm >= MAX_SPIRITCHARM) {
  1848. if ((sd->spiritcharm_type == CHARM_TYPE_FIRE && status->def_ele == ELE_EARTH) ||
  1849. (sd->spiritcharm_type == CHARM_TYPE_WATER && status->def_ele == ELE_FIRE) ||
  1850. (sd->spiritcharm_type == CHARM_TYPE_LAND && status->def_ele == ELE_WIND) ||
  1851. (sd->spiritcharm_type == CHARM_TYPE_WIND && status->def_ele == ELE_WATER))
  1852. damage += damage * 30 / 100;
  1853. }
  1854. if(type == 0)
  1855. weapon = sd->weapontype1;
  1856. else
  1857. weapon = sd->weapontype2;
  1858. switch(weapon) {
  1859. case W_1HSWORD:
  1860. #ifdef RENEWAL
  1861. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1862. damage += (skill * 3);
  1863. #endif
  1864. case W_DAGGER:
  1865. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  1866. damage += (skill * 4);
  1867. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  1868. damage += skill * 10;
  1869. break;
  1870. case W_2HSWORD:
  1871. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  1872. damage += (skill * 4);
  1873. break;
  1874. case W_1HSPEAR:
  1875. case W_2HSPEAR:
  1876. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  1877. if(!pc_isriding(sd) && !pc_isridingdragon(sd))
  1878. damage += (skill * 4);
  1879. else
  1880. damage += (skill * 5);
  1881. // Increase damage by level of KN_SPEARMASTERY * 10
  1882. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  1883. damage += (skill * 10);
  1884. }
  1885. break;
  1886. case W_1HAXE:
  1887. case W_2HAXE:
  1888. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1889. damage += (skill * 3);
  1890. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1891. damage += (skill * 5);
  1892. break;
  1893. case W_MACE:
  1894. case W_2HMACE:
  1895. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  1896. damage += (skill * 3);
  1897. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1898. damage += (skill * 4);
  1899. break;
  1900. case W_FIST:
  1901. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  1902. damage += (skill * 10);
  1903. // No break, fallthrough to Knuckles
  1904. case W_KNUCKLE:
  1905. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  1906. damage += (skill * 3);
  1907. break;
  1908. case W_MUSICAL:
  1909. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  1910. damage += (skill * 3);
  1911. break;
  1912. case W_WHIP:
  1913. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  1914. damage += (skill * 3);
  1915. break;
  1916. case W_BOOK:
  1917. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  1918. damage += (skill * 3);
  1919. break;
  1920. case W_KATAR:
  1921. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  1922. damage += (skill * 3);
  1923. break;
  1924. }
  1925. return damage;
  1926. }
  1927. /** Calculates overrefine damage bonus and weapon related bonuses (unofficial)
  1928. * @param sd Player
  1929. * @param damage Current damage
  1930. * @param lr_type EQI_HAND_L:left-hand weapon, EQI_HAND_R:right-hand weapon
  1931. */
  1932. static void battle_add_weapon_damage(map_session_data *sd, int64 *damage, int lr_type) {
  1933. if (!sd)
  1934. return;
  1935. //rodatazone says that Overrefine bonuses are part of baseatk
  1936. //Here we also apply the weapon_damage_rate bonus so it is correctly applied on left/right hands.
  1937. if (lr_type == EQI_HAND_L) {
  1938. if (sd->left_weapon.overrefine)
  1939. (*damage) = (*damage) + rnd() % sd->left_weapon.overrefine + 1;
  1940. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype2])
  1941. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype2] / 100;
  1942. }
  1943. else if (lr_type == EQI_HAND_R) {
  1944. if (sd->right_weapon.overrefine)
  1945. (*damage) = (*damage) + rnd() % sd->right_weapon.overrefine + 1;
  1946. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype1])
  1947. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype1] / 100;
  1948. }
  1949. }
  1950. #ifdef RENEWAL
  1951. static int battle_calc_sizefix(int64 damage, map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  1952. {
  1953. if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players
  1954. damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  1955. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1956. }
  1957. static int battle_calc_status_attack(struct status_data *status, short hand)
  1958. {
  1959. //left-hand penalty on sATK is always 50% [Baalberith]
  1960. if (hand == EQI_HAND_L)
  1961. return status->batk;
  1962. else
  1963. return 2 * status->batk;
  1964. }
  1965. /**
  1966. * Calculates renewal Variance, OverUpgradeBonus, and SizePenaltyMultiplier of weapon damage parts for player
  1967. * @param src Block list of attacker
  1968. * @param tstatus Target's status data
  1969. * @param wa Weapon attack data
  1970. * @param sd Player
  1971. * @return Base weapon damage
  1972. */
  1973. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, map_session_data *sd, bool critical)
  1974. {
  1975. struct status_data *status = status_get_status_data(src);
  1976. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1977. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  1978. uint16 atkmax = atkmin;
  1979. int64 damage = atkmin;
  1980. bool weapon_perfection = false;
  1981. status_change *sc = status_get_sc(src);
  1982. if (sd && sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  1983. short base_stat;
  1984. switch (sd->status.weapon) {
  1985. case W_BOW:
  1986. case W_MUSICAL:
  1987. case W_WHIP:
  1988. case W_REVOLVER:
  1989. case W_RIFLE:
  1990. case W_GATLING:
  1991. case W_SHOTGUN:
  1992. case W_GRENADE:
  1993. if (pc_checkskill(sd, SU_SOULATTACK) > 0)
  1994. base_stat = status->str;
  1995. else
  1996. base_stat = status->dex;
  1997. break;
  1998. default:
  1999. base_stat = status->str;
  2000. break;
  2001. }
  2002. float variance = 5.0f * wa->atk * wa->wlv / 100.0f;
  2003. float base_stat_bonus = wa->atk * base_stat / 200.0f;
  2004. atkmin = max(0, (int)(atkmin - variance + base_stat_bonus));
  2005. atkmax = min(UINT16_MAX, (int)(atkmax + variance + base_stat_bonus));
  2006. if ((sc && sc->getSCE(SC_MAXIMIZEPOWER)) || critical == true)
  2007. damage = atkmax;
  2008. else
  2009. damage = rnd_value(atkmin, atkmax);
  2010. }
  2011. if (sc && sc->getSCE(SC_WEAPONPERFECTION))
  2012. weapon_perfection = true;
  2013. battle_add_weapon_damage(sd, &damage, type);
  2014. damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  2015. return (int)cap_value(damage, INT_MIN, INT_MAX);
  2016. }
  2017. #endif
  2018. /*==========================================
  2019. * Calculates the standard damage of a normal attack assuming it hits,
  2020. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  2021. * This applies to pre-renewal and non-sd in renewal
  2022. *------------------------------------------
  2023. * Pass damage2 as NULL to not calc it.
  2024. * Flag values:
  2025. * &1 : Critical hit
  2026. * &2 : Arrow attack
  2027. * &4 : Skill is Magic Crasher
  2028. * &8 : Skip target size adjustment (Extremity Fist?)
  2029. * &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)
  2030. *
  2031. * Credits:
  2032. * Original coder Skotlex
  2033. * Initial refactoring by Baalberith
  2034. * Refined and optimized by helvetica
  2035. */
  2036. static int64 battle_calc_base_damage(struct block_list *src, struct status_data *status, struct weapon_atk *wa, status_change *sc, unsigned short t_size, int flag)
  2037. {
  2038. unsigned int atkmin = 0, atkmax = 0;
  2039. short type = 0;
  2040. int64 damage = 0;
  2041. map_session_data *sd = NULL;
  2042. nullpo_retr(damage, src);
  2043. sd = BL_CAST(BL_PC, src);
  2044. if (!sd) { //Mobs/Pets
  2045. #ifndef RENEWAL
  2046. if (sc != nullptr && sc->getSCE(SC_CHANGE) != nullptr)
  2047. return status->matk_max; // [Aegis] simply uses raw max matk for base damage when Mental Charge active
  2048. #endif
  2049. if(flag&4) {
  2050. atkmin = status->matk_min;
  2051. atkmax = status->matk_max;
  2052. } else {
  2053. atkmin = wa->atk;
  2054. atkmax = wa->atk2;
  2055. }
  2056. if (atkmin > atkmax)
  2057. atkmin = atkmax;
  2058. } else { //PCs
  2059. atkmax = wa->atk;
  2060. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  2061. if (!(flag&1) || (flag&2)) { //Normal attacks
  2062. atkmin = status->dex;
  2063. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]] && sd->inventory_data[sd->equip_index[type]]->type == IT_WEAPON)
  2064. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->weapon_level*20)/100;
  2065. if (atkmin > atkmax)
  2066. atkmin = atkmax;
  2067. if(flag&2 && !(flag&16)) { //Bows
  2068. atkmin = atkmin*atkmax/100;
  2069. if (atkmin > atkmax)
  2070. atkmax = atkmin;
  2071. }
  2072. }
  2073. }
  2074. if (sc && sc->getSCE(SC_MAXIMIZEPOWER))
  2075. atkmin = atkmax;
  2076. //Weapon Damage calculation
  2077. if (!(flag&1))
  2078. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  2079. else
  2080. damage = atkmax;
  2081. if (sd) {
  2082. //rodatazone says the range is 0~arrow_atk-1 for non crit
  2083. if (flag&2 && sd->bonus.arrow_atk)
  2084. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  2085. // Size fix only for players
  2086. if (!(sd->special_state.no_sizefix || (flag&8)))
  2087. damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  2088. } else if (src->type == BL_ELEM) {
  2089. status_change *ele_sc = status_get_sc(src);
  2090. int ele_class = status_get_class(src);
  2091. if (ele_sc) {
  2092. switch (ele_class) {
  2093. case ELEMENTALID_AGNI_S:
  2094. case ELEMENTALID_AGNI_M:
  2095. case ELEMENTALID_AGNI_L:
  2096. case ELEMENTALID_ARDOR:
  2097. if (ele_sc->getSCE(SC_FIRE_INSIGNIA) && ele_sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 1)
  2098. damage += damage * 20 / 100;
  2099. break;
  2100. case ELEMENTALID_AQUA_S:
  2101. case ELEMENTALID_AQUA_M:
  2102. case ELEMENTALID_AQUA_L:
  2103. case ELEMENTALID_DILUVIO:
  2104. if (ele_sc->getSCE(SC_WATER_INSIGNIA) && ele_sc->getSCE(SC_WATER_INSIGNIA)->val1 == 1)
  2105. damage += damage * 20 / 100;
  2106. break;
  2107. case ELEMENTALID_VENTUS_S:
  2108. case ELEMENTALID_VENTUS_M:
  2109. case ELEMENTALID_VENTUS_L:
  2110. case ELEMENTALID_PROCELLA:
  2111. if (ele_sc->getSCE(SC_WIND_INSIGNIA) && ele_sc->getSCE(SC_WIND_INSIGNIA)->val1 == 1)
  2112. damage += damage * 20 / 100;
  2113. break;
  2114. case ELEMENTALID_TERA_S:
  2115. case ELEMENTALID_TERA_M:
  2116. case ELEMENTALID_TERA_L:
  2117. case ELEMENTALID_TERREMOTUS:
  2118. case ELEMENTALID_SERPENS:
  2119. if (ele_sc->getSCE(SC_EARTH_INSIGNIA) && ele_sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 1)
  2120. damage += damage * 20 / 100;
  2121. break;
  2122. }
  2123. }
  2124. }
  2125. //Finally, add baseatk
  2126. if(flag&4)
  2127. damage += status->matk_min;
  2128. else
  2129. damage += status->batk;
  2130. if (sd)
  2131. battle_add_weapon_damage(sd, &damage, type);
  2132. #ifdef RENEWAL
  2133. if (flag&1)
  2134. damage = (damage * 14) / 10;
  2135. #endif
  2136. return damage;
  2137. }
  2138. /*==========================================
  2139. * Consumes ammo for the given skill.
  2140. *------------------------------------------
  2141. * Credits:
  2142. * Original coder Skotlex
  2143. * Initial refactoring by Baalberith
  2144. * Refined and optimized by helvetica
  2145. */
  2146. void battle_consume_ammo(map_session_data*sd, int skill, int lv)
  2147. {
  2148. int qty = 1;
  2149. if (!battle_config.arrow_decrement)
  2150. return;
  2151. if (skill) {
  2152. qty = skill_get_ammo_qty(skill, lv);
  2153. if (!qty) qty = 1;
  2154. }
  2155. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  2156. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  2157. sd->state.arrow_atk = 0;
  2158. }
  2159. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2160. {
  2161. // [Akinari] , [Xynvaroth]: Traps are always short range.
  2162. if (skill_get_inf2(skill_id, INF2_ISTRAP))
  2163. return BF_SHORT;
  2164. switch (skill_id) {
  2165. case AC_SHOWER:
  2166. case AM_DEMONSTRATION:
  2167. // When monsters use Arrow Shower or Bomb, it is always short range
  2168. if (src->type == BL_MOB)
  2169. return BF_SHORT;
  2170. break;
  2171. #ifdef RENEWAL
  2172. case KN_BRANDISHSPEAR:
  2173. // Renewal changes to ranged physical damage
  2174. #endif
  2175. case SR_RAMPAGEBLASTER:
  2176. case DK_HACKANDSLASHER_ATK: // 2 cell cast range.
  2177. return BF_LONG;
  2178. case NJ_KIRIKAGE: // Cast range mimics NJ_SHADOWJUMP but damage is considered melee
  2179. case GC_CROSSIMPACT: // Cast range is 7 cells and player jumps to target but skill is considered melee
  2180. case DK_SERVANT_W_PHANTOM: // 9 cell cast range.
  2181. case SHC_SAVAGE_IMPACT: // 7 cell cast range.
  2182. case SHC_FATAL_SHADOW_CROW: // 9 cell cast range.
  2183. case MT_RUSH_QUAKE: // 9 cell cast range.
  2184. case ABC_UNLUCKY_RUSH: // 7 cell cast range.
  2185. //case ABC_DEFT_STAB: // 2 cell cast range???
  2186. case NPC_MAXPAIN_ATK:
  2187. return BF_SHORT;
  2188. case CD_PETITIO: { // Skill range is 2 but damage is melee with books and ranged with mace.
  2189. map_session_data *sd = BL_CAST(BL_PC, src);
  2190. if (sd && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
  2191. return BF_LONG;
  2192. }
  2193. }
  2194. //Skill Range Criteria
  2195. if (battle_config.skillrange_by_distance &&
  2196. (src->type&battle_config.skillrange_by_distance)
  2197. ) { //based on distance between src/target [Skotlex]
  2198. if (check_distance_bl(src, target, 3))
  2199. return BF_SHORT;
  2200. return BF_LONG;
  2201. }
  2202. //based on used skill's range
  2203. if (skill_get_range2(src, skill_id, skill_lv, true) < 4)
  2204. return BF_SHORT;
  2205. return BF_LONG;
  2206. }
  2207. static int battle_blewcount_bonus(map_session_data *sd, uint16 skill_id)
  2208. {
  2209. if (sd->skillblown.empty())
  2210. return 0;
  2211. //Apply the bonus blewcount. [Skotlex]
  2212. for (const auto &it : sd->skillblown) {
  2213. if (it.id == skill_id)
  2214. return it.val;
  2215. }
  2216. return 0;
  2217. }
  2218. static enum e_skill_damage_type battle_skill_damage_type( struct block_list* bl ){
  2219. switch( bl->type ){
  2220. case BL_PC:
  2221. return SKILLDMG_PC;
  2222. case BL_MOB:
  2223. if( status_get_class_(bl) == CLASS_BOSS ){
  2224. return SKILLDMG_BOSS;
  2225. }else{
  2226. return SKILLDMG_MOB;
  2227. }
  2228. default:
  2229. return SKILLDMG_OTHER;
  2230. }
  2231. }
  2232. /**
  2233. * Gets skill damage rate from a skill (based on skill_damage_db.txt)
  2234. * @param src
  2235. * @param target
  2236. * @param skill_id
  2237. * @return Skill damage rate
  2238. */
  2239. static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2240. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  2241. if (!skill || !skill->damage.map)
  2242. return 0;
  2243. s_skill_damage *damage = &skill->damage;
  2244. //check the adjustment works for specified type
  2245. if (!(damage->caster&src->type))
  2246. return 0;
  2247. map_data *mapdata = map_getmapdata(src->m);
  2248. if ((damage->map&1 && (!mapdata->flag[MF_PVP] && !mapdata_flag_gvg2(mapdata) && !mapdata->flag[MF_BATTLEGROUND] && !mapdata->flag[MF_SKILL_DAMAGE] && !mapdata->flag[MF_RESTRICTED])) ||
  2249. (damage->map&2 && mapdata->flag[MF_PVP]) ||
  2250. (damage->map&4 && mapdata_flag_gvg2(mapdata)) ||
  2251. (damage->map&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  2252. (damage->map&16 && mapdata->flag[MF_SKILL_DAMAGE]) ||
  2253. (damage->map&mapdata->zone && mapdata->flag[MF_RESTRICTED]))
  2254. {
  2255. return damage->rate[battle_skill_damage_type(target)];
  2256. }
  2257. return 0;
  2258. }
  2259. /**
  2260. * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  2261. * @param src
  2262. * @param target
  2263. * @param skill_id
  2264. * @return Skill damage rate
  2265. */
  2266. static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2267. map_data *mapdata = map_getmapdata(src->m);
  2268. if (!mapdata || !mapdata->flag[MF_SKILL_DAMAGE])
  2269. return 0;
  2270. int rate = 0;
  2271. // Damage rate for all skills at this map
  2272. if (mapdata->damage_adjust.caster&src->type)
  2273. rate = mapdata->damage_adjust.rate[battle_skill_damage_type(target)];
  2274. if (mapdata->skill_damage.empty())
  2275. return rate;
  2276. // Damage rate for specified skill at this map
  2277. if (mapdata->skill_damage.find(skill_id) != mapdata->skill_damage.end() && mapdata->skill_damage[skill_id].caster&src->type) {
  2278. rate += mapdata->skill_damage[skill_id].rate[battle_skill_damage_type(target)];
  2279. }
  2280. return rate;
  2281. }
  2282. /**
  2283. * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  2284. * @param src
  2285. * @param target
  2286. * @param skill_id
  2287. * @return Total damage rate
  2288. */
  2289. static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2290. nullpo_ret(src);
  2291. if (!target || !skill_id)
  2292. return 0;
  2293. skill_id = skill_dummy2skill_id(skill_id);
  2294. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  2295. }
  2296. /**
  2297. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  2298. * @param sd: Player who has Chorus skill active
  2299. * @return Bonus value based on party count
  2300. */
  2301. int battle_calc_chorusbonus(map_session_data *sd) {
  2302. #ifdef RENEWAL // No bonus in renewal
  2303. return 0;
  2304. #endif
  2305. int members = 0;
  2306. if (!sd || !sd->status.party_id)
  2307. return 0;
  2308. members = party_foreachsamemap(party_sub_count_class, sd, 0, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  2309. if (members < 3)
  2310. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  2311. if (members > 7)
  2312. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  2313. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  2314. }
  2315. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2316. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2317. /*=======================================================
  2318. * Should infinite defense be applied on target? (plant)
  2319. *-------------------------------------------------------
  2320. * Credits:
  2321. * Original coder Skotlex
  2322. * Initial refactoring by Baalberith
  2323. * Refined and optimized by helvetica
  2324. * flag - see e_battle_flag
  2325. */
  2326. bool is_infinite_defense(struct block_list *target, int flag)
  2327. {
  2328. struct status_data *tstatus = status_get_status_data(target);
  2329. if(target->type == BL_SKILL) {
  2330. TBL_SKILL *su = ((TBL_SKILL*)target);
  2331. if (su && su->group && (su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  2332. return true;
  2333. }
  2334. if(status_has_mode(tstatus,MD_IGNOREMELEE) && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
  2335. return true;
  2336. if(status_has_mode(tstatus,MD_IGNOREMAGIC) && flag&(BF_MAGIC) )
  2337. return true;
  2338. if(status_has_mode(tstatus,MD_IGNORERANGED) && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
  2339. return true;
  2340. if(status_has_mode(tstatus,MD_IGNOREMISC) && flag&(BF_MISC) )
  2341. return true;
  2342. return false;
  2343. }
  2344. /*========================
  2345. * Is attack arrow based?
  2346. *------------------------
  2347. * Credits:
  2348. * Original coder Skotlex
  2349. * Initial refactoring by Baalberith
  2350. * Refined and optimized by helvetica
  2351. */
  2352. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  2353. {
  2354. if(src != NULL) {
  2355. struct status_data *sstatus = status_get_status_data(src);
  2356. map_session_data *sd = BL_CAST(BL_PC, src);
  2357. return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3)) || (skill_id == HT_PHANTASMIC) || (skill_id == GS_GROUNDDRIFT));
  2358. } else
  2359. return false;
  2360. }
  2361. /*=========================================
  2362. * Is attack right handed? By default yes.
  2363. *-----------------------------------------
  2364. * Credits:
  2365. * Original coder Skotlex
  2366. * Initial refactoring by Baalberith
  2367. * Refined and optimized by helvetica
  2368. */
  2369. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  2370. {
  2371. if(src != NULL) {
  2372. map_session_data *sd = BL_CAST(BL_PC, src);
  2373. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2374. if(!skill_id && sd && sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2375. return false;
  2376. }
  2377. return true;
  2378. }
  2379. /*=======================================
  2380. * Is attack left handed? By default no.
  2381. *---------------------------------------
  2382. * Credits:
  2383. * Original coder Skotlex
  2384. * Initial refactoring by Baalberith
  2385. * Refined and optimized by helvetica
  2386. */
  2387. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  2388. {
  2389. if(src != NULL) {
  2390. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2391. if(!skill_id) {
  2392. map_session_data *sd = BL_CAST(BL_PC, src);
  2393. if (sd) {
  2394. if (sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2395. return true;
  2396. if (sd->status.weapon == W_KATAR)
  2397. return true;
  2398. }
  2399. struct status_data *sstatus = status_get_status_data(src);
  2400. if (sstatus->lhw.atk)
  2401. return true;
  2402. }
  2403. }
  2404. return false;
  2405. }
  2406. /*=============================
  2407. * Do we score a critical hit?
  2408. *-----------------------------
  2409. * Credits:
  2410. * Original coder Skotlex
  2411. * Initial refactoring by Baalberith
  2412. * Refined and optimized by helvetica
  2413. */
  2414. 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)
  2415. {
  2416. if (!first_call)
  2417. return (wd->type == DMG_CRITICAL || wd->type == DMG_MULTI_HIT_CRITICAL);
  2418. #ifdef RENEWAL
  2419. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  2420. return true;
  2421. #endif
  2422. if( skill_id && !skill_get_nk(skill_id,NK_CRITICAL) )
  2423. return false;
  2424. struct status_data *sstatus = status_get_status_data(src);
  2425. if( sstatus->cri )
  2426. {
  2427. map_session_data *sd = BL_CAST(BL_PC, src);
  2428. if(wd->type == DMG_MULTI_HIT){ //Multiple Hit Attack Skills.
  2429. if(pc_checkskill(sd,GS_CHAINACTION) && !skill_get_nk(GS_CHAINACTION,NK_CRITICAL)) //Chain Action
  2430. return false;
  2431. if(pc_checkskill(sd,TF_DOUBLE) && !skill_get_nk(TF_DOUBLE,NK_CRITICAL)) //Double Attack
  2432. return false;
  2433. }
  2434. struct status_data *tstatus = status_get_status_data(target);
  2435. status_change *sc = status_get_sc(src);
  2436. status_change *tsc = status_get_sc(target);
  2437. map_session_data *tsd = BL_CAST(BL_PC, target);
  2438. short cri = sstatus->cri;
  2439. if (sd) {
  2440. cri += sd->indexed_bonus.critaddrace[tstatus->race] + sd->indexed_bonus.critaddrace[RC_ALL];
  2441. if(!skill_id && is_skill_using_arrow(src, skill_id)) {
  2442. cri += sd->bonus.arrow_cri;
  2443. cri += sd->bonus.critical_rangeatk;
  2444. }
  2445. }
  2446. if(sc && sc->getSCE(SC_CAMOUFLAGE))
  2447. cri += 100 * min(10,sc->getSCE(SC_CAMOUFLAGE)->val3); //max 100% (1K)
  2448. //The official equation is *2, but that only applies when sd's do critical.
  2449. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  2450. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  2451. if( tsc && tsc->getSCE(SC_SLEEP) )
  2452. cri <<= 1;
  2453. switch(skill_id) {
  2454. case 0:
  2455. if(sc && !sc->getSCE(SC_AUTOCOUNTER))
  2456. break;
  2457. clif_specialeffect(src, EF_AUTOCOUNTER, AREA);
  2458. status_change_end(src, SC_AUTOCOUNTER);
  2459. case KN_AUTOCOUNTER:
  2460. if(battle_config.auto_counter_type &&
  2461. (battle_config.auto_counter_type&src->type))
  2462. return true;
  2463. else
  2464. cri <<= 1;
  2465. break;
  2466. case SN_SHARPSHOOTING:
  2467. case MA_SHARPSHOOTING:
  2468. #ifdef RENEWAL
  2469. cri += 300; // !TODO: Confirm new bonus
  2470. #else
  2471. cri += 200;
  2472. #endif
  2473. break;
  2474. case NJ_KIRIKAGE:
  2475. cri += 250 + 50*skill_lv;
  2476. break;
  2477. #ifdef RENEWAL
  2478. case ASC_BREAKER:
  2479. #endif
  2480. case LG_CANNONSPEAR:
  2481. case GC_CROSSIMPACT:
  2482. case SHC_SAVAGE_IMPACT:
  2483. case SHC_ETERNAL_SLASH:
  2484. case SHC_IMPACT_CRATER:
  2485. cri /= 2;
  2486. break;
  2487. case WH_GALESTORM:
  2488. if (sc && !sc->getSCE(SC_CALAMITYGALE))
  2489. return false;
  2490. }
  2491. if(tsd && tsd->bonus.critical_def)
  2492. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  2493. return (rnd()%1000 < cri);
  2494. }
  2495. return false;
  2496. }
  2497. /*==========================================================
  2498. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  2499. *----------------------------------------------------------
  2500. * Credits:
  2501. * Original coder Skotlex
  2502. * Initial refactoring by Baalberith
  2503. * Refined and optimized by helvetica
  2504. */
  2505. 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)
  2506. {
  2507. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  2508. return 2;
  2509. if(src != NULL) {
  2510. map_session_data *sd = BL_CAST(BL_PC, src);
  2511. struct status_data *tstatus = status_get_status_data(target);
  2512. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI
  2513. #ifndef RENEWAL
  2514. && !is_attack_critical(wd, src, target, skill_id, skill_lv, false)
  2515. #endif
  2516. )
  2517. { //Elemental/Racial adjustments
  2518. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2519. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2520. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2521. )
  2522. if (weapon_position == EQI_HAND_R)
  2523. return 1;
  2524. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2525. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2526. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2527. )
  2528. { //Pass effect onto right hand if configured so. [Skotlex]
  2529. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  2530. if (weapon_position == EQI_HAND_R)
  2531. return 1;
  2532. }
  2533. else if (weapon_position == EQI_HAND_L)
  2534. return 1;
  2535. }
  2536. }
  2537. }
  2538. return 0;
  2539. }
  2540. static std::bitset<NK_MAX> battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  2541. {
  2542. if (skill_id == 0) {
  2543. if (is_splash) {
  2544. std::bitset<NK_MAX> tmp_nk;
  2545. tmp_nk.set(NK_IGNOREATKCARD);
  2546. tmp_nk.set(NK_IGNOREFLEE);
  2547. return tmp_nk;
  2548. } else
  2549. return 0;
  2550. } else
  2551. return skill_db.find(skill_id)->nk;
  2552. }
  2553. /*=============================
  2554. * Checks if attack is hitting
  2555. *-----------------------------
  2556. * Credits:
  2557. * Original coder Skotlex
  2558. * Initial refactoring by Baalberith
  2559. * Refined and optimized by helvetica
  2560. */
  2561. 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)
  2562. {
  2563. struct status_data *sstatus = status_get_status_data(src);
  2564. struct status_data *tstatus = status_get_status_data(target);
  2565. status_change *sc = status_get_sc(src);
  2566. status_change *tsc = status_get_sc(target);
  2567. map_session_data *sd = BL_CAST(BL_PC, src);
  2568. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2569. short flee, hitrate;
  2570. if (!first_call)
  2571. return (wd->dmg_lv != ATK_FLEE);
  2572. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2573. return true;
  2574. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  2575. return true;
  2576. else if (sc && sc->getSCE(SC_FUSION))
  2577. return true;
  2578. else if ((skill_id == AS_SPLASHER || skill_id == GN_SPORE_EXPLOSION) && !wd->miscflag)
  2579. return true;
  2580. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER )
  2581. return true;
  2582. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  2583. return true;
  2584. else if (nk[NK_IGNOREFLEE])
  2585. return true;
  2586. if( tsc && tsc->getSCE(SC_NEUTRALBARRIER) && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
  2587. return false;
  2588. flee = tstatus->flee;
  2589. #ifdef RENEWAL
  2590. hitrate = 0; //Default hitrate
  2591. #else
  2592. hitrate = 80; //Default hitrate
  2593. #endif
  2594. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  2595. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  2596. if(attacker_count >= battle_config.agi_penalty_count) {
  2597. if (battle_config.agi_penalty_type == 1)
  2598. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  2599. else //assume type 2: absolute reduction
  2600. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  2601. if(flee < 1)
  2602. flee = 1;
  2603. }
  2604. }
  2605. hitrate += sstatus->hit - flee;
  2606. //Fogwall's hit penalty is only for normal ranged attacks.
  2607. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->getSCE(SC_FOGWALL))
  2608. hitrate -= 50;
  2609. if(sd && is_skill_using_arrow(src, skill_id))
  2610. hitrate += sd->bonus.arrow_hit;
  2611. #ifdef RENEWAL
  2612. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  2613. hitrate += pc_checkskill(sd,AC_VULTURE);
  2614. #endif
  2615. if(skill_id) {
  2616. switch(skill_id) { //Hit skill modifiers
  2617. //It is proven that bonus is applied on final hitrate, not hit.
  2618. case SM_BASH:
  2619. case MS_BASH:
  2620. hitrate += hitrate * 5 * skill_lv / 100;
  2621. break;
  2622. case MS_MAGNUM:
  2623. case SM_MAGNUM:
  2624. hitrate += hitrate * 10 * skill_lv / 100;
  2625. break;
  2626. case KN_AUTOCOUNTER:
  2627. case PA_SHIELDCHAIN:
  2628. case NPC_WATERATTACK:
  2629. case NPC_GROUNDATTACK:
  2630. case NPC_FIREATTACK:
  2631. case NPC_WINDATTACK:
  2632. case NPC_POISONATTACK:
  2633. case NPC_HOLYATTACK:
  2634. case NPC_DARKNESSATTACK:
  2635. case NPC_TELEKINESISATTACK:
  2636. case NPC_UNDEADATTACK:
  2637. case NPC_CHANGEUNDEAD:
  2638. case NPC_EARTHQUAKE:
  2639. case NPC_POISON:
  2640. case NPC_BLINDATTACK:
  2641. case NPC_SILENCEATTACK:
  2642. case NPC_STUNATTACK:
  2643. case NPC_PETRIFYATTACK:
  2644. case NPC_CURSEATTACK:
  2645. case NPC_SLEEPATTACK:
  2646. case NPC_BLEEDING:
  2647. hitrate += hitrate * 20 / 100;
  2648. break;
  2649. case NPC_FIREBREATH:
  2650. case NPC_ICEBREATH:
  2651. case NPC_THUNDERBREATH:
  2652. case NPC_ACIDBREATH:
  2653. case NPC_DARKNESSBREATH:
  2654. hitrate *= 2;
  2655. break;
  2656. case KN_PIERCE:
  2657. case ML_PIERCE:
  2658. hitrate += hitrate * 5 * skill_lv / 100;
  2659. break;
  2660. case AS_SONICBLOW:
  2661. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  2662. #ifdef RENEWAL
  2663. hitrate += hitrate * 90 / 100;
  2664. #else
  2665. hitrate += hitrate * 50 / 100;
  2666. #endif
  2667. break;
  2668. #ifdef RENEWAL
  2669. case RG_BACKSTAP:
  2670. hitrate += skill_lv; // !TODO: What's the rate increase?
  2671. break;
  2672. #endif
  2673. case RK_SONICWAVE:
  2674. hitrate += hitrate * 3 * skill_lv / 100; // !TODO: Confirm the hitrate bonus
  2675. break;
  2676. case MC_CARTREVOLUTION:
  2677. case GN_CART_TORNADO:
  2678. case GN_CARTCANNON:
  2679. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  2680. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  2681. break;
  2682. case LG_BANISHINGPOINT:
  2683. hitrate += 3 * skill_lv;
  2684. break;
  2685. case GC_VENOMPRESSURE:
  2686. hitrate += 10 + 4 * skill_lv;
  2687. break;
  2688. case SC_FATALMENACE:
  2689. if (skill_lv < 6)
  2690. hitrate -= 35 - 5 * skill_lv;
  2691. else if (skill_lv > 6)
  2692. hitrate += 5 * skill_lv - 30;
  2693. break;
  2694. case RL_SLUGSHOT:
  2695. {
  2696. int8 dist = distance_bl(src, target);
  2697. if (dist > 3) {
  2698. // Reduce n hitrate for each cell after initial 3 cells. Different each level
  2699. // -10:-9:-8:-7:-6
  2700. dist -= 3;
  2701. hitrate -= ((11 - skill_lv) * dist);
  2702. }
  2703. }
  2704. break;
  2705. }
  2706. } else if (sd && wd->type&DMG_MULTI_HIT && wd->div_ == 2) // +1 hit per level of Double Attack on a successful double attack (making sure other multi attack skills do not trigger this) [helvetica]
  2707. hitrate += pc_checkskill(sd,TF_DOUBLE);
  2708. if (sd) {
  2709. int skill = 0;
  2710. // Weaponry Research hidden bonus
  2711. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2712. hitrate += hitrate * ( 2 * skill ) / 100;
  2713. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  2714. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  2715. hitrate += 3 * skill;
  2716. }
  2717. if (sc) {
  2718. if (sc->getSCE(SC_MTF_ASPD))
  2719. hitrate += sc->getSCE(SC_MTF_ASPD)->val2;
  2720. if (sc->getSCE(SC_MTF_ASPD2))
  2721. hitrate += sc->getSCE(SC_MTF_ASPD2)->val2;
  2722. }
  2723. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2724. return (rnd()%100 < hitrate);
  2725. }
  2726. /*==========================================
  2727. * If attack ignores def.
  2728. *------------------------------------------
  2729. * Credits:
  2730. * Original coder Skotlex
  2731. * Initial refactoring by Baalberith
  2732. * Refined and optimized by helvetica
  2733. */
  2734. 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)
  2735. {
  2736. struct status_data *tstatus = status_get_status_data(target);
  2737. status_change *sc = status_get_sc(src);
  2738. map_session_data *sd = BL_CAST(BL_PC, src);
  2739. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2740. #ifndef RENEWAL
  2741. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2742. return true;
  2743. else
  2744. #endif
  2745. if (sc && sc->getSCE(SC_FUSION))
  2746. return true;
  2747. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2748. { //Ignore Defense?
  2749. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2750. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2751. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2752. if (weapon_position == EQI_HAND_R)
  2753. return true;
  2754. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2755. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2756. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2757. {
  2758. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2759. if (weapon_position == EQI_HAND_R)
  2760. return true;
  2761. } else if (weapon_position == EQI_HAND_L)
  2762. return true;
  2763. }
  2764. } else if (skill_id == RK_WINDCUTTER && sd && sd->status.weapon == W_2HSWORD)
  2765. return true;
  2766. return nk[NK_IGNOREDEFENSE] != 0;
  2767. }
  2768. /*================================================
  2769. * Should skill attack consider VVS and masteries?
  2770. *------------------------------------------------
  2771. * Credits:
  2772. * Original coder Skotlex
  2773. * Initial refactoring by Baalberith
  2774. * Refined and optimized by helvetica
  2775. */
  2776. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
  2777. {
  2778. if (
  2779. #ifndef RENEWAL
  2780. skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
  2781. #endif
  2782. skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER || skill_id == NC_SELFDESTRUCTION ||
  2783. skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE)
  2784. return false;
  2785. return true;
  2786. }
  2787. #ifdef RENEWAL
  2788. /*========================================
  2789. * Calculate equipment ATK for renewal ATK
  2790. *----------------------------------------
  2791. * Credits:
  2792. * Original coder Skotlex
  2793. * Initial refactoring by Baalberith
  2794. * Refined and optimized by helvetica
  2795. */
  2796. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  2797. {
  2798. if(src != NULL) {
  2799. int eatk = 0;
  2800. struct status_data *status = status_get_status_data(src);
  2801. map_session_data *sd = BL_CAST(BL_PC, src);
  2802. if (sd) // add arrow atk if using an applicable skill
  2803. eatk += (is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0);
  2804. return eatk + status->eatk;
  2805. }
  2806. return 0; // shouldn't happen but just in case
  2807. }
  2808. #endif
  2809. /*========================================
  2810. * Returns the element type of attack
  2811. *----------------------------------------
  2812. * Credits:
  2813. * Original coder Skotlex
  2814. * Initial refactoring by Baalberith
  2815. * Refined and optimized by helvetica
  2816. */
  2817. 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)
  2818. {
  2819. map_session_data *sd = BL_CAST(BL_PC, src);
  2820. status_change *sc = status_get_sc(src);
  2821. struct status_data *sstatus = status_get_status_data(src);
  2822. int element = skill_get_ele(skill_id, skill_lv);
  2823. //Take weapon's element
  2824. if( !skill_id || element == ELE_WEAPON ) {
  2825. if (weapon_position == EQI_HAND_R)
  2826. element = sstatus->rhw.ele;
  2827. else
  2828. element = sstatus->lhw.ele;
  2829. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  2830. element = sd->bonus.arrow_ele;
  2831. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  2832. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  2833. // on official endows override all other elements [helvetica]
  2834. if(sc && sc->getSCE(SC_ENCHANTARMS)) // Check for endows
  2835. element = sc->getSCE(SC_ENCHANTARMS)->val1;
  2836. } else if( element == ELE_ENDOWED ) //Use enchantment's element
  2837. element = status_get_attack_sc_element(src,sc);
  2838. else if( element == ELE_RANDOM ) //Use random element
  2839. element = rnd()%ELE_ALL;
  2840. switch( skill_id ) {
  2841. case GS_GROUNDDRIFT:
  2842. element = wd->miscflag; //element comes in flag.
  2843. break;
  2844. case LK_SPIRALPIERCE:
  2845. if (!sd)
  2846. element = ELE_NEUTRAL; //forced neutral for monsters
  2847. break;
  2848. case RK_DRAGONBREATH:
  2849. if (sc) {
  2850. if (sc->getSCE(SC_LUXANIMA)) // Lux Anima has priority over Giant Growth
  2851. element = ELE_DARK;
  2852. else if (sc->getSCE(SC_GIANTGROWTH))
  2853. element = ELE_HOLY;
  2854. }
  2855. break;
  2856. case RK_DRAGONBREATH_WATER:
  2857. if (sc) {
  2858. if (sc->getSCE(SC_LUXANIMA)) // Lux Anima has priority over Fighting Spirit
  2859. element = ELE_NEUTRAL;
  2860. else if (sc->getSCE(SC_FIGHTINGSPIRIT))
  2861. element = ELE_GHOST;
  2862. }
  2863. break;
  2864. case LG_HESPERUSLIT:
  2865. if (sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 4)
  2866. element = ELE_HOLY;
  2867. break;
  2868. case GN_CARTCANNON:
  2869. case NC_ARMSCANNON:
  2870. if (sd && sd->state.arrow_atk > 0)
  2871. element = sd->bonus.arrow_ele;
  2872. break;
  2873. case SJ_PROMINENCEKICK:
  2874. element = ELE_FIRE;
  2875. break;
  2876. case RL_H_MINE:
  2877. if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  2878. element = ELE_FIRE;
  2879. break;
  2880. }
  2881. if (sc && sc->getSCE(SC_GOLDENE_FERSE) && ((!skill_id && (rnd() % 100 < sc->getSCE(SC_GOLDENE_FERSE)->val4)) || skill_id == MH_STAHL_HORN))
  2882. element = ELE_HOLY;
  2883. // calc_flag means the element should be calculated for damage only
  2884. if (calc_for_damage_only)
  2885. return element;
  2886. #ifdef RENEWAL
  2887. if (skill_id == CR_SHIELDBOOMERANG)
  2888. element = ELE_NEUTRAL;
  2889. #endif
  2890. return element;
  2891. }
  2892. /*========================================
  2893. * Do element damage modifier calculation
  2894. *----------------------------------------
  2895. * Credits:
  2896. * Original coder Skotlex
  2897. * Initial refactoring by Baalberith
  2898. * Refined and optimized by helvetica
  2899. */
  2900. static void battle_calc_element_damage(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2901. {
  2902. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2903. // Elemental attribute fix
  2904. if(!nk[NK_IGNOREELEMENT] && (wd->damage > 0 || wd->damage2 > 0)) {
  2905. map_session_data *sd = BL_CAST(BL_PC, src);
  2906. status_change *sc = status_get_sc(src);
  2907. struct status_data *sstatus = status_get_status_data(src);
  2908. struct status_data *tstatus = status_get_status_data(target);
  2909. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  2910. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  2911. switch (skill_id) {
  2912. case PA_SACRIFICE:
  2913. case RK_DRAGONBREATH:
  2914. case RK_DRAGONBREATH_WATER:
  2915. case NC_SELFDESTRUCTION:
  2916. case HFLI_SBR44:
  2917. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2918. if (is_attack_left_handed(src, skill_id))
  2919. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2920. break;
  2921. default:
  2922. if (skill_id == 0 && (battle_config.attack_attr_none & src->type))
  2923. return; // Non-player basic attacks are non-elemental, they deal 100% against all defense elements
  2924. #ifdef RENEWAL
  2925. if (sd == nullptr) { // Renewal player's elemental damage calculation is already done before this point, only calculate for everything else
  2926. #endif
  2927. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2928. if (is_attack_left_handed(src, skill_id))
  2929. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2930. #ifdef RENEWAL
  2931. }
  2932. #endif
  2933. break;
  2934. }
  2935. // Forced to neutral skills [helvetica]
  2936. // Skills forced to neutral gain benefits from weapon element but final damage is considered "neutral" and resistances are applied again
  2937. switch (skill_id) {
  2938. #ifdef RENEWAL
  2939. case MO_INVESTIGATE:
  2940. case CR_SHIELDBOOMERANG:
  2941. case PA_SHIELDCHAIN:
  2942. #endif
  2943. case MC_CARTREVOLUTION:
  2944. case HW_MAGICCRASHER:
  2945. case SR_FALLENEMPIRE:
  2946. case SR_CRESCENTELBOW_AUTOSPELL:
  2947. case SR_GATEOFHELL:
  2948. case GN_FIRE_EXPANSION_ACID:
  2949. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2950. if (is_attack_left_handed(src, skill_id))
  2951. wd->damage2 = battle_attr_fix(src, target, wd->damage2, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2952. break;
  2953. }
  2954. #ifdef RENEWAL
  2955. if (sd == nullptr) { // Only monsters have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica]
  2956. #endif
  2957. if (sc && sc->getSCE(SC_WATK_ELEMENT)) { // Descriptions indicate this means adding a percent of a normal attack in another element [Skotlex]
  2958. int64 damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id) ? 2 : 0)) * sc->getSCE(SC_WATK_ELEMENT)->val2 / 100;
  2959. wd->damage += battle_attr_fix(src, target, damage, sc->getSCE(SC_WATK_ELEMENT)->val1, tstatus->def_ele, tstatus->ele_lv);
  2960. if (is_attack_left_handed(src, skill_id)) {
  2961. damage = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id) ? 2 : 0)) * sc->getSCE(SC_WATK_ELEMENT)->val2 / 100;
  2962. wd->damage2 += battle_attr_fix(src, target, damage, sc->getSCE(SC_WATK_ELEMENT)->val1, tstatus->def_ele, tstatus->ele_lv);
  2963. }
  2964. }
  2965. #ifdef RENEWAL
  2966. }
  2967. #endif
  2968. }
  2969. }
  2970. #define ATK_RATE(damage, damage2, a) do { int64 rate_ = (a); (damage) = (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate_ / 100; } while(0);
  2971. #define ATK_RATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) = (damage) *rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate2_ / 100; } while(0);
  2972. #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; }
  2973. #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; }
  2974. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2975. #define ATK_ADDRATE(damage, damage2, a) do { int64 rate_ = (a); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) *rate_ / 100; } while(0);
  2976. #define ATK_ADDRATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) * rate2_ / 100; } while(0);
  2977. //Adds an absolute value to damage. 100 = +100 damage
  2978. #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0);
  2979. #define ATK_ADD2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate2_; } while(0);
  2980. #ifdef RENEWAL
  2981. #define RE_ALLATK_ADD(wd, a) do { int64 a_ = (a); ATK_ADD((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_ADD((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_ADD((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_ADD((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  2982. #define RE_ALLATK_RATE(wd, a) do { int64 a_ = (a); ATK_RATE((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_RATE((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_RATE((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_RATE((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  2983. #define RE_ALLATK_ADDRATE(wd, a) do { int64 a_ = (a); ATK_ADDRATE((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_ADDRATE((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_ADDRATE((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_ADDRATE((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  2984. #else
  2985. #define RE_ALLATK_ADD(wd, a) {;}
  2986. #define RE_ALLATK_RATE(wd, a) {;}
  2987. #define RE_ALLATK_ADDRATE(wd, a) {;}
  2988. #endif
  2989. /*==================================
  2990. * Calculate weapon mastery damages
  2991. *----------------------------------
  2992. * Credits:
  2993. * Original coder Skotlex
  2994. * Initial refactoring by Baalberith
  2995. * Refined and optimized by helvetica
  2996. */
  2997. static void battle_calc_attack_masteries(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2998. {
  2999. map_session_data *sd = BL_CAST(BL_PC, src);
  3000. status_change *sc = status_get_sc(src);
  3001. struct status_data *sstatus = status_get_status_data(src);
  3002. int t_class = status_get_class(target);
  3003. if (sd && battle_skill_stacks_masteries_vvs(skill_id) &&
  3004. skill_id != MO_INVESTIGATE &&
  3005. skill_id != MO_EXTREMITYFIST &&
  3006. skill_id != CR_GRANDCROSS)
  3007. { //Add mastery damage
  3008. uint16 skill;
  3009. wd->damage = battle_addmastery(sd,target,wd->damage,0);
  3010. #ifdef RENEWAL
  3011. wd->masteryAtk = battle_addmastery(sd,target,wd->weaponAtk,0);
  3012. #endif
  3013. if (is_attack_left_handed(src, skill_id)) {
  3014. wd->damage2 = battle_addmastery(sd,target,wd->damage2,1);
  3015. #ifdef RENEWAL
  3016. wd->masteryAtk2 = battle_addmastery(sd,target,wd->weaponAtk2,1);
  3017. #endif
  3018. }
  3019. #ifdef RENEWAL
  3020. //General skill masteries
  3021. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  3022. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv);
  3023. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  3024. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 4);
  3025. if (skill_id != CR_SHIELDBOOMERANG)
  3026. ATK_ADD2(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->right_weapon.star, ((wd->div_ < 1) ? 1 : wd->div_) * sd->left_weapon.star);
  3027. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->spiritball * 3);
  3028. #endif
  3029. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) { // !TODO: Confirm new mastery formula
  3030. ATK_ADD(wd->damage, wd->damage2, 3 * skill);
  3031. #ifdef RENEWAL
  3032. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 3 * skill);
  3033. #endif
  3034. }
  3035. switch(skill_id) {
  3036. case RA_WUGDASH:
  3037. case RA_WUGSTRIKE:
  3038. case RA_WUGBITE:
  3039. if (sd) {
  3040. skill = pc_checkskill(sd, RA_TOOTHOFWUG);
  3041. ATK_ADD(wd->damage, wd->damage2, 30 * skill);
  3042. #ifdef RENEWAL
  3043. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * skill);
  3044. #endif
  3045. }
  3046. break;
  3047. }
  3048. if (sc) { // Status change considered as masteries
  3049. #ifdef RENEWAL
  3050. if (sc->getSCE(SC_NIBELUNGEN)) // With renewal, the level 4 weapon limitation has been removed
  3051. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->getSCE(SC_NIBELUNGEN)->val2);
  3052. #endif
  3053. if(sc->getSCE(SC_CAMOUFLAGE)) {
  3054. ATK_ADD(wd->damage, wd->damage2, 30 * min(10, sc->getSCE(SC_CAMOUFLAGE)->val3));
  3055. #ifdef RENEWAL
  3056. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * min(10, sc->getSCE(SC_CAMOUFLAGE)->val3));
  3057. #endif
  3058. }
  3059. if(sc->getSCE(SC_GN_CARTBOOST)) {
  3060. ATK_ADD(wd->damage, wd->damage2, 10 * sc->getSCE(SC_GN_CARTBOOST)->val1);
  3061. #ifdef RENEWAL
  3062. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 10 * sc->getSCE(SC_GN_CARTBOOST)->val1);
  3063. #endif
  3064. }
  3065. if (sc->getSCE(SC_P_ALTER)) {
  3066. ATK_ADD(wd->damage, wd->damage2, sc->getSCE(SC_P_ALTER)->val2);
  3067. #ifdef RENEWAL
  3068. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->getSCE(SC_P_ALTER)->val2);
  3069. #endif
  3070. }
  3071. }
  3072. }
  3073. }
  3074. #ifdef RENEWAL
  3075. /*=========================================
  3076. * Calculate the various Renewal ATK parts
  3077. *-----------------------------------------
  3078. * Credits:
  3079. * Original coder Skotlex
  3080. * Initial refactoring by Baalberith
  3081. * Refined and optimized by helvetica
  3082. */
  3083. static void battle_calc_damage_parts(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3084. {
  3085. struct status_data *sstatus = status_get_status_data(src);
  3086. struct status_data *tstatus = status_get_status_data(target);
  3087. map_session_data *sd = BL_CAST(BL_PC, src);
  3088. bool critical = false;
  3089. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  3090. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  3091. wd->statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
  3092. wd->statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
  3093. if (sd && sd->sc.getSCE(SC_SEVENWIND)) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  3094. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3095. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv);
  3096. } else { // status atk is considered neutral on normal attacks [helvetica]
  3097. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3098. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3099. }
  3100. // Check critical
  3101. if (wd->type == DMG_MULTI_HIT_CRITICAL || wd->type == DMG_CRITICAL)
  3102. critical = true;
  3103. wd->weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd, critical);
  3104. wd->weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd, critical);
  3105. // Weapon ATK gain bonus from SC_SUB_WEAPONPROPERTY here ( +x% pseudo element damage)
  3106. if (sd && sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)) {
  3107. int64 bonus_atk = (int64)floor((float)( wd->weaponAtk * sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val2 / 100));
  3108. int64 bonus_atk2 = (int64)floor((float)( wd->weaponAtk2 * sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val2 / 100));
  3109. bonus_atk = battle_attr_fix(src, target, bonus_atk, sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val1, tstatus->def_ele, tstatus->ele_lv);
  3110. bonus_atk2 = battle_attr_fix(src, target, bonus_atk2, sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val1, tstatus->def_ele, tstatus->ele_lv);
  3111. wd->weaponAtk += bonus_atk;
  3112. wd->weaponAtk2 += bonus_atk2;
  3113. }
  3114. wd->weaponAtk = battle_attr_fix(src, target, wd->weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3115. wd->weaponAtk2 = battle_attr_fix(src, target, wd->weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3116. wd->equipAtk += battle_calc_equip_attack(src, skill_id);
  3117. wd->equipAtk = battle_attr_fix(src, target, wd->equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3118. wd->equipAtk2 += battle_calc_equip_attack(src, skill_id);
  3119. wd->equipAtk2 = battle_attr_fix(src, target, wd->equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3120. // AtkRate gives a static bonus from (W.ATK + E.ATK)
  3121. if (sd && sd->bonus.atk_rate) {
  3122. wd->percentAtk = (wd->weaponAtk + wd->equipAtk) * sd->bonus.atk_rate / 100;
  3123. wd->percentAtk2 = (wd->weaponAtk2 + wd->equipAtk2) * sd->bonus.atk_rate / 100;
  3124. }
  3125. //Mastery ATK is a special kind of ATK that has no elemental properties
  3126. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  3127. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  3128. wd->damage = 0;
  3129. wd->damage2 = 0;
  3130. }
  3131. #endif
  3132. /*==========================================================
  3133. * Calculate basic ATK that goes into the skill ATK formula
  3134. *----------------------------------------------------------
  3135. * Credits:
  3136. * Original coder Skotlex
  3137. * Initial refactoring by Baalberith
  3138. * Refined and optimized by helvetica
  3139. */
  3140. static void battle_calc_skill_base_damage(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3141. {
  3142. status_change *sc = status_get_sc(src);
  3143. struct status_data *sstatus = status_get_status_data(src);
  3144. struct status_data *tstatus = status_get_status_data(target);
  3145. map_session_data *sd = BL_CAST(BL_PC, src);
  3146. map_session_data *tsd = BL_CAST(BL_PC, target);
  3147. uint16 i;
  3148. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  3149. switch (skill_id) { //Calc base damage according to skill
  3150. case PA_SACRIFICE:
  3151. wd->damage = sstatus->max_hp* 9/100;
  3152. wd->damage2 = 0;
  3153. #ifdef RENEWAL
  3154. wd->weaponAtk = wd->damage;
  3155. wd->weaponAtk2 = wd->damage2;
  3156. #endif
  3157. break;
  3158. #ifdef RENEWAL
  3159. case LK_SPIRALPIERCE:
  3160. case ML_SPIRALPIERCE:
  3161. if (sd) {
  3162. short index = sd->equip_index[EQI_HAND_R];
  3163. if (index >= 0 &&
  3164. sd->inventory_data[index] &&
  3165. sd->inventory_data[index]->type == IT_WEAPON)
  3166. wd->equipAtk += sd->inventory_data[index]->weight*7/100; // weight from spear is treated as equipment ATK on official [helvetica]
  3167. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3168. wd->masteryAtk = 0; // weapon mastery is ignored for spiral
  3169. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  3170. case SZ_SMALL: //Small: 115%
  3171. ATK_RATE(wd->damage, wd->damage2, 115);
  3172. RE_ALLATK_RATE(wd, 115);
  3173. break;
  3174. //case SZ_MEDIUM: //Medium: 100%
  3175. case SZ_BIG: //Large: 85%
  3176. ATK_RATE(wd->damage, wd->damage2, 85);
  3177. RE_ALLATK_RATE(wd, 85);
  3178. break;
  3179. }
  3180. } else {
  3181. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3182. }
  3183. #else
  3184. case NJ_ISSEN:
  3185. wd->damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100;
  3186. wd->damage2 = 0;
  3187. break;
  3188. case LK_SPIRALPIERCE:
  3189. case ML_SPIRALPIERCE:
  3190. if (sd) {
  3191. short index = sd->equip_index[EQI_HAND_R];
  3192. if (index >= 0 &&
  3193. sd->inventory_data[index] &&
  3194. sd->inventory_data[index]->type == IT_WEAPON)
  3195. wd->damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  3196. ATK_ADDRATE(wd->damage, wd->damage2, 50*skill_lv); //Skill modifier applies to weight only.
  3197. } else {
  3198. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3199. }
  3200. i = sstatus->str/10;
  3201. i*=i;
  3202. ATK_ADD(wd->damage, wd->damage2, i); //Add str bonus.
  3203. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  3204. case SZ_SMALL: //Small: 125%
  3205. ATK_RATE(wd->damage, wd->damage2, 125);
  3206. break;
  3207. //case SZ_MEDIUM: //Medium: 100%
  3208. case SZ_BIG: //Large: 75%
  3209. ATK_RATE(wd->damage, wd->damage2, 75);
  3210. break;
  3211. }
  3212. #endif
  3213. break;
  3214. case CR_SHIELDBOOMERANG:
  3215. case PA_SHIELDCHAIN:
  3216. wd->damage = sstatus->batk;
  3217. if (sd) {
  3218. short index = sd->equip_index[EQI_HAND_L];
  3219. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  3220. ATK_ADD(wd->damage, wd->damage2, sd->inventory_data[index]->weight / 10);
  3221. #ifdef RENEWAL
  3222. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, sd->inventory_data[index]->weight / 10);
  3223. #endif
  3224. }
  3225. } else
  3226. ATK_ADD(wd->damage, wd->damage2, sstatus->rhw.atk2); //Else use Atk2
  3227. break;
  3228. case RK_DRAGONBREATH:
  3229. case RK_DRAGONBREATH_WATER:
  3230. {
  3231. int damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
  3232. if(status_get_lv(src) > 100)
  3233. damagevalue = damagevalue * status_get_lv(src) / 100;
  3234. if(sd)
  3235. damagevalue = damagevalue * (90 + 10 * pc_checkskill(sd, RK_DRAGONTRAINING)) / 100;
  3236. if (sc && sc->getSCE(SC_DRAGONIC_AURA))// Need official damage increase. [Rytech]
  3237. damagevalue += damagevalue * 50 / 100;
  3238. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3239. #ifdef RENEWAL
  3240. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3241. #endif
  3242. wd->flag |= BF_LONG;
  3243. }
  3244. break;
  3245. case NC_SELFDESTRUCTION: {
  3246. int damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  3247. if(status_get_lv(src) > 100)
  3248. damagevalue = damagevalue * status_get_lv(src) / 100;
  3249. damagevalue = damagevalue + sstatus->hp;
  3250. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3251. #ifdef RENEWAL
  3252. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3253. #endif
  3254. }
  3255. break;
  3256. case KO_HAPPOKUNAI:
  3257. if(sd) {
  3258. short index = sd->equip_index[EQI_AMMO];
  3259. int damagevalue = 3 * (
  3260. #ifdef RENEWAL
  3261. 2 *
  3262. #endif
  3263. sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ?
  3264. sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5;
  3265. if (sc && sc->getSCE(SC_KAGEMUSYA))
  3266. damagevalue += damagevalue * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  3267. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3268. #ifdef RENEWAL
  3269. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3270. #endif
  3271. } else
  3272. ATK_ADD(wd->damage, wd->damage2, 5000);
  3273. break;
  3274. case HFLI_SBR44: //[orn]
  3275. if(src->type == BL_HOM)
  3276. wd->damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  3277. break;
  3278. default:
  3279. #ifdef RENEWAL
  3280. if (sd)
  3281. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3282. else {
  3283. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  3284. (!skill_id && sc && sc->getSCE(SC_CHANGE)?4:0);
  3285. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  3286. if (is_attack_left_handed(src, skill_id))
  3287. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  3288. }
  3289. #else
  3290. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  3291. (is_skill_using_arrow(src, skill_id)?2:0)|
  3292. (skill_id == HW_MAGICCRASHER?4:0)|
  3293. (!skill_id && sc && sc->getSCE(SC_CHANGE)?4:0)|
  3294. (skill_id == MO_EXTREMITYFIST?8:0)|
  3295. (sc && sc->getSCE(SC_WEAPONPERFECTION)?8:0);
  3296. if (is_skill_using_arrow(src, skill_id) && sd) {
  3297. switch(sd->status.weapon) {
  3298. case W_BOW:
  3299. case W_REVOLVER:
  3300. case W_RIFLE:
  3301. case W_GATLING:
  3302. case W_SHOTGUN:
  3303. case W_GRENADE:
  3304. break;
  3305. default:
  3306. i |= 16; // for ex. shuriken must not be influenced by DEX
  3307. break;
  3308. }
  3309. }
  3310. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  3311. if (is_attack_left_handed(src, skill_id))
  3312. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  3313. #endif
  3314. if (nk[NK_SPLASHSPLIT]){ // Divide ATK among targets
  3315. if(wd->miscflag > 0) {
  3316. wd->damage /= wd->miscflag;
  3317. #ifdef RENEWAL
  3318. wd->statusAtk /= wd->miscflag;
  3319. wd->weaponAtk /= wd->miscflag;
  3320. wd->equipAtk /= wd->miscflag;
  3321. wd->masteryAtk /= wd->miscflag;
  3322. #endif
  3323. } else
  3324. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  3325. }
  3326. //Add any bonuses that modify the base atk (pre-skills)
  3327. if(sd) {
  3328. int skill;
  3329. #ifndef RENEWAL
  3330. if(sd->bonus.crit_atk_rate && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) { // add +crit damage bonuses here in pre-renewal mode [helvetica]
  3331. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.crit_atk_rate);
  3332. }
  3333. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  3334. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  3335. // Reduce count by one (self) [Tydus1]
  3336. i -= 1;
  3337. ATK_ADDRATE(wd->damage, wd->damage2, 2*skill*i);
  3338. }
  3339. }
  3340. #else
  3341. if ((skill = pc_checkskill(sd, TK_POWER)) > 0) {
  3342. ATK_ADDRATE(wd->damage, wd->damage2, 10 + 15 * skill);
  3343. RE_ALLATK_ADDRATE(wd, 10 + 15 * skill);
  3344. }
  3345. #endif
  3346. }
  3347. #ifndef RENEWAL
  3348. if(tsd != nullptr && tsd->bonus.crit_def_rate != 0 && !skill_id && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
  3349. ATK_ADDRATE(wd->damage, wd->damage2, -tsd->bonus.crit_def_rate);
  3350. }
  3351. #endif
  3352. break;
  3353. } //End switch(skill_id)
  3354. }
  3355. //For quick div adjustment.
  3356. #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); }
  3357. #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; }
  3358. /*================================================= [Playtester]
  3359. * Applies DAMAGE_DIV_FIX and checks for min damage
  3360. * @param d: Damage struct to apply DAMAGE_DIV_FIX to
  3361. * @param skill_id: ID of the skill that deals damage
  3362. * @return Modified damage struct
  3363. *------------------------------------------------*/
  3364. static void battle_apply_div_fix(struct Damage* d, uint16 skill_id)
  3365. {
  3366. if(d->damage) {
  3367. DAMAGE_DIV_FIX(d->damage, d->div_);
  3368. //Min damage
  3369. if(d->damage < d->div_ && (skill_id == SU_LUNATICCARROTBEAT || skill_id == SU_LUNATICCARROTBEAT2 || skill_id == SU_CN_METEOR || skill_id == SU_CN_METEOR2 || (battle_config.skill_min_damage&d->flag)))
  3370. d->damage = d->div_;
  3371. } else if (d->div_ < 0) {
  3372. d->div_ *= -1;
  3373. }
  3374. }
  3375. /*=======================================
  3376. * Check for and calculate multi attacks
  3377. *---------------------------------------
  3378. * Credits:
  3379. * Original coder Skotlex
  3380. * Initial refactoring by Baalberith
  3381. * Refined and optimized by helvetica
  3382. */
  3383. static void battle_calc_multi_attack(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3384. {
  3385. map_session_data *sd = BL_CAST(BL_PC, src);
  3386. status_change *sc = status_get_sc(src);
  3387. status_change *tsc = status_get_sc(target);
  3388. struct status_data *tstatus = status_get_status_data(target);
  3389. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  3390. short i;
  3391. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  3392. || ( pc_checkskill_flag(*sd, TF_DOUBLE) > SKILL_FLAG_PERMANENT && sd->weapontype1 != W_FIST )
  3393. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) // Will fail bare-handed
  3394. || ( sc && sc->getSCE(SC_KAGEMUSYA) && sd->weapontype1 != W_FIST )) // Will fail bare-handed
  3395. { //Success chance is not added, the higher one is used [Skotlex]
  3396. int max_rate = 0;
  3397. if (sc && sc->getSCE(SC_KAGEMUSYA))
  3398. max_rate = sc->getSCE(SC_KAGEMUSYA)->val1 * 10; // Same rate as even levels of TF_DOUBLE
  3399. else
  3400. #ifdef RENEWAL
  3401. max_rate = max(7 * skill_lv, sd->bonus.double_rate);
  3402. #else
  3403. max_rate = max(5 * skill_lv, sd->bonus.double_rate);
  3404. #endif
  3405. if( rnd()%100 < max_rate ) {
  3406. wd->div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  3407. wd->type = DMG_MULTI_HIT;
  3408. }
  3409. }
  3410. else if( ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  3411. || (sc && sc->count && sc->getSCE(SC_E_CHAIN) && (skill_lv = sc->getSCE(SC_E_CHAIN)->val1) > 0)) //Chain Action of ETERNAL_CHAIN
  3412. && rnd()%100 < 5*skill_lv ) //Success rate
  3413. {
  3414. wd->div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  3415. wd->type = DMG_MULTI_HIT;
  3416. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  3417. }
  3418. else if(sc && sc->getSCE(SC_FEARBREEZE) && sd->weapontype1==W_BOW
  3419. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->inventory.u.items_inventory[i].amount > 1)
  3420. {
  3421. int chance = rnd()%100;
  3422. switch(sc->getSCE(SC_FEARBREEZE)->val1) {
  3423. case 5: if( chance < 4) { wd->div_ = 5; break; } // 3 % chance to attack 5 times.
  3424. case 4: if( chance < 7) { wd->div_ = 4; break; } // 6 % chance to attack 4 times.
  3425. case 3: if( chance < 10) { wd->div_ = 3; break; } // 9 % chance to attack 3 times.
  3426. case 2:
  3427. case 1: if( chance < 13) { wd->div_ = 2; break; } // 12 % chance to attack 2 times.
  3428. }
  3429. wd->div_ = min(wd->div_,sd->inventory.u.items_inventory[i].amount);
  3430. sc->getSCE(SC_FEARBREEZE)->val4 = wd->div_-1;
  3431. if (wd->div_ > 1)
  3432. wd->type = DMG_MULTI_HIT;
  3433. }
  3434. }
  3435. switch (skill_id) {
  3436. case RK_WINDCUTTER:
  3437. if (sd && sd->weapontype1 == W_2HSWORD)
  3438. wd->div_ = 2;
  3439. break;
  3440. case SC_FATALMENACE:
  3441. if (sd && sd->weapontype1 == W_DAGGER)
  3442. wd->div_++;
  3443. break;
  3444. case SR_RIDEINLIGHTNING:
  3445. wd->div_ = (sd ? max(1, skill_lv) : 1);
  3446. break;
  3447. case RL_QD_SHOT:
  3448. wd->div_ = 1 + (sd ? sd->status.job_level : 1) / 20 + (tsc && tsc->getSCE(SC_C_MARKER) ? 2 : 0);
  3449. break;
  3450. case KO_JYUMONJIKIRI:
  3451. if( tsc && tsc->getSCE(SC_JYUMONJIKIRI) )
  3452. wd->div_ = wd->div_ * -1;// needs more info
  3453. break;
  3454. #ifdef RENEWAL
  3455. case AS_POISONREACT:
  3456. skill_lv = pc_checkskill(sd, TF_DOUBLE);
  3457. if (skill_lv > 0) {
  3458. if(rnd()%100 < (7 * skill_lv)) {
  3459. wd->div_++;
  3460. }
  3461. }
  3462. break;
  3463. #endif
  3464. }
  3465. }
  3466. /*======================================================
  3467. * Calculate skill level ratios for weapon-based skills
  3468. *------------------------------------------------------
  3469. * Credits:
  3470. * Original coder Skotlex
  3471. * Initial refactoring by Baalberith
  3472. * Refined and optimized by helvetica
  3473. */
  3474. static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3475. {
  3476. map_session_data *sd = BL_CAST(BL_PC, src);
  3477. map_session_data *tsd = BL_CAST(BL_PC, target);
  3478. status_change *sc = status_get_sc(src);
  3479. status_change *tsc = status_get_sc(target);
  3480. struct status_data *sstatus = status_get_status_data(src);
  3481. struct status_data *tstatus = status_get_status_data(target);
  3482. int skillratio = 100;
  3483. int i;
  3484. //Skill damage modifiers that stack linearly
  3485. if(sc && skill_id != PA_SACRIFICE) {
  3486. if(sc->getSCE(SC_OVERTHRUST))
  3487. skillratio += sc->getSCE(SC_OVERTHRUST)->val3;
  3488. if(sc->getSCE(SC_MAXOVERTHRUST))
  3489. skillratio += sc->getSCE(SC_MAXOVERTHRUST)->val2;
  3490. if(sc->getSCE(SC_BERSERK))
  3491. #ifndef RENEWAL
  3492. skillratio += 100;
  3493. #else
  3494. skillratio += 200;
  3495. if (sc && sc->getSCE(SC_TRUESIGHT))
  3496. skillratio += 2 * sc->getSCE(SC_TRUESIGHT)->val1;
  3497. if (sc->getSCE(SC_CONCENTRATION) && (skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER && skill_id != NPC_DRAGONBREATH))
  3498. skillratio += sc->getSCE(SC_CONCENTRATION)->val2;
  3499. if (sc && sc->getSCE(SC_VIGOR))// Lacking info on how damage is increased. Guessing for now. [Rytech]
  3500. skillratio += skillratio * 50 / 100;
  3501. #endif
  3502. if (!skill_id || skill_id == KN_AUTOCOUNTER) {
  3503. if (sc->getSCE(SC_CRUSHSTRIKE)) {
  3504. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  3505. short index = sd->equip_index[EQI_HAND_R];
  3506. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3507. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sd->inventory_data[index]->atk +
  3508. 100 * sd->inventory_data[index]->weapon_level * (sd->inventory.u.items_inventory[index].refine + 6);
  3509. }
  3510. status_change_end(src,SC_CRUSHSTRIKE);
  3511. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  3512. } else {
  3513. if (sc->getSCE(SC_GIANTGROWTH) && (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) { // Increase damage again if Crush Strike is not active
  3514. if (map_flag_vs(src->m)) // Only half of the 2.5x increase on versus-type maps
  3515. skillratio += 125;
  3516. else
  3517. skillratio += 250;
  3518. }
  3519. }
  3520. }
  3521. }
  3522. switch(skill_id) {
  3523. case SM_BASH:
  3524. case MS_BASH:
  3525. skillratio += 30 * skill_lv;
  3526. break;
  3527. case SM_MAGNUM:
  3528. case MS_MAGNUM:
  3529. if(wd->miscflag == 1)
  3530. skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester]
  3531. else
  3532. skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester]
  3533. break;
  3534. case MC_MAMMONITE:
  3535. skillratio += 50 * skill_lv;
  3536. break;
  3537. case HT_POWER:
  3538. skillratio += -50 + 8 * sstatus->str;
  3539. break;
  3540. case AC_DOUBLE:
  3541. case MA_DOUBLE:
  3542. skillratio += 10 * (skill_lv - 1);
  3543. break;
  3544. case AC_SHOWER:
  3545. case MA_SHOWER:
  3546. #ifdef RENEWAL
  3547. skillratio += 50 + 10 * skill_lv;
  3548. #else
  3549. skillratio += -25 + 5 * skill_lv;
  3550. #endif
  3551. break;
  3552. case AC_CHARGEARROW:
  3553. case MA_CHARGEARROW:
  3554. skillratio += 50;
  3555. break;
  3556. #ifndef RENEWAL
  3557. case HT_FREEZINGTRAP:
  3558. case MA_FREEZINGTRAP:
  3559. skillratio += -50 + 10 * skill_lv;
  3560. break;
  3561. #endif
  3562. case KN_PIERCE:
  3563. skillratio += 10 * skill_lv;
  3564. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  3565. skillratio *= 2;
  3566. break;
  3567. case ML_PIERCE:
  3568. skillratio += 10 * skill_lv;
  3569. break;
  3570. case MER_CRASH:
  3571. skillratio += 10 * skill_lv;
  3572. break;
  3573. case KN_SPEARSTAB:
  3574. skillratio += 20 * skill_lv;
  3575. break;
  3576. case KN_SPEARBOOMERANG:
  3577. skillratio += 50 * skill_lv;
  3578. break;
  3579. #ifdef RENEWAL
  3580. case KN_BRANDISHSPEAR:
  3581. skillratio += -100 + 400 + 100 * skill_lv + sstatus->str * 3;
  3582. break;
  3583. #else
  3584. case KN_BRANDISHSPEAR:
  3585. #endif
  3586. case ML_BRANDISH:
  3587. {
  3588. int ratio = 100 + 20 * skill_lv;
  3589. skillratio += -100 + ratio;
  3590. if(skill_lv > 3 && wd->miscflag == 0)
  3591. skillratio += ratio / 2;
  3592. if(skill_lv > 6 && wd->miscflag == 0)
  3593. skillratio += ratio / 4;
  3594. if(skill_lv > 9 && wd->miscflag == 0)
  3595. skillratio += ratio / 8;
  3596. if(skill_lv > 6 && wd->miscflag == 1)
  3597. skillratio += ratio / 2;
  3598. if(skill_lv > 9 && wd->miscflag == 1)
  3599. skillratio += ratio / 4;
  3600. if(skill_lv > 9 && wd->miscflag == 2)
  3601. skillratio += ratio / 2;
  3602. }
  3603. break;
  3604. case KN_BOWLINGBASH:
  3605. case MS_BOWLINGBASH:
  3606. skillratio += 40 * skill_lv;
  3607. break;
  3608. case AS_GRIMTOOTH:
  3609. skillratio += 20 * skill_lv;
  3610. break;
  3611. case AS_POISONREACT:
  3612. skillratio += 30 * skill_lv;
  3613. break;
  3614. case AS_SONICBLOW:
  3615. #ifdef RENEWAL
  3616. skillratio += 100 + 100 * skill_lv;
  3617. if (tstatus->hp < tstatus->max_hp >> 1)
  3618. skillratio += skillratio / 2;
  3619. #else
  3620. skillratio += 300 + 40 * skill_lv;
  3621. #endif
  3622. break;
  3623. case TF_SPRINKLESAND:
  3624. skillratio += 30;
  3625. break;
  3626. case MC_CARTREVOLUTION:
  3627. skillratio += 50;
  3628. if(sd && sd->cart_weight)
  3629. skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
  3630. else if (!sd)
  3631. skillratio += 100; //Max damage for non players.
  3632. break;
  3633. case NPC_PIERCINGATT:
  3634. skillratio += -25; //75% base damage
  3635. break;
  3636. case NPC_COMBOATTACK:
  3637. skillratio += 25 * skill_lv;
  3638. break;
  3639. case NPC_RANDOMATTACK:
  3640. case NPC_WATERATTACK:
  3641. case NPC_GROUNDATTACK:
  3642. case NPC_FIREATTACK:
  3643. case NPC_WINDATTACK:
  3644. case NPC_POISONATTACK:
  3645. case NPC_HOLYATTACK:
  3646. case NPC_DARKNESSATTACK:
  3647. case NPC_UNDEADATTACK:
  3648. case NPC_TELEKINESISATTACK:
  3649. case NPC_BLOODDRAIN:
  3650. case NPC_ACIDBREATH:
  3651. case NPC_DARKNESSBREATH:
  3652. case NPC_FIREBREATH:
  3653. case NPC_ICEBREATH:
  3654. case NPC_THUNDERBREATH:
  3655. case NPC_HELLJUDGEMENT:
  3656. case NPC_PULSESTRIKE:
  3657. skillratio += 100 * (skill_lv - 1);
  3658. break;
  3659. case NPC_REVERBERATION_ATK:
  3660. skillratio += 400 + 200 * skill_lv;
  3661. break;
  3662. case RG_BACKSTAP:
  3663. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  3664. skillratio += (200 + 40 * skill_lv) / 2;
  3665. else
  3666. skillratio += 200 + 40 * skill_lv;
  3667. break;
  3668. case RG_RAID:
  3669. #ifdef RENEWAL
  3670. skillratio += -100 + 50 + skill_lv * 150;
  3671. #else
  3672. skillratio += 40 * skill_lv;
  3673. #endif
  3674. break;
  3675. case RG_INTIMIDATE:
  3676. skillratio += 30 * skill_lv;
  3677. break;
  3678. case CR_SHIELDCHARGE:
  3679. skillratio += 20 * skill_lv;
  3680. break;
  3681. case CR_SHIELDBOOMERANG:
  3682. #ifdef RENEWAL
  3683. skillratio += -100 + skill_lv * 80;
  3684. #else
  3685. skillratio += 30 * skill_lv;
  3686. #endif
  3687. break;
  3688. case NPC_DARKCROSS:
  3689. case CR_HOLYCROSS:
  3690. #ifdef RENEWAL
  3691. if(sd && sd->status.weapon == W_2HSPEAR)
  3692. skillratio += 70 * skill_lv;
  3693. else
  3694. #endif
  3695. skillratio += 35 * skill_lv;
  3696. break;
  3697. case AM_DEMONSTRATION:
  3698. skillratio += 20 * skill_lv;
  3699. break;
  3700. case AM_ACIDTERROR:
  3701. #ifdef RENEWAL
  3702. skillratio += -100 + 200 * skill_lv;
  3703. if (sd && pc_checkskill(sd, AM_LEARNINGPOTION))
  3704. skillratio += 100; // !TODO: What's this bonus increase?
  3705. #else
  3706. skillratio += 40 * skill_lv;
  3707. #endif
  3708. break;
  3709. case MO_FINGEROFFENSIVE:
  3710. #ifdef RENEWAL
  3711. skillratio += 500 + skill_lv * 200;
  3712. if (tsc && tsc->getSCE(SC_BLADESTOP))
  3713. skillratio += skillratio / 2;
  3714. #else
  3715. skillratio += 50 * skill_lv;
  3716. #endif
  3717. break;
  3718. case MO_INVESTIGATE:
  3719. #ifdef RENEWAL
  3720. skillratio += -100 + 100 * skill_lv;
  3721. if (tsc && tsc->getSCE(SC_BLADESTOP))
  3722. skillratio += skillratio / 2;
  3723. #else
  3724. skillratio += 75 * skill_lv;
  3725. #endif
  3726. break;
  3727. case MO_EXTREMITYFIST:
  3728. skillratio += 100 * (7 + sstatus->sp / 10);
  3729. #ifdef RENEWAL
  3730. if (wd->miscflag&1)
  3731. skillratio *= 2; // More than 5 spirit balls active
  3732. #endif
  3733. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  3734. break;
  3735. case MO_TRIPLEATTACK:
  3736. skillratio += 20 * skill_lv;
  3737. break;
  3738. case MO_CHAINCOMBO:
  3739. #ifdef RENEWAL
  3740. skillratio += 150 + 50 * skill_lv;
  3741. if (sd && sd->status.weapon == W_KNUCKLE)
  3742. skillratio *= 2;
  3743. #else
  3744. skillratio += 50 + 50 * skill_lv;
  3745. #endif
  3746. break;
  3747. case MO_COMBOFINISH:
  3748. #ifdef RENEWAL
  3749. skillratio += 450 + 50 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  3750. #else
  3751. skillratio += 140 + 60 * skill_lv;
  3752. #endif
  3753. if (sc->getSCE(SC_GT_ENERGYGAIN))
  3754. skillratio += skillratio * 50 / 100;
  3755. break;
  3756. case BA_MUSICALSTRIKE:
  3757. case DC_THROWARROW:
  3758. #ifdef RENEWAL
  3759. skillratio += 10 + 40 * skill_lv;
  3760. #else
  3761. skillratio += 25 + 25 * skill_lv;
  3762. #endif
  3763. break;
  3764. case CH_TIGERFIST:
  3765. #ifdef RENEWAL
  3766. skillratio += 400 + 150 * skill_lv;
  3767. RE_LVL_DMOD(100);
  3768. #else
  3769. skillratio += -60 + 100 * skill_lv;
  3770. #endif
  3771. if (sc->getSCE(SC_GT_ENERGYGAIN))
  3772. skillratio += skillratio * 50 / 100;
  3773. break;
  3774. case CH_CHAINCRUSH:
  3775. #ifdef RENEWAL
  3776. skillratio += -100 + 200 * skill_lv;
  3777. RE_LVL_DMOD(100);
  3778. #else
  3779. skillratio += 300 + 100 * skill_lv;
  3780. #endif
  3781. if (sc->getSCE(SC_GT_ENERGYGAIN))
  3782. skillratio += skillratio * 50 / 100;
  3783. break;
  3784. case CH_PALMSTRIKE:
  3785. #ifdef RENEWAL
  3786. skillratio += 100 + 100 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  3787. RE_LVL_DMOD(100);
  3788. #else
  3789. skillratio += 100 + 100 * skill_lv;
  3790. #endif
  3791. break;
  3792. case LK_HEADCRUSH:
  3793. skillratio += 40 * skill_lv;
  3794. break;
  3795. case LK_JOINTBEAT:
  3796. skillratio += 10 * skill_lv - 50;
  3797. if (wd->miscflag & BREAK_NECK || (tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)) // The 2x damage is only for the BREAK_NECK ailment.
  3798. skillratio <<= 1;
  3799. break;
  3800. #ifdef RENEWAL
  3801. // Renewal: skill ratio applies to entire damage [helvetica]
  3802. case LK_SPIRALPIERCE:
  3803. skillratio += 50 + 50 * skill_lv;
  3804. RE_LVL_DMOD(100);
  3805. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  3806. skillratio *= 2;
  3807. break;
  3808. case ML_SPIRALPIERCE:
  3809. skillratio += 50 + 50 * skill_lv;
  3810. RE_LVL_DMOD(100);
  3811. break;
  3812. #endif
  3813. case ASC_METEORASSAULT:
  3814. #ifdef RENEWAL
  3815. skillratio += 100 + 120 * skill_lv;
  3816. RE_LVL_DMOD(100);
  3817. #else
  3818. skillratio += -60 + 40 * skill_lv;
  3819. #endif
  3820. break;
  3821. case SN_SHARPSHOOTING:
  3822. if (src->type == BL_MOB) { // TODO: Did these formulas change in the renewal balancing?
  3823. if (wd->miscflag & 2) // Splash damage bonus
  3824. skillratio += -100 + 140 * skill_lv;
  3825. else
  3826. skillratio += 100 + 50 * skill_lv;
  3827. break;
  3828. }
  3829. // Fall through
  3830. case MA_SHARPSHOOTING:
  3831. #ifdef RENEWAL
  3832. skillratio += -100 + 300 + 300 * skill_lv;
  3833. RE_LVL_DMOD(100);
  3834. #else
  3835. skillratio += 100 + 50 * skill_lv;
  3836. #endif
  3837. break;
  3838. #ifdef RENEWAL
  3839. case CR_ACIDDEMONSTRATION:
  3840. skillratio += -100 + 200 * skill_lv + sstatus->int_ + tstatus->vit; // !TODO: Confirm status bonus
  3841. if (target->type == BL_PC)
  3842. skillratio /= 2;
  3843. break;
  3844. #endif
  3845. case CG_ARROWVULCAN:
  3846. #ifdef RENEWAL
  3847. skillratio += 400 + 100 * skill_lv;
  3848. RE_LVL_DMOD(100);
  3849. #else
  3850. skillratio += 100 + 100 * skill_lv;
  3851. #endif
  3852. break;
  3853. case AS_SPLASHER:
  3854. #ifdef RENEWAL
  3855. skillratio += -100 + 400 + 100 * skill_lv;
  3856. #else
  3857. skillratio += 400 + 50 * skill_lv;
  3858. #endif
  3859. if(sd)
  3860. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  3861. break;
  3862. case ASC_BREAKER:
  3863. #ifdef RENEWAL
  3864. skillratio += -100 + 150 * skill_lv + sstatus->str + sstatus->int_; // !TODO: Confirm stat modifier
  3865. RE_LVL_DMOD(100);
  3866. #else
  3867. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  3868. skillratio += -100 + 100 * skill_lv;
  3869. #endif
  3870. break;
  3871. case PA_SACRIFICE:
  3872. skillratio += -10 + 10 * skill_lv;
  3873. break;
  3874. case PA_SHIELDCHAIN:
  3875. #ifdef RENEWAL
  3876. skillratio = 60 + 40 * skill_lv;
  3877. RE_LVL_DMOD(100);
  3878. #else
  3879. skillratio += 30 * skill_lv;
  3880. #endif
  3881. if (sc && sc->getSCE(SC_SHIELD_POWER))// Whats the official increase? [Rytech]
  3882. skillratio += skillratio * 50 / 100;
  3883. break;
  3884. case WS_CARTTERMINATION:
  3885. i = 10 * (16 - skill_lv);
  3886. if (i < 1) i = 1;
  3887. //Preserve damage ratio when max cart weight is changed.
  3888. if (sd && sd->cart_weight)
  3889. skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100;
  3890. else if (!sd)
  3891. skillratio += 80000 / i - 100;
  3892. break;
  3893. case TK_DOWNKICK:
  3894. case TK_STORMKICK:
  3895. skillratio += 60 + 20 * skill_lv;
  3896. break;
  3897. case TK_TURNKICK:
  3898. case TK_COUNTER:
  3899. skillratio += 90 + 30 * skill_lv;
  3900. break;
  3901. case TK_JUMPKICK:
  3902. //Different damage formulas depending on damage trigger
  3903. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
  3904. skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
  3905. else if (wd->miscflag) {
  3906. skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
  3907. if (sc && sc->getSCE(SC_SPURT)) //Spurt formula [8%*baselevel]
  3908. skillratio *= 2;
  3909. }
  3910. else
  3911. skillratio += -70 + 10 * skill_lv;
  3912. break;
  3913. case GS_TRIPLEACTION:
  3914. skillratio += 50 * skill_lv;
  3915. break;
  3916. case GS_BULLSEYE:
  3917. //Only works well against brute/demihumans non bosses.
  3918. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM) && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  3919. skillratio += 400;
  3920. break;
  3921. case GS_TRACKING:
  3922. skillratio += 100 * (skill_lv + 1);
  3923. break;
  3924. case GS_PIERCINGSHOT:
  3925. #ifdef RENEWAL
  3926. if (sd && sd->weapontype1 == W_RIFLE)
  3927. skillratio += 150 + 30 * skill_lv;
  3928. else
  3929. skillratio += 100 + 20 * skill_lv;
  3930. #else
  3931. skillratio += 20 * skill_lv;
  3932. #endif
  3933. break;
  3934. case GS_RAPIDSHOWER:
  3935. skillratio += 400 + 50 * skill_lv;
  3936. break;
  3937. case GS_DESPERADO:
  3938. skillratio += 50 * (skill_lv - 1);
  3939. if (sc && sc->getSCE(SC_FALLEN_ANGEL))
  3940. skillratio *= 2;
  3941. break;
  3942. case GS_DUST:
  3943. skillratio += 50 * skill_lv;
  3944. break;
  3945. case GS_FULLBUSTER:
  3946. skillratio += 100 * (skill_lv + 2);
  3947. break;
  3948. case GS_SPREADATTACK:
  3949. #ifdef RENEWAL
  3950. skillratio += 30 * skill_lv;
  3951. #else
  3952. skillratio += 20 * (skill_lv - 1);
  3953. #endif
  3954. break;
  3955. #ifdef RENEWAL
  3956. case GS_GROUNDDRIFT:
  3957. skillratio += 100 + 20 * skill_lv;
  3958. break;
  3959. #endif
  3960. case NJ_HUUMA:
  3961. #ifdef RENEWAL
  3962. skillratio += -150 + 250 * skill_lv;
  3963. #else
  3964. skillratio += 50 + 150 * skill_lv;
  3965. #endif
  3966. break;
  3967. case NJ_TATAMIGAESHI:
  3968. skillratio += 10 * skill_lv;
  3969. #ifdef RENEWAL
  3970. skillratio *= 2;
  3971. #endif
  3972. break;
  3973. case NJ_KASUMIKIRI:
  3974. #ifdef RENEWAL
  3975. skillratio += 20 * skill_lv;
  3976. #else
  3977. skillratio += 10 * skill_lv;
  3978. #endif
  3979. break;
  3980. case NJ_KIRIKAGE:
  3981. #ifdef RENEWAL
  3982. skillratio += -50 + 150 * skill_lv;
  3983. #else
  3984. skillratio += 100 * (skill_lv - 1);
  3985. #endif
  3986. break;
  3987. #ifdef RENEWAL
  3988. case NJ_SYURIKEN:
  3989. skillratio += 5 * skill_lv;
  3990. break;
  3991. case NJ_KUNAI:
  3992. skillratio += -100 + 100 * skill_lv;
  3993. break;
  3994. case KN_CHARGEATK:
  3995. skillratio += 600;
  3996. break;
  3997. case AS_VENOMKNIFE:
  3998. skillratio += 400;
  3999. break;
  4000. #else
  4001. case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500%
  4002. int k = (wd->miscflag-1)/3;
  4003. if (k < 0)
  4004. k = 0;
  4005. else if (k > 4)
  4006. k = 4;
  4007. skillratio += 100 * k;
  4008. }
  4009. break;
  4010. #endif
  4011. case HT_PHANTASMIC:
  4012. #ifdef RENEWAL
  4013. skillratio += 400;
  4014. #else
  4015. skillratio += 50;
  4016. #endif
  4017. break;
  4018. case MO_BALKYOUNG:
  4019. #ifdef RENEWAL
  4020. skillratio += 700;
  4021. #else
  4022. skillratio += 200;
  4023. #endif
  4024. break;
  4025. case HFLI_MOON: //[orn]
  4026. skillratio += 10 + 110 * skill_lv;
  4027. break;
  4028. case HFLI_SBR44: //[orn]
  4029. skillratio += 100 * (skill_lv - 1);
  4030. break;
  4031. case NPC_VAMPIRE_GIFT:
  4032. skillratio += ((skill_lv - 1) % 5 + 1) * 100;
  4033. break;
  4034. case RK_SONICWAVE:
  4035. skillratio += -100 + 1050 + 150 * skill_lv;
  4036. RE_LVL_DMOD(100);
  4037. break;
  4038. case RK_HUNDREDSPEAR:
  4039. skillratio += -100 + 600 + 200 * skill_lv;
  4040. if (sd)
  4041. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  4042. RE_LVL_DMOD(100);
  4043. if (sc) {
  4044. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  4045. skillratio *= 2;
  4046. if (sc->getSCE(SC_DRAGONIC_AURA))// Need official damage increase. [Rytech]
  4047. skillratio += skillratio * 50 / 100;
  4048. }
  4049. break;
  4050. case RK_WINDCUTTER:
  4051. if (sd) {
  4052. if (sd->weapontype1 == W_2HSWORD)
  4053. skillratio += -100 + 250 * skill_lv;
  4054. else if (sd->weapontype1 == W_1HSPEAR || sd->weapontype1 == W_2HSPEAR)
  4055. skillratio += -100 + 400 * skill_lv;
  4056. else
  4057. skillratio += -100 + 300 * skill_lv;
  4058. } else
  4059. skillratio += -100 + 300 * skill_lv;
  4060. RE_LVL_DMOD(100);
  4061. break;
  4062. case RK_IGNITIONBREAK:
  4063. skillratio += -100 + 450 * skill_lv;
  4064. RE_LVL_DMOD(100);
  4065. break;
  4066. case NPC_IGNITIONBREAK:
  4067. // 3x3 cell Damage = 1000 1500 2000 2500 3000 %
  4068. // 7x7 cell Damage = 750 1250 1750 2250 2750 %
  4069. // 11x11 cell Damage = 500 1000 1500 2000 2500 %
  4070. i = distance_bl(src,target);
  4071. if (i < 2)
  4072. skillratio += -100 + 500 * (skill_lv + 1);
  4073. else if (i < 4)
  4074. skillratio += -100 + 250 + 500 * skill_lv;
  4075. else
  4076. skillratio += -100 + 500 * skill_lv;
  4077. break;
  4078. case RK_STORMBLAST:
  4079. skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + sstatus->str / 6) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's STR / 6)} x 100] %
  4080. RE_LVL_DMOD(100);
  4081. break;
  4082. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  4083. skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  4084. RE_LVL_DMOD(150); // Base level bonus.
  4085. break;
  4086. // case NPC_PHANTOMTHRUST: // ATK = 100% for all level
  4087. case GC_CROSSIMPACT:
  4088. skillratio += -100 + 1400 + 150 * skill_lv;
  4089. RE_LVL_DMOD(100);
  4090. break;
  4091. case GC_COUNTERSLASH:
  4092. //ATK [{(Skill Level x 150) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  4093. skillratio += -100 + 300 + 150 * skill_lv;
  4094. RE_LVL_DMOD(120);
  4095. break;
  4096. case GC_VENOMPRESSURE:
  4097. skillratio += 900;
  4098. break;
  4099. case GC_PHANTOMMENACE:
  4100. skillratio += 200;
  4101. break;
  4102. case GC_ROLLINGCUTTER:
  4103. skillratio += -100 + 50 + 80 * skill_lv;
  4104. RE_LVL_DMOD(100);
  4105. break;
  4106. case GC_CROSSRIPPERSLASHER:
  4107. skillratio += -100 + 80 * skill_lv + (sstatus->agi * 3);
  4108. RE_LVL_DMOD(100);
  4109. if (sc && sc->getSCE(SC_ROLLINGCUTTER))
  4110. skillratio += sc->getSCE(SC_ROLLINGCUTTER)->val1 * 200;
  4111. break;
  4112. case GC_DARKCROW:
  4113. skillratio += 100 * (skill_lv - 1);
  4114. break;
  4115. case AB_DUPLELIGHT_MELEE:
  4116. skillratio += 50 + 15 * skill_lv;
  4117. break;
  4118. case NPC_ARROWSTORM:
  4119. if (skill_lv > 4)
  4120. skillratio += 1900;
  4121. else
  4122. skillratio += 900;
  4123. break;
  4124. case NPC_DRAGONBREATH:
  4125. if (skill_lv > 5)
  4126. skillratio += 500 + 500 * (skill_lv - 5); // Level 6-10 is using water element, like RK_DRAGONBREATH_WATER
  4127. else
  4128. skillratio += 500 + 500 * skill_lv; // Level 1-5 is using fire element, like RK_DRAGONBREATH
  4129. break;
  4130. case RA_ARROWSTORM:
  4131. if (sc && sc->getSCE(SC_FEARBREEZE))
  4132. skillratio += -100 + 200 + 250 * skill_lv;
  4133. else
  4134. skillratio += -100 + 200 + 180 * skill_lv;
  4135. RE_LVL_DMOD(100);
  4136. break;
  4137. case RA_AIMEDBOLT:
  4138. if (sc && sc->getSCE(SC_FEARBREEZE))
  4139. skillratio += -100 + 800 + 35 * skill_lv;
  4140. else
  4141. skillratio += -100 + 500 + 20 * skill_lv;
  4142. RE_LVL_DMOD(100);
  4143. break;
  4144. case RA_CLUSTERBOMB:
  4145. skillratio += 100 + 100 * skill_lv;
  4146. break;
  4147. case RA_WUGDASH:// ATK 300%
  4148. skillratio += 200;
  4149. break;
  4150. case RA_WUGSTRIKE:
  4151. skillratio += -100 + 200 * skill_lv;
  4152. break;
  4153. case RA_WUGBITE:
  4154. skillratio += 300 + 200 * skill_lv;
  4155. if (skill_lv == 5)
  4156. skillratio += 100;
  4157. break;
  4158. case RA_SENSITIVEKEEN:
  4159. skillratio += 50 * skill_lv;
  4160. break;
  4161. case NC_BOOSTKNUCKLE:
  4162. skillratio += 200 * skill_lv + sstatus->dex / 6; // !TODO: What's the DEX bonus?
  4163. RE_LVL_DMOD(100);
  4164. break;
  4165. case NC_PILEBUNKER:
  4166. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  4167. RE_LVL_DMOD(100);
  4168. break;
  4169. case NC_VULCANARM:
  4170. skillratio += -100 + 140 * skill_lv + sstatus->dex / 6; // !TODO: What's the DEX bonus?
  4171. RE_LVL_DMOD(100);
  4172. break;
  4173. case NC_FLAMELAUNCHER:
  4174. case NC_COLDSLOWER:
  4175. skillratio += 200 + 300 * skill_lv;
  4176. RE_LVL_DMOD(150);
  4177. break;
  4178. case NC_ARMSCANNON:
  4179. skillratio += -100 + 400 + 300 * skill_lv;
  4180. RE_LVL_DMOD(100);
  4181. break;
  4182. case NC_AXEBOOMERANG:
  4183. skillratio += 150 + 50 * skill_lv;
  4184. if (sd) {
  4185. short index = sd->equip_index[EQI_HAND_R];
  4186. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  4187. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  4188. }
  4189. RE_LVL_DMOD(100);
  4190. break;
  4191. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  4192. skillratio += -100 + ((sstatus->str + sstatus->dex)/ 2) + 300 + 100 * skill_lv;
  4193. RE_LVL_DMOD(100);
  4194. if (sc && sc->getSCE(SC_ABR_BATTLE_WARIOR))
  4195. skillratio *= 2;
  4196. break;
  4197. case NC_MAGMA_ERUPTION: // 'Slam' damage
  4198. skillratio += 350 + 50 * skill_lv;
  4199. break;
  4200. case NC_AXETORNADO:
  4201. skillratio += -100 + 200 + 180 * skill_lv + sstatus->vit / 6; // !TODO: What's the VIT bonus?
  4202. RE_LVL_DMOD(100);
  4203. if (sc && sc->getSCE(SC_AXE_STOMP))// Whats the official increase? [Rytech]
  4204. skillratio += skillratio * 50 / 100;
  4205. break;
  4206. case SC_FATALMENACE:
  4207. skillratio += 120 * skill_lv + sstatus->agi / 6; // !TODO: What's the AGI bonus?
  4208. RE_LVL_DMOD(100);
  4209. if (sc && sc->getSCE(SC_ABYSS_DAGGER))
  4210. skillratio += skillratio * 50 / 100;
  4211. break;
  4212. case SC_TRIANGLESHOT:
  4213. skillratio += -100 + 230 * skill_lv + 3 * sstatus->agi;
  4214. RE_LVL_DMOD(100);
  4215. break;
  4216. case SC_FEINTBOMB:
  4217. skillratio += -100 + (skill_lv + 1) * sstatus->dex / 2 * ((sd) ? sd->status.job_level / 10 : 1);
  4218. RE_LVL_DMOD(120);
  4219. break;
  4220. case LG_CANNONSPEAR:
  4221. skillratio += -100 + skill_lv * (50 + sstatus->str);
  4222. RE_LVL_DMOD(100);
  4223. if (sc && sc->getSCE(SC_SPEAR_SCAR))// Whats the official increase? [Rytech]
  4224. skillratio += skillratio * 50 / 100;
  4225. break;
  4226. case LG_BANISHINGPOINT:
  4227. skillratio += -100 + (80 * skill_lv) + ((sd) ? pc_checkskill(sd,SM_BASH) * 30 : 0);
  4228. RE_LVL_DMOD(100);
  4229. if (sc && sc->getSCE(SC_SPEAR_SCAR))// Whats the official increase? [Rytech]
  4230. skillratio += skillratio * 50 / 100;
  4231. break;
  4232. case LG_SHIELDPRESS:
  4233. skillratio += -100 + 200 * skill_lv + sstatus->str;
  4234. if (sd) {
  4235. short index = sd->equip_index[EQI_HAND_L];
  4236. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4237. skillratio += sd->inventory_data[index]->weight / 10;
  4238. }
  4239. RE_LVL_DMOD(100);
  4240. if (sc && sc->getSCE(SC_SHIELD_POWER))// Whats the official increase? [Rytech]
  4241. skillratio += skillratio * 50 / 100;
  4242. break;
  4243. case LG_PINPOINTATTACK:
  4244. skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src);
  4245. RE_LVL_DMOD(120);
  4246. break;
  4247. case LG_RAGEBURST:
  4248. if (sd && sd->spiritball_old)
  4249. skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  4250. else
  4251. skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src));
  4252. RE_LVL_DMOD(100);
  4253. break;
  4254. case LG_MOONSLASHER:
  4255. skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0);
  4256. RE_LVL_DMOD(100);
  4257. break;
  4258. case LG_OVERBRAND:
  4259. if(sc && sc->getSCE(SC_OVERBRANDREADY))
  4260. skillratio += -100 + 450 * skill_lv;
  4261. else
  4262. skillratio += -100 + 300 * skill_lv;
  4263. skillratio += ((sd) ? pc_checkskill(sd, CR_SPEARQUICKEN) * 50 : 0);
  4264. RE_LVL_DMOD(100);
  4265. break;
  4266. case LG_EARTHDRIVE:
  4267. skillratio += -100 + 380 * skill_lv + ((sstatus->str + sstatus->vit) / 6); // !TODO: What's the STR/VIT bonus?
  4268. RE_LVL_DMOD(100);
  4269. if (sc && sc->getSCE(SC_SHIELD_POWER))// Whats the official increase? [Rytech]
  4270. skillratio += skillratio * 50 / 100;
  4271. break;
  4272. case LG_HESPERUSLIT:
  4273. if (sc && sc->getSCE(SC_INSPIRATION))
  4274. skillratio += -100 + 450 * skill_lv;
  4275. else
  4276. skillratio += -100 + 300 * skill_lv;
  4277. skillratio += sstatus->vit / 6; // !TODO: What's the VIT bonus?
  4278. RE_LVL_DMOD(100);
  4279. break;
  4280. case SR_EARTHSHAKER:
  4281. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD) || tsc->getSCE(SC__SHADOWFORM))) {
  4282. //[(Skill Level x 300) x (Caster Base Level / 100) + (Caster STR x 3)] %
  4283. skillratio += -100 + 300 * skill_lv;
  4284. RE_LVL_DMOD(100);
  4285. skillratio += status_get_str(src) * 3;
  4286. } else { //[(Skill Level x 400) x (Caster Base Level / 100) + (Caster STR x 2)] %
  4287. skillratio += -100 + 400 * skill_lv;
  4288. RE_LVL_DMOD(100);
  4289. skillratio += status_get_str(src) * 2;
  4290. }
  4291. break;
  4292. case SR_DRAGONCOMBO:
  4293. skillratio += 100 + 80 * skill_lv;
  4294. RE_LVL_DMOD(100);
  4295. break;
  4296. case SR_FALLENEMPIRE:
  4297. // ATK [(Skill Level x 300 + 100) x Caster Base Level / 150] %
  4298. skillratio += 300 * skill_lv;
  4299. RE_LVL_DMOD(150);
  4300. break;
  4301. case SR_TIGERCANNON:
  4302. {
  4303. unsigned int hp = sstatus->max_hp * (10 + (skill_lv * 2)) / 100,
  4304. sp = sstatus->max_sp * (5 + skill_lv) / 100;
  4305. if (wd->miscflag&8)
  4306. // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  4307. skillratio += -100 + (hp + sp) / 2;
  4308. else
  4309. // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  4310. skillratio += -100 + (hp + sp) / 4;
  4311. RE_LVL_DMOD(100);
  4312. }
  4313. if (sc->getSCE(SC_GT_REVITALIZE))
  4314. skillratio += skillratio * 30 / 100;
  4315. break;
  4316. case SR_SKYNETBLOW:
  4317. //ATK [{(Skill Level x 200) + (Caster AGI)} x Caster Base Level / 100] %
  4318. skillratio += -100 + 200 * skill_lv + sstatus->agi / 6; // !TODO: Confirm AGI bonus
  4319. RE_LVL_DMOD(100);
  4320. break;
  4321. case SR_RAMPAGEBLASTER:
  4322. if (tsc && tsc->getSCE(SC_EARTHSHAKER)) {
  4323. skillratio += 1400 + 550 * skill_lv;
  4324. RE_LVL_DMOD(120);
  4325. } else {
  4326. skillratio += 900 + 350 * skill_lv;
  4327. RE_LVL_DMOD(150);
  4328. }
  4329. if (sc->getSCE(SC_GT_CHANGE))
  4330. skillratio += skillratio * 30 / 100;
  4331. break;
  4332. case SR_KNUCKLEARROW:
  4333. 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)] %
  4334. skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5;
  4335. if (tsd && tsd->weight)
  4336. skillratio += 100 * tsd->weight / tsd->max_weight;
  4337. RE_LVL_DMOD(150);
  4338. } else {
  4339. if (status_get_class_(target) == CLASS_BOSS)
  4340. skillratio += 400 + 200 * skill_lv;
  4341. else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  4342. skillratio += 400 + 100 * skill_lv;
  4343. RE_LVL_DMOD(100);
  4344. }
  4345. if (sc->getSCE(SC_GT_CHANGE))
  4346. skillratio += skillratio * 30 / 100;
  4347. break;
  4348. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  4349. skillratio += -100 + status_get_lv(src) + sstatus->dex;
  4350. RE_LVL_DMOD(100);
  4351. break;
  4352. case SR_GATEOFHELL:
  4353. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE)
  4354. skillratio += -100 + 800 * skill_lv;
  4355. else
  4356. skillratio += -100 + 500 * skill_lv;
  4357. RE_LVL_DMOD(100);
  4358. if (sc->getSCE(SC_GT_REVITALIZE))
  4359. skillratio += skillratio * 30 / 100;
  4360. break;
  4361. case SR_GENTLETOUCH_QUIET:
  4362. skillratio += -100 + 100 * skill_lv + sstatus->dex;
  4363. RE_LVL_DMOD(100);
  4364. break;
  4365. case SR_HOWLINGOFLION:
  4366. skillratio += -100 + 500 * skill_lv;
  4367. RE_LVL_DMOD(100);
  4368. break;
  4369. case SR_RIDEINLIGHTNING:
  4370. skillratio += -100 + 40 * skill_lv;
  4371. if (sd && sd->status.weapon == W_KNUCKLE)
  4372. skillratio += 50 * skill_lv;
  4373. RE_LVL_DMOD(100);
  4374. break;
  4375. case WM_SEVERE_RAINSTORM_MELEE:
  4376. //ATK [{(Caster DEX / 300 + AGI / 200)} x Caster Base Level / 100] %
  4377. skillratio += -100 + 100 * skill_lv + (sstatus->dex / 300 + sstatus->agi / 200);
  4378. if (wd->miscflag&4) // Whip/Instrument equipped
  4379. skillratio += 20 * skill_lv;
  4380. RE_LVL_DMOD(100);
  4381. break;
  4382. case WM_GREAT_ECHO:
  4383. skillratio += -100 + 250 + 500 * skill_lv;
  4384. if (sd) {
  4385. skillratio += pc_checkskill(sd, WM_LESSON) * 50; // !TODO: Confirm bonus
  4386. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  4387. skillratio <<= 1;
  4388. }
  4389. RE_LVL_DMOD(100);
  4390. break;
  4391. case GN_CART_TORNADO: { // ATK [( Skill Level x 200 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  4392. skillratio += -100 + 200 * skill_lv;
  4393. if(sd && sd->cart_weight)
  4394. skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  4395. if (sc && sc->getSCE(SC_BIONIC_WOODENWARRIOR))
  4396. skillratio *= 2;
  4397. }
  4398. break;
  4399. case GN_CARTCANNON:
  4400. skillratio += -100 + (250 + 20 * pc_checkskill(sd, GN_REMODELING_CART)) * skill_lv + 2 * sstatus->int_ / (6 - pc_checkskill(sd, GN_REMODELING_CART));
  4401. RE_LVL_DMOD(100);
  4402. break;
  4403. case GN_SPORE_EXPLOSION:
  4404. skillratio += -100 + 400 + 200 * skill_lv;
  4405. RE_LVL_DMOD(100);
  4406. if (sc && sc->getSCE(SC_BIONIC_WOODEN_FAIRY))
  4407. skillratio *= 2;
  4408. break;
  4409. case GN_WALLOFTHORN:
  4410. skillratio += 10 * skill_lv;
  4411. break;
  4412. case GN_CRAZYWEED_ATK:
  4413. skillratio += -100 + 700 + 100 * skill_lv;
  4414. RE_LVL_DMOD(100);
  4415. break;
  4416. case GN_SLINGITEM_RANGEMELEEATK:
  4417. if( sd ) {
  4418. switch( sd->itemid ) {
  4419. case ITEMID_APPLE_BOMB:
  4420. skillratio += 200 + status_get_str(src) + status_get_dex(src);
  4421. break;
  4422. case ITEMID_COCONUT_BOMB:
  4423. case ITEMID_PINEAPPLE_BOMB:
  4424. skillratio += 700 + status_get_str(src) + status_get_dex(src);
  4425. break;
  4426. case ITEMID_MELON_BOMB:
  4427. skillratio += 400 + status_get_str(src) + status_get_dex(src);
  4428. break;
  4429. case ITEMID_BANANA_BOMB:
  4430. skillratio += 777 + status_get_str(src) + status_get_dex(src);
  4431. break;
  4432. case ITEMID_BLACK_LUMP:
  4433. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
  4434. break;
  4435. case ITEMID_BLACK_HARD_LUMP:
  4436. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
  4437. break;
  4438. case ITEMID_VERY_HARD_LUMP:
  4439. skillratio += -100 + status_get_str(src) + status_get_agi(src) + status_get_dex(src);
  4440. break;
  4441. }
  4442. RE_LVL_DMOD(100);
  4443. }
  4444. break;
  4445. case GN_HELLS_PLANT_ATK:
  4446. skillratio += -100 + 100 * skill_lv + sstatus->int_ * (sd ? pc_checkskill(sd, AM_CANNIBALIZE) : 5); // !TODO: Confirm INT and Cannibalize bonus
  4447. RE_LVL_DMOD(100);
  4448. break;
  4449. // Physical Elemantal Spirits Attack Skills
  4450. case EL_CIRCLE_OF_FIRE:
  4451. case EL_FIRE_BOMB_ATK:
  4452. case EL_STONE_RAIN:
  4453. skillratio += 200;
  4454. break;
  4455. case EL_FIRE_WAVE_ATK:
  4456. skillratio += 500;
  4457. break;
  4458. case EL_TIDAL_WEAPON:
  4459. skillratio += 1400;
  4460. break;
  4461. case EL_WIND_SLASH:
  4462. skillratio += 100;
  4463. break;
  4464. case EL_HURRICANE:
  4465. skillratio += 600;
  4466. break;
  4467. case EL_TYPOON_MIS:
  4468. case EL_WATER_SCREW_ATK:
  4469. skillratio += 900;
  4470. break;
  4471. case EL_STONE_HAMMER:
  4472. skillratio += 400;
  4473. break;
  4474. case EL_ROCK_CRUSHER:
  4475. skillratio += 700;
  4476. break;
  4477. case KO_JYUMONJIKIRI:
  4478. skillratio += -100 + 200 * skill_lv;
  4479. RE_LVL_DMOD(120);
  4480. if(tsc && tsc->getSCE(SC_JYUMONJIKIRI))
  4481. skillratio += skill_lv * status_get_lv(src);
  4482. if (sc && sc->getSCE(SC_KAGEMUSYA))
  4483. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  4484. break;
  4485. case KO_HUUMARANKA:
  4486. skillratio += -100 + 150 * skill_lv + sstatus->str + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  4487. RE_LVL_DMOD(100);
  4488. if (sc && sc->getSCE(SC_KAGEMUSYA))
  4489. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  4490. break;
  4491. case KO_SETSUDAN:
  4492. skillratio += 100 * (skill_lv - 1);
  4493. RE_LVL_DMOD(100);
  4494. if (tsc) {
  4495. struct status_change_entry *sce;
  4496. if ((sce = tsc->getSCE(SC_SPIRIT)) || (sce = tsc->getSCE(SC_SOULGOLEM)) || (sce = tsc->getSCE(SC_SOULSHADOW)) || (sce = tsc->getSCE(SC_SOULFALCON)) || (sce = tsc->getSCE(SC_SOULFAIRY))) // Bonus damage added when target is soul linked.
  4497. skillratio += 200 * sce->val1;
  4498. }
  4499. break;
  4500. case KO_BAKURETSU:
  4501. skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  4502. RE_LVL_DMOD(120);
  4503. skillratio += 10 * (sd ? sd->status.job_level : 1);
  4504. if (sc && sc->getSCE(SC_KAGEMUSYA))
  4505. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  4506. break;
  4507. case KO_MAKIBISHI:
  4508. skillratio += -100 + 20 * skill_lv;
  4509. break;
  4510. case MH_NEEDLE_OF_PARALYZE:
  4511. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex / 6; // !TODO: Confirm Base Level and DEX bonus
  4512. break;
  4513. case MH_STAHL_HORN:
  4514. skillratio += -100 + 1000 + 300 * skill_lv * status_get_lv(src) / 150 + sstatus->vit / 6; // !TODO: Confirm VIT bonus
  4515. break;
  4516. case MH_LAVA_SLIDE:
  4517. skillratio += -100 + 50 * skill_lv;
  4518. break;
  4519. case MH_SONIC_CRAW:
  4520. skillratio += -100 + 60 * skill_lv * status_get_lv(src) / 150;
  4521. break;
  4522. case MH_SILVERVEIN_RUSH:
  4523. skillratio += -100 + 250 * skill_lv * status_get_lv(src) / 100 + sstatus->str / 6; // !TODO: Confirm STR bonus
  4524. break;
  4525. case MH_MIDNIGHT_FRENZY:
  4526. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 150 + sstatus->str / 6; // !TODO: Confirm STR bonus
  4527. break;
  4528. case MH_MAGMA_FLOW:
  4529. skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120;
  4530. break;
  4531. case RL_MASS_SPIRAL:
  4532. skillratio += -100 + 200 * skill_lv;
  4533. break;
  4534. case RL_FIREDANCE:
  4535. skillratio += 100 + 100 * skill_lv;
  4536. skillratio += (sd ? pc_checkskill(sd, GS_DESPERADO) * 20 : 0);
  4537. RE_LVL_DMOD(100);
  4538. break;
  4539. case RL_BANISHING_BUSTER:
  4540. skillratio += -100 + 1000 + 200 * skill_lv;
  4541. RE_LVL_DMOD(100);
  4542. break;
  4543. case RL_S_STORM:
  4544. skillratio += -100 + 1700 + 200 * skill_lv;
  4545. break;
  4546. case RL_SLUGSHOT:
  4547. if (target->type == BL_MOB)
  4548. skillratio += -100 + 1200 * skill_lv;
  4549. else
  4550. skillratio += -100 + 2000 * skill_lv;
  4551. skillratio *= 2 + tstatus->size;
  4552. break;
  4553. case RL_D_TAIL:
  4554. skillratio += -100 + 500 + 200 * skill_lv;
  4555. if (sd && (wd->miscflag & 8))
  4556. skillratio *= 2;
  4557. RE_LVL_DMOD(100);
  4558. break;
  4559. case RL_R_TRIP:
  4560. skillratio += -100 + 350 * skill_lv;
  4561. RE_LVL_DMOD(100);
  4562. break;
  4563. case RL_R_TRIP_PLUSATK:
  4564. skillratio += -100 + 300 + 300 * skill_lv;
  4565. break;
  4566. case RL_H_MINE:
  4567. if (sd && sd->flicker) // Flicker explosion damage: 500 + 300 * SkillLv
  4568. skillratio += -100 + 500 + 300 * skill_lv;
  4569. else // 200 + 200 * SkillLv
  4570. skillratio += -100 + 200 + 200 * skill_lv;
  4571. break;
  4572. case RL_HAMMER_OF_GOD:
  4573. skillratio += -100 + 100 * skill_lv;
  4574. if (sd) {
  4575. if (wd->miscflag & 8)
  4576. skillratio += 400 * sd->spiritball_old;
  4577. else
  4578. skillratio += 150 * sd->spiritball_old;
  4579. }
  4580. RE_LVL_DMOD(100);
  4581. break;
  4582. case RL_FIRE_RAIN:
  4583. case RL_AM_BLAST:
  4584. skillratio += -100 + 3500 + 300 * skill_lv;
  4585. break;
  4586. case SU_BITE:
  4587. skillratio += 100;
  4588. break;
  4589. case SU_SCRATCH:
  4590. skillratio += -50 + 50 * skill_lv;
  4591. break;
  4592. case SU_SCAROFTAROU:
  4593. skillratio += -100 + 100 * skill_lv;
  4594. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4595. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4596. break;
  4597. case SU_PICKYPECK:
  4598. case SU_PICKYPECK_DOUBLE_ATK:
  4599. skillratio += 100 + 100 * skill_lv;
  4600. if (status_get_hp(target) < status_get_max_hp(target) >> 1)
  4601. skillratio *= 2;
  4602. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4603. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4604. break;
  4605. case SU_LUNATICCARROTBEAT:
  4606. case SU_LUNATICCARROTBEAT2:
  4607. skillratio += 100 + 100 * skill_lv + sstatus->str * 5; // !TODO: What's the STR bonus?
  4608. RE_LVL_DMOD(100);
  4609. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4610. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4611. break;
  4612. case SU_SVG_SPIRIT:
  4613. skillratio += 150 + 150 * skill_lv;
  4614. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4615. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4616. break;
  4617. case SJ_FULLMOONKICK:
  4618. skillratio += 1000 + 100 * skill_lv;
  4619. RE_LVL_DMOD(100);
  4620. if (sc && sc->getSCE(SC_LIGHTOFMOON))
  4621. skillratio += skillratio * sc->getSCE(SC_LIGHTOFMOON)->val2 / 100;
  4622. break;
  4623. case SJ_NEWMOONKICK:
  4624. skillratio += 600 + 100 * skill_lv;
  4625. break;
  4626. case SJ_STAREMPEROR:
  4627. skillratio += 700 + 200 * skill_lv;
  4628. break;
  4629. case SJ_SOLARBURST:
  4630. skillratio += 900 + 220 * skill_lv;
  4631. RE_LVL_DMOD(100);
  4632. if (sc && sc->getSCE(SC_LIGHTOFSUN))
  4633. skillratio += skillratio * sc->getSCE(SC_LIGHTOFSUN)->val2 / 100;
  4634. break;
  4635. case SJ_PROMINENCEKICK:
  4636. skillratio += 50 + 50 * skill_lv;
  4637. break;
  4638. case SJ_FALLINGSTAR_ATK:
  4639. case SJ_FALLINGSTAR_ATK2:
  4640. skillratio += 100 * skill_lv;
  4641. RE_LVL_DMOD(100);
  4642. if (sc && sc->getSCE(SC_LIGHTOFSTAR))
  4643. skillratio += skillratio * sc->getSCE(SC_LIGHTOFSTAR)->val2 / 100;
  4644. break;
  4645. case DK_SERVANTWEAPON_ATK:
  4646. skillratio += 50 + 50 * skill_lv + 5 * sstatus->pow;
  4647. RE_LVL_DMOD(100);
  4648. break;
  4649. case DK_SERVANT_W_PHANTOM:
  4650. skillratio += 100 * skill_lv + 5 * sstatus->pow;
  4651. RE_LVL_DMOD(100);
  4652. break;
  4653. case DK_SERVANT_W_DEMOL:
  4654. skillratio += 600 + 120 * skill_lv;
  4655. RE_LVL_DMOD(100);
  4656. break;
  4657. case DK_HACKANDSLASHER:
  4658. skillratio += -100 + 500 + 250 * skill_lv;
  4659. if (sd && sd->status.weapon == W_2HSWORD) {
  4660. skillratio += 5 * sstatus->pow;
  4661. RE_LVL_DMOD(100); // Only takes place with 2h Sword
  4662. }
  4663. break;
  4664. case DK_HACKANDSLASHER_ATK:
  4665. skillratio += 600 + 120 * skill_lv;
  4666. if (sd && sd->status.weapon == W_2HSPEAR) {
  4667. skillratio += 5 * sstatus->pow;
  4668. RE_LVL_DMOD(100); // Only takes place with 2h Spear
  4669. }
  4670. break;
  4671. case DK_DRAGONIC_AURA:
  4672. skillratio += 950 * skill_lv + 10 * sstatus->pow;
  4673. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  4674. skillratio += 450 * skill_lv;
  4675. RE_LVL_DMOD(100);
  4676. break;
  4677. case DK_MADNESS_CRUSHER:// How does weight affect the damage? [Rytech]
  4678. skillratio += -100 + 450 * skill_lv + 5 * sstatus->pow;
  4679. RE_LVL_DMOD(100);
  4680. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  4681. skillratio *= 2;
  4682. break;
  4683. case DK_STORMSLASH:
  4684. skillratio += -100 + 120 * skill_lv + 5 * sstatus->pow;
  4685. RE_LVL_DMOD(100);
  4686. if (sc && sc->getSCE(SC_GIANTGROWTH))
  4687. skillratio *= 2;
  4688. break;
  4689. case IQ_OLEUM_SANCTUM:
  4690. skillratio += -100 + 400 * skill_lv + 5 * sstatus->pow;
  4691. RE_LVL_DMOD(100);
  4692. break;
  4693. case IQ_MASSIVE_F_BLASTER:
  4694. skillratio += -100 + 800 * skill_lv + 10 * sstatus->pow;
  4695. if (tstatus->race == RC_BRUTE || tstatus->race == RC_DEMON)
  4696. skillratio += 300 * skill_lv;
  4697. RE_LVL_DMOD(100);
  4698. break;
  4699. case IQ_EXPOSION_BLASTER:
  4700. skillratio += -100 + 450 * skill_lv + 5 * sstatus->pow;
  4701. RE_LVL_DMOD(100);
  4702. if (tsc && tsc->getSCE(SC_HOLY_OIL))
  4703. skillratio += skillratio * 50 / 100;
  4704. break;
  4705. case IQ_FIRST_BRAND:
  4706. skillratio += -100 + 450 * skill_lv + 5 * sstatus->pow;
  4707. RE_LVL_DMOD(100);
  4708. break;
  4709. case IQ_SECOND_FLAME:
  4710. skillratio += -100 + 550 * skill_lv + 5 * sstatus->pow;
  4711. RE_LVL_DMOD(100);
  4712. break;
  4713. case IQ_SECOND_FAITH:
  4714. skillratio += -100 + 500 * skill_lv + 5 * sstatus->pow;
  4715. RE_LVL_DMOD(100);
  4716. break;
  4717. case IQ_SECOND_JUDGEMENT:
  4718. skillratio += -100 + 500 * skill_lv + 5 * sstatus->pow;
  4719. RE_LVL_DMOD(100);
  4720. break;
  4721. case IQ_THIRD_PUNISH:
  4722. skillratio += -100 + 550 * skill_lv + 5 * sstatus->pow;
  4723. RE_LVL_DMOD(100);
  4724. break;
  4725. case IQ_THIRD_FLAME_BOMB:
  4726. skillratio += -100 + 650 * skill_lv + 5 * sstatus->pow;
  4727. RE_LVL_DMOD(100);
  4728. break;
  4729. case IQ_THIRD_CONSECRATION:
  4730. skillratio += -100 + 650 * skill_lv + 5 * sstatus->pow;
  4731. RE_LVL_DMOD(100);
  4732. break;
  4733. case IG_GRAND_JUDGEMENT:
  4734. skillratio += -100 + 750 * skill_lv + 10 * sstatus->pow;
  4735. if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
  4736. skillratio += 350 * skill_lv;
  4737. RE_LVL_DMOD(100);
  4738. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  4739. skillratio += skillratio * i / 100;
  4740. break;
  4741. case IG_SHIELD_SHOOTING:
  4742. skillratio += -100 + 600 * skill_lv + 5 * sstatus->pow;
  4743. if (sd) { // Damage affected by the shield's weight and refine. Need official formula. [Rytech]
  4744. short index = sd->equip_index[EQI_HAND_L];
  4745. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4746. skillratio += sd->inventory_data[index]->weight / 20 * sd->inventory.u.items_inventory[index].refine;
  4747. }
  4748. RE_LVL_DMOD(100);
  4749. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  4750. skillratio += skillratio * i / 100;
  4751. break;
  4752. case IG_OVERSLASH:
  4753. skillratio += -100 + 60 * skill_lv + 5 * sstatus->pow;
  4754. RE_LVL_DMOD(100);
  4755. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  4756. skillratio += skillratio * i / 100;
  4757. break;
  4758. case CD_EFFLIGO:
  4759. skillratio += -100 + 800 * skill_lv + 5 * sstatus->pow;
  4760. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON)
  4761. skillratio += 400 * skill_lv;
  4762. RE_LVL_DMOD(100);
  4763. break;
  4764. case CD_PETITIO:
  4765. skillratio += -100 + 270 * skill_lv + 5 * sstatus->pow;
  4766. RE_LVL_DMOD(100);
  4767. break;
  4768. case SHC_DANCING_KNIFE:
  4769. skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow;
  4770. RE_LVL_DMOD(100);
  4771. break;
  4772. case SHC_SAVAGE_IMPACT:
  4773. skillratio += -100 + 350 * skill_lv + 5 * sstatus->pow;
  4774. RE_LVL_DMOD(100);
  4775. break;
  4776. case SHC_ETERNAL_SLASH:
  4777. skillratio += -100 + 350 * skill_lv + 5 * sstatus->pow;
  4778. RE_LVL_DMOD(100);
  4779. break;
  4780. case SHC_SHADOW_STAB:
  4781. skillratio += -100 + 750 * skill_lv + 5 * sstatus->pow;
  4782. RE_LVL_DMOD(100);
  4783. break;
  4784. case SHC_IMPACT_CRATER:
  4785. skillratio += -100 + 65 * skill_lv + 5 * sstatus->pow;
  4786. RE_LVL_DMOD(100);
  4787. break;
  4788. case SHC_FATAL_SHADOW_CROW:
  4789. skillratio += -100 + 650 * skill_lv + 10 * sstatus->pow;
  4790. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_DRAGON)
  4791. skillratio += 300 * skill_lv;
  4792. RE_LVL_DMOD(100);
  4793. break;
  4794. case MT_AXE_STOMP:
  4795. skillratio += -100 + 350 * skill_lv + 5 * sstatus->pow;
  4796. RE_LVL_DMOD(100);
  4797. break;
  4798. case MT_RUSH_QUAKE:
  4799. skillratio += -100 + 750 * skill_lv + 10 * sstatus->pow;
  4800. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_INSECT)
  4801. skillratio += 350 * skill_lv;
  4802. RE_LVL_DMOD(100);
  4803. break;
  4804. case MT_A_MACHINE:// Formula unknown. Using Dancing Knife's formula for now. [Rytech]
  4805. skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow;
  4806. RE_LVL_DMOD(100);
  4807. break;
  4808. case ABC_ABYSS_DAGGER:
  4809. skillratio += -100 + 550 * skill_lv + 5 * sstatus->pow;
  4810. RE_LVL_DMOD(100);
  4811. break;
  4812. case ABC_UNLUCKY_RUSH:
  4813. skillratio += -100 + 500 * skill_lv + 5 * sstatus->crt;
  4814. RE_LVL_DMOD(100);
  4815. break;
  4816. case ABC_CHAIN_REACTION_SHOT:
  4817. case ABC_CHAIN_REACTION_SHOT_ATK:// Same damage formula? [Rytech]
  4818. skillratio += -100 + 600 * skill_lv + 5 * sstatus->con;
  4819. RE_LVL_DMOD(100);
  4820. break;
  4821. case ABC_DEFT_STAB:
  4822. skillratio += -100 + 360 * skill_lv + 5 * sstatus->pow;
  4823. RE_LVL_DMOD(100);
  4824. break;
  4825. case ABC_FRENZY_SHOT:
  4826. skillratio += -100 + 350 * skill_lv + 5 * sstatus->con;
  4827. RE_LVL_DMOD(100);
  4828. break;
  4829. case WH_HAWKRUSH:
  4830. skillratio += -100 + 100 * skill_lv + 5 * sstatus->con;
  4831. RE_LVL_DMOD(100);
  4832. break;
  4833. case WH_HAWKBOOMERANG:// Affected by trait stats??? CON for sure but the other one unknown. Likely POW. [Rytech]
  4834. skillratio += -100 + 500 * skill_lv + 10 * sstatus->pow + 10 * sstatus->con;
  4835. if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)
  4836. skillratio += 250 * skill_lv;
  4837. RE_LVL_DMOD(100);
  4838. break;
  4839. case WH_GALESTORM:
  4840. skillratio += -100 + 250 * skill_lv + 5 * sstatus->con;
  4841. RE_LVL_DMOD(100);
  4842. if (sc && sc->getSCE(SC_CALAMITYGALE) && (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH))
  4843. skillratio += skillratio * 50 / 100;
  4844. break;
  4845. case WH_CRESCIVE_BOLT:
  4846. skillratio += -100 + 300 * skill_lv + 5 * sstatus->con;
  4847. RE_LVL_DMOD(100);
  4848. if (sc) { // At level 10 the SP usage of 100 increased by 20 on each count. So maybe damage increase is 20%??? [Rytech]
  4849. if (sc->getSCE(SC_CRESCIVEBOLT))
  4850. skillratio += skillratio * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
  4851. if (sc->getSCE(SC_CALAMITYGALE)) {
  4852. skillratio += skillratio * 20 / 100;
  4853. if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)
  4854. skillratio += skillratio * 50 / 100;
  4855. }
  4856. }
  4857. break;
  4858. case WH_DEEPBLINDTRAP:
  4859. case WH_SOLIDTRAP:
  4860. case WH_SWIFTTRAP:
  4861. case WH_FLAMETRAP:
  4862. skillratio += -100 + 250 * skill_lv + 5 * sstatus->con;
  4863. RE_LVL_DMOD(100);
  4864. skillratio += skillratio * (20 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5)) / 100;
  4865. break;
  4866. case BO_ACIDIFIED_ZONE_WATER:
  4867. case BO_ACIDIFIED_ZONE_GROUND:
  4868. case BO_ACIDIFIED_ZONE_WIND:
  4869. case BO_ACIDIFIED_ZONE_FIRE:
  4870. case BO_ACIDIFIED_ZONE_WATER_ATK:// These deal the same damage? [Rytech]
  4871. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  4872. case BO_ACIDIFIED_ZONE_WIND_ATK:
  4873. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  4874. skillratio += -100 + 250 * skill_lv + 5 * sstatus->pow;
  4875. RE_LVL_DMOD(100);
  4876. if (sc && sc->getSCE(SC_RESEARCHREPORT)) { // Does this also affect skills like acid demo? [Rytech]
  4877. skillratio += skillratio * 50 / 100;
  4878. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_PLANT)
  4879. skillratio += skillratio * 50 / 100;
  4880. // Skill description is sounding a bit too crazy.
  4881. // I need more info on this before allowing this part to work to avoid overpowered issues. [Rytech]
  4882. //skillratio += 5 * sstatus->pow;
  4883. //RE_LVL_DMOD(100);
  4884. }
  4885. break;
  4886. case TR_ROSEBLOSSOM:
  4887. case TR_ROSEBLOSSOM_ATK:// Same damage formula? [Rytech]
  4888. skillratio += -100 + 500 * skill_lv + (sd ? pc_checkskill(sd, TR_STAGE_MANNER) : 5) * sstatus->con;
  4889. RE_LVL_DMOD(100);
  4890. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  4891. skillratio += skillratio * 40 / 100;
  4892. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  4893. skillratio += skillratio * 50 / 100;
  4894. }
  4895. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  4896. skillratio += skillratio * 50 / 100;
  4897. break;
  4898. case TR_RHYTHMSHOOTING:
  4899. skillratio += -100 + 120 * skill_lv + (sd ? pc_checkskill(sd, TR_STAGE_MANNER) : 5) * sstatus->con;
  4900. RE_LVL_DMOD(100);
  4901. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  4902. skillratio += skillratio * 40 / 100;
  4903. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  4904. skillratio += skillratio * 50 / 100;
  4905. }
  4906. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  4907. skillratio += skillratio * 50 / 100;
  4908. break;
  4909. case ABR_BATTLE_BUSTER:// Need official formula.
  4910. case ABR_DUAL_CANNON_FIRE:// Need official formula.
  4911. skillratio += -100 + 8000;
  4912. break;
  4913. case ABR_INFINITY_BUSTER:// Need official formula.
  4914. skillratio += -100 + 50000;
  4915. break;
  4916. }
  4917. return skillratio;
  4918. }
  4919. /*==================================================================================================
  4920. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  4921. *--------------------------------------------------------------------------------------------------*
  4922. * Credits:
  4923. * Original coder Skotlex
  4924. * Initial refactoring by Baalberith
  4925. * Refined and optimized by helvetica
  4926. */
  4927. static int64 battle_calc_skill_constant_addition(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4928. {
  4929. map_session_data *sd = BL_CAST(BL_PC, src);
  4930. map_session_data *tsd = BL_CAST(BL_PC, target);
  4931. struct status_data *sstatus = status_get_status_data(src);
  4932. struct status_data *tstatus = status_get_status_data(target);
  4933. int64 atk = 0;
  4934. //Constant/misc additions from skills
  4935. switch (skill_id) {
  4936. case MO_EXTREMITYFIST:
  4937. atk = 250 + 150 * skill_lv;
  4938. break;
  4939. #ifndef RENEWAL
  4940. case GS_MAGICALBULLET:
  4941. if (sstatus->matk_max > sstatus->matk_min)
  4942. atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min);
  4943. else
  4944. atk = sstatus->matk_min;
  4945. break;
  4946. case NJ_SYURIKEN:
  4947. atk = 4 * skill_lv;
  4948. break;
  4949. #endif
  4950. #ifdef RENEWAL
  4951. case HT_FREEZINGTRAP:
  4952. if(sd)
  4953. atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP);
  4954. break;
  4955. #endif
  4956. case GC_COUNTERSLASH:
  4957. atk = sstatus->agi * 2 + (sd ? sd->status.job_level * 4 : 0);
  4958. break;
  4959. case LG_SHIELDPRESS:
  4960. if (sd) {
  4961. int damagevalue = 0;
  4962. short index = sd->equip_index[EQI_HAND_L];
  4963. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4964. damagevalue = sstatus->vit * sd->inventory.u.items_inventory[index].refine;
  4965. atk = damagevalue;
  4966. }
  4967. break;
  4968. }
  4969. return atk;
  4970. }
  4971. /*==============================================================
  4972. * Stackable SC bonuses added on top of calculated skill damage
  4973. *--------------------------------------------------------------
  4974. * Credits:
  4975. * Original coder Skotlex
  4976. * Initial refactoring by Baalberith
  4977. * Refined and optimized by helvetica
  4978. */
  4979. static void battle_attack_sc_bonus(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4980. {
  4981. map_session_data *sd = BL_CAST(BL_PC, src);
  4982. status_change *sc = status_get_sc(src);
  4983. struct status_data *sstatus = status_get_status_data(src);
  4984. struct status_data *tstatus = status_get_status_data(target);
  4985. uint8 anger_id = 0; // SLS Anger
  4986. // Kagerou/Oboro Earth Charm effect +15% wATK
  4987. if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4988. ATK_ADDRATE(wd->damage, wd->damage2, 15 * sd->spiritcharm);
  4989. #ifdef RENEWAL
  4990. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, 15 * sd->spiritcharm);
  4991. #endif
  4992. }
  4993. //The following are applied on top of current damage and are stackable.
  4994. if (sc) {
  4995. #ifdef RENEWAL
  4996. if (sc->getSCE(SC_WATK_ELEMENT) && skill_id != ASC_METEORASSAULT)
  4997. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, sc->getSCE(SC_WATK_ELEMENT)->val2);
  4998. if (sc->getSCE(SC_DRUMBATTLE))
  4999. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_DRUMBATTLE)->val2);
  5000. if (sc->getSCE(SC_MADNESSCANCEL))
  5001. ATK_ADD(wd->equipAtk, wd->equipAtk2, 100);
  5002. if (sc->getSCE(SC_MAGICALBULLET)) {
  5003. short tmdef = tstatus->mdef + tstatus->mdef2;
  5004. if (sstatus->matk_min > tmdef && sstatus->matk_max > sstatus->matk_min) {
  5005. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max((sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min)) - tmdef, 0));
  5006. } else {
  5007. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max(sstatus->matk_min - tmdef, 0));
  5008. }
  5009. }
  5010. if (sc->getSCE(SC_GATLINGFEVER))
  5011. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_GATLINGFEVER)->val3);
  5012. #else
  5013. if (sc->getSCE(SC_TRUESIGHT))
  5014. ATK_ADDRATE(wd->damage, wd->damage2, 2 * sc->getSCE(SC_TRUESIGHT)->val1);
  5015. #endif
  5016. if (sc->getSCE(SC_SPIRIT)) {
  5017. if (skill_id == AS_SONICBLOW && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN) {
  5018. ATK_ADDRATE(wd->damage, wd->damage2, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  5019. RE_ALLATK_ADDRATE(wd, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  5020. } else if (skill_id == CR_SHIELDBOOMERANG && sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER) {
  5021. ATK_ADDRATE(wd->damage, wd->damage2, 100);
  5022. RE_ALLATK_ADDRATE(wd, 100);
  5023. }
  5024. }
  5025. if (sc->getSCE(SC_GT_CHANGE))
  5026. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_GT_CHANGE)->val1);
  5027. if (sc->getSCE(SC_EDP)) {
  5028. switch(skill_id) {
  5029. case AS_SPLASHER:
  5030. case ASC_METEORASSAULT:
  5031. // Pre-Renewal only: Soul Breaker ignores EDP
  5032. // Renewal only: Grimtooth and Venom Knife ignore EDP
  5033. // Both: Venom Splasher and Meteor Assault ignore EDP [helvetica]
  5034. #ifndef RENEWAL
  5035. case ASC_BREAKER:
  5036. #else
  5037. case AS_GRIMTOOTH:
  5038. case AS_VENOMKNIFE:
  5039. #endif
  5040. break; // skills above have no effect with EDP
  5041. #ifdef RENEWAL
  5042. default: // fall through to apply EDP bonuses
  5043. // Renewal EDP formula [helvetica]
  5044. // weapon atk * (2.5 + (edp level * .3))
  5045. // equip atk * (2.5 + (edp level * .3))
  5046. ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 250 + (sc->getSCE(SC_EDP)->val1 * 30));
  5047. ATK_RATE(wd->equipAtk, wd->equipAtk2, 250 + (sc->getSCE(SC_EDP)->val1 * 30));
  5048. break;
  5049. #else
  5050. default:
  5051. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_EDP)->val3);
  5052. #endif
  5053. }
  5054. }
  5055. if (sc->getSCE(SC_DANCEWITHWUG)) {
  5056. if (skill_get_inf2(skill_id, INF2_INCREASEDANCEWITHWUGDAMAGE)) {
  5057. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 10 * battle_calc_chorusbonus(sd));
  5058. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_DANCEWITHWUG)->val1 * 10 * battle_calc_chorusbonus(sd));
  5059. }
  5060. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 2 * battle_calc_chorusbonus(sd));
  5061. #ifdef RENEWAL
  5062. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 2 * battle_calc_chorusbonus(sd));
  5063. #endif
  5064. }
  5065. if(sc->getSCE(SC_ZENKAI) && sstatus->rhw.ele == sc->getSCE(SC_ZENKAI)->val2) {
  5066. ATK_ADD(wd->damage, wd->damage2, 200);
  5067. #ifdef RENEWAL
  5068. ATK_ADD(wd->equipAtk, wd->equipAtk2, 200);
  5069. #endif
  5070. }
  5071. if (sc->getSCE(SC_EQC)) {
  5072. ATK_ADDRATE(wd->damage, wd->damage2, -sc->getSCE(SC_EQC)->val2);
  5073. #ifdef RENEWAL
  5074. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, -sc->getSCE(SC_EQC)->val2);
  5075. #endif
  5076. }
  5077. if(sc->getSCE(SC_STYLE_CHANGE)) {
  5078. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5079. if(hd) {
  5080. ATK_ADD(wd->damage, wd->damage2, hd->homunculus.spiritball * 3);
  5081. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  5082. }
  5083. }
  5084. if(sc->getSCE(SC_UNLIMIT) && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  5085. switch(skill_id) {
  5086. case RA_WUGDASH:
  5087. case RA_WUGSTRIKE:
  5088. case RA_WUGBITE:
  5089. break;
  5090. default:
  5091. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_UNLIMIT)->val2);
  5092. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_UNLIMIT)->val2);
  5093. break;
  5094. }
  5095. }
  5096. if (sc->getSCE(SC_HEAT_BARREL)) {
  5097. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_HEAT_BARREL)->val3);
  5098. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_HEAT_BARREL)->val3);
  5099. }
  5100. if((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  5101. if (sc->getSCE(SC_MTF_RANGEATK)) { // Monster Transformation bonus
  5102. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_MTF_RANGEATK)->val1);
  5103. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_MTF_RANGEATK)->val1);
  5104. }
  5105. if (sc->getSCE(SC_MTF_RANGEATK2)) { // Monster Transformation bonus
  5106. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_MTF_RANGEATK2)->val1);
  5107. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_MTF_RANGEATK2)->val1);
  5108. }
  5109. if (sc->getSCE(SC_ARCLOUSEDASH) && sc->getSCE(SC_ARCLOUSEDASH)->val4) {
  5110. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_ARCLOUSEDASH)->val4);
  5111. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_ARCLOUSEDASH)->val4);
  5112. }
  5113. }
  5114. if (sd && wd->flag&BF_WEAPON && sc->getSCE(SC_GVG_GIANT) && sc->getSCE(SC_GVG_GIANT)->val3) {
  5115. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_GVG_GIANT)->val3);
  5116. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_GVG_GIANT)->val3);
  5117. }
  5118. if (skill_id == 0 && sc->getSCE(SC_EXEEDBREAK)) {
  5119. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_EXEEDBREAK)->val2);
  5120. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_EXEEDBREAK)->val2);
  5121. }
  5122. if (sc->getSCE(SC_PYREXIA) && sc->getSCE(SC_PYREXIA)->val3 == 0 && skill_id == 0) {
  5123. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_PYREXIA)->val2);
  5124. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_PYREXIA)->val2);
  5125. }
  5126. if (sc->getSCE(SC_MIRACLE))
  5127. anger_id = 2; // Always treat all monsters as star flagged monster when in miracle state
  5128. }
  5129. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  5130. if (sd && pc_checkskill(sd, SU_POWEROFLIFE) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LIFE) >= 20) {
  5131. ATK_ADDRATE(wd->damage, wd->damage2, 20);
  5132. RE_ALLATK_ADDRATE(wd, 20);
  5133. }
  5134. }
  5135. if (sd != nullptr && !anger_id)
  5136. ARR_FIND(0, MAX_PC_FEELHATE, anger_id, status_get_class(target) == sd->hate_mob[anger_id]);
  5137. uint16 anger_level;
  5138. if (sd != nullptr && anger_id < MAX_PC_FEELHATE && (anger_level = pc_checkskill(sd, sg_info[anger_id].anger_id))) {
  5139. int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  5140. if (anger_id == 2)
  5141. skillratio += sstatus->str; // SG_STAR_ANGER additionally has STR added in its formula.
  5142. if (anger_level < 4)
  5143. skillratio /= 12 - 3 * anger_level;
  5144. ATK_ADDRATE(wd->damage, wd->damage2, skillratio);
  5145. #ifdef RENEWAL
  5146. RE_ALLATK_ADDRATE(wd, skillratio);
  5147. #endif
  5148. }
  5149. }
  5150. /*====================================
  5151. * Calc defense damage reduction
  5152. *------------------------------------
  5153. * Credits:
  5154. * Original coder Skotlex
  5155. * Initial refactoring by Baalberith
  5156. * Refined and optimized by helvetica
  5157. */
  5158. static void battle_calc_defense_reduction(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  5159. {
  5160. map_session_data *sd = BL_CAST(BL_PC, src);
  5161. map_session_data *tsd = BL_CAST(BL_PC, target);
  5162. status_change *sc = status_get_sc(src);
  5163. status_change *tsc = status_get_sc(target);
  5164. struct status_data *sstatus = status_get_status_data(src);
  5165. struct status_data *tstatus = status_get_status_data(target);
  5166. //Defense reduction
  5167. short vit_def;
  5168. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  5169. short def2 = tstatus->def2;
  5170. if (sd) {
  5171. int i = sd->indexed_bonus.ignore_def_by_race[tstatus->race] + sd->indexed_bonus.ignore_def_by_race[RC_ALL];
  5172. i += sd->indexed_bonus.ignore_def_by_class[tstatus->class_] + sd->indexed_bonus.ignore_def_by_class[CLASS_ALL];
  5173. if (i) {
  5174. i = min(i,100); //cap it to 100 for 0 def min
  5175. def1 -= def1 * i / 100;
  5176. def2 -= def2 * i / 100;
  5177. }
  5178. //Kagerou/Oboro Earth Charm effect +10% eDEF
  5179. if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  5180. short si = 10 * sd->spiritcharm;
  5181. def1 = (def1 * (100 + si)) / 100;
  5182. }
  5183. }
  5184. if (sc && sc->getSCE(SC_EXPIATIO)) {
  5185. short i = 5 * sc->getSCE(SC_EXPIATIO)->val1; // 5% per level
  5186. i = min(i,100); //cap it to 100 for 0 def min
  5187. def1 = (def1*(100-i))/100;
  5188. def2 = (def2*(100-i))/100;
  5189. }
  5190. if (tsc) {
  5191. if (tsc->getSCE(SC_FORCEOFVANGUARD)) {
  5192. short i = 2 * tsc->getSCE(SC_FORCEOFVANGUARD)->val1;
  5193. def1 = (def1 * (100 + i)) / 100;
  5194. }
  5195. if( tsc->getSCE(SC_CAMOUFLAGE) ){
  5196. short i = 5 * tsc->getSCE(SC_CAMOUFLAGE)->val3; //5% per second
  5197. i = min(i,100); //cap it to 100 for 0 def min
  5198. def1 = (def1*(100-i))/100;
  5199. def2 = (def2*(100-i))/100;
  5200. }
  5201. if (tsc->getSCE(SC_GT_REVITALIZE))
  5202. def1 += tsc->getSCE(SC_GT_REVITALIZE)->val4;
  5203. if (tsc->getSCE(SC_OVERED_BOOST) && target->type == BL_PC)
  5204. def1 = (def1 * tsc->getSCE(SC_OVERED_BOOST)->val4) / 100;
  5205. }
  5206. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  5207. unsigned char target_count; //256 max targets should be a sane max
  5208. //Official servers limit the count to 22 targets
  5209. target_count = min(unit_counttargeted(target), (100 / battle_config.vit_penalty_num) + (battle_config.vit_penalty_count - 1));
  5210. if(target_count >= battle_config.vit_penalty_count) {
  5211. if(battle_config.vit_penalty_type == 1) {
  5212. if( !tsc || !tsc->getSCE(SC_STEELBODY) )
  5213. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  5214. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  5215. } else { //Assume type 2
  5216. if( !tsc || !tsc->getSCE(SC_STEELBODY) )
  5217. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  5218. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  5219. }
  5220. }
  5221. if (skill_id == AM_ACIDTERROR)
  5222. #ifdef RENEWAL
  5223. def2 = 0; //Ignore only status defense. [FatalEror]
  5224. #else
  5225. def1 = 0; //Ignores only armor defense. [Skotlex]
  5226. #endif
  5227. if(def2 < 1)
  5228. def2 = 1;
  5229. }
  5230. //Damage reduction based on vitality
  5231. if (tsd) { //Sd vit-eq
  5232. int skill;
  5233. #ifndef RENEWAL
  5234. //Damage reduction: [VIT*0.3] + RND(0, [VIT^2/150] - [VIT*0.3] - 1) + [VIT*0.5]
  5235. vit_def = ((3 * def2) / 10);
  5236. vit_def += rnd_value(0, (def2 * def2) / 150 - ((3 * def2) / 10) - 1);
  5237. vit_def += (def2 / 2);
  5238. #else
  5239. vit_def = def2;
  5240. #endif
  5241. if (src->type == BL_MOB && (battle_check_undead(sstatus->race, sstatus->def_ele) || sstatus->race == RC_DEMON) && //This bonus already doesn't work vs players
  5242. (skill = pc_checkskill(tsd, AL_DP)) > 0)
  5243. vit_def += (int)(((float)tsd->status.base_level / 25.0 + 3.0) * skill + 0.5);
  5244. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  5245. (sstatus->race == RC_BRUTE || sstatus->race == RC_PLAYER_DORAM || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  5246. vit_def += skill*5;
  5247. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  5248. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  5249. vit_def += skill * 10;
  5250. } else { //Mob-Pet vit-eq
  5251. #ifndef RENEWAL
  5252. //VIT + rnd(0,[VIT/20]^2-1)
  5253. vit_def = (def2/20)*(def2/20);
  5254. if (tsc && tsc->getSCE(SC_SKA))
  5255. vit_def += 100; //Eska increases the random part of the formula by 100
  5256. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  5257. #else
  5258. //SoftDEF of monsters is floor((BaseLevel+Vit)/2)
  5259. vit_def = def2;
  5260. #endif
  5261. }
  5262. if (battle_config.weapon_defense_type) {
  5263. vit_def += def1*battle_config.weapon_defense_type;
  5264. def1 = 0;
  5265. }
  5266. #ifdef RENEWAL
  5267. switch(skill_id) {
  5268. case RK_DRAGONBREATH:
  5269. case RK_DRAGONBREATH_WATER:
  5270. case NC_ARMSCANNON:
  5271. case GN_CARTCANNON:
  5272. if (attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L))
  5273. return;
  5274. if (is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L))
  5275. return;
  5276. // Defense reduction by flat value.
  5277. // This completely bypasses the normal RE DEF Reduction formula.
  5278. wd->damage -= (def1 + vit_def);
  5279. if (is_attack_left_handed(src, skill_id))
  5280. wd->damage2 -= (def1 + vit_def);
  5281. break;
  5282. /**
  5283. * RE DEF Reduction
  5284. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  5285. * Pierce defence gains 1 atk per def/2
  5286. */
  5287. default:
  5288. if( def1 == -400 ) /* -400 creates a division by 0 and subsequently crashes */
  5289. def1 = -399;
  5290. ATK_ADD2(wd->damage, wd->damage2,
  5291. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0,
  5292. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0
  5293. );
  5294. 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) )
  5295. wd->damage = wd->damage * (4000+def1) / (4000+10*def1) - vit_def;
  5296. 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) )
  5297. wd->damage2 = wd->damage2 * (4000+def1) / (4000+10*def1) - vit_def;
  5298. break;
  5299. }
  5300. #else
  5301. if (def1 > 100) def1 = 100;
  5302. ATK_RATE2(wd->damage, wd->damage2,
  5303. 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)),
  5304. 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))
  5305. );
  5306. ATK_ADD2(wd->damage, wd->damage2,
  5307. 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,
  5308. 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
  5309. );
  5310. #endif
  5311. }
  5312. /*====================================
  5313. * Modifiers ignoring DEF
  5314. *------------------------------------
  5315. * Credits:
  5316. * Original coder Skotlex
  5317. * Initial refactoring by Baalberith
  5318. * Refined and optimized by helvetica
  5319. */
  5320. static void battle_calc_attack_post_defense(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5321. {
  5322. map_session_data *sd = BL_CAST(BL_PC, src);
  5323. status_change *sc = status_get_sc(src);
  5324. struct status_data *sstatus = status_get_status_data(src);
  5325. // Post skill/vit reduction damage increases
  5326. if( sc ) { // SC skill damages
  5327. if(sc->getSCE(SC_AURABLADE)
  5328. #ifndef RENEWAL
  5329. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  5330. #endif
  5331. ) {
  5332. #ifdef RENEWAL
  5333. ATK_ADD(wd->damage, wd->damage2, (3 + sc->getSCE(SC_AURABLADE)->val1) * status_get_lv(src)); // !TODO: Confirm formula
  5334. #else
  5335. ATK_ADD(wd->damage, wd->damage2, 20 * sc->getSCE(SC_AURABLADE)->val1);
  5336. #endif
  5337. }
  5338. }
  5339. #ifndef RENEWAL
  5340. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  5341. //Refine bonus
  5342. if (sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST) { // Counts refine bonus multiple times
  5343. if (skill_id == MO_FINGEROFFENSIVE) {
  5344. ATK_ADD2(wd->damage, wd->damage2, wd->div_*sstatus->rhw.atk2, wd->div_*sstatus->lhw.atk2);
  5345. } else {
  5346. ATK_ADD2(wd->damage, wd->damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  5347. }
  5348. }
  5349. #endif
  5350. //Set to min of 1
  5351. if (is_attack_right_handed(src, skill_id) && wd->damage < 1) wd->damage = 1;
  5352. if (is_attack_left_handed(src, skill_id) && wd->damage2 < 1) wd->damage2 = 1;
  5353. switch (skill_id) {
  5354. case AS_SONICBLOW:
  5355. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  5356. #ifdef RENEWAL
  5357. ATK_ADDRATE(wd->damage, wd->damage2, 90);
  5358. #else
  5359. ATK_ADDRATE(wd->damage, wd->damage2, 10);
  5360. #endif
  5361. break;
  5362. }
  5363. }
  5364. /*=================================================================================
  5365. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  5366. *---------------------------------------------------------------------------------
  5367. * Credits:
  5368. * Original coder Skotlex
  5369. * Initial refactoring by Baalberith
  5370. * Refined and optimized by helvetica
  5371. */
  5372. static void battle_calc_attack_plant(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  5373. {
  5374. struct status_data *tstatus = status_get_status_data(target);
  5375. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  5376. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  5377. status_change_end(src, SC_CAMOUFLAGE);
  5378. //Plants receive 1 damage when hit
  5379. if( attack_hits || wd->damage > 0 )
  5380. wd->damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
  5381. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd->damage2 > 0) ) {
  5382. map_session_data *sd = BL_CAST(BL_PC, src);
  5383. if (sd && sd->status.weapon == W_KATAR)
  5384. wd->damage2 = 0; //No backhand damage against plants
  5385. else
  5386. wd->damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
  5387. }
  5388. if (attack_hits && target->type == BL_MOB) {
  5389. status_change *sc = status_get_sc(target);
  5390. int64 damage_dummy = 1;
  5391. if (sc && !battle_status_block_damage(src, target, sc, wd, damage_dummy, skill_id, skill_lv)) { // Statuses that reduce damage to 0.
  5392. wd->damage = wd->damage2 = 0;
  5393. return;
  5394. }
  5395. }
  5396. if( attack_hits && status_get_class(target) == MOBID_EMPERIUM ) {
  5397. if(target && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0) && map_flag_gvg2(target->m)) {
  5398. wd->damage = wd->damage2 = 0;
  5399. return;
  5400. }
  5401. const int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  5402. const int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  5403. if (wd->damage > 0) {
  5404. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  5405. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  5406. } else if (wd->damage2 > 0) {
  5407. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  5408. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  5409. }
  5410. return;
  5411. }
  5412. //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
  5413. battle_apply_div_fix(wd, skill_id);
  5414. //If there is left hand damage, total damage can never exceed 2, even on multiple hits
  5415. if(wd->damage > 1 && wd->damage2 > 0) {
  5416. wd->damage = 1;
  5417. wd->damage2 = 1;
  5418. }
  5419. }
  5420. /*========================================================================================
  5421. * Perform left/right hand weapon damage calculation based on previously calculated damage
  5422. *----------------------------------------------------------------------------------------
  5423. * Credits:
  5424. * Original coder Skotlex
  5425. * Initial refactoring by Baalberith
  5426. * Refined and optimized by helvetica
  5427. */
  5428. static void battle_calc_attack_left_right_hands(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5429. {
  5430. map_session_data *sd = BL_CAST(BL_PC, src);
  5431. if (sd) {
  5432. int skill;
  5433. if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {
  5434. wd->damage = wd->damage2;
  5435. wd->damage2 = 0;
  5436. } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  5437. skill = pc_checkskill(sd,TF_DOUBLE);
  5438. wd->damage2 = (int64)wd->damage * (1 + (skill * 2))/100;
  5439. #ifdef RENEWAL
  5440. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id) && sd->status.weapon != W_KATAR) { //Dual-wield
  5441. #else
  5442. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
  5443. #endif
  5444. if (wd->damage) {
  5445. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  5446. skill = pc_checkskill(sd,AS_RIGHT);
  5447. ATK_RATER(wd->damage, 50 + (skill * 10))
  5448. }
  5449. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  5450. skill = pc_checkskill(sd,KO_RIGHT);
  5451. ATK_RATER(wd->damage, 70 + (skill * 10))
  5452. }
  5453. if(wd->damage < 1)
  5454. wd->damage = 1;
  5455. }
  5456. if (wd->damage2) {
  5457. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  5458. skill = pc_checkskill(sd,AS_LEFT);
  5459. ATK_RATEL(wd->damage2, 30 + (skill * 10))
  5460. }
  5461. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  5462. skill = pc_checkskill(sd,KO_LEFT);
  5463. ATK_RATEL(wd->damage2, 50 + (skill * 10))
  5464. }
  5465. if(wd->damage2 < 1)
  5466. wd->damage2 = 1;
  5467. }
  5468. }
  5469. }
  5470. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd->damage)
  5471. wd->damage=0;
  5472. if(!is_attack_left_handed(src, skill_id) && wd->damage2)
  5473. wd->damage2=0;
  5474. }
  5475. /**
  5476. * Check if bl is devoted by someone
  5477. * @param bl
  5478. * @return 'd_bl' if devoted or NULL if not devoted
  5479. */
  5480. struct block_list *battle_check_devotion(struct block_list *bl) {
  5481. struct block_list *d_bl = NULL;
  5482. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) {
  5483. status_change *sc = status_get_sc(bl);
  5484. if (sc && sc->getSCE(SC_DEVOTION))
  5485. d_bl = map_id2bl(sc->getSCE(SC_DEVOTION)->val1);
  5486. }
  5487. return d_bl;
  5488. }
  5489. /*==========================================
  5490. * BG/GvG attack modifiers
  5491. *------------------------------------------
  5492. * Credits:
  5493. * Original coder Skotlex
  5494. * Initial refactoring by Baalberith
  5495. * Refined and optimized by helvetica
  5496. */
  5497. static void battle_calc_attack_gvg_bg(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5498. {
  5499. if( wd->damage + wd->damage2 ) { //There is a total damage value
  5500. if( src != target && //Don't reflect your own damage (Grand Cross)
  5501. (!skill_id || skill_id ||
  5502. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
  5503. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  5504. map_session_data *tsd = BL_CAST(BL_PC, target);
  5505. struct status_data *sstatus = status_get_status_data(src);
  5506. t_tick tick = gettick(), rdelay = 0;
  5507. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, false);
  5508. if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
  5509. struct block_list *d_bl = battle_check_devotion(src);
  5510. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  5511. if( tsd )
  5512. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  5513. //Use Reflect Shield to signal this kind of skill trigger [Skotlex]
  5514. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true, false);
  5515. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  5516. }
  5517. }
  5518. struct map_data *mapdata = map_getmapdata(target->m);
  5519. if(!wd->damage2) {
  5520. wd->damage = battle_calc_damage(src,target,wd,wd->damage,skill_id,skill_lv);
  5521. if( mapdata_flag_gvg2(mapdata) )
  5522. wd->damage=battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  5523. else if( mapdata->flag[MF_BATTLEGROUND] )
  5524. wd->damage=battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  5525. }
  5526. else if(!wd->damage) {
  5527. wd->damage2 = battle_calc_damage(src,target,wd,wd->damage2,skill_id,skill_lv);
  5528. if( mapdata_flag_gvg2(mapdata) )
  5529. wd->damage2 = battle_calc_gvg_damage(src,target,wd->damage2,skill_id,wd->flag);
  5530. else if( mapdata->flag[MF_BATTLEGROUND] )
  5531. wd->damage2 = battle_calc_bg_damage(src,target,wd->damage2,skill_id,wd->flag);
  5532. }
  5533. else {
  5534. wd->damage = battle_calc_damage(src, target, wd, wd->damage, skill_id, skill_lv);
  5535. wd->damage2 = battle_calc_damage(src, target, wd, wd->damage2, skill_id, skill_lv);
  5536. if (mapdata_flag_gvg2(mapdata)) {
  5537. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  5538. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  5539. }
  5540. else if (mapdata->flag[MF_BATTLEGROUND]) {
  5541. wd->damage = battle_calc_bg_damage(src, target, wd->damage, skill_id, wd->flag);
  5542. wd->damage2 = battle_calc_bg_damage(src, target, wd->damage2, skill_id, wd->flag);
  5543. }
  5544. if(wd->damage > 1 && wd->damage2 < 1) wd->damage2 = 1;
  5545. }
  5546. }
  5547. }
  5548. /*==========================================
  5549. * final ATK modifiers - after BG/GvG calc
  5550. *------------------------------------------
  5551. * Credits:
  5552. * Original coder Skotlex
  5553. * Initial refactoring by Baalberith
  5554. * Refined and optimized by helvetica
  5555. */
  5556. static void battle_calc_weapon_final_atk_modifiers(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5557. {
  5558. map_session_data *sd = BL_CAST(BL_PC, src);
  5559. map_session_data *tsd = BL_CAST(BL_PC, target);
  5560. status_change *sc = status_get_sc(src);
  5561. status_change *tsc = status_get_sc(target);
  5562. struct status_data *sstatus = status_get_status_data(src);
  5563. struct status_data *tstatus = status_get_status_data(target);
  5564. int skill_damage = 0;
  5565. //Reject Sword bugreport:4493 by Daegaladh
  5566. if(wd->damage && tsc && tsc->getSCE(SC_REJECTSWORD) &&
  5567. (src->type!=BL_PC || (
  5568. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  5569. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  5570. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  5571. )) &&
  5572. rnd()%100 < tsc->getSCE(SC_REJECTSWORD)->val2
  5573. )
  5574. {
  5575. ATK_RATER(wd->damage, 50)
  5576. clif_skill_nodamage(target,target,ST_REJECTSWORD, tsc->getSCE(SC_REJECTSWORD)->val1,1);
  5577. status_fix_damage(target,src,wd->damage,clif_damage(target,src,gettick(),0,0,wd->damage,0,DMG_NORMAL,0,false),ST_REJECTSWORD);
  5578. if (status_isdead(target))
  5579. return;
  5580. if( --(tsc->getSCE(SC_REJECTSWORD)->val3) <= 0 )
  5581. status_change_end(target, SC_REJECTSWORD);
  5582. }
  5583. if( tsc && tsc->getSCE(SC_CRESCENTELBOW) && wd->flag&BF_SHORT && rnd()%100 < tsc->getSCE(SC_CRESCENTELBOW)->val2 ) {
  5584. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  5585. int64 rdamage = 0;
  5586. int ratio = (int64)(status_get_hp(src) / 100) * tsc->getSCE(SC_CRESCENTELBOW)->val1 * status_get_lv(target) / 125;
  5587. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  5588. rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0);
  5589. rdamage = (int64)rdamage * ratio / 100 + wd->damage * (10 + tsc->getSCE(SC_CRESCENTELBOW)->val1 * 20 / 10) / 10;
  5590. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->getSCE(SC_CRESCENTELBOW)->val1), unit_getdir(src), BLOWN_NONE);
  5591. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  5592. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->getSCE(SC_CRESCENTELBOW)->val1, DMG_SINGLE); // This is how official does
  5593. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false);
  5594. status_damage(target, src, rdamage, 0, 0, 0, 0);
  5595. status_damage(src, target, rdamage/10, 0, 0, 1, 0);
  5596. status_change_end(target, SC_CRESCENTELBOW);
  5597. }
  5598. if( sc ) {
  5599. //SC_FUSION hp penalty [Komurka]
  5600. if (sc->getSCE(SC_FUSION)) {
  5601. unsigned int hp = sstatus->max_hp;
  5602. if (sd && tsd) {
  5603. hp = hp / 13;
  5604. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  5605. hp = sstatus->hp;
  5606. } else
  5607. hp = 2*hp/100; //2% hp loss per hit
  5608. status_zap(src, hp, 0);
  5609. }
  5610. if (sc->getSCE(SC_VIGOR))
  5611. status_zap(src, sc->getSCE(SC_VIGOR)->val2, 0);
  5612. // Only affecting non-skills
  5613. if (!skill_id && wd->dmg_lv > ATK_BLOCK) {
  5614. if (sc->getSCE(SC_ENCHANTBLADE)) {
  5615. //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2
  5616. int64 enchant_dmg = sc->getSCE(SC_ENCHANTBLADE)->val2;
  5617. if (sstatus->matk_max > sstatus->matk_min)
  5618. enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min);
  5619. else
  5620. enchant_dmg = enchant_dmg + sstatus->matk_min;
  5621. enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2);
  5622. if (enchant_dmg > 0)
  5623. ATK_ADD(wd->damage, wd->damage2, enchant_dmg);
  5624. }
  5625. }
  5626. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  5627. status_change_end(src, SC_CAMOUFLAGE);
  5628. }
  5629. #ifndef RENEWAL
  5630. if (skill_id == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
  5631. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd->miscflag);
  5632. wd->damage += md.damage;
  5633. }
  5634. #endif
  5635. // Skill damage adjustment
  5636. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  5637. ATK_ADDRATE(wd->damage, wd->damage2, skill_damage);
  5638. }
  5639. /*====================================================
  5640. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  5641. *----------------------------------------------------
  5642. * Credits:
  5643. * Original coder Skotlex
  5644. * Initial refactoring by Baalberith
  5645. * Refined and optimized by helvetica
  5646. */
  5647. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  5648. {
  5649. struct status_data *sstatus = status_get_status_data(src);
  5650. struct status_data *tstatus = status_get_status_data(target);
  5651. status_change *sc = status_get_sc(src);
  5652. map_session_data *sd = BL_CAST(BL_PC, src);
  5653. struct Damage wd;
  5654. wd.type = DMG_NORMAL; //Normal attack
  5655. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  5656. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  5657. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  5658. /*if(skill_id == KN_AUTOCOUNTER)
  5659. wd.amotion >>= 1; */
  5660. wd.dmotion = tstatus->dmotion;
  5661. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  5662. wd.miscflag = wflag;
  5663. wd.flag = BF_WEAPON; //Initial Flag
  5664. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  5665. wd.isspdamage = false;
  5666. wd.damage = wd.damage2 =
  5667. #ifdef RENEWAL
  5668. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  5669. wd.percentAtk = wd.percentAtk2 =
  5670. #endif
  5671. 0;
  5672. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  5673. if(sd)
  5674. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  5675. if (skill_id) {
  5676. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5677. switch(skill_id)
  5678. {
  5679. #ifdef RENEWAL
  5680. case RG_BACKSTAP:
  5681. if (sd && sd->status.weapon == W_DAGGER)
  5682. wd.div_ = 2;
  5683. break;
  5684. case MO_CHAINCOMBO:
  5685. if (sd && sd->status.weapon == W_KNUCKLE)
  5686. wd.div_ = -6;
  5687. break;
  5688. #endif
  5689. case MH_SONIC_CRAW:{
  5690. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5691. wd.div_ = hd->homunculus.spiritball;
  5692. }
  5693. break;
  5694. case MO_FINGEROFFENSIVE:
  5695. if (sd) {
  5696. if (battle_config.finger_offensive_type)
  5697. wd.div_ = 1;
  5698. #ifndef RENEWAL
  5699. else if ((sd->spiritball + sd->spiritball_old) < wd.div_)
  5700. wd.div_ = sd->spiritball + sd->spiritball_old;
  5701. #endif
  5702. }
  5703. break;
  5704. case KN_PIERCE:
  5705. case ML_PIERCE:
  5706. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  5707. break;
  5708. case TF_DOUBLE: //For NPC used skill.
  5709. case GS_CHAINACTION:
  5710. wd.type = DMG_MULTI_HIT;
  5711. break;
  5712. case GS_GROUNDDRIFT:
  5713. wd.amotion = sstatus->amotion;
  5714. //Fall through
  5715. case KN_SPEARSTAB:
  5716. #ifndef RENEWAL
  5717. case KN_BOWLINGBASH:
  5718. #endif
  5719. case MS_BOWLINGBASH:
  5720. case MO_BALKYOUNG:
  5721. case TK_TURNKICK:
  5722. wd.blewcount = 0;
  5723. break;
  5724. #ifdef RENEWAL
  5725. case KN_BOWLINGBASH:
  5726. if (sd && sd->status.weapon == W_2HSWORD) {
  5727. if (wd.miscflag >= 2 && wd.miscflag <= 3)
  5728. wd.div_ = 3;
  5729. else if (wd.miscflag >= 4)
  5730. wd.div_ = 4;
  5731. }
  5732. break;
  5733. #endif
  5734. case KN_AUTOCOUNTER:
  5735. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  5736. break;
  5737. case LK_SPIRALPIERCE:
  5738. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  5739. break;
  5740. case RK_WINDCUTTER:
  5741. if (sd && (sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR))
  5742. wd.flag |= BF_LONG;
  5743. break;
  5744. case NC_BOOSTKNUCKLE:
  5745. case NC_VULCANARM:
  5746. case NC_ARMSCANNON:
  5747. if (sc && sc->getSCE(SC_ABR_DUAL_CANNON))
  5748. wd.div_ = 2;
  5749. break;
  5750. case NC_POWERSWING:
  5751. if (sc && sc->getSCE(SC_ABR_BATTLE_WARIOR))
  5752. wd.div_ = -2;
  5753. break;
  5754. case GN_CARTCANNON:
  5755. if (sc && sc->getSCE(SC_BIONIC_WOODENWARRIOR))
  5756. wd.div_ = 2;
  5757. break;
  5758. case DK_SERVANT_W_PHANTOM:
  5759. case DK_SERVANT_W_DEMOL:
  5760. if (sd && (sd->servantball + sd->servantball_old) < wd.div_)
  5761. wd.div_ = sd->servantball + sd->servantball_old;
  5762. break;
  5763. case IQ_THIRD_FLAME_BOMB:
  5764. wd.div_ = min(wd.div_ + wd.miscflag, 3); // Number of hits doesn't go above 3.
  5765. break;
  5766. case IG_OVERSLASH:
  5767. wd.div_ = min(wd.div_ + wd.miscflag, 5); // Number of hits doesn't appear to go above 5.
  5768. break;
  5769. case SHC_ETERNAL_SLASH:
  5770. if (sc && sc->getSCE(SC_E_SLASH_COUNT))
  5771. wd.div_ = sc->getSCE(SC_E_SLASH_COUNT)->val1;
  5772. break;
  5773. case SHC_SHADOW_STAB:
  5774. if (wd.miscflag == 2)
  5775. wd.div_ = 2;
  5776. break;
  5777. case SHC_IMPACT_CRATER:
  5778. if (sc && sc->getSCE(SC_ROLLINGCUTTER))
  5779. wd.div_ = sc->getSCE(SC_ROLLINGCUTTER)->val1;
  5780. break;
  5781. case MT_AXE_STOMP:
  5782. if (sd && sd->status.weapon == W_2HAXE)
  5783. wd.div_ = 2;
  5784. break;
  5785. }
  5786. } else {
  5787. bool is_long = false;
  5788. if (is_skill_using_arrow(src, skill_id) || (sc && sc->getSCE(SC_SOULATTACK)))
  5789. is_long = true;
  5790. wd.flag |= is_long ? BF_LONG : BF_SHORT;
  5791. }
  5792. return wd;
  5793. }
  5794. /**
  5795. * Check if we should reflect the damage and calculate it if so
  5796. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  5797. * @param wd : weapon damage
  5798. * @param src : bl who did the attack
  5799. * @param target : target of the attack
  5800. * @param skill_id : id of casted skill, 0 = basic atk
  5801. * @param skill_lv : lvl of skill casted
  5802. */
  5803. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv)
  5804. {
  5805. // Don't reflect your own damage (Grand Cross)
  5806. if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL ||
  5807. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ))))
  5808. {
  5809. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  5810. map_session_data *tsd = BL_CAST(BL_PC, target);
  5811. status_change *tsc = status_get_sc(target);
  5812. struct status_data *sstatus = status_get_status_data(src);
  5813. struct unit_data *ud = unit_bl2ud(target);
  5814. t_tick tick = gettick(), rdelay = 0;
  5815. if (!tsc)
  5816. return;
  5817. auto * sce = tsc->getSCE(SC_MAXPAIN);
  5818. if (sce) {
  5819. sce->val2 = (int)damage;
  5820. if (!tsc->getSCE(SC_KYOMU) && !(tsc->getSCE(SC_DARKCROW) && (wd->flag&BF_SHORT))) //SC_KYOMU invalidates reflecting ability. SC_DARKCROW also does, but only for short weapon attack.
  5821. skill_castend_damage_id(target, src, NPC_MAXPAIN_ATK, sce->val1, tick, ((wd->flag & 1) ? wd->flag - 1 : wd->flag));
  5822. }
  5823. // Calculate skill reflect damage separately
  5824. if ((ud && !ud->immune_attack) || !status_bl_has_mode(target, MD_SKILLIMMUNE))
  5825. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
  5826. if( rdamage > 0 ) {
  5827. struct block_list *d_bl = battle_check_devotion(src);
  5828. status_change *sc = status_get_sc(src);
  5829. if (sc && sc->getSCE(SC_VITALITYACTIVATION))
  5830. rdamage /= 2;
  5831. if( attack_type == BF_WEAPON && tsc->getSCE(SC_REFLECTDAMAGE) ) // Don't reflect your own damage (Grand Cross)
  5832. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag);
  5833. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  5834. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  5835. if( tsd )
  5836. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  5837. // It appears that official servers give skill reflect damage a longer delay
  5838. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true, false);
  5839. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  5840. }
  5841. }
  5842. }
  5843. }
  5844. /*============================================
  5845. * Calculate "weapon"-type attacks and skills
  5846. *--------------------------------------------
  5847. * Credits:
  5848. * Original coder Skotlex
  5849. * Initial refactoring by Baalberith
  5850. * Refined and optimized by helvetica
  5851. */
  5852. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  5853. {
  5854. map_session_data *sd, *tsd;
  5855. struct Damage wd;
  5856. status_change *sc = status_get_sc(src);
  5857. status_change *tsc = status_get_sc(target);
  5858. struct status_data *sstatus = status_get_status_data(src);
  5859. struct status_data *tstatus = status_get_status_data(target);
  5860. int right_element, left_element;
  5861. bool infdef = false;
  5862. memset(&wd,0,sizeof(wd));
  5863. if (src == NULL || target == NULL) {
  5864. nullpo_info(NLP_MARK);
  5865. return wd;
  5866. }
  5867. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  5868. right_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  5869. left_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  5870. if (sc && !sc->count)
  5871. sc = NULL; //Skip checking as there are no status changes active.
  5872. if (tsc && !tsc->count)
  5873. tsc = NULL; //Skip checking as there are no status changes active.
  5874. sd = BL_CAST(BL_PC, src);
  5875. tsd = BL_CAST(BL_PC, target);
  5876. //Check for Lucky Dodge
  5877. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  5878. wd.type = DMG_LUCY_DODGE;
  5879. wd.dmg_lv = ATK_LUCKY;
  5880. if(wd.div_ < 0)
  5881. wd.div_ *= -1;
  5882. return wd;
  5883. }
  5884. // on official check for multi hit first so we can override crit on double attack [helvetica]
  5885. battle_calc_multi_attack(&wd, src, target, skill_id, skill_lv);
  5886. // crit check is next since crits always hit on official [helvetica]
  5887. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, true)) {
  5888. #if PACKETVER >= 20161207
  5889. if (wd.type&DMG_MULTI_HIT)
  5890. wd.type = DMG_MULTI_HIT_CRITICAL;
  5891. else
  5892. wd.type = DMG_CRITICAL;
  5893. #else
  5894. wd.type = DMG_CRITICAL;
  5895. #endif
  5896. }
  5897. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  5898. // check if we're landing a hit
  5899. if(!is_attack_hitting(&wd, src, target, skill_id, skill_lv, true))
  5900. wd.dmg_lv = ATK_FLEE;
  5901. else if(!(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants
  5902. battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv); // base skill damage
  5903. int64 ratio = 0;
  5904. #ifndef RENEWAL
  5905. ratio = battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv); // skill level ratios
  5906. ATK_RATE(wd.damage, wd.damage2, ratio);
  5907. #endif
  5908. int64 bonus_damage = battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv); // other skill bonuses
  5909. ATK_ADD(wd.damage, wd.damage2, bonus_damage);
  5910. #ifdef RENEWAL
  5911. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  5912. struct status_data *sstatus = status_get_status_data(src);
  5913. if (sstatus->matk_max > sstatus->matk_min) {
  5914. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5915. } else
  5916. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  5917. }
  5918. #endif
  5919. int i = 0;
  5920. #ifndef RENEWAL
  5921. // add any miscellaneous player ATK bonuses
  5922. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id)))
  5923. ATK_ADDRATE(wd.damage, wd.damage2, i);
  5924. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  5925. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  5926. #endif
  5927. #ifdef RENEWAL
  5928. // In Renewal we only cardfix to the weapon and equip ATK
  5929. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  5930. if (sd) {
  5931. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 2, wd.flag);
  5932. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 2, wd.flag);
  5933. if (is_attack_left_handed(src, skill_id)) {
  5934. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  5935. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 3, wd.flag);
  5936. }
  5937. }
  5938. //Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  5939. if (tsd && skill_id != NJ_ISSEN && skill_id != GN_FIRE_EXPANSION_ACID) { // These skills will do a card fix later
  5940. std::bitset<NK_MAX> ignoreele_nk = nk;
  5941. ignoreele_nk.set(NK_IGNOREELEMENT);
  5942. wd.statusAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk, 0, wd.flag);
  5943. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 0, wd.flag);
  5944. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 0, wd.flag);
  5945. wd.masteryAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk, 0, wd.flag);
  5946. if (is_attack_left_handed(src, skill_id)) {
  5947. wd.statusAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk2, 1, wd.flag);
  5948. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 1, wd.flag);
  5949. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 1, wd.flag);
  5950. wd.masteryAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk2, 1, wd.flag);
  5951. }
  5952. }
  5953. // final attack bonuses that aren't affected by cards
  5954. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  5955. if (sd) { //monsters, homuns and pets have their damage computed directly
  5956. wd.damage = (int64)floor((float)((wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.percentAtk) * (100 + sstatus->patk) / 100 + wd.masteryAtk + bonus_damage));
  5957. if (is_attack_left_handed(src, skill_id))
  5958. wd.damage2 = (int64)floor((float)((wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.percentAtk2) * (100 + sstatus->patk) / 100 + wd.masteryAtk2 + bonus_damage));
  5959. // CritAtkRate modifier
  5960. if (wd.type == DMG_CRITICAL || wd.type == DMG_MULTI_HIT_CRITICAL) {
  5961. if (skill_id > 0) {
  5962. wd.damage += (int64)floor((float)(wd.damage * sd->bonus.crit_atk_rate / 200));
  5963. if (is_attack_left_handed(src, skill_id))
  5964. wd.damage2 += (int64)floor((float)(wd.damage2 * sd->bonus.crit_atk_rate / 200));
  5965. }
  5966. else {
  5967. wd.damage += (int64)floor((float)(wd.damage * sd->bonus.crit_atk_rate / 100));
  5968. if (is_attack_left_handed(src, skill_id))
  5969. wd.damage2 += (int64)floor((float)(wd.damage2 * sd->bonus.crit_atk_rate / 100));
  5970. }
  5971. }
  5972. if (wd.flag & BF_SHORT)
  5973. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.short_attack_atk_rate);
  5974. if(wd.flag&BF_LONG && (skill_id != RA_WUGBITE && skill_id != RA_WUGSTRIKE)) //Long damage rate addition doesn't use weapon + equip attack
  5975. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  5976. }
  5977. ratio = battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv); // skill level ratios
  5978. ATK_RATE(wd.damage, wd.damage2, ratio);
  5979. // Advance Katar Mastery
  5980. if (sd) {
  5981. uint16 katar_skill;
  5982. if (sd->status.weapon == W_KATAR && (katar_skill = pc_checkskill(sd, ASC_KATAR)) > 0) // Adv. Katar Mastery applied after calculate with skillratio.
  5983. ATK_ADDRATE(wd.damage, wd.damage2, (10 + 2 * katar_skill));
  5984. }
  5985. // Res reduces physical damage by a percentage and
  5986. // is calculated before DEF and other reductions.
  5987. // This should be the official formula. [Rytech]
  5988. if ((wd.damage + wd.damage2) && tstatus->res > 0) {
  5989. short res = tstatus->res;
  5990. short ignore_res = 0;// Value used as a percentage.
  5991. // Attacker status's that pierce Res.
  5992. if (sc) {
  5993. if (sc->getSCE(SC_A_TELUM))
  5994. ignore_res += sc->getSCE(SC_A_TELUM)->val2;
  5995. if (sc->getSCE(SC_POTENT_VENOM))
  5996. ignore_res += sc->getSCE(SC_POTENT_VENOM)->val2;
  5997. }
  5998. ignore_res = min(ignore_res, 100);
  5999. if (ignore_res > 0)
  6000. res -= res * ignore_res / 100;
  6001. // Max damage reduction from Res is officially 50%.
  6002. // That means 625 Res is needed to hit that cap.
  6003. if (res > battle_config.max_res_mres_reduction)
  6004. res = battle_config.max_res_mres_reduction;
  6005. // Apply damage reduction.
  6006. wd.damage = wd.damage * (5000 + res) / (5000 + 10 * res);
  6007. wd.damage2 = wd.damage2 * (5000 + res) / (5000 + 10 * res);
  6008. }
  6009. #else
  6010. // final attack bonuses that aren't affected by cards
  6011. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  6012. #endif
  6013. if (wd.damage + wd.damage2) { //Check if attack ignores DEF
  6014. 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))
  6015. battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv);
  6016. battle_calc_attack_post_defense(&wd, src, target, skill_id, skill_lv);
  6017. }
  6018. #ifdef RENEWAL
  6019. // add any miscellaneous player ATK bonuses
  6020. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  6021. ATK_ADDRATE(wd.damage, wd.damage2, i);
  6022. RE_ALLATK_ADDRATE(&wd, i);
  6023. }
  6024. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) {
  6025. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  6026. RE_ALLATK_ADDRATE(&wd, -i);
  6027. }
  6028. #endif
  6029. }
  6030. battle_calc_element_damage(&wd, src, target, skill_id, skill_lv);
  6031. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  6032. return wd; //Enough, rest is not needed.
  6033. #ifdef RENEWAL
  6034. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, false)) {
  6035. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  6036. wd.damage = (int64)floor((float)((wd.damage * (1.4f + (0.01f * sstatus->crate)))));
  6037. if (is_attack_left_handed(src, skill_id))
  6038. wd.damage2 = (int64)floor((float)((wd.damage2 * (1.4f + (0.01f * sstatus->crate)))));
  6039. } else
  6040. wd.damage = (int64)floor((float)(wd.damage * 1.4f));
  6041. if (tsd && tsd->bonus.crit_def_rate != 0)
  6042. ATK_ADDRATE(wd.damage, wd.damage2, -tsd->bonus.crit_def_rate);
  6043. }
  6044. #endif
  6045. switch (skill_id) {
  6046. #ifndef RENEWAL
  6047. case NJ_KUNAI:
  6048. ATK_ADD(wd.damage, wd.damage2, 90);
  6049. break;
  6050. #endif
  6051. case TK_DOWNKICK:
  6052. case TK_STORMKICK:
  6053. case TK_TURNKICK:
  6054. case TK_COUNTER:
  6055. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  6056. ATK_ADD(wd.damage, wd.damage2, 10 * pc_checkskill(sd, TK_RUN));
  6057. break;
  6058. case SR_TIGERCANNON:
  6059. // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  6060. if (wd.miscflag&8) {
  6061. ATK_ADD(wd.damage, wd.damage2, skill_lv * 500 + status_get_lv(target) * 40);
  6062. } else
  6063. ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40);
  6064. break;
  6065. case SR_GATEOFHELL: {
  6066. status_data *sstatus = status_get_status_data(src);
  6067. double bonus = 1 + skill_lv * 2 / 10;
  6068. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - sstatus->hp);
  6069. if(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE) {
  6070. ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->max_sp * bonus) + 40 * status_get_lv(src));
  6071. } else
  6072. ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->sp * bonus) + 10 * status_get_lv(src));
  6073. }
  6074. break;
  6075. case MH_TINDER_BREAKER:
  6076. ATK_ADD(wd.damage, wd.damage2, 2500 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  6077. break;
  6078. case MH_CBC:
  6079. ATK_ADD(wd.damage, wd.damage2, 4000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  6080. break;
  6081. case MH_EQC:
  6082. ATK_ADD(wd.damage, wd.damage2, 6000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  6083. break;
  6084. case NPC_MAXPAIN_ATK:
  6085. if (sc) {
  6086. auto * sce = sc->getSCE(SC_MAXPAIN);
  6087. if (sce) {
  6088. if (sce->val2)
  6089. wd.damage = sce->val2 * skill_lv / 10;
  6090. else if (sce->val3)
  6091. wd.damage = sce->val3 * skill_lv / 10;
  6092. }
  6093. }
  6094. else
  6095. wd.damage = 0;
  6096. break;
  6097. }
  6098. if(sd) {
  6099. #ifndef RENEWAL
  6100. uint16 skill;
  6101. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  6102. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  6103. if (skill_id == TF_POISON)
  6104. ATK_ADD(wd.damage, wd.damage2, 15 * skill_lv);
  6105. if (skill_id == GS_GROUNDDRIFT)
  6106. ATK_ADD(wd.damage, wd.damage2, 50 * skill_lv);
  6107. if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  6108. ATK_ADD2(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->right_weapon.star, ((wd.div_ < 1) ? 1 : wd.div_) * sd->left_weapon.star);
  6109. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  6110. ATK_ADD(wd.damage, wd.damage2, 4);
  6111. if (skill_id == MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  6112. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  6113. } else
  6114. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  6115. #endif
  6116. if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements.
  6117. short index = sd->equip_index[EQI_HAND_L];
  6118. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  6119. ATK_ADD(wd.damage, wd.damage2, 10*sd->inventory.u.items_inventory[index].refine);
  6120. }
  6121. #ifndef RENEWAL
  6122. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  6123. switch(skill_id) {
  6124. case RK_DRAGONBREATH:
  6125. case RK_DRAGONBREATH_WATER:
  6126. if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
  6127. wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
  6128. if(is_attack_left_handed(src, skill_id))
  6129. wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
  6130. }
  6131. break;
  6132. default:
  6133. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 2, wd.flag);
  6134. if( is_attack_left_handed(src, skill_id ))
  6135. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 3, wd.flag);
  6136. break;
  6137. }
  6138. #endif
  6139. }
  6140. #ifdef RENEWAL
  6141. // In renewal only do it for non player attacks
  6142. if( tsd && !sd ){
  6143. #else
  6144. if( tsd ){
  6145. #endif
  6146. // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  6147. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 0, wd.flag);
  6148. if(is_attack_left_handed(src, skill_id))
  6149. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 1, wd.flag);
  6150. }
  6151. // only do 1 dmg to plant, no need to calculate rest
  6152. if(infdef){
  6153. battle_calc_attack_plant(&wd, src, target, skill_id, skill_lv);
  6154. return wd;
  6155. }
  6156. //Apply DAMAGE_DIV_FIX and check for min damage
  6157. battle_apply_div_fix(&wd, skill_id);
  6158. battle_calc_attack_left_right_hands(&wd, src, target, skill_id, skill_lv);
  6159. #ifdef RENEWAL
  6160. switch (skill_id) {
  6161. case NJ_ISSEN:
  6162. case GN_FIRE_EXPANSION_ACID:
  6163. return wd; //These skills will do a GVG fix later
  6164. default:
  6165. #endif
  6166. battle_calc_attack_gvg_bg(&wd, src, target, skill_id, skill_lv);
  6167. #ifdef RENEWAL
  6168. break;
  6169. }
  6170. #endif
  6171. battle_calc_weapon_final_atk_modifiers(&wd, src, target, skill_id, skill_lv);
  6172. battle_absorb_damage(target, &wd);
  6173. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  6174. return wd;
  6175. }
  6176. /*==========================================
  6177. * Calculate "magic"-type attacks and skills
  6178. *------------------------------------------
  6179. * Credits:
  6180. * Original coder DracoRPG
  6181. * Refined and optimized by helvetica
  6182. */
  6183. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  6184. {
  6185. int i, skill_damage = 0;
  6186. short s_ele = 0;
  6187. TBL_PC *sd;
  6188. TBL_PC *tsd;
  6189. status_change *sc, *tsc;
  6190. struct Damage ad;
  6191. struct status_data *sstatus = status_get_status_data(src);
  6192. struct status_data *tstatus = status_get_status_data(target);
  6193. struct {
  6194. unsigned imdef : 1;
  6195. unsigned infdef : 1;
  6196. } flag;
  6197. memset(&ad,0,sizeof(ad));
  6198. memset(&flag,0,sizeof(flag));
  6199. if (src == NULL || target == NULL) {
  6200. nullpo_info(NLP_MARK);
  6201. return ad;
  6202. }
  6203. //Initial Values
  6204. ad.damage = 1;
  6205. ad.div_ = skill_get_num(skill_id,skill_lv);
  6206. ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills.
  6207. ad.dmotion = tstatus->dmotion;
  6208. ad.blewcount = skill_get_blewcount(skill_id, skill_lv);
  6209. ad.flag = BF_MAGIC|BF_SKILL;
  6210. ad.dmg_lv = ATK_DEF;
  6211. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  6212. std::bitset<NK_MAX> nk;
  6213. if (skill)
  6214. nk = skill->nk;
  6215. flag.imdef = nk[NK_IGNOREDEFENSE] ? 1 : 0;
  6216. sd = BL_CAST(BL_PC, src);
  6217. tsd = BL_CAST(BL_PC, target);
  6218. s_elemental_data* ed = BL_CAST(BL_ELEM, src);
  6219. sc = status_get_sc(src);
  6220. tsc = status_get_sc(target);
  6221. //Initialize variables that will be used afterwards
  6222. s_ele = skill_get_ele(skill_id, skill_lv);
  6223. if (s_ele == ELE_WEAPON) { // pl=-1 : the skill takes the weapon's element
  6224. s_ele = sstatus->rhw.ele;
  6225. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  6226. s_ele = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  6227. } else if (s_ele == ELE_ENDOWED) //Use status element
  6228. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  6229. else if (s_ele == ELE_RANDOM) //Use random element
  6230. s_ele = rnd()%ELE_ALL;
  6231. switch(skill_id) {
  6232. case NPC_EARTHQUAKE:
  6233. s_ele = ELE_NEUTRAL;
  6234. break;
  6235. case WL_HELLINFERNO:
  6236. if (mflag & 2) { // ELE_DARK
  6237. s_ele = ELE_DARK;
  6238. ad.div_ = 3;
  6239. }
  6240. break;
  6241. case WM_REVERBERATION:
  6242. if (sd)
  6243. s_ele = sd->bonus.arrow_ele;
  6244. break;
  6245. case NPC_PSYCHIC_WAVE:
  6246. case SO_PSYCHIC_WAVE:
  6247. if (sd && (sd->weapontype1 == W_STAFF || sd->weapontype1 == W_2HSTAFF || sd->weapontype1 == W_BOOK))
  6248. ad.div_ = 2;
  6249. if( sc && sc->count ) {
  6250. if( sc->getSCE(SC_HEATER_OPTION) )
  6251. s_ele = sc->getSCE(SC_HEATER_OPTION)->val3;
  6252. else if( sc->getSCE(SC_COOLER_OPTION) )
  6253. s_ele = sc->getSCE(SC_COOLER_OPTION)->val3;
  6254. else if( sc->getSCE(SC_BLAST_OPTION) )
  6255. s_ele = sc->getSCE(SC_BLAST_OPTION)->val3;
  6256. else if( sc->getSCE(SC_CURSED_SOIL_OPTION) )
  6257. s_ele = sc->getSCE(SC_CURSED_SOIL_OPTION)->val3;
  6258. else if( sc->getSCE(SC_FLAMETECHNIC_OPTION) )
  6259. s_ele = sc->getSCE(SC_FLAMETECHNIC_OPTION)->val3;
  6260. else if( sc->getSCE(SC_COLD_FORCE_OPTION) )
  6261. s_ele = sc->getSCE(SC_COLD_FORCE_OPTION)->val3;
  6262. else if( sc->getSCE(SC_GRACE_BREEZE_OPTION) )
  6263. s_ele = sc->getSCE(SC_GRACE_BREEZE_OPTION)->val3;
  6264. else if( sc->getSCE(SC_EARTH_CARE_OPTION) )
  6265. s_ele = sc->getSCE(SC_EARTH_CARE_OPTION)->val3;
  6266. else if( sc->getSCE(SC_DEEP_POISONING_OPTION) )
  6267. s_ele = sc->getSCE(SC_DEEP_POISONING_OPTION)->val3;
  6268. }
  6269. break;
  6270. case KO_KAIHOU:
  6271. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
  6272. s_ele = sd->spiritcharm_type;
  6273. break;
  6274. case AB_ADORAMUS:
  6275. if (sc && sc->getSCE(SC_ANCILLA))
  6276. s_ele = ELE_NEUTRAL;
  6277. break;
  6278. case LG_RAYOFGENESIS:
  6279. if (sc && sc->getSCE(SC_INSPIRATION))
  6280. s_ele = ELE_NEUTRAL;
  6281. break;
  6282. case AG_DESTRUCTIVE_HURRICANE:
  6283. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  6284. ad.blewcount = 2;
  6285. break;
  6286. case AG_CRYSTAL_IMPACT:
  6287. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  6288. ad.div_ = 2;
  6289. break;
  6290. case ABC_ABYSS_SQUARE:
  6291. if (mflag == 2)
  6292. ad.div_ = 2;
  6293. break;
  6294. case TR_METALIC_FURY:// Deals up to 5 additional hits. But what affects the number of hits? [Rytech]
  6295. ad.div_ = min(ad.div_ + mflag, 5); // Number of hits doesn't go above 5.
  6296. // Fall through and check arrow element
  6297. case TR_SOUNDBLEND:
  6298. if (sd)
  6299. s_ele = sd->bonus.arrow_ele;
  6300. break;
  6301. }
  6302. //Set miscellaneous data that needs be filled
  6303. if(sd) {
  6304. sd->state.arrow_atk = 0;
  6305. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  6306. }
  6307. //Skill Range Criteria
  6308. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  6309. //Infinite defense (plant mode)
  6310. flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
  6311. switch(skill_id) {
  6312. case MG_FIREWALL:
  6313. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  6314. ad.blewcount = 0; //No knockback
  6315. //Fall through
  6316. case NJ_KAENSIN:
  6317. case PR_SANCTUARY:
  6318. ad.dmotion = 1; //No flinch animation.
  6319. break;
  6320. }
  6321. if (!flag.infdef) { //No need to do the math for plants
  6322. unsigned int skillratio = 100; //Skill dmg modifiers.
  6323. #ifdef RENEWAL
  6324. ad.damage = 0; //reinitialize..
  6325. #endif
  6326. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  6327. #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; }
  6328. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  6329. #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; }
  6330. //Adds an absolute value to damage. 100 = +100 damage
  6331. #define MATK_ADD(a) { ad.damage += a; }
  6332. //Calc base damage according to skill
  6333. switch (skill_id) {
  6334. case AL_HEAL:
  6335. case PR_BENEDICTIO:
  6336. case PR_SANCTUARY:
  6337. case AB_HIGHNESSHEAL:
  6338. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  6339. break;
  6340. case PR_ASPERSIO:
  6341. ad.damage = 40;
  6342. break;
  6343. case ALL_RESURRECTION:
  6344. case PR_TURNUNDEAD:
  6345. //Undead check is on skill_castend_damageid code.
  6346. #ifdef RENEWAL
  6347. i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  6348. + 300 - 300 * tstatus->hp / tstatus->max_hp;
  6349. #else
  6350. i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  6351. + 200 - 200 * tstatus->hp / tstatus->max_hp;
  6352. #endif
  6353. if(i > 700)
  6354. i = 700;
  6355. if(rnd()%1000 < i && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  6356. ad.damage = tstatus->hp;
  6357. else {
  6358. #ifdef RENEWAL
  6359. if (sstatus->matk_max > sstatus->matk_min) {
  6360. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  6361. } else {
  6362. MATK_ADD(sstatus->matk_min);
  6363. }
  6364. MATK_RATE(skill_lv);
  6365. #else
  6366. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  6367. #endif
  6368. }
  6369. break;
  6370. case NPC_DARKBREATH:
  6371. ad.damage = tstatus->hp * (skill_lv <= 5 ? 100 / (2 * 6 - skill_lv) : 50) / 100;
  6372. break;
  6373. case PF_SOULBURN:
  6374. ad.damage = tstatus->sp * 2;
  6375. break;
  6376. case AB_RENOVATIO:
  6377. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  6378. break;
  6379. case NPC_EARTHQUAKE:
  6380. if (mflag & NPC_EARTHQUAKE_FLAG) {
  6381. ad.flag |= NPC_EARTHQUAKE_FLAG; // Pass flag to battle_calc_damage
  6382. mflag &= ~NPC_EARTHQUAKE_FLAG; // Remove before NK_SPLASHSPLIT check
  6383. }
  6384. if (src->type == BL_PC)
  6385. ad.damage = sstatus->str * 2 + battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag).damage;
  6386. else
  6387. ad.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0);
  6388. MATK_RATE(200 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0));
  6389. if (nk[NK_SPLASHSPLIT] && mflag > 1)
  6390. ad.damage /= mflag;
  6391. break;
  6392. case NPC_ICEMINE:
  6393. case NPC_FLAMECROSS:
  6394. ad.damage = static_cast<int64>( sstatus->rhw.atk ) * static_cast<int64>( 20 ) * static_cast<int64>( skill_lv );
  6395. break;
  6396. default: {
  6397. if (sstatus->matk_max > sstatus->matk_min) {
  6398. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  6399. } else {
  6400. MATK_ADD(sstatus->matk_min);
  6401. }
  6402. if (sd) { // Soul energy spheres adds MATK.
  6403. MATK_ADD(3*sd->soulball);
  6404. }
  6405. if (nk[NK_SPLASHSPLIT]) { // Divide MATK in case of multiple targets skill
  6406. if (mflag>0)
  6407. ad.damage /= mflag;
  6408. else
  6409. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  6410. }
  6411. switch(skill_id) {
  6412. case MG_NAPALMBEAT:
  6413. skillratio += -30 + 10 * skill_lv;
  6414. break;
  6415. case MG_FIREBALL:
  6416. #ifdef RENEWAL
  6417. skillratio += 40 + 20 * skill_lv;
  6418. if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage
  6419. skillratio = skillratio * 3 / 4;
  6420. #else
  6421. skillratio += -30 + 10 * skill_lv;
  6422. #endif
  6423. break;
  6424. case MG_SOULSTRIKE:
  6425. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  6426. skillratio += 5 * skill_lv;
  6427. break;
  6428. case MG_FIREWALL:
  6429. skillratio -= 50;
  6430. break;
  6431. case MG_FIREBOLT:
  6432. case MG_COLDBOLT:
  6433. case MG_LIGHTNINGBOLT:
  6434. if (sc) {
  6435. if ((skill_id == MG_FIREBOLT && sc->getSCE(SC_FLAMETECHNIC_OPTION)) ||
  6436. (skill_id == MG_COLDBOLT && sc->getSCE(SC_COLD_FORCE_OPTION)) ||
  6437. (skill_id == MG_LIGHTNINGBOLT && sc->getSCE(SC_GRACE_BREEZE_OPTION)))
  6438. skillratio *= 2;
  6439. if (sc->getSCE(SC_SPELLFIST) && mflag & BF_SHORT) {
  6440. skillratio += (sc->getSCE(SC_SPELLFIST)->val3 * 100) + (sc->getSCE(SC_SPELLFIST)->val1 * 50 - 50) - 100; // val3 = used bolt level, val1 = used spellfist level. [Rytech]
  6441. ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
  6442. ad.flag = BF_WEAPON | BF_SHORT;
  6443. ad.type = DMG_NORMAL;
  6444. }
  6445. }
  6446. break;
  6447. case MG_THUNDERSTORM:
  6448. // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  6449. #ifndef RENEWAL
  6450. skillratio -= 20;
  6451. #endif
  6452. break;
  6453. case MG_FROSTDIVER:
  6454. skillratio += 10 * skill_lv;
  6455. break;
  6456. case AL_HOLYLIGHT:
  6457. skillratio += 25;
  6458. if (sd && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
  6459. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  6460. break;
  6461. case AL_RUWACH:
  6462. skillratio += 45;
  6463. break;
  6464. case WZ_FROSTNOVA:
  6465. skillratio += -100 + (100 + skill_lv * 10) * 2 / 3;
  6466. break;
  6467. case WZ_FIREPILLAR:
  6468. if (sd && ad.div_ > 0)
  6469. ad.div_ *= -1; //For players, damage is divided by number of hits
  6470. skillratio += -60 + 20 * skill_lv; //20% MATK each hit
  6471. break;
  6472. case WZ_SIGHTRASHER:
  6473. skillratio += 20 * skill_lv;
  6474. break;
  6475. case WZ_WATERBALL:
  6476. skillratio += 30 * skill_lv;
  6477. break;
  6478. case WZ_STORMGUST:
  6479. #ifdef RENEWAL
  6480. skillratio -= 30; // Offset only once
  6481. skillratio += 50 * skill_lv;
  6482. #else
  6483. skillratio += 40 * skill_lv;
  6484. #endif
  6485. break;
  6486. #ifdef RENEWAL
  6487. case WZ_EARTHSPIKE:
  6488. skillratio += 100;
  6489. if (sc && sc->getSCE(SC_EARTH_CARE_OPTION))
  6490. skillratio += skillratio * 80 / 100;
  6491. break;
  6492. #endif
  6493. case HW_NAPALMVULCAN:
  6494. #ifdef RENEWAL
  6495. skillratio += -100 + 70 * skill_lv;
  6496. RE_LVL_DMOD(100);
  6497. #else
  6498. skillratio += 25;
  6499. #endif
  6500. break;
  6501. case SL_STIN: //Target size must be small (0) for full damage
  6502. skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv);
  6503. break;
  6504. case SL_STUN:
  6505. skillratio += 5 * skill_lv;
  6506. break;
  6507. case SL_SMA: //Base damage is 40% + lv%
  6508. skillratio += -60 + status_get_lv(src);
  6509. break;
  6510. case NJ_KOUENKA:
  6511. skillratio -= 10;
  6512. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  6513. skillratio += 10 * sd->spiritcharm;
  6514. break;
  6515. case NJ_KAENSIN:
  6516. skillratio -= 50;
  6517. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  6518. skillratio += 20 * sd->spiritcharm;
  6519. break;
  6520. case NJ_BAKUENRYU:
  6521. skillratio += 50 + 150 * skill_lv;
  6522. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  6523. skillratio += 100 * sd->spiritcharm;
  6524. break;
  6525. case NJ_HYOUSENSOU:
  6526. #ifdef RENEWAL
  6527. skillratio -= 30;
  6528. if (sc && sc->getSCE(SC_SUITON))
  6529. skillratio += 2 * skill_lv;
  6530. #endif
  6531. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  6532. skillratio += 20 * sd->spiritcharm;
  6533. break;
  6534. case NJ_HYOUSYOURAKU:
  6535. skillratio += 50 * skill_lv;
  6536. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  6537. skillratio += 100 * sd->spiritcharm;
  6538. break;
  6539. case NJ_RAIGEKISAI:
  6540. #ifdef RENEWAL
  6541. skillratio += 100 * skill_lv;
  6542. #else
  6543. skillratio += 60 + 40 * skill_lv;
  6544. #endif
  6545. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  6546. skillratio += 20 * sd->spiritcharm;
  6547. break;
  6548. case NJ_KAMAITACHI:
  6549. skillratio += 100 * skill_lv;
  6550. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  6551. skillratio += 100 * sd->spiritcharm;
  6552. break;
  6553. case NJ_HUUJIN:
  6554. #ifdef RENEWAL
  6555. skillratio += 50;
  6556. #endif
  6557. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  6558. skillratio += 10 * sd->spiritcharm;
  6559. break;
  6560. case NPC_ENERGYDRAIN:
  6561. skillratio += 100 * skill_lv;
  6562. break;
  6563. #ifdef RENEWAL
  6564. case WZ_HEAVENDRIVE:
  6565. skillratio += 25;
  6566. break;
  6567. case WZ_METEOR:
  6568. skillratio += 25;
  6569. break;
  6570. case WZ_VERMILION:
  6571. if(sd)
  6572. skillratio += 300 + skill_lv * 100;
  6573. else
  6574. skillratio += 20 * skill_lv - 20; //Monsters use old formula
  6575. break;
  6576. case PR_MAGNUS:
  6577. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  6578. skillratio += 30;
  6579. break;
  6580. case BA_DISSONANCE:
  6581. skillratio += skill_lv * 10;
  6582. if (sd)
  6583. skillratio += 3 * pc_checkskill(sd, BA_MUSICALLESSON);
  6584. break;
  6585. case HW_GRAVITATION:
  6586. skillratio += -100 + 100 * skill_lv;
  6587. RE_LVL_DMOD(100);
  6588. break;
  6589. case PA_PRESSURE:
  6590. skillratio += -100 + 500 + 150 * skill_lv;
  6591. RE_LVL_DMOD(100);
  6592. break;
  6593. case WZ_SIGHTBLASTER:
  6594. skillratio += 500;
  6595. break;
  6596. #else
  6597. case WZ_VERMILION:
  6598. skillratio += 20 * skill_lv - 20;
  6599. break;
  6600. #endif
  6601. case AB_JUDEX:
  6602. skillratio += -100 + 300 + 70 * skill_lv;
  6603. RE_LVL_DMOD(100);
  6604. break;
  6605. case AB_ADORAMUS:
  6606. skillratio += - 100 + 300 + 250 * skill_lv;
  6607. RE_LVL_DMOD(100);
  6608. break;
  6609. case AB_DUPLELIGHT_MAGIC:
  6610. skillratio += 300 + 40 * skill_lv;
  6611. break;
  6612. case WL_SOULEXPANSION:
  6613. skillratio += -100 + 1000 + skill_lv * 200 + sstatus->int_ / 6; // !TODO: Confirm INT bonus
  6614. RE_LVL_DMOD(100);
  6615. break;
  6616. case WL_FROSTMISTY:
  6617. skillratio += -100 + 200 + 100 * skill_lv;
  6618. RE_LVL_DMOD(100);
  6619. break;
  6620. case NPC_JACKFROST:
  6621. if (tsc && tsc->getSCE(SC_FREEZING)) {
  6622. skillratio += 900 + 300 * skill_lv;
  6623. RE_LVL_DMOD(100);
  6624. } else {
  6625. skillratio += 400 + 100 * skill_lv;
  6626. RE_LVL_DMOD(150);
  6627. }
  6628. break;
  6629. case WL_JACKFROST:
  6630. if (tsc && tsc->getSCE(SC_MISTY_FROST))
  6631. skillratio += -100 + 1200 + 600 * skill_lv;
  6632. else
  6633. skillratio += -100 + 1000 + 300 * skill_lv;
  6634. RE_LVL_DMOD(100);
  6635. break;
  6636. case WL_DRAINLIFE:
  6637. skillratio += -100 + 200 * skill_lv + sstatus->int_;
  6638. RE_LVL_DMOD(100);
  6639. break;
  6640. case WL_CRIMSONROCK:
  6641. skillratio += -100 + 700 + 600 * skill_lv;
  6642. RE_LVL_DMOD(100);
  6643. break;
  6644. case WL_HELLINFERNO:
  6645. skillratio += -100 + 400 * skill_lv;
  6646. if (mflag & 2) // ELE_DARK
  6647. skillratio += 200;
  6648. RE_LVL_DMOD(100);
  6649. break;
  6650. case WL_COMET:
  6651. skillratio += -100 + 2500 + 700 * skill_lv;
  6652. RE_LVL_DMOD(100);
  6653. break;
  6654. case WL_CHAINLIGHTNING_ATK:
  6655. skillratio += 400 + 100 * skill_lv;
  6656. RE_LVL_DMOD(100);
  6657. if (mflag > 0)
  6658. skillratio += 100 * mflag;
  6659. break;
  6660. case WL_EARTHSTRAIN:
  6661. skillratio += -100 + 1000 + 600 * skill_lv;
  6662. RE_LVL_DMOD(100);
  6663. break;
  6664. case WL_TETRAVORTEX_FIRE:
  6665. case WL_TETRAVORTEX_WATER:
  6666. case WL_TETRAVORTEX_WIND:
  6667. case WL_TETRAVORTEX_GROUND:
  6668. skillratio += -100 + 800 + 400 * skill_lv;
  6669. break;
  6670. case WL_SUMMON_ATK_FIRE:
  6671. case WL_SUMMON_ATK_WATER:
  6672. case WL_SUMMON_ATK_WIND:
  6673. case WL_SUMMON_ATK_GROUND:
  6674. skillratio += -100 + (1 + skill_lv) / 2 * (status_get_lv(src) + (sd ? sd->status.job_level : 0));
  6675. RE_LVL_DMOD(100); // ! TODO: Confirm new formula
  6676. break;
  6677. case LG_RAYOFGENESIS:
  6678. skillratio += -100 + 230 * skill_lv + sstatus->int_ / 6; // !TODO: What's the INT bonus?
  6679. if (sc && sc->getSCE(SC_INSPIRATION))
  6680. skillratio += 70 * skill_lv;
  6681. RE_LVL_DMOD(100);
  6682. break;
  6683. case NPC_RAYOFGENESIS:
  6684. skillratio += -100 + 200 * skill_lv;
  6685. break;
  6686. case WM_METALICSOUND:
  6687. skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1);
  6688. if (tsc && tsc->getSCE(SC_SLEEP))
  6689. skillratio += 100; // !TODO: Confirm target sleeping bonus
  6690. RE_LVL_DMOD(100);
  6691. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  6692. skillratio += skillratio * 50 / 100;
  6693. break;
  6694. case WM_REVERBERATION:
  6695. // MATK [{(Skill Level x 300) + 400} x Casters Base Level / 100] %
  6696. skillratio += -100 + 700 + 300 * skill_lv;
  6697. RE_LVL_DMOD(100);
  6698. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  6699. skillratio += skillratio * 50 / 100;
  6700. break;
  6701. case SO_FIREWALK:
  6702. skillratio += -100 + 60 * skill_lv;
  6703. RE_LVL_DMOD(100);
  6704. if( sc && sc->getSCE(SC_HEATER_OPTION) )
  6705. skillratio += (sd ? sd->status.job_level / 2 : 0);
  6706. break;
  6707. case SO_ELECTRICWALK:
  6708. skillratio += -100 + 60 * skill_lv;
  6709. RE_LVL_DMOD(100);
  6710. if( sc && sc->getSCE(SC_BLAST_OPTION) )
  6711. skillratio += (sd ? sd->status.job_level / 2 : 0);
  6712. break;
  6713. case NPC_FIREWALK:
  6714. case NPC_ELECTRICWALK:
  6715. skillratio += -100 + 100 * skill_lv;
  6716. break;
  6717. case SO_EARTHGRAVE:
  6718. skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_SEISMICWEAPON) + sstatus->int_ * skill_lv;
  6719. RE_LVL_DMOD(100);
  6720. if( sc && sc->getSCE(SC_CURSED_SOIL_OPTION) )
  6721. skillratio += (sd ? sd->status.job_level * 5 : 0);
  6722. break;
  6723. case SO_DIAMONDDUST:
  6724. skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_FROSTWEAPON) + sstatus->int_ * skill_lv;
  6725. RE_LVL_DMOD(100);
  6726. if( sc && sc->getSCE(SC_COOLER_OPTION) )
  6727. skillratio += (sd ? sd->status.job_level * 5 : 0);
  6728. break;
  6729. case SO_POISON_BUSTER:
  6730. skillratio += -100 + 1000 + 300 * skill_lv + sstatus->int_ / 6; // !TODO: Confirm INT bonus
  6731. if( tsc && tsc->getSCE(SC_CLOUD_POISON) )
  6732. skillratio += 200 * skill_lv;
  6733. RE_LVL_DMOD(100);
  6734. if( sc && sc->getSCE(SC_CURSED_SOIL_OPTION) )
  6735. skillratio += (sd ? sd->status.job_level * 5 : 0);
  6736. break;
  6737. case NPC_POISON_BUSTER:
  6738. skillratio += -100 + 1500 * skill_lv;
  6739. break;
  6740. case SO_PSYCHIC_WAVE:
  6741. skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_;
  6742. RE_LVL_DMOD(100);
  6743. if (sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) ||
  6744. sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION)))
  6745. skillratio += 20;
  6746. break;
  6747. case NPC_PSYCHIC_WAVE:
  6748. skillratio += -100 + 500 * skill_lv;
  6749. break;
  6750. case SO_CLOUD_KILL:
  6751. skillratio += -100 + 40 * skill_lv;
  6752. RE_LVL_DMOD(100);
  6753. if (sc) {
  6754. if (sc->getSCE(SC_CURSED_SOIL_OPTION))
  6755. skillratio += (sd ? sd->status.job_level : 0);
  6756. if (sc->getSCE(SC_DEEP_POISONING_OPTION))
  6757. skillratio += skillratio * 50 / 100;
  6758. }
  6759. break;
  6760. case NPC_CLOUD_KILL:
  6761. skillratio += -100 + 50 * skill_lv;
  6762. break;
  6763. case SO_VARETYR_SPEAR:
  6764. skillratio += -100 + (2 * sstatus->int_ + 150 * (pc_checkskill(sd, SO_STRIKING) + pc_checkskill(sd, SA_LIGHTNINGLOADER)) + sstatus->int_ * skill_lv / 2) / 3;
  6765. RE_LVL_DMOD(100);
  6766. if (sc && sc->getSCE(SC_BLAST_OPTION))
  6767. skillratio += (sd ? sd->status.job_level * 5 : 0);
  6768. break;
  6769. case GN_DEMONIC_FIRE:
  6770. if (skill_lv > 20) // Fire expansion Lv.2
  6771. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  6772. else if (skill_lv > 10) { // Fire expansion Lv.1
  6773. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  6774. RE_LVL_DMOD(100);
  6775. } else
  6776. skillratio += 10 + 20 * skill_lv;
  6777. break;
  6778. case KO_KAIHOU:
  6779. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  6780. skillratio += -100 + 200 * sd->spiritcharm;
  6781. RE_LVL_DMOD(100);
  6782. pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
  6783. }
  6784. break;
  6785. // Magical Elemental Spirits Attack Skills
  6786. case EL_FIRE_MANTLE:
  6787. case EL_WATER_SCREW:
  6788. skillratio += 900;
  6789. break;
  6790. case EL_FIRE_ARROW:
  6791. case EL_ROCK_CRUSHER_ATK:
  6792. skillratio += 200;
  6793. break;
  6794. case EL_FIRE_BOMB:
  6795. case EL_ICE_NEEDLE:
  6796. case EL_HURRICANE_ATK:
  6797. skillratio += 400;
  6798. break;
  6799. case EL_FIRE_WAVE:
  6800. case EL_TYPOON_MIS_ATK:
  6801. skillratio += 1100;
  6802. break;
  6803. case MH_ERASER_CUTTER:
  6804. case MH_XENO_SLASHER:
  6805. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_ / 6; // !TODO: Confirm Base Level and INT bonus
  6806. break;
  6807. case MH_HEILIGE_STANGE:
  6808. skillratio += -100 + 1500 + 250 * skill_lv * status_get_lv(src) / 150 + sstatus->vit / 6; // !TODO: Confirm VIT bonus
  6809. break;
  6810. case MH_POISON_MIST:
  6811. skillratio += -100 + 200 * skill_lv * status_get_lv(src) / 100 + sstatus->dex / 6; // ! TODO: Confirm DEX bonus
  6812. break;
  6813. case SU_SV_STEMSPEAR:
  6814. skillratio += 600;
  6815. break;
  6816. case SU_CN_METEOR:
  6817. case SU_CN_METEOR2:
  6818. skillratio += 100 + 100 * skill_lv + sstatus->int_ * 5; // !TODO: Confirm INT bonus
  6819. RE_LVL_DMOD(100);
  6820. break;
  6821. case NPC_VENOMFOG:
  6822. skillratio += 600 + 100 * skill_lv;
  6823. break;
  6824. case NPC_COMET:
  6825. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8) / 2;
  6826. i = cap_value(i, 1, 4);
  6827. skillratio = 2500 + ((skill_lv - i + 1) * 500);
  6828. break;
  6829. case NPC_FIRESTORM:
  6830. skillratio += 200;
  6831. break;
  6832. case NPC_HELLBURNING:
  6833. skillratio += 900;
  6834. break;
  6835. case NPC_PULSESTRIKE2:
  6836. skillratio += 100;
  6837. break;
  6838. case SP_CURSEEXPLOSION:
  6839. if (tsc && tsc->getSCE(SC_SOULCURSE))
  6840. skillratio += 1400 + 200 * skill_lv;
  6841. else
  6842. skillratio += 300 + 100 * skill_lv;
  6843. break;
  6844. case SP_SPA:
  6845. skillratio += 400 + 250 * skill_lv;
  6846. RE_LVL_DMOD(100);
  6847. break;
  6848. case SP_SHA:
  6849. skillratio += -100 + 5 * skill_lv;
  6850. break;
  6851. case SP_SWHOO:
  6852. skillratio += 1000 + 200 * skill_lv;
  6853. RE_LVL_DMOD(100);
  6854. break;
  6855. case NPC_STORMGUST2:
  6856. skillratio += 200 * skill_lv;
  6857. break;
  6858. case AG_DEADLY_PROJECTION:
  6859. skillratio += -100 + 600 * skill_lv + 5 * sstatus->spl;
  6860. RE_LVL_DMOD(100);
  6861. break;
  6862. case AG_DESTRUCTIVE_HURRICANE:
  6863. skillratio += -100 + 1600 * skill_lv + 5 * sstatus->spl;
  6864. RE_LVL_DMOD(100);
  6865. if (sc && sc->getSCE(SC_CLIMAX))
  6866. {
  6867. if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  6868. skillratio *= 2;
  6869. else if (sc->getSCE(SC_CLIMAX)->val1 == 5)
  6870. skillratio += skillratio * 70 / 100;
  6871. }
  6872. break;
  6873. case AG_RAIN_OF_CRYSTAL:
  6874. skillratio += -100 + 150 * skill_lv + 5 * sstatus->spl;
  6875. RE_LVL_DMOD(100);
  6876. break;
  6877. case AG_MYSTERY_ILLUSION:
  6878. skillratio += -100 + 250 * skill_lv + 5 * sstatus->spl;
  6879. RE_LVL_DMOD(100);
  6880. break;
  6881. case AG_VIOLENT_QUAKE_ATK:
  6882. skillratio += -100 + 120 * skill_lv + 5 * sstatus->spl;
  6883. RE_LVL_DMOD(100);
  6884. if (sc && sc->getSCE(SC_CLIMAX)) {
  6885. if (sc->getSCE(SC_CLIMAX)->val1 == 1)
  6886. skillratio /= 2;
  6887. else if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  6888. skillratio *= 2;
  6889. }
  6890. break;
  6891. case AG_SOUL_VC_STRIKE:
  6892. skillratio += -100 + 180 * skill_lv + 3 * sstatus->spl;
  6893. RE_LVL_DMOD(100);
  6894. break;
  6895. case AG_STRANTUM_TREMOR:
  6896. skillratio += -100 + 250 * skill_lv + 5 * sstatus->spl;
  6897. RE_LVL_DMOD(100);
  6898. break;
  6899. case AG_ALL_BLOOM_ATK:
  6900. skillratio += -100 + 100 * skill_lv + 5 * sstatus->spl;
  6901. RE_LVL_DMOD(100);
  6902. if (sc && sc->getSCE(SC_CLIMAX)) {
  6903. if (sc->getSCE(SC_CLIMAX)->val1 == 2)
  6904. skillratio /= 2;
  6905. else if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  6906. skillratio *= 2;
  6907. }
  6908. break;
  6909. case AG_ALL_BLOOM_ATK2:// Is this affected by BaseLV and SPL too??? [Rytech]
  6910. skillratio += -100 + 7000 + 5 * sstatus->spl;
  6911. RE_LVL_DMOD(100);
  6912. break;
  6913. case AG_CRYSTAL_IMPACT:
  6914. skillratio += -100 + 800 * skill_lv + 5 * sstatus->spl;
  6915. RE_LVL_DMOD(100);
  6916. if (sc && sc->getSCE(SC_CLIMAX)) {
  6917. if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  6918. skillratio += skillratio * 50 / 100;
  6919. else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
  6920. skillratio /= 2;
  6921. }
  6922. break;
  6923. case AG_CRYSTAL_IMPACT_ATK:// Said to deal the same damage as the main attack.
  6924. skillratio += -100 + 800 * skill_lv + 5 * sstatus->spl;
  6925. RE_LVL_DMOD(100);
  6926. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 4)
  6927. skillratio += skillratio * 150 / 100;
  6928. break;
  6929. case AG_TORNADO_STORM:
  6930. skillratio += -100 + 90 * skill_lv + 5 * sstatus->spl;
  6931. RE_LVL_DMOD(100);
  6932. break;
  6933. case AG_FLORAL_FLARE_ROAD:
  6934. skillratio += -100 + 200 * skill_lv + 5 * sstatus->spl;
  6935. RE_LVL_DMOD(100);
  6936. break;
  6937. case AG_ASTRAL_STRIKE:
  6938. skillratio += -100 + 500 * skill_lv + 10 * sstatus->spl;
  6939. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DRAGON)
  6940. skillratio += 600 * skill_lv;
  6941. RE_LVL_DMOD(100);
  6942. break;
  6943. case AG_ASTRAL_STRIKE_ATK:
  6944. skillratio += -100 + 200 * skill_lv + 10 * sstatus->spl;
  6945. // Not confirmed, but if the main hit deal additional damage
  6946. // on certain races then the repeated damage should too right?
  6947. // Guessing a formula here for now. [Rytech]
  6948. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DRAGON)
  6949. skillratio += 200 * skill_lv;
  6950. RE_LVL_DMOD(100);
  6951. break;
  6952. case AG_ROCK_DOWN:
  6953. skillratio += -100 + 750 * skill_lv + 5 * sstatus->spl;
  6954. RE_LVL_DMOD(100);
  6955. break;
  6956. case AG_STORM_CANNON:
  6957. skillratio += -100 + 600 * skill_lv + 5 * sstatus->spl;
  6958. RE_LVL_DMOD(100);
  6959. break;
  6960. case AG_CRIMSON_ARROW:
  6961. case AG_CRIMSON_ARROW_ATK:
  6962. skillratio += -100 + 300 * skill_lv + 5 * sstatus->spl;
  6963. RE_LVL_DMOD(100);
  6964. break;
  6965. case AG_FROZEN_SLASH:
  6966. skillratio += -100 + 750 * skill_lv + 5 * sstatus->spl;
  6967. RE_LVL_DMOD(100);
  6968. break;
  6969. case IG_JUDGEMENT_CROSS:
  6970. skillratio += -100 + 750 * skill_lv + 10 * sstatus->spl;
  6971. if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
  6972. skillratio += 350 * skill_lv;
  6973. RE_LVL_DMOD(100);
  6974. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  6975. skillratio += skillratio * i / 100;
  6976. break;
  6977. case IG_CROSS_RAIN:// Need official damage increase from Spear and Sword Mastery. [Rytech]
  6978. skillratio += -100 + 30 * skill_lv + 5 * sstatus->spl + 5 * pc_checkskill(sd, IG_SPEAR_SWORD_M);
  6979. RE_LVL_DMOD(100);
  6980. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  6981. skillratio += skillratio * i / 100;
  6982. if (sc && sc->getSCE(SC_HOLY_S))
  6983. skillratio += 20 * skill_lv;
  6984. break;
  6985. case CD_ARBITRIUM:
  6986. case CD_ARBITRIUM_ATK:
  6987. skillratio += -100 + 200 * skill_lv + 5 * sstatus->spl;
  6988. RE_LVL_DMOD(100);
  6989. break;
  6990. case CD_PNEUMATICUS_PROCELLA:
  6991. skillratio += -100 + 200 * skill_lv + 10 * sstatus->spl;
  6992. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON)
  6993. skillratio += 100 * skill_lv;
  6994. RE_LVL_DMOD(100);
  6995. break;
  6996. case CD_FRAMEN:
  6997. skillratio += -100 + 500 * skill_lv + 5 * sstatus->spl;
  6998. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON)
  6999. skillratio += 150 * skill_lv;
  7000. RE_LVL_DMOD(100);
  7001. break;
  7002. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:// Is this affected by BaseLV and SPL too??? [Rytech]
  7003. skillratio += -100 + 500 + 5 * sstatus->spl;
  7004. RE_LVL_DMOD(100);
  7005. break;
  7006. case ABC_ABYSS_STRIKE:
  7007. skillratio += -100 + 600 * skill_lv + 10 * sstatus->spl;
  7008. if (tstatus->race == RC_DEMON || tstatus->race == RC_ANGEL)
  7009. skillratio += 550 * skill_lv;
  7010. RE_LVL_DMOD(100);
  7011. break;
  7012. case ABC_ABYSS_SQUARE:
  7013. skillratio += -100 + 140 * skill_lv + 5 * sstatus->spl;
  7014. RE_LVL_DMOD(100);
  7015. break;
  7016. case TR_METALIC_FURY:
  7017. skillratio += -100 + 600 * skill_lv + 5 * sstatus->spl;
  7018. RE_LVL_DMOD(100);
  7019. break;
  7020. case TR_SOUNDBLEND:
  7021. skillratio += -100 + 120 * skill_lv + 5 * sstatus->spl;
  7022. RE_LVL_DMOD(100);
  7023. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  7024. skillratio += skillratio * 40 / 100;
  7025. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  7026. skillratio += skillratio * 50 / 100;
  7027. }
  7028. break;
  7029. case EM_DIAMOND_STORM:
  7030. skillratio += -100 + 700 * skill_lv + 5 * sstatus->spl;
  7031. RE_LVL_DMOD(100);
  7032. if (sc && sc->getSCE(SC_SUMMON_ELEMENTAL_DILUVIO))
  7033. skillratio += skillratio * 30 / 100;
  7034. break;
  7035. case EM_LIGHTNING_LAND:
  7036. skillratio += -100 + 150 * skill_lv + 5 * sstatus->spl;
  7037. RE_LVL_DMOD(100);
  7038. if (sc && sc->getSCE(SC_SUMMON_ELEMENTAL_PROCELLA))
  7039. skillratio += skillratio * 30 / 100;
  7040. break;
  7041. case EM_VENOM_SWAMP:
  7042. skillratio += -100 + 150 * skill_lv + 5 * sstatus->spl;
  7043. RE_LVL_DMOD(100);
  7044. if (sc && sc->getSCE(SC_SUMMON_ELEMENTAL_SERPENS))
  7045. skillratio += skillratio * 30 / 100;
  7046. break;
  7047. case EM_CONFLAGRATION:
  7048. skillratio += -100 + 150 * skill_lv + 5 * sstatus->spl;
  7049. RE_LVL_DMOD(100);
  7050. if (sc && sc->getSCE(SC_SUMMON_ELEMENTAL_ARDOR))
  7051. skillratio += skillratio * 30 / 100;
  7052. break;
  7053. case EM_TERRA_DRIVE:
  7054. skillratio += -100 + 700 * skill_lv + 5 * sstatus->spl;
  7055. RE_LVL_DMOD(100);
  7056. if (sc && sc->getSCE(SC_SUMMON_ELEMENTAL_TERREMOTUS))
  7057. skillratio += skillratio * 30 / 100;
  7058. break;
  7059. case ABC_FROM_THE_ABYSS_ATK:
  7060. skillratio += 50 + 70 * skill_lv + 5 * sstatus->spl;
  7061. RE_LVL_DMOD(100);
  7062. break;
  7063. case EM_ELEMENTAL_BUSTER_FIRE:
  7064. case EM_ELEMENTAL_BUSTER_WATER:
  7065. case EM_ELEMENTAL_BUSTER_WIND:
  7066. case EM_ELEMENTAL_BUSTER_GROUND:
  7067. case EM_ELEMENTAL_BUSTER_POISON:
  7068. skillratio += -100 + 480 * skill_lv + 10 * sstatus->spl;
  7069. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_DRAGON)
  7070. skillratio += 620 * skill_lv;
  7071. RE_LVL_DMOD(100);
  7072. break;
  7073. case EM_EL_FLAMEROCK:
  7074. skillratio += -100 + 2400;
  7075. if (ed)
  7076. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7077. break;
  7078. case EM_EL_AGE_OF_ICE:
  7079. skillratio += -100 + 3700;
  7080. if (ed)
  7081. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7082. break;
  7083. case EM_EL_STORM_WIND:
  7084. skillratio += -100 + 2600;
  7085. if (ed)
  7086. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7087. break;
  7088. case EM_EL_AVALANCHE:
  7089. skillratio += -100 + 450;
  7090. if (ed)
  7091. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7092. break;
  7093. case EM_EL_DEADLY_POISON:
  7094. skillratio += -100 + 700;
  7095. if (ed)
  7096. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7097. break;
  7098. }
  7099. if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element.
  7100. if ((sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3 && s_ele == ELE_FIRE) ||
  7101. (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && s_ele == ELE_WATER) ||
  7102. (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && s_ele == ELE_WIND) ||
  7103. (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3 && s_ele == ELE_EARTH))
  7104. skillratio += 25;
  7105. }
  7106. MATK_RATE(skillratio);
  7107. //Constant/misc additions from skills
  7108. if (skill_id == WZ_FIREPILLAR)
  7109. MATK_ADD(100 + 50 * skill_lv);
  7110. break;
  7111. }
  7112. }
  7113. #ifdef RENEWAL
  7114. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  7115. #endif
  7116. if(sd) {
  7117. //Damage bonuses
  7118. if ((i = pc_skillatk_bonus(sd, skill_id)))
  7119. ad.damage += (int64)ad.damage*i/100;
  7120. //Ignore Defense?
  7121. if (!flag.imdef && (
  7122. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  7123. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  7124. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  7125. ))
  7126. flag.imdef = 1;
  7127. }
  7128. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  7129. ad.damage -= (int64)ad.damage*i/100;
  7130. #ifdef RENEWAL
  7131. if (sd && sstatus->smatk > 0)
  7132. ad.damage += ad.damage * sstatus->smatk / 100;
  7133. // MRes reduces magical damage by a percentage and
  7134. // is calculated before MDEF and other reductions.
  7135. // This should be the official formula. [Rytech]
  7136. if (ad.damage && tstatus->mres > 0) {
  7137. short mres = tstatus->mres;
  7138. short ignore_mres = 0;// Value used as percentage.
  7139. // Attacker status's that pierce MRes.
  7140. if (sc && sc->getSCE(SC_A_VITA))
  7141. ignore_mres += sc->getSCE(SC_A_VITA)->val2;
  7142. ignore_mres = min(ignore_mres, 100);
  7143. if (ignore_mres > 0)
  7144. mres -= mres * ignore_mres / 100;
  7145. // Max damage reduction from MRes is officially 50%.
  7146. // That means 625 MRes is needed to hit that cap.
  7147. if (mres > battle_config.max_res_mres_reduction)
  7148. mres = battle_config.max_res_mres_reduction;
  7149. // Apply damage reduction.
  7150. ad.damage = ad.damage * (5000 + mres) / (5000 + 10 * mres);
  7151. }
  7152. #endif
  7153. if(!flag.imdef){
  7154. defType mdef = tstatus->mdef;
  7155. int mdef2= tstatus->mdef2;
  7156. if (sc && sc->getSCE(SC_EXPIATIO)) {
  7157. i = 5 * sc->getSCE(SC_EXPIATIO)->val1; // 5% per level
  7158. i = min(i, 100); //cap it to 100 for 5 mdef min
  7159. mdef -= mdef * i / 100;
  7160. //mdef2 -= mdef2 * i / 100;
  7161. }
  7162. if(sd) {
  7163. i = sd->indexed_bonus.ignore_mdef_by_race[tstatus->race] + sd->indexed_bonus.ignore_mdef_by_race[RC_ALL];
  7164. i += sd->indexed_bonus.ignore_mdef_by_class[tstatus->class_] + sd->indexed_bonus.ignore_mdef_by_class[CLASS_ALL];
  7165. std::vector<e_race2> race2 = status_get_race2(target);
  7166. for (const auto &raceit : race2)
  7167. i += sd->indexed_bonus.ignore_mdef_by_race2[raceit];
  7168. if (i)
  7169. {
  7170. if (i > 100) i = 100;
  7171. mdef -= mdef * i/100;
  7172. //mdef2-= mdef2* i/100;
  7173. }
  7174. }
  7175. #ifdef RENEWAL
  7176. /**
  7177. * RE MDEF Reduction
  7178. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  7179. */
  7180. if (mdef < 0)
  7181. mdef = 0; // Negative eMDEF is treated as 0 on official
  7182. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  7183. #else
  7184. if(battle_config.magic_defense_type)
  7185. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  7186. else
  7187. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  7188. #endif
  7189. }
  7190. if(ad.damage<1)
  7191. ad.damage=1;
  7192. else if(sc) { //only applies when hit
  7193. switch(skill_id) {
  7194. case MG_LIGHTNINGBOLT:
  7195. case MG_THUNDERSTORM:
  7196. if(sc->getSCE(SC_GUST_OPTION))
  7197. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  7198. break;
  7199. case MG_FIREBOLT:
  7200. case MG_FIREWALL:
  7201. if(sc->getSCE(SC_PYROTECHNIC_OPTION))
  7202. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  7203. break;
  7204. case MG_COLDBOLT:
  7205. case MG_FROSTDIVER:
  7206. if(sc->getSCE(SC_AQUAPLAY_OPTION))
  7207. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  7208. break;
  7209. case WZ_EARTHSPIKE:
  7210. case WZ_HEAVENDRIVE:
  7211. if(sc->getSCE(SC_PETROLOGY_OPTION))
  7212. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  7213. break;
  7214. }
  7215. }
  7216. if (!nk[NK_IGNOREELEMENT])
  7217. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  7218. //Apply the physical part of the skill's damage. [Skotlex]
  7219. switch(skill_id) {
  7220. case CR_GRANDCROSS:
  7221. case NPC_GRANDDARKNESS: {
  7222. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  7223. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40 * skill_lv) / 100;
  7224. if(src == target) {
  7225. if(src->type == BL_PC)
  7226. ad.damage = ad.damage / 2;
  7227. else
  7228. ad.damage = 0;
  7229. }
  7230. }
  7231. break;
  7232. }
  7233. #ifndef RENEWAL
  7234. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  7235. #endif
  7236. } //Hint: Against plants damage will still be 1 at this point
  7237. //Apply DAMAGE_DIV_FIX and check for min damage
  7238. battle_apply_div_fix(&ad, skill_id);
  7239. struct map_data *mapdata = map_getmapdata(target->m);
  7240. ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  7241. if (mapdata_flag_gvg2(mapdata))
  7242. ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  7243. else if (mapdata->flag[MF_BATTLEGROUND])
  7244. ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  7245. // Skill damage adjustment
  7246. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  7247. MATK_ADDRATE(skill_damage);
  7248. battle_absorb_damage(target, &ad);
  7249. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  7250. return ad;
  7251. }
  7252. /*==========================================
  7253. * Calculate "misc"-type attacks and skills
  7254. *------------------------------------------
  7255. * Credits:
  7256. * Original coder Skotlex
  7257. * Refined and optimized by helvetica
  7258. */
  7259. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  7260. {
  7261. int skill_damage = 0;
  7262. short i, s_ele;
  7263. map_session_data *sd, *tsd;
  7264. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  7265. struct status_data *sstatus = status_get_status_data(src);
  7266. struct status_data *tstatus = status_get_status_data(target);
  7267. status_change *ssc = status_get_sc(src);
  7268. memset(&md,0,sizeof(md));
  7269. if (src == NULL || target == NULL) {
  7270. nullpo_info(NLP_MARK);
  7271. return md;
  7272. }
  7273. //Some initial values
  7274. md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion);
  7275. md.dmotion = tstatus->dmotion;
  7276. md.div_ = skill_get_num(skill_id,skill_lv);
  7277. md.blewcount = skill_get_blewcount(skill_id,skill_lv);
  7278. md.dmg_lv = ATK_DEF;
  7279. md.flag = BF_MISC|BF_SKILL;
  7280. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  7281. std::bitset<NK_MAX> nk;
  7282. if (skill)
  7283. nk = skill->nk;
  7284. sd = BL_CAST(BL_PC, src);
  7285. tsd = BL_CAST(BL_PC, target);
  7286. if(sd) {
  7287. sd->state.arrow_atk = 0;
  7288. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  7289. }
  7290. s_ele = skill_get_ele(skill_id, skill_lv);
  7291. if (s_ele == ELE_WEAPON || s_ele == ELE_ENDOWED) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  7292. s_ele = ELE_NEUTRAL;
  7293. else if (s_ele == ELE_RANDOM) //Use random element
  7294. s_ele = rnd()%ELE_ALL;
  7295. //Skill Range Criteria
  7296. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  7297. switch (skill_id) {
  7298. case TF_THROWSTONE:
  7299. md.damage = 50;
  7300. md.flag |= BF_WEAPON;
  7301. break;
  7302. #ifdef RENEWAL
  7303. case HT_LANDMINE:
  7304. case MA_LANDMINE:
  7305. case HT_BLASTMINE:
  7306. case HT_CLAYMORETRAP:
  7307. md.damage = (int64)(skill_lv * sstatus->dex * (3.0 + (float)status_get_lv(src) / 100.0) * (1.0 + (float)sstatus->int_ / 35.0));
  7308. md.damage += md.damage * (rnd()%20 - 10) / 100;
  7309. md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0);
  7310. break;
  7311. #else
  7312. case HT_LANDMINE:
  7313. case MA_LANDMINE:
  7314. md.damage = skill_lv * (sstatus->dex + 75) * (100 + sstatus->int_) / 100;
  7315. break;
  7316. case HT_BLASTMINE:
  7317. md.damage = skill_lv * (sstatus->dex / 2 + 50) * (100 + sstatus->int_) / 100;
  7318. break;
  7319. case HT_CLAYMORETRAP:
  7320. md.damage = skill_lv * (sstatus->dex / 2 + 75) * (100 + sstatus->int_) / 100;
  7321. break;
  7322. #endif
  7323. case HT_BLITZBEAT:
  7324. case SN_FALCONASSAULT:
  7325. {
  7326. uint16 skill;
  7327. //Blitz-beat Damage
  7328. if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW)))
  7329. skill = 0;
  7330. #ifdef RENEWAL
  7331. md.damage = (sstatus->dex / 10 + sstatus->agi / 2 + skill * 3 + 40) * 2;
  7332. RE_LVL_MDMOD(100);
  7333. #else
  7334. md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2;
  7335. if(mflag > 1) //Autocasted Blitz
  7336. nk.set(NK_SPLASHSPLIT);
  7337. #endif
  7338. if (skill_id == SN_FALCONASSAULT) {
  7339. //Div fix of Blitzbeat
  7340. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  7341. //Falcon Assault Modifier
  7342. md.damage = md.damage * (150 + 70 * skill_lv) / 100;
  7343. }
  7344. }
  7345. break;
  7346. #ifndef RENEWAL
  7347. case BA_DISSONANCE:
  7348. md.damage = 30 + skill_lv * 10;
  7349. if (sd)
  7350. md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON);
  7351. break;
  7352. #endif
  7353. case NPC_SELFDESTRUCTION:
  7354. md.damage = sstatus->hp;
  7355. break;
  7356. case NPC_SMOKING:
  7357. md.damage = 3;
  7358. break;
  7359. case NPC_EVILLAND:
  7360. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  7361. break;
  7362. #ifndef RENEWAL
  7363. case ASC_BREAKER:
  7364. md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_;
  7365. nk.set(NK_IGNOREFLEE);
  7366. nk.set(NK_IGNOREELEMENT); //These two are not properties of the weapon based part.
  7367. break;
  7368. case HW_GRAVITATION:
  7369. md.damage = 200 + 200 * skill_lv;
  7370. md.dmotion = 0; //No flinch animation
  7371. break;
  7372. case PA_PRESSURE:
  7373. md.damage = 500 + 300 * skill_lv;
  7374. break;
  7375. #endif
  7376. case PA_GOSPEL:
  7377. if (mflag > 0)
  7378. md.damage = (rnd() % 4000) + 1500;
  7379. else {
  7380. md.damage = (rnd() % 5000) + 3000;
  7381. #ifdef RENEWAL
  7382. md.damage -= (int64)status_get_def(target);
  7383. #else
  7384. md.damage -= (md.damage * (int64)status_get_def(target)) / 100;
  7385. #endif
  7386. md.damage -= tstatus->def2;
  7387. if (md.damage < 0)
  7388. md.damage = 0;
  7389. }
  7390. break;
  7391. case GN_FIRE_EXPANSION_ACID:
  7392. #ifdef RENEWAL
  7393. // Official Renewal formula [helvetica]
  7394. // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
  7395. // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
  7396. // is considered "neutral" for purposes of resistances
  7397. {
  7398. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  7399. struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  7400. md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
  7401. // AD benefits from endow/element but damage is forced back to neutral
  7402. md.damage = battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  7403. }
  7404. // Fall through
  7405. #else
  7406. case CR_ACIDDEMONSTRATION:
  7407. if(tstatus->vit+sstatus->int_) //crash fix
  7408. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  7409. else
  7410. md.damage = 0;
  7411. if (tsd) md.damage>>=1;
  7412. #endif
  7413. break;
  7414. case NJ_ZENYNAGE:
  7415. case KO_MUCHANAGE:
  7416. md.damage = skill_get_zeny(skill_id, skill_lv);
  7417. if (!md.damage)
  7418. md.damage = (skill_id == NJ_ZENYNAGE ? 2 : 10);
  7419. md.damage = (skill_id == NJ_ZENYNAGE ? rnd()%md.damage + md.damage : md.damage * rnd_value(50,100)) / (skill_id == NJ_ZENYNAGE ? 1 : 100);
  7420. if (sd && skill_id == KO_MUCHANAGE && !pc_checkskill(sd, NJ_TOBIDOUGU))
  7421. md.damage = md.damage / 2;
  7422. if (status_get_class_(target) == CLASS_BOSS) // Specific to Boss Class
  7423. md.damage = md.damage / (skill_id == NJ_ZENYNAGE ? 3 : 2);
  7424. else if (tsd && skill_id == NJ_ZENYNAGE)
  7425. md.damage = md.damage / 2;
  7426. break;
  7427. #ifdef RENEWAL
  7428. case NJ_ISSEN:
  7429. // Official Renewal formula [helvetica]
  7430. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  7431. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  7432. // modified def formula
  7433. {
  7434. short totaldef;
  7435. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  7436. status_change *sc = status_get_sc(src);
  7437. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  7438. if (sc && sc->getSCE(SC_BUNSINJYUTSU) && (i = sc->getSCE(SC_BUNSINJYUTSU)->val2) > 0) { // mirror image bonus only occurs if active
  7439. md.div_ = -(i + 2); // mirror image count + 2
  7440. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  7441. }
  7442. // modified def reduction, final damage = base damage - (edef + sdef)
  7443. totaldef = tstatus->def2 + (short)status_get_def(target);
  7444. md.damage -= totaldef;
  7445. md.flag |= BF_WEAPON;
  7446. }
  7447. break;
  7448. #endif
  7449. case GS_FLING:
  7450. md.damage = (sd ? sd->status.job_level : status_get_lv(src));
  7451. break;
  7452. case HVAN_EXPLOSION: //[orn]
  7453. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  7454. break;
  7455. case RA_CLUSTERBOMB:
  7456. case RA_FIRINGTRAP:
  7457. case RA_ICEBOUNDTRAP:
  7458. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  7459. RE_LVL_TMDMOD();
  7460. if(sd) {
  7461. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  7462. if(researchskill_lv)
  7463. md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  7464. else
  7465. md.damage = 0;
  7466. } else
  7467. md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  7468. nk.set(NK_IGNOREELEMENT);
  7469. nk.set(NK_IGNOREFLEE);
  7470. nk.set(NK_IGNOREDEFCARD);
  7471. break;
  7472. case NC_MAGMA_ERUPTION_DOTDAMAGE: // 'Eruption' damage
  7473. md.damage = 800 + 200 * skill_lv;
  7474. break;
  7475. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  7476. md.damage = 1000 * skill_lv;
  7477. break;
  7478. case GN_THORNS_TRAP:
  7479. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  7480. break;
  7481. case RL_B_TRAP:
  7482. // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
  7483. md.damage = status_get_dex(src) * 10 + (skill_lv * 3 * status_get_hp(target)) / 100;
  7484. if (status_bl_has_mode(target, MD_STATUSIMMUNE))
  7485. md.damage /= 10;
  7486. break;
  7487. case NPC_WIDESUCK:
  7488. md.damage = tstatus->max_hp * 15 / 100;
  7489. break;
  7490. case SU_SV_ROOTTWIST_ATK:
  7491. md.damage = 100;
  7492. break;
  7493. case SP_SOULEXPLOSION:
  7494. md.damage = tstatus->hp * (20 + 10 * skill_lv) / 100;
  7495. break;
  7496. case SJ_NOVAEXPLOSING:
  7497. // (Base ATK + Weapon ATK) * Ratio
  7498. md.damage = (sstatus->batk + sstatus->rhw.atk) * (200 + 100 * skill_lv) / 100;
  7499. // Additional Damage
  7500. md.damage += sstatus->max_hp / (6 - min(5, skill_lv)) + status_get_max_sp(src) * (2 * skill_lv);
  7501. break;
  7502. }
  7503. if (nk[NK_SPLASHSPLIT]) { // Divide ATK among targets
  7504. if(mflag > 0)
  7505. md.damage /= mflag;
  7506. else
  7507. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  7508. }
  7509. if (!nk[NK_IGNOREFLEE]) {
  7510. status_change *sc = status_get_sc(target);
  7511. i = 0; //Temp for "hit or no hit"
  7512. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  7513. i = 1;
  7514. else {
  7515. short
  7516. flee = tstatus->flee,
  7517. #ifdef RENEWAL
  7518. hitrate = 0; //Default hitrate
  7519. #else
  7520. hitrate = 80; //Default hitrate
  7521. #endif
  7522. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  7523. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  7524. if(attacker_count >= battle_config.agi_penalty_count) {
  7525. if (battle_config.agi_penalty_type == 1)
  7526. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  7527. else //assume type 2: absolute reduction
  7528. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  7529. if(flee < 1)
  7530. flee = 1;
  7531. }
  7532. }
  7533. hitrate += sstatus->hit - flee;
  7534. #ifdef RENEWAL
  7535. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  7536. hitrate += pc_checkskill(sd,AC_VULTURE);
  7537. #endif
  7538. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  7539. if(rnd()%100 < hitrate)
  7540. i = 1;
  7541. }
  7542. if (!i) {
  7543. md.damage = 0;
  7544. md.dmg_lv = ATK_FLEE;
  7545. }
  7546. }
  7547. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  7548. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  7549. md.damage += (int64)md.damage*i/100;
  7550. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  7551. md.damage -= (int64)md.damage*i/100;
  7552. if(!nk[NK_IGNOREELEMENT])
  7553. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  7554. //Plant damage
  7555. if(md.damage < 0)
  7556. md.damage = 0;
  7557. else if(md.damage && is_infinite_defense(target, md.flag)) {
  7558. md.damage = 1;
  7559. }
  7560. //Apply DAMAGE_DIV_FIX and check for min damage
  7561. battle_apply_div_fix(&md, skill_id);
  7562. switch(skill_id) {
  7563. case RA_FIRINGTRAP:
  7564. case RA_ICEBOUNDTRAP:
  7565. if (md.damage == 1)
  7566. break;
  7567. case RA_CLUSTERBOMB:
  7568. {
  7569. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  7570. md.damage += wd.damage;
  7571. }
  7572. break;
  7573. case NJ_ZENYNAGE:
  7574. if (sd) {
  7575. if (md.damage > sd->status.zeny)
  7576. md.damage = sd->status.zeny;
  7577. pc_payzeny(sd,(int)cap_value(md.damage, INT_MIN, INT_MAX),LOG_TYPE_STEAL,NULL);
  7578. }
  7579. break;
  7580. }
  7581. struct map_data *mapdata = map_getmapdata(target->m);
  7582. md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  7583. if(mapdata_flag_gvg2(mapdata))
  7584. md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  7585. else if(mapdata->flag[MF_BATTLEGROUND])
  7586. md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  7587. // Skill damage adjustment
  7588. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  7589. md.damage += (int64)md.damage * skill_damage / 100;
  7590. battle_absorb_damage(target, &md);
  7591. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  7592. return md;
  7593. }
  7594. /**
  7595. * Calculate vanish damage on a target
  7596. * @param sd: Player with vanish item
  7597. * @param target: Target to vanish HP/SP
  7598. * @param flag: Damage struct battle flag
  7599. */
  7600. void battle_vanish_damage(map_session_data *sd, struct block_list *target, int flag)
  7601. {
  7602. nullpo_retv(sd);
  7603. nullpo_retv(target);
  7604. // bHPVanishRate
  7605. int16 vanish_hp = 0;
  7606. if (!sd->hp_vanish.empty()) {
  7607. for (auto &it : sd->hp_vanish) {
  7608. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  7609. ((it.flag)&flag)&BF_RANGEMASK &&
  7610. ((it.flag)&flag)&BF_SKILLMASK))
  7611. continue;
  7612. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  7613. vanish_hp += it.per;
  7614. }
  7615. }
  7616. // bSPVanishRate
  7617. int16 vanish_sp = 0;
  7618. if (!sd->sp_vanish.empty()) {
  7619. for (auto &it : sd->sp_vanish) {
  7620. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  7621. ((it.flag)&flag)&BF_RANGEMASK &&
  7622. ((it.flag)&flag)&BF_SKILLMASK))
  7623. continue;
  7624. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  7625. vanish_sp += it.per;
  7626. }
  7627. }
  7628. if (vanish_hp > 0 || vanish_sp > 0)
  7629. status_percent_damage(&sd->bl, target, -vanish_hp, -vanish_sp, false); // Damage HP/SP applied once
  7630. }
  7631. /*==========================================
  7632. * Battle main entry, from skill_attack
  7633. *------------------------------------------
  7634. * Credits:
  7635. * Original coder unknown
  7636. * Initial refactoring by Baalberith
  7637. * Refined and optimized by helvetica
  7638. */
  7639. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag)
  7640. {
  7641. struct Damage d;
  7642. switch(attack_type) {
  7643. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  7644. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  7645. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  7646. default:
  7647. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  7648. memset(&d,0,sizeof(d));
  7649. break;
  7650. }
  7651. if( d.damage + d.damage2 < 1 )
  7652. { //Miss/Absorbed
  7653. //Weapon attacks should go through to cause additional effects.
  7654. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  7655. d.dmg_lv = ATK_MISS;
  7656. d.dmotion = 0;
  7657. if(bl->type == BL_PC)
  7658. d.div_ = 1;
  7659. status_change *tsc = status_get_sc(target);
  7660. // Weapon Blocking has the ability to trigger on ATK_MISS as well.
  7661. if (tsc != nullptr && tsc->getSCE(SC_WEAPONBLOCKING)) {
  7662. status_change_entry *tsce = tsc->getSCE(SC_WEAPONBLOCKING);
  7663. if (attack_type == BF_WEAPON && rnd() % 100 < tsce->val2) {
  7664. clif_skill_nodamage(target, bl, GC_WEAPONBLOCKING, tsce->val1, 1);
  7665. sc_start(bl, target, SC_WEAPONBLOCK_ON, 100, bl->id, skill_get_time2(GC_WEAPONBLOCKING, tsce->val1));
  7666. }
  7667. }
  7668. }
  7669. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  7670. d.dmg_lv = ATK_DEF;
  7671. map_session_data *sd = BL_CAST(BL_PC, bl);
  7672. if (sd && d.damage + d.damage2 > 1)
  7673. battle_vanish_damage(sd, target, d.flag);
  7674. return d;
  7675. }
  7676. /*==========================================
  7677. * Final damage return function
  7678. *------------------------------------------
  7679. * Credits:
  7680. * Original coder unknown
  7681. * Initial refactoring by Baalberith
  7682. * Refined and optimized by helvetica
  7683. */
  7684. int64 battle_calc_return_damage(struct block_list* tbl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  7685. status_change *tsc = status_get_sc(tbl);
  7686. if (tsc) { // These statuses do not reflect any damage (off the target)
  7687. if (tsc->getSCE(SC_WHITEIMPRISON) || tsc->getSCE(SC_DARKCROW) || tsc->getSCE(SC_KYOMU))
  7688. return 0;
  7689. }
  7690. status_change *sc = status_get_sc(src);
  7691. if (sc) {
  7692. if (sc->getSCE(SC_HELLS_PLANT))
  7693. return 0;
  7694. if (sc->getSCE(SC_REF_T_POTION))
  7695. return 1; // Returns 1 damage
  7696. }
  7697. map_session_data *tsd = BL_CAST(BL_PC, tbl);
  7698. int64 rdamage = 0, damage = *dmg;
  7699. if (flag & BF_SHORT) {//Bounces back part of the damage.
  7700. if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && tsd && tsd->bonus.short_weapon_damage_return ) {
  7701. rdamage += damage * tsd->bonus.short_weapon_damage_return / 100;
  7702. rdamage = i64max(rdamage, 1);
  7703. } else if( status_reflect && tsc && tsc->count ) {
  7704. if( tsc->getSCE(SC_REFLECTSHIELD) ) {
  7705. status_change_entry *sce_d;
  7706. block_list *d_bl;
  7707. if( (sce_d = tsc->getSCE(SC_DEVOTION)) && (d_bl = map_id2bl(sce_d->val1)) &&
  7708. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == tbl->id) ||
  7709. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == tbl->id)) )
  7710. { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  7711. if( (!skill_id && battle_config.devotion_rdamage_skill_only && tsc->getSCE(SC_REFLECTSHIELD)->val4) ||
  7712. !check_distance_bl(tbl,d_bl,sce_d->val3) )
  7713. return 0;
  7714. }
  7715. }
  7716. if ( tsc->getSCE(SC_REFLECTSHIELD) && skill_id != WS_CARTTERMINATION && skill_id != NPC_MAXPAIN_ATK ) {
  7717. // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  7718. if (!skill_id && battle_config.devotion_rdamage_skill_only && tsc->getSCE(SC_REFLECTSHIELD)->val4)
  7719. rdamage = 0;
  7720. else {
  7721. rdamage += damage * tsc->getSCE(SC_REFLECTSHIELD)->val2 / 100;
  7722. rdamage = i64max(rdamage, 1);
  7723. }
  7724. }
  7725. if (tsc->getSCE(SC_DEATHBOUND) && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUSIMMUNE)) {
  7726. if (distance_bl(src,tbl) <= 0 || !map_check_dir(map_calc_dir(tbl,src->x,src->y), unit_getdir(tbl))) {
  7727. int64 rd1 = i64min(damage, status_get_max_hp(tbl)) * tsc->getSCE(SC_DEATHBOUND)->val2 / 100; // Amplify damage.
  7728. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  7729. clif_skill_damage(src, tbl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, tsc->getSCE(SC_DEATHBOUND)->val1, DMG_SINGLE);
  7730. skill_blown(tbl, src, skill_get_blewcount(RK_DEATHBOUND, tsc->getSCE(SC_DEATHBOUND)->val1), unit_getdir(src), BLOWN_NONE);
  7731. status_change_end(tbl, SC_DEATHBOUND);
  7732. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  7733. }
  7734. }
  7735. }
  7736. } else {
  7737. if (!status_reflect && tsd && tsd->bonus.long_weapon_damage_return) {
  7738. rdamage += damage * tsd->bonus.long_weapon_damage_return / 100;
  7739. rdamage = i64max(rdamage, 1);
  7740. }
  7741. }
  7742. if (rdamage > 0) {
  7743. map_session_data* sd = BL_CAST(BL_PC, src);
  7744. if (sd && sd->bonus.reduce_damage_return != 0) {
  7745. rdamage -= rdamage * sd->bonus.reduce_damage_return / 100;
  7746. rdamage = i64max(rdamage, 1);
  7747. }
  7748. }
  7749. if (sc) {
  7750. if (status_reflect && sc->getSCE(SC_REFLECTDAMAGE)) {
  7751. rdamage -= damage * sc->getSCE(SC_REFLECTDAMAGE)->val2 / 100;
  7752. rdamage = i64max(rdamage, 1);
  7753. }
  7754. if (sc->getSCE(SC_VENOMBLEED) && sc->getSCE(SC_VENOMBLEED)->val3 == 0) {
  7755. rdamage -= damage * sc->getSCE(SC_VENOMBLEED)->val2 / 100;
  7756. rdamage = i64max(rdamage, 1);
  7757. }
  7758. }
  7759. // Config damage adjustment
  7760. map_data *mapdata = map_getmapdata(src->m);
  7761. if (mapdata_flag_gvg2(mapdata))
  7762. rdamage = battle_calc_gvg_damage(src, tbl, rdamage, skill_id, flag);
  7763. else if (mapdata->flag[MF_BATTLEGROUND])
  7764. rdamage = battle_calc_bg_damage(src, tbl, rdamage, skill_id, flag);
  7765. else if (mapdata->flag[MF_PVP])
  7766. rdamage = battle_calc_pk_damage(*src, *tbl, rdamage, skill_id, flag);
  7767. // Skill damage adjustment
  7768. int skill_damage = battle_skill_damage(src, tbl, skill_id);
  7769. if (skill_damage != 0) {
  7770. rdamage += rdamage * skill_damage / 100;
  7771. rdamage = i64max(rdamage, 0);
  7772. }
  7773. if (rdamage == 0)
  7774. return 0; // No reflecting damage calculated.
  7775. else
  7776. return cap_value(rdamage, 1, status_get_max_hp(tbl));
  7777. }
  7778. /**
  7779. * Calculate Vellum damage on a target
  7780. * @param sd: Player with vanish item
  7781. * @param target: Target to vanish HP/SP
  7782. * @param wd: Damage struct reference
  7783. * @return True on damage done or false if not
  7784. */
  7785. bool battle_vellum_damage(map_session_data *sd, struct block_list *target, struct Damage *wd)
  7786. {
  7787. nullpo_retr(false, sd);
  7788. nullpo_retr(false, target);
  7789. nullpo_retr(false, wd);
  7790. struct status_data *tstatus = status_get_status_data(target);
  7791. // bHPVanishRaceRate
  7792. int16 vellum_rate_hp = cap_value(sd->hp_vanish_race[tstatus->race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  7793. int8 vellum_hp = cap_value(sd->hp_vanish_race[tstatus->race].per + sd->hp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  7794. // bSPVanishRaceRate
  7795. int16 vellum_rate_sp = cap_value(sd->sp_vanish_race[tstatus->race].rate + sd->sp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  7796. int8 vellum_sp = cap_value(sd->sp_vanish_race[tstatus->race].per + sd->sp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  7797. // The HP and SP damage bonus from these items don't stack because of the special damage display for SP.
  7798. // Vellum damage overrides any other damage done as well.
  7799. if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 1000 || rnd() % 1000 < vellum_rate_hp)) {
  7800. wd->damage = apply_rate(tstatus->max_hp, vellum_hp);
  7801. wd->damage2 = 0;
  7802. } else if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 1000 || rnd() % 1000 < vellum_rate_sp)) {
  7803. wd->damage = apply_rate(tstatus->max_sp, vellum_sp);
  7804. wd->damage2 = 0;
  7805. wd->isspdamage = true;
  7806. } else
  7807. return false;
  7808. return true;
  7809. }
  7810. /*===========================================
  7811. * Perform battle drain effects (HP/SP loss)
  7812. *-------------------------------------------*/
  7813. void battle_drain(map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_)
  7814. {
  7815. struct weapon_data *wd;
  7816. int64 *damage;
  7817. int thp = 0, // HP gained
  7818. tsp = 0, // SP gained
  7819. //rhp = 0, // HP reduced from target
  7820. //rsp = 0, // SP reduced from target
  7821. hp = 0, sp = 0;
  7822. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  7823. return;
  7824. for (int i = 0; i < 4; i++) {
  7825. //First two iterations: Right hand
  7826. if (i < 2) {
  7827. wd = &sd->right_weapon;
  7828. damage = &rdamage;
  7829. } else {
  7830. wd = &sd->left_weapon;
  7831. damage = &ldamage;
  7832. }
  7833. if (*damage <= 0)
  7834. continue;
  7835. if (i == 1 || i == 3) {
  7836. hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL];
  7837. hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per);
  7838. sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL];
  7839. sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per);
  7840. if( hp ) {
  7841. //rhp += hp;
  7842. thp += hp;
  7843. }
  7844. if( sp ) {
  7845. //rsp += sp;
  7846. tsp += sp;
  7847. }
  7848. } else {
  7849. hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL];
  7850. sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL];
  7851. if( hp ) {
  7852. //rhp += hp;
  7853. thp += hp;
  7854. }
  7855. if( sp ) {
  7856. //rsp += sp;
  7857. tsp += sp;
  7858. }
  7859. }
  7860. }
  7861. if (!thp && !tsp)
  7862. return;
  7863. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  7864. //if (rhp || rsp)
  7865. // status_zap(tbl, rhp, rsp);
  7866. }
  7867. /*===========================================
  7868. * Deals the same damage to targets in area.
  7869. *-------------------------------------------
  7870. * Credits:
  7871. * Original coder pakpil
  7872. */
  7873. int battle_damage_area(struct block_list *bl, va_list ap) {
  7874. t_tick tick;
  7875. int64 damage;
  7876. int amotion, dmotion;
  7877. struct block_list *src;
  7878. nullpo_ret(bl);
  7879. tick = va_arg(ap, t_tick);
  7880. src = va_arg(ap,struct block_list *);
  7881. amotion = va_arg(ap,int);
  7882. dmotion = va_arg(ap,int);
  7883. damage = va_arg(ap,int);
  7884. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) || status_get_class(bl) == MOBID_EMPERIUM)
  7885. return 0;
  7886. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  7887. map_freeblock_lock();
  7888. if( src->type == BL_PC )
  7889. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  7890. if( amotion )
  7891. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false);
  7892. else
  7893. status_fix_damage(src,bl,damage,0,LG_REFLECTDAMAGE);
  7894. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false);
  7895. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  7896. map_freeblock_unlock();
  7897. }
  7898. return 0;
  7899. }
  7900. /**
  7901. * Triggers aftercast delay for autocasted skills.
  7902. * @param src: Source data
  7903. * @param skill_id: Skill used
  7904. * @param skill_lv: Skill level used
  7905. * @param tick: Server tick
  7906. */
  7907. void battle_autocast_aftercast(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  7908. {
  7909. unit_data *ud = unit_bl2ud(src);
  7910. if (ud) {
  7911. int autocast_tick = skill_delayfix(src, skill_id, skill_lv);
  7912. if (DIFF_TICK(ud->canact_tick, tick + autocast_tick) < 0) {
  7913. ud->canact_tick = i64max(tick + autocast_tick, ud->canact_tick);
  7914. if (battle_config.display_status_timers && src->type == BL_PC)
  7915. clif_status_change(src, EFST_POSTDELAY, 1, autocast_tick, 0, 0, 0);
  7916. }
  7917. }
  7918. }
  7919. /**
  7920. * Triggers autocasted skills from super elemental supportive buffs.
  7921. * @param sd: Player data
  7922. * @param target: Target data
  7923. * @param skill_id: Skill used
  7924. * @param tick: Server tick
  7925. * @param flag: Special skill flags
  7926. */
  7927. void battle_autocast_elembuff_skill(map_session_data* sd, struct block_list* target, uint16 skill_id, t_tick tick, int flag)
  7928. {
  7929. uint16 skill_lv = pc_checkskill(sd, skill_id);
  7930. skill_lv = max(1, skill_lv);
  7931. sd->state.autocast = 1;
  7932. if (status_charge(&sd->bl, 0, skill_get_sp(skill_id, skill_lv))) {
  7933. skill_castend_damage_id(&sd->bl, target, skill_id, skill_lv, tick, flag);
  7934. battle_autocast_aftercast(&sd->bl, skill_id, skill_lv, tick);
  7935. }
  7936. sd->state.autocast = 0;
  7937. }
  7938. /*==========================================
  7939. * Do a basic physical attack (call through unit_attack_timer)
  7940. *------------------------------------------*/
  7941. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, t_tick tick, int flag) {
  7942. map_session_data *sd = NULL, *tsd = NULL;
  7943. struct status_data *sstatus, *tstatus;
  7944. status_change *sc, *tsc;
  7945. int64 damage;
  7946. int skillv;
  7947. struct Damage wd;
  7948. bool vellum_damage = false;
  7949. nullpo_retr(ATK_NONE, src);
  7950. nullpo_retr(ATK_NONE, target);
  7951. if (src->prev == NULL || target->prev == NULL)
  7952. return ATK_NONE;
  7953. sd = BL_CAST(BL_PC, src);
  7954. tsd = BL_CAST(BL_PC, target);
  7955. sstatus = status_get_status_data(src);
  7956. tstatus = status_get_status_data(target);
  7957. sc = status_get_sc(src);
  7958. tsc = status_get_sc(target);
  7959. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  7960. sc = NULL;
  7961. if (tsc && !tsc->count)
  7962. tsc = NULL;
  7963. if (sd)
  7964. {
  7965. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  7966. if (sd->state.arrow_atk)
  7967. {
  7968. short index = sd->equip_index[EQI_AMMO];
  7969. if (index < 0) {
  7970. if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA)
  7971. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  7972. else
  7973. clif_arrow_fail(sd,0);
  7974. return ATK_NONE;
  7975. }
  7976. //Ammo check by Ishizu-chan
  7977. if (sd->inventory_data[index]) {
  7978. switch (sd->status.weapon) {
  7979. case W_BOW:
  7980. if (sd->inventory_data[index]->subtype != AMMO_ARROW) {
  7981. clif_arrow_fail(sd,0);
  7982. return ATK_NONE;
  7983. }
  7984. break;
  7985. case W_REVOLVER:
  7986. case W_RIFLE:
  7987. case W_GATLING:
  7988. case W_SHOTGUN:
  7989. if (sd->inventory_data[index]->subtype != AMMO_BULLET) {
  7990. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  7991. return ATK_NONE;
  7992. }
  7993. break;
  7994. case W_GRENADE:
  7995. if (sd->inventory_data[index]->subtype !=
  7996. #ifdef RENEWAL
  7997. AMMO_BULLET) {
  7998. #else
  7999. AMMO_GRENADE) {
  8000. #endif
  8001. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  8002. return ATK_NONE;
  8003. }
  8004. break;
  8005. }
  8006. }
  8007. }
  8008. }
  8009. if (sc && sc->count) {
  8010. if (sc->getSCE(SC_CLOAKING) && !(sc->getSCE(SC_CLOAKING)->val4 & 2))
  8011. status_change_end(src, SC_CLOAKING);
  8012. else if (sc->getSCE(SC_CLOAKINGEXCEED) && !(sc->getSCE(SC_CLOAKINGEXCEED)->val4 & 2))
  8013. status_change_end(src, SC_CLOAKINGEXCEED);
  8014. else if (sc->getSCE(SC_NEWMOON) && --(sc->getSCE(SC_NEWMOON)->val2) <= 0)
  8015. status_change_end(src, SC_NEWMOON);
  8016. }
  8017. if (tsc && tsc->getSCE(SC_AUTOCOUNTER) && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  8018. uint8 dir = map_calc_dir(target,src->x,src->y);
  8019. int t_dir = unit_getdir(target);
  8020. int dist = distance_bl(src, target);
  8021. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  8022. uint16 skill_lv = tsc->getSCE(SC_AUTOCOUNTER)->val1;
  8023. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  8024. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  8025. status_change_end(target, SC_AUTOCOUNTER);
  8026. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  8027. return ATK_BLOCK;
  8028. }
  8029. }
  8030. if( tsc && tsc->getSCE(SC_BLADESTOP_WAIT) &&
  8031. #ifndef RENEWAL
  8032. status_get_class_(src) != CLASS_BOSS &&
  8033. #endif
  8034. (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  8035. {
  8036. uint16 skill_lv = tsc->getSCE(SC_BLADESTOP_WAIT)->val1;
  8037. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  8038. #ifdef RENEWAL
  8039. if (status_get_class_(src) == CLASS_BOSS)
  8040. duration = 2000; // Only lasts 2 seconds for Boss monsters
  8041. #endif
  8042. status_change_end(target, SC_BLADESTOP_WAIT);
  8043. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  8044. { //Target locked.
  8045. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  8046. clif_bladestop(target, src->id, 1);
  8047. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  8048. return ATK_BLOCK;
  8049. }
  8050. }
  8051. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  8052. #ifdef RENEWAL
  8053. int triple_rate = 30; //Base Rate
  8054. #else
  8055. int triple_rate = 30 - skillv; //Base Rate
  8056. #endif
  8057. if (sc && sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == MO_TRIPLEATTACK) {
  8058. triple_rate+= triple_rate*(sc->getSCE(SC_SKILLRATE_UP)->val2)/100;
  8059. status_change_end(src, SC_SKILLRATE_UP);
  8060. }
  8061. if (rnd()%100 < triple_rate) {
  8062. //Need to apply canact_tick here because it doesn't go through skill_castend_id
  8063. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv), sd->ud.canact_tick);
  8064. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  8065. return ATK_DEF;
  8066. return ATK_MISS;
  8067. }
  8068. }
  8069. if (sc) {
  8070. if (sc->getSCE(SC_SACRIFICE)) {
  8071. uint16 skill_lv = sc->getSCE(SC_SACRIFICE)->val1;
  8072. damage_lv ret_val;
  8073. if( --sc->getSCE(SC_SACRIFICE)->val2 <= 0 )
  8074. status_change_end(src, SC_SACRIFICE);
  8075. /**
  8076. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  8077. * For further information: bugreport:4950
  8078. */
  8079. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  8080. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  8081. if( ret_val == ATK_NONE )
  8082. return ATK_MISS;
  8083. return ret_val;
  8084. }
  8085. if (sc->getSCE(SC_MAGICALATTACK)) {
  8086. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->getSCE(SC_MAGICALATTACK)->val1,tick,0) )
  8087. return ATK_DEF;
  8088. return ATK_MISS;
  8089. }
  8090. if( sc->getSCE(SC_GT_ENERGYGAIN) ) {
  8091. int spheres = 5;
  8092. if( sc->getSCE(SC_RAISINGDRAGON) )
  8093. spheres += sc->getSCE(SC_RAISINGDRAGON)->val1;
  8094. if( sd && rnd()%100 < sc->getSCE(SC_GT_ENERGYGAIN)->val2 )
  8095. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->getSCE(SC_GT_ENERGYGAIN)->val1), spheres);
  8096. }
  8097. }
  8098. if( tsc && tsc->getSCE(SC_GT_ENERGYGAIN) ) {
  8099. int spheres = 5;
  8100. if( tsc->getSCE(SC_RAISINGDRAGON) )
  8101. spheres += tsc->getSCE(SC_RAISINGDRAGON)->val1;
  8102. if( tsd && rnd()%100 < tsc->getSCE(SC_GT_ENERGYGAIN)->val2 )
  8103. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->getSCE(SC_GT_ENERGYGAIN)->val1), spheres);
  8104. }
  8105. if (tsc && tsc->getSCE(SC_MTF_MLEATKED) && rnd()%100 < tsc->getSCE(SC_MTF_MLEATKED)->val2)
  8106. clif_skill_nodamage(target, target, SM_ENDURE, tsc->getSCE(SC_MTF_MLEATKED)->val1, sc_start(src, target, SC_ENDURE, 100, tsc->getSCE(SC_MTF_MLEATKED)->val1, skill_get_time(SM_ENDURE, tsc->getSCE(SC_MTF_MLEATKED)->val1)));
  8107. if(tsc && tsc->getSCE(SC_KAAHI) && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->getSCE(SC_KAAHI)->val3)) {
  8108. int hp_heal = tstatus->max_hp - tstatus->hp;
  8109. if (hp_heal > tsc->getSCE(SC_KAAHI)->val2)
  8110. hp_heal = tsc->getSCE(SC_KAAHI)->val2;
  8111. if (hp_heal)
  8112. status_heal(target, hp_heal, 0, 2);
  8113. }
  8114. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  8115. if (sd && wd.damage + wd.damage2 > 0 && battle_vellum_damage(sd, target, &wd))
  8116. vellum_damage = true;
  8117. if( sc && sc->count ) {
  8118. if (sc->getSCE(SC_EXEEDBREAK))
  8119. status_change_end(src, SC_EXEEDBREAK);
  8120. if( sc->getSCE(SC_SPELLFIST) && !vellum_damage ){
  8121. if (status_charge(src, 0, 20)) {
  8122. if (!is_infinite_defense(target, wd.flag)) {
  8123. struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->getSCE(SC_SPELLFIST)->val2, sc->getSCE(SC_SPELLFIST)->val3, flag | BF_SHORT);
  8124. wd.damage = ad.damage;
  8125. DAMAGE_DIV_FIX(wd.damage, wd.div_); // Double the damage for multiple hits.
  8126. } else {
  8127. wd.damage = 1;
  8128. DAMAGE_DIV_FIX(wd.damage, wd.div_);
  8129. }
  8130. } else
  8131. status_change_end(src,SC_SPELLFIST);
  8132. }
  8133. if (sc->getSCE(SC_GIANTGROWTH) && (wd.flag&BF_SHORT) && rnd()%100 < sc->getSCE(SC_GIANTGROWTH)->val2 && !is_infinite_defense(target, wd.flag) && !vellum_damage)
  8134. wd.damage += wd.damage * 150 / 100; // 2.5 times damage
  8135. if( sd && battle_config.arrow_decrement && sc->getSCE(SC_FEARBREEZE) && sc->getSCE(SC_FEARBREEZE)->val4 > 0) {
  8136. short idx = sd->equip_index[EQI_AMMO];
  8137. if (idx >= 0 && sd->inventory.u.items_inventory[idx].amount >= sc->getSCE(SC_FEARBREEZE)->val4) {
  8138. pc_delitem(sd,idx,sc->getSCE(SC_FEARBREEZE)->val4,0,1,LOG_TYPE_CONSUME);
  8139. sc->getSCE(SC_FEARBREEZE)->val4 = 0;
  8140. }
  8141. }
  8142. }
  8143. if (sd && sd->state.arrow_atk) //Consume arrow.
  8144. battle_consume_ammo(sd, 0, 0);
  8145. damage = wd.damage + wd.damage2;
  8146. if( damage > 0 && src != target )
  8147. {
  8148. if (sc && sc->getSCE(SC_DUPLELIGHT) && (wd.flag & BF_SHORT)) { // Activates only from regular melee damage. Success chance is seperate for both duple light attacks.
  8149. uint16 duple_rate = 10 + 2 * sc->getSCE(SC_DUPLELIGHT)->val1;
  8150. if (rand() % 100 < duple_rate)
  8151. skill_castend_damage_id(src, target, AB_DUPLELIGHT_MELEE, sc->getSCE(SC_DUPLELIGHT)->val1, tick, flag | SD_LEVEL);
  8152. if (rand() % 100 < duple_rate)
  8153. skill_castend_damage_id(src, target, AB_DUPLELIGHT_MAGIC, sc->getSCE(SC_DUPLELIGHT)->val1, tick, flag | SD_LEVEL);
  8154. }
  8155. }
  8156. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
  8157. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  8158. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  8159. if ( target->type == BL_SKILL && damage > 0 ) {
  8160. TBL_SKILL *su = (TBL_SKILL*)target;
  8161. if (su && su->group) {
  8162. if (su->group->skill_id == HT_BLASTMINE)
  8163. skill_blown(src, target, 3, -1, BLOWN_NONE);
  8164. if (su->group->skill_id == GN_WALLOFTHORN) {
  8165. if (--su->val2 <= 0)
  8166. skill_delunit(su);
  8167. }
  8168. }
  8169. }
  8170. map_freeblock_lock();
  8171. if( !(tsc && tsc->getSCE(SC_DEVOTION)) && !vellum_damage && skill_check_shadowform(target, damage, wd.div_) ) {
  8172. if( !status_isdead(target) )
  8173. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  8174. if( wd.dmg_lv > ATK_BLOCK )
  8175. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  8176. } else
  8177. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true, wd.isspdamage);
  8178. if( tsc ) {
  8179. if( tsc->getSCE(SC_DEVOTION) ) {
  8180. struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
  8181. struct block_list *d_bl = map_id2bl(sce->val1);
  8182. if( d_bl && (
  8183. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  8184. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  8185. ) && check_distance_bl(target, d_bl, sce->val3) )
  8186. {
  8187. // Only trigger if the devoted player was hit
  8188. if( damage > 0 ){
  8189. int64 devotion_damage = damage;
  8190. map_session_data* dsd = BL_CAST( BL_PC, d_bl );
  8191. // Needed to check the devotion master for Rebound Shield status.
  8192. status_change *d_sc = status_get_sc(d_bl);
  8193. // The devoting player needs to stand up
  8194. if( dsd && pc_issit( dsd ) ){
  8195. pc_setstand( dsd, true );
  8196. skill_sit( dsd, 0 );
  8197. }
  8198. if (d_sc && d_sc->getSCE(SC_REBOUND_S))
  8199. devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
  8200. clif_damage(d_bl, d_bl, gettick(), wd.amotion, wd.dmotion, devotion_damage, 1, DMG_NORMAL, 0, false);
  8201. status_fix_damage(NULL, d_bl, devotion_damage, 0, CR_DEVOTION);
  8202. }
  8203. }
  8204. else
  8205. status_change_end(target, SC_DEVOTION);
  8206. }
  8207. if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)) {
  8208. s_elemental_data *ed = ((TBL_PC*)target)->ed;
  8209. if (ed) {
  8210. clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)->val1, DMG_SINGLE);
  8211. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)->val1,tick,wd.flag);
  8212. }
  8213. }
  8214. if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
  8215. struct block_list *e_bl = map_id2bl(tsc->getSCE(SC_WATER_SCREEN_OPTION)->val1);
  8216. if (e_bl && !status_isdead(e_bl)) {
  8217. clif_damage(e_bl, e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false);
  8218. status_fix_damage(NULL, e_bl, damage, 0, EL_WATER_SCREEN);
  8219. }
  8220. }
  8221. }
  8222. if (sc && sc->getSCE(SC_AUTOSPELL) && rnd()%100 < sc->getSCE(SC_AUTOSPELL)->val4) {
  8223. int sp = 0;
  8224. uint16 skill_id = sc->getSCE(SC_AUTOSPELL)->val2;
  8225. uint16 skill_lv = sc->getSCE(SC_AUTOSPELL)->val3;
  8226. int i = rnd()%100;
  8227. if (sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  8228. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  8229. //reduction only for skill_lv > 1
  8230. if (skill_lv > 1) {
  8231. if (i >= 50) skill_lv /= 2;
  8232. else if (i >= 15) skill_lv--;
  8233. }
  8234. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  8235. if (status_charge(src, 0, sp)) {
  8236. struct unit_data *ud = unit_bl2ud(src);
  8237. switch (skill_get_casttype(skill_id)) {
  8238. case CAST_GROUND:
  8239. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  8240. break;
  8241. case CAST_NODAMAGE:
  8242. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  8243. break;
  8244. case CAST_DAMAGE:
  8245. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  8246. break;
  8247. }
  8248. if (ud) {
  8249. int autospell_tick = skill_delayfix(src, skill_id, skill_lv);
  8250. if (DIFF_TICK(ud->canact_tick, tick + autospell_tick) < 0) {
  8251. ud->canact_tick = i64max(tick + autospell_tick, ud->canact_tick);
  8252. if (battle_config.display_status_timers && sd)
  8253. clif_status_change(src, EFST_POSTDELAY, 1, autospell_tick, 0, 0, 0);
  8254. }
  8255. }
  8256. }
  8257. }
  8258. if (sd) {
  8259. uint16 r_skill = 0, sk_idx = 0;
  8260. if( wd.flag&BF_WEAPON && sc && sc->getSCE(SC__AUTOSHADOWSPELL) && rnd()%100 < sc->getSCE(SC__AUTOSHADOWSPELL)->val3 &&
  8261. (r_skill = (uint16)sc->getSCE(SC__AUTOSHADOWSPELL)->val1) && (sk_idx = skill_get_index(r_skill)) &&
  8262. sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED )
  8263. {
  8264. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  8265. int r_lv = sc->getSCE(SC__AUTOSHADOWSPELL)->val2, type;
  8266. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  8267. int maxcount = 0;
  8268. std::shared_ptr<s_skill_db> skill = skill_db.find(r_skill);
  8269. if( !(BL_PC&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] )
  8270. type = -1;
  8271. if( BL_PC&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] )
  8272. type = -1;
  8273. if( BL_PC&battle_config.land_skill_limit &&
  8274. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  8275. ) {
  8276. unit_skillunit_maxcount(sd->ud, r_skill, maxcount);
  8277. if( maxcount == 0 )
  8278. type = -1;
  8279. }
  8280. if( type != CAST_GROUND ){
  8281. clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
  8282. map_freeblock_unlock();
  8283. return wd.dmg_lv;
  8284. }
  8285. }
  8286. if (sd->state.autocast == 0) {
  8287. sd->state.autocast = 1;
  8288. skill_consume_requirement(sd, r_skill, r_lv, 3);
  8289. switch (type) {
  8290. case CAST_GROUND:
  8291. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  8292. break;
  8293. case CAST_NODAMAGE:
  8294. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  8295. break;
  8296. case CAST_DAMAGE:
  8297. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  8298. break;
  8299. }
  8300. }
  8301. sd->state.autocast = 0;
  8302. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, r_skill, r_lv), sd->ud.canact_tick);
  8303. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  8304. }
  8305. }
  8306. if (wd.flag&BF_WEAPON && sc && sc->getSCE(SC_FALLINGSTAR) && rand()%100 < sc->getSCE(SC_FALLINGSTAR)->val2) {
  8307. if (sd)
  8308. sd->state.autocast = 1;
  8309. if (status_charge(src, 0, skill_get_sp(SJ_FALLINGSTAR_ATK, sc->getSCE(SC_FALLINGSTAR)->val1)))
  8310. skill_castend_nodamage_id(src, src, SJ_FALLINGSTAR_ATK, sc->getSCE(SC_FALLINGSTAR)->val1, tick, flag);
  8311. if (sd)
  8312. sd->state.autocast = 0;
  8313. }
  8314. if( sc ){
  8315. // It has a success chance of triggering even tho the description says nothing about it.
  8316. // TODO: Need to find out what the official success chance is. [Rytech]
  8317. if( sc->getSCE(SC_SERVANTWEAPON) && sd->servantball > 0 && rnd() % 100 < 20 ){
  8318. uint16 skill_id = DK_SERVANTWEAPON_ATK;
  8319. uint16 skill_lv = sc->getSCE(SC_SERVANTWEAPON)->val1;
  8320. sd->state.autocast = 1;
  8321. pc_delservantball( *sd );
  8322. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  8323. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  8324. sd->state.autocast = 0;
  8325. }
  8326. // TODO: Whats the official success chance? Is SP consumed for every autocast? [Rytech]
  8327. if( sc->getSCE(SC_DUPLELIGHT) && pc_checkskill(sd, CD_PETITIO) > 0 && rnd() % 100 < 20 ){
  8328. uint16 skill_id = CD_PETITIO;
  8329. uint16 skill_lv = pc_checkskill( sd, CD_PETITIO );
  8330. sd->state.autocast = 1;
  8331. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  8332. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  8333. sd->state.autocast = 0;
  8334. }
  8335. // It has a success chance of triggering even tho the description says nothing about it.
  8336. // TODO: Need to find out what the official success chance is. [Rytech]
  8337. if( sc->getSCE(SC_ABYSSFORCEWEAPON) && sd->abyssball > 0 && rnd() % 100 < 20 ){
  8338. uint16 skill_id = ABC_FROM_THE_ABYSS_ATK;
  8339. uint16 skill_lv = sc->getSCE(SC_ABYSSFORCEWEAPON)->val1;
  8340. sd->state.autocast = 1;
  8341. pc_delabyssball( *sd );
  8342. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  8343. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  8344. sd->state.autocast = 0;
  8345. }
  8346. // It has a success chance of triggering even tho the description says nothing about it.
  8347. // TODO: Need to find out what the official success chance is. [Rytech]
  8348. if( sc->getSCE(SC_ABYSSFORCEWEAPON) && rnd() % 100 < 20 ){
  8349. uint16 skill_id = ABC_ABYSS_SQUARE;
  8350. uint16 skill_lv = pc_checkskill(sd, ABC_ABYSS_SQUARE);
  8351. sd->state.autocast = 1;
  8352. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  8353. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  8354. sd->state.autocast = 0;
  8355. }
  8356. // Autocasted skills from super elemental supportive buffs.
  8357. if (sc->getSCE(SC_FLAMETECHNIC_OPTION) && rnd() % 100 < 7)
  8358. battle_autocast_elembuff_skill(sd, target, MG_FIREBOLT, tick, flag);
  8359. if (sc->getSCE(SC_COLD_FORCE_OPTION) && rnd() % 100 < 7)
  8360. battle_autocast_elembuff_skill(sd, target, MG_COLDBOLT, tick, flag);
  8361. if (sc->getSCE(SC_GRACE_BREEZE_OPTION) && rnd() % 100 < 7)
  8362. battle_autocast_elembuff_skill(sd, target, MG_LIGHTNINGBOLT, tick, flag);
  8363. if (sc->getSCE(SC_EARTH_CARE_OPTION) && rnd() % 100 < 7)
  8364. battle_autocast_elembuff_skill(sd, target, WZ_EARTHSPIKE, tick, flag);
  8365. if (sc->getSCE(SC_DEEP_POISONING_OPTION) && rnd() % 100 < 7)
  8366. battle_autocast_elembuff_skill(sd, target, SO_POISON_BUSTER, tick, flag);
  8367. }
  8368. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  8369. if (battle_config.left_cardfix_to_right)
  8370. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  8371. else
  8372. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  8373. }
  8374. }
  8375. if (tsc) {
  8376. if (damage > 0 && tsc->getSCE(SC_POISONREACT) &&
  8377. (rnd()%100 < tsc->getSCE(SC_POISONREACT)->val3
  8378. || sstatus->def_ele == ELE_POISON) &&
  8379. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  8380. status_check_skilluse(target, src, TF_POISON, 0)
  8381. ) { //Poison React
  8382. struct status_change_entry *sce = tsc->getSCE(SC_POISONREACT);
  8383. if (sstatus->def_ele == ELE_POISON) {
  8384. sce->val2 = 0;
  8385. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  8386. } else {
  8387. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  8388. --sce->val2;
  8389. }
  8390. if (sce->val2 <= 0)
  8391. status_change_end(target, SC_POISONREACT);
  8392. }
  8393. }
  8394. if (sd && tsc && wd.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
  8395. status_heal(src, 0, 0, 1, 0);
  8396. map_freeblock_unlock();
  8397. return wd.dmg_lv;
  8398. }
  8399. /*=========================
  8400. * Check for undead status
  8401. *-------------------------
  8402. * Credits:
  8403. * Original coder Skotlex
  8404. * Refactored by Baalberith
  8405. */
  8406. int battle_check_undead(int race,int element)
  8407. {
  8408. if(battle_config.undead_detect_type == 0) {
  8409. if(element == ELE_UNDEAD)
  8410. return 1;
  8411. }
  8412. else if(battle_config.undead_detect_type == 1) {
  8413. if(race == RC_UNDEAD)
  8414. return 1;
  8415. }
  8416. else {
  8417. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  8418. return 1;
  8419. }
  8420. return 0;
  8421. }
  8422. /*================================================================
  8423. * Returns the upmost level master starting with the given object
  8424. *----------------------------------------------------------------*/
  8425. struct block_list* battle_get_master(struct block_list *src)
  8426. {
  8427. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  8428. do {
  8429. prev = src;
  8430. switch (src->type) {
  8431. case BL_PET:
  8432. if (((TBL_PET*)src)->master)
  8433. src = (struct block_list*)((TBL_PET*)src)->master;
  8434. break;
  8435. case BL_MOB:
  8436. if (((TBL_MOB*)src)->master_id)
  8437. src = map_id2bl(((TBL_MOB*)src)->master_id);
  8438. break;
  8439. case BL_HOM:
  8440. if (((TBL_HOM*)src)->master)
  8441. src = (struct block_list*)((TBL_HOM*)src)->master;
  8442. break;
  8443. case BL_MER:
  8444. if (((TBL_MER*)src)->master)
  8445. src = (struct block_list*)((TBL_MER*)src)->master;
  8446. break;
  8447. case BL_ELEM:
  8448. if (((TBL_ELEM*)src)->master)
  8449. src = (struct block_list*)((TBL_ELEM*)src)->master;
  8450. break;
  8451. case BL_SKILL:
  8452. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  8453. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  8454. break;
  8455. }
  8456. } while (src && src != prev);
  8457. return prev;
  8458. }
  8459. /*==========================================
  8460. * Checks the state between two targets
  8461. * (enemy, friend, party, guild, etc)
  8462. *------------------------------------------
  8463. * Usage:
  8464. * See battle.hpp for possible values/combinations
  8465. * to be used here (BCT_* constants)
  8466. * Return value is:
  8467. * 1: flag holds true (is enemy, party, etc)
  8468. * -1: flag fails
  8469. * 0: Invalid target (non-targetable ever)
  8470. *
  8471. * Credits:
  8472. * Original coder unknown
  8473. * Rewritten by Skotlex
  8474. */
  8475. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  8476. {
  8477. int16 m; //map
  8478. int state = 0; //Initial state none
  8479. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  8480. struct block_list *s_bl = src, *t_bl = target;
  8481. struct unit_data *ud = NULL;
  8482. nullpo_ret(src);
  8483. nullpo_ret(target);
  8484. ud = unit_bl2ud(target);
  8485. m = target->m;
  8486. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  8487. //objects involved.
  8488. if( (t_bl = battle_get_master(target)) == NULL )
  8489. t_bl = target;
  8490. if( (s_bl = battle_get_master(src)) == NULL )
  8491. s_bl = src;
  8492. if ( s_bl->type == BL_PC ) {
  8493. switch( t_bl->type ) {
  8494. case BL_MOB: // Source => PC, Target => MOB
  8495. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  8496. return 0;
  8497. break;
  8498. case BL_PC:
  8499. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  8500. return 0;
  8501. break;
  8502. default:/* anything else goes */
  8503. break;
  8504. }
  8505. }
  8506. struct map_data *mapdata = map_getmapdata(m);
  8507. switch( target->type ) { // Checks on actual target
  8508. case BL_PC: {
  8509. status_change* sc = status_get_sc(src);
  8510. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  8511. return -1; //Cannot be targeted yet.
  8512. if( sc && sc->count ) {
  8513. if( sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == target->id )
  8514. return -1;
  8515. }
  8516. }
  8517. break;
  8518. case BL_MOB:
  8519. {
  8520. struct mob_data *md = ((TBL_MOB*)target);
  8521. if (ud && ud->immune_attack)
  8522. return 0;
  8523. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  8524. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  8525. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou
  8526. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  8527. ){ //Targettable by players
  8528. state |= BCT_ENEMY;
  8529. strip_enemy = 0;
  8530. }
  8531. break;
  8532. }
  8533. case BL_SKILL:
  8534. {
  8535. TBL_SKILL *su = (TBL_SKILL*)target;
  8536. uint16 skill_id = battle_getcurrentskill(src);
  8537. if( !su || !su->group)
  8538. return 0;
  8539. if( skill_get_inf2(su->group->skill_id, INF2_ISTRAP) && su->group->unit_id != UNT_USED_TRAPS) {
  8540. if (!skill_id || su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) {
  8541. ;
  8542. }
  8543. else if (skill_get_inf2(skill_id, INF2_TARGETTRAP)) { // Only a few skills can target traps
  8544. switch (skill_id) {
  8545. case RK_DRAGONBREATH:
  8546. case RK_DRAGONBREATH_WATER:
  8547. case NC_SELFDESTRUCTION:
  8548. case NC_AXETORNADO:
  8549. case SR_SKYNETBLOW:
  8550. // Can only hit traps in PVP/GVG maps
  8551. if (!mapdata->flag[MF_PVP] && !mapdata->flag[MF_GVG])
  8552. return 0;
  8553. break;
  8554. }
  8555. }
  8556. else
  8557. return 0;
  8558. state |= BCT_ENEMY;
  8559. strip_enemy = 0;
  8560. } else if (su->group->skill_id == WZ_ICEWALL || (su->group->skill_id == GN_WALLOFTHORN && skill_id != GN_CARTCANNON)) {
  8561. switch (skill_id) {
  8562. case RK_DRAGONBREATH:
  8563. case RK_DRAGONBREATH_WATER:
  8564. case NC_SELFDESTRUCTION:
  8565. case NC_AXETORNADO:
  8566. case SR_SKYNETBLOW:
  8567. // Can only hit icewall in PVP/GVG maps
  8568. if (!mapdata->flag[MF_PVP] && !mapdata->flag[MF_GVG])
  8569. return 0;
  8570. break;
  8571. case HT_CLAYMORETRAP:
  8572. // Can't hit icewall
  8573. return 0;
  8574. default:
  8575. // Usually BCT_ALL stands for only hitting chars, but skills specifically set to hit traps also hit icewall
  8576. if ((flag&BCT_ALL) == BCT_ALL && !skill_get_inf2(skill_id, INF2_TARGETTRAP))
  8577. return -1;
  8578. }
  8579. state |= BCT_ENEMY;
  8580. strip_enemy = 0;
  8581. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  8582. return 0;
  8583. }
  8584. break;
  8585. case BL_MER:
  8586. case BL_HOM:
  8587. case BL_ELEM:
  8588. if (ud && ud->immune_attack)
  8589. return 0;
  8590. break;
  8591. //All else not specified is an invalid target.
  8592. default:
  8593. return 0;
  8594. } //end switch actual target
  8595. switch( t_bl->type ) { //Checks on target master
  8596. case BL_PC: {
  8597. map_session_data *sd;
  8598. status_change *sc = NULL;
  8599. if( t_bl == s_bl )
  8600. break;
  8601. sd = BL_CAST(BL_PC, t_bl);
  8602. sc = status_get_sc(t_bl);
  8603. if( ((sd->state.block_action & PCBLOCK_IMMUNE) || (sc->getSCE(SC_KINGS_GRACE) && s_bl->type != BL_PC)) && flag&BCT_ENEMY )
  8604. return 0; // Global immunity only to Attacks
  8605. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  8606. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  8607. if( sd->state.killable ) {
  8608. state |= BCT_ENEMY; // Everything can kill it
  8609. strip_enemy = 0;
  8610. }
  8611. break;
  8612. }
  8613. case BL_MOB:
  8614. {
  8615. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  8616. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  8617. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  8618. break;
  8619. }
  8620. default: break; //other type doesn't have slave yet
  8621. } //end switch master target
  8622. switch( src->type ) { //Checks on actual src type
  8623. case BL_PET:
  8624. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  8625. return 0; //Pet may not attack non-mobs.
  8626. if (t_bl->type == BL_MOB && flag & BCT_ENEMY) {
  8627. mob_data *md = BL_CAST(BL_MOB, t_bl);
  8628. if (md->guardian_data || md->special_state.ai == AI_GUILD)
  8629. return 0; //pet may not attack Guardians/Emperium
  8630. }
  8631. break;
  8632. case BL_SKILL: {
  8633. struct skill_unit *su = (struct skill_unit *)src;
  8634. status_change* sc = status_get_sc(target);
  8635. if (!su || !su->group)
  8636. return 0;
  8637. std::bitset<INF2_MAX> inf2 = skill_db.find(su->group->skill_id)->inf2;
  8638. if (su->group->src_id == target->id) {
  8639. if (inf2[INF2_NOTARGETSELF])
  8640. return -1;
  8641. if (inf2[INF2_TARGETSELF])
  8642. return 1;
  8643. }
  8644. //Status changes that prevent traps from triggering
  8645. if (sc && sc->count && inf2[INF2_ISTRAP]) {
  8646. if( sc->getSCE(SC_SIGHTBLASTER) && sc->getSCE(SC_SIGHTBLASTER)->val2 > 0 && sc->getSCE(SC_SIGHTBLASTER)->val4%2 == 0)
  8647. return -1;
  8648. }
  8649. }
  8650. break;
  8651. case BL_MER:
  8652. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  8653. return 0; //mercenary may not attack Emperium
  8654. break;
  8655. } //end switch actual src
  8656. switch( s_bl->type )
  8657. { //Checks on source master
  8658. case BL_PC:
  8659. {
  8660. map_session_data *sd = BL_CAST(BL_PC, s_bl);
  8661. if( s_bl != t_bl )
  8662. {
  8663. if( sd->state.killer )
  8664. {
  8665. state |= BCT_ENEMY; // Can kill anything
  8666. strip_enemy = 0;
  8667. }
  8668. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && mapdata->flag[MF_PVP]) || (!battle_config.duel_allow_gvg && mapdata_flag_gvg(mapdata))) )
  8669. {
  8670. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  8671. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  8672. else
  8673. return 0; // You can't target anything out of your duel
  8674. }
  8675. }
  8676. if( !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && mapdata_flag_gvg(mapdata) )
  8677. return 0; //If you don't belong to a guild, can't target emperium.
  8678. if( t_bl->type != BL_PC )
  8679. state |= BCT_ENEMY; //Natural enemy.
  8680. break;
  8681. }
  8682. case BL_MOB:
  8683. {
  8684. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  8685. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  8686. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  8687. if( !md->special_state.ai )
  8688. { //Normal mobs
  8689. if(
  8690. ( 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 ) ) ||
  8691. ( t_bl->type == BL_MOB && (((TBL_MOB*)t_bl)->special_state.ai == AI_NONE || ((TBL_MOB*)t_bl)->special_state.ai == AI_WAVEMODE ))
  8692. )
  8693. state |= BCT_PARTY; //Normal mobs with no ai or with AI_WAVEMODE are friends.
  8694. else
  8695. state |= BCT_ENEMY; //However, all else are enemies.
  8696. }
  8697. else
  8698. {
  8699. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  8700. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  8701. }
  8702. break;
  8703. }
  8704. default:
  8705. //Need some sort of default behaviour for unhandled types.
  8706. if (t_bl->type != s_bl->type)
  8707. state |= BCT_ENEMY;
  8708. break;
  8709. } //end switch on src master
  8710. if( (flag&BCT_ALL) == BCT_ALL )
  8711. { //All actually stands for all attackable chars, icewall and traps
  8712. if(target->type&(BL_CHAR|BL_SKILL))
  8713. return 1;
  8714. else
  8715. return -1;
  8716. }
  8717. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  8718. return -1;
  8719. if( t_bl == s_bl )
  8720. { //No need for further testing.
  8721. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  8722. if( state&BCT_ENEMY && strip_enemy )
  8723. state&=~BCT_ENEMY;
  8724. return (flag&state)?1:-1;
  8725. }
  8726. if( mapdata_flag_vs(mapdata) )
  8727. { //Check rivalry settings.
  8728. int sbg_id = 0, tbg_id = 0;
  8729. if(mapdata->flag[MF_BATTLEGROUND] )
  8730. {
  8731. sbg_id = bg_team_get_id(s_bl);
  8732. tbg_id = bg_team_get_id(t_bl);
  8733. }
  8734. if( flag&(BCT_PARTY|BCT_ENEMY) )
  8735. {
  8736. int s_party = status_get_party_id(s_bl);
  8737. if( s_party && s_party == status_get_party_id(t_bl) && !(mapdata->flag[MF_PVP] && mapdata->flag[MF_PVP_NOPARTY]) && !(mapdata_flag_gvg(mapdata) && mapdata->flag[MF_GVG_NOPARTY]) && (!mapdata->flag[MF_BATTLEGROUND] || sbg_id == tbg_id) )
  8738. state |= BCT_PARTY;
  8739. else
  8740. state |= BCT_ENEMY;
  8741. }
  8742. if( flag&(BCT_GUILD|BCT_ENEMY) )
  8743. {
  8744. int s_guild = status_get_guild_id(s_bl);
  8745. int t_guild = status_get_guild_id(t_bl);
  8746. if( !(mapdata->flag[MF_PVP] && mapdata->flag[MF_PVP_NOGUILD]) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!mapdata->flag[MF_BATTLEGROUND] || sbg_id == tbg_id) )
  8747. state |= BCT_GUILD;
  8748. else
  8749. state |= BCT_ENEMY;
  8750. }
  8751. if( state&BCT_ENEMY && mapdata->flag[MF_BATTLEGROUND] && sbg_id && sbg_id == tbg_id )
  8752. state &= ~BCT_ENEMY;
  8753. if( state&BCT_ENEMY && battle_config.pk_mode && !mapdata_flag_gvg(mapdata) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  8754. { // Prevent novice engagement on pk_mode (feature by Valaris)
  8755. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  8756. if (
  8757. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  8758. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  8759. (int)sd->status.base_level < battle_config.pk_min_level ||
  8760. (int)sd2->status.base_level < battle_config.pk_min_level ||
  8761. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  8762. )
  8763. state &= ~BCT_ENEMY;
  8764. }
  8765. }//end map_flag_vs chk rivality
  8766. else
  8767. { //Non pvp/gvg, check party/guild settings.
  8768. if( flag&BCT_PARTY || state&BCT_ENEMY )
  8769. {
  8770. int s_party = status_get_party_id(s_bl);
  8771. if(s_party && s_party == status_get_party_id(t_bl))
  8772. state |= BCT_PARTY;
  8773. }
  8774. if( flag&BCT_GUILD || state&BCT_ENEMY )
  8775. {
  8776. int s_guild = status_get_guild_id(s_bl);
  8777. int t_guild = status_get_guild_id(t_bl);
  8778. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  8779. state |= BCT_GUILD;
  8780. }
  8781. } //end non pvp/gvg chk rivality
  8782. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  8783. state = BCT_NEUTRAL;
  8784. //Alliance state takes precedence over enemy one.
  8785. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  8786. state&=~BCT_ENEMY;
  8787. return (flag&state)?1:-1;
  8788. }
  8789. /*==========================================
  8790. * Check if can attack from this range
  8791. * Basic check then calling path_search for obstacle etc..
  8792. *------------------------------------------
  8793. */
  8794. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  8795. {
  8796. int d;
  8797. nullpo_retr(false, src);
  8798. nullpo_retr(false, bl);
  8799. if( src->m != bl->m )
  8800. return false;
  8801. #ifndef CIRCULAR_AREA
  8802. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  8803. if ( !check_distance_client_bl(src, bl, range) )
  8804. return false;
  8805. } else
  8806. #endif
  8807. if( !check_distance_bl(src, bl, range) )
  8808. return false;
  8809. if( (d = distance_bl(src, bl)) < 2 )
  8810. return true; // No need for path checking.
  8811. if( d > AREA_SIZE )
  8812. return false; // Avoid targetting objects beyond your range of sight.
  8813. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  8814. }
  8815. /*=============================================
  8816. * Battle.conf settings and default/max values
  8817. *---------------------------------------------
  8818. */
  8819. static const struct _battle_data {
  8820. const char* str;
  8821. int* val;
  8822. int defval;
  8823. int min;
  8824. int max;
  8825. } battle_data[] = {
  8826. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  8827. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  8828. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  8829. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  8830. { "enable_baseatk", &battle_config.enable_baseatk, BL_CHAR|BL_HOM, BL_NUL, BL_ALL, },
  8831. { "enable_baseatk_renewal", &battle_config.enable_baseatk_renewal, BL_ALL, BL_NUL, BL_ALL, },
  8832. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  8833. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  8834. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  8835. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  8836. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  8837. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  8838. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  8839. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  8840. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  8841. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  8842. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  8843. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  8844. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  8845. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  8846. #ifdef RENEWAL
  8847. { "traps_setting", &battle_config.traps_setting, 2, 0, 2, },
  8848. #else
  8849. { "traps_setting", &battle_config.traps_setting, 0, 0, 2, },
  8850. #endif
  8851. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  8852. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  8853. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  8854. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  8855. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  8856. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  8857. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  8858. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  8859. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  8860. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  8861. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  8862. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  8863. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  8864. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  8865. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  8866. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  8867. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  8868. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  8869. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  8870. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  8871. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  8872. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  8873. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  8874. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  8875. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  8876. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  8877. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  8878. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  8879. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  8880. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  8881. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  8882. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  8883. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  8884. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  8885. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  8886. #ifdef RENEWAL
  8887. { "guild_skill_relog_type", &battle_config.guild_skill_relog_type, 0, 0, 1, },
  8888. #else
  8889. { "guild_skill_relog_type", &battle_config.guild_skill_relog_type, 1, 0, 1, },
  8890. #endif
  8891. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  8892. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  8893. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  8894. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  8895. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  8896. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  8897. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  8898. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  8899. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  8900. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  8901. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  8902. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  8903. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  8904. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  8905. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  8906. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  8907. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  8908. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  8909. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  8910. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  8911. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 4, 0, 4, },
  8912. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  8913. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  8914. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  8915. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  8916. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  8917. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  8918. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  8919. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  8920. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  8921. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  8922. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  8923. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  8924. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  8925. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  8926. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  8927. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  8928. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  8929. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  8930. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  8931. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  8932. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  8933. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  8934. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  8935. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  8936. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  8937. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  8938. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  8939. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  8940. { "pet_master_dead", &battle_config.pet_master_dead, 0, 0, 1, },
  8941. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  8942. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  8943. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  8944. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  8945. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  8946. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  8947. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  8948. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  8949. { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, },
  8950. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  8951. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  8952. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  8953. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  8954. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  8955. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  8956. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  8957. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  8958. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  8959. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  8960. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  8961. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 0, 100 },
  8962. { "natural_heal_weight_rate_renewal", &battle_config.natural_heal_weight_rate_renewal,70, 0, 100 },
  8963. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  8964. { "ammo_unequip", &battle_config.ammo_unequip, 1, 0, 1, },
  8965. { "ammo_check_weapon", &battle_config.ammo_check_weapon, 1, 0, 1, },
  8966. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  8967. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  8968. { "max_summoner_aspd", &battle_config.max_summoner_aspd, 193, 100, 199, },
  8969. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  8970. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  8971. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  8972. { "max_hp_lv99", &battle_config.max_hp_lv99, 330000, 100, 1000000000, },
  8973. { "max_hp_lv150", &battle_config.max_hp_lv150, 660000, 100, 1000000000, },
  8974. { "max_hp", &battle_config.max_hp, 1100000, 100, 1000000000, },
  8975. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  8976. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  8977. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  8978. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  8979. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  8980. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  8981. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  8982. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  8983. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  8984. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  8985. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  8986. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  8987. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  8988. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  8989. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  8990. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  8991. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  8992. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  8993. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  8994. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  8995. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  8996. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 1, INT_MAX, },
  8997. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  8998. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  8999. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  9000. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  9001. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  9002. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  9003. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  9004. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  9005. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  9006. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  9007. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  9008. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  9009. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  9010. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  9011. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  9012. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  9013. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  9014. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  9015. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  9016. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  9017. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  9018. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  9019. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  9020. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  9021. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  9022. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4|8, },
  9023. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  9024. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  9025. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  9026. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  9027. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  9028. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  9029. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  9030. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  9031. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  9032. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  9033. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  9034. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  9035. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  9036. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  9037. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  9038. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  9039. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  9040. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  9041. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  9042. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  9043. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  9044. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
  9045. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  9046. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  9047. // eAthena additions
  9048. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  9049. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 0, 10000, },
  9050. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  9051. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 0, 10000, },
  9052. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  9053. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 0, 10000, },
  9054. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  9055. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 0, 10000, },
  9056. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  9057. { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
  9058. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 0, 10000, },
  9059. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  9060. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 0, 10000, },
  9061. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  9062. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 0, 10000, },
  9063. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  9064. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 0, 10000, },
  9065. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  9066. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  9067. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  9068. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  9069. { "item_rate_common_mvp", &battle_config.item_rate_common_mvp, 100, 0, 1000000, },
  9070. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  9071. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  9072. { "item_rate_equip_mvp", &battle_config.item_rate_equip_mvp, 100, 0, 1000000, },
  9073. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  9074. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  9075. { "item_rate_card_mvp", &battle_config.item_rate_card_mvp, 100, 0, 1000000, },
  9076. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  9077. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  9078. { "item_rate_heal_mvp", &battle_config.item_rate_heal_mvp, 100, 0, 1000000, },
  9079. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  9080. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  9081. { "item_rate_use_mvp", &battle_config.item_rate_use_mvp, 100, 0, 1000000, },
  9082. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  9083. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  9084. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  9085. { "prevent_logout_trigger", &battle_config.prevent_logout_trigger, 0xE, 0, 0xF, },
  9086. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  9087. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  9088. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  9089. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  9090. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  9091. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  9092. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  9093. { "pk_mode_mes", &battle_config.pk_mode_mes, 1, 0, 1, },
  9094. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  9095. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  9096. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  9097. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  9098. { "multi_level_up_base", &battle_config.multi_level_up_base, 0, 0, MAX_LEVEL, },
  9099. { "multi_level_up_job", &battle_config.multi_level_up_job, 0, 0, MAX_LEVEL, },
  9100. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  9101. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  9102. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  9103. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  9104. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  9105. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  9106. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  9107. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  9108. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  9109. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  9110. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  9111. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  9112. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  9113. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  9114. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  9115. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  9116. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  9117. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  9118. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  9119. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  9120. { "skill_steal_random_options", &battle_config.skill_steal_random_options, 0, 0, 1, },
  9121. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  9122. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  9123. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  9124. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  9125. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  9126. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  9127. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  9128. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  9129. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  9130. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  9131. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  9132. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  9133. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  9134. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  9135. { "display_version", &battle_config.display_version, 1, 0, 1, },
  9136. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  9137. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  9138. { "debuff_on_logout", &battle_config.debuff_on_logout, 0, 0, 1|2, },
  9139. { "monster_ai", &battle_config.mob_ai, 0x0000, 0x0000, 0x1FFF, },
  9140. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  9141. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  9142. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  9143. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  9144. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  9145. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  9146. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  9147. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, },
  9148. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  9149. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  9150. { "drop_rate_cap", &battle_config.drop_rate_cap, 9000, 0, 10000, },
  9151. { "drop_rate_cap_vip", &battle_config.drop_rate_cap_vip, 9000, 0, 10000, },
  9152. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  9153. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  9154. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  9155. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  9156. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  9157. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  9158. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  9159. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  9160. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  9161. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  9162. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  9163. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  9164. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  9165. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  9166. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  9167. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  9168. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  9169. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  9170. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  9171. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  9172. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  9173. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  9174. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  9175. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  9176. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  9177. { "vending_tax_min", &battle_config.vending_tax_min, 0, 0, MAX_ZENY, },
  9178. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  9179. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  9180. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  9181. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  9182. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  9183. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  9184. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  9185. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  9186. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  9187. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  9188. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  9189. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  9190. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  9191. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  9192. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  9193. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  9194. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 80, 0, 100, },
  9195. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  9196. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 487, 0, INT_MAX, },
  9197. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  9198. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  9199. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  9200. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  9201. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  9202. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  9203. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  9204. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  9205. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  9206. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  9207. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  9208. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  9209. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  9210. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  9211. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  9212. { "land_protector_behavior", &battle_config.land_protector_behavior, 0, 0, 1, },
  9213. { "npc_emotion_behavior", &battle_config.npc_emotion_behavior, 0, 0, 1, },
  9214. // BattleGround Settings
  9215. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  9216. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  9217. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  9218. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  9219. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  9220. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  9221. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  9222. // rAthena
  9223. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  9224. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  9225. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  9226. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  9227. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  9228. { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, SHRT_MAX, },
  9229. { "max_fourth_parameter", &battle_config.max_fourth_parameter, 135, 10, SHRT_MAX, },
  9230. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 0, 0, 300 },
  9231. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  9232. { "mvp_tomb_delay", &battle_config.mvp_tomb_delay, 9000, 0, INT_MAX, },
  9233. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  9234. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  9235. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  9236. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  9237. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  9238. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  9239. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
  9240. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  9241. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  9242. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  9243. #ifdef RENEWAL
  9244. { "item_enabled_npc", &battle_config.item_enabled_npc, 0, 0, 1, },
  9245. #else
  9246. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  9247. #endif
  9248. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  9249. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  9250. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  9251. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  9252. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  9253. #ifdef VIP_ENABLE
  9254. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE-MIN_STORAGE, },
  9255. #else
  9256. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE, },
  9257. #endif
  9258. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 50, 0, INT_MAX, },
  9259. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 50, 0, INT_MAX, },
  9260. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 100, 0, INT_MAX, },
  9261. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 100, 0, INT_MAX, },
  9262. { "vip_zeny_penalty", &battle_config.vip_zeny_penalty, 0, 0, INT_MAX, },
  9263. { "vip_bm_increase", &battle_config.vip_bm_increase, 2, 0, INT_MAX, },
  9264. { "vip_drop_increase", &battle_config.vip_drop_increase, 50, 0, INT_MAX, },
  9265. { "vip_gemstone", &battle_config.vip_gemstone, 2, 0, 2, },
  9266. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  9267. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  9268. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  9269. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  9270. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  9271. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  9272. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  9273. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  9274. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  9275. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  9276. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  9277. { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, },
  9278. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  9279. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  9280. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  9281. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  9282. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  9283. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  9284. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  9285. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  9286. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  9287. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  9288. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  9289. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  9290. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  9291. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  9292. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  9293. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  9294. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  9295. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  9296. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  9297. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  9298. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  9299. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  9300. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  9301. { "idletime_option", &battle_config.idletime_option, 0x7C1F, 1, 0xFFFF, },
  9302. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  9303. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  9304. { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
  9305. { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
  9306. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 30, 0, MAX_MINCHASE, },
  9307. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  9308. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  9309. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  9310. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  9311. { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, },
  9312. { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, },
  9313. { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, },
  9314. { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, },
  9315. { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, },
  9316. { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, },
  9317. { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
  9318. { "feature.roulette_bonus_reward", &battle_config.feature_roulette_bonus_reward, 1, 0, 1, },
  9319. { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, },
  9320. { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
  9321. { "max_body_style", &battle_config.max_body_style, 1, 0, SHRT_MAX, },
  9322. { "save_body_style", &battle_config.save_body_style, 1, 0, 1, },
  9323. { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, },
  9324. { "monster_stuck_warning", &battle_config.mob_stuck_warning, 0, 0, 1, },
  9325. { "skill_eightpath_algorithm", &battle_config.skill_eightpath_algorithm, 1, 0, 1, },
  9326. { "skill_eightpath_same_cell", &battle_config.skill_eightpath_same_cell, 1, 0, 1, },
  9327. { "death_penalty_maxlv", &battle_config.death_penalty_maxlv, 0, 0, 3, },
  9328. { "exp_cost_redemptio", &battle_config.exp_cost_redemptio, 1, 0, 100, },
  9329. { "exp_cost_redemptio_limit", &battle_config.exp_cost_redemptio_limit, 5, 0, MAX_PARTY, },
  9330. { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, },
  9331. { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, },
  9332. { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, },
  9333. { "atcommand_disable_npc", &battle_config.atcommand_disable_npc, 1, 0, 1, },
  9334. { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, },
  9335. { "tarotcard_equal_chance", &battle_config.tarotcard_equal_chance, 0, 0, 1, },
  9336. { "change_party_leader_samemap", &battle_config.change_party_leader_samemap, 1, 0, 1, },
  9337. { "dispel_song", &battle_config.dispel_song, 0, 0, 1, },
  9338. { "guild_maprespawn_clones", &battle_config.guild_maprespawn_clones, 0, 0, 1, },
  9339. { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, },
  9340. { "mail_daily_count", &battle_config.mail_daily_count, 100, 0, INT32_MAX, },
  9341. { "mail_zeny_fee", &battle_config.mail_zeny_fee, 2, 0, 100, },
  9342. { "mail_attachment_price", &battle_config.mail_attachment_price, 2500, 0, INT32_MAX, },
  9343. { "mail_attachment_weight", &battle_config.mail_attachment_weight, 2000, 0, INT32_MAX, },
  9344. { "banana_bomb_duration", &battle_config.banana_bomb_duration, 0, 0, UINT16_MAX, },
  9345. { "guild_leaderchange_delay", &battle_config.guild_leaderchange_delay, 1440, 0, INT32_MAX, },
  9346. { "guild_leaderchange_woe", &battle_config.guild_leaderchange_woe, 0, 0, 1, },
  9347. { "guild_alliance_onlygm", &battle_config.guild_alliance_onlygm, 0, 0, 1, },
  9348. { "feature.achievement", &battle_config.feature_achievement, 1, 0, 1, },
  9349. { "allow_bound_sell", &battle_config.allow_bound_sell, 0, 0, 0xF, },
  9350. { "autoloot_adjust", &battle_config.autoloot_adjust, 0, 0, 1, },
  9351. { "feature.petevolution", &battle_config.feature_petevolution, 1, 0, 1, },
  9352. { "feature.petautofeed", &battle_config.feature_pet_autofeed, 1, 0, 1, },
  9353. { "feature.pet_autofeed_rate", &battle_config.feature_pet_autofeed_rate, 89, 0, 100, },
  9354. { "pet_autofeed_always", &battle_config.pet_autofeed_always, 1, 0, 1, },
  9355. { "broadcast_hide_name", &battle_config.broadcast_hide_name, 2, 0, NAME_LENGTH, },
  9356. { "skill_drop_items_full", &battle_config.skill_drop_items_full, 0, 0, 1, },
  9357. { "switch_remove_edp", &battle_config.switch_remove_edp, 2, 0, 3, },
  9358. { "feature.homunculus_autofeed", &battle_config.feature_homunculus_autofeed, 1, 0, 1, },
  9359. { "feature.homunculus_autofeed_rate", &battle_config.feature_homunculus_autofeed_rate,30, 0, 100, },
  9360. { "summoner_race", &battle_config.summoner_race, RC_PLAYER_DORAM, RC_FORMLESS, RC_PLAYER_DORAM, },
  9361. { "summoner_size", &battle_config.summoner_size, SZ_SMALL, SZ_SMALL, SZ_BIG, },
  9362. { "homunculus_autofeed_always", &battle_config.homunculus_autofeed_always, 1, 0, 1, },
  9363. { "feature.attendance", &battle_config.feature_attendance, 1, 0, 1, },
  9364. { "feature.privateairship", &battle_config.feature_privateairship, 1, 0, 1, },
  9365. { "rental_transaction", &battle_config.rental_transaction, 1, 0, 1, },
  9366. { "min_shop_buy", &battle_config.min_shop_buy, 1, 0, INT_MAX, },
  9367. { "min_shop_sell", &battle_config.min_shop_sell, 0, 0, INT_MAX, },
  9368. { "feature.equipswitch", &battle_config.feature_equipswitch, 1, 0, 1, },
  9369. { "pet_walk_speed", &battle_config.pet_walk_speed, 1, 1, 3, },
  9370. { "blacksmith_fame_refine_threshold", &battle_config.blacksmith_fame_refine_threshold,10, 1, MAX_REFINE, },
  9371. { "mob_nopc_idleskill_rate", &battle_config.mob_nopc_idleskill_rate, 100, 0, 100, },
  9372. { "mob_nopc_move_rate", &battle_config.mob_nopc_move_rate, 100, 0, 100, },
  9373. { "boss_nopc_idleskill_rate", &battle_config.boss_nopc_idleskill_rate, 100, 0, 100, },
  9374. { "boss_nopc_move_rate", &battle_config.boss_nopc_move_rate, 100, 0, 100, },
  9375. { "hom_idle_no_share", &battle_config.hom_idle_no_share, 0, 0, INT_MAX, },
  9376. { "idletime_hom_option", &battle_config.idletime_hom_option, 0x1F, 0x1, 0xFFF, },
  9377. { "devotion_standup_fix", &battle_config.devotion_standup_fix, 1, 0, 1, },
  9378. { "feature.bgqueue", &battle_config.feature_bgqueue, 1, 0, 1, },
  9379. { "bgqueue_nowarp_mapflag", &battle_config.bgqueue_nowarp_mapflag, 0, 0, 1, },
  9380. { "homunculus_exp_gain", &battle_config.homunculus_exp_gain, 10, 0, 100, },
  9381. { "rental_item_novalue", &battle_config.rental_item_novalue, 1, 0, 1, },
  9382. { "ping_timer_inverval", &battle_config.ping_timer_interval, 30, 0, 99999999, },
  9383. { "ping_time", &battle_config.ping_time, 20, 0, 99999999, },
  9384. { "show_skill_scale", &battle_config.show_skill_scale, 1, 0, 1, },
  9385. { "achievement_mob_share", &battle_config.achievement_mob_share, 0, 0, 1, },
  9386. { "slave_stick_with_master", &battle_config.slave_stick_with_master, 0, 0, 1, },
  9387. { "at_logout_event", &battle_config.at_logout_event, 1, 0, 1, },
  9388. { "homunculus_starving_rate", &battle_config.homunculus_starving_rate, 10, 0, 100, },
  9389. { "homunculus_starving_delay", &battle_config.homunculus_starving_delay, 20000, 0, INT_MAX, },
  9390. { "drop_connection_on_quit", &battle_config.drop_connection_on_quit, 0, 0, 1, },
  9391. { "mob_spawn_variance", &battle_config.mob_spawn_variance, 1, 0, 3, },
  9392. { "mercenary_autoloot", &battle_config.mercenary_autoloot, 0, 0, 1, },
  9393. { "mer_idle_no_share" , &battle_config.mer_idle_no_share, 0, 0, INT_MAX, },
  9394. { "idletime_mer_option", &battle_config.idletime_mer_option, 0x1F, 0x1, 0xFFF, },
  9395. { "feature.refineui", &battle_config.feature_refineui, 1, 0, 1, },
  9396. { "rndopt_drop_pillar", &battle_config.rndopt_drop_pillar, 1, 0, 1, },
  9397. { "pet_legacy_formula", &battle_config.pet_legacy_formula, 0, 0, 1, },
  9398. { "pet_distance_check", &battle_config.pet_distance_check, 5, 0, 50, },
  9399. { "pet_hide_check", &battle_config.pet_hide_check, 1, 0, 1, },
  9400. // 4th Job Stuff
  9401. { "use_traitpoint_table", &battle_config.use_traitpoint_table, 1, 0, 1, },
  9402. { "trait_points_job_change", &battle_config.trait_points_job_change, 7, 1, 1000, },
  9403. { "max_trait_parameter", &battle_config.max_trait_parameter, 100, 10, SHRT_MAX, },
  9404. { "max_res_mres_reduction", &battle_config.max_res_mres_reduction, 625, 1, SHRT_MAX, },
  9405. { "max_ap", &battle_config.max_ap, 200, 100, 1000000000, },
  9406. { "ap_rate", &battle_config.ap_rate, 100, 1, INT_MAX, },
  9407. { "restart_ap_rate", &battle_config.restart_ap_rate, 0, 0, 100, },
  9408. { "loose_ap_on_death", &battle_config.loose_ap_on_death, 1, 0, 1, },
  9409. { "loose_ap_on_map", &battle_config.loose_ap_on_map, 1, 0, 1, },
  9410. { "keep_ap_on_logout", &battle_config.keep_ap_on_logout, 1, 0, 1, },
  9411. { "attack_machine_level_difference", &battle_config.attack_machine_level_difference, 15, 0, INT_MAX, },
  9412. { "feature.barter", &battle_config.feature_barter, 1, 0, 1, },
  9413. { "feature.barter_extended", &battle_config.feature_barter_extended, 1, 0, 1, },
  9414. { "feature.itemlink", &battle_config.feature_itemlink, 1, 0, 1, },
  9415. { "break_mob_equip", &battle_config.break_mob_equip, 0, 0, 1, },
  9416. { "macro_detection_retry", &battle_config.macro_detection_retry, 3, 1, INT_MAX, },
  9417. { "macro_detection_timeout", &battle_config.macro_detection_timeout, 60000, 0, INT_MAX, },
  9418. { "macro_detection_punishment", &battle_config.macro_detection_punishment, 0, 0, 1, },
  9419. { "macro_detection_punishment_time", &battle_config.macro_detection_punishment_time, 0, 0, INT_MAX, },
  9420. { "feature.dynamicnpc_timeout", &battle_config.feature_dynamicnpc_timeout, 1000, 60000, INT_MAX, },
  9421. { "feature.dynamicnpc_rangex", &battle_config.feature_dynamicnpc_rangex, 2, 0, INT_MAX, },
  9422. { "feature.dynamicnpc_rangey", &battle_config.feature_dynamicnpc_rangey, 2, 0, INT_MAX, },
  9423. { "feature.dynamicnpc_direction", &battle_config.feature_dynamicnpc_direction, 0, 0, 1, },
  9424. { "mob_respawn_time", &battle_config.mob_respawn_time, 1000, 1000, INT_MAX, },
  9425. { "feature.stylist", &battle_config.feature_stylist, 1, 0, 1, },
  9426. #include "../custom/battle_config_init.inc"
  9427. };
  9428. /*==========================
  9429. * Set battle settings
  9430. *--------------------------*/
  9431. int battle_set_value(const char* w1, const char* w2)
  9432. {
  9433. int val = config_switch(w2);
  9434. int i;
  9435. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  9436. if (i == ARRAYLENGTH(battle_data))
  9437. return 0; // not found
  9438. if (val < battle_data[i].min || val > battle_data[i].max) {
  9439. 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);
  9440. val = battle_data[i].defval;
  9441. }
  9442. *battle_data[i].val = val;
  9443. return 1;
  9444. }
  9445. /*===========================
  9446. * Get battle settings
  9447. *---------------------------*/
  9448. int battle_get_value(const char* w1)
  9449. {
  9450. int i;
  9451. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  9452. if (i == ARRAYLENGTH(battle_data))
  9453. return 0; // not found
  9454. else
  9455. return *battle_data[i].val;
  9456. }
  9457. /*======================
  9458. * Set default settings
  9459. *----------------------*/
  9460. void battle_set_defaults()
  9461. {
  9462. int i;
  9463. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  9464. *battle_data[i].val = battle_data[i].defval;
  9465. }
  9466. /*==================================
  9467. * Cap certain battle.conf settings
  9468. *----------------------------------*/
  9469. void battle_adjust_conf()
  9470. {
  9471. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd * 10;
  9472. battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
  9473. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd * 10;
  9474. battle_config.max_summoner_aspd = 2000 - battle_config.max_summoner_aspd * 10;
  9475. battle_config.max_extended_aspd = 2000 - battle_config.max_extended_aspd * 10;
  9476. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  9477. battle_config.max_cart_weight *= 10;
  9478. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  9479. battle_config.max_def = 100;
  9480. if (battle_config.min_hitrate > battle_config.max_hitrate)
  9481. battle_config.min_hitrate = battle_config.max_hitrate;
  9482. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  9483. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  9484. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  9485. battle_config.day_duration = 60000;
  9486. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  9487. battle_config.night_duration = 60000;
  9488. #if PACKETVER < 20100427
  9489. if (battle_config.feature_buying_store) {
  9490. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  9491. battle_config.feature_buying_store = 0;
  9492. }
  9493. #endif
  9494. #if PACKETVER < 20100803
  9495. if (battle_config.feature_search_stores) {
  9496. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  9497. battle_config.feature_search_stores = 0;
  9498. }
  9499. #endif
  9500. #if PACKETVER < 20120101
  9501. if (battle_config.feature_bgqueue) {
  9502. ShowWarning("conf/battle/feature.conf:bgqueue is enabled but it requires PACKETVER 2012-01-01 or newer, disabling...\n");
  9503. battle_config.feature_bgqueue = 0;
  9504. }
  9505. #endif
  9506. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  9507. if (battle_config.feature_auction) {
  9508. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER " EXPAND_AND_QUOTE(PACKETVER) ", disabling...\n");
  9509. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  9510. battle_config.feature_auction = 0;
  9511. }
  9512. #elif PACKETVER >= 20141112
  9513. if (battle_config.feature_auction) {
  9514. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n");
  9515. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  9516. battle_config.feature_auction = 0;
  9517. }
  9518. #endif
  9519. #if PACKETVER < 20130724
  9520. if (battle_config.feature_banking) {
  9521. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  9522. battle_config.feature_banking = 0;
  9523. }
  9524. #endif
  9525. #if PACKETVER < 20131223
  9526. if (battle_config.mvp_exp_reward_message) {
  9527. ShowWarning("conf/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n");
  9528. battle_config.mvp_exp_reward_message = 0;
  9529. }
  9530. #endif
  9531. #if PACKETVER < 20141022
  9532. if (battle_config.feature_roulette) {
  9533. ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
  9534. battle_config.feature_roulette = 0;
  9535. }
  9536. #endif
  9537. #if PACKETVER < 20150513
  9538. if (battle_config.feature_achievement) {
  9539. ShowWarning("conf/battle/feature.conf achievement is enabled but it requires PACKETVER 2015-05-13 or newer, disabling...\n");
  9540. battle_config.feature_achievement = 0;
  9541. }
  9542. #endif
  9543. #if PACKETVER < 20151104
  9544. if( battle_config.feature_stylist ){
  9545. ShowWarning("conf/battle/feature.conf stylist is enabled but it requires PACKETVER 2015-11-04 or newer, disabling...\n");
  9546. battle_config.feature_stylist = 0;
  9547. }
  9548. #endif
  9549. #if PACKETVER < 20141008
  9550. if (battle_config.feature_petevolution) {
  9551. ShowWarning("conf/battle/feature.conf petevolution is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  9552. battle_config.feature_petevolution = 0;
  9553. }
  9554. if (battle_config.feature_pet_autofeed) {
  9555. ShowWarning("conf/battle/feature.conf pet auto feed is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  9556. battle_config.feature_pet_autofeed = 0;
  9557. }
  9558. #endif
  9559. #if PACKETVER < 20161012
  9560. if (battle_config.feature_refineui) {
  9561. ShowWarning("conf/battle/feature.conf refine UI is enabled but it requires PACKETVER 2016-10-12 or newer, disabling...\n");
  9562. battle_config.feature_refineui = 0;
  9563. }
  9564. #endif
  9565. #if PACKETVER < 20170208
  9566. if (battle_config.feature_equipswitch) {
  9567. ShowWarning("conf/battle/feature.conf equip switch is enabled but it requires PACKETVER 2017-02-08 or newer, disabling...\n");
  9568. battle_config.feature_equipswitch = 0;
  9569. }
  9570. #endif
  9571. #if PACKETVER < 20170920
  9572. if( battle_config.feature_homunculus_autofeed ){
  9573. ShowWarning("conf/battle/feature.conf homunculus autofeeding is enabled but it requires PACKETVER 2017-09-20 or newer, disabling...\n");
  9574. battle_config.feature_homunculus_autofeed = 0;
  9575. }
  9576. #endif
  9577. #if PACKETVER < 20180307
  9578. if( battle_config.feature_attendance ){
  9579. ShowWarning("conf/battle/feature.conf attendance system is enabled but it requires PACKETVER 2018-03-07 or newer, disabling...\n");
  9580. battle_config.feature_attendance = 0;
  9581. }
  9582. #endif
  9583. #if PACKETVER < 20180321
  9584. if( battle_config.feature_privateairship ){
  9585. ShowWarning("conf/battle/feature.conf private airship system is enabled but it requires PACKETVER 2018-03-21 or newer, disabling...\n");
  9586. battle_config.feature_privateairship = 0;
  9587. }
  9588. #endif
  9589. #if !( PACKETVER_MAIN_NUM >= 20190116 || PACKETVER_RE_NUM >= 20190116 || PACKETVER_ZERO_NUM >= 20181226 )
  9590. if( battle_config.feature_barter ){
  9591. ShowWarning("conf/battle/feature.conf barter shop system is enabled but it requires PACKETVER 2019-01-16 or newer, disabling...\n");
  9592. battle_config.feature_barter = 0;
  9593. }
  9594. #endif
  9595. #if !( PACKETVER_MAIN_NUM >= 20191120 || PACKETVER_RE_NUM >= 20191106 || PACKETVER_ZERO_NUM >= 20191127 )
  9596. if( battle_config.feature_barter_extended ){
  9597. ShowWarning("conf/battle/feature.conf extended barter shop system is enabled but it requires PACKETVER 2019-11-06 or newer, disabling...\n");
  9598. battle_config.feature_barter_extended = 0;
  9599. }
  9600. #endif
  9601. #ifndef CELL_NOSTACK
  9602. if (battle_config.custom_cell_stack_limit != 1)
  9603. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  9604. #endif
  9605. #ifdef MAP_GENERATOR
  9606. battle_config.dynamic_mobs = 1;
  9607. #endif
  9608. }
  9609. /*=====================================
  9610. * Read battle.conf settings from file
  9611. *-------------------------------------*/
  9612. int battle_config_read(const char* cfgName)
  9613. {
  9614. FILE* fp;
  9615. static int count = 0;
  9616. if (count == 0)
  9617. battle_set_defaults();
  9618. count++;
  9619. fp = fopen(cfgName,"r");
  9620. if (fp == NULL)
  9621. ShowError("File not found: %s\n", cfgName);
  9622. else {
  9623. char line[1024], w1[1024], w2[1024];
  9624. while(fgets(line, sizeof(line), fp)) {
  9625. if (line[0] == '/' && line[1] == '/')
  9626. continue;
  9627. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  9628. continue;
  9629. if (strcmpi(w1, "import") == 0)
  9630. battle_config_read(w2);
  9631. else if( strcmpi( w1, "atcommand_symbol" ) == 0 ){
  9632. const char* symbol = &w2[0];
  9633. if (ISPRINT(*symbol) && // no control characters
  9634. *symbol != '/' && // symbol of client commands
  9635. *symbol != '%' && // symbol of party chat
  9636. *symbol != '$' && // symbol of guild chat
  9637. *symbol != charcommand_symbol)
  9638. atcommand_symbol = *symbol;
  9639. }else if( strcmpi( w1, "charcommand_symbol" ) == 0 ){
  9640. const char* symbol = &w2[0];
  9641. if (ISPRINT(*symbol) && // no control characters
  9642. *symbol != '/' && // symbol of client commands
  9643. *symbol != '%' && // symbol of party chat
  9644. *symbol != '$' && // symbol of guild chat
  9645. *symbol != atcommand_symbol)
  9646. charcommand_symbol = *symbol;
  9647. }else if( battle_set_value(w1, w2) == 0 )
  9648. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  9649. }
  9650. fclose(fp);
  9651. }
  9652. count--;
  9653. if (count == 0)
  9654. battle_adjust_conf();
  9655. return 0;
  9656. }
  9657. /*==========================
  9658. * initialize battle timer
  9659. *--------------------------*/
  9660. void do_init_battle(void)
  9661. {
  9662. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.cpp::delay_damage_ers",ERS_OPT_CLEAR);
  9663. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  9664. }
  9665. /*==================
  9666. * end battle timer
  9667. *------------------*/
  9668. void do_final_battle(void)
  9669. {
  9670. ers_destroy(delay_damage_ers);
  9671. }