battle.c 296 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/ers.h"
  9. #include "../common/random.h"
  10. #include "../common/socket.h"
  11. #include "../common/strlib.h"
  12. #include "../common/utils.h"
  13. #include "map.h"
  14. #include "path.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "homunculus.h"
  19. #include "mercenary.h"
  20. #include "elemental.h"
  21. #include "mob.h"
  22. #include "itemdb.h"
  23. #include "clif.h"
  24. #include "pet.h"
  25. #include "guild.h"
  26. #include "party.h"
  27. #include "battle.h"
  28. #include "battleground.h"
  29. #include "chrif.h"
  30. #include <stdio.h>
  31. #include <stdlib.h>
  32. #include <string.h>
  33. #include <math.h>
  34. int attr_fix_table[4][ELE_NONE][ELE_NONE];
  35. struct Battle_Config battle_config;
  36. static struct eri *delay_damage_ers; //For battle delay damage structures.
  37. #define DAMAGE_RATE(a){damage = (int64)damage * (a)/100;}
  38. #define DAMAGE_SUBRATE(a){damage -= (int64)damage * (a)/100;}
  39. #define DAMAGE_ADDRATE(a){damage += (int64)damage * (a)/100;}
  40. int battle_getcurrentskill(struct block_list *bl) { //Returns the current/last skill in use by this bl.
  41. struct unit_data *ud;
  42. if( bl->type == BL_SKILL ) {
  43. struct skill_unit * su = (struct skill_unit*)bl;
  44. return su->group?su->group->skill_id:0;
  45. }
  46. ud = unit_bl2ud(bl);
  47. return ud?ud->skill_id:0;
  48. }
  49. /*==========================================
  50. * Get random targetting enemy
  51. *------------------------------------------*/
  52. static int battle_gettargeted_sub(struct block_list *bl, va_list ap) {
  53. struct block_list **bl_list;
  54. struct unit_data *ud;
  55. int target_id;
  56. int *c;
  57. bl_list = va_arg(ap, struct block_list **);
  58. c = va_arg(ap, int *);
  59. target_id = va_arg(ap, int);
  60. if (bl->id == target_id)
  61. return 0;
  62. if (*c >= 24)
  63. return 0;
  64. if ( !(ud = unit_bl2ud(bl)) )
  65. return 0;
  66. if (ud->target == target_id || ud->skilltarget == target_id) {
  67. bl_list[(*c)++] = bl;
  68. return 1;
  69. }
  70. return 0;
  71. }
  72. struct block_list* battle_gettargeted(struct block_list *target) {
  73. struct block_list *bl_list[24];
  74. int c = 0;
  75. nullpo_retr(NULL, target);
  76. memset(bl_list, 0, sizeof(bl_list));
  77. map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  78. if ( c == 0 )
  79. return NULL;
  80. if( c > 24 )
  81. c = 24;
  82. return bl_list[rnd()%c];
  83. }
  84. //Returns the id of the current targetted character of the passed bl. [Skotlex]
  85. int battle_gettarget(struct block_list* bl) {
  86. switch (bl->type) {
  87. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  88. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  89. case BL_PET: return ((struct pet_data*)bl)->target_id;
  90. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  91. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  92. case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
  93. }
  94. return 0;
  95. }
  96. static int battle_getenemy_sub(struct block_list *bl, va_list ap) {
  97. struct block_list **bl_list;
  98. struct block_list *target;
  99. int *c;
  100. bl_list = va_arg(ap, struct block_list **);
  101. c = va_arg(ap, int *);
  102. target = va_arg(ap, struct block_list *);
  103. if (bl->id == target->id)
  104. return 0;
  105. if (*c >= 24)
  106. return 0;
  107. if (status_isdead(bl))
  108. return 0;
  109. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  110. bl_list[(*c)++] = bl;
  111. return 1;
  112. }
  113. return 0;
  114. }
  115. // Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex]
  116. struct block_list* battle_getenemy(struct block_list *target, int type, int range) {
  117. struct block_list *bl_list[24];
  118. int c = 0;
  119. memset(bl_list, 0, sizeof(bl_list));
  120. map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  121. if ( c == 0 )
  122. return NULL;
  123. if( c > 24 )
  124. c = 24;
  125. return bl_list[rnd()%c];
  126. }
  127. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap) {
  128. struct block_list **bl_list, *src;
  129. int *c, ignore_id;
  130. bl_list = va_arg(ap, struct block_list **);
  131. c = va_arg(ap, int *);
  132. src = va_arg(ap, struct block_list *);
  133. ignore_id = va_arg(ap, int);
  134. if( bl->id == src->id || bl->id == ignore_id )
  135. return 0; // Ignores Caster and a possible pre-target
  136. if( *c >= 23 )
  137. return 0;
  138. if( status_isdead(bl) )
  139. return 0;
  140. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  141. bl_list[(*c)++] = bl;
  142. return 1;
  143. }
  144. return 0;
  145. }
  146. // Pick a random enemy
  147. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id) {
  148. struct block_list *bl_list[24];
  149. int c = 0;
  150. memset(bl_list, 0, sizeof(bl_list));
  151. map_foreachinarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  152. if( c == 0 )
  153. return NULL;
  154. if( c >= 24 )
  155. c = 23;
  156. return bl_list[rnd()%c];
  157. }
  158. // Damage delayed info
  159. struct delay_damage {
  160. int src_id;
  161. int target_id;
  162. int64 damage;
  163. int delay;
  164. unsigned short distance;
  165. uint16 skill_lv;
  166. uint16 skill_id;
  167. enum damage_lv dmg_lv;
  168. unsigned short attack_type;
  169. bool additional_effects;
  170. };
  171. int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) {
  172. struct delay_damage *dat = (struct delay_damage *)data;
  173. if ( dat ) {
  174. struct block_list* src;
  175. struct block_list* target = map_id2bl(dat->target_id);
  176. if( !target || status_isdead(target) ) {/* nothing we can do */
  177. ers_free(delay_damage_ers, dat);
  178. return 0;
  179. }
  180. src = map_id2bl(dat->src_id);
  181. if( src && target->m == src->m &&
  182. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  183. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  184. {
  185. map_freeblock_lock();
  186. status_fix_damage(src, target, dat->damage, dat->delay);
  187. if( dat->attack_type && !status_isdead(target) && dat->additional_effects )
  188. skill_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
  189. if( dat->dmg_lv > ATK_BLOCK && dat->attack_type )
  190. skill_counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  191. map_freeblock_unlock();
  192. } else if( !src && dat->skill_id == CR_REFLECTSHIELD ) {
  193. /**
  194. * it was monster reflected damage, and the monster died, we pass the damage to the character as expected
  195. **/
  196. map_freeblock_lock();
  197. status_fix_damage(target, target, dat->damage, dat->delay);
  198. map_freeblock_unlock();
  199. }
  200. }
  201. ers_free(delay_damage_ers, dat);
  202. return 0;
  203. }
  204. int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, int ddelay, bool additional_effects)
  205. {
  206. struct delay_damage *dat;
  207. struct status_change *sc;
  208. nullpo_ret(src);
  209. nullpo_ret(target);
  210. sc = status_get_sc(target);
  211. if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
  212. damage = 0;
  213. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  214. map_freeblock_lock();
  215. status_fix_damage(src, target, damage, ddelay); // We have to separate here between reflect damage and others [icescope]
  216. if( attack_type && !status_isdead(target) && additional_effects )
  217. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
  218. if( dmg_lv > ATK_BLOCK && attack_type )
  219. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  220. map_freeblock_unlock();
  221. return 0;
  222. }
  223. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  224. dat->src_id = src->id;
  225. dat->target_id = target->id;
  226. dat->skill_id = skill_id;
  227. dat->skill_lv = skill_lv;
  228. dat->attack_type = attack_type;
  229. dat->damage = damage;
  230. dat->dmg_lv = dmg_lv;
  231. dat->delay = ddelay;
  232. dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
  233. dat->additional_effects = additional_effects;
  234. if (src->type != BL_PC && amotion > 1000)
  235. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  236. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  237. return 0;
  238. }
  239. int battle_attr_ratio(int atk_elem,int def_type, int def_lv){
  240. if (atk_elem < ELE_NEUTRAL || atk_elem >= ELE_ALL)
  241. return 100;
  242. if (def_type < ELE_NEUTRAL || def_type > ELE_ALL || def_lv < 1 || def_lv > 4)
  243. return 100;
  244. return attr_fix_table[def_lv-1][atk_elem][def_type];
  245. }
  246. /*==========================================
  247. * Does attribute fix modifiers.
  248. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  249. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  250. *------------------------------------------*/
  251. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
  252. {
  253. struct status_change *sc=NULL, *tsc=NULL;
  254. int ratio;
  255. if (src) sc = status_get_sc(src);
  256. if (target) tsc = status_get_sc(target);
  257. if (atk_elem < ELE_NEUTRAL || atk_elem >= ELE_ALL)
  258. atk_elem = rnd()%ELE_ALL;
  259. if (def_type < ELE_NEUTRAL || def_type > ELE_ALL ||
  260. def_lv < 1 || def_lv > 4) {
  261. ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  262. return damage;
  263. }
  264. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  265. if (sc && sc->count) { //increase dmg by src status
  266. switch(atk_elem){
  267. case ELE_FIRE:
  268. if(sc->data[SC_VOLCANO]) ratio += enchant_eff[sc->data[SC_VOLCANO]->val1-1];
  269. break;
  270. case ELE_WIND:
  271. if(sc->data[SC_VIOLENTGALE]) ratio += enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1];
  272. break;
  273. case ELE_WATER:
  274. if(sc->data[SC_DELUGE]) ratio += enchant_eff[sc->data[SC_DELUGE]->val1-1];
  275. break;
  276. case ELE_GHOST:
  277. if(sc->data[SC_TELEKINESIS_INTENSE]) ratio += (sc->data[SC_TELEKINESIS_INTENSE]->val3);
  278. break;
  279. }
  280. }
  281. if( target && target->type == BL_SKILL ) {
  282. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  283. struct skill_unit *su = (struct skill_unit*)target;
  284. struct skill_unit_group *sg;
  285. struct block_list *src;
  286. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  287. (src = map_id2bl(sg->src_id)) == NULL || status_isdead(src) )
  288. return 0;
  289. if( sg->unit_id != UNT_FIREWALL ) {
  290. int x,y;
  291. x = sg->val3 >> 16;
  292. y = sg->val3 & 0xffff;
  293. skill_unitsetting(src,su->group->skill_id,su->group->skill_lv,x,y,1);
  294. sg->val3 = -1;
  295. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  296. }
  297. }
  298. }
  299. if( tsc && tsc->count ) { //increase dmg by target status
  300. switch(atk_elem){
  301. case ELE_FIRE:
  302. if( tsc->data[SC_SPIDERWEB]) {
  303. tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
  304. if( tsc->data[SC_SPIDERWEB]->val2-- > 0 )
  305. ratio += 200; // double damage
  306. if( tsc->data[SC_SPIDERWEB]->val2 == 0 )
  307. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  308. }
  309. if( tsc->data[SC_THORNSTRAP])
  310. status_change_end(target, SC_THORNSTRAP, INVALID_TIMER);
  311. if( tsc->data[SC_FIRE_CLOAK_OPTION])
  312. DAMAGE_SUBRATE(tsc->data[SC_FIRE_CLOAK_OPTION]->val2)
  313. if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB)
  314. status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
  315. if( tsc->data[SC_EARTH_INSIGNIA]) ratio += 150;
  316. if( tsc->data[SC_ASH]) ratio += 150; //150%
  317. break;
  318. case ELE_HOLY:
  319. if( tsc->data[SC_ORATIO]) ratio += tsc->data[SC_ORATIO]->val1 * 2;
  320. break;
  321. case ELE_POISON:
  322. if( tsc->data[SC_VENOMIMPRESS]) ratio += tsc->data[SC_VENOMIMPRESS]->val2;
  323. break;
  324. case ELE_WIND:
  325. if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB) ratio += 150;
  326. if( tsc->data[SC_WATER_INSIGNIA]) ratio += 150;
  327. break;
  328. case ELE_WATER:
  329. if( tsc->data[SC_FIRE_INSIGNIA]) ratio += 150;
  330. break;
  331. case ELE_EARTH:
  332. if( tsc->data[SC_WIND_INSIGNIA]) ratio += 150;
  333. status_change_end(target, SC_MAGNETICFIELD, INVALID_TIMER); //freed if received earth dmg
  334. break;
  335. case ELE_NEUTRAL:
  336. if( tsc->data[SC_ANTI_M_BLAST] ) ratio += tsc->data[SC_ANTI_M_BLAST]->val2;
  337. break;
  338. }
  339. } //end tsc check
  340. return (int64)damage*ratio/100;
  341. }
  342. /*==========================================
  343. * Calculates damage for a specific rate (cardfix) with 100% (precision).
  344. *------------------------------------------*/
  345. inline int64 bcc_damage_rate(int64 damage, short rate) {
  346. if (rate == 1000)
  347. return damage;
  348. return ((int64)(damage * rate) / 1000);
  349. }
  350. /*==========================================
  351. * Calculates cardfix (damage percentage) after adding a different effect with 100% (effect_precision) by multiplying damage rate.
  352. * Note: Can be negative for damage reduction.
  353. *------------------------------------------*/
  354. inline short bcc_multi_damage_rate(short cardfix, short effect_rate) {
  355. if (effect_rate == 100)
  356. return cardfix;
  357. return ((cardfix * (effect_rate + 100)) / 100);
  358. }
  359. /*==========================================
  360. * Calculates card bonuses damage adjustments.
  361. *------------------------------------------*/
  362. int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int s_ele, int s_ele_, int64 damage, int left, int flag){
  363. struct map_session_data *sd, *tsd;
  364. short cardfix = 1000, t_class, s_class, s_race2, t_race2;
  365. struct status_data *sstatus, *tstatus;
  366. int64 original_damage;
  367. int i;
  368. if( !damage )
  369. return 0;
  370. original_damage = damage;
  371. sd = BL_CAST(BL_PC, src);
  372. tsd = BL_CAST(BL_PC, target);
  373. t_class = status_get_class(target);
  374. s_class = status_get_class(src);
  375. sstatus = status_get_status_data(src);
  376. tstatus = status_get_status_data(target);
  377. s_race2 = status_get_race2(src);
  378. switch(attack_type){
  379. case BF_MAGIC:
  380. if ( sd && !(nk&NK_NO_CARDFIX_ATK) ) {
  381. cardfix = bcc_multi_damage_rate(cardfix, sd->magic_addrace[tstatus->race] + sd->magic_addrace[RC_ALL]);
  382. if (!(nk&NK_NO_ELEFIX))
  383. cardfix = bcc_multi_damage_rate(cardfix, sd->magic_addele[tstatus->def_ele] + sd->magic_addele[ELE_ALL]);
  384. cardfix = bcc_multi_damage_rate(cardfix, sd->magic_addsize[tstatus->size] + sd->magic_addsize[SZ_ALL]);
  385. cardfix = bcc_multi_damage_rate(cardfix, sd->magic_addclass[tstatus->class_] + sd->magic_addclass[CLASS_ALL]);
  386. cardfix = bcc_multi_damage_rate(cardfix, sd->magic_atk_ele[s_ele] + sd->magic_atk_ele[ELE_ALL]);
  387. for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) {
  388. if(sd->add_mdmg[i].class_ == t_class) {
  389. cardfix = bcc_multi_damage_rate(cardfix, sd->add_mdmg[i].rate);
  390. break;
  391. }
  392. }
  393. damage = bcc_damage_rate(damage, cardfix);
  394. }
  395. if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
  396. { // Target cards.
  397. cardfix = 1000; //reset var for target
  398. if (!(nk&NK_NO_ELEFIX))
  399. {
  400. int ele_fix = tsd->subele[s_ele] + tsd->subele[ELE_ALL];
  401. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  402. {
  403. if(tsd->subele2[i].ele != s_ele) continue;
  404. if(!( ((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  405. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  406. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK))
  407. continue;
  408. ele_fix += tsd->subele2[i].rate;
  409. }
  410. cardfix = bcc_multi_damage_rate(cardfix, -ele_fix);
  411. }
  412. cardfix = bcc_multi_damage_rate(cardfix, -(tsd->subsize[sstatus->size] + tsd->subsize[SZ_ALL]));
  413. cardfix = bcc_multi_damage_rate(cardfix, -tsd->subrace2[s_race2]);
  414. cardfix = bcc_multi_damage_rate(cardfix, -(tsd->subrace[sstatus->race] + tsd->subrace[RC_ALL]));
  415. cardfix = bcc_multi_damage_rate(cardfix, -(tsd->subclass[sstatus->class_] + tsd->subclass[CLASS_ALL]));
  416. for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
  417. if(tsd->add_mdef[i].class_ == s_class) {
  418. cardfix = bcc_multi_damage_rate(cardfix, -tsd->add_mdef[i].rate);
  419. break;
  420. }
  421. }
  422. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  423. if ( flag&BF_SHORT )
  424. cardfix = bcc_multi_damage_rate(cardfix, -tsd->bonus.near_attack_def_rate);
  425. else
  426. cardfix = bcc_multi_damage_rate(cardfix, -tsd->bonus.long_attack_def_rate);
  427. cardfix = bcc_multi_damage_rate(cardfix, -tsd->bonus.magic_def_rate);
  428. if( tsd->sc.data[SC_MDEF_RATE] )
  429. cardfix = bcc_multi_damage_rate(cardfix, -tsd->sc.data[SC_MDEF_RATE]->val1);
  430. damage = bcc_damage_rate(damage, cardfix);
  431. }
  432. break;
  433. case BF_WEAPON:
  434. t_race2 = status_get_race2(target);
  435. if( sd && !(nk&NK_NO_CARDFIX_ATK) && (left&2) ) //Attacker cards should be checked
  436. {
  437. short cardfix_left = 1000;
  438. if(sd->state.arrow_atk)
  439. {
  440. cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.addrace[tstatus->race] + sd->arrow_addrace[tstatus->race]
  441. + sd->right_weapon.addrace[RC_ALL] + sd->arrow_addrace[RC_ALL]);
  442. if (!(nk&NK_NO_ELEFIX))
  443. {
  444. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele]
  445. + sd->right_weapon.addele[ELE_ALL] + sd->arrow_addele[ELE_ALL];
  446. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  447. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  448. if(!( ((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  449. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  450. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK))
  451. continue;
  452. ele_fix += sd->right_weapon.addele2[i].rate;
  453. }
  454. cardfix = bcc_multi_damage_rate(cardfix, ele_fix);
  455. }
  456. cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size]
  457. + sd->right_weapon.addsize[SZ_ALL]+sd->arrow_addsize[SZ_ALL]);
  458. cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.addrace2[t_race2]);
  459. cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.addclass[tstatus->class_]+sd->arrow_addclass[tstatus->class_]
  460. + sd->right_weapon.addclass[CLASS_ALL]+sd->arrow_addclass[CLASS_ALL]);
  461. }
  462. else
  463. { // Melee attack
  464. int skill_learnlv=0;
  465. if( !battle_config.left_cardfix_to_right )
  466. {
  467. cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]);
  468. if (!(nk&NK_NO_ELEFIX)) {
  469. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  470. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  471. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  472. if(!( ((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  473. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  474. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK))
  475. continue;
  476. ele_fix += sd->right_weapon.addele2[i].rate;
  477. }
  478. cardfix = bcc_multi_damage_rate(cardfix, ele_fix);
  479. }
  480. cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]);
  481. cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.addrace2[t_race2]);
  482. cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]);
  483. if( left&1 )
  484. {
  485. cardfix_left = bcc_multi_damage_rate(cardfix_left, sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]);
  486. if (!(nk&NK_NO_ELEFIX)) {
  487. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  488. for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
  489. if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
  490. if(!( ((sd->left_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  491. ((sd->left_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  492. ((sd->left_weapon.addele2[i].flag)&flag)&BF_SKILLMASK))
  493. continue;
  494. ele_fix_lh += sd->left_weapon.addele2[i].rate;
  495. }
  496. cardfix_left = bcc_multi_damage_rate(cardfix_left, ele_fix_lh);
  497. }
  498. cardfix_left = bcc_multi_damage_rate(cardfix_left, sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]);
  499. cardfix_left = bcc_multi_damage_rate(cardfix_left, sd->left_weapon.addrace2[t_race2]);
  500. cardfix_left = bcc_multi_damage_rate(cardfix_left, sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]);
  501. }
  502. }
  503. else
  504. {
  505. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  506. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  507. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  508. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  509. if(!( ((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  510. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  511. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK))
  512. continue;
  513. ele_fix += sd->right_weapon.addele2[i].rate;
  514. }
  515. for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
  516. if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
  517. if(!( ((sd->left_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  518. ((sd->left_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  519. ((sd->left_weapon.addele2[i].flag)&flag)&BF_SKILLMASK))
  520. continue;
  521. ele_fix += sd->left_weapon.addele2[i].rate;
  522. }
  523. cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race]
  524. + sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]);
  525. cardfix = bcc_multi_damage_rate(cardfix, ele_fix);
  526. cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size]
  527. + sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]);
  528. cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.addrace2[t_race2] + sd->left_weapon.addrace2[t_race2]);
  529. cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_]
  530. + sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]);
  531. }
  532. if (sd->status.weapon == W_KATAR && (skill_learnlv=pc_checkskill(sd,ASC_KATAR)) > 0) { // Adv. Katar Mastery functions similar to a +%ATK card on official [helvetica]
  533. cardfix = bcc_multi_damage_rate(cardfix, (10 + 2 * skill_learnlv));
  534. }
  535. }
  536. for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ )
  537. {
  538. if( sd->right_weapon.add_dmg[i].class_ == t_class )
  539. {
  540. cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.add_dmg[i].rate);
  541. break;
  542. }
  543. }
  544. if( left&1 )
  545. {
  546. for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ )
  547. {
  548. if( sd->left_weapon.add_dmg[i].class_ == t_class )
  549. {
  550. cardfix_left = bcc_multi_damage_rate(cardfix, sd->left_weapon.add_dmg[i].rate);
  551. break;
  552. }
  553. }
  554. }
  555. #ifndef RENEWAL
  556. if( flag&BF_LONG )
  557. cardfix = bcc_multi_damage_rate(cardfix, sd->bonus.long_attack_atk_rate);
  558. #endif
  559. if( (left&1) )
  560. damage = bcc_damage_rate(damage, cardfix_left);
  561. else
  562. damage = bcc_damage_rate(damage, cardfix);
  563. } else if( tsd && !(nk&NK_NO_CARDFIX_DEF) && !(left&2) ){ //Target cards should be checked
  564. if( !(nk&NK_NO_ELEFIX) )
  565. {
  566. int ele_fix = tsd->subele[s_ele] + tsd->subele[ELE_ALL];
  567. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  568. {
  569. if(tsd->subele2[i].ele != s_ele) continue;
  570. if(!( ((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  571. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  572. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK))
  573. continue;
  574. ele_fix += tsd->subele2[i].rate;
  575. }
  576. cardfix = bcc_multi_damage_rate(cardfix, -ele_fix);
  577. if( left&1 && s_ele_ != s_ele )
  578. {
  579. int ele_fix_lh = tsd->subele[s_ele_] + tsd->subele[ELE_ALL];
  580. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  581. {
  582. if(tsd->subele2[i].ele != s_ele_) continue;
  583. if(!( ((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  584. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  585. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK))
  586. continue;
  587. ele_fix_lh += tsd->subele2[i].rate;
  588. }
  589. cardfix = bcc_multi_damage_rate(cardfix, -ele_fix_lh);
  590. }
  591. }
  592. cardfix = bcc_multi_damage_rate(cardfix, -(tsd->subsize[sstatus->size] + tsd->subsize[SZ_ALL]));
  593. cardfix = bcc_multi_damage_rate(cardfix, -tsd->subrace2[s_race2]);
  594. cardfix = bcc_multi_damage_rate(cardfix, -(tsd->subrace[sstatus->race] + tsd->subrace[RC_ALL]));
  595. cardfix = bcc_multi_damage_rate(cardfix, -(tsd->subclass[sstatus->class_] + tsd->subclass[CLASS_ALL]));
  596. for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ ) {
  597. if( tsd->add_def[i].class_ == s_class ) {
  598. cardfix = bcc_multi_damage_rate(cardfix, tsd->add_def[i].rate);
  599. break;
  600. }
  601. }
  602. if( flag&BF_SHORT )
  603. cardfix = bcc_multi_damage_rate(cardfix, -tsd->bonus.near_attack_def_rate);
  604. else // BF_LONG (there's no other choice)
  605. cardfix = bcc_multi_damage_rate(cardfix, -tsd->bonus.long_attack_def_rate);
  606. if( tsd->sc.data[SC_DEF_RATE] )
  607. cardfix = bcc_multi_damage_rate(cardfix, -tsd->sc.data[SC_DEF_RATE]->val1);
  608. damage = bcc_damage_rate(damage, cardfix);
  609. }
  610. break;
  611. case BF_MISC:
  612. if( tsd && !(nk&NK_NO_CARDFIX_DEF) ){
  613. // misc damage reduction from equipment
  614. if (!(nk&NK_NO_ELEFIX))
  615. {
  616. int ele_fix = tsd->subele[s_ele] + tsd->subele[ELE_ALL];
  617. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  618. {
  619. if(tsd->subele2[i].ele != s_ele) continue;
  620. if(!( ((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  621. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  622. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK))
  623. continue;
  624. ele_fix += tsd->subele2[i].rate;
  625. }
  626. cardfix = bcc_multi_damage_rate(cardfix, -ele_fix);
  627. }
  628. cardfix = bcc_multi_damage_rate(cardfix, -(tsd->subsize[sstatus->size] + tsd->subsize[SZ_ALL]));
  629. cardfix = bcc_multi_damage_rate(cardfix, -tsd->subrace2[s_race2]);
  630. cardfix = bcc_multi_damage_rate(cardfix, -(tsd->subrace[sstatus->race] + tsd->subrace[RC_ALL]));
  631. cardfix = bcc_multi_damage_rate(cardfix, -(tsd->subclass[sstatus->class_] + tsd->subclass[CLASS_ALL]));
  632. cardfix = bcc_multi_damage_rate(cardfix, -tsd->bonus.misc_def_rate);
  633. if( flag&BF_SHORT )
  634. cardfix = bcc_multi_damage_rate(cardfix, -tsd->bonus.near_attack_def_rate);
  635. else // BF_LONG (there's no other choice)
  636. cardfix = bcc_multi_damage_rate(cardfix, -tsd->bonus.long_attack_def_rate);
  637. damage = bcc_damage_rate(damage, cardfix);
  638. }
  639. break;
  640. }
  641. return (int)(damage - original_damage);
  642. }
  643. /*==========================================
  644. * Check dammage trough status.
  645. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status...
  646. * After this we apply bg/gvg reduction
  647. *------------------------------------------*/
  648. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  649. {
  650. struct map_session_data *sd = NULL;
  651. struct status_change *sc;
  652. struct status_change_entry *sce;
  653. int div_ = d->div_, flag = d->flag;
  654. nullpo_ret(bl);
  655. if( !damage )
  656. return 0;
  657. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  658. return 0;
  659. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_get_type(skill_id) != BF_MISC
  660. && skill_get_casttype(skill_id) == CAST_GROUND )
  661. return 0;
  662. if (bl->type == BL_PC) {
  663. sd=(struct map_session_data *)bl;
  664. //Special no damage states
  665. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  666. DAMAGE_SUBRATE(sd->special_state.no_weapon_damage)
  667. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  668. DAMAGE_SUBRATE(sd->special_state.no_magic_damage)
  669. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  670. DAMAGE_SUBRATE(sd->special_state.no_misc_damage)
  671. if(!damage) return 0;
  672. }
  673. sc = status_get_sc(bl); //check target status
  674. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  675. return 1;
  676. if (skill_id == PA_PRESSURE)
  677. return damage; //This skill bypass everything else.
  678. if( sc && sc->count ) {
  679. /**
  680. * SC_* that reduce damage to 0.
  681. **/
  682. if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) ) {
  683. d->dmg_lv = ATK_BLOCK;
  684. return 0;
  685. }
  686. if( sc->data[SC_WHITEIMPRISON] && skill_id != HW_GRAVITATION ) { // Gravitation and Pressure do damage without removing the effect
  687. if( skill_id == MG_NAPALMBEAT ||
  688. skill_id == MG_SOULSTRIKE ||
  689. skill_id == WL_SOULEXPANSION ||
  690. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  691. (!skill_id && (status_get_status_data(src))->rhw.ele == ELE_GHOST) )
  692. {
  693. if( skill_id == WL_SOULEXPANSION )
  694. damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
  695. status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
  696. } else {
  697. d->dmg_lv = ATK_BLOCK;
  698. return 0;
  699. }
  700. }
  701. if(sc->data[SC_ZEPHYR] && (flag&(BF_LONG|BF_SHORT)) == (BF_SHORT|BF_LONG)) {
  702. d->dmg_lv = ATK_BLOCK;
  703. return 0;
  704. }
  705. if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT ) {
  706. struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
  707. //uint16 skill_id = sc->data[SC_SAFETYWALL]->val2; (safetywall or steinwand)
  708. if (group) {
  709. //in RE, SW possesses a lifetime equal to group val2, (3x caster hp, or homon formula)
  710. #ifdef RENEWAL
  711. d->dmg_lv = ATK_BLOCK;
  712. if ( ( group->val2 - damage) > 0 ) {
  713. group->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  714. } else
  715. skill_delunitgroup(group);
  716. return 0;
  717. #else
  718. if (--group->val2<=0)
  719. skill_delunitgroup(group);
  720. d->dmg_lv = ATK_BLOCK;
  721. return 0;
  722. #endif
  723. }
  724. status_change_end(bl, SC_SAFETYWALL, INVALID_TIMER);
  725. }
  726. if (sc->data[SC__MANHOLE]) {
  727. d->dmg_lv = ATK_BLOCK;
  728. return 0;
  729. }
  730. if( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) {
  731. d->dmg_lv = ATK_BLOCK;
  732. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  733. return 0;
  734. }
  735. if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 ) {
  736. clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1);
  737. d->dmg_lv = ATK_BLOCK;
  738. sc_start2(src,bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,2000);
  739. return 0;
  740. }
  741. if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 ) {
  742. int delay;
  743. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
  744. // different delay depending on skill level [celest]
  745. if (sce->val1 <= 5)
  746. delay = 300;
  747. else if (sce->val1 > 5 && sce->val1 <= 9)
  748. delay = 200;
  749. else
  750. delay = 100;
  751. unit_set_walkdelay(bl, gettick(), delay, 1);
  752. if(sc->data[SC_SHRINK] && rnd()%100<5*sce->val1)
  753. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
  754. return 0;
  755. }
  756. if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
  757. clif_skill_nodamage(bl, bl, RK_MILLENNIUMSHIELD, 1, 1);
  758. sce->val3 -= (int)cap_value(damage,INT_MIN,INT_MAX); // absorb damage
  759. d->dmg_lv = ATK_BLOCK;
  760. sc_start(src,bl,SC_STUN,15,0,skill_get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stunned when one shield is broken.
  761. if( sce->val3 <= 0 ) { // Shield Down
  762. sce->val2--;
  763. if( sce->val2 > 0 ) {
  764. if( sd )
  765. clif_millenniumshield(sd,sce->val2);
  766. sce->val3 = 1000; // Next Shield
  767. } else
  768. status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
  769. }
  770. return 0;
  771. }
  772. // attack blocked by Parrying
  773. if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 ) {
  774. clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
  775. return 0;
  776. }
  777. if(sc->data[SC_DODGE] && ( !sc->opt1 || sc->opt1 == OPT1_BURNING ) &&
  778. (flag&BF_LONG || sc->data[SC_SPURT])
  779. && rnd()%100 < 20)
  780. {
  781. if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
  782. clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
  783. if (!sc->data[SC_COMBO])
  784. sc_start4(src,bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  785. return 0;
  786. }
  787. if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
  788. return 0;
  789. if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  790. return 0;
  791. // TODO: Find out whether Neutral Barrier really blocks all splash damage or just specific cases (Earthquake)
  792. if( sc->data[SC_NEUTRALBARRIER] && ((flag&(BF_MAGIC|BF_LONG)) == BF_LONG || (skill_id && skill_get_splash(skill_id,skill_lv))) ) {
  793. d->dmg_lv = ATK_MISS;
  794. return 0;
  795. }
  796. //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  797. if((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2) {
  798. clif_specialeffect(bl, 462, AREA);
  799. //Shouldn't end until Breaker's non-weapon part connects.
  800. #ifndef RENEWAL
  801. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  802. #endif
  803. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  804. status_change_end(bl, SC_KAUPE, INVALID_TIMER);
  805. return 0;
  806. }
  807. if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) {
  808. clif_specialeffect(bl, 462, AREA); // Still need confirm it.
  809. return 0;
  810. }
  811. if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU])
  812. && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK))
  813. {
  814. skill_additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, gettick() );
  815. if( !status_isdead(src) )
  816. skill_counter_additional_effect( src, bl, skill_id, skill_lv, flag, gettick() );
  817. if (sce) {
  818. clif_specialeffect(bl, 462, AREA);
  819. skill_blown(src,bl,sce->val3,-1,0);
  820. }
  821. //Both need to be consumed if they are active.
  822. if (sce && --(sce->val2) <= 0)
  823. status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER);
  824. if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  825. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER);
  826. return 0;
  827. }
  828. //Now damage increasing effects
  829. if( sc->data[SC_AETERNA] && skill_id != PF_SOULBURN ) {
  830. if( src->type != BL_MER || skill_id == 0 )
  831. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  832. #ifndef RENEWAL
  833. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  834. #endif
  835. status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  836. }
  837. #ifdef RENEWAL
  838. if( sc->data[SC_RAID] ) {
  839. DAMAGE_ADDRATE(20)
  840. if (--sc->data[SC_RAID]->val1 == 0)
  841. status_change_end(bl, SC_RAID, INVALID_TIMER);
  842. }
  843. #endif
  844. if( damage ) {
  845. struct map_session_data *tsd = BL_CAST(BL_PC, src);
  846. if( sc->data[SC_DEEPSLEEP] ) {
  847. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  848. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  849. }
  850. if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ) {
  851. switch(tsd->status.weapon) {
  852. case W_MACE:
  853. case W_2HMACE:
  854. case W_1HAXE:
  855. case W_2HAXE:
  856. DAMAGE_RATE(150)
  857. break;
  858. case W_MUSICAL:
  859. case W_WHIP:
  860. if(!sd->state.arrow_atk)
  861. break;
  862. case W_BOW:
  863. case W_REVOLVER:
  864. case W_RIFLE:
  865. case W_GATLING:
  866. case W_SHOTGUN:
  867. case W_GRENADE:
  868. case W_DAGGER:
  869. case W_1HSWORD:
  870. case W_2HSWORD:
  871. DAMAGE_RATE(50)
  872. break;
  873. }
  874. }
  875. if( sc->data[SC_VOICEOFSIREN] )
  876. status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
  877. }
  878. /**
  879. * Damage reductions
  880. **/
  881. // Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  882. #ifndef RENEWAL
  883. if( sc->data[SC_ASSUMPTIO] ) {
  884. if( map_flag_vs(bl->m) )
  885. damage = (int64)damage*2/3; //Receive 66% damage
  886. else
  887. damage >>= 1; //Receive 50% damage
  888. }
  889. #endif
  890. if(sc->data[SC_DEFENDER] &&
  891. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  892. DAMAGE_RATE(100-sc->data[SC_DEFENDER]->val2)
  893. if(sc->data[SC_ADJUSTMENT] &&
  894. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  895. DAMAGE_SUBRATE(20)
  896. if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) {
  897. if(flag&BF_SKILL) //25% reduction
  898. DAMAGE_SUBRATE(25)
  899. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  900. damage >>= 2; //75% reduction
  901. }
  902. if( sc->data[SC_SMOKEPOWDER] ) {
  903. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  904. damage -= 15 * damage / 100; // 15% reduction to physical melee attacks
  905. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  906. damage -= 50 * damage / 100; // 50% reduction to physical ranged attacks
  907. }
  908. // Compressed code, fixed by map.h [Epoque]
  909. if (src->type == BL_MOB) {
  910. int i;
  911. if (sc->data[SC_MANU_DEF])
  912. for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
  913. if (mob_manuk[i]==((TBL_MOB*)src)->mob_id) {
  914. DAMAGE_SUBRATE(sc->data[SC_MANU_DEF]->val1)
  915. break;
  916. }
  917. if (sc->data[SC_SPL_DEF])
  918. for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
  919. if (mob_splendide[i]==((TBL_MOB*)src)->mob_id) {
  920. DAMAGE_SUBRATE(sc->data[SC_SPL_DEF]->val1)
  921. break;
  922. }
  923. }
  924. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  925. sce->val3&flag && sce->val4&flag)
  926. DAMAGE_SUBRATE(sc->data[SC_ARMOR]->val2)
  927. #ifdef RENEWAL
  928. if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  929. #else
  930. if(sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  931. #endif
  932. {
  933. struct status_data *status = status_get_status_data(bl);
  934. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  935. per /=20; //Uses 20% SP intervals.
  936. //SP Cost: 1% + 0.5% per every 20% SP
  937. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  938. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  939. //Reduction: 6% + 6% every 20%
  940. DAMAGE_SUBRATE(6 * (1+per))
  941. }
  942. if(sc->data[SC_GRANITIC_ARMOR])
  943. DAMAGE_SUBRATE(sc->data[SC_GRANITIC_ARMOR]->val2)
  944. if(sc->data[SC_PAIN_KILLER]){
  945. damage -= sc->data[SC_PAIN_KILLER]->val3;
  946. damage = max(1,damage);
  947. }
  948. if( sc->data[SC_DARKCROW] && ((flag&(BF_WEAPON|BF_SHORT))==(BF_WEAPON|BF_SHORT)) )
  949. DAMAGE_ADDRATE(sc->data[SC_DARKCROW]->val2);
  950. if( (sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) )
  951. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  952. if( damage > 0 && ((flag&(BF_WEAPON|BF_SHORT))==(BF_WEAPON|BF_SHORT)) && (sce = sc->data[SC_STONEHARDSKIN]) ) {
  953. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);;
  954. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  955. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  956. else
  957. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  958. if( sce->val2 <= 0 )
  959. status_change_end(bl, SC_STONEHARDSKIN, INVALID_TIMER);
  960. }
  961. #ifdef RENEWAL
  962. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  963. if( sc->data[SC_STEELBODY] ) {
  964. damage = damage > 10 ? damage / 10 : 1;
  965. }
  966. #endif
  967. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  968. if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) {
  969. status_change_end(bl, SC_BITE, INVALID_TIMER);
  970. status_change_end(bl, SC_ANKLE, INVALID_TIMER);
  971. status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
  972. }
  973. //Finally Kyrie because it may, or not, reduce damage to 0.
  974. if((sce = sc->data[SC_KYRIE]) && damage > 0){
  975. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);;
  976. if(flag&BF_WEAPON || skill_id == TF_THROWSTONE){
  977. if(sce->val2>=0)
  978. damage=0;
  979. else
  980. damage=-sce->val2;
  981. }
  982. if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT)
  983. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  984. }
  985. if( sc->data[SC_MEIKYOUSISUI] && rand()%100 < 40 ) // custom value
  986. damage = 0;
  987. if (!damage) return 0;
  988. if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
  989. int dx[8]={0,-1,-1,-1,0,1,1,1};
  990. int dy[8]={1,1,0,-1,-1,-1,0,1};
  991. uint8 dir = map_calc_dir(bl, src->x, src->y);
  992. if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
  993. clif_slide(bl,src->x-dx[dir],src->y-dy[dir]);
  994. unit_setdir(bl, dir);
  995. }
  996. d->dmg_lv = ATK_DEF;
  997. status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
  998. return 0;
  999. }
  1000. //Probably not the most correct place, but it'll do here
  1001. //(since battle_drain is strictly for players currently)
  1002. if ((sce=sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
  1003. rnd()%100 < sce->val3)
  1004. status_heal(src, (int64)damage*sce->val4/100, 0, 3);
  1005. if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1006. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1007. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING) {
  1008. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1009. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1010. }
  1011. if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1012. status_change_spread(bl, src); // Deadly infect attacked side
  1013. } //End of target SC_ check
  1014. //SC effects from caster side.
  1015. sc = status_get_sc(src);
  1016. if (sc && sc->count) {
  1017. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1018. DAMAGE_ADDRATE(75)
  1019. // [Epoque]
  1020. if (bl->type == BL_MOB) {
  1021. uint8 i;
  1022. if ( ((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) ||
  1023. ((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC))
  1024. )
  1025. for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
  1026. if (((TBL_MOB*)bl)->mob_id==mob_manuk[i]) {
  1027. DAMAGE_ADDRATE(sce->val1)
  1028. break;
  1029. }
  1030. if ( ((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) ||
  1031. ((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC))
  1032. )
  1033. for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
  1034. if (((TBL_MOB*)bl)->mob_id==mob_splendide[i]) {
  1035. DAMAGE_ADDRATE(sce->val1)
  1036. break;
  1037. }
  1038. /* Self Buff that destroys the armor of any target hit with melee or ranged physical attacks */
  1039. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 && flag&BF_WEAPON ) {
  1040. skill_break_equip(src,bl, EQP_ARMOR, 10000, BCT_ENEMY); // 100% chance (http://irowiki.org/wiki/Shield_Spell#Level_3_spells_.28refine_based.29)
  1041. status_change_end(src,SC_SHIELDSPELL_REF,INVALID_TIMER);
  1042. }
  1043. }
  1044. if( sc->data[SC_POISONINGWEAPON]
  1045. && ((flag&BF_WEAPON) && (!skill_id || skill_id == GC_VENOMPRESSURE)) //check skill type poison_smoke is a unit
  1046. && (damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )) //did some damage and chance ok (why no additional effect ??)
  1047. sc_start(src,bl,(enum sc_type)sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  1048. if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1049. status_change_spread(src, bl);
  1050. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING) {
  1051. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1052. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1053. }
  1054. if( sc->data[SC_UNLIMIT] && (flag&(BF_WEAPON|BF_LONG))==(BF_WEAPON|BF_LONG) )
  1055. DAMAGE_ADDRATE(sc->data[SC_UNLIMIT]->val2);
  1056. } //End of caster SC_ check
  1057. //PK damage rates
  1058. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map[bl->m].flag.pvp) {
  1059. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1060. if (flag&BF_WEAPON)
  1061. DAMAGE_RATE(battle_config.pk_weapon_damage_rate)
  1062. if (flag&BF_MAGIC)
  1063. DAMAGE_RATE(battle_config.pk_magic_damage_rate)
  1064. if (flag&BF_MISC)
  1065. DAMAGE_RATE(battle_config.pk_misc_damage_rate)
  1066. } else { //Normal attacks get reductions based on range.
  1067. if (flag & BF_SHORT)
  1068. DAMAGE_RATE(battle_config.pk_short_damage_rate)
  1069. if (flag & BF_LONG)
  1070. DAMAGE_RATE(battle_config.pk_long_damage_rate)
  1071. }
  1072. if(!damage) damage = 1;
  1073. }
  1074. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1075. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1076. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1077. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1078. )
  1079. damage = div_;
  1080. }
  1081. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  1082. if (damage > 0 )
  1083. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  1084. if (skill_id)
  1085. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_id<<16));
  1086. }
  1087. if( sd ) {
  1088. if( pc_ismadogear(sd) && rnd()%100 < 50 ) {
  1089. short element = skill_get_ele(skill_id, skill_lv);
  1090. if( !skill_id || element == -1 ) { //Take weapon's element
  1091. struct status_data *sstatus = NULL;
  1092. if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
  1093. element = ((TBL_PC*)src)->bonus.arrow_ele;
  1094. else if( (sstatus = status_get_status_data(src)) ) {
  1095. element = sstatus->rhw.ele;
  1096. }
  1097. }
  1098. else if( element == -2 ) //Use enchantment's element
  1099. element = status_get_attack_sc_element(src,status_get_sc(src));
  1100. else if( element == -3 ) //Use random element
  1101. element = rnd()%ELE_ALL;
  1102. if( element == ELE_FIRE || element == ELE_WATER )
  1103. pc_overheat(sd,element == ELE_FIRE ? 1 : -1);
  1104. }
  1105. }
  1106. return damage;
  1107. }
  1108. /*==========================================
  1109. * Calculates BG related damage adjustments.
  1110. *------------------------------------------
  1111. * Credits:
  1112. * Original coder Skoltex
  1113. * Initial refactoring by Baalberith
  1114. * Refined and optimized by helvetica
  1115. */
  1116. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, int div_, uint16 skill_id, uint16 skill_lv, int flag)
  1117. {
  1118. if( !damage )
  1119. return 0;
  1120. if( bl->type == BL_MOB ) {
  1121. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1122. if( map[bl->m].flag.battleground && (md->mob_id == MOBID_BLUE_CRYST || md->mob_id == MOBID_PINK_CRYST) && flag&BF_SKILL )
  1123. return 0; // Crystal cannot receive skill damage on battlegrounds
  1124. }
  1125. if(skill_get_inf2(skill_id)&INF2_NO_BG_DMG)
  1126. return damage; //skill that ignore bg map reduction
  1127. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1128. if( flag&BF_WEAPON )
  1129. DAMAGE_RATE(battle_config.bg_weapon_damage_rate)
  1130. if( flag&BF_MAGIC )
  1131. DAMAGE_RATE(battle_config.bg_magic_damage_rate)
  1132. if( flag&BF_MISC )
  1133. DAMAGE_RATE(battle_config.bg_misc_damage_rate)
  1134. }
  1135. else { //Normal attacks get reductions based on range.
  1136. if( flag&BF_SHORT )
  1137. DAMAGE_RATE(battle_config.bg_short_damage_rate)
  1138. if( flag&BF_LONG )
  1139. DAMAGE_RATE(battle_config.bg_long_damage_rate)
  1140. }
  1141. damage = max(damage,1); //min 1 damage
  1142. return damage;
  1143. }
  1144. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1145. {
  1146. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1147. int class_ = status_get_class(bl);
  1148. if(md && md->guardian_data) {
  1149. if(class_ == MOBID_EMPERIUM && flag&BF_SKILL && !(skill_get_inf3(skill_id)&INF3_HIT_EMP)) //Skill immunity.
  1150. return false;
  1151. if(src->type != BL_MOB) {
  1152. struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1153. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
  1154. return false;
  1155. if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  1156. return false; // [MouseJstr]
  1157. }
  1158. }
  1159. return true;
  1160. }
  1161. /*==========================================
  1162. * Calculates GVG related damage adjustments.
  1163. *------------------------------------------*/
  1164. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,int div_,uint16 skill_id,uint16 skill_lv,int flag)
  1165. {
  1166. if (!damage) //No reductions to make.
  1167. return 0;
  1168. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1169. return 0;
  1170. if (skill_get_inf2(skill_id)&INF2_NO_GVG_DMG) //Skills with no gvg damage reduction.
  1171. return damage;
  1172. /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
  1173. if (md && md->guardian_data) {
  1174. damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
  1175. }
  1176. */
  1177. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1178. if (flag&BF_WEAPON)
  1179. DAMAGE_RATE(battle_config.gvg_weapon_damage_rate)
  1180. if (flag&BF_MAGIC)
  1181. DAMAGE_RATE(battle_config.gvg_magic_damage_rate)
  1182. if (flag&BF_MISC)
  1183. DAMAGE_RATE(battle_config.gvg_misc_damage_rate)
  1184. } else { //Normal attacks get reductions based on range.
  1185. if (flag & BF_SHORT)
  1186. DAMAGE_RATE(battle_config.gvg_short_damage_rate)
  1187. if (flag & BF_LONG)
  1188. DAMAGE_RATE(battle_config.gvg_long_damage_rate)
  1189. }
  1190. damage = max(damage,1);
  1191. return damage;
  1192. }
  1193. /*==========================================
  1194. * HP/SP drain calculation
  1195. *------------------------------------------*/
  1196. static int battle_calc_drain(int64 damage, int rate, int per)
  1197. {
  1198. int64 diff = 0;
  1199. if (per && rnd()%1000 < rate) {
  1200. diff = (damage * per) / 100;
  1201. if (diff == 0) {
  1202. if (per > 0)
  1203. diff = 1;
  1204. else
  1205. diff = -1;
  1206. }
  1207. }
  1208. return (int)diff;
  1209. }
  1210. /*==========================================
  1211. * Passive skill damage increases
  1212. *------------------------------------------*/
  1213. int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1214. {
  1215. int64 damage;
  1216. struct status_data *status = status_get_status_data(target);
  1217. int weapon,skill;
  1218. #ifdef RENEWAL
  1219. damage = 0;
  1220. #else
  1221. damage = dmg;
  1222. #endif
  1223. nullpo_ret(sd);
  1224. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1225. target->type == BL_MOB && //This bonus doesn't work against players.
  1226. (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
  1227. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1228. //damage += (skill * 3);
  1229. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) )
  1230. damage += (skill * 5);
  1231. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1232. damage += (skill * 10);
  1233. if( pc_ismadogear(sd) )
  1234. damage += 15 + pc_checkskill(sd, NC_MADOLICENCE);
  1235. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
  1236. damage += (skill * 4);
  1237. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  1238. damage += sd->status.str;
  1239. }
  1240. if(type == 0)
  1241. weapon = sd->weapontype1;
  1242. else
  1243. weapon = sd->weapontype2;
  1244. switch(weapon) {
  1245. case W_1HSWORD:
  1246. #ifdef RENEWAL
  1247. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1248. damage += (skill * 3);
  1249. #endif
  1250. case W_DAGGER:
  1251. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  1252. damage += (skill * 4);
  1253. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  1254. damage += skill * 10;
  1255. break;
  1256. case W_2HSWORD:
  1257. #ifdef RENEWAL
  1258. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1259. damage += (skill * 3);
  1260. #endif
  1261. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  1262. damage += (skill * 4);
  1263. break;
  1264. case W_1HSPEAR:
  1265. case W_2HSPEAR:
  1266. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  1267. if(!pc_isriding(sd) || !pc_isridingdragon(sd))
  1268. damage += (skill * 4);
  1269. else
  1270. damage += (skill * 5);
  1271. // Increase damage by level of KN_SPEARMASTERY * 10
  1272. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  1273. damage += (skill * 10);
  1274. }
  1275. break;
  1276. case W_1HAXE:
  1277. case W_2HAXE:
  1278. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1279. damage += (skill * 3);
  1280. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1281. damage += (skill * 5);
  1282. break;
  1283. case W_MACE:
  1284. case W_2HMACE:
  1285. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  1286. damage += (skill * 3);
  1287. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1288. damage += (skill * 5);
  1289. break;
  1290. case W_FIST:
  1291. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  1292. damage += (skill * 10);
  1293. // No break, fallthrough to Knuckles
  1294. case W_KNUCKLE:
  1295. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  1296. damage += (skill * 3);
  1297. break;
  1298. case W_MUSICAL:
  1299. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  1300. damage += (skill * 3);
  1301. break;
  1302. case W_WHIP:
  1303. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  1304. damage += (skill * 3);
  1305. break;
  1306. case W_BOOK:
  1307. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  1308. damage += (skill * 3);
  1309. break;
  1310. case W_KATAR:
  1311. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  1312. damage += (skill * 3);
  1313. break;
  1314. }
  1315. if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) // weapon research bonus applies to all weapons
  1316. damage += skill*2;
  1317. if(sd->sc.data[SC_GN_CARTBOOST]) // cart boost adds mastery type damage
  1318. damage += 10*sd->sc.data[SC_GN_CARTBOOST]->val1;
  1319. return damage;
  1320. }
  1321. #ifdef RENEWAL
  1322. static int64 battle_calc_sizefix(int64 damage, struct map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  1323. {
  1324. if (sd) {
  1325. //SizeFix only for players
  1326. if (!(sd->special_state.no_sizefix) && !flag)
  1327. DAMAGE_RATE(weapon_type==EQI_HAND_L?
  1328. sd->left_weapon.atkmods[t_size]:
  1329. sd->right_weapon.atkmods[t_size])
  1330. }
  1331. return damage;
  1332. }
  1333. static int battle_calc_status_attack(struct status_data *status, short hand)
  1334. {
  1335. //left-hand penalty on sATK is always 50% [Baalberith]
  1336. if (hand == EQI_HAND_L)
  1337. return status->batk;
  1338. else
  1339. return 2 * status->batk;
  1340. }
  1341. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, struct map_session_data *sd)
  1342. {
  1343. struct status_data *status = status_get_status_data(src);
  1344. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1345. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  1346. uint16 atkmax = atkmin;
  1347. int damage = atkmin;
  1348. uint16 weapon_perfection = 0;
  1349. struct status_change *sc = status_get_sc(src);
  1350. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  1351. int variance = wa->atk * (sd->inventory_data[sd->equip_index[type]]->wlv*5)/100;
  1352. atkmin = max(0,atkmin-variance);
  1353. atkmax = min(UINT16_MAX,atkmax+variance);
  1354. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1355. damage = atkmax;
  1356. else
  1357. damage = rnd_value(atkmin,atkmax);
  1358. }
  1359. if (sc && sc->data[SC_WEAPONPERFECTION])
  1360. weapon_perfection = 1;
  1361. damage = (int)battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  1362. return damage;
  1363. }
  1364. #endif
  1365. /*==========================================
  1366. * Calculates the standard damage of a normal attack assuming it hits,
  1367. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  1368. * This applies to pre-renewal and non-sd in renewal
  1369. *------------------------------------------
  1370. * Pass damage2 as NULL to not calc it.
  1371. * Flag values:
  1372. * &1: Critical hit
  1373. * &2: Arrow attack
  1374. * &4: Skill is Magic Crasher
  1375. * &8: Skip target size adjustment (Extremity Fist?)
  1376. *&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)
  1377. *
  1378. * Credits:
  1379. * Original coder Skoltex
  1380. * Initial refactoring by Baalberith
  1381. * Refined and optimized by helvetica
  1382. */
  1383. static int64 battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
  1384. {
  1385. unsigned int atkmin=0, atkmax=0;
  1386. short type = 0;
  1387. int64 damage = 0;
  1388. if (!sd) { //Mobs/Pets
  1389. if(flag&4) {
  1390. atkmin = status->matk_min;
  1391. atkmax = status->matk_max;
  1392. } else {
  1393. atkmin = wa->atk;
  1394. atkmax = wa->atk2;
  1395. }
  1396. if (atkmin > atkmax)
  1397. atkmin = atkmax;
  1398. } else { //PCs
  1399. atkmax = wa->atk;
  1400. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1401. if (!(flag&1) || (flag&2)) { //Normal attacks
  1402. atkmin = status->dex;
  1403. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  1404. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  1405. if (atkmin > atkmax)
  1406. atkmin = atkmax;
  1407. if(flag&2 && !(flag&16)) { //Bows
  1408. atkmin = atkmin*atkmax/100;
  1409. if (atkmin > atkmax)
  1410. atkmax = atkmin;
  1411. }
  1412. }
  1413. }
  1414. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1415. atkmin = atkmax;
  1416. //Weapon Damage calculation
  1417. if (!(flag&1))
  1418. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  1419. else
  1420. damage = atkmax;
  1421. if (sd) {
  1422. //rodatazone says the range is 0~arrow_atk-1 for non crit
  1423. if (flag&2 && sd->bonus.arrow_atk)
  1424. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  1425. //SizeFix only for players
  1426. if (!(sd->special_state.no_sizefix || (flag&8)))
  1427. DAMAGE_RATE(type==EQI_HAND_L?
  1428. sd->left_weapon.atkmods[t_size]:
  1429. sd->right_weapon.atkmods[t_size])
  1430. }
  1431. //Finally, add baseatk
  1432. if(flag&4)
  1433. damage += status->matk_min;
  1434. else
  1435. damage += status->batk;
  1436. //rodatazone says that Overrefine bonuses are part of baseatk
  1437. //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
  1438. if(sd) {
  1439. if (type == EQI_HAND_L) {
  1440. if(sd->left_weapon.overrefine)
  1441. damage += rnd()%sd->left_weapon.overrefine+1;
  1442. if (sd->weapon_atk_rate[sd->weapontype2])
  1443. DAMAGE_ADDRATE(sd->weapon_atk_rate[sd->weapontype2])
  1444. } else { //Right hand
  1445. if(sd->right_weapon.overrefine)
  1446. damage += rnd()%sd->right_weapon.overrefine+1;
  1447. if (sd->weapon_atk_rate[sd->weapontype1])
  1448. DAMAGE_ADDRATE(sd->weapon_atk_rate[sd->weapontype1])
  1449. }
  1450. }
  1451. #ifdef RENEWAL
  1452. if (flag&1)
  1453. damage = (damage * 14) / 10;
  1454. #endif
  1455. return damage;
  1456. }
  1457. /*==========================================
  1458. * Consumes ammo for the given skill.
  1459. *------------------------------------------
  1460. * Credits:
  1461. * Original coder Skoltex
  1462. * Initial refactoring by Baalberith
  1463. * Refined and optimized by helvetica
  1464. */
  1465. void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
  1466. {
  1467. int qty=1;
  1468. if (!battle_config.arrow_decrement)
  1469. return;
  1470. if (skill) {
  1471. qty = skill_get_ammo_qty(skill, lv);
  1472. if (!qty) qty = 1;
  1473. }
  1474. if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition
  1475. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  1476. sd->state.arrow_atk = 0;
  1477. }
  1478. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  1479. {
  1480. // [Akinari] , [Xynvaroth]: Traps are always short range.
  1481. if( skill_get_inf2( skill_id ) & INF2_TRAP )
  1482. return BF_SHORT;
  1483. //Skill Range Criteria
  1484. if (battle_config.skillrange_by_distance &&
  1485. (src->type&battle_config.skillrange_by_distance)
  1486. ) { //based on distance between src/target [Skotlex]
  1487. if (check_distance_bl(src, target, 5))
  1488. return BF_SHORT;
  1489. return BF_LONG;
  1490. }
  1491. if (skill_id == SR_GATEOFHELL) {
  1492. if (skill_lv < 5)
  1493. return BF_SHORT;
  1494. else
  1495. return BF_LONG;
  1496. }
  1497. //based on used skill's range
  1498. if (skill_get_range2(src, skill_id, skill_lv) < 5)
  1499. return BF_SHORT;
  1500. return BF_LONG;
  1501. }
  1502. static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id)
  1503. {
  1504. uint8 i;
  1505. if (!sd->skillblown[0].id)
  1506. return 0;
  1507. //Apply the bonus blewcount. [Skotlex]
  1508. for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
  1509. if (sd->skillblown[i].id == skill_id)
  1510. return sd->skillblown[i].val;
  1511. }
  1512. return 0;
  1513. }
  1514. /*==========================================
  1515. * Damage calculation for adjusting skill damage
  1516. * Credits:
  1517. [Lilith] for the first release of this
  1518. [Cydh] finishing and adding mapflag
  1519. * battle_skill_damage_skill() - skill_id based
  1520. * battle_skill_damage_map() - map based
  1521. *------------------------------------------*/
  1522. #ifdef ADJUST_SKILL_DAMAGE
  1523. static bool battle_skill_damage_iscaster(uint8 caster, enum bl_type type)
  1524. {
  1525. if (caster == 0)
  1526. return false;
  1527. while (1) {
  1528. if (caster&SDC_PC && type == BL_PC) break;
  1529. if (caster&SDC_MOB && type == BL_MOB) break;
  1530. if (caster&SDC_PET && type == BL_PET) break;
  1531. if (caster&SDC_HOM && type == BL_HOM) break;
  1532. if (caster&SDC_MER && type == BL_MER) break;
  1533. if (caster&SDC_ELEM && type == BL_ELEM) break;
  1534. return false;
  1535. }
  1536. return true;
  1537. }
  1538. static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id)
  1539. {
  1540. unsigned short m = src->m;
  1541. int idx;
  1542. struct s_skill_damage *damage = NULL;
  1543. if ((idx = skill_get_index(skill_id)) < 0 || !skill_db[idx].damage.map)
  1544. return 0;
  1545. damage = &skill_db[idx].damage;
  1546. //check the adjustment works for specified type
  1547. if (!battle_skill_damage_iscaster(damage->caster,src->type))
  1548. return 0;
  1549. if ((damage->map&1 && (!map[m].flag.pvp && !map_flag_gvg(m) && !map[m].flag.battleground && !map[m].flag.skill_damage && !map[m].flag.restricted)) ||
  1550. (damage->map&2 && map[m].flag.pvp) ||
  1551. (damage->map&4 && map_flag_gvg(m)) ||
  1552. (damage->map&8 && map[m].flag.battleground) ||
  1553. (damage->map&16 && map[m].flag.skill_damage) ||
  1554. (map[m].flag.restricted && skill_db[idx].damage.map&(8*map[m].zone)))
  1555. {
  1556. switch (target->type) {
  1557. case BL_PC:
  1558. return damage->pc;
  1559. case BL_MOB:
  1560. if (is_boss(target))
  1561. return damage->boss;
  1562. else
  1563. return damage->mob;
  1564. default:
  1565. return damage->other;
  1566. }
  1567. }
  1568. return 0;
  1569. }
  1570. static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id)
  1571. {
  1572. int rate = 0;
  1573. uint16 m = src->m;
  1574. uint8 i;
  1575. if (!map[m].flag.skill_damage)
  1576. return 0;
  1577. /* modifier for all skills */
  1578. if (battle_skill_damage_iscaster(map[m].adjust.damage.caster,src->type)) {
  1579. switch (target->type) {
  1580. case BL_PC:
  1581. rate = map[m].adjust.damage.pc;
  1582. break;
  1583. case BL_MOB:
  1584. if (is_boss(target))
  1585. rate = map[m].adjust.damage.boss;
  1586. else
  1587. rate = map[m].adjust.damage.mob;
  1588. break;
  1589. default:
  1590. rate = map[m].adjust.damage.other;
  1591. break;
  1592. }
  1593. }
  1594. /* modifier for specified map */
  1595. ARR_FIND(0,MAX_MAP_SKILL_MODIFIER,i,map[m].skill_damage[i].skill_id == skill_id);
  1596. if (i < MAX_MAP_SKILL_MODIFIER) {
  1597. if (battle_skill_damage_iscaster(map[m].skill_damage[i].caster,src->type)) {
  1598. switch (target->type) {
  1599. case BL_PC:
  1600. rate += map[m].skill_damage[i].pc;
  1601. break;
  1602. case BL_MOB:
  1603. if (is_boss(target))
  1604. rate += map[m].skill_damage[i].boss;
  1605. else
  1606. rate += map[m].skill_damage[i].mob;
  1607. break;
  1608. default:
  1609. rate += map[m].skill_damage[i].other;
  1610. break;
  1611. }
  1612. }
  1613. }
  1614. return rate;
  1615. }
  1616. static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id)
  1617. {
  1618. if (!target)
  1619. return 0;
  1620. return battle_skill_damage_skill(src,target,skill_id) + battle_skill_damage_map(src,target,skill_id);
  1621. }
  1622. #endif
  1623. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  1624. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  1625. /*=======================================================
  1626. * Should infinite defense be applied on target? (plant)
  1627. *-------------------------------------------------------
  1628. * Credits:
  1629. * Original coder Skoltex
  1630. * Initial refactoring by Baalberith
  1631. * Refined and optimized by helvetica
  1632. */
  1633. static bool target_has_infinite_defense(struct block_list *target, int skill_id)
  1634. {
  1635. struct status_data *tstatus = status_get_status_data(target);
  1636. if(target->type == BL_SKILL){
  1637. TBL_SKILL *su = (TBL_SKILL*)target;
  1638. if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
  1639. return true;
  1640. }
  1641. return (tstatus->mode&MD_PLANT && skill_id != RA_CLUSTERBOMB
  1642. #ifdef RENEWAL
  1643. && skill_id != HT_FREEZINGTRAP && skill_id != HT_CLAYMORETRAP
  1644. #endif
  1645. );
  1646. }
  1647. /*========================
  1648. * Is attack arrow based?
  1649. *------------------------
  1650. * Credits:
  1651. * Original coder Skoltex
  1652. * Initial refactoring by Baalberith
  1653. * Refined and optimized by helvetica
  1654. */
  1655. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  1656. {
  1657. if(src != NULL) {
  1658. struct status_data *sstatus = status_get_status_data(src);
  1659. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1660. return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3)) || (skill_id == HT_PHANTASMIC));
  1661. } else
  1662. return false;
  1663. }
  1664. /*=========================================
  1665. * Is attack right handed? By default yes.
  1666. *-----------------------------------------
  1667. * Credits:
  1668. * Original coder Skoltex
  1669. * Initial refactoring by Baalberith
  1670. * Refined and optimized by helvetica
  1671. */
  1672. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  1673. {
  1674. if(src != NULL) {
  1675. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1676. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  1677. if(!skill_id && sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  1678. return false;
  1679. }
  1680. return true;
  1681. }
  1682. /*=======================================
  1683. * Is attack left handed? By default no.
  1684. *---------------------------------------
  1685. * Credits:
  1686. * Original coder Skoltex
  1687. * Initial refactoring by Baalberith
  1688. * Refined and optimized by helvetica
  1689. */
  1690. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  1691. {
  1692. if(src != NULL) {
  1693. struct status_data *sstatus = status_get_status_data(src);
  1694. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1695. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  1696. if(!skill_id) {
  1697. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  1698. return true;
  1699. if (sstatus->lhw.atk)
  1700. return true;
  1701. if (sd && sd->status.weapon == W_KATAR)
  1702. return true;
  1703. }
  1704. }
  1705. return false;
  1706. }
  1707. /*=============================
  1708. * Do we score a critical hit?
  1709. *-----------------------------
  1710. * Credits:
  1711. * Original coder Skoltex
  1712. * Initial refactoring by Baalberith
  1713. * Refined and optimized by helvetica
  1714. */
  1715. 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)
  1716. {
  1717. struct status_data *sstatus = status_get_status_data(src);
  1718. struct status_data *tstatus = status_get_status_data(target);
  1719. struct status_change *sc = status_get_sc(src);
  1720. struct status_change *tsc = status_get_sc(target);
  1721. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1722. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  1723. if (!first_call)
  1724. return (wd.type == 0x0a);
  1725. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  1726. return true;
  1727. if( !(wd.type&0x08) && sstatus->cri &&
  1728. (!skill_id ||
  1729. skill_id == KN_AUTOCOUNTER ||
  1730. skill_id == SN_SHARPSHOOTING || skill_id == MA_SHARPSHOOTING ||
  1731. skill_id == NJ_KIRIKAGE))
  1732. {
  1733. short cri = sstatus->cri;
  1734. if (sd) {
  1735. cri += sd->critaddrace[tstatus->race] + sd->critaddrace[RC_ALL];
  1736. if(is_skill_using_arrow(src, skill_id))
  1737. cri += sd->bonus.arrow_cri;
  1738. }
  1739. if( sc && sc->data[SC_CAMOUFLAGE] )
  1740. cri += 100 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max 100% (1K)
  1741. //The official equation is *2, but that only applies when sd's do critical.
  1742. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  1743. cri -= tstatus->luk*(!sd&&tsd?3:2);
  1744. if( tsc && tsc->data[SC_SLEEP] )
  1745. cri <<= 1;
  1746. switch (skill_id) {
  1747. case KN_AUTOCOUNTER:
  1748. if(battle_config.auto_counter_type &&
  1749. (battle_config.auto_counter_type&src->type))
  1750. return true;
  1751. else
  1752. cri <<= 1;
  1753. break;
  1754. case SN_SHARPSHOOTING:
  1755. case MA_SHARPSHOOTING:
  1756. cri += 200;
  1757. break;
  1758. case NJ_KIRIKAGE:
  1759. cri += 250 + 50*skill_lv;
  1760. break;
  1761. }
  1762. if(tsd && tsd->bonus.critical_def)
  1763. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  1764. return (rnd()%1000 < cri);
  1765. }
  1766. return 0;
  1767. }
  1768. /*==========================================================
  1769. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  1770. *----------------------------------------------------------
  1771. * Credits:
  1772. * Original coder Skoltex
  1773. * Initial refactoring by Baalberith
  1774. * Refined and optimized by helvetica
  1775. */
  1776. 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)
  1777. {
  1778. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  1779. return 2;
  1780. if(src != NULL) {
  1781. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1782. struct status_data *tstatus = status_get_status_data(target);
  1783. #ifdef RENEWAL
  1784. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  1785. && skill_id != PA_SHIELDCHAIN && skill_id != ASC_BREAKER ) // Renewal: Soul Breaker no longer gains ice pick effect and ice pick effect gets crit benefit [helvetica]
  1786. #else
  1787. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  1788. && skill_id != PA_SHIELDCHAIN && !is_attack_critical(wd, src, target, skill_id, skill_lv, false) )
  1789. #endif
  1790. { //Elemental/Racial adjustments
  1791. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  1792. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  1793. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  1794. )
  1795. if (weapon_position == EQI_HAND_R)
  1796. return 1;
  1797. if( sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  1798. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  1799. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_)) )
  1800. { //Pass effect onto right hand if configured so. [Skotlex]
  1801. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  1802. if (weapon_position == EQI_HAND_R)
  1803. return 1;
  1804. }
  1805. else if (weapon_position == EQI_HAND_L)
  1806. return 1;
  1807. }
  1808. }
  1809. }
  1810. return 0;
  1811. }
  1812. static bool battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  1813. {
  1814. int nk = skill_get_nk(skill_id);
  1815. if( !skill_id && is_splash ) //If flag, this is splash damage from Baphomet Card and it always hits.
  1816. nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
  1817. return nk;
  1818. }
  1819. /*=============================
  1820. * Checks if attack is hitting
  1821. *-----------------------------
  1822. * Credits:
  1823. * Original coder Skoltex
  1824. * Initial refactoring by Baalberith
  1825. * Refined and optimized by helvetica
  1826. */
  1827. 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)
  1828. {
  1829. struct status_data *sstatus = status_get_status_data(src);
  1830. struct status_data *tstatus = status_get_status_data(target);
  1831. struct status_change *sc = status_get_sc(src);
  1832. struct status_change *tsc = status_get_sc(target);
  1833. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1834. int nk;
  1835. short flee, hitrate;
  1836. if (!first_call)
  1837. return (wd.dmg_lv != ATK_FLEE);
  1838. nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  1839. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  1840. return true;
  1841. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  1842. return true;
  1843. else if (sc && sc->data[SC_FUSION])
  1844. return true;
  1845. else if (skill_id == AS_SPLASHER && !wd.miscflag)
  1846. return true;
  1847. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  1848. return true;
  1849. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  1850. return true;
  1851. else if (nk&NK_IGNORE_FLEE)
  1852. return true;
  1853. if( sc && (sc->data[SC_NEUTRALBARRIER] || sc->data[SC_NEUTRALBARRIER_MASTER]) && wd.flag&BF_LONG )
  1854. return false;
  1855. flee = tstatus->flee;
  1856. #ifdef RENEWAL
  1857. hitrate = 0; //Default hitrate
  1858. #else
  1859. hitrate = 80; //Default hitrate
  1860. #endif
  1861. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  1862. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  1863. if(attacker_count >= battle_config.agi_penalty_count) {
  1864. if (battle_config.agi_penalty_type == 1)
  1865. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  1866. else //assume type 2: absolute reduction
  1867. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  1868. if(flee < 1) flee = 1;
  1869. }
  1870. }
  1871. hitrate+= sstatus->hit - flee;
  1872. if(wd.flag&BF_LONG && !skill_id && //Fogwall's hit penalty is only for normal ranged attacks.
  1873. tsc && tsc->data[SC_FOGWALL])
  1874. hitrate -= 50;
  1875. if(sd && is_skill_using_arrow(src, skill_id))
  1876. hitrate += sd->bonus.arrow_hit;
  1877. #ifdef RENEWAL
  1878. if( sd ) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  1879. hitrate += pc_checkskill(sd,AC_VULTURE);
  1880. #endif
  1881. if(skill_id)
  1882. switch(skill_id) { //Hit skill modifiers
  1883. //It is proven that bonus is applied on final hitrate, not hit.
  1884. case SM_BASH:
  1885. case MS_BASH:
  1886. hitrate += hitrate * 5 * skill_lv / 100;
  1887. break;
  1888. case MS_MAGNUM:
  1889. case SM_MAGNUM:
  1890. hitrate += hitrate * 10 * skill_lv / 100;
  1891. break;
  1892. case KN_AUTOCOUNTER:
  1893. case PA_SHIELDCHAIN:
  1894. case NPC_WATERATTACK:
  1895. case NPC_GROUNDATTACK:
  1896. case NPC_FIREATTACK:
  1897. case NPC_WINDATTACK:
  1898. case NPC_POISONATTACK:
  1899. case NPC_HOLYATTACK:
  1900. case NPC_DARKNESSATTACK:
  1901. case NPC_UNDEADATTACK:
  1902. case NPC_TELEKINESISATTACK:
  1903. case NPC_BLEEDING:
  1904. hitrate += hitrate * 20 / 100;
  1905. break;
  1906. case KN_PIERCE:
  1907. case ML_PIERCE:
  1908. hitrate += hitrate * 5 * skill_lv / 100;
  1909. break;
  1910. case AS_SONICBLOW:
  1911. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1912. hitrate += hitrate * 50 / 100;
  1913. break;
  1914. case MC_CARTREVOLUTION:
  1915. case GN_CART_TORNADO:
  1916. case GN_CARTCANNON:
  1917. if( sd && pc_checkskill(sd, GN_REMODELING_CART) )
  1918. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  1919. break;
  1920. case LG_BANISHINGPOINT:
  1921. hitrate += 3 * skill_lv;
  1922. break;
  1923. case GC_VENOMPRESSURE:
  1924. hitrate += 10 + 4 * skill_lv;
  1925. break;
  1926. case SC_FATALMENACE:
  1927. hitrate -= 35 - 5 * skill_lv;
  1928. break;
  1929. case RL_SLUGSHOT:
  1930. if (distance_bl(src,target) > 3)
  1931. hitrate -= (10 - (skill_lv - 1));
  1932. break;
  1933. }
  1934. else if( sd && wd.type&0x08 && wd.div_ == 2 ) // +1 hit per level of Double Attack on a successful double attack (making sure other multi attack skills do not trigger this) [helvetica]
  1935. hitrate += pc_checkskill(sd,TF_DOUBLE);
  1936. if( sd ) {
  1937. int skill = 0;
  1938. // Weaponry Research hidden bonus
  1939. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1940. hitrate += hitrate * ( 2 * skill ) / 100;
  1941. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  1942. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  1943. hitrate += 3 * skill;
  1944. }
  1945. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  1946. return (rnd()%100 < hitrate);
  1947. }
  1948. /*==========================================
  1949. * If attack ignores def..
  1950. *------------------------------------------
  1951. * Credits:
  1952. * Original coder Skoltex
  1953. * Initial refactoring by Baalberith
  1954. * Refined and optimized by helvetica
  1955. */
  1956. 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)
  1957. {
  1958. struct status_data *tstatus = status_get_status_data(target);
  1959. struct status_change *sc = status_get_sc(src);
  1960. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1961. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  1962. #ifndef RENEWAL
  1963. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  1964. return true;
  1965. else
  1966. #endif
  1967. if (sc && sc->data[SC_FUSION])
  1968. return true;
  1969. #ifdef RENEWAL
  1970. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != ASC_BREAKER) // Renewal: Soul Breaker no longer gains ignore DEF from weapon [helvetica]
  1971. #else
  1972. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  1973. #endif
  1974. { //Ignore Defense?
  1975. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  1976. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  1977. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  1978. if (weapon_position == EQI_HAND_R)
  1979. return true;
  1980. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  1981. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  1982. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  1983. {
  1984. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  1985. if (weapon_position == EQI_HAND_R)
  1986. return true;
  1987. } else if (weapon_position == EQI_HAND_L)
  1988. return true;
  1989. }
  1990. }
  1991. return (nk&NK_IGNORE_DEF);
  1992. }
  1993. /*================================================
  1994. * Should skill attack consider VVS and masteries?
  1995. *------------------------------------------------
  1996. * Credits:
  1997. * Original coder Skoltex
  1998. * Initial refactoring by Baalberith
  1999. * Refined and optimized by helvetica
  2000. */
  2001. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
  2002. {
  2003. if (
  2004. #ifndef RENEWAL
  2005. skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
  2006. #endif
  2007. skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE || skill_id == RK_DRAGONBREATH_WATER)
  2008. return false;
  2009. return true;
  2010. }
  2011. #ifdef RENEWAL
  2012. /*========================================
  2013. * Calculate equipment ATK for renewal ATK
  2014. *----------------------------------------
  2015. * Credits:
  2016. * Original coder Skoltex
  2017. * Initial refactoring by Baalberith
  2018. * Refined and optimized by helvetica
  2019. */
  2020. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  2021. {
  2022. if(src != NULL) {
  2023. int eatk=0;
  2024. struct status_data *status = status_get_status_data(src);
  2025. struct status_change *sc = status_get_sc(src);
  2026. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2027. if(sc){
  2028. if(sc->data[SC_CAMOUFLAGE] )
  2029. eatk += 30 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max +300atk
  2030. }
  2031. if(sd) eatk += is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0; // add arrow atk if using an applicable skill
  2032. return eatk + status->eatk;
  2033. }
  2034. return 0; // shouldn't happen but just in case
  2035. }
  2036. #endif
  2037. /*========================================
  2038. * Returns the element type of attack
  2039. *----------------------------------------
  2040. * Credits:
  2041. * Original coder Skoltex
  2042. * Initial refactoring by Baalberith
  2043. * Refined and optimized by helvetica
  2044. */
  2045. static int battle_get_weapon_element(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only)
  2046. {
  2047. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2048. struct status_change *sc = status_get_sc(src);
  2049. struct status_data *sstatus = status_get_status_data(src);
  2050. uint8 i;
  2051. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2052. int element = skill_get_ele(skill_id, skill_lv);
  2053. //Take weapon's element
  2054. if( !skill_id || element == -1 ) {
  2055. if (weapon_position == EQI_HAND_R)
  2056. element = sstatus->rhw.ele;
  2057. else
  2058. element = sstatus->lhw.ele;
  2059. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  2060. element = sd->bonus.arrow_ele;
  2061. if( battle_config.attack_attr_none&src->type )
  2062. element = ELE_NONE; //Weapon's element is "not elemental"
  2063. // on official endows override all other elements [helvetica]
  2064. if( sd ){ //Summoning 10 talisman will endow your weapon.
  2065. ARR_FIND(1, 6, i, sd->talisman[i] >= 10);
  2066. if( i < 5 )
  2067. element = i;
  2068. if(sc) { // check for endows
  2069. if(sc->data[SC_ENCHANTARMS])
  2070. element = sc->data[SC_ENCHANTARMS]->val2;
  2071. }
  2072. }
  2073. }
  2074. else if( element == -2 ) //Use enchantment's element
  2075. element = status_get_attack_sc_element(src,sc);
  2076. else if( element == -3 ) //Use random element
  2077. element = rnd()%ELE_ALL;
  2078. switch( skill_id ) {
  2079. case GS_GROUNDDRIFT:
  2080. element = wd.miscflag; //element comes in flag.
  2081. break;
  2082. case LK_SPIRALPIERCE:
  2083. if (!sd)
  2084. element = ELE_NEUTRAL; //forced neutral for monsters
  2085. break;
  2086. case RL_H_MINE:
  2087. if (sd && sd->skill_id_old == RL_FLICKER) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  2088. element = ELE_FIRE;
  2089. break;
  2090. case KO_KAIHOU:
  2091. if( sd ){
  2092. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  2093. if( i < 5 )
  2094. element = i;
  2095. }
  2096. break;
  2097. }
  2098. if (!(nk & NK_NO_ELEFIX) && element != ELE_NONE)
  2099. if (src->type == BL_HOM)
  2100. element = ELE_NONE; //skill is "not elemental"
  2101. if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN)) {
  2102. element = ELE_HOLY;
  2103. }
  2104. // calc_flag means the element should be calculated for damage only
  2105. if (calc_for_damage_only)
  2106. return element;
  2107. #ifdef RENEWAL
  2108. if (skill_id == CR_SHIELDBOOMERANG)
  2109. element = ELE_NEUTRAL;
  2110. #endif
  2111. return element;
  2112. }
  2113. /*========================================
  2114. * Do element damage modifier calculation
  2115. *----------------------------------------
  2116. * Credits:
  2117. * Original coder Skoltex
  2118. * Initial refactoring by Baalberith
  2119. * Refined and optimized by helvetica
  2120. */
  2121. static struct Damage battle_calc_element_damage(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2122. {
  2123. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2124. struct status_change *sc = status_get_sc(src);
  2125. struct status_data *sstatus = status_get_status_data(src);
  2126. struct status_data *tstatus = status_get_status_data(target);
  2127. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  2128. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  2129. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2130. if( !(nk&NK_NO_ELEFIX) && right_element != ELE_NONE )
  2131. { //Elemental attribute fix
  2132. if( wd.damage > 0 )
  2133. {
  2134. wd.damage=battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2135. if( skill_id == MC_CARTREVOLUTION ) //Cart Revolution apply the element fix once more with neutral element
  2136. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2137. if( skill_id == GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage.
  2138. wd.damage += battle_attr_fix(src, target, 50*skill_lv, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2139. }
  2140. if( is_attack_left_handed(src, skill_id) && wd.damage2 > 0 )
  2141. wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element ,tstatus->def_ele, tstatus->ele_lv);
  2142. if( sc && sc->data[SC_WATK_ELEMENT] )
  2143. { // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  2144. int64 damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2145. wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2146. if( is_attack_left_handed(src, skill_id) )
  2147. {
  2148. damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2149. wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2150. }
  2151. }
  2152. }
  2153. return wd;
  2154. }
  2155. #define ATK_RATE(damage, damage2, a ) {damage= damage*(a)/100 ; if(is_attack_left_handed(src, skill_id)) damage2= damage2*(a)/100; }
  2156. #define ATK_RATE2(damage, damage2, a , b ) { damage= damage*(a)/100 ; if(is_attack_left_handed(src, skill_id)) damage2= damage2*(b)/100; }
  2157. #define ATK_RATER(damage, a){ damage = (int64)damage*(a)/100;}
  2158. #define ATK_RATEL(damage2, a){ damage2 = (int64)damage2*(a)/100;}
  2159. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2160. #define ATK_ADDRATE(damage, damage2, a ) { damage+= damage*(a)/100 ; if(is_attack_left_handed(src, skill_id)) damage2+= damage2*(a)/100; }
  2161. #define ATK_ADDRATE2(damage, damage2, a , b ) { damage+= damage*(a)/100 ; if(is_attack_left_handed(src, skill_id)) damage2+= damage2*(b)/100; }
  2162. //Adds an absolute value to damage. 100 = +100 damage
  2163. #define ATK_ADD(damage, damage2, a ) { damage+= a; if (is_attack_left_handed(src, skill_id)) damage2+= a; }
  2164. #define ATK_ADD2(damage, damage2, a , b ) { damage+= a; if (is_attack_left_handed(src, skill_id)) damage2+= b; }
  2165. #ifdef RENEWAL
  2166. #define RE_ALLATK_ADD(wd, a ) {ATK_ADD(wd.statusAtk, wd.statusAtk2, a); ATK_ADD(wd.weaponAtk, wd.weaponAtk2, a); ATK_ADD(wd.equipAtk, wd.equipAtk2, a); ATK_ADD(wd.masteryAtk, wd.masteryAtk2, a); }
  2167. #define RE_ALLATK_RATE(wd, a ) {ATK_RATE(wd.statusAtk, wd.statusAtk2, a); ATK_RATE(wd.weaponAtk, wd.weaponAtk2, a); ATK_RATE(wd.equipAtk, wd.equipAtk2, a); ATK_RATE(wd.masteryAtk, wd.masteryAtk2, a); }
  2168. #define RE_ALLATK_ADDRATE(wd, a ) {ATK_ADDRATE(wd.statusAtk, wd.statusAtk2, a); ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, a); ATK_ADDRATE(wd.equipAtk, wd.equipAtk2, a); ATK_ADDRATE(wd.masteryAtk, wd.masteryAtk2, a); }
  2169. #else
  2170. #define RE_ALLATK_ADD(wd, a ) {;}
  2171. #define RE_ALLATK_RATE(wd, a ) {;}
  2172. #define RE_ALLATK_ADDRATE(wd, a ) {;}
  2173. #endif
  2174. /*==================================
  2175. * Calculate weapon mastery damages
  2176. *----------------------------------
  2177. * Credits:
  2178. * Original coder Skoltex
  2179. * Initial refactoring by Baalberith
  2180. * Refined and optimized by helvetica
  2181. */
  2182. static struct Damage battle_calc_attack_masteries(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2183. {
  2184. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2185. struct status_change *sc = status_get_sc(src);
  2186. struct status_data *sstatus = status_get_status_data(src);
  2187. int t_class = status_get_class(target);
  2188. if (sd && battle_skill_stacks_masteries_vvs(skill_id) &&
  2189. skill_id != MO_INVESTIGATE &&
  2190. skill_id != MO_EXTREMITYFIST &&
  2191. skill_id != CR_GRANDCROSS)
  2192. { //Add mastery damage
  2193. int skill;
  2194. uint8 i;
  2195. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  2196. #ifdef RENEWAL
  2197. wd.masteryAtk = (int)battle_addmastery(sd,target,wd.weaponAtk,0);
  2198. #endif
  2199. if (is_attack_left_handed(src, skill_id)) {
  2200. wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  2201. #ifdef RENEWAL
  2202. wd.masteryAtk2 = (int)battle_addmastery(sd,target,wd.weaponAtk2,1);
  2203. #endif
  2204. }
  2205. if (sc && sc->data[SC_MIRACLE])
  2206. i = 2; //Star anger
  2207. else
  2208. ARR_FIND(0, MAX_PC_FEELHATE, i, t_class == sd->hate_mob[i]);
  2209. if (i < MAX_PC_FEELHATE && (skill=pc_checkskill(sd,sg_info[i].anger_id))){
  2210. int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  2211. if (i == 2) skillratio += sstatus->str; //Star Anger
  2212. if (skill<4)
  2213. skillratio /= 12-3*skill;
  2214. ATK_ADDRATE(wd.damage, wd.damage2, skillratio);
  2215. #ifdef RENEWAL
  2216. ATK_ADDRATE(wd.masteryAtk, wd.masteryAtk2, skillratio);
  2217. #endif
  2218. }
  2219. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) {
  2220. ATK_ADD(wd.damage, wd.damage2, 3*skill);
  2221. #ifdef RENEWAL
  2222. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 3*skill);
  2223. #endif
  2224. }
  2225. }
  2226. return wd;
  2227. }
  2228. #ifdef RENEWAL
  2229. /*=========================================
  2230. * Calculate the various Renewal ATK parts
  2231. *-----------------------------------------
  2232. * Credits:
  2233. * Original coder Skoltex
  2234. * Initial refactoring by Baalberith
  2235. * Refined and optimized by helvetica
  2236. */
  2237. struct Damage battle_calc_damage_parts(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2238. {
  2239. struct status_data *sstatus = status_get_status_data(src);
  2240. struct status_data *tstatus = status_get_status_data(target);
  2241. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2242. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  2243. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  2244. wd.statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
  2245. wd.statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
  2246. if (skill_id || (sd && sd->sc.data[SC_SEVENWIND])) {
  2247. // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  2248. wd.statusAtk = (int)battle_attr_fix(src, target, wd.statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2249. wd.statusAtk2 = (int)battle_attr_fix(src, target, wd.statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv);
  2250. }
  2251. else { // status atk is considered neutral on normal attacks [helvetica]
  2252. wd.statusAtk = (int)battle_attr_fix(src, target, wd.statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2253. wd.statusAtk2 = (int)battle_attr_fix(src, target, wd.statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2254. }
  2255. wd.weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd);
  2256. wd.weaponAtk = (int)battle_attr_fix(src, target, wd.weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2257. wd.weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd);
  2258. wd.weaponAtk2 = (int)battle_attr_fix(src, target, wd.weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2259. wd.equipAtk += battle_calc_equip_attack(src, skill_id);
  2260. wd.equipAtk = (int)battle_attr_fix(src, target, wd.equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2261. wd.equipAtk2 += battle_calc_equip_attack(src, skill_id);
  2262. wd.equipAtk2 = (int)battle_attr_fix(src, target, wd.equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2263. wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  2264. wd.damage = 0;
  2265. wd.damage2 = 0;
  2266. return wd;
  2267. }
  2268. #endif
  2269. /*==========================================================
  2270. * Calculate basic ATK that goes into the skill ATK formula
  2271. *----------------------------------------------------------
  2272. * Credits:
  2273. * Original coder Skoltex
  2274. * Initial refactoring by Baalberith
  2275. * Refined and optimized by helvetica
  2276. */
  2277. struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2278. {
  2279. struct status_change *sc = status_get_sc(src);
  2280. struct status_data *sstatus = status_get_status_data(src);
  2281. struct status_data *tstatus = status_get_status_data(target);
  2282. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2283. uint16 i;
  2284. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2285. switch (skill_id) { //Calc base damage according to skill
  2286. case PA_SACRIFICE:
  2287. wd.damage = (int64)sstatus->max_hp* 9/100;
  2288. wd.damage2 = 0;
  2289. #ifdef RENEWAL
  2290. wd.weaponAtk = (int)wd.damage;
  2291. wd.weaponAtk2 = (int)wd.damage2;
  2292. #endif
  2293. break;
  2294. #ifdef RENEWAL
  2295. case LK_SPIRALPIERCE:
  2296. case ML_SPIRALPIERCE:
  2297. if (sd) {
  2298. short index = sd->equip_index[EQI_HAND_R];
  2299. if (index >= 0 &&
  2300. sd->inventory_data[index] &&
  2301. sd->inventory_data[index]->type == IT_WEAPON)
  2302. wd.equipAtk += sd->inventory_data[index]->weight/20; // weight from spear is treated as equipment ATK on official [helvetica]
  2303. wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2304. wd.masteryAtk = 0; // weapon mastery is ignored for spiral
  2305. } else {
  2306. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
  2307. }
  2308. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2309. case SZ_SMALL: //Small: 125%
  2310. ATK_RATE(wd.damage, wd.damage2, 125);
  2311. RE_ALLATK_RATE(wd, 125);
  2312. break;
  2313. //case SZ_MEDIUM: //Medium: 100%
  2314. case SZ_BIG: //Large: 75%
  2315. ATK_RATE(wd.damage, wd.damage2, 75);
  2316. RE_ALLATK_RATE(wd, 75);
  2317. break;
  2318. }
  2319. #else
  2320. case NJ_ISSEN:
  2321. wd.damage = 40 * sstatus->str + (8 / 100) * skill_lv * sstatus->hp;
  2322. wd.damage2 = 0;
  2323. break;
  2324. case LK_SPIRALPIERCE:
  2325. case ML_SPIRALPIERCE:
  2326. if (sd) {
  2327. short index = sd->equip_index[EQI_HAND_R];
  2328. if (index >= 0 &&
  2329. sd->inventory_data[index] &&
  2330. sd->inventory_data[index]->type == IT_WEAPON)
  2331. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  2332. ATK_ADDRATE(wd.damage, wd.damage2, 50*skill_lv); //Skill modifier applies to weight only.
  2333. } else {
  2334. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
  2335. }
  2336. i = sstatus->str/10;
  2337. i*=i;
  2338. ATK_ADD(wd.damage, wd.damage2, i); //Add str bonus.
  2339. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2340. case SZ_SMALL: //Small: 125%
  2341. ATK_RATE(wd.damage, wd.damage2, 125);
  2342. break;
  2343. //case SZ_MEDIUM: //Medium: 100%
  2344. case SZ_BIG: //Large: 75%
  2345. ATK_RATE(wd.damage, wd.damage2, 75);
  2346. break;
  2347. }
  2348. #endif
  2349. break;
  2350. case TF_POISON: // Additional 15*skill level damage
  2351. ATK_ADD(wd.damage, wd.damage2, 15*skill_lv);
  2352. #ifdef RENEWAL
  2353. wd.masteryAtk += 15*skill_lv; // ATK from Envenom is treated as mastery type damage [helvetica]
  2354. #endif
  2355. case CR_SHIELDBOOMERANG:
  2356. case PA_SHIELDCHAIN:
  2357. case LG_SHIELDPRESS:
  2358. case LG_EARTHDRIVE:
  2359. wd.damage = sstatus->batk;
  2360. if (sd) {
  2361. short index = sd->equip_index[EQI_HAND_L];
  2362. if (index >= 0 &&
  2363. sd->inventory_data[index] &&
  2364. sd->inventory_data[index]->type == IT_ARMOR)
  2365. ATK_ADD(wd.damage, wd.damage2, sd->inventory_data[index]->weight/10);
  2366. } else
  2367. ATK_ADD(wd.damage, wd.damage2, sstatus->rhw.atk2); //Else use Atk2
  2368. #ifdef RENEWAL
  2369. wd.weaponAtk = (int)wd.damage;
  2370. wd.weaponAtk2 = (int)wd.damage2;
  2371. #endif
  2372. break;
  2373. case HFLI_SBR44: //[orn]
  2374. if(src->type == BL_HOM) {
  2375. wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  2376. }
  2377. break;
  2378. default:
  2379. {
  2380. #ifdef RENEWAL
  2381. if (sd)
  2382. wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2383. else {
  2384. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2385. (!skill_id && sc && sc->data[SC_CHANGE]?4:0);
  2386. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  2387. if (is_attack_left_handed(src, skill_id))
  2388. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  2389. }
  2390. #else
  2391. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2392. (is_skill_using_arrow(src, skill_id)?2:0)|
  2393. (skill_id == HW_MAGICCRASHER?4:0)|
  2394. (!skill_id && sc && sc->data[SC_CHANGE]?4:0)|
  2395. (skill_id == MO_EXTREMITYFIST?8:0)|
  2396. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  2397. if (is_skill_using_arrow(src, skill_id) && sd)
  2398. switch(sd->status.weapon) {
  2399. case W_BOW:
  2400. case W_REVOLVER:
  2401. case W_GATLING:
  2402. case W_SHOTGUN:
  2403. case W_GRENADE:
  2404. break;
  2405. default:
  2406. i |= 16; // for ex. shuriken must not be influenced by DEX
  2407. }
  2408. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  2409. if (is_attack_left_handed(src, skill_id))
  2410. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  2411. #endif
  2412. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  2413. if(wd.miscflag > 0) {
  2414. wd.damage /= wd.miscflag;
  2415. #ifdef RENEWAL
  2416. wd.statusAtk /= wd.miscflag;
  2417. wd.weaponAtk /= wd.miscflag;
  2418. wd.equipAtk /= wd.miscflag;
  2419. wd.masteryAtk /= wd.miscflag;
  2420. #endif
  2421. }
  2422. else
  2423. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  2424. }
  2425. //Add any bonuses that modify the base atk (pre-skills)
  2426. if(sd) {
  2427. int skill;
  2428. if (sd->bonus.atk_rate) {
  2429. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.atk_rate);
  2430. RE_ALLATK_ADDRATE(wd, sd->bonus.atk_rate);
  2431. }
  2432. #ifndef RENEWAL
  2433. if(is_attack_critical(wd, src, target, skill_id, skill_lv, false) && sd->bonus.crit_atk_rate) { // add +crit damage bonuses here in pre-renewal mode [helvetica]
  2434. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.crit_atk_rate);
  2435. }
  2436. #endif
  2437. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  2438. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  2439. ATK_ADDRATE(wd.damage, wd.damage2, 2*skill*i);
  2440. RE_ALLATK_ADDRATE(wd, 2*skill*i);
  2441. }
  2442. }
  2443. }
  2444. break;
  2445. } //End default case
  2446. } //End switch(skill_id)
  2447. return wd;
  2448. }
  2449. //For quick div adjustment.
  2450. #define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
  2451. #define damage_div_fix2(dmg, div) { if (div > 1) (dmg)*=div; }
  2452. #define damage_div_fix_renewal(wd, div) { damage_div_fix2(wd.statusAtk, div); damage_div_fix2(wd.weaponAtk, div); damage_div_fix2(wd.equipAtk, div); damage_div_fix2(wd.masteryAtk, div); }
  2453. /*=======================================
  2454. * Check for and calculate multi attacks
  2455. *---------------------------------------
  2456. * Credits:
  2457. * Original coder Skoltex
  2458. * Initial refactoring by Baalberith
  2459. * Refined and optimized by helvetica
  2460. */
  2461. static struct Damage battle_calc_multi_attack(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2462. {
  2463. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2464. struct status_change *sc = status_get_sc(src);
  2465. struct status_change *tsc = status_get_sc(target);
  2466. struct status_data *tstatus = status_get_status_data(target);
  2467. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  2468. short i;
  2469. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  2470. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) //Will fail bare-handed
  2471. || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Need confirmation
  2472. { //Success chance is not added, the higher one is used [Skotlex]
  2473. if( rnd()%100 < ( 5*skill_lv > sd->bonus.double_rate ? 5*skill_lv : sc && sc->data[SC_KAGEMUSYA]?sc->data[SC_KAGEMUSYA]->val1*3:sd->bonus.double_rate ) ) {
  2474. wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  2475. wd.type = 0x08;
  2476. }
  2477. }
  2478. else if( ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  2479. || (sd && sc->count && sc->data[SC_E_CHAIN] && (skill_lv = sc->data[SC_E_CHAIN]->val2) > 0)) //Chain Action of ETERNAL_CHAIN
  2480. && rnd()%100 < 5*skill_lv ) //Success rate
  2481. {
  2482. wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  2483. wd.type = 0x08;
  2484. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  2485. }
  2486. else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
  2487. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1)
  2488. {
  2489. int chance = rnd()%100;
  2490. wd.type = 0x08;
  2491. switch(sc->data[SC_FEARBREEZE]->val1) {
  2492. case 5: if( chance < 4) { wd.div_ = 5; break; } // 3 % chance to attack 5 times.
  2493. case 4: if( chance < 7) { wd.div_ = 4; break; } // 6 % chance to attack 4 times.
  2494. case 3: if( chance < 10) { wd.div_ = 3; break; } // 9 % chance to attack 3 times.
  2495. case 2:
  2496. case 1: if( chance < 13) { wd.div_ = 2; break; } // 12 % chance to attack 2 times.
  2497. }
  2498. wd.div_ = min(wd.div_,sd->status.inventory[i].amount);
  2499. sc->data[SC_FEARBREEZE]->val4 = wd.div_-1;
  2500. }
  2501. }
  2502. switch (skill_id) {
  2503. case RA_AIMEDBOLT:
  2504. if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) )
  2505. wd.div_ = tstatus->size + 2 + ( (rnd()%100 < 50-tstatus->size*10) ? 1 : 0 );
  2506. break;
  2507. case SC_JYUMONJIKIRI:
  2508. if( tsc && tsc->data[SC_JYUMONJIKIRI] )
  2509. wd.div_ = wd.div_ * -1;// needs more info
  2510. break;
  2511. }
  2512. return wd;
  2513. }
  2514. /*======================================================
  2515. * Calculate skill level ratios for weapon-based skills
  2516. *------------------------------------------------------
  2517. * Credits:
  2518. * Original coder Skoltex
  2519. * Initial refactoring by Baalberith
  2520. * Refined and optimized by helvetica
  2521. */
  2522. static int battle_calc_attack_skill_ratio(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2523. {
  2524. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2525. struct map_session_data *tsd = BL_CAST(BL_PC, src);
  2526. struct status_change *sc = status_get_sc(src);
  2527. struct status_change *tsc = status_get_sc(target);
  2528. struct status_data *sstatus = status_get_status_data(src);
  2529. struct status_data *tstatus = status_get_status_data(target);
  2530. int skillratio = 100;
  2531. int i;
  2532. //Skill damage modifiers that stack linearly
  2533. if(sc && skill_id != PA_SACRIFICE) {
  2534. if(sc->data[SC_OVERTHRUST])
  2535. skillratio += sc->data[SC_OVERTHRUST]->val3;
  2536. if(sc->data[SC_MAXOVERTHRUST])
  2537. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  2538. if (sc->data[SC_BERSERK] || sc->data[SC_SATURDAYNIGHTFEVER])
  2539. skillratio += 100;
  2540. if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2 )
  2541. skillratio += sc->data[SC_ZENKAI]->val1 * 2;
  2542. #ifdef RENEWAL
  2543. if( sc && sc->data[SC_TRUESIGHT] )
  2544. skillratio += 2*sc->data[SC_TRUESIGHT]->val1;
  2545. #endif
  2546. if(sc->data[SC_HEAT_BARREL])
  2547. skillratio += 200;
  2548. if(sc->data[SC_P_ALTER])
  2549. skillratio += sc->data[SC_P_ALTER]->val2;
  2550. }
  2551. switch( skill_id )
  2552. {
  2553. case GC_DARKCROW:
  2554. skillratio += 100 * (skill_lv - 1);
  2555. break;
  2556. case SM_BASH:
  2557. case MS_BASH:
  2558. skillratio += 30*skill_lv;
  2559. break;
  2560. case SM_MAGNUM:
  2561. case MS_MAGNUM:
  2562. skillratio += 20*skill_lv;
  2563. break;
  2564. case MC_MAMMONITE:
  2565. skillratio += 50*skill_lv;
  2566. break;
  2567. case HT_POWER:
  2568. skillratio += -50+8*sstatus->str;
  2569. break;
  2570. case AC_DOUBLE:
  2571. case MA_DOUBLE:
  2572. skillratio += 10*(skill_lv-1);
  2573. break;
  2574. case AC_SHOWER:
  2575. case MA_SHOWER:
  2576. #ifdef RENEWAL
  2577. skillratio += 50+10*skill_lv;
  2578. #else
  2579. skillratio += -25+5*skill_lv;
  2580. #endif
  2581. break;
  2582. case AC_CHARGEARROW:
  2583. case MA_CHARGEARROW:
  2584. skillratio += 50;
  2585. break;
  2586. #ifndef RENEWAL
  2587. case HT_FREEZINGTRAP:
  2588. case MA_FREEZINGTRAP:
  2589. skillratio += -50+10*skill_lv;
  2590. break;
  2591. #endif
  2592. case KN_PIERCE:
  2593. case ML_PIERCE:
  2594. skillratio += 10*skill_lv;
  2595. break;
  2596. case MER_CRASH:
  2597. skillratio += 10*skill_lv;
  2598. break;
  2599. case KN_SPEARSTAB:
  2600. skillratio += 15*skill_lv;
  2601. break;
  2602. case KN_SPEARBOOMERANG:
  2603. skillratio += 50*skill_lv;
  2604. break;
  2605. case KN_BRANDISHSPEAR:
  2606. case ML_BRANDISH:
  2607. {
  2608. int ratio = 100+20*skill_lv;
  2609. skillratio += ratio-100;
  2610. if(skill_lv>3 && wd.miscflag==1) skillratio += ratio/2;
  2611. if(skill_lv>6 && wd.miscflag==1) skillratio += ratio/4;
  2612. if(skill_lv>9 && wd.miscflag==1) skillratio += ratio/8;
  2613. if(skill_lv>6 && wd.miscflag==2) skillratio += ratio/2;
  2614. if(skill_lv>9 && wd.miscflag==2) skillratio += ratio/4;
  2615. if(skill_lv>9 && wd.miscflag==3) skillratio += ratio/2;
  2616. break;
  2617. }
  2618. case KN_BOWLINGBASH:
  2619. case MS_BOWLINGBASH:
  2620. skillratio+= 40*skill_lv;
  2621. break;
  2622. case AS_GRIMTOOTH:
  2623. skillratio += 20*skill_lv;
  2624. break;
  2625. case AS_POISONREACT:
  2626. skillratio += 30*skill_lv;
  2627. break;
  2628. case AS_SONICBLOW:
  2629. skillratio += -50+5*skill_lv;
  2630. break;
  2631. case TF_SPRINKLESAND:
  2632. skillratio += 30;
  2633. break;
  2634. case MC_CARTREVOLUTION:
  2635. skillratio += 50;
  2636. if(sd && sd->cart_weight)
  2637. skillratio += 100*sd->cart_weight/sd->cart_weight_max; // +1% every 1% weight
  2638. else if (!sd)
  2639. skillratio += 100; //Max damage for non players.
  2640. break;
  2641. case NPC_PIERCINGATT:
  2642. skillratio += -25; //75% base damage
  2643. break;
  2644. case NPC_COMBOATTACK:
  2645. skillratio += 25*skill_lv;
  2646. break;
  2647. case NPC_RANDOMATTACK:
  2648. case NPC_WATERATTACK:
  2649. case NPC_GROUNDATTACK:
  2650. case NPC_FIREATTACK:
  2651. case NPC_WINDATTACK:
  2652. case NPC_POISONATTACK:
  2653. case NPC_HOLYATTACK:
  2654. case NPC_DARKNESSATTACK:
  2655. case NPC_UNDEADATTACK:
  2656. case NPC_TELEKINESISATTACK:
  2657. case NPC_BLOODDRAIN:
  2658. case NPC_ACIDBREATH:
  2659. case NPC_DARKNESSBREATH:
  2660. case NPC_FIREBREATH:
  2661. case NPC_ICEBREATH:
  2662. case NPC_THUNDERBREATH:
  2663. case NPC_HELLJUDGEMENT:
  2664. case NPC_PULSESTRIKE:
  2665. skillratio += 100*(skill_lv-1);
  2666. break;
  2667. case RG_BACKSTAP:
  2668. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  2669. skillratio += (200+40*skill_lv)/2;
  2670. else
  2671. skillratio += 200+40*skill_lv;
  2672. break;
  2673. case RG_RAID:
  2674. skillratio += 40*skill_lv;
  2675. break;
  2676. case RG_INTIMIDATE:
  2677. skillratio += 30*skill_lv;
  2678. break;
  2679. case CR_SHIELDCHARGE:
  2680. skillratio += 20*skill_lv;
  2681. break;
  2682. case CR_SHIELDBOOMERANG:
  2683. skillratio += 30*skill_lv;
  2684. break;
  2685. case NPC_DARKCROSS:
  2686. case CR_HOLYCROSS:
  2687. {
  2688. #ifdef RENEWAL
  2689. if(sd && sd->status.weapon == W_2HSPEAR)
  2690. skillratio += 2*(35*skill_lv);
  2691. else
  2692. #endif
  2693. skillratio += 35*skill_lv;
  2694. break;
  2695. }
  2696. case AM_DEMONSTRATION:
  2697. skillratio += 20*skill_lv;
  2698. break;
  2699. case AM_ACIDTERROR:
  2700. skillratio += 40*skill_lv;
  2701. break;
  2702. case MO_FINGEROFFENSIVE:
  2703. skillratio+= 50 * skill_lv;
  2704. break;
  2705. case MO_INVESTIGATE:
  2706. skillratio += 75*skill_lv;
  2707. break;
  2708. case MO_EXTREMITYFIST:
  2709. skillratio += 100*(7 + sstatus->sp/10);
  2710. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  2711. break;
  2712. case MO_TRIPLEATTACK:
  2713. skillratio += 20*skill_lv;
  2714. break;
  2715. case MO_CHAINCOMBO:
  2716. skillratio += 50+50*skill_lv;
  2717. break;
  2718. case MO_COMBOFINISH:
  2719. skillratio += 140+60*skill_lv;
  2720. break;
  2721. case BA_MUSICALSTRIKE:
  2722. case DC_THROWARROW:
  2723. skillratio += 25+25*skill_lv;
  2724. break;
  2725. case CH_TIGERFIST:
  2726. skillratio += 100*skill_lv-60;
  2727. break;
  2728. case CH_CHAINCRUSH:
  2729. skillratio += 300+100*skill_lv;
  2730. break;
  2731. case CH_PALMSTRIKE:
  2732. skillratio += 100+100*skill_lv;
  2733. break;
  2734. case LK_HEADCRUSH:
  2735. skillratio += 40*skill_lv;
  2736. break;
  2737. case LK_JOINTBEAT:
  2738. i = 10*skill_lv-50;
  2739. // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
  2740. if (wd.miscflag&BREAK_NECK) i*=2;
  2741. skillratio += i;
  2742. break;
  2743. #ifdef RENEWAL
  2744. // Renewal: skill ratio applies to entire damage [helvetica]
  2745. case LK_SPIRALPIERCE:
  2746. case ML_SPIRALPIERCE:
  2747. skillratio += 50*skill_lv;
  2748. break;
  2749. #endif
  2750. case ASC_METEORASSAULT:
  2751. skillratio += 40*skill_lv-60;
  2752. break;
  2753. case SN_SHARPSHOOTING:
  2754. case MA_SHARPSHOOTING:
  2755. skillratio += 100+50*skill_lv;
  2756. break;
  2757. case CG_ARROWVULCAN:
  2758. skillratio += 100+100*skill_lv;
  2759. break;
  2760. case AS_SPLASHER:
  2761. skillratio += 400+50*skill_lv;
  2762. if(sd)
  2763. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  2764. break;
  2765. #ifndef RENEWAL
  2766. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  2767. case ASC_BREAKER:
  2768. skillratio += 100*skill_lv-100;
  2769. break;
  2770. #endif
  2771. case PA_SACRIFICE:
  2772. skillratio += 10*skill_lv-10;
  2773. break;
  2774. case PA_SHIELDCHAIN:
  2775. skillratio += 30*skill_lv;
  2776. break;
  2777. case WS_CARTTERMINATION:
  2778. i = 10 * (16 - skill_lv);
  2779. if (i < 1) i = 1;
  2780. //Preserve damage ratio when max cart weight is changed.
  2781. if(sd && sd->cart_weight)
  2782. skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
  2783. else if (!sd)
  2784. skillratio += 80000 / i - 100;
  2785. break;
  2786. case TK_DOWNKICK:
  2787. skillratio += 60 + 20*skill_lv;
  2788. break;
  2789. case TK_STORMKICK:
  2790. skillratio += 60 + 20*skill_lv;
  2791. break;
  2792. case TK_TURNKICK:
  2793. skillratio += 90 + 30*skill_lv;
  2794. break;
  2795. case TK_COUNTER:
  2796. skillratio += 90 + 30*skill_lv;
  2797. break;
  2798. case TK_JUMPKICK:
  2799. skillratio += -70 + 10*skill_lv;
  2800. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  2801. skillratio += 10*status_get_lv(src)/3; //Tumble bonus
  2802. if (wd.miscflag)
  2803. {
  2804. skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
  2805. if( sc && sc->data[SC_SPURT] ) // Spurt bonus
  2806. skillratio *= 2;
  2807. }
  2808. break;
  2809. case GS_TRIPLEACTION:
  2810. skillratio += 50*skill_lv;
  2811. break;
  2812. case GS_BULLSEYE:
  2813. //Only works well against brute/demihumans non bosses.
  2814. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  2815. && !(tstatus->mode&MD_BOSS))
  2816. skillratio += 400;
  2817. break;
  2818. case GS_TRACKING:
  2819. skillratio += 100 *(skill_lv+1);
  2820. break;
  2821. case GS_PIERCINGSHOT:
  2822. skillratio += 20*skill_lv;
  2823. break;
  2824. case GS_RAPIDSHOWER:
  2825. skillratio += 10*skill_lv;
  2826. break;
  2827. case GS_DESPERADO:
  2828. skillratio += 50*(skill_lv-1);
  2829. break;
  2830. case GS_DUST:
  2831. skillratio += 50*skill_lv;
  2832. break;
  2833. case GS_FULLBUSTER:
  2834. skillratio += 100*(skill_lv+2);
  2835. break;
  2836. case GS_SPREADATTACK:
  2837. #ifdef RENEWAL
  2838. skillratio += 20*(skill_lv);
  2839. #else
  2840. skillratio += 20*(skill_lv-1);
  2841. #endif
  2842. break;
  2843. #ifdef RENEWAL
  2844. case NJ_KUNAI:
  2845. skillratio *= 3; // 3x300% ATK
  2846. break;
  2847. #endif
  2848. case NJ_HUUMA:
  2849. skillratio += 50 + 150*skill_lv;
  2850. break;
  2851. case NJ_TATAMIGAESHI:
  2852. #ifdef RENEWAL
  2853. skillratio += 200;
  2854. #endif
  2855. skillratio += 10*skill_lv;
  2856. break;
  2857. case NJ_KASUMIKIRI:
  2858. skillratio += 10*skill_lv;
  2859. break;
  2860. case NJ_KIRIKAGE:
  2861. skillratio += 100*(skill_lv-1);
  2862. break;
  2863. case KN_CHARGEATK:
  2864. {
  2865. int k = (wd.miscflag-1)/3; //+100% every 3 cells of distance
  2866. if( k > 2 ) k = 2; // ...but hard-limited to 300%.
  2867. skillratio += 100 * k;
  2868. }
  2869. break;
  2870. case HT_PHANTASMIC:
  2871. skillratio += 50;
  2872. break;
  2873. case MO_BALKYOUNG:
  2874. skillratio += 200;
  2875. break;
  2876. case HFLI_MOON: //[orn]
  2877. skillratio += 10+110*skill_lv;
  2878. break;
  2879. case HFLI_SBR44: //[orn]
  2880. skillratio += 100 *(skill_lv-1);
  2881. break;
  2882. case NPC_VAMPIRE_GIFT:
  2883. skillratio += ((skill_lv-1)%5+1)*100;
  2884. break;
  2885. case RK_SONICWAVE:
  2886. skillratio = (skill_lv + 5) * 100; // ATK = {((Skill Level + 5) x 100) x (1 + [(Caster's Base Level - 100) / 200])} %
  2887. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  2888. break;
  2889. case RK_HUNDREDSPEAR:
  2890. skillratio += 500 + (80 * skill_lv);
  2891. if( sd ) {
  2892. short index = sd->equip_index[EQI_HAND_R];
  2893. if( index >= 0 && sd->inventory_data[index]
  2894. && sd->inventory_data[index]->type == IT_WEAPON )
  2895. skillratio += max(10000 - sd->inventory_data[index]->weight, 0) / 10;
  2896. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  2897. } // (1 + [(Casters Base Level - 100) / 200])
  2898. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  2899. break;
  2900. case RK_WINDCUTTER:
  2901. skillratio = (skill_lv + 2) * 50;
  2902. RE_LVL_DMOD(100);
  2903. break;
  2904. case RK_IGNITIONBREAK: {
  2905. // 3x3 cell Damage = ATK [{(Skill Level x 300) x (1 + [(Caster's Base Level - 100) / 100])}] %
  2906. // 7x7 cell Damage = ATK [{(Skill Level x 250) x (1 + [(Caster's Base Level - 100) / 100])}] %
  2907. // 11x11 cell Damage = ATK [{(Skill Level x 200) x (1 + [(Caster's Base Level - 100) / 100])}] %
  2908. i = distance_bl(src,target);
  2909. if( i < 2 )
  2910. skillratio = 300 * skill_lv;
  2911. else if( i < 4 )
  2912. skillratio = 250 * skill_lv;
  2913. else
  2914. skillratio = 200 * skill_lv;
  2915. skillratio = skillratio * status_get_lv(src) / 100;
  2916. // Elemental check, 1.5x damage if your element is fire.
  2917. if( sstatus->rhw.ele == ELE_FIRE )
  2918. skillratio += 100 * skill_lv;
  2919. }
  2920. break;
  2921. case RK_CRUSHSTRIKE:
  2922. if( sd ) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  2923. short index = sd->equip_index[EQI_HAND_R];
  2924. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
  2925. skillratio = sd->inventory_data[index]->weight/10 + sstatus->rhw.atk +
  2926. 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6);
  2927. }
  2928. break;
  2929. case RK_STORMBLAST:
  2930. skillratio = (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)) + (status_get_int(src) / 8)) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's INT / 8)} x 100] %
  2931. break;
  2932. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  2933. skillratio = 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  2934. RE_LVL_DMOD(150); // Base level bonus.
  2935. break;
  2936. /**
  2937. * GC Guilotine Cross
  2938. **/
  2939. case GC_CROSSIMPACT:
  2940. skillratio += 900 + 100 * skill_lv;
  2941. RE_LVL_DMOD(120);
  2942. break;
  2943. case GC_PHANTOMMENACE:
  2944. skillratio += 200;
  2945. break;
  2946. case GC_COUNTERSLASH:
  2947. //ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  2948. skillratio += 200 + (100 * skill_lv);
  2949. RE_LVL_DMOD(120);
  2950. skillratio += status_get_agi(src) * 2 + (sd?sd->status.job_level:0) * 4;
  2951. break;
  2952. case GC_ROLLINGCUTTER:
  2953. skillratio += -50 + 50 * skill_lv;
  2954. RE_LVL_DMOD(100);
  2955. break;
  2956. case GC_CROSSRIPPERSLASHER:
  2957. skillratio += 300 + 80 * skill_lv;
  2958. RE_LVL_DMOD(100);
  2959. if( sc && sc->data[SC_ROLLINGCUTTER] )
  2960. skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * status_get_agi(src);
  2961. break;
  2962. /**
  2963. * Arch Bishop
  2964. **/
  2965. case AB_DUPLELIGHT_MELEE:
  2966. skillratio += 10 * skill_lv;
  2967. break;
  2968. /**
  2969. * Ranger
  2970. **/
  2971. case RA_ARROWSTORM:
  2972. skillratio += 900 + 80 * skill_lv;
  2973. RE_LVL_DMOD(100);
  2974. break;
  2975. case RA_AIMEDBOLT:
  2976. skillratio += 400 + 50 * skill_lv;
  2977. RE_LVL_DMOD(100);
  2978. break;
  2979. case RA_CLUSTERBOMB:
  2980. skillratio += 100 + 100 * skill_lv;
  2981. break;
  2982. case RA_WUGDASH:// ATK 300%
  2983. skillratio += 200;
  2984. break;
  2985. case RA_WUGSTRIKE:
  2986. skillratio = 200 * skill_lv;
  2987. break;
  2988. case RA_WUGBITE:
  2989. skillratio += 300 + 200 * skill_lv;
  2990. if ( skill_lv == 5 ) skillratio += 100;
  2991. break;
  2992. case RA_SENSITIVEKEEN:
  2993. skillratio += 50 * skill_lv;
  2994. break;
  2995. /**
  2996. * Mechanic
  2997. **/
  2998. case NC_BOOSTKNUCKLE:
  2999. skillratio += 100 + 100 * skill_lv + status_get_dex(src);
  3000. RE_LVL_DMOD(120);
  3001. break;
  3002. case NC_PILEBUNKER:
  3003. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  3004. RE_LVL_DMOD(100);
  3005. break;
  3006. case NC_VULCANARM:
  3007. skillratio = 70 * skill_lv + status_get_dex(src);
  3008. RE_LVL_DMOD(120);
  3009. break;
  3010. case NC_FLAMELAUNCHER:
  3011. case NC_COLDSLOWER:
  3012. skillratio += 200 + 300 * skill_lv;
  3013. RE_LVL_DMOD(150);
  3014. break;
  3015. case NC_ARMSCANNON:
  3016. switch( tstatus->size ) {
  3017. case SZ_SMALL: skillratio += 200 + 400 * skill_lv; break;// Small
  3018. case SZ_MEDIUM: skillratio += 200 + 350 * skill_lv; break;// Medium
  3019. case SZ_BIG: skillratio += 200 + 300 * skill_lv; break;// Large
  3020. }
  3021. RE_LVL_DMOD(120);
  3022. //NOTE: There are some other factors that affect damage, but not sure how exactly. Will recheck one day. [Rytech]
  3023. break;
  3024. case NC_AXEBOOMERANG:
  3025. skillratio += (skill_lv * 50) + 150;
  3026. if( sd ) {
  3027. short index = sd->equip_index[EQI_HAND_R];
  3028. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
  3029. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  3030. }
  3031. RE_LVL_DMOD(100);
  3032. break;
  3033. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  3034. skillratio = status_get_str(src) + status_get_dex(src);
  3035. RE_LVL_DMOD(100);
  3036. skillratio += 200 + 100 * skill_lv;
  3037. break;
  3038. case NC_AXETORNADO:
  3039. skillratio += 100 + 100 * skill_lv + status_get_vit(src);
  3040. RE_LVL_DMOD(100);
  3041. if ( distance_bl(src, target) > 2 ) // Will deal 75% damage outside of 5x5 area.
  3042. skillratio = skillratio * 75 / 100;
  3043. break;
  3044. case SC_FATALMENACE:
  3045. skillratio += 100 * skill_lv;
  3046. RE_LVL_DMOD(100);
  3047. break;
  3048. case SC_TRIANGLESHOT:
  3049. skillratio += ((skill_lv - 1) * (status_get_agi(src) / 2)) + 200;
  3050. RE_LVL_DMOD(120);
  3051. break;
  3052. case SC_FEINTBOMB:
  3053. skillratio = (skill_lv + 1) * (status_get_dex(src) / 2) * ((sd) ? sd->status.job_level : 1) / 10;
  3054. RE_LVL_DMOD(120);
  3055. break;
  3056. case LG_CANNONSPEAR:
  3057. skillratio = (50 * skill_lv) + (status_get_str(src) * skill_lv);
  3058. RE_LVL_DMOD(100);
  3059. break;
  3060. case LG_BANISHINGPOINT:
  3061. skillratio = (50 * skill_lv) + (30 * ((sd) ? pc_checkskill(sd,SM_BASH) : skill_get_max(SM_BASH)));
  3062. RE_LVL_DMOD(100);
  3063. break;
  3064. case LG_SHIELDPRESS:
  3065. skillratio = 150 * skill_lv + status_get_str(src);
  3066. if( sd ) {
  3067. short index = sd->equip_index[EQI_HAND_L];
  3068. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR ) {
  3069. skillratio += sd->inventory_data[index]->weight / 10;
  3070. RE_LVL_DMOD(100);
  3071. skillratio += status_get_vit(src) * sd->status.inventory[index].refine;
  3072. }
  3073. } else {
  3074. RE_LVL_DMOD(100);
  3075. }
  3076. break;
  3077. case LG_PINPOINTATTACK:
  3078. skillratio = (100 * skill_lv) + (5 * status_get_agi(src));
  3079. RE_LVL_DMOD(120);
  3080. break;
  3081. case LG_RAGEBURST:
  3082. if( sd && sd->spiritball_old )
  3083. skillratio = sd->spiritball_old * 200 + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  3084. else
  3085. skillratio = 15 * 200;
  3086. RE_LVL_DMOD(100);
  3087. break;
  3088. case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
  3089. if( sd ) {
  3090. int index = sd->equip_index[EQI_HAND_L];
  3091. struct item_data *shield_data = NULL;
  3092. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  3093. shield_data = sd->inventory_data[index];
  3094. skillratio = status_get_lv(src) * 4 + status_get_vit(src) * 2;
  3095. if( shield_data )
  3096. skillratio += shield_data->def * 10;
  3097. } else
  3098. skillratio = 0; // Prevent damage since level 2 is MATK. [Aleos]
  3099. break;
  3100. case LG_MOONSLASHER:
  3101. skillratio = 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) : skill_get_max(LG_OVERBRAND)) * 80;
  3102. RE_LVL_DMOD(100);
  3103. break;
  3104. case LG_OVERBRAND:
  3105. skillratio = 200 * skill_lv + ((sd) ? pc_checkskill(sd,CR_SPEARQUICKEN) : skill_get_max(CR_SPEARQUICKEN)) * 50;
  3106. RE_LVL_DMOD(100);
  3107. break;
  3108. case LG_OVERBRAND_BRANDISH:
  3109. skillratio = 100 * skill_lv + status_get_str(src) + status_get_dex(src);
  3110. RE_LVL_DMOD(100);
  3111. break;
  3112. case LG_OVERBRAND_PLUSATK: // Only Piercing and Swing damage get RE_LVL_DMOD bonus damage
  3113. skillratio = 100 * skill_lv + rnd()%90 + 10;
  3114. break;
  3115. case LG_RAYOFGENESIS:
  3116. skillratio = 300 + 300 * skill_lv;
  3117. RE_LVL_DMOD(100);
  3118. break;
  3119. case LG_EARTHDRIVE:
  3120. {
  3121. int16 sh_w = 0;
  3122. if (sd && sd->equip_index[EQI_HAND_L] >= 0) {
  3123. int16 idx = sd->equip_index[EQI_HAND_L];
  3124. if (sd->inventory_data[idx] && sd->inventory_data[idx]->type == IT_ARMOR)
  3125. sh_w = sd->inventory_data[idx]->weight/10;
  3126. }
  3127. skillratio += -100 + (skill_lv+1) * max(sh_w,1);
  3128. RE_LVL_DMOD(100);
  3129. break;
  3130. }
  3131. case LG_HESPERUSLIT:
  3132. skillratio = 120 * skill_lv;
  3133. if( sc && sc->data[SC_BANDING] )
  3134. skillratio += 200 * sc->data[SC_BANDING]->val2;
  3135. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  3136. skillratio = skillratio * 150 / 100;
  3137. if( sc && sc->data[SC_INSPIRATION] )
  3138. skillratio += 600;
  3139. RE_LVL_DMOD(100);
  3140. break;
  3141. case SR_DRAGONCOMBO:
  3142. skillratio += 40 * skill_lv;
  3143. RE_LVL_DMOD(100);
  3144. break;
  3145. case SR_SKYNETBLOW:
  3146. //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] %
  3147. skillratio = 80 * skill_lv + status_get_agi(src);
  3148. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO )//ATK [{(Skill Level x 100) + (Caster AGI) + 150} x Caster Base Level / 100] %
  3149. skillratio = 100 * skill_lv + status_get_agi(src) + 150;
  3150. RE_LVL_DMOD(100);
  3151. break;
  3152. case SR_EARTHSHAKER:
  3153. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || // [(Skill Level x 150) x (Caster Base Level / 100) + (Caster INT x 3)] %
  3154. tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC__INVISIBILITY]) ){
  3155. skillratio = 150 * skill_lv;
  3156. RE_LVL_DMOD(100);
  3157. skillratio += status_get_int(src) * 3;
  3158. }else{ //[(Skill Level x 50) x (Caster Base Level / 100) + (Caster INT x 2)] %
  3159. skillratio = 50 * skill_lv;
  3160. RE_LVL_DMOD(100);
  3161. skillratio += status_get_int(src) * 2;
  3162. }
  3163. break;
  3164. case SR_FALLENEMPIRE:// ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] %
  3165. skillratio += 150 *skill_lv;
  3166. RE_LVL_DMOD(150);
  3167. break;
  3168. case SR_TIGERCANNON:// ATK [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  3169. {
  3170. int hp = (int64)status_get_max_hp(src) * (10 + 2 * skill_lv) / 100,
  3171. sp = (int64)status_get_max_sp(src) * (5 + 1 * skill_lv) / 100;
  3172. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // ATK [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  3173. skillratio = ((int64)hp+sp) / 2;
  3174. else
  3175. skillratio = ((int64)hp+sp) / 4;
  3176. RE_LVL_DMOD(100);
  3177. }
  3178. break;
  3179. case SR_RAMPAGEBLASTER:
  3180. skillratio = 20 * skill_lv * ((sd) ? sd->spiritball_old : 5);
  3181. if( sc && sc->data[SC_EXPLOSIONSPIRITS] ) {
  3182. skillratio += sc->data[SC_EXPLOSIONSPIRITS]->val1 * 20;
  3183. RE_LVL_DMOD(120);
  3184. } else
  3185. RE_LVL_DMOD(150);
  3186. break;
  3187. case SR_KNUCKLEARROW:
  3188. 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)] %
  3189. skillratio = 150 * skill_lv + status_get_lv(target) * 5;
  3190. if( tsd && tsd->weight )
  3191. skillratio += 100 * (tsd->weight / tsd->max_weight);
  3192. RE_LVL_DMOD(150);
  3193. } else { // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  3194. skillratio += 400 + (100 * skill_lv);
  3195. RE_LVL_DMOD(100);
  3196. }
  3197. break;
  3198. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  3199. skillratio = status_get_lv(src) + status_get_dex(src);
  3200. RE_LVL_DMOD(100);
  3201. break;
  3202. case SR_GATEOFHELL:
  3203. if( sc && sc->data[SC_COMBO]
  3204. && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  3205. skillratio += 700 * skill_lv;
  3206. else
  3207. skillratio += 400 * skill_lv;
  3208. RE_LVL_DMOD(100);
  3209. break;
  3210. case SR_GENTLETOUCH_QUIET:
  3211. skillratio = 100 * skill_lv + status_get_dex(src);
  3212. RE_LVL_DMOD(100);
  3213. break;
  3214. case SR_HOWLINGOFLION:
  3215. skillratio = 300 * skill_lv;
  3216. RE_LVL_DMOD(150);
  3217. break;
  3218. case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster Base Level / 100] %
  3219. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  3220. skillratio = skill_lv * 50;
  3221. skillratio = 200 * skill_lv;
  3222. RE_LVL_DMOD(100);
  3223. break;
  3224. case WM_REVERBERATION_MELEE:
  3225. // ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100]
  3226. skillratio += 200 + 100 * ((sd) ? pc_checkskill(sd, WM_REVERBERATION) : skill_get_max(WM_REVERBERATION));
  3227. RE_LVL_DMOD(100);
  3228. break;
  3229. case WM_SEVERE_RAINSTORM_MELEE:
  3230. //ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] %
  3231. skillratio = (status_get_dex(src) + status_get_agi(src)) * skill_lv / 5;
  3232. RE_LVL_DMOD(100);
  3233. break;
  3234. case WM_GREAT_ECHO:
  3235. skillratio += 300 + 200 * skill_lv;
  3236. if( sd ) {
  3237. uint16 lv = skill_lv;
  3238. skillratio += 100 * skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),0);
  3239. }
  3240. break;
  3241. case WM_SOUND_OF_DESTRUCTION:
  3242. skillratio = (1000 * skill_lv) + (((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) * status_get_int(src));
  3243. break;
  3244. case GN_CART_TORNADO: { // ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  3245. skillratio = 50 * skill_lv;
  3246. if( sd && sd->cart_weight)
  3247. skillratio += sd->cart_weight/10 / max((150-status_get_base_status(src)->str),1) + pc_checkskill(sd, GN_REMODELING_CART) * 50;
  3248. }
  3249. break;
  3250. case GN_CARTCANNON:
  3251. // ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] %
  3252. skillratio = 60 * skill_lv;
  3253. if( sd ) skillratio += (pc_checkskill(sd, GN_REMODELING_CART) * 50) * (status_get_int(src) / 40);
  3254. break;
  3255. case GN_SPORE_EXPLOSION:
  3256. skillratio = (100 * skill_lv) + (200 + status_get_int(src));
  3257. RE_LVL_DMOD(100);
  3258. break;
  3259. case GN_CRAZYWEED_ATK:
  3260. skillratio += 400 + 100 * skill_lv;
  3261. break;
  3262. case GN_SLINGITEM_RANGEMELEEATK:
  3263. if( sd ) {
  3264. switch( sd->itemid ) {
  3265. case ITEMID_APPLE_BOMB:
  3266. skillratio = status_get_str(src) + status_get_dex(src) + 300;
  3267. break;
  3268. case ITEMID_MELON_BOMB:
  3269. skillratio = status_get_str(src) + status_get_dex(src) + 500;
  3270. case ITEMID_COCONUT_BOMB:
  3271. case ITEMID_PINEAPPLE_BOMB:
  3272. case ITEMID_BANANA_BOMB:
  3273. skillratio = status_get_str(src) + status_get_dex(src) + 800;
  3274. break;
  3275. case ITEMID_BLACK_LUMP:
  3276. skillratio = (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
  3277. break;
  3278. case ITEMID_BLACK_HARD_LUMP:
  3279. skillratio = (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
  3280. break;
  3281. case ITEMID_VERY_HARD_LUMP:
  3282. skillratio = status_get_str(src) + status_get_agi(src) + status_get_dex(src);
  3283. break;
  3284. }
  3285. } else
  3286. skillratio += 300; // Bombs
  3287. break;
  3288. case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster Base Level / 100 ] %
  3289. skillratio = 50 * skill_lv + ((sd) ? pc_checkskill(sd, SO_STRIKING) * 50 : skill_get_max(SO_STRIKING));
  3290. RE_LVL_DMOD(100);
  3291. if( sc && sc->data[SC_BLAST_OPTION] )
  3292. skillratio += sd ? sd->status.job_level * 5 : 0;
  3293. break;
  3294. // Physical Elemantal Spirits Attack Skills
  3295. case EL_CIRCLE_OF_FIRE:
  3296. case EL_FIRE_BOMB_ATK:
  3297. case EL_STONE_RAIN:
  3298. skillratio += 200;
  3299. break;
  3300. case EL_FIRE_WAVE_ATK:
  3301. skillratio += 500;
  3302. break;
  3303. case EL_TIDAL_WEAPON:
  3304. skillratio += 1400;
  3305. break;
  3306. case EL_WIND_SLASH:
  3307. skillratio += 100;
  3308. break;
  3309. case EL_HURRICANE:
  3310. skillratio += 600;
  3311. break;
  3312. case EL_TYPOON_MIS:
  3313. case EL_WATER_SCREW_ATK:
  3314. skillratio += 900;
  3315. break;
  3316. case EL_STONE_HAMMER:
  3317. skillratio += 400;
  3318. break;
  3319. case EL_ROCK_CRUSHER:
  3320. skillratio += 700;
  3321. break;
  3322. case KO_JYUMONJIKIRI:
  3323. skillratio += -100 + 150 * skill_lv;
  3324. case KO_HUUMARANKA:
  3325. skillratio += -100 + 150 * skill_lv + sstatus->dex/2 + sstatus->agi/2; // needs more info
  3326. break;
  3327. case KO_SETSUDAN:
  3328. skillratio += 100 * (skill_lv-1);
  3329. break;
  3330. case KO_BAKURETSU:
  3331. skillratio = 50 * skill_lv * (sd?pc_checkskill(sd,NJ_TOBIDOUGU):10);
  3332. break;
  3333. case MH_NEEDLE_OF_PARALYZE:
  3334. skillratio += 600 + 100 * skill_lv;
  3335. break;
  3336. case MH_STAHL_HORN:
  3337. skillratio += 400 + 100 * skill_lv * status_get_lv(src);
  3338. skillratio = skillratio/100; //@TODO uv1 factor need to be confirmed
  3339. break;
  3340. case MH_LAVA_SLIDE:
  3341. skillratio += -100 + 70 * skill_lv;
  3342. break;
  3343. case MH_SONIC_CRAW:
  3344. skillratio = 40 * skill_lv;
  3345. break;
  3346. case MH_SILVERVEIN_RUSH:
  3347. skillratio = 150 * skill_lv;
  3348. break;
  3349. case MH_MIDNIGHT_FRENZY:
  3350. skillratio = 300 * skill_lv;
  3351. break;
  3352. case MH_TINDER_BREAKER:
  3353. skillratio = 100 * skill_lv;
  3354. break;
  3355. case MH_CBC:
  3356. skillratio = 400 * skill_lv; //! TODO: This doesn't seem to be a ratio, but straight damage?
  3357. break;
  3358. case MH_MAGMA_FLOW:
  3359. skillratio += -100 + 100 * skill_lv + 3 * status_get_lv(src);
  3360. skillratio = (skillratio * status_get_lv(src)) / 120;
  3361. break;
  3362. /**
  3363. * Rebellion
  3364. **/
  3365. case RL_MASS_SPIRAL:
  3366. skillratio += -100 + (200 * skill_lv);
  3367. break;
  3368. case RL_FIREDANCE:
  3369. skillratio += -100 + (100 * skill_lv);
  3370. skillratio += (skillratio * status_get_lv(src)) / 300; //(custom)
  3371. break;
  3372. case RL_BANISHING_BUSTER:
  3373. skillratio += -100 + (400 * skill_lv); //(custom)
  3374. break;
  3375. case RL_S_STORM:
  3376. skillratio += -100 + (200 * skill_lv); //(custom)
  3377. break;
  3378. case RL_SLUGSHOT:
  3379. {
  3380. uint16 w = 50;
  3381. int16 idx = 0;
  3382. if (sd && (idx = sd->equip_index[EQI_AMMO]) > 0) {
  3383. struct item_data *id = NULL;
  3384. if ((id = itemdb_exists(sd->status.inventory[idx].nameid)))
  3385. w = id->weight;
  3386. }
  3387. w /= 10;
  3388. skillratio += -100 + (max(w,1) * skill_lv * 30); //(custom)
  3389. }
  3390. break;
  3391. case RL_D_TAIL:
  3392. skillratio += -100 + (2500 + 500 * skill_lv );
  3393. if (sd && &sd->c_marker)
  3394. skillratio /= max(sd->c_marker.count,1);
  3395. break;
  3396. case RL_R_TRIP:
  3397. skillratio += -100 + (150 * skill_lv); //(custom)
  3398. break;
  3399. case RL_H_MINE:
  3400. skillratio += 100 + (200 * skill_lv);
  3401. //If damaged by Flicker
  3402. if (sd && sd->skill_id_old == RL_FLICKER && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id)
  3403. skillratio += 400 + (300 * skill_lv);
  3404. break;
  3405. case RL_HAMMER_OF_GOD:
  3406. //! TODO: Please check the right formula. [Cydh]
  3407. //kRO Update 2013-07-24. Ratio: 1600+lv*800
  3408. //kRO Update 2014-02-12. Coins increase the damage
  3409. skillratio += -100 + (1600 + skill_lv * 800) + ((sd) ? sd->spiritball_old : 10) * 20; //(custom)
  3410. break;
  3411. case RL_QD_SHOT:
  3412. skillratio += -100 + (max(pc_checkskill(sd,GS_CHAINACTION),1) * status_get_dex(src) / 5); //(custom)
  3413. break;
  3414. case RL_FIRE_RAIN:
  3415. skillratio += -100 + 2000 + status_get_dex(src); //(custom) //kRO Update 2013-07-24. 2,000% + caster's DEX (?) [Cydh]
  3416. break;
  3417. }
  3418. return skillratio;
  3419. }
  3420. /*==================================================================================================
  3421. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  3422. *--------------------------------------------------------------------------------------------------*
  3423. * Credits:
  3424. * Original coder Skoltex
  3425. * Initial refactoring by Baalberith
  3426. * Refined and optimized by helvetica
  3427. */
  3428. static int battle_calc_skill_constant_addition(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3429. {
  3430. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3431. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3432. struct status_change *sc = status_get_sc(src);
  3433. struct status_change *tsc = status_get_sc(target);
  3434. struct status_data *sstatus = status_get_status_data(src);
  3435. struct status_data *tstatus = status_get_status_data(target);
  3436. int atk = 0;
  3437. //Constant/misc additions from skills
  3438. switch (skill_id) {
  3439. case MO_EXTREMITYFIST:
  3440. atk = 250 + 150*skill_lv;
  3441. break;
  3442. case TK_DOWNKICK:
  3443. case TK_STORMKICK:
  3444. case TK_TURNKICK:
  3445. case TK_COUNTER:
  3446. case TK_JUMPKICK:
  3447. //TK_RUN kick damage bonus.
  3448. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  3449. atk = 10*pc_checkskill(sd, TK_RUN);
  3450. break;
  3451. case GS_MAGICALBULLET:
  3452. if(sstatus->matk_max>sstatus->matk_min) {
  3453. atk = sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min);
  3454. } else {
  3455. atk = sstatus->matk_min;
  3456. }
  3457. break;
  3458. case NJ_SYURIKEN:
  3459. atk = 4*skill_lv;
  3460. break;
  3461. case HT_FREEZINGTRAP:
  3462. if(sd)
  3463. atk = ( 40 * pc_checkskill(sd, RA_RESEARCHTRAP) );
  3464. break;
  3465. case RA_WUGDASH ://(Caster Current Weight x 10 / 8)
  3466. if( sd && sd->weight )
  3467. atk = ( sd->weight / 8 );
  3468. case RA_WUGSTRIKE:
  3469. case RA_WUGBITE:
  3470. if(sd)
  3471. atk = (30*pc_checkskill(sd, RA_TOOTHOFWUG));
  3472. break;
  3473. case SR_GATEOFHELL:
  3474. atk = (status_get_max_hp(src) - status_get_hp(src));
  3475. if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE)
  3476. atk += ( ((int64)status_get_max_sp(src) * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src) );
  3477. else
  3478. atk += ( ((int64)status_get_sp(src) * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src) );
  3479. break;
  3480. case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  3481. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // (Tiger Cannon skill level x 500) + (Target Base Level x 40)
  3482. atk = ( skill_lv * 500 + status_get_lv(target) * 40 );
  3483. else
  3484. atk = ( skill_lv * 240 + status_get_lv(target) * 40 );
  3485. break;
  3486. case SR_FALLENEMPIRE:// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
  3487. atk = ( ((tstatus->size+1)*2 + skill_lv - 1) * status_get_str(src));
  3488. if( tsd && tsd->weight )
  3489. atk += ( (tsd->weight/10) * status_get_dex(src) / 120 );
  3490. else
  3491. atk += ( status_get_lv(target) * 50 ); //mobs
  3492. break;
  3493. case KO_SETSUDAN:
  3494. if( tsc && tsc->data[SC_SPIRIT] ){
  3495. #ifdef RENEWAL
  3496. atk = ((wd.equipAtk + wd.weaponAtk + wd.statusAtk + wd.masteryAtk) * (10*tsc->data[SC_SPIRIT]->val1)) / 100;// +10% custom value.
  3497. #else
  3498. atk = (int) ((wd.damage) * (10*tsc->data[SC_SPIRIT]->val1)) / 100;// +10% custom value.
  3499. #endif
  3500. status_change_end(target,SC_SPIRIT,INVALID_TIMER);
  3501. }
  3502. break;
  3503. case KO_KAIHOU:
  3504. if( sd ){
  3505. int i;
  3506. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  3507. if( i < 5 ){
  3508. #ifdef RENEWAL
  3509. atk = ((wd.equipAtk + wd.weaponAtk + wd.statusAtk + wd.masteryAtk) * (100 * sd->talisman[i])) / 100;// +100% custom value.
  3510. #else
  3511. atk = (int) ((wd.damage) * (100 * sd->talisman[i])) / 100;// +100% custom value.
  3512. #endif
  3513. pc_del_talisman(sd, sd->talisman[i], i);
  3514. }
  3515. }
  3516. break;
  3517. }
  3518. return atk;
  3519. }
  3520. /*==============================================================
  3521. * Stackable SC bonuses added on top of calculated skill damage
  3522. *--------------------------------------------------------------
  3523. * Credits:
  3524. * Original coder Skoltex
  3525. * Initial refactoring by Baalberith
  3526. * Refined and optimized by helvetica
  3527. */
  3528. struct Damage battle_attack_sc_bonus(struct Damage wd, struct block_list *src, uint16 skill_id)
  3529. {
  3530. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3531. struct status_change *sc = status_get_sc(src);
  3532. int chorusbonus = 0, type;
  3533. if( sd ) {
  3534. // Minstrel/Wanderer number check for chorus skills.
  3535. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  3536. if( sd->status.party_id ) {
  3537. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  3538. if( chorusbonus > 7 )
  3539. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  3540. else if( chorusbonus > 2 )
  3541. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  3542. }
  3543. // Kagerou/Oboro Earth Charm effect +15% wATK
  3544. ARR_FIND(1, 6, type, sd->talisman[type] > 0);
  3545. if( type == 2 ) {
  3546. ATK_ADDRATE(wd.damage, wd.damage2, 15 * sd->talisman[type]);
  3547. #ifdef RENEWAL
  3548. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, 15 * sd->talisman[type]);
  3549. #endif
  3550. }
  3551. }
  3552. //The following are applied on top of current damage and are stackable.
  3553. if ( sc ) {
  3554. if( sc->data[SC_DANCEWITHWUG] ) {
  3555. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * chorusbonus);
  3556. #ifdef RENEWAL
  3557. ATK_ADDRATE(wd.equipAtk, wd.equipAtk2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * chorusbonus);
  3558. #endif
  3559. if( skill_id == RA_WUGSTRIKE || skill_id == RA_WUGBITE || skill_id == RA_WUGDASH ) {
  3560. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_DANCEWITHWUG]->val1 * 10 * chorusbonus);
  3561. #ifdef RENEWAL
  3562. RE_ALLATK_ADDRATE(wd, sc->data[SC_DANCEWITHWUG]->val1 * 10 * chorusbonus);
  3563. #endif
  3564. }
  3565. }
  3566. #ifndef RENEWAL
  3567. if( sc->data[SC_TRUESIGHT] )
  3568. ATK_ADDRATE(wd.damage, wd.damage2, 2*sc->data[SC_TRUESIGHT]->val1);
  3569. #endif
  3570. if( sc->data[SC_GLOOMYDAY_SK] &&
  3571. ( skill_id == LK_SPIRALPIERCE || skill_id == KN_BRANDISHSPEAR ||
  3572. skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ||
  3573. skill_id == LG_SHIELDPRESS ) ) {
  3574. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_GLOOMYDAY_SK]->val2);
  3575. #ifdef RENEWAL
  3576. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, sc->data[SC_GLOOMYDAY_SK]->val2);
  3577. #endif
  3578. }
  3579. if (sc->data[SC_SPIRIT]){
  3580. if(skill_id == AS_SONICBLOW && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN){
  3581. ATK_ADDRATE(wd.damage, wd.damage2, map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
  3582. #ifdef RENEWAL
  3583. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
  3584. #endif
  3585. }
  3586. else if (skill_id == CR_SHIELDBOOMERANG && (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)){
  3587. ATK_ADDRATE(wd.damage, wd.damage2, 100);
  3588. #ifdef RENEWAL
  3589. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, 100);
  3590. #endif
  3591. }
  3592. }
  3593. if( sc->data[SC_EDP] ){
  3594. switch(skill_id){
  3595. case AS_SPLASHER:
  3596. // Pre-Renewal only: Soul Breaker and Meteor Assault ignores EDP
  3597. // Renewal only: Grimtooth and Venom Knife ignore EDP
  3598. // Both: Venom Splasher ignores EDP [helvetica]
  3599. #ifndef RENEWAL
  3600. case ASC_BREAKER: case ASC_METEORASSAULT:
  3601. #else
  3602. case AS_GRIMTOOTH: case AS_VENOMKNIFE:
  3603. #endif
  3604. break; // skills above have no effect with edp
  3605. #ifdef RENEWAL
  3606. // renewal EDP mode requires renewal enabled as well
  3607. // Renewal EDP: damage gets a half modifier on top of EDP bonus for skills [helvetica]
  3608. // * Sonic Blow
  3609. // * Soul Breaker
  3610. // * Counter Slash
  3611. // * Cross Impact
  3612. case AS_SONICBLOW:
  3613. case ASC_BREAKER:
  3614. case GC_COUNTERSLASH:
  3615. case GC_CROSSIMPACT:
  3616. ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 50);
  3617. ATK_RATE(wd.equipAtk, wd.equipAtk2, 50);
  3618. default: // fall through to apply EDP bonuses
  3619. // Renewal EDP formula [helvetica]
  3620. // weapon atk * (1 + (edp level * .8))
  3621. // equip atk * (1 + (edp level * .6))
  3622. ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80));
  3623. ATK_RATE(wd.equipAtk, wd.equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60));
  3624. break;
  3625. #else
  3626. default:
  3627. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_EDP]->val3);
  3628. #endif
  3629. }
  3630. }
  3631. if(sc->data[SC_STYLE_CHANGE]){
  3632. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  3633. if (hd) ATK_ADD(wd.damage, wd.damage2, hd->homunculus.spiritball * 3);
  3634. }
  3635. if(sc->data[SC_FLASHCOMBO]) {
  3636. ATK_ADD(wd.damage, wd.damage2, sc->data[SC_FLASHCOMBO]->val2);
  3637. RE_ALLATK_ADD(wd, sc->data[SC_FLASHCOMBO]->val2);
  3638. }
  3639. // Monster Transformation bonus
  3640. if(wd.flag&BF_LONG && sc->data[SC_MTF_RANGEATK]) {
  3641. ATK_ADD(wd.damage, wd.damage2, 25);
  3642. RE_ALLATK_ADD(wd, 25);
  3643. }
  3644. }
  3645. return wd;
  3646. }
  3647. /*====================================
  3648. * Calc defense damage reduction
  3649. *------------------------------------
  3650. * Credits:
  3651. * Original coder Skoltex
  3652. * Initial refactoring by Baalberith
  3653. * Refined and optimized by helvetica
  3654. */
  3655. struct Damage battle_calc_defense_reduction(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3656. {
  3657. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3658. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3659. struct status_change *sc = status_get_sc(src);
  3660. struct status_change *tsc = status_get_sc(target);
  3661. struct status_data *sstatus = status_get_status_data(src);
  3662. struct status_data *tstatus = status_get_status_data(target);
  3663. //Defense reduction
  3664. short vit_def;
  3665. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  3666. short def2 = tstatus->def2;
  3667. #ifdef RENEWAL
  3668. if( tsc && tsc->data[SC_ASSUMPTIO] )
  3669. def1 <<= 1; // only eDEF is doubled
  3670. #endif
  3671. if( sd ) {
  3672. int i = sd->ignore_def_by_race[tstatus->race] + sd->ignore_def_by_race[RC_ALL];
  3673. int type;
  3674. if( i ) {
  3675. if( i > 100 ) i = 100;
  3676. def1 -= def1 * i / 100;
  3677. def2 -= def2 * i / 100;
  3678. }
  3679. //Kagerou/Oboro Earth Charm effect +5% eDEF
  3680. ARR_FIND(1, 6, type, sd->talisman[type] > 0);
  3681. if( type == 2 ) {
  3682. short i = 5 * sd->talisman[type];
  3683. def1 = (def1 * (100 + i)) / 100;
  3684. }
  3685. }
  3686. if( sc && sc->data[SC_EXPIATIO] ){
  3687. short i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  3688. i = min(i,100); //cap it to 100 for 0 def min
  3689. def1 = (def1*(100-i))/100;
  3690. def2 = (def2*(100-i))/100;
  3691. }
  3692. if( tsc && tsc->data[SC_GT_REVITALIZE] && tsc->data[SC_GT_REVITALIZE]->val4 )
  3693. def2 += 2 * tsc->data[SC_GT_REVITALIZE]->val4;
  3694. if( tsc && tsc->data[SC_CAMOUFLAGE] ){
  3695. short i = 5 * tsc->data[SC_CAMOUFLAGE]->val3; //5% per second
  3696. i = min(i,100); //cap it to 100 for 0 def min
  3697. def1 = (def1*(100-i))/100;
  3698. def2 = (def2*(100-i))/100;
  3699. }
  3700. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  3701. unsigned char target_count; //256 max targets should be a sane max
  3702. target_count = unit_counttargeted(target);
  3703. if(target_count >= battle_config.vit_penalty_count) {
  3704. if(battle_config.vit_penalty_type == 1) {
  3705. if( !tsc || !tsc->data[SC_STEELBODY] )
  3706. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  3707. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  3708. } else { //Assume type 2
  3709. if( !tsc || !tsc->data[SC_STEELBODY] )
  3710. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  3711. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  3712. }
  3713. }
  3714. if(skill_id == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
  3715. if(def2 < 1) def2 = 1;
  3716. }
  3717. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  3718. if (tsd) //Sd vit-eq
  3719. {
  3720. int skill;
  3721. #ifndef RENEWAL
  3722. //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  3723. vit_def = def2*(def2-15)/150;
  3724. vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
  3725. #else
  3726. vit_def = def2;
  3727. #endif
  3728. 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
  3729. (skill=pc_checkskill(tsd,AL_DP)) > 0 )
  3730. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  3731. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  3732. (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  3733. vit_def += skill*5;
  3734. if( src->type == BL_MOB && //Only affected from mob
  3735. tsc && tsc->count && tsc->data[SC_P_ALTER] && //If the Platinum Alter is activated
  3736. (battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_UNDEAD) ) //Undead attacker
  3737. vit_def += tsc->data[SC_P_ALTER]->val3;
  3738. }
  3739. else { //Mob-Pet vit-eq
  3740. #ifndef RENEWAL
  3741. //VIT + rnd(0,[VIT/20]^2-1)
  3742. vit_def = (def2/20)*(def2/20);
  3743. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  3744. #else
  3745. //renewal monsters have their def swapped
  3746. vit_def = def1;
  3747. def1 = def2;
  3748. #endif
  3749. }
  3750. if (battle_config.weapon_defense_type) {
  3751. vit_def += def1*battle_config.weapon_defense_type;
  3752. def1 = 0;
  3753. }
  3754. #ifdef RENEWAL
  3755. /**
  3756. * RE DEF Reduction
  3757. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  3758. * Pierce defence gains 1 atk per def/2
  3759. **/
  3760. if( def1 == -400 ) /* being hit by a gazillion units, -400 creates a division by 0 and subsequently crashes */
  3761. def1 = -399;
  3762. ATK_ADD2(wd.damage, wd.damage2,
  3763. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1/2) : 0,
  3764. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1/2) : 0
  3765. );
  3766. 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) )
  3767. wd.damage = wd.damage * (4000+def1) / (4000+10*def1) - vit_def;
  3768. 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) )
  3769. wd.damage2 = wd.damage2 * (4000+def1) / (4000+10*def1) - vit_def;
  3770. #else
  3771. if (def1 > 100) def1 = 100;
  3772. ATK_RATE2(wd.damage, wd.damage2,
  3773. 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)),
  3774. 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))
  3775. );
  3776. ATK_ADD2(wd.damage, wd.damage2,
  3777. 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,
  3778. 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
  3779. );
  3780. #endif
  3781. return wd;
  3782. }
  3783. /*====================================
  3784. * Modifiers ignoring DEF
  3785. *------------------------------------
  3786. * Credits:
  3787. * Original coder Skoltex
  3788. * Initial refactoring by Baalberith
  3789. * Refined and optimized by helvetica
  3790. */
  3791. struct Damage battle_calc_attack_post_defense(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3792. {
  3793. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3794. struct status_change *sc = status_get_sc(src);
  3795. struct status_data *sstatus = status_get_status_data(src);
  3796. //Post skill/vit reduction damage increases
  3797. if( sc )
  3798. { //SC skill damages
  3799. if(sc->data[SC_AURABLADE]
  3800. #ifndef RENEWAL
  3801. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  3802. #endif
  3803. ){
  3804. int lv = sc->data[SC_AURABLADE]->val1;
  3805. #ifdef RENEWAL
  3806. lv *= ((skill_id == LK_SPIRALPIERCE || skill_id == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5
  3807. #endif
  3808. ATK_ADD(wd.damage, wd.damage2, 20*lv);
  3809. }
  3810. if(sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val2){
  3811. struct block_list *bl; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5]
  3812. if( (bl = map_id2bl(sc->data[SC_GT_CHANGE]->val2)) )
  3813. ATK_ADD(wd.damage, wd.damage2, ( status_get_dex(bl)/4 + status_get_str(bl)/2 ) * sc->data[SC_GT_CHANGE]->val1 / 5 );
  3814. }
  3815. }
  3816. #ifndef RENEWAL
  3817. wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  3818. //Refine bonus
  3819. if( sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST )
  3820. { // Counts refine bonus multiple times
  3821. if( skill_id == MO_FINGEROFFENSIVE )
  3822. {
  3823. ATK_ADD2(wd.damage, wd.damage2, wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
  3824. } else {
  3825. ATK_ADD2(wd.damage, wd.damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  3826. }
  3827. }
  3828. #endif
  3829. //Set to min of 1
  3830. if (is_attack_right_handed(src, skill_id) && wd.damage < 1) wd.damage = 1;
  3831. if (is_attack_left_handed(src, skill_id) && wd.damage2 < 1) wd.damage2 = 1;
  3832. if (skill_id == NJ_KUNAI) {
  3833. RE_ALLATK_ADD(wd, 60);
  3834. ATK_ADD(wd.damage, wd.damage2, 60);
  3835. }
  3836. switch (skill_id) {
  3837. case AS_SONICBLOW:
  3838. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  3839. ATK_ADDRATE(wd.damage, wd.damage2, 10);
  3840. break;
  3841. case NC_AXETORNADO:
  3842. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  3843. ATK_ADDRATE(wd.damage, wd.damage2, 25);
  3844. break;
  3845. }
  3846. return wd;
  3847. }
  3848. /*=================================================================================
  3849. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  3850. *---------------------------------------------------------------------------------
  3851. * Credits:
  3852. * Original coder Skoltex
  3853. * Initial refactoring by Baalberith
  3854. * Refined and optimized by helvetica
  3855. */
  3856. struct Damage battle_calc_attack_plant(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3857. {
  3858. struct status_data *tstatus = status_get_status_data(target);
  3859. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  3860. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  3861. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  3862. //Plants receive 1 damage when hit
  3863. short class_ = status_get_class(target);
  3864. if( attack_hits || wd.damage > 0 )
  3865. wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage
  3866. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd.damage2 > 0) )
  3867. wd.damage2 = wd.div_;
  3868. if (is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) // force left hand to 1 damage while dual wielding [helvetica]
  3869. wd.damage2 = 1;
  3870. if( attack_hits && class_ == MOBID_EMPERIUM ) {
  3871. if(target && map_flag_gvg2(target->m) && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0)) {
  3872. wd.damage = wd.damage2 = 0;
  3873. return wd;
  3874. }
  3875. if( wd.damage2 > 0 ) {
  3876. wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3877. wd.damage2 = battle_calc_gvg_damage(src, target, wd.damage2, wd.div_, skill_id, skill_lv, wd.flag);
  3878. }
  3879. else if( wd.damage > 0 ) {
  3880. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  3881. wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
  3882. }
  3883. return wd;
  3884. }
  3885. //if( !(battle_config.skill_min_damage&1) )
  3886. //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
  3887. return wd;
  3888. }
  3889. /*========================================================================================
  3890. * Perform left/right hand weapon damage calculation based on previously calculated damage
  3891. *----------------------------------------------------------------------------------------
  3892. * Credits:
  3893. * Original coder Skoltex
  3894. * Initial refactoring by Baalberith
  3895. * Refined and optimized by helvetica
  3896. */
  3897. struct Damage battle_calc_attack_left_right_hands(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3898. {
  3899. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3900. if (sd) {
  3901. int skill;
  3902. if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {
  3903. wd.damage = wd.damage2;
  3904. wd.damage2 = 0;
  3905. }
  3906. else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  3907. skill = pc_checkskill(sd,TF_DOUBLE);
  3908. wd.damage2 = (int64)wd.damage * (1 + (skill * 2))/100;
  3909. }
  3910. else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
  3911. if (wd.damage) {
  3912. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  3913. skill = pc_checkskill(sd,AS_RIGHT);
  3914. ATK_RATER(wd.damage, 50 + (skill * 10))
  3915. }
  3916. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  3917. skill = pc_checkskill(sd,KO_RIGHT);
  3918. ATK_RATER(wd.damage, 70 + (skill * 10))
  3919. }
  3920. if(wd.damage < 1) wd.damage = 1;
  3921. }
  3922. if (wd.damage2) {
  3923. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  3924. skill = pc_checkskill(sd,AS_LEFT);
  3925. ATK_RATEL(wd.damage2, 30 + (skill * 10))
  3926. }
  3927. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  3928. skill = pc_checkskill(sd,KO_LEFT);
  3929. ATK_RATEL(wd.damage2, 50 + (skill * 10))
  3930. }
  3931. if(wd.damage2 < 1) wd.damage2 = 1;
  3932. }
  3933. }
  3934. }
  3935. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd.damage)
  3936. wd.damage=0;
  3937. if(!is_attack_left_handed(src, skill_id) && wd.damage2)
  3938. wd.damage2=0;
  3939. return wd;
  3940. }
  3941. /*==========================================
  3942. * BG/GvG attack modifiers
  3943. *------------------------------------------
  3944. * Credits:
  3945. * Original coder Skoltex
  3946. * Initial refactoring by Baalberith
  3947. * Refined and optimized by helvetica
  3948. */
  3949. struct Damage battle_calc_attack_gvg_bg(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3950. {
  3951. if( wd.damage + wd.damage2 ) { //There is a total damage value
  3952. if(!wd.damage2) {
  3953. wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_id,skill_lv);
  3954. if( map_flag_gvg2(target->m) )
  3955. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
  3956. else if( map[target->m].flag.battleground )
  3957. wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
  3958. }
  3959. else if(!wd.damage) {
  3960. wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_id,skill_lv);
  3961. if( map_flag_gvg2(target->m) )
  3962. wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag);
  3963. else if( map[target->m].flag.battleground )
  3964. wd.damage2 = battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag);
  3965. }
  3966. else {
  3967. int64 d1 = wd.damage + wd.damage2,d2 = wd.damage2;
  3968. wd.damage = battle_calc_damage(src,target,&wd,d1,skill_id,skill_lv);
  3969. if( map_flag_gvg2(target->m) )
  3970. wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
  3971. else if( map[target->m].flag.battleground )
  3972. wd.damage = battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
  3973. wd.damage2 = (int64)d2*100/d1 * wd.damage/100;
  3974. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
  3975. wd.damage-=wd.damage2;
  3976. }
  3977. }
  3978. return wd;
  3979. }
  3980. /*==========================================
  3981. * final ATK modifiers - after BG/GvG calc
  3982. *------------------------------------------
  3983. * Credits:
  3984. * Original coder Skoltex
  3985. * Initial refactoring by Baalberith
  3986. * Refined and optimized by helvetica
  3987. */
  3988. struct Damage battle_calc_weapon_final_atk_modifiers(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3989. {
  3990. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3991. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3992. struct status_change *sc = status_get_sc(src);
  3993. struct status_change *tsc = status_get_sc(target);
  3994. struct status_data *sstatus = status_get_status_data(src);
  3995. struct status_data *tstatus = status_get_status_data(target);
  3996. #ifdef ADJUST_SKILL_DAMAGE
  3997. int skill_damage;
  3998. #endif
  3999. //Reject Sword bugreport:4493 by Daegaladh
  4000. if(wd.damage && tsc && tsc->data[SC_REJECTSWORD] &&
  4001. (src->type!=BL_PC || (
  4002. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  4003. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  4004. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  4005. )) &&
  4006. rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
  4007. ) {
  4008. ATK_RATER(wd.damage, 50)
  4009. status_fix_damage(target,src,wd.damage,clif_damage(target,src,gettick(),0,0,wd.damage,0,0,0));
  4010. clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
  4011. if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
  4012. status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
  4013. }
  4014. if( tsc && tsc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < tsc->data[SC_CRESCENTELBOW]->val2 ) {
  4015. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  4016. int64 rdamage = 0;
  4017. int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125;
  4018. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  4019. rdamage = battle_calc_base_damage(tstatus,&tstatus->rhw,tsc,sstatus->size,tsd,0);
  4020. rdamage = (int64)rdamage * ratio / 100 + wd.damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
  4021. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), 0);
  4022. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  4023. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
  4024. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, 0, 0);
  4025. status_damage(target, src, rdamage, 0, 0, 0);
  4026. status_damage(src, target, rdamage/10, 0, 0, 1);
  4027. status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
  4028. }
  4029. if( sc ) {
  4030. //SC_FUSION hp penalty [Komurka]
  4031. if (sc->data[SC_FUSION]) {
  4032. int hp= sstatus->max_hp;
  4033. if (sd && tsd) {
  4034. hp = 8*hp/100;
  4035. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  4036. hp = sstatus->hp;
  4037. } else
  4038. hp = 2*hp/100; //2% hp loss per hit
  4039. status_zap(src, hp, 0);
  4040. }
  4041. /**
  4042. * affecting non-skills
  4043. **/
  4044. if( !skill_id ) {
  4045. /**
  4046. * RK Enchant Blade
  4047. **/
  4048. if( sc->data[SC_ENCHANTBLADE] && sd && ( (is_attack_right_handed(src, skill_id) && sd->weapontype1) || (is_attack_left_handed(src, skill_id) && sd->weapontype2) ) ) {
  4049. //[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt
  4050. ATK_ADD(wd.damage, wd.damage2, ( sc->data[SC_ENCHANTBLADE]->val1*20+100 ) * status_get_lv(src) / 150 + status_get_int(src) );
  4051. }
  4052. }
  4053. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  4054. }
  4055. switch (skill_id) {
  4056. case LG_RAYOFGENESIS:
  4057. {
  4058. struct Damage md = battle_calc_magic_attack(src, target, skill_id, skill_lv, wd.miscflag);
  4059. wd.damage += md.damage;
  4060. }
  4061. break;
  4062. #ifndef RENEWAL
  4063. case ASC_BREAKER:
  4064. { //Breaker's int-based damage (a misc attack?)
  4065. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd.miscflag);
  4066. wd.damage += md.damage;
  4067. }
  4068. break;
  4069. #endif
  4070. }
  4071. /* Skill damage adjustment */
  4072. #ifdef ADJUST_SKILL_DAMAGE
  4073. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  4074. ATK_ADDRATE(wd.damage, wd.damage2, skill_damage);
  4075. #endif
  4076. return wd;
  4077. }
  4078. /*====================================================
  4079. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  4080. *----------------------------------------------------
  4081. * Credits:
  4082. * Original coder Skoltex
  4083. * Initial refactoring by Baalberith
  4084. * Refined and optimized by helvetica
  4085. */
  4086. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  4087. {
  4088. struct status_data *sstatus = status_get_status_data(src);
  4089. struct status_data *tstatus = status_get_status_data(target);
  4090. struct status_change *sc = status_get_sc(src);
  4091. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4092. struct Damage wd;
  4093. wd.type=0; //Normal attack
  4094. wd.div_=skill_id?skill_get_num(skill_id,skill_lv):1;
  4095. wd.amotion=(skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  4096. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  4097. /*if(skill_id == KN_AUTOCOUNTER)
  4098. wd.amotion >>= 1; */
  4099. wd.dmotion=tstatus->dmotion;
  4100. wd.blewcount=skill_get_blewcount(skill_id,skill_lv);
  4101. wd.miscflag = wflag;
  4102. wd.flag = BF_WEAPON; //Initial Flag
  4103. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  4104. wd.damage = wd.damage2 =
  4105. #ifdef RENEWAL
  4106. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  4107. #endif
  4108. 0;
  4109. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  4110. if(sd)
  4111. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  4112. if (skill_id) {
  4113. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  4114. switch(skill_id)
  4115. {
  4116. case MH_SONIC_CRAW:{
  4117. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4118. wd.div_ = hd->homunculus.spiritball;
  4119. }
  4120. break;
  4121. case MO_FINGEROFFENSIVE:
  4122. if(sd) {
  4123. if (battle_config.finger_offensive_type)
  4124. wd.div_ = 1;
  4125. else
  4126. wd.div_ = sd->spiritball_old;
  4127. }
  4128. break;
  4129. case KN_PIERCE:
  4130. case ML_PIERCE:
  4131. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  4132. break;
  4133. case TF_DOUBLE: //For NPC used skill.
  4134. case GS_CHAINACTION:
  4135. wd.type = 0x08;
  4136. break;
  4137. case GS_GROUNDDRIFT:
  4138. case KN_SPEARSTAB:
  4139. case KN_BOWLINGBASH:
  4140. case MS_BOWLINGBASH:
  4141. case MO_BALKYOUNG:
  4142. case TK_TURNKICK:
  4143. wd.blewcount=0;
  4144. break;
  4145. case KN_AUTOCOUNTER:
  4146. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  4147. break;
  4148. case LK_SPIRALPIERCE:
  4149. if (!sd) wd.flag=(wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  4150. break;
  4151. // The number of hits is set to 3 by default for use in Inspiration status.
  4152. // When in Banding, the number of hits is equal to the number of Royal Guards in Banding.
  4153. case LG_HESPERUSLIT:
  4154. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  4155. wd.div_ = sc->data[SC_BANDING]->val2;
  4156. break;
  4157. }
  4158. } else {
  4159. wd.flag |= is_skill_using_arrow(src, skill_id)?BF_LONG:BF_SHORT;
  4160. }
  4161. return wd;
  4162. }
  4163. /*
  4164. * Check if we should reflect the damage and calculate it if so
  4165. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  4166. * @param wd : weapon damage
  4167. * @param src : bl who did the attack
  4168. * @param target : target of the attack
  4169. * @parem skill_id : id of casted skill, 0 = basic atk
  4170. * @param skill_lv : lvl of skill casted
  4171. */
  4172. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv){
  4173. if( (wd->damage + wd->damage2) && src && target && src != target &&
  4174. (src->type != BL_SKILL ||
  4175. (src->type == BL_SKILL && ( skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM )) )
  4176. ){ //don't reflect to yourself
  4177. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  4178. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4179. struct status_change *tsc = status_get_sc(target);
  4180. struct status_data *sstatus = status_get_status_data(src);
  4181. int tick = gettick(), rdelay = 0;
  4182. // Item reflect gets calculated first
  4183. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, 0);
  4184. if( rdamage > 0 ) {
  4185. bool isDevotRdamage = false;
  4186. //Get info if the attacker has Devotion from other player
  4187. struct block_list *d_bl = NULL;
  4188. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rand()%100) {
  4189. struct status_change *ssc = status_get_sc(src);
  4190. if (ssc && ssc->data[SC_DEVOTION] && (d_bl = map_id2bl(ssc->data[SC_DEVOTION]->val1)))
  4191. isDevotRdamage = true;
  4192. }
  4193. rdelay = clif_damage(src, (!isDevotRdamage) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, 4, 0);
  4194. if( tsd ) battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  4195. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  4196. battle_delay_damage(tick, wd->amotion,target,(!isDevotRdamage) ? src : d_bl,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
  4197. skill_additional_effect(target, (!isDevotRdamage) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  4198. }
  4199. // Calculate skill reflect damage separately
  4200. if( tsc ) {
  4201. struct status_data *tstatus = status_get_status_data(target);
  4202. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, 1);
  4203. if( rdamage > 0 ) {
  4204. bool isDevotRdamage = false;
  4205. //Get info if the attacker has Devotion from other player
  4206. struct block_list *d_bl = NULL;
  4207. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rand()%100) {
  4208. struct status_change *ssc = status_get_sc(src);;
  4209. if (ssc && ssc->data[SC_DEVOTION] && (d_bl = map_id2bl(ssc->data[SC_DEVOTION]->val1)))
  4210. isDevotRdamage = true;
  4211. }
  4212. if(attack_type == BF_WEAPON && tsc->data[SC_REFLECTDAMAGE] ) // Don't reflect your own damage (Grand Cross)
  4213. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,tstatus->race);
  4214. else if(attack_type == BF_WEAPON || attack_type == BF_MISC) {
  4215. rdelay = clif_damage(src, (!isDevotRdamage) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, 4, 0);
  4216. if( tsd ) battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  4217. // It appears that official servers give skill reflect damage a longer delay
  4218. battle_delay_damage(tick, wd->amotion,target,(!isDevotRdamage) ? src : d_bl,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
  4219. skill_additional_effect(target, (!isDevotRdamage) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  4220. }
  4221. }
  4222. }
  4223. }
  4224. }
  4225. /*============================================
  4226. * Calculate "weapon"-type attacks and skills
  4227. *--------------------------------------------
  4228. * Credits:
  4229. * Original coder Skoltex
  4230. * Initial refactoring by Baalberith
  4231. * Refined and optimized by helvetica
  4232. */
  4233. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  4234. {
  4235. struct map_session_data *sd, *tsd;
  4236. struct Damage wd;
  4237. struct status_change *sc = status_get_sc(src);
  4238. struct status_change *tsc = status_get_sc(target);
  4239. struct status_data *tstatus = status_get_status_data(target);
  4240. int right_element, left_element;
  4241. memset(&wd,0,sizeof(wd));
  4242. if(src==NULL || target==NULL)
  4243. {
  4244. nullpo_info(NLP_MARK);
  4245. return wd;
  4246. }
  4247. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  4248. right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4249. left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4250. if (sc && !sc->count)
  4251. sc = NULL; //Skip checking as there are no status changes active.
  4252. if (tsc && !tsc->count)
  4253. tsc = NULL; //Skip checking as there are no status changes active.
  4254. sd = BL_CAST(BL_PC, src);
  4255. tsd = BL_CAST(BL_PC, target);
  4256. if ( (!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2 )
  4257. { //Check for Lucky Dodge
  4258. wd.type=0x0b;
  4259. wd.dmg_lv=ATK_LUCKY;
  4260. if (wd.div_ < 0) wd.div_*=-1;
  4261. return wd;
  4262. }
  4263. // on official check for multi hit first so we can override crit on double attack [helvetica]
  4264. wd = battle_calc_multi_attack(wd, src, target, skill_id, skill_lv);
  4265. // crit check is next since crits always hit on official [helvetica]
  4266. if (is_attack_critical(wd, src, target, skill_id, skill_lv, true))
  4267. wd.type = 0x0a;
  4268. // check if we're landing a hit
  4269. if(!is_attack_hitting(wd, src, target, skill_id, skill_lv, true)) {
  4270. wd.dmg_lv = ATK_FLEE;
  4271. if(skill_id == SR_GATEOFHELL) {
  4272. if(wd.dmg_lv != ATK_FLEE) {
  4273. int ratio;
  4274. wd.flag = BF_WEAPON;
  4275. ratio = battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv);
  4276. ATK_RATE(wd.damage, wd.damage2, ratio);
  4277. } else
  4278. wd.dmg_lv = ATK_DEF;
  4279. }
  4280. } else if(!target_has_infinite_defense(target, skill_id)) { //no need for math against plants
  4281. int ratio;
  4282. int i;
  4283. wd = battle_calc_skill_base_damage(wd, src, target, skill_id, skill_lv); // base skill damage
  4284. ratio = battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv); // skill level ratios
  4285. ATK_RATE(wd.damage, wd.damage2, ratio);
  4286. RE_ALLATK_RATE(wd, ratio);
  4287. ratio = battle_calc_skill_constant_addition(wd, src, target, skill_id, skill_lv); // other skill bonuses
  4288. ATK_ADD(wd.damage, wd.damage2, ratio);
  4289. #ifdef RENEWAL
  4290. ATK_ADD(wd.equipAtk, wd.equipAtk2, ratio); // equip ATK gets modified by skill bonuses as well [helvetica]
  4291. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  4292. struct status_data *sstatus = status_get_status_data(src);
  4293. if (sstatus->matk_max > sstatus->matk_min) {
  4294. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  4295. } else {
  4296. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  4297. }
  4298. }
  4299. #endif
  4300. // add any miscellaneous player ATK bonuses
  4301. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  4302. ATK_ADDRATE(wd.damage, wd.damage2, i);
  4303. RE_ALLATK_ADDRATE(wd, i);
  4304. }
  4305. #ifdef RENEWAL
  4306. // In Renewal we only cardfix to the weapon and equip ATK
  4307. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  4308. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk, 2, wd.flag);
  4309. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk, 2, wd.flag);
  4310. if( is_attack_left_handed(src, skill_id )) {
  4311. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  4312. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk2, 3, wd.flag);
  4313. }
  4314. // final attack bonuses that aren't affected by cards
  4315. wd = battle_attack_sc_bonus(wd, src, skill_id);
  4316. if (sd) { //monsters, homuns and pets have their damage computed directly
  4317. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.masteryAtk;
  4318. wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.masteryAtk2;
  4319. if( wd.flag&BF_LONG ) // Long damage rate addition doesn't use weapon + equip attack, what about others?
  4320. wd.damage = wd.damage * ( 100 + sd->bonus.long_attack_atk_rate ) / 100;
  4321. }
  4322. #else
  4323. // final attack bonuses that aren't affected by cards
  4324. wd = battle_attack_sc_bonus(wd, src, skill_id);
  4325. #endif
  4326. // check if attack ignores DEF
  4327. 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))
  4328. wd = battle_calc_defense_reduction(wd, src, target, skill_id, skill_lv);
  4329. wd = battle_calc_attack_post_defense(wd, src, target, skill_id, skill_lv);
  4330. }
  4331. else if(wd.div_ < 0) //Since the attack missed...
  4332. wd.div_ *= -1;
  4333. //WS_CARTTERMINATION never be missed because of flee, deals damage from BS_WEAPONRESEARCH [Cydh]
  4334. //NOTE: Idk the official behavior, if this damage can be reflected/adjusted or not
  4335. if (sd && skill_id == WS_CARTTERMINATION && wd.dmg_lv == ATK_FLEE && pc_checkskill(sd,BS_WEAPONRESEARCH)) {
  4336. wd.dmg_lv = ATK_DEF;
  4337. if(target_has_infinite_defense(target, skill_id))
  4338. return battle_calc_attack_plant(wd, src, target, skill_id, skill_lv);
  4339. wd.damage = pc_checkskill(sd,BS_WEAPONRESEARCH) * 2;
  4340. wd.damage2 = 0;
  4341. return wd;
  4342. }
  4343. #ifdef RENEWAL
  4344. if(!sd) // monsters only have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica]
  4345. #endif
  4346. wd = battle_calc_element_damage(wd, src, target, skill_id, skill_lv);
  4347. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  4348. return wd; //Enough, rest is not needed.
  4349. #ifdef RENEWAL
  4350. if(is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
  4351. if(sd) { // check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  4352. wd.damage = (int)floor((double)(wd.damage * 1.4 * (100 + sd->bonus.crit_atk_rate)) / 100);
  4353. if (sc && sc->data[SC_MTF_CRIDAMAGE]) // Monster Transformation Bonus
  4354. wd.damage *= (int)1.25;
  4355. }
  4356. else
  4357. wd.damage = (int)floor((double)wd.damage * 1.4);
  4358. }
  4359. #endif
  4360. if(sd) {
  4361. if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  4362. ATK_ADD2(wd.damage, wd.damage2, wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
  4363. if (skill_id==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  4364. ATK_ADD(wd.damage, wd.damage2, wd.div_*sd->spiritball_old*3);
  4365. } else {
  4366. ATK_ADD(wd.damage, wd.damage2, wd.div_*sd->spiritball*3);
  4367. }
  4368. if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN )
  4369. { //Refine bonus applies after cards and elements.
  4370. short index= sd->equip_index[EQI_HAND_L];
  4371. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  4372. ATK_ADD(wd.damage, wd.damage2, 10*sd->status.inventory[index].refine);
  4373. }
  4374. #ifndef RENEWAL
  4375. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  4376. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 2, wd.flag);
  4377. if( is_attack_left_handed(src, skill_id ))
  4378. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 3, wd.flag);
  4379. #endif
  4380. }
  4381. if(tsd) { // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  4382. switch(skill_id) { // These skills will do a card fix later
  4383. #ifdef RENEWAL
  4384. case NJ_ISSEN:
  4385. case ASC_BREAKER:
  4386. #endif
  4387. case CR_ACIDDEMONSTRATION:
  4388. case KO_HAPPOKUNAI:
  4389. break;
  4390. default:
  4391. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 0, wd.flag);
  4392. if(is_attack_left_handed(src, skill_id))
  4393. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 1, wd.flag);
  4394. break;
  4395. }
  4396. }
  4397. // forced to neutral skills [helvetica]
  4398. // skills forced to neutral gain benefits from weapon element
  4399. // but final damage is considered "neutral" and resistances are applied again
  4400. switch (skill_id) {
  4401. case GN_CARTCANNON: // Cart Cannon gets forced to element of cannon ball (neutral or holy/shadow/ghost)
  4402. if (sd)
  4403. wd.damage = battle_attr_fix(src, target, wd.damage, sd->bonus.arrow_ele ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4404. else
  4405. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4406. break;
  4407. case MC_CARTREVOLUTION: // Cart Revolution gets forced to neutral element
  4408. wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  4409. break;
  4410. }
  4411. // perform multihit calculations
  4412. #ifdef RENEWAL
  4413. damage_div_fix_renewal(wd, wd.div_);
  4414. #endif
  4415. damage_div_fix(wd.damage, wd.div_);
  4416. // only do 1 dmg to plant, no need to calculate rest
  4417. if(target_has_infinite_defense(target, skill_id))
  4418. return battle_calc_attack_plant(wd, src, target, skill_id, skill_lv);
  4419. wd = battle_calc_attack_left_right_hands(wd, src, target, skill_id, skill_lv);
  4420. switch (skill_id) { // These skills will do a GVG fix later
  4421. #ifdef RENEWAL
  4422. case NJ_ISSEN:
  4423. case ASC_BREAKER:
  4424. #endif
  4425. case CR_ACIDDEMONSTRATION:
  4426. case KO_HAPPOKUNAI:
  4427. return wd;
  4428. default:
  4429. wd = battle_calc_attack_gvg_bg(wd, src, target, skill_id, skill_lv);
  4430. break;
  4431. }
  4432. wd = battle_calc_weapon_final_atk_modifiers(wd, src, target, skill_id, skill_lv);
  4433. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  4434. return wd;
  4435. }
  4436. /*==========================================
  4437. * Calculate "magic"-type attacks and skills
  4438. *------------------------------------------
  4439. * Credits:
  4440. * Original coder DracoRPG
  4441. * Refined and optimized by helvetica
  4442. */
  4443. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  4444. {
  4445. int i, nk;
  4446. #ifdef ADJUST_SKILL_DAMAGE
  4447. int skill_damage;
  4448. #endif
  4449. short s_ele = 0;
  4450. TBL_PC *sd;
  4451. // TBL_PC *tsd;
  4452. struct status_change *sc, *tsc;
  4453. struct Damage ad;
  4454. struct status_data *sstatus = status_get_status_data(src);
  4455. struct status_data *tstatus = status_get_status_data(target);
  4456. struct {
  4457. unsigned imdef : 1;
  4458. unsigned infdef : 1;
  4459. } flag;
  4460. memset(&ad,0,sizeof(ad));
  4461. memset(&flag,0,sizeof(flag));
  4462. if(src==NULL || target==NULL)
  4463. {
  4464. nullpo_info(NLP_MARK);
  4465. return ad;
  4466. }
  4467. //Initial Values
  4468. ad.damage = 1;
  4469. ad.div_=skill_get_num(skill_id,skill_lv);
  4470. ad.amotion=skill_get_inf(skill_id)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  4471. ad.dmotion=tstatus->dmotion;
  4472. ad.blewcount = skill_get_blewcount(skill_id,skill_lv);
  4473. ad.flag=BF_MAGIC|BF_SKILL;
  4474. ad.dmg_lv=ATK_DEF;
  4475. nk = skill_get_nk(skill_id);
  4476. flag.imdef = nk&NK_IGNORE_DEF?1:0;
  4477. sd = BL_CAST(BL_PC, src);
  4478. // tsd = BL_CAST(BL_PC, target);
  4479. sc = status_get_sc(src);
  4480. tsc = status_get_sc(target);
  4481. //Initialize variables that will be used afterwards
  4482. s_ele = skill_get_ele(skill_id, skill_lv);
  4483. if (s_ele == -1){ // pl=-1 : the skill takes the weapon's element
  4484. s_ele = sstatus->rhw.ele;
  4485. if( sd ){ //Summoning 10 talisman will endow your weapon
  4486. ARR_FIND(1, 6, i, sd->talisman[i] >= 10);
  4487. if( i < 5 ) s_ele = i;
  4488. }
  4489. }else if (s_ele == -2) //Use status element
  4490. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  4491. else if( s_ele == -3 ) //Use random element
  4492. s_ele = rnd()%ELE_ALL;
  4493. if( skill_id == SO_PSYCHIC_WAVE ) {
  4494. if( sc && sc->count ) {
  4495. if( sc->data[SC_HEATER_OPTION] ) s_ele = sc->data[SC_HEATER_OPTION]->val3;
  4496. else if( sc->data[SC_COOLER_OPTION] ) s_ele = sc->data[SC_COOLER_OPTION]->val3;
  4497. else if( sc->data[SC_BLAST_OPTION] ) s_ele = sc->data[SC_BLAST_OPTION]->val3;
  4498. else if( sc->data[SC_CURSED_SOIL_OPTION] ) s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val3;
  4499. }
  4500. }
  4501. //Set miscellaneous data that needs be filled
  4502. if(sd) {
  4503. sd->state.arrow_atk = 0;
  4504. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  4505. }
  4506. //Skill Range Criteria
  4507. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  4508. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  4509. if( target->type == BL_SKILL){
  4510. TBL_SKILL *su = (TBL_SKILL*)target;
  4511. if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
  4512. flag.infdef = 1;
  4513. }
  4514. switch(skill_id)
  4515. {
  4516. case MG_FIREWALL:
  4517. case NJ_KAENSIN:
  4518. ad.dmotion = 0; //No flinch animation.
  4519. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  4520. ad.blewcount = 0; //No knockback
  4521. break;
  4522. case PR_SANCTUARY:
  4523. ad.dmotion = 0; //No flinch animation.
  4524. break;
  4525. }
  4526. if(!flag.infdef && (
  4527. (tstatus->mode&MD_IGNOREMAGIC && ad.flag&(BF_MAGIC) ) //magic
  4528. )) flag.infdef = 1;
  4529. if (!flag.infdef) //No need to do the math for plants
  4530. {
  4531. unsigned int skillratio = 100; //Skill dmg modifiers.
  4532. #ifdef RENEWAL
  4533. ad.damage = 0; //reinitialize..
  4534. #endif
  4535. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  4536. #define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
  4537. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  4538. #define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
  4539. //Adds an absolute value to damage. 100 = +100 damage
  4540. #define MATK_ADD( a ) { ad.damage+= a; }
  4541. switch (skill_id)
  4542. { //Calc base damage according to skill
  4543. case AL_HEAL:
  4544. case PR_BENEDICTIO:
  4545. case PR_SANCTUARY:
  4546. /**
  4547. * Arch Bishop
  4548. **/
  4549. case AB_HIGHNESSHEAL:
  4550. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  4551. break;
  4552. case PR_ASPERSIO:
  4553. ad.damage = 40;
  4554. break;
  4555. case ALL_RESURRECTION:
  4556. case PR_TURNUNDEAD:
  4557. //Undead check is on skill_castend_damageid code.
  4558. #ifdef RENEWAL
  4559. i = 10*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  4560. + 300 - 300*tstatus->hp/tstatus->max_hp;
  4561. #else
  4562. i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  4563. + 200 - 200*tstatus->hp/tstatus->max_hp;
  4564. #endif
  4565. if(i > 700) i = 700;
  4566. if(rnd()%1000 < i && !(tstatus->mode&MD_BOSS))
  4567. ad.damage = tstatus->hp;
  4568. else {
  4569. #ifdef RENEWAL
  4570. if (sstatus->matk_max > sstatus->matk_min) {
  4571. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  4572. } else {
  4573. MATK_ADD(sstatus->matk_min);
  4574. }
  4575. MATK_RATE(skill_lv);
  4576. #else
  4577. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  4578. #endif
  4579. }
  4580. break;
  4581. case PF_SOULBURN:
  4582. ad.damage = tstatus->sp * 2;
  4583. break;
  4584. /**
  4585. * Arch Bishop
  4586. **/
  4587. case AB_RENOVATIO:
  4588. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  4589. break;
  4590. default: {
  4591. if (sstatus->matk_max > sstatus->matk_min) {
  4592. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  4593. } else {
  4594. MATK_ADD(sstatus->matk_min);
  4595. }
  4596. if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill
  4597. if(mflag>0)
  4598. ad.damage/= mflag;
  4599. else
  4600. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  4601. }
  4602. switch(skill_id){
  4603. case MG_NAPALMBEAT:
  4604. skillratio += skill_lv*10-30;
  4605. break;
  4606. case MG_FIREBALL:
  4607. #ifdef RENEWAL
  4608. skillratio += 20*skill_lv;
  4609. #else
  4610. skillratio += skill_lv*10-30;
  4611. #endif
  4612. break;
  4613. case MG_SOULSTRIKE:
  4614. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  4615. skillratio += 5*skill_lv;
  4616. break;
  4617. case MG_FIREWALL:
  4618. skillratio -= 50;
  4619. break;
  4620. case MG_FIREBOLT:
  4621. case MG_COLDBOLT:
  4622. case MG_LIGHTNINGBOLT:
  4623. if ( sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
  4624. skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 50) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
  4625. ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax]
  4626. ad.flag = BF_WEAPON|BF_SHORT;
  4627. ad.type = 0;
  4628. }
  4629. break;
  4630. case MG_THUNDERSTORM:
  4631. /**
  4632. * in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  4633. **/
  4634. #ifndef RENEWAL
  4635. skillratio -= 20;
  4636. #endif
  4637. break;
  4638. case MG_FROSTDIVER:
  4639. skillratio += 10*skill_lv;
  4640. break;
  4641. case AL_HOLYLIGHT:
  4642. skillratio += 25;
  4643. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  4644. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  4645. break;
  4646. case AL_RUWACH:
  4647. skillratio += 45;
  4648. break;
  4649. case WZ_FROSTNOVA:
  4650. skillratio += (100+skill_lv*10)*2/3-100;
  4651. break;
  4652. case WZ_FIREPILLAR:
  4653. if (skill_lv > 10)
  4654. skillratio += 100;
  4655. else
  4656. skillratio -= 80;
  4657. break;
  4658. case WZ_SIGHTRASHER:
  4659. skillratio += 20*skill_lv;
  4660. break;
  4661. case WZ_WATERBALL:
  4662. skillratio += 30*skill_lv;
  4663. break;
  4664. case WZ_STORMGUST:
  4665. skillratio += 40*skill_lv;
  4666. break;
  4667. case HW_NAPALMVULCAN:
  4668. skillratio += 10*skill_lv-30;
  4669. break;
  4670. case SL_STIN:
  4671. skillratio += (tstatus->size!=SZ_SMALL?-99:10*skill_lv); //target size must be small (0) for full damage.
  4672. break;
  4673. case SL_STUN:
  4674. skillratio += (tstatus->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets
  4675. break;
  4676. case SL_SMA:
  4677. skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
  4678. break;
  4679. case NJ_KOUENKA:
  4680. skillratio -= 10;
  4681. break;
  4682. case NJ_KAENSIN:
  4683. skillratio -= 50;
  4684. break;
  4685. case NJ_BAKUENRYU:
  4686. skillratio += 50*(skill_lv-1);
  4687. break;
  4688. case NJ_HYOUSYOURAKU:
  4689. skillratio += 50*skill_lv;
  4690. break;
  4691. case NJ_RAIGEKISAI:
  4692. skillratio += 60 + 40*skill_lv;
  4693. break;
  4694. case NJ_KAMAITACHI:
  4695. case NPC_ENERGYDRAIN:
  4696. skillratio += 100*skill_lv;
  4697. break;
  4698. case NPC_EARTHQUAKE:
  4699. skillratio += 100 +100*skill_lv +100*(skill_lv/2);
  4700. break;
  4701. #ifdef RENEWAL
  4702. case WZ_HEAVENDRIVE:
  4703. case WZ_METEOR:
  4704. skillratio += 25;
  4705. break;
  4706. case WZ_VERMILION:
  4707. {
  4708. int interval = 0, per = interval, ratio = per;
  4709. while( (per++) < skill_lv ){
  4710. ratio += interval;
  4711. if(per%3==0) interval += 20;
  4712. }
  4713. if( skill_lv > 9 )
  4714. ratio -= 10;
  4715. skillratio += ratio;
  4716. }
  4717. break;
  4718. case NJ_HUUJIN:
  4719. skillratio += 50;
  4720. break;
  4721. #else
  4722. case WZ_VERMILION:
  4723. skillratio += 20*skill_lv-20;
  4724. break;
  4725. #endif
  4726. /**
  4727. * Arch Bishop
  4728. **/
  4729. case AB_JUDEX:
  4730. skillratio += 200 + 20 * skill_lv;
  4731. RE_LVL_DMOD(100);
  4732. break;
  4733. case AB_ADORAMUS:
  4734. skillratio += 400 + 100 * skill_lv;
  4735. RE_LVL_DMOD(100);
  4736. break;
  4737. case AB_DUPLELIGHT_MAGIC:
  4738. skillratio += 100 + 20 * skill_lv;
  4739. break;
  4740. /**
  4741. * Warlock
  4742. **/
  4743. case WL_SOULEXPANSION:
  4744. skillratio += 300 + 100 * skill_lv + status_get_int(src);
  4745. RE_LVL_DMOD(100);
  4746. break;
  4747. case WL_FROSTMISTY:
  4748. skillratio += 100 + 100 * skill_lv;
  4749. RE_LVL_DMOD(100);
  4750. break;
  4751. case WL_JACKFROST:
  4752. if( tsc && tsc->data[SC_FREEZING] ){
  4753. skillratio += 900 + 300 * skill_lv;
  4754. RE_LVL_DMOD(100);
  4755. }else{
  4756. skillratio += 400 + 100 * skill_lv;
  4757. RE_LVL_DMOD(150);
  4758. }
  4759. break;
  4760. case WL_DRAINLIFE:
  4761. skillratio = 200 * skill_lv + status_get_int(src);
  4762. RE_LVL_DMOD(100);
  4763. break;
  4764. case WL_CRIMSONROCK:
  4765. skillratio += 1200 + 300 * skill_lv;
  4766. RE_LVL_DMOD(100);
  4767. break;
  4768. case WL_HELLINFERNO:
  4769. skillratio = 300 * skill_lv;
  4770. RE_LVL_DMOD(100);
  4771. // Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] %
  4772. // Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] %
  4773. if( mflag&ELE_DARK ){ skillratio *= 4; s_ele = ELE_DARK; }
  4774. skillratio /= 5;
  4775. break;
  4776. case WL_COMET:
  4777. i = ( sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8 );
  4778. if( i <= 3 )
  4779. skillratio += 2400 + 500 * skill_lv; // 7 x 7 cell
  4780. else if( i <= 5 )
  4781. skillratio += 1900 + 500 * skill_lv; // 11 x 11 cell
  4782. else if( i <= 7 )
  4783. skillratio += 1400 + 500 * skill_lv; // 15 x 15 cell
  4784. else
  4785. skillratio += 900 + 500 * skill_lv; // 19 x 19 cell
  4786. if( sd && sd->status.party_id ){
  4787. struct map_session_data* psd;
  4788. int p_sd[5] = {0, 0, 0, 0, 0}, c; // just limit it to 5
  4789. c = 0;
  4790. memset (p_sd, 0, sizeof(p_sd));
  4791. party_foreachsamemap(skill_check_condition_char_sub, sd, 3, &sd->bl, &c, &p_sd, skill_id);
  4792. c = ( c > 1 ? rand()%c : 0 );
  4793. if( (psd = map_id2sd(p_sd[c])) && pc_checkskill(psd,WL_COMET) > 0 ){
  4794. skillratio = skill_lv * 400; //MATK [{( Skill Level x 400 ) x ( Caster's Base Level / 120 )} + 2500 ] %
  4795. RE_LVL_DMOD(120);
  4796. skillratio += 2500;
  4797. status_zap(&psd->bl, 0, skill_get_sp(skill_id, skill_lv) / 2);
  4798. }
  4799. }
  4800. break;
  4801. case WL_CHAINLIGHTNING_ATK:
  4802. skillratio += 400 + 100 * skill_lv;
  4803. RE_LVL_DMOD(100);
  4804. if (mflag > 0)
  4805. skillratio += 100 * mflag;
  4806. break;
  4807. case WL_EARTHSTRAIN:
  4808. skillratio += 1900 + 100 * skill_lv;
  4809. RE_LVL_DMOD(100);
  4810. break;
  4811. case WL_TETRAVORTEX_FIRE:
  4812. case WL_TETRAVORTEX_WATER:
  4813. case WL_TETRAVORTEX_WIND:
  4814. case WL_TETRAVORTEX_GROUND:
  4815. skillratio += 400 + 500 * skill_lv;
  4816. break;
  4817. case WL_SUMMON_ATK_FIRE:
  4818. case WL_SUMMON_ATK_WATER:
  4819. case WL_SUMMON_ATK_WIND:
  4820. case WL_SUMMON_ATK_GROUND:
  4821. skillratio = skill_lv * (status_get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech]
  4822. RE_LVL_DMOD(100);
  4823. break;
  4824. case LG_RAYOFGENESIS:
  4825. {
  4826. uint16 lv = skill_lv;
  4827. int bandingBonus = 0;
  4828. if( sc && sc->data[SC_BANDING] )
  4829. bandingBonus = 200 * (sd ? skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),0) : 1);
  4830. skillratio = ((300 * skill_lv) + bandingBonus) * (sd ? sd->status.job_level : 1) / 25;
  4831. }
  4832. break;
  4833. case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
  4834. if( sd ) {
  4835. skillratio = status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
  4836. } else
  4837. skillratio += 1900; //2000%
  4838. break;
  4839. case WM_METALICSOUND:
  4840. skillratio = 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON));
  4841. RE_LVL_DMOD(100);
  4842. break;
  4843. case WM_REVERBERATION_MAGIC:
  4844. // MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] %
  4845. skillratio += 100 * ((sd) ? pc_checkskill(sd, WM_REVERBERATION) : skill_get_max(WM_REVERBERATION));
  4846. RE_LVL_DMOD(100);
  4847. break;
  4848. case SO_FIREWALK:
  4849. skillratio = 60 * skill_lv;
  4850. RE_LVL_DMOD(100);
  4851. if( sc && sc->data[SC_HEATER_OPTION] )
  4852. skillratio += sd ? sd->status.job_level / 2 : 0;
  4853. break;
  4854. case SO_ELECTRICWALK:
  4855. skillratio = 60 * skill_lv;
  4856. RE_LVL_DMOD(100);
  4857. if( sc && sc->data[SC_BLAST_OPTION] )
  4858. skillratio += sd ? sd->status.job_level / 2 : 0;
  4859. break;
  4860. case SO_EARTHGRAVE:
  4861. skillratio = ( 200 * ((sd) ? pc_checkskill(sd, SA_SEISMICWEAPON) : skill_get_max(SA_SEISMICWEAPON)) + sstatus->int_ * skill_lv );
  4862. RE_LVL_DMOD(100);
  4863. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  4864. skillratio += sd ? sd->status.job_level * 5 : 0;
  4865. break;
  4866. case SO_DIAMONDDUST:
  4867. skillratio = ( 200 * ((sd) ? pc_checkskill(sd, SA_FROSTWEAPON) : skill_get_max(SA_FROSTWEAPON)) + sstatus->int_ * skill_lv );
  4868. RE_LVL_DMOD(100);
  4869. if( sc && sc->data[SC_COOLER_OPTION] )
  4870. skillratio += sd ? sd->status.job_level * 5 : 0;
  4871. break;
  4872. case SO_POISON_BUSTER:
  4873. skillratio += 900 + 300 * skill_lv;
  4874. RE_LVL_DMOD(120);
  4875. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  4876. skillratio += sd ? sd->status.job_level * 5 : 0;
  4877. break;
  4878. case SO_PSYCHIC_WAVE:
  4879. skillratio = skill_lv * 70 + (sstatus->int_ * 3);
  4880. RE_LVL_DMOD(100);
  4881. break;
  4882. case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
  4883. skillratio = status_get_int(src) * skill_lv + ((sd) ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : skill_get_max(SA_LIGHTNINGLOADER));
  4884. RE_LVL_DMOD(100);
  4885. if( sc && sc->data[SC_BLAST_OPTION] )
  4886. skillratio += sd ? sd->status.job_level * 5 : 0;
  4887. break;
  4888. case SO_CLOUD_KILL:
  4889. skillratio = skill_lv * 40;
  4890. RE_LVL_DMOD(100);
  4891. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  4892. skillratio += sd ? sd->status.job_level : 0;
  4893. break;
  4894. case GN_DEMONIC_FIRE:
  4895. if( skill_lv > 20) // Fire expansion Lv.2
  4896. skillratio += 110 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  4897. else if( skill_lv > 10 ) // Fire expansion Lv.1
  4898. skillratio += 110 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  4899. else
  4900. skillratio += 110 + 20 * skill_lv;
  4901. break;
  4902. // Magical Elemental Spirits Attack Skills
  4903. case EL_FIRE_MANTLE:
  4904. case EL_WATER_SCREW:
  4905. skillratio += 900;
  4906. break;
  4907. case EL_FIRE_ARROW:
  4908. case EL_ROCK_CRUSHER_ATK:
  4909. skillratio += 200;
  4910. break;
  4911. case EL_FIRE_BOMB:
  4912. case EL_ICE_NEEDLE:
  4913. case EL_HURRICANE_ATK:
  4914. skillratio += 400;
  4915. break;
  4916. case EL_FIRE_WAVE:
  4917. case EL_TYPOON_MIS_ATK:
  4918. skillratio += 1100;
  4919. break;
  4920. case MH_ERASER_CUTTER:
  4921. if(skill_lv%2) skillratio += 400; //600:800:1000
  4922. else skillratio += 700; //1000:1200
  4923. skillratio += 100 * skill_lv;
  4924. break;
  4925. case MH_XENO_SLASHER:
  4926. if(skill_lv%2) skillratio += 350 + 50 * skill_lv; //500:600:700
  4927. else skillratio += 400 + 100 * skill_lv; //700:900
  4928. break;
  4929. case MH_HEILIGE_STANGE:
  4930. skillratio += 400 + 250 * skill_lv;
  4931. skillratio = (skillratio * status_get_lv(src))/150;
  4932. break;
  4933. case MH_POISON_MIST:
  4934. skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 100;
  4935. break;
  4936. }
  4937. MATK_RATE(skillratio);
  4938. //Constant/misc additions from skills
  4939. if (skill_id == WZ_FIREPILLAR)
  4940. MATK_ADD(50);
  4941. }
  4942. }
  4943. #ifdef RENEWAL
  4944. switch(skill_id) { // These skills will do a card fix later
  4945. case CR_ACIDDEMONSTRATION:
  4946. case ASC_BREAKER:
  4947. break;
  4948. default:
  4949. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  4950. }
  4951. #endif
  4952. if(sd) {
  4953. //Damage bonuses
  4954. if ((i = pc_skillatk_bonus(sd, skill_id)))
  4955. ad.damage += (int64)ad.damage*i/100;
  4956. //Ignore Defense?
  4957. if (!flag.imdef && (
  4958. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  4959. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  4960. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  4961. ))
  4962. flag.imdef = 1;
  4963. }
  4964. if(!flag.imdef){
  4965. defType mdef = tstatus->mdef;
  4966. int mdef2= tstatus->mdef2;
  4967. #ifdef RENEWAL
  4968. if(tsc && tsc->data[SC_ASSUMPTIO])
  4969. mdef <<= 1; // only eMDEF is doubled
  4970. #endif
  4971. if(sd) {
  4972. i = sd->ignore_mdef_by_race[tstatus->race] + sd->ignore_mdef_by_race[RC_ALL];
  4973. i += sd->ignore_mdef_by_class[tstatus->class_] + sd->ignore_mdef_by_class[CLASS_ALL];
  4974. if (i)
  4975. {
  4976. if (i > 100) i = 100;
  4977. mdef -= mdef * i/100;
  4978. //mdef2-= mdef2* i/100;
  4979. }
  4980. }
  4981. #ifdef RENEWAL
  4982. /**
  4983. * RE MDEF Reduction
  4984. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  4985. **/
  4986. if (mdef < -99)
  4987. mdef = -99; // Avoid divide by 0
  4988. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  4989. #else
  4990. if(battle_config.magic_defense_type)
  4991. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  4992. else
  4993. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  4994. #endif
  4995. }
  4996. if (skill_id == NPC_EARTHQUAKE)
  4997. { //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
  4998. //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
  4999. if(mflag>0)
  5000. ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
  5001. else
  5002. ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5003. }
  5004. if(ad.damage<1)
  5005. ad.damage=1;
  5006. else if(sc) { //only applies when hit
  5007. switch(skill_id) {
  5008. case MG_LIGHTNINGBOLT:
  5009. case MG_THUNDERSTORM:
  5010. case MG_FIREBOLT:
  5011. case MG_FIREWALL:
  5012. case MG_COLDBOLT:
  5013. case MG_FROSTDIVER:
  5014. case WZ_EARTHSPIKE:
  5015. case WZ_HEAVENDRIVE:
  5016. if(sc->data[SC_GUST_OPTION] || sc->data[SC_PETROLOGY_OPTION] || sc->data[SC_PYROTECHNIC_OPTION] || sc->data[SC_AQUAPLAY_OPTION])
  5017. ad.damage += (6 + sstatus->int_/4) + max(sstatus->dex-10,0)/30;
  5018. break;
  5019. }
  5020. }
  5021. if (!(nk&NK_NO_ELEFIX))
  5022. ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  5023. if( skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS )
  5024. { //Apply the physical part of the skill's damage. [Skotlex]
  5025. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  5026. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100;
  5027. if( src == target )
  5028. {
  5029. if( src->type == BL_PC )
  5030. ad.damage = ad.damage/2;
  5031. else
  5032. ad.damage = 0;
  5033. }
  5034. }
  5035. #ifndef RENEWAL
  5036. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  5037. #endif
  5038. }
  5039. damage_div_fix(ad.damage, ad.div_);
  5040. if (flag.infdef && ad.damage)
  5041. ad.damage = ad.damage>0?1:-1;
  5042. switch(skill_id) { // These skills will do a GVG fix later
  5043. #ifdef RENEWAL
  5044. case ASC_BREAKER:
  5045. #endif
  5046. case CR_ACIDDEMONSTRATION:
  5047. return ad;
  5048. default:
  5049. ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  5050. if( map_flag_gvg2(target->m) )
  5051. ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);
  5052. else if( map[target->m].flag.battleground )
  5053. ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);
  5054. }
  5055. switch( skill_id ) { /* post-calc modifiers */
  5056. case SO_VARETYR_SPEAR: { // Physical damage.
  5057. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  5058. if(!flag.infdef && ad.damage > 1)
  5059. ad.damage += wd.damage;
  5060. break;
  5061. }
  5062. //case HM_ERASER_CUTTER:
  5063. }
  5064. /* Skill damage adjustment */
  5065. #ifdef ADJUST_SKILL_DAMAGE
  5066. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  5067. MATK_ADDRATE(skill_damage);
  5068. #endif
  5069. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta]
  5070. return ad;
  5071. }
  5072. /*==========================================
  5073. * Calculate "misc"-type attacks and skills
  5074. *------------------------------------------
  5075. * Credits:
  5076. * Original coder Skoltex
  5077. * Refined and optimized by helvetica
  5078. */
  5079. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  5080. {
  5081. #ifdef ADJUST_SKILL_DAMAGE
  5082. int skill_damage;
  5083. #endif
  5084. short i, nk;
  5085. short s_ele;
  5086. struct map_session_data *sd, *tsd;
  5087. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  5088. struct status_data *sstatus = status_get_status_data(src);
  5089. struct status_data *tstatus = status_get_status_data(target);
  5090. memset(&md,0,sizeof(md));
  5091. if( src == NULL || target == NULL ){
  5092. nullpo_info(NLP_MARK);
  5093. return md;
  5094. }
  5095. //Some initial values
  5096. md.amotion=skill_get_inf(skill_id)&INF_GROUND_SKILL?0:sstatus->amotion;
  5097. md.dmotion=tstatus->dmotion;
  5098. md.div_=skill_get_num( skill_id,skill_lv );
  5099. md.blewcount=skill_get_blewcount(skill_id,skill_lv);
  5100. md.dmg_lv=ATK_DEF;
  5101. md.flag=BF_MISC|BF_SKILL;
  5102. nk = skill_get_nk(skill_id);
  5103. sd = BL_CAST(BL_PC, src);
  5104. tsd = BL_CAST(BL_PC, target);
  5105. if(sd) {
  5106. sd->state.arrow_atk = 0;
  5107. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  5108. }
  5109. s_ele = skill_get_ele(skill_id, skill_lv);
  5110. if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  5111. s_ele = ELE_NEUTRAL;
  5112. else if (s_ele == -3) //Use random element
  5113. s_ele = rnd()%ELE_ALL;
  5114. //Skill Range Criteria
  5115. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5116. switch( skill_id )
  5117. {
  5118. case NC_MAGMA_ERUPTION:
  5119. md.damage = 1200 + 400 * skill_lv;
  5120. break;
  5121. #ifdef RENEWAL
  5122. case HT_LANDMINE:
  5123. case MA_LANDMINE:
  5124. case HT_BLASTMINE:
  5125. case HT_CLAYMORETRAP:
  5126. md.damage = skill_lv * sstatus->dex * (3+status_get_lv(src)/100) * (1+sstatus->int_/35);
  5127. md.damage += md.damage * (rnd()%20-10) / 100;
  5128. md.damage += 40 * ((sd) ? pc_checkskill(sd,RA_RESEARCHTRAP) : skill_get_max(RA_RESEARCHTRAP));
  5129. break;
  5130. #else
  5131. case HT_LANDMINE:
  5132. case MA_LANDMINE:
  5133. md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
  5134. break;
  5135. case HT_BLASTMINE:
  5136. md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
  5137. break;
  5138. case HT_CLAYMORETRAP:
  5139. md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
  5140. break;
  5141. #endif
  5142. case HT_BLITZBEAT:
  5143. case SN_FALCONASSAULT:
  5144. {
  5145. uint8 skill;
  5146. //Blitz-beat Damage.
  5147. if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  5148. skill=0;
  5149. md.damage=(sstatus->dex/10 + sstatus->int_/2 + skill*3+40)*2;
  5150. if(mflag > 1) //Autocasted Blitz.
  5151. nk|=NK_SPLASHSPLIT;
  5152. if (skill_id == SN_FALCONASSAULT) {
  5153. //Div fix of Blitzbeat
  5154. damage_div_fix2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  5155. //Falcon Assault Modifier
  5156. md.damage=(int64)md.damage*(150+70*skill_lv)/100;
  5157. }
  5158. }
  5159. break;
  5160. case TF_THROWSTONE:
  5161. md.damage=50;
  5162. break;
  5163. case BA_DISSONANCE:
  5164. md.damage=30+skill_lv*10;
  5165. if (sd)
  5166. md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
  5167. break;
  5168. case NPC_SELFDESTRUCTION:
  5169. md.damage = sstatus->hp;
  5170. break;
  5171. case NPC_SMOKING:
  5172. md.damage=3;
  5173. break;
  5174. case NPC_DARKBREATH:
  5175. md.damage = tstatus->max_hp * (skill_lv * 10) / 100;
  5176. break;
  5177. case PA_PRESSURE:
  5178. md.damage=500+300*skill_lv;
  5179. break;
  5180. case PA_GOSPEL:
  5181. md.damage = 1+rnd()%9999;
  5182. break;
  5183. case CR_ACIDDEMONSTRATION:
  5184. #ifdef RENEWAL
  5185. // Official Renewal formula [helvetica]
  5186. // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
  5187. // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
  5188. // is considered "neutral" for purposes of resistances
  5189. {
  5190. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5191. struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  5192. md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
  5193. // AD benefits from endow/element but damage is forced back to neutral
  5194. battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5195. }
  5196. #else
  5197. if(tstatus->vit+sstatus->int_) //crash fix
  5198. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  5199. else
  5200. md.damage = 0;
  5201. if (tsd) md.damage>>=1;
  5202. #endif
  5203. break;
  5204. #ifndef RENEWAL
  5205. case NJ_KUNAI:
  5206. md.damage = 90; // 3x90 unreducable, unavoidable, and neutral damage.
  5207. break;
  5208. #endif
  5209. case NJ_ZENYNAGE:
  5210. case KO_MUCHANAGE:
  5211. md.damage = skill_get_zeny(skill_id ,skill_lv);
  5212. if (!md.damage) md.damage = (skill_id == NJ_ZENYNAGE ? 2 : 10);
  5213. md.damage = rand()%md.damage + md.damage;
  5214. if (is_boss(target))
  5215. md.damage = md.damage / (skill_id == NJ_ZENYNAGE ? 3 : 2);
  5216. else if (tsd)
  5217. md.damage = md.damage / 2;
  5218. if (skill_id == KO_MUCHANAGE && pc_checkskill(sd, NJ_TOBIDOUGU) < 1 )
  5219. md.damage = md.damage / 2;
  5220. break;
  5221. #ifdef RENEWAL
  5222. case NJ_ISSEN:
  5223. // Official Renewal formula [helvetica]
  5224. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  5225. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  5226. // modified def formula
  5227. {
  5228. short totaldef;
  5229. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5230. struct status_change *sc = status_get_sc(src);
  5231. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  5232. if (sc && sc->data[SC_BUNSINJYUTSU] && (i=sc->data[SC_BUNSINJYUTSU]->val2) > 0) { // mirror image bonus only occurs if active
  5233. md.div_ = -( i + 2 ); // mirror image count + 2
  5234. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  5235. }
  5236. // modified def reduction, final damage = base damage - (edef + sdef)
  5237. totaldef = tstatus->def2 + (short)status_get_def(target);
  5238. md.damage -= totaldef;
  5239. }
  5240. break;
  5241. #endif
  5242. case GS_FLING:
  5243. md.damage = sd?sd->status.job_level:status_get_lv(src);
  5244. break;
  5245. case GS_GROUNDDRIFT:
  5246. // Official formula [helvetica]
  5247. // damage = 50 * skill level
  5248. // fixed damage, ignores DEF and benefits from weapon +%ATK cards
  5249. md.damage = 50*skill_lv;
  5250. md.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, 0, md.damage, 0, md.flag|NK_NO_CARDFIX_DEF); // ground drift benefits from weapon atk cards, ignore DEF cards so we don't apply twice
  5251. break;
  5252. case HVAN_EXPLOSION: //[orn]
  5253. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  5254. break ;
  5255. case ASC_BREAKER:
  5256. #ifdef RENEWAL
  5257. // Official Renewal formula [helvetica]
  5258. // damage = ((atk + matk) * (3 + (.5 * skill level))) - (edef + sdef + emdef + smdef)
  5259. // atk part takes weapon element, matk part is non-elemental
  5260. // modified def formula
  5261. {
  5262. short totaldef, totalmdef;
  5263. struct Damage atk, matk;
  5264. atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5265. nk|=NK_NO_ELEFIX; // atk part takes on weapon element, matk part is non-elemental
  5266. matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  5267. // (atk + matk) * (3 + (.5 * skill level))
  5268. md.damage = ((30 + (5 * skill_lv)) * (atk.damage + matk.damage)) / 10;
  5269. // modified def reduction, final damage = base damage - (edef + sdef + emdef + smdef)
  5270. totaldef = tstatus->def2 + (short)status_get_def(target);
  5271. totalmdef = tstatus->mdef + tstatus->mdef2;
  5272. md.damage -= totaldef + totalmdef;
  5273. }
  5274. #else
  5275. md.damage = 500+rnd()%500 + 5*skill_lv * sstatus->int_;
  5276. nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
  5277. #endif
  5278. break;
  5279. case HW_GRAVITATION:
  5280. md.damage = 200+200*skill_lv;
  5281. md.dmotion = 0; //No flinch animation.
  5282. break;
  5283. case NPC_EVILLAND:
  5284. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  5285. break;
  5286. case RK_DRAGONBREATH_WATER:
  5287. case RK_DRAGONBREATH:
  5288. md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
  5289. RE_LVL_MDMOD(150);
  5290. if (sd) md.damage = (int64)md.damage * (95 + 5 * pc_checkskill(sd,RK_DRAGONTRAINING)) / 100;
  5291. md.flag |= BF_LONG|BF_WEAPON;
  5292. break;
  5293. case RA_CLUSTERBOMB:
  5294. case RA_FIRINGTRAP:
  5295. case RA_ICEBOUNDTRAP:
  5296. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  5297. RE_LVL_TMDMOD();
  5298. if(sd)
  5299. {
  5300. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  5301. if(researchskill_lv)
  5302. md.damage = (int64)md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB?50:100);
  5303. else
  5304. md.damage = 0;
  5305. }else
  5306. md.damage = (int64)md.damage * 200 / (skill_id == RA_CLUSTERBOMB?50:100);
  5307. break;
  5308. case NC_SELFDESTRUCTION:
  5309. {
  5310. short totaldef = status_get_def2(target) + (short)status_get_def(target);
  5311. md.damage = ( ((sd) ? pc_checkskill(sd,NC_MAINFRAME) : skill_get_max(NC_MAINFRAME)) + 8 ) * ( skill_lv + 1 ) * ( status_get_sp(src) + status_get_vit(src) );
  5312. RE_LVL_MDMOD(100);
  5313. md.damage += status_get_hp(src) - totaldef;
  5314. }
  5315. break;
  5316. case GN_THORNS_TRAP:
  5317. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  5318. break;
  5319. case GN_HELLS_PLANT_ATK:
  5320. //[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level ))
  5321. md.damage = ( skill_lv * status_get_lv(src) * 10 ) + ( status_get_int(src) * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - ((sd) ? pc_checkskill(sd,AM_CANNIBALIZE) : skill_get_max(AM_CANNIBALIZE))) );
  5322. break;
  5323. case KO_HAPPOKUNAI:
  5324. {
  5325. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  5326. short totaldef = tstatus->def2 + (short)status_get_def(target);
  5327. md.damage = (int64)wd.damage * 60 * (5 + skill_lv) / 100;
  5328. md.damage -= totaldef;
  5329. }
  5330. break;
  5331. case KO_MAKIBISHI:
  5332. md.damage = 20 * skill_lv;
  5333. break;
  5334. case RL_B_TRAP:
  5335. md.damage = (200 + status_get_int(src) + status_get_dex(src)) * skill_lv * 10; //(custom)
  5336. break;
  5337. }
  5338. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  5339. if(mflag>0)
  5340. md.damage/= mflag;
  5341. else
  5342. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5343. }
  5344. damage_div_fix(md.damage, md.div_);
  5345. if (!(nk&NK_IGNORE_FLEE))
  5346. {
  5347. struct status_change *sc = status_get_sc(target);
  5348. i = 0; //Temp for "hit or no hit"
  5349. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  5350. i = 1;
  5351. else {
  5352. short
  5353. flee = tstatus->flee,
  5354. #ifdef RENEWAL
  5355. hitrate = 0; //Default hitrate
  5356. #else
  5357. hitrate = 80; //Default hitrate
  5358. #endif
  5359. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  5360. unsigned char attacker_count; //256 max targets should be a sane max
  5361. attacker_count = unit_counttargeted(target);
  5362. if(attacker_count >= battle_config.agi_penalty_count)
  5363. {
  5364. if (battle_config.agi_penalty_type == 1)
  5365. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  5366. else //assume type 2: absolute reduction
  5367. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  5368. if(flee < 1) flee = 1;
  5369. }
  5370. }
  5371. hitrate+= sstatus->hit - flee;
  5372. #ifdef RENEWAL
  5373. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  5374. hitrate += pc_checkskill(sd,AC_VULTURE);
  5375. #endif
  5376. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  5377. if(rnd()%100 < hitrate)
  5378. i = 1;
  5379. }
  5380. if (!i) {
  5381. md.damage = 0;
  5382. md.dmg_lv=ATK_FLEE;
  5383. }
  5384. }
  5385. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  5386. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  5387. md.damage += (int64)md.damage*i/100;
  5388. if(md.damage < 0)
  5389. md.damage = 0;
  5390. else if(md.damage && tstatus->mode&MD_PLANT){
  5391. switch(skill_id){
  5392. case HT_LANDMINE:
  5393. case MA_LANDMINE:
  5394. case HT_BLASTMINE:
  5395. case HT_CLAYMORETRAP:
  5396. case RA_CLUSTERBOMB:
  5397. #ifdef RENEWAL
  5398. break;
  5399. case NJ_ISSEN: // Final Strike will MISS on "plant"-type mobs [helvetica]
  5400. md.damage = 0;
  5401. md.dmg_lv=ATK_FLEE;
  5402. break;
  5403. #endif
  5404. default:
  5405. md.damage = 1;
  5406. }
  5407. }else if( target->type == BL_SKILL ){
  5408. TBL_SKILL *su = (TBL_SKILL*)target;
  5409. if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
  5410. md.damage = 1;
  5411. }
  5412. if(!(nk&NK_NO_ELEFIX))
  5413. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  5414. md.damage=battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  5415. if( map_flag_gvg2(target->m) )
  5416. md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag);
  5417. else if( map[target->m].flag.battleground )
  5418. md.damage=battle_calc_bg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag);
  5419. switch( skill_id ) {
  5420. case RA_FIRINGTRAP:
  5421. case RA_ICEBOUNDTRAP:
  5422. if( md.damage == 1 ) break;
  5423. case RA_CLUSTERBOMB:
  5424. {
  5425. struct Damage wd;
  5426. wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  5427. md.damage += wd.damage;
  5428. }
  5429. break;
  5430. case NJ_ZENYNAGE:
  5431. if( sd ) {
  5432. if ( md.damage > sd->status.zeny )
  5433. md.damage = sd->status.zeny;
  5434. pc_payzeny(sd, (int)md.damage,LOG_TYPE_STEAL,NULL);
  5435. }
  5436. break;
  5437. }
  5438. /* Skill damage adjustment */
  5439. #ifdef ADJUST_SKILL_DAMAGE
  5440. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  5441. md.damage += (int64)md.damage * skill_damage / 100;
  5442. #endif
  5443. if(tstatus->mode&MD_IGNOREMISC && md.flag&(BF_MISC) ) //misc @TODO optimize me
  5444. md.damage = md.damage2 = 1;
  5445. //battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  5446. return md;
  5447. }
  5448. /*==========================================
  5449. * Battle main entry, from skill_attack
  5450. *------------------------------------------
  5451. * Credits:
  5452. * Original coder unknown
  5453. * Initial refactoring by Baalberith
  5454. * Refined and optimized by helvetica
  5455. */
  5456. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int count)
  5457. {
  5458. struct Damage d;
  5459. switch(attack_type) {
  5460. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,count); break;
  5461. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,count); break;
  5462. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,count); break;
  5463. default:
  5464. ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
  5465. memset(&d,0,sizeof(d));
  5466. break;
  5467. }
  5468. if( d.damage + d.damage2 < 1 )
  5469. { //Miss/Absorbed
  5470. //Weapon attacks should go through to cause additional effects.
  5471. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  5472. d.dmg_lv = ATK_MISS;
  5473. d.dmotion = 0;
  5474. }
  5475. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  5476. d.dmg_lv = ATK_DEF;
  5477. return d;
  5478. }
  5479. /*==========================================
  5480. * Final damage return function
  5481. *------------------------------------------
  5482. * Credits:
  5483. * Original coder unknown
  5484. * Initial refactoring by Baalberith
  5485. * Refined and optimized by helvetica
  5486. */
  5487. int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  5488. struct map_session_data* sd;
  5489. int64 rdamage = 0, damage = *dmg;
  5490. int max_damage = status_get_max_hp(bl);
  5491. struct status_change* sc;
  5492. sd = BL_CAST(BL_PC, bl);
  5493. sc = status_get_sc(bl);
  5494. if (flag & BF_SHORT) {//Bounces back part of the damage.
  5495. if ( !status_reflect && sd && sd->bonus.short_weapon_damage_return ) {
  5496. rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
  5497. if(rdamage < 1) rdamage = 1;
  5498. } else if( status_reflect && sc && sc->count ) {
  5499. if( sc->data[SC_REFLECTDAMAGE] && !(skill_get_inf2(skill_id)&INF2_TRAP)) {
  5500. if( rnd()%100 <= sc->data[SC_REFLECTDAMAGE]->val1*10 + 30 ){
  5501. max_damage = (int64)max_damage * status_get_lv(bl) / 100;
  5502. rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
  5503. if( --(sc->data[SC_REFLECTDAMAGE]->val3) < 1)
  5504. status_change_end(bl,SC_REFLECTDAMAGE,INVALID_TIMER);
  5505. }
  5506. } else {
  5507. if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
  5508. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  5509. if (rdamage < 1) rdamage = 1;
  5510. }
  5511. if(sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && !(src->type == BL_MOB && is_boss(src)) ) {
  5512. uint8 dir = map_calc_dir(bl,src->x,src->y),
  5513. t_dir = unit_getdir(bl);
  5514. if( distance_bl(src,bl) <= 0 || !map_check_dir(dir,t_dir) ) {
  5515. int64 rd1 = 0;
  5516. rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  5517. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  5518. clif_skill_damage(src,bl,gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1,6);
  5519. status_change_end(bl,SC_DEATHBOUND,INVALID_TIMER);
  5520. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  5521. }
  5522. }
  5523. if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 && !(src->type == BL_MOB && is_boss(src)) ){
  5524. rdamage += damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100;
  5525. if (rdamage < 1) rdamage = 1;
  5526. }
  5527. }
  5528. }
  5529. } else {
  5530. if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) {
  5531. rdamage += damage * sd->bonus.long_weapon_damage_return / 100;
  5532. if (rdamage < 1) rdamage = 1;
  5533. }
  5534. }
  5535. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  5536. rdamage = 0;
  5537. return cap_value(min(rdamage,max_damage),INT_MIN,INT_MAX);
  5538. }
  5539. /*===========================================
  5540. * Perform battle drain effects (HP/SP loss)
  5541. *-------------------------------------------*/
  5542. void battle_drain(TBL_PC *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_)
  5543. {
  5544. struct weapon_data *wd;
  5545. int64 *damage;
  5546. int thp = 0, tsp = 0, rhp = 0, rsp = 0, hp=0, sp=0, i;
  5547. for (i = 0; i < 4; i++) {
  5548. //First two iterations: Right hand
  5549. if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
  5550. else { wd = &sd->left_weapon; damage = &ldamage; }
  5551. if (*damage <= 0) continue;
  5552. if( i == 1 || i == 3 ) {
  5553. hp = wd->hp_drain_class[class_].value + wd->hp_drain_class[CLASS_ALL].value;
  5554. if (wd->hp_drain_class[class_].rate)
  5555. hp += battle_calc_drain(*damage, wd->hp_drain_class[class_].rate, wd->hp_drain_class[class_].per);
  5556. if (wd->hp_drain_class[CLASS_ALL].rate)
  5557. hp += battle_calc_drain(*damage, wd->hp_drain_class[CLASS_ALL].rate, wd->hp_drain_class[CLASS_ALL].per);
  5558. sp = wd->sp_drain_class[class_].value + wd->sp_drain_class[CLASS_ALL].value;
  5559. if (wd->sp_drain_class[class_].rate)
  5560. sp += battle_calc_drain(*damage, wd->sp_drain_class[class_].rate, wd->sp_drain_class[class_].per);
  5561. if (wd->sp_drain_class[CLASS_ALL].rate)
  5562. sp += battle_calc_drain(*damage, wd->sp_drain_class[CLASS_ALL].rate, wd->sp_drain_class[CLASS_ALL].per);
  5563. if( hp ) {
  5564. if( wd->hp_drain_class[class_].type )
  5565. rhp += hp;
  5566. if( wd->hp_drain_class[CLASS_ALL].type )
  5567. rhp += hp;
  5568. thp += hp;
  5569. }
  5570. if( sp ) {
  5571. if( wd->sp_drain_class[class_].type )
  5572. rsp += sp;
  5573. if( wd->sp_drain_class[CLASS_ALL].type )
  5574. rsp += sp;
  5575. tsp += sp;
  5576. }
  5577. } else {
  5578. hp = wd->hp_drain_race[race].value + wd->hp_drain_race[RC_ALL].value;
  5579. if (wd->hp_drain_race[race].rate)
  5580. hp += battle_calc_drain(*damage, wd->hp_drain_race[race].rate, wd->hp_drain_race[race].per);
  5581. if (wd->hp_drain_race[RC_ALL].rate)
  5582. hp += battle_calc_drain(*damage, wd->hp_drain_race[RC_ALL].rate, wd->hp_drain_race[RC_ALL].per);
  5583. sp = wd->sp_drain_race[race].value + wd->sp_drain_race[RC_ALL].value;
  5584. if (wd->sp_drain_race[race].rate)
  5585. sp += battle_calc_drain(*damage, wd->sp_drain_race[race].rate, wd->sp_drain_race[race].per);
  5586. if (wd->sp_drain_race[RC_ALL].rate)
  5587. sp += battle_calc_drain(*damage, wd->sp_drain_race[RC_ALL].rate, wd->sp_drain_race[RC_ALL].per);
  5588. if( hp ) {
  5589. if( wd->hp_drain_race[race].type )
  5590. rhp += hp;
  5591. if( wd->hp_drain_race[RC_ALL].type )
  5592. rhp += hp;
  5593. thp += hp;
  5594. }
  5595. if( sp ) {
  5596. if( wd->sp_drain_race[race].type )
  5597. rsp += sp;
  5598. if( wd->sp_drain_race[RC_ALL].type )
  5599. rsp += sp;
  5600. tsp += sp;
  5601. }
  5602. }
  5603. }
  5604. if (sd->bonus.sp_vanish_rate && rnd()%1000 < sd->bonus.sp_vanish_rate)
  5605. status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->bonus.sp_vanish_per, false);
  5606. if (sd->bonus.hp_vanish_rate && rnd()%1000 < sd->bonus.hp_vanish_rate
  5607. && tbl->type == BL_PC && (map[sd->bl.m].flag.pvp || map[sd->bl.m].flag.gvg))
  5608. status_percent_damage(&sd->bl, tbl, (unsigned char)sd->bonus.hp_vanish_per, 0, false);
  5609. if( sd->sp_gain_race_attack[race] )
  5610. tsp += sd->sp_gain_race_attack[race];
  5611. if( sd->sp_gain_race_attack[RC_ALL] )
  5612. tsp += sd->sp_gain_race_attack[RC_ALL];
  5613. if( sd->hp_gain_race_attack[race] )
  5614. thp += sd->hp_gain_race_attack[race];
  5615. if( sd->hp_gain_race_attack[RC_ALL] )
  5616. thp += sd->hp_gain_race_attack[RC_ALL];
  5617. if (!thp && !tsp) return;
  5618. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  5619. if (rhp || rsp)
  5620. status_zap(tbl, rhp, rsp);
  5621. }
  5622. /*===========================================
  5623. * Deals the same damage to targets in area.
  5624. *-------------------------------------------
  5625. * Credits:
  5626. * Original coder pakpil
  5627. */
  5628. int battle_damage_area( struct block_list *bl, va_list ap) {
  5629. unsigned int tick;
  5630. int64 damage;
  5631. int amotion, dmotion;
  5632. struct block_list *src;
  5633. nullpo_ret(bl);
  5634. tick=va_arg(ap, unsigned int);
  5635. src=va_arg(ap,struct block_list *);
  5636. amotion=va_arg(ap,int);
  5637. dmotion=va_arg(ap,int);
  5638. damage=va_arg(ap,int);
  5639. if( bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  5640. return 0;
  5641. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  5642. map_freeblock_lock();
  5643. if( src->type == BL_PC )
  5644. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  5645. if( amotion )
  5646. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true);
  5647. else
  5648. status_fix_damage(src,bl,damage,0);
  5649. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,ATK_BLOCK,0);
  5650. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  5651. map_freeblock_unlock();
  5652. }
  5653. return 0;
  5654. }
  5655. /*==========================================
  5656. * Do a basic physical attack (call trough unit_attack_timer)
  5657. *------------------------------------------*/
  5658. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag) {
  5659. struct map_session_data *sd = NULL, *tsd = NULL;
  5660. struct status_data *sstatus, *tstatus;
  5661. struct status_change *sc, *tsc;
  5662. int64 damage;
  5663. int skillv;
  5664. struct Damage wd;
  5665. nullpo_retr(ATK_NONE, src);
  5666. nullpo_retr(ATK_NONE, target);
  5667. if (src->prev == NULL || target->prev == NULL)
  5668. return ATK_NONE;
  5669. sd = BL_CAST(BL_PC, src);
  5670. tsd = BL_CAST(BL_PC, target);
  5671. sstatus = status_get_status_data(src);
  5672. tstatus = status_get_status_data(target);
  5673. sc = status_get_sc(src);
  5674. tsc = status_get_sc(target);
  5675. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  5676. sc = NULL;
  5677. if (tsc && !tsc->count)
  5678. tsc = NULL;
  5679. if (sd)
  5680. {
  5681. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  5682. if (sd->state.arrow_atk)
  5683. {
  5684. int index = sd->equip_index[EQI_AMMO];
  5685. if (index<0) {
  5686. clif_arrow_fail(sd,0);
  5687. return ATK_NONE;
  5688. }
  5689. //Ammo check by Ishizu-chan
  5690. if (sd->inventory_data[index])
  5691. switch (sd->status.weapon) {
  5692. case W_BOW:
  5693. if (sd->inventory_data[index]->look != A_ARROW) {
  5694. clif_arrow_fail(sd,0);
  5695. return ATK_NONE;
  5696. }
  5697. break;
  5698. case W_REVOLVER:
  5699. case W_RIFLE:
  5700. case W_GATLING:
  5701. case W_SHOTGUN:
  5702. if (sd->inventory_data[index]->look != A_BULLET) {
  5703. clif_arrow_fail(sd,0);
  5704. return ATK_NONE;
  5705. }
  5706. break;
  5707. case W_GRENADE:
  5708. if (sd->inventory_data[index]->look != A_GRENADE) {
  5709. clif_arrow_fail(sd,0);
  5710. return ATK_NONE;
  5711. }
  5712. break;
  5713. }
  5714. }
  5715. }
  5716. if (sc && sc->count) {
  5717. if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
  5718. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  5719. else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
  5720. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5721. }
  5722. if( tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) )
  5723. {
  5724. uint8 dir = map_calc_dir(target,src->x,src->y);
  5725. int t_dir = unit_getdir(target);
  5726. int dist = distance_bl(src, target);
  5727. if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
  5728. {
  5729. uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
  5730. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  5731. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  5732. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  5733. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  5734. return ATK_BLOCK;
  5735. }
  5736. }
  5737. if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  5738. {
  5739. uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  5740. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  5741. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  5742. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  5743. { //Target locked.
  5744. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  5745. clif_bladestop(target, src->id, 1);
  5746. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  5747. return ATK_BLOCK;
  5748. }
  5749. }
  5750. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  5751. int triple_rate= 30 - skillv; //Base Rate
  5752. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
  5753. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  5754. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  5755. }
  5756. if (rnd()%100 < triple_rate) {
  5757. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  5758. return ATK_DEF;
  5759. return ATK_MISS;
  5760. }
  5761. }
  5762. if (sc) {
  5763. if (sc->data[SC_SACRIFICE]) {
  5764. uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
  5765. damage_lv ret_val;
  5766. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  5767. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  5768. /**
  5769. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  5770. * For further information: bugreport:4950
  5771. **/
  5772. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  5773. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  5774. if( ret_val == ATK_NONE )
  5775. return ATK_MISS;
  5776. return ret_val;
  5777. }
  5778. if (sc->data[SC_MAGICALATTACK]) {
  5779. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
  5780. return ATK_DEF;
  5781. return ATK_MISS;
  5782. }
  5783. if( sc->data[SC_GT_ENERGYGAIN] ) {
  5784. if( sd && rnd()%100 < 10 + 5 * sc->data[SC_GT_ENERGYGAIN]->val1)
  5785. pc_addspiritball(sd,
  5786. skill_get_time(MO_CALLSPIRITS, sc->data[SC_GT_ENERGYGAIN]->val1),
  5787. sc->data[SC_GT_ENERGYGAIN]->val1);
  5788. }
  5789. if( tsc && tsc->data[SC_GT_ENERGYGAIN] ) {
  5790. if( tsd && rnd()%100 < 10 + 5 * tsc->data[SC_GT_ENERGYGAIN]->val1)
  5791. pc_addspiritball(tsd,
  5792. skill_get_time(MO_CALLSPIRITS, tsc->data[SC_GT_ENERGYGAIN]->val1),
  5793. tsc->data[SC_GT_ENERGYGAIN]->val1);
  5794. }
  5795. if( sc && sc->data[SC_CRUSHSTRIKE] ){
  5796. uint16 skill_lv = sc->data[SC_CRUSHSTRIKE]->val1;
  5797. status_change_end(src, SC_CRUSHSTRIKE, INVALID_TIMER);
  5798. if( skill_attack(BF_WEAPON,src,src,target,RK_CRUSHSTRIKE,skill_lv,tick,0) )
  5799. return ATK_DEF;
  5800. return ATK_MISS;
  5801. }
  5802. if (tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < 20)
  5803. clif_skill_nodamage(target, target, SM_ENDURE, 5, sc_start(src, target, SC_ENDURE, 100, 5, skill_get_time(SM_ENDURE, 5)));
  5804. }
  5805. if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp)
  5806. tsc->data[SC_KAAHI]->val4 = add_timer(tick + skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal.
  5807. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  5808. if( sc && sc->count ) {
  5809. if (sc->data[SC_EXEEDBREAK]) {
  5810. ATK_RATER(wd.damage, sc->data[SC_EXEEDBREAK]->val1)
  5811. status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
  5812. }
  5813. if( sc->data[SC_SPELLFIST] ) {
  5814. if( --(sc->data[SC_SPELLFIST]->val1) >= 0 ){
  5815. struct Damage ad = battle_calc_attack(BF_MAGIC,src,target,sc->data[SC_SPELLFIST]->val3,sc->data[SC_SPELLFIST]->val4,flag|BF_SHORT);
  5816. wd.damage = ad.damage;
  5817. }else
  5818. status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
  5819. }
  5820. if( sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 )
  5821. wd.damage *= 3; // Triple Damage
  5822. if( sd && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0 && sd->status.inventory[sd->equip_index[EQI_AMMO]].amount >= sc->data[SC_FEARBREEZE]->val4 && battle_config.arrow_decrement){
  5823. pc_delitem(sd,sd->equip_index[EQI_AMMO],sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
  5824. sc->data[SC_FEARBREEZE]->val4 = 0;
  5825. }
  5826. }
  5827. if (sd && sd->state.arrow_atk) //Consume arrow.
  5828. battle_consume_ammo(sd, 0, 0);
  5829. damage = wd.damage + wd.damage2;
  5830. if( damage > 0 && src != target )
  5831. {
  5832. if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
  5833. { // Activates it only from melee damage
  5834. uint16 skill_id;
  5835. if( rnd()%2 == 1 )
  5836. skill_id = AB_DUPLELIGHT_MELEE;
  5837. else
  5838. skill_id = AB_DUPLELIGHT_MAGIC;
  5839. skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
  5840. }
  5841. }
  5842. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
  5843. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  5844. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  5845. if ( target->type == BL_SKILL && damage > 0 ){
  5846. TBL_SKILL *su = (TBL_SKILL*)target;
  5847. if( su->group && su->group->skill_id == HT_BLASTMINE)
  5848. skill_blown(src, target, 3, -1, 0);
  5849. }
  5850. map_freeblock_lock();
  5851. if( skill_check_shadowform(target, damage, wd.div_) ) {
  5852. if( !status_isdead(target) )
  5853. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  5854. if( wd.dmg_lv > ATK_BLOCK )
  5855. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  5856. } else
  5857. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true);
  5858. if( tsc ) {
  5859. if( tsc->data[SC_DEVOTION] ) {
  5860. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  5861. struct block_list *d_bl = map_id2bl(sce->val1);
  5862. if( d_bl && (
  5863. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  5864. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  5865. ) && check_distance_bl(target, d_bl, sce->val3) )
  5866. {
  5867. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  5868. status_fix_damage(NULL, d_bl, damage, 0);
  5869. }
  5870. else
  5871. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  5872. } else if( tsc->data[SC_CIRCLE_OF_FIRE_OPTION] && (wd.flag&BF_SHORT) && target->type == BL_PC ) {
  5873. struct elemental_data *ed = ((TBL_PC*)target)->ed;
  5874. if( ed ) {
  5875. clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, 6);
  5876. skill_attack(BF_MAGIC,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
  5877. }
  5878. } else if( tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1 ) {
  5879. struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
  5880. if( e_bl && !status_isdead(e_bl) ) {
  5881. clif_damage(e_bl,e_bl,tick,wd.amotion,wd.dmotion,damage,wd.div_,wd.type,wd.damage2);
  5882. status_damage(target,e_bl,damage,0,0,0);
  5883. // Just show damage in target.
  5884. clif_damage(src, target, tick, wd.amotion, wd.dmotion, damage, wd.div_, wd.type, wd.damage2 );
  5885. map_freeblock_unlock();
  5886. return ATK_NONE;
  5887. }
  5888. }
  5889. }
  5890. if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
  5891. int sp = 0;
  5892. uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
  5893. uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
  5894. int i = rnd()%100;
  5895. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  5896. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  5897. //reduction only for skill_lv > 1
  5898. if (skill_lv > 1) {
  5899. if (i >= 50) skill_lv -= 2;
  5900. else if (i >= 15) skill_lv--;
  5901. }
  5902. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  5903. if (status_charge(src, 0, sp)) {
  5904. switch (skill_get_casttype(skill_id)) {
  5905. case CAST_GROUND:
  5906. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  5907. break;
  5908. case CAST_NODAMAGE:
  5909. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  5910. break;
  5911. case CAST_DAMAGE:
  5912. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  5913. break;
  5914. }
  5915. }
  5916. }
  5917. if (sd) {
  5918. if( wd.flag&BF_SHORT && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
  5919. sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id != 0 && sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].flag == SKILL_FLAG_PLAGIARIZED )
  5920. {
  5921. int r_skill = sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id,
  5922. r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;
  5923. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  5924. int type;
  5925. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  5926. int maxcount = 0;
  5927. if( !(BL_PC&battle_config.skill_reiteration) &&
  5928. skill_get_unit_flag(r_skill)&UF_NOREITERATION )
  5929. type = -1;
  5930. if( BL_PC&battle_config.skill_nofootset &&
  5931. skill_get_unit_flag(r_skill)&UF_NOFOOTSET )
  5932. type = -1;
  5933. if( BL_PC&battle_config.land_skill_limit &&
  5934. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  5935. ) {
  5936. int v;
  5937. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  5938. if(sd->ud.skillunit[v]->skill_id == r_skill)
  5939. maxcount--;
  5940. }
  5941. if( maxcount == 0 )
  5942. type = -1;
  5943. }
  5944. if( type != CAST_GROUND ){
  5945. clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
  5946. map_freeblock_unlock();
  5947. return wd.dmg_lv;
  5948. }
  5949. }
  5950. sd->state.autocast = 1;
  5951. skill_consume_requirement(sd,r_skill,r_lv,3);
  5952. switch( type ) {
  5953. case CAST_GROUND:
  5954. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  5955. break;
  5956. case CAST_NODAMAGE:
  5957. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  5958. break;
  5959. case CAST_DAMAGE:
  5960. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  5961. break;
  5962. }
  5963. sd->state.autocast = 0;
  5964. sd->ud.canact_tick = tick + skill_delayfix(src, r_skill, r_lv);
  5965. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  5966. }
  5967. }
  5968. if( sd && sc && (sc->data[SC_TROPIC_OPTION] || sc->data[SC_CHILLY_AIR_OPTION] || sc->data[SC_WILD_STORM_OPTION] || sc->data[SC_UPHEAVAL_OPTION]) )
  5969. { // Autocast one Bolt depending on status change.
  5970. int skill_id = 0;
  5971. if( sc->data[SC_TROPIC_OPTION] ) skill_id = sc->data[SC_TROPIC_OPTION]->val3;
  5972. else if( sc->data[SC_CHILLY_AIR_OPTION] ) skill_id = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  5973. else if( sc->data[SC_WILD_STORM_OPTION] ) skill_id = sc->data[SC_WILD_STORM_OPTION]->val2;
  5974. else if( sc->data[SC_UPHEAVAL_OPTION] ) skill_id = sc->data[SC_UPHEAVAL_OPTION]->val2;
  5975. sd->state.autocast = 1;
  5976. if( skill_id && rand()%100 < (sd->status.job_level / 2) )
  5977. skill_castend_damage_id(src, target, skill_id, (int)floor(sd->status.job_level / 10), tick, flag);
  5978. sd->state.autocast = 0;
  5979. }
  5980. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  5981. if (battle_config.left_cardfix_to_right)
  5982. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  5983. else
  5984. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  5985. }
  5986. }
  5987. if (tsc) {
  5988. if (damage > 0 && tsc->data[SC_POISONREACT] &&
  5989. (rnd()%100 < tsc->data[SC_POISONREACT]->val3
  5990. || sstatus->def_ele == ELE_POISON) &&
  5991. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  5992. status_check_skilluse(target, src, TF_POISON, 0)
  5993. ) { //Poison React
  5994. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  5995. if (sstatus->def_ele == ELE_POISON) {
  5996. sce->val2 = 0;
  5997. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  5998. } else {
  5999. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  6000. --sce->val2;
  6001. }
  6002. if (sce->val2 <= 0)
  6003. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  6004. }
  6005. }
  6006. map_freeblock_unlock();
  6007. return wd.dmg_lv;
  6008. }
  6009. /*=========================
  6010. * Check for undead status
  6011. *-------------------------
  6012. * Credits:
  6013. * Original coder Skoltex
  6014. * Refactored by Baalberith
  6015. */
  6016. int battle_check_undead(int race,int element)
  6017. {
  6018. if(battle_config.undead_detect_type == 0) {
  6019. if(element == ELE_UNDEAD)
  6020. return 1;
  6021. }
  6022. else if(battle_config.undead_detect_type == 1) {
  6023. if(race == RC_UNDEAD)
  6024. return 1;
  6025. }
  6026. else {
  6027. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  6028. return 1;
  6029. }
  6030. return 0;
  6031. }
  6032. /*================================================================
  6033. * Returns the upmost level master starting with the given object
  6034. *----------------------------------------------------------------*/
  6035. struct block_list* battle_get_master(struct block_list *src)
  6036. {
  6037. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  6038. do {
  6039. prev = src;
  6040. switch (src->type) {
  6041. case BL_PET:
  6042. if (((TBL_PET*)src)->master)
  6043. src = (struct block_list*)((TBL_PET*)src)->master;
  6044. break;
  6045. case BL_MOB:
  6046. if (((TBL_MOB*)src)->master_id)
  6047. src = map_id2bl(((TBL_MOB*)src)->master_id);
  6048. break;
  6049. case BL_HOM:
  6050. if (((TBL_HOM*)src)->master)
  6051. src = (struct block_list*)((TBL_HOM*)src)->master;
  6052. break;
  6053. case BL_MER:
  6054. if (((TBL_MER*)src)->master)
  6055. src = (struct block_list*)((TBL_MER*)src)->master;
  6056. break;
  6057. case BL_ELEM:
  6058. if (((TBL_ELEM*)src)->master)
  6059. src = (struct block_list*)((TBL_ELEM*)src)->master;
  6060. break;
  6061. case BL_SKILL:
  6062. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  6063. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  6064. break;
  6065. }
  6066. } while (src && src != prev);
  6067. return prev;
  6068. }
  6069. /*==========================================
  6070. * Checks the state between two targets
  6071. * (enemy, friend, party, guild, etc)
  6072. *------------------------------------------
  6073. * Usage:
  6074. * See battle.h for possible values/combinations
  6075. * to be used here (BCT_* constants)
  6076. * Return value is:
  6077. * 1: flag holds true (is enemy, party, etc)
  6078. * -1: flag fails
  6079. * 0: Invalid target (non-targetable ever)
  6080. *
  6081. * Credits:
  6082. * Original coder unknown
  6083. * Rewritten by Skoltex
  6084. */
  6085. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  6086. {
  6087. int16 m; //map
  6088. int state = 0; //Initial state none
  6089. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  6090. struct block_list *s_bl = src, *t_bl = target;
  6091. nullpo_ret(src);
  6092. nullpo_ret(target);
  6093. m = target->m;
  6094. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  6095. //objects involved.
  6096. if( (t_bl = battle_get_master(target)) == NULL )
  6097. t_bl = target;
  6098. if( (s_bl = battle_get_master(src)) == NULL )
  6099. s_bl = src;
  6100. if ( s_bl->type == BL_PC ) {
  6101. switch( t_bl->type ) {
  6102. case BL_MOB: // Source => PC, Target => MOB
  6103. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  6104. return 0;
  6105. break;
  6106. case BL_PC:
  6107. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  6108. return 0;
  6109. break;
  6110. default:/* anything else goes */
  6111. break;
  6112. }
  6113. }
  6114. switch( target->type ) { // Checks on actual target
  6115. case BL_PC: {
  6116. struct status_change* sc = status_get_sc(src);
  6117. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  6118. return -1; //Cannot be targeted yet.
  6119. if( sc && sc->count ) {
  6120. if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
  6121. return -1;
  6122. }
  6123. }
  6124. break;
  6125. case BL_MOB:
  6126. {
  6127. struct mob_data *md = ((TBL_MOB*)target);
  6128. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  6129. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  6130. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzoe
  6131. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  6132. ){ //Targettable by players
  6133. state |= BCT_ENEMY;
  6134. strip_enemy = 0;
  6135. }
  6136. break;
  6137. }
  6138. case BL_SKILL:
  6139. {
  6140. TBL_SKILL *su = (TBL_SKILL*)target;
  6141. if( !su->group )
  6142. return 0;
  6143. if( skill_get_inf2(su->group->skill_id)&INF2_TRAP ) { //Only a few skills can target traps...
  6144. switch( battle_getcurrentskill(src) ) {
  6145. case RK_DRAGONBREATH:// it can only hit traps in pvp/gvg maps
  6146. case RK_DRAGONBREATH_WATER:
  6147. if( !map[m].flag.pvp && !map[m].flag.gvg )
  6148. break;
  6149. case 0://you can hit them without skills
  6150. case MA_REMOVETRAP:
  6151. case HT_REMOVETRAP:
  6152. case AC_SHOWER:
  6153. case MA_SHOWER:
  6154. case WZ_SIGHTRASHER:
  6155. case WZ_SIGHTBLASTER:
  6156. case SM_MAGNUM:
  6157. case MS_MAGNUM:
  6158. case RA_DETONATOR:
  6159. case RA_SENSITIVEKEEN:
  6160. case GN_CRAZYWEED_ATK:
  6161. case RK_STORMBLAST:
  6162. case SR_RAMPAGEBLASTER:
  6163. case NC_COLDSLOWER:
  6164. case NC_SELFDESTRUCTION:
  6165. #ifdef RENEWAL
  6166. case KN_BOWLINGBASH:
  6167. case KN_SPEARSTAB:
  6168. case LK_SPIRALPIERCE:
  6169. case ML_SPIRALPIERCE:
  6170. case MO_FINGEROFFENSIVE:
  6171. case MO_INVESTIGATE:
  6172. case MO_TRIPLEATTACK:
  6173. case MO_EXTREMITYFIST:
  6174. case CR_HOLYCROSS:
  6175. case ASC_METEORASSAULT:
  6176. case RG_RAID:
  6177. case MC_CARTREVOLUTION:
  6178. #endif
  6179. state |= BCT_ENEMY;
  6180. strip_enemy = 0;
  6181. break;
  6182. default:
  6183. if(su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD){
  6184. state |= BCT_ENEMY;
  6185. strip_enemy = 0;
  6186. }else
  6187. return 0;
  6188. }
  6189. } else if (su->group->skill_id==WZ_ICEWALL ||
  6190. su->group->skill_id == GN_WALLOFTHORN) {
  6191. state |= BCT_ENEMY;
  6192. strip_enemy = 0;
  6193. } else //Excepting traps and icewall, you should not be able to target skills.
  6194. return 0;
  6195. }
  6196. break;
  6197. //Valid targets with no special checks here.
  6198. case BL_MER:
  6199. case BL_HOM:
  6200. case BL_ELEM:
  6201. break;
  6202. //All else not specified is an invalid target.
  6203. default:
  6204. return 0;
  6205. } //end switch actual target
  6206. switch( t_bl->type )
  6207. { //Checks on target master
  6208. case BL_PC:
  6209. {
  6210. struct map_session_data *sd;
  6211. if( t_bl == s_bl ) break;
  6212. sd = BL_CAST(BL_PC, t_bl);
  6213. if( sd->state.monster_ignore && flag&BCT_ENEMY )
  6214. return 0; // Global immunity only to Attacks
  6215. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  6216. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  6217. if( sd->state.killable ) {
  6218. state |= BCT_ENEMY; // Everything can kill it
  6219. strip_enemy = 0;
  6220. }
  6221. break;
  6222. }
  6223. case BL_MOB:
  6224. {
  6225. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  6226. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  6227. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  6228. break;
  6229. }
  6230. default: break; //other type doesn't have slave yet
  6231. } //end switch master target
  6232. switch( src->type ) { //Checks on actual src type
  6233. case BL_PET:
  6234. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  6235. return 0; //Pet may not attack non-mobs.
  6236. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  6237. return 0; //pet may not attack Guardians/Emperium
  6238. break;
  6239. case BL_SKILL: {
  6240. struct skill_unit *su = (struct skill_unit *)src;
  6241. if (!su->group)
  6242. return 0;
  6243. if (su->group->src_id == target->id) {
  6244. int inf2 = skill_get_inf2(su->group->skill_id);
  6245. if (inf2&INF2_NO_TARGET_SELF)
  6246. return -1;
  6247. if (inf2&INF2_TARGET_SELF)
  6248. return 1;
  6249. }
  6250. }
  6251. break;
  6252. case BL_MER:
  6253. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  6254. return 0; //mercenary may not attack Emperium
  6255. break;
  6256. } //end switch actual src
  6257. switch( s_bl->type )
  6258. { //Checks on source master
  6259. case BL_PC:
  6260. {
  6261. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  6262. if( s_bl != t_bl )
  6263. {
  6264. if( sd->state.killer )
  6265. {
  6266. state |= BCT_ENEMY; // Can kill anything
  6267. strip_enemy = 0;
  6268. }
  6269. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
  6270. {
  6271. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  6272. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  6273. else
  6274. return 0; // You can't target anything out of your duel
  6275. }
  6276. }
  6277. if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM )
  6278. return 0; //If you don't belong to a guild, can't target emperium.
  6279. if( t_bl->type != BL_PC )
  6280. state |= BCT_ENEMY; //Natural enemy.
  6281. break;
  6282. }
  6283. case BL_MOB:
  6284. {
  6285. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  6286. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  6287. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  6288. if( !md->special_state.ai )
  6289. { //Normal mobs
  6290. if(
  6291. ( 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 ) ) ||
  6292. ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  6293. )
  6294. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  6295. else
  6296. state |= BCT_ENEMY; //However, all else are enemies.
  6297. }
  6298. else
  6299. {
  6300. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  6301. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  6302. }
  6303. break;
  6304. }
  6305. default:
  6306. //Need some sort of default behaviour for unhandled types.
  6307. if (t_bl->type != s_bl->type)
  6308. state |= BCT_ENEMY;
  6309. break;
  6310. } //end switch on src master
  6311. if( (flag&BCT_ALL) == BCT_ALL )
  6312. { //All actually stands for all attackable chars
  6313. if( target->type&BL_CHAR )
  6314. return 1;
  6315. else
  6316. return -1;
  6317. }
  6318. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  6319. return -1;
  6320. if( t_bl == s_bl )
  6321. { //No need for further testing.
  6322. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  6323. if( state&BCT_ENEMY && strip_enemy )
  6324. state&=~BCT_ENEMY;
  6325. return (flag&state)?1:-1;
  6326. }
  6327. if( map_flag_vs(m) )
  6328. { //Check rivalry settings.
  6329. int sbg_id = 0, tbg_id = 0;
  6330. if( map[m].flag.battleground )
  6331. {
  6332. sbg_id = bg_team_get_id(s_bl);
  6333. tbg_id = bg_team_get_id(t_bl);
  6334. }
  6335. if( flag&(BCT_PARTY|BCT_ENEMY) )
  6336. {
  6337. int s_party = status_get_party_id(s_bl);
  6338. if( s_party && s_party == status_get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  6339. state |= BCT_PARTY;
  6340. else
  6341. state |= BCT_ENEMY;
  6342. }
  6343. if( flag&(BCT_GUILD|BCT_ENEMY) )
  6344. {
  6345. int s_guild = status_get_guild_id(s_bl);
  6346. int t_guild = status_get_guild_id(t_bl);
  6347. if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  6348. state |= BCT_GUILD;
  6349. else
  6350. state |= BCT_ENEMY;
  6351. }
  6352. if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id )
  6353. state &= ~BCT_ENEMY;
  6354. if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  6355. { // Prevent novice engagement on pk_mode (feature by Valaris)
  6356. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  6357. if (
  6358. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  6359. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  6360. (int)sd->status.base_level < battle_config.pk_min_level ||
  6361. (int)sd2->status.base_level < battle_config.pk_min_level ||
  6362. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  6363. )
  6364. state &= ~BCT_ENEMY;
  6365. }
  6366. }//end map_flag_vs chk rivality
  6367. else
  6368. { //Non pvp/gvg, check party/guild settings.
  6369. if( flag&BCT_PARTY || state&BCT_ENEMY )
  6370. {
  6371. int s_party = status_get_party_id(s_bl);
  6372. if(s_party && s_party == status_get_party_id(t_bl))
  6373. state |= BCT_PARTY;
  6374. }
  6375. if( flag&BCT_GUILD || state&BCT_ENEMY )
  6376. {
  6377. int s_guild = status_get_guild_id(s_bl);
  6378. int t_guild = status_get_guild_id(t_bl);
  6379. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  6380. state |= BCT_GUILD;
  6381. }
  6382. } //end non pvp/gvg chk rivality
  6383. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  6384. state = BCT_NEUTRAL;
  6385. //Alliance state takes precedence over enemy one.
  6386. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  6387. state&=~BCT_ENEMY;
  6388. return (flag&state)?1:-1;
  6389. }
  6390. /*==========================================
  6391. * Check if can attack from this range
  6392. * Basic check then calling path_search for obstacle etc..
  6393. *------------------------------------------
  6394. */
  6395. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  6396. {
  6397. int d;
  6398. nullpo_retr(false, src);
  6399. nullpo_retr(false, bl);
  6400. if( src->m != bl->m )
  6401. return false;
  6402. #ifndef CIRCULAR_AREA
  6403. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  6404. int dx = src->x - bl->x, dy = src->y - bl->y;
  6405. if( !check_distance(dx, dy, range) )
  6406. return false;
  6407. } else
  6408. #endif
  6409. if( !check_distance_bl(src, bl, range) )
  6410. return false;
  6411. if( (d = distance_bl(src, bl)) < 2 )
  6412. return true; // No need for path checking.
  6413. if( d > AREA_SIZE )
  6414. return false; // Avoid targetting objects beyond your range of sight.
  6415. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  6416. }
  6417. /*=============================================
  6418. * Battle.conf settings and default/max values
  6419. *---------------------------------------------
  6420. */
  6421. static const struct _battle_data {
  6422. const char* str;
  6423. int* val;
  6424. int defval;
  6425. int min;
  6426. int max;
  6427. } battle_data[] = {
  6428. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  6429. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  6430. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  6431. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  6432. { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
  6433. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  6434. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  6435. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  6436. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  6437. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  6438. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  6439. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  6440. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  6441. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  6442. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  6443. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, ~BL_PC, BL_NUL, BL_ALL, },
  6444. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  6445. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  6446. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  6447. { "traps_setting", &battle_config.traps_setting, 0, 0, 1, },
  6448. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  6449. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  6450. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  6451. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  6452. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  6453. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  6454. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  6455. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  6456. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  6457. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  6458. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  6459. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  6460. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  6461. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  6462. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  6463. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  6464. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  6465. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  6466. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  6467. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  6468. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  6469. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  6470. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  6471. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  6472. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  6473. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  6474. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  6475. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  6476. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  6477. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  6478. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  6479. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  6480. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  6481. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  6482. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  6483. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  6484. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  6485. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  6486. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  6487. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  6488. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  6489. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  6490. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  6491. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  6492. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  6493. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  6494. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  6495. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  6496. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  6497. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  6498. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  6499. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  6500. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  6501. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  6502. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  6503. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, },
  6504. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  6505. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  6506. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  6507. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  6508. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  6509. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  6510. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  6511. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  6512. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  6513. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  6514. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  6515. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  6516. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  6517. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  6518. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  6519. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  6520. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  6521. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  6522. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  6523. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  6524. { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, },
  6525. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  6526. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  6527. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  6528. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  6529. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  6530. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  6531. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  6532. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  6533. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  6534. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  6535. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  6536. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  6537. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  6538. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  6539. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  6540. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  6541. { "item_check", &battle_config.item_check, 0, 0, 7, },
  6542. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  6543. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  6544. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  6545. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  6546. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  6547. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  6548. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  6549. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  6550. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  6551. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  6552. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  6553. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
  6554. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  6555. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  6556. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  6557. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  6558. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  6559. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  6560. { "max_hp", &battle_config.max_hp, 32500, 100, 1000000000, },
  6561. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  6562. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  6563. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  6564. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  6565. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  6566. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  6567. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  6568. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  6569. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  6570. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  6571. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  6572. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  6573. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  6574. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  6575. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  6576. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  6577. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  6578. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  6579. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  6580. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  6581. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  6582. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, },
  6583. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  6584. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  6585. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  6586. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  6587. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  6588. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  6589. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  6590. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  6591. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  6592. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  6593. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  6594. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  6595. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  6596. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  6597. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  6598. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  6599. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  6600. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  6601. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  6602. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  6603. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  6604. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  6605. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  6606. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  6607. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  6608. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
  6609. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  6610. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  6611. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  6612. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  6613. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  6614. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  6615. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  6616. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  6617. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  6618. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  6619. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  6620. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  6621. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  6622. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  6623. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  6624. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  6625. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  6626. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  6627. { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
  6628. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  6629. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  6630. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  6631. { "cell_stack_limit", &battle_config.cell_stack_limit, 1, 1, 255, },
  6632. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  6633. // eAthena additions
  6634. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  6635. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, },
  6636. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  6637. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, },
  6638. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  6639. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, },
  6640. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  6641. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, },
  6642. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  6643. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, },
  6644. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  6645. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, },
  6646. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  6647. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, },
  6648. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  6649. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, },
  6650. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  6651. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  6652. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  6653. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  6654. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  6655. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  6656. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  6657. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  6658. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  6659. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  6660. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  6661. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  6662. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  6663. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  6664. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  6665. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  6666. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  6667. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  6668. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  6669. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  6670. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  6671. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  6672. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  6673. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  6674. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  6675. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  6676. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  6677. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  6678. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  6679. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  6680. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  6681. { "packet_ver_flag", &battle_config.packet_ver_flag, 0x7FFFFFFF,0, INT_MAX, },
  6682. { "packet_ver_flag2", &battle_config.packet_ver_flag2, 0x7FFFFFFF,0, INT_MAX, },
  6683. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  6684. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  6685. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  6686. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  6687. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  6688. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  6689. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  6690. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  6691. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  6692. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  6693. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  6694. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  6695. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  6696. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  6697. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  6698. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  6699. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  6700. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  6701. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  6702. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  6703. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  6704. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  6705. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  6706. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  6707. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  6708. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  6709. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  6710. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  6711. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  6712. { "display_version", &battle_config.display_version, 1, 0, 1, },
  6713. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  6714. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  6715. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  6716. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  6717. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  6718. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, },
  6719. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  6720. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  6721. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  6722. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  6723. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  6724. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  6725. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  6726. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, },
  6727. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  6728. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  6729. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  6730. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  6731. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  6732. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  6733. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  6734. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  6735. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  6736. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  6737. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  6738. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  6739. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  6740. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  6741. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  6742. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  6743. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  6744. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  6745. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  6746. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  6747. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  6748. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  6749. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  6750. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  6751. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  6752. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  6753. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  6754. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  6755. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  6756. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  6757. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  6758. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  6759. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  6760. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  6761. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  6762. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  6763. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  6764. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  6765. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  6766. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  6767. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  6768. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  6769. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  6770. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 1, 0, 1, },
  6771. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  6772. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  6773. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  6774. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  6775. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  6776. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  6777. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  6778. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  6779. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  6780. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  6781. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  6782. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  6783. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  6784. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  6785. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  6786. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  6787. // BattleGround Settings
  6788. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  6789. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  6790. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  6791. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  6792. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  6793. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  6794. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  6795. /**
  6796. * rAthena
  6797. **/
  6798. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  6799. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  6800. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  6801. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  6802. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  6803. { "atcommand_max_stat_bypass", &battle_config.atcommand_max_stat_bypass, 0, 0, 100, },
  6804. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 90, 0, 300 },
  6805. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  6806. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  6807. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  6808. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  6809. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  6810. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  6811. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  6812. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 1, },
  6813. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  6814. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  6815. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  6816. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  6817. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  6818. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  6819. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  6820. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  6821. #ifdef VIP_ENABLE
  6822. { "vip_storage_increase", &battle_config.vip_storage_increase, 0, 0, MAX_STORAGE-MIN_STORAGE, },
  6823. #else
  6824. { "vip_storage_increase", &battle_config.vip_storage_increase, 0, 0, MAX_STORAGE, },
  6825. #endif
  6826. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 0, 0, INT_MAX, },
  6827. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 0, 0, INT_MAX, },
  6828. { "vip_exp_penalty_base_normal", &battle_config.vip_exp_penalty_base_normal, 0, 0, INT_MAX, },
  6829. { "vip_exp_penalty_job_normal", &battle_config.vip_exp_penalty_job_normal, 0, 0, INT_MAX, },
  6830. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 0, 0, INT_MAX, },
  6831. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 0, 0, INT_MAX, },
  6832. { "vip_bm_increase", &battle_config.vip_bm_increase, 0, 0, INT_MAX, },
  6833. { "vip_drop_increase", &battle_config.vip_drop_increase, 0, 0, INT_MAX, },
  6834. { "vip_gemstone", &battle_config.vip_gemstone, 0, 0, 1, },
  6835. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  6836. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  6837. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  6838. { "emblem_woe_change", &battle_config.emblem_woe_change, 0, 0, 1, },
  6839. { "emblem_transparency_limit", &battle_config.emblem_transparency_limit, 80, 0, 100, },
  6840. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  6841. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  6842. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  6843. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  6844. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, 0, 7, },
  6845. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, 0, 1, },
  6846. { "disp_serverbank_msg", &battle_config.disp_serverbank_msg, 0, 0, 1, },
  6847. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  6848. { "atcommand_enable_npc", &battle_config.atcommand_enable_npc, 0, 0, 100, },
  6849. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  6850. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  6851. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  6852. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  6853. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  6854. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  6855. };
  6856. #ifndef STATS_OPT_OUT
  6857. /**
  6858. * rAthena anonymous statistic usage report -- packet is built here, and sent to char server to report.
  6859. **/
  6860. void rAthena_report(char* date, char *time_c) {
  6861. int i, rev = 0, bd_size = ARRAYLENGTH(battle_data);
  6862. unsigned int config = 0;
  6863. const char* rev_str;
  6864. char timestring[25];
  6865. time_t curtime;
  6866. char* buf;
  6867. enum config_table {
  6868. C_CIRCULAR_AREA = 0x0001,
  6869. C_CELLNOSTACK = 0x0002,
  6870. C_BETA_THREAD_TEST = 0x0004,
  6871. C_SCRIPT_CALLFUNC_CHECK = 0x0008,
  6872. C_OFFICIAL_WALKPATH = 0x0010,
  6873. C_RENEWAL = 0x0020,
  6874. C_RENEWAL_CAST = 0x0040,
  6875. C_RENEWAL_DROP = 0x0080,
  6876. C_RENEWAL_EXP = 0x0100,
  6877. C_RENEWAL_LVDMG = 0x0200,
  6878. C_RENEWAL_ASPD = 0x0400,
  6879. C_SECURE_NPCTIMEOUT = 0x0800,
  6880. C_SQL_DBS = 0x1000,
  6881. C_SQL_LOGS = 0x2000,
  6882. };
  6883. if( (rev_str = get_svn_revision()) != 0 )
  6884. rev = atoi(rev_str);
  6885. /* we get the current time */
  6886. time(&curtime);
  6887. strftime(timestring, 24, "%Y-%m-%d %H:%M:%S", localtime(&curtime));
  6888. // Various compile-time options
  6889. #ifdef CIRCULAR_AREA
  6890. config |= C_CIRCULAR_AREA;
  6891. #endif
  6892. #ifdef CELL_NOSTACK
  6893. config |= C_CELLNOSTACK;
  6894. #endif
  6895. #ifdef BETA_THREAD_TEST
  6896. config |= C_BETA_THREAD_TEST;
  6897. #endif
  6898. #ifdef SCRIPT_CALLFUNC_CHECK
  6899. config |= C_SCRIPT_CALLFUNC_CHECK;
  6900. #endif
  6901. #ifdef OFFICIAL_WALKPATH
  6902. config |= C_OFFICIAL_WALKPATH;
  6903. #endif
  6904. #ifdef RENEWAL
  6905. config |= C_RENEWAL;
  6906. #endif
  6907. #ifdef RENEWAL_CAST
  6908. config |= C_RENEWAL_CAST;
  6909. #endif
  6910. #ifdef RENEWAL_DROP
  6911. config |= C_RENEWAL_DROP;
  6912. #endif
  6913. #ifdef RENEWAL_EXP
  6914. config |= C_RENEWAL_EXP;
  6915. #endif
  6916. #ifdef RENEWAL_LVDMG
  6917. config |= C_RENEWAL_LVDMG;
  6918. #endif
  6919. #ifdef RENEWAL_ASPD
  6920. config |= C_RENEWAL_ASPD;
  6921. #endif
  6922. #ifdef SECURE_NPCTIMEOUT
  6923. config |= C_SECURE_NPCTIMEOUT;
  6924. #endif
  6925. /* non-define part */
  6926. if( db_use_sqldbs )
  6927. config |= C_SQL_DBS;
  6928. if( log_config.sql_logs )
  6929. config |= C_SQL_LOGS;
  6930. #define BFLAG_LENGTH 35
  6931. CREATE(buf, char, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) + 1 );
  6932. /* build packet */
  6933. WBUFW(buf,0) = 0x3000;
  6934. WBUFW(buf,2) = 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) );
  6935. WBUFW(buf,4) = 0x9c;
  6936. safestrncpy((char*)WBUFP(buf,6), date, 12);
  6937. safestrncpy((char*)WBUFP(buf,6 + 12), time_c, 9);
  6938. safestrncpy((char*)WBUFP(buf,6 + 12 + 9), timestring, 24);
  6939. WBUFL(buf,6 + 12 + 9 + 24) = rev;
  6940. WBUFL(buf,6 + 12 + 9 + 24 + 4) = map_getusers();
  6941. WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4) = config;
  6942. WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4) = bd_size;
  6943. for( i = 0; i < bd_size; i++ ) {
  6944. safestrncpy((char*)WBUFP(buf,6 + 12 + 9+ 24 + 4 + 4 + 4 + 4 + ( i * ( BFLAG_LENGTH + 4 ) ) ), battle_data[i].str, 35);
  6945. WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + BFLAG_LENGTH + ( i * ( BFLAG_LENGTH + 4 ) ) ) = *battle_data[i].val;
  6946. }
  6947. chrif_send_report(buf, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) );
  6948. aFree(buf);
  6949. #undef BFLAG_LENGTH
  6950. }
  6951. static int rAthena_report_timer(int tid, unsigned int tick, int id, intptr_t data) {
  6952. if( chrif_isconnected() ) {/* char server relays it, so it must be online. */
  6953. rAthena_report(__DATE__,__TIME__);
  6954. }
  6955. return 0;
  6956. }
  6957. #endif
  6958. /*==========================
  6959. * Set battle settings
  6960. *--------------------------*/
  6961. int battle_set_value(const char* w1, const char* w2)
  6962. {
  6963. int val = config_switch(w2);
  6964. int i;
  6965. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  6966. if (i == ARRAYLENGTH(battle_data))
  6967. return 0; // not found
  6968. if (val < battle_data[i].min || val > battle_data[i].max)
  6969. {
  6970. 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);
  6971. val = battle_data[i].defval;
  6972. }
  6973. *battle_data[i].val = val;
  6974. return 1;
  6975. }
  6976. /*===========================
  6977. * Get battle settings
  6978. *---------------------------*/
  6979. int battle_get_value(const char* w1)
  6980. {
  6981. int i;
  6982. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  6983. if (i == ARRAYLENGTH(battle_data))
  6984. return 0; // not found
  6985. else
  6986. return *battle_data[i].val;
  6987. }
  6988. /*======================
  6989. * Set default settings
  6990. *----------------------*/
  6991. void battle_set_defaults()
  6992. {
  6993. int i;
  6994. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  6995. *battle_data[i].val = battle_data[i].defval;
  6996. }
  6997. /*==================================
  6998. * Cap certain battle.conf settings
  6999. *----------------------------------*/
  7000. void battle_adjust_conf()
  7001. {
  7002. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
  7003. battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
  7004. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd*10;
  7005. battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
  7006. battle_config.max_cart_weight *= 10;
  7007. if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  7008. battle_config.max_def = 100;
  7009. if(battle_config.min_hitrate > battle_config.max_hitrate)
  7010. battle_config.min_hitrate = battle_config.max_hitrate;
  7011. if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  7012. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  7013. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  7014. battle_config.day_duration = 60000;
  7015. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  7016. battle_config.night_duration = 60000;
  7017. #if PACKETVER < 20100427
  7018. if( battle_config.feature_buying_store ) {
  7019. ShowWarning("conf/battle/feature.conf buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  7020. battle_config.feature_buying_store = 0;
  7021. }
  7022. #endif
  7023. #if PACKETVER < 20100803
  7024. if( battle_config.feature_search_stores ) {
  7025. ShowWarning("conf/battle/feature.conf search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  7026. battle_config.feature_search_stores = 0;
  7027. }
  7028. #endif
  7029. #if PACKETVER < 20130724
  7030. if( battle_config.feature_banking ) {
  7031. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  7032. battle_config.feature_banking = 0;
  7033. }
  7034. #endif
  7035. #ifndef CELL_NOSTACK
  7036. if (battle_config.cell_stack_limit != 1)
  7037. ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  7038. #endif
  7039. }
  7040. /*=====================================
  7041. * Read battle.conf settings from file
  7042. *-------------------------------------*/
  7043. int battle_config_read(const char* cfgName)
  7044. {
  7045. FILE* fp;
  7046. static int count = 0;
  7047. if (count == 0)
  7048. battle_set_defaults();
  7049. count++;
  7050. fp = fopen(cfgName,"r");
  7051. if (fp == NULL)
  7052. ShowError("File not found: %s\n", cfgName);
  7053. else
  7054. {
  7055. char line[1024], w1[1024], w2[1024];
  7056. while(fgets(line, sizeof(line), fp))
  7057. {
  7058. if (line[0] == '/' && line[1] == '/')
  7059. continue;
  7060. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  7061. continue;
  7062. if (strcmpi(w1, "import") == 0)
  7063. battle_config_read(w2);
  7064. else
  7065. if (battle_set_value(w1, w2) == 0)
  7066. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  7067. }
  7068. fclose(fp);
  7069. }
  7070. count--;
  7071. if (count == 0)
  7072. battle_adjust_conf();
  7073. return 0;
  7074. }
  7075. /*==========================
  7076. * initialize battle timer
  7077. *--------------------------*/
  7078. void do_init_battle(void)
  7079. {
  7080. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.c::delay_damage_ers",ERS_OPT_CLEAR);
  7081. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  7082. #ifndef STATS_OPT_OUT
  7083. add_timer_func_list(rAthena_report_timer, "rAthena_report_timer");
  7084. add_timer_interval(gettick()+30000, rAthena_report_timer, 0, 0, 60000 * 30);
  7085. #endif
  7086. }
  7087. /*==================
  7088. * end battle timer
  7089. *------------------*/
  7090. void do_final_battle(void)
  7091. {
  7092. ers_destroy(delay_damage_ers);
  7093. }