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- // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
- // For more information, see LICENCE in the main folder
- #include "../common/cbasetypes.h"
- #include "../common/timer.h"
- #include "../common/nullpo.h"
- #include "../common/malloc.h"
- #include "../common/showmsg.h"
- #include "../common/ers.h"
- #include "../common/random.h"
- #include "../common/socket.h"
- #include "../common/strlib.h"
- #include "../common/utils.h"
- #include "map.h"
- #include "path.h"
- #include "pc.h"
- #include "status.h"
- #include "skill.h"
- #include "homunculus.h"
- #include "mercenary.h"
- #include "elemental.h"
- #include "mob.h"
- #include "itemdb.h"
- #include "clif.h"
- #include "pet.h"
- #include "guild.h"
- #include "party.h"
- #include "battle.h"
- #include "battleground.h"
- #include "chrif.h"
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <math.h>
- int attr_fix_table[4][ELE_NONE][ELE_NONE];
- struct Battle_Config battle_config;
- static struct eri *delay_damage_ers; //For battle delay damage structures.
- #define DAMAGE_RATE(a){damage = (int64)damage * (a)/100;}
- #define DAMAGE_SUBRATE(a){damage -= (int64)damage * (a)/100;}
- #define DAMAGE_ADDRATE(a){damage += (int64)damage * (a)/100;}
- int battle_getcurrentskill(struct block_list *bl) { //Returns the current/last skill in use by this bl.
- struct unit_data *ud;
- if( bl->type == BL_SKILL ) {
- struct skill_unit * su = (struct skill_unit*)bl;
- return su->group?su->group->skill_id:0;
- }
- ud = unit_bl2ud(bl);
- return ud?ud->skill_id:0;
- }
- /*==========================================
- * Get random targetting enemy
- *------------------------------------------*/
- static int battle_gettargeted_sub(struct block_list *bl, va_list ap) {
- struct block_list **bl_list;
- struct unit_data *ud;
- int target_id;
- int *c;
- bl_list = va_arg(ap, struct block_list **);
- c = va_arg(ap, int *);
- target_id = va_arg(ap, int);
- if (bl->id == target_id)
- return 0;
- if (*c >= 24)
- return 0;
- if ( !(ud = unit_bl2ud(bl)) )
- return 0;
- if (ud->target == target_id || ud->skilltarget == target_id) {
- bl_list[(*c)++] = bl;
- return 1;
- }
- return 0;
- }
- struct block_list* battle_gettargeted(struct block_list *target) {
- struct block_list *bl_list[24];
- int c = 0;
- nullpo_retr(NULL, target);
- memset(bl_list, 0, sizeof(bl_list));
- map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
- if ( c == 0 )
- return NULL;
- if( c > 24 )
- c = 24;
- return bl_list[rnd()%c];
- }
- //Returns the id of the current targetted character of the passed bl. [Skotlex]
- int battle_gettarget(struct block_list* bl) {
- switch (bl->type) {
- case BL_PC: return ((struct map_session_data*)bl)->ud.target;
- case BL_MOB: return ((struct mob_data*)bl)->target_id;
- case BL_PET: return ((struct pet_data*)bl)->target_id;
- case BL_HOM: return ((struct homun_data*)bl)->ud.target;
- case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
- case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
- }
- return 0;
- }
- static int battle_getenemy_sub(struct block_list *bl, va_list ap) {
- struct block_list **bl_list;
- struct block_list *target;
- int *c;
- bl_list = va_arg(ap, struct block_list **);
- c = va_arg(ap, int *);
- target = va_arg(ap, struct block_list *);
- if (bl->id == target->id)
- return 0;
- if (*c >= 24)
- return 0;
- if (status_isdead(bl))
- return 0;
- if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
- bl_list[(*c)++] = bl;
- return 1;
- }
- return 0;
- }
- // Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex]
- struct block_list* battle_getenemy(struct block_list *target, int type, int range) {
- struct block_list *bl_list[24];
- int c = 0;
- memset(bl_list, 0, sizeof(bl_list));
- map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
- if ( c == 0 )
- return NULL;
- if( c > 24 )
- c = 24;
- return bl_list[rnd()%c];
- }
- static int battle_getenemyarea_sub(struct block_list *bl, va_list ap) {
- struct block_list **bl_list, *src;
- int *c, ignore_id;
- bl_list = va_arg(ap, struct block_list **);
- c = va_arg(ap, int *);
- src = va_arg(ap, struct block_list *);
- ignore_id = va_arg(ap, int);
- if( bl->id == src->id || bl->id == ignore_id )
- return 0; // Ignores Caster and a possible pre-target
- if( *c >= 23 )
- return 0;
- if( status_isdead(bl) )
- return 0;
- if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
- bl_list[(*c)++] = bl;
- return 1;
- }
- return 0;
- }
- // Pick a random enemy
- struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id) {
- struct block_list *bl_list[24];
- int c = 0;
- memset(bl_list, 0, sizeof(bl_list));
- map_foreachinarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
- if( c == 0 )
- return NULL;
- if( c >= 24 )
- c = 23;
- return bl_list[rnd()%c];
- }
- // Damage delayed info
- struct delay_damage {
- int src_id;
- int target_id;
- int64 damage;
- int delay;
- unsigned short distance;
- uint16 skill_lv;
- uint16 skill_id;
- enum damage_lv dmg_lv;
- unsigned short attack_type;
- bool additional_effects;
- };
- int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) {
- struct delay_damage *dat = (struct delay_damage *)data;
- if ( dat ) {
- struct block_list* src;
- struct block_list* target = map_id2bl(dat->target_id);
- if( !target || status_isdead(target) ) {/* nothing we can do */
- ers_free(delay_damage_ers, dat);
- return 0;
- }
- src = map_id2bl(dat->src_id);
- if( src && target->m == src->m &&
- (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
- check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
- {
- map_freeblock_lock();
- status_fix_damage(src, target, dat->damage, dat->delay);
- if( dat->attack_type && !status_isdead(target) && dat->additional_effects )
- skill_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
- if( dat->dmg_lv > ATK_BLOCK && dat->attack_type )
- skill_counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
- map_freeblock_unlock();
- } else if( !src && dat->skill_id == CR_REFLECTSHIELD ) {
- /**
- * it was monster reflected damage, and the monster died, we pass the damage to the character as expected
- **/
- map_freeblock_lock();
- status_fix_damage(target, target, dat->damage, dat->delay);
- map_freeblock_unlock();
- }
- }
- ers_free(delay_damage_ers, dat);
- return 0;
- }
- 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)
- {
- struct delay_damage *dat;
- struct status_change *sc;
- nullpo_ret(src);
- nullpo_ret(target);
- sc = status_get_sc(target);
- if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
- damage = 0;
- if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
- map_freeblock_lock();
- status_fix_damage(src, target, damage, ddelay); // We have to separate here between reflect damage and others [icescope]
- if( attack_type && !status_isdead(target) && additional_effects )
- skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
- if( dmg_lv > ATK_BLOCK && attack_type )
- skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
- map_freeblock_unlock();
- return 0;
- }
- dat = ers_alloc(delay_damage_ers, struct delay_damage);
- dat->src_id = src->id;
- dat->target_id = target->id;
- dat->skill_id = skill_id;
- dat->skill_lv = skill_lv;
- dat->attack_type = attack_type;
- dat->damage = damage;
- dat->dmg_lv = dmg_lv;
- dat->delay = ddelay;
- dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
- dat->additional_effects = additional_effects;
- if (src->type != BL_PC && amotion > 1000)
- amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
- add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
- return 0;
- }
- int battle_attr_ratio(int atk_elem,int def_type, int def_lv){
- if (atk_elem < ELE_NEUTRAL || atk_elem >= ELE_ALL)
- return 100;
- if (def_type < ELE_NEUTRAL || def_type > ELE_ALL || def_lv < 1 || def_lv > 4)
- return 100;
- return attr_fix_table[def_lv-1][atk_elem][def_type];
- }
- /*==========================================
- * Does attribute fix modifiers.
- * Added passing of the chars so that the status changes can affect it. [Skotlex]
- * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
- *------------------------------------------*/
- int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
- {
- struct status_change *sc=NULL, *tsc=NULL;
- int ratio;
- if (src) sc = status_get_sc(src);
- if (target) tsc = status_get_sc(target);
- if (atk_elem < ELE_NEUTRAL || atk_elem >= ELE_ALL)
- atk_elem = rnd()%ELE_ALL;
- if (def_type < ELE_NEUTRAL || def_type > ELE_ALL ||
- def_lv < 1 || def_lv > 4) {
- ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
- return damage;
- }
- ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
- if (sc && sc->count) { //increase dmg by src status
- switch(atk_elem){
- case ELE_FIRE:
- if(sc->data[SC_VOLCANO]) ratio += enchant_eff[sc->data[SC_VOLCANO]->val1-1];
- break;
- case ELE_WIND:
- if(sc->data[SC_VIOLENTGALE]) ratio += enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1];
- break;
- case ELE_WATER:
- if(sc->data[SC_DELUGE]) ratio += enchant_eff[sc->data[SC_DELUGE]->val1-1];
- break;
- case ELE_GHOST:
- if(sc->data[SC_TELEKINESIS_INTENSE]) ratio += (sc->data[SC_TELEKINESIS_INTENSE]->val3);
- break;
- }
- }
- if( target && target->type == BL_SKILL ) {
- if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
- struct skill_unit *su = (struct skill_unit*)target;
- struct skill_unit_group *sg;
- struct block_list *src;
- if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
- (src = map_id2bl(sg->src_id)) == NULL || status_isdead(src) )
- return 0;
- if( sg->unit_id != UNT_FIREWALL ) {
- int x,y;
- x = sg->val3 >> 16;
- y = sg->val3 & 0xffff;
- skill_unitsetting(src,su->group->skill_id,su->group->skill_lv,x,y,1);
- sg->val3 = -1;
- sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
- }
- }
- }
- if( tsc && tsc->count ) { //increase dmg by target status
- switch(atk_elem){
- case ELE_FIRE:
- if( tsc->data[SC_SPIDERWEB]) {
- tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
- if( tsc->data[SC_SPIDERWEB]->val2-- > 0 )
- ratio += 200; // double damage
- if( tsc->data[SC_SPIDERWEB]->val2 == 0 )
- status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
- }
- if( tsc->data[SC_THORNSTRAP])
- status_change_end(target, SC_THORNSTRAP, INVALID_TIMER);
- if( tsc->data[SC_FIRE_CLOAK_OPTION])
- DAMAGE_SUBRATE(tsc->data[SC_FIRE_CLOAK_OPTION]->val2)
- if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB)
- status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
- if( tsc->data[SC_EARTH_INSIGNIA]) ratio += 150;
- if( tsc->data[SC_ASH]) ratio += 150; //150%
- break;
- case ELE_HOLY:
- if( tsc->data[SC_ORATIO]) ratio += tsc->data[SC_ORATIO]->val1 * 2;
- break;
- case ELE_POISON:
- if( tsc->data[SC_VENOMIMPRESS]) ratio += tsc->data[SC_VENOMIMPRESS]->val2;
- break;
- case ELE_WIND:
- if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB) ratio += 150;
- if( tsc->data[SC_WATER_INSIGNIA]) ratio += 150;
- break;
- case ELE_WATER:
- if( tsc->data[SC_FIRE_INSIGNIA]) ratio += 150;
- break;
- case ELE_EARTH:
- if( tsc->data[SC_WIND_INSIGNIA]) ratio += 150;
- status_change_end(target, SC_MAGNETICFIELD, INVALID_TIMER); //freed if received earth dmg
- break;
- case ELE_NEUTRAL:
- if( tsc->data[SC_ANTI_M_BLAST] ) ratio += tsc->data[SC_ANTI_M_BLAST]->val2;
- break;
- }
- } //end tsc check
- return (int64)damage*ratio/100;
- }
- /*==========================================
- * Calculates damage for a specific rate (cardfix) with 100% (precision).
- *------------------------------------------*/
- inline int64 bcc_damage_rate(int64 damage, short rate) {
- if (rate == 1000)
- return damage;
- return ((int64)(damage * rate) / 1000);
- }
- /*==========================================
- * Calculates cardfix (damage percentage) after adding a different effect with 100% (effect_precision) by multiplying damage rate.
- * Note: Can be negative for damage reduction.
- *------------------------------------------*/
- inline short bcc_multi_damage_rate(short cardfix, short effect_rate) {
- if (effect_rate == 100)
- return cardfix;
- return ((cardfix * (effect_rate + 100)) / 100);
- }
- /*==========================================
- * Calculates card bonuses damage adjustments.
- *------------------------------------------*/
- 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){
- struct map_session_data *sd, *tsd;
- short cardfix = 1000, t_class, s_class, s_race2, t_race2;
- struct status_data *sstatus, *tstatus;
- int64 original_damage;
- int i;
- if( !damage )
- return 0;
- original_damage = damage;
- sd = BL_CAST(BL_PC, src);
- tsd = BL_CAST(BL_PC, target);
- t_class = status_get_class(target);
- s_class = status_get_class(src);
- sstatus = status_get_status_data(src);
- tstatus = status_get_status_data(target);
- s_race2 = status_get_race2(src);
- switch(attack_type){
- case BF_MAGIC:
- if ( sd && !(nk&NK_NO_CARDFIX_ATK) ) {
- cardfix = bcc_multi_damage_rate(cardfix, sd->magic_addrace[tstatus->race] + sd->magic_addrace[RC_ALL]);
- if (!(nk&NK_NO_ELEFIX))
- cardfix = bcc_multi_damage_rate(cardfix, sd->magic_addele[tstatus->def_ele] + sd->magic_addele[ELE_ALL]);
- cardfix = bcc_multi_damage_rate(cardfix, sd->magic_addsize[tstatus->size] + sd->magic_addsize[SZ_ALL]);
- cardfix = bcc_multi_damage_rate(cardfix, sd->magic_addclass[tstatus->class_] + sd->magic_addclass[CLASS_ALL]);
- cardfix = bcc_multi_damage_rate(cardfix, sd->magic_atk_ele[s_ele] + sd->magic_atk_ele[ELE_ALL]);
- for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) {
- if(sd->add_mdmg[i].class_ == t_class) {
- cardfix = bcc_multi_damage_rate(cardfix, sd->add_mdmg[i].rate);
- break;
- }
- }
- damage = bcc_damage_rate(damage, cardfix);
- }
- if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
- { // Target cards.
- cardfix = 1000; //reset var for target
- if (!(nk&NK_NO_ELEFIX))
- {
- int ele_fix = tsd->subele[s_ele] + tsd->subele[ELE_ALL];
- for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
- {
- if(tsd->subele2[i].ele != s_ele) continue;
- if(!( ((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
- ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
- ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK))
- continue;
- ele_fix += tsd->subele2[i].rate;
- }
- cardfix = bcc_multi_damage_rate(cardfix, -ele_fix);
- }
- cardfix = bcc_multi_damage_rate(cardfix, -(tsd->subsize[sstatus->size] + tsd->subsize[SZ_ALL]));
- cardfix = bcc_multi_damage_rate(cardfix, -tsd->subrace2[s_race2]);
- cardfix = bcc_multi_damage_rate(cardfix, -(tsd->subrace[sstatus->race] + tsd->subrace[RC_ALL]));
- cardfix = bcc_multi_damage_rate(cardfix, -(tsd->subclass[sstatus->class_] + tsd->subclass[CLASS_ALL]));
- for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
- if(tsd->add_mdef[i].class_ == s_class) {
- cardfix = bcc_multi_damage_rate(cardfix, -tsd->add_mdef[i].rate);
- break;
- }
- }
- //It was discovered that ranged defense also counts vs magic! [Skotlex]
- if ( flag&BF_SHORT )
- cardfix = bcc_multi_damage_rate(cardfix, -tsd->bonus.near_attack_def_rate);
- else
- cardfix = bcc_multi_damage_rate(cardfix, -tsd->bonus.long_attack_def_rate);
- cardfix = bcc_multi_damage_rate(cardfix, -tsd->bonus.magic_def_rate);
- if( tsd->sc.data[SC_MDEF_RATE] )
- cardfix = bcc_multi_damage_rate(cardfix, -tsd->sc.data[SC_MDEF_RATE]->val1);
- damage = bcc_damage_rate(damage, cardfix);
- }
- break;
- case BF_WEAPON:
- t_race2 = status_get_race2(target);
- if( sd && !(nk&NK_NO_CARDFIX_ATK) && (left&2) ) //Attacker cards should be checked
- {
- short cardfix_left = 1000;
- if(sd->state.arrow_atk)
- {
- cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.addrace[tstatus->race] + sd->arrow_addrace[tstatus->race]
- + sd->right_weapon.addrace[RC_ALL] + sd->arrow_addrace[RC_ALL]);
- if (!(nk&NK_NO_ELEFIX))
- {
- int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele]
- + sd->right_weapon.addele[ELE_ALL] + sd->arrow_addele[ELE_ALL];
- for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
- if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
- if(!( ((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
- ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
- ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK))
- continue;
- ele_fix += sd->right_weapon.addele2[i].rate;
- }
- cardfix = bcc_multi_damage_rate(cardfix, ele_fix);
- }
- cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size]
- + sd->right_weapon.addsize[SZ_ALL]+sd->arrow_addsize[SZ_ALL]);
- cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.addrace2[t_race2]);
- cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.addclass[tstatus->class_]+sd->arrow_addclass[tstatus->class_]
- + sd->right_weapon.addclass[CLASS_ALL]+sd->arrow_addclass[CLASS_ALL]);
- }
- else
- { // Melee attack
- int skill_learnlv=0;
- if( !battle_config.left_cardfix_to_right )
- {
- cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]);
- if (!(nk&NK_NO_ELEFIX)) {
- int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
- for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
- if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
- if(!( ((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
- ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
- ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK))
- continue;
- ele_fix += sd->right_weapon.addele2[i].rate;
- }
- cardfix = bcc_multi_damage_rate(cardfix, ele_fix);
- }
- cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]);
- cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.addrace2[t_race2]);
- cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]);
- if( left&1 )
- {
- cardfix_left = bcc_multi_damage_rate(cardfix_left, sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]);
- if (!(nk&NK_NO_ELEFIX)) {
- int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
- for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
- if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
- if(!( ((sd->left_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
- ((sd->left_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
- ((sd->left_weapon.addele2[i].flag)&flag)&BF_SKILLMASK))
- continue;
- ele_fix_lh += sd->left_weapon.addele2[i].rate;
- }
- cardfix_left = bcc_multi_damage_rate(cardfix_left, ele_fix_lh);
- }
- cardfix_left = bcc_multi_damage_rate(cardfix_left, sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]);
- cardfix_left = bcc_multi_damage_rate(cardfix_left, sd->left_weapon.addrace2[t_race2]);
- cardfix_left = bcc_multi_damage_rate(cardfix_left, sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]);
- }
- }
- else
- {
- int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
- + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
- for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
- if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
- if(!( ((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
- ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
- ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK))
- continue;
- ele_fix += sd->right_weapon.addele2[i].rate;
- }
- for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
- if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
- if(!( ((sd->left_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
- ((sd->left_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
- ((sd->left_weapon.addele2[i].flag)&flag)&BF_SKILLMASK))
- continue;
- ele_fix += sd->left_weapon.addele2[i].rate;
- }
- cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race]
- + sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]);
- cardfix = bcc_multi_damage_rate(cardfix, ele_fix);
- cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size]
- + sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]);
- cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.addrace2[t_race2] + sd->left_weapon.addrace2[t_race2]);
- cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_]
- + sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]);
- }
- 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]
- cardfix = bcc_multi_damage_rate(cardfix, (10 + 2 * skill_learnlv));
- }
- }
- for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ )
- {
- if( sd->right_weapon.add_dmg[i].class_ == t_class )
- {
- cardfix = bcc_multi_damage_rate(cardfix, sd->right_weapon.add_dmg[i].rate);
- break;
- }
- }
- if( left&1 )
- {
- for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ )
- {
- if( sd->left_weapon.add_dmg[i].class_ == t_class )
- {
- cardfix_left = bcc_multi_damage_rate(cardfix, sd->left_weapon.add_dmg[i].rate);
- break;
- }
- }
- }
- #ifndef RENEWAL
- if( flag&BF_LONG )
- cardfix = bcc_multi_damage_rate(cardfix, sd->bonus.long_attack_atk_rate);
- #endif
- if( (left&1) )
- damage = bcc_damage_rate(damage, cardfix_left);
- else
- damage = bcc_damage_rate(damage, cardfix);
- } else if( tsd && !(nk&NK_NO_CARDFIX_DEF) && !(left&2) ){ //Target cards should be checked
- if( !(nk&NK_NO_ELEFIX) )
- {
- int ele_fix = tsd->subele[s_ele] + tsd->subele[ELE_ALL];
- for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
- {
- if(tsd->subele2[i].ele != s_ele) continue;
- if(!( ((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
- ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
- ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK))
- continue;
- ele_fix += tsd->subele2[i].rate;
- }
- cardfix = bcc_multi_damage_rate(cardfix, -ele_fix);
- if( left&1 && s_ele_ != s_ele )
- {
- int ele_fix_lh = tsd->subele[s_ele_] + tsd->subele[ELE_ALL];
- for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
- {
- if(tsd->subele2[i].ele != s_ele_) continue;
- if(!( ((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
- ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
- ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK))
- continue;
- ele_fix_lh += tsd->subele2[i].rate;
- }
- cardfix = bcc_multi_damage_rate(cardfix, -ele_fix_lh);
- }
- }
- cardfix = bcc_multi_damage_rate(cardfix, -(tsd->subsize[sstatus->size] + tsd->subsize[SZ_ALL]));
- cardfix = bcc_multi_damage_rate(cardfix, -tsd->subrace2[s_race2]);
- cardfix = bcc_multi_damage_rate(cardfix, -(tsd->subrace[sstatus->race] + tsd->subrace[RC_ALL]));
- cardfix = bcc_multi_damage_rate(cardfix, -(tsd->subclass[sstatus->class_] + tsd->subclass[CLASS_ALL]));
- for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ ) {
- if( tsd->add_def[i].class_ == s_class ) {
- cardfix = bcc_multi_damage_rate(cardfix, tsd->add_def[i].rate);
- break;
- }
- }
- if( flag&BF_SHORT )
- cardfix = bcc_multi_damage_rate(cardfix, -tsd->bonus.near_attack_def_rate);
- else // BF_LONG (there's no other choice)
- cardfix = bcc_multi_damage_rate(cardfix, -tsd->bonus.long_attack_def_rate);
- if( tsd->sc.data[SC_DEF_RATE] )
- cardfix = bcc_multi_damage_rate(cardfix, -tsd->sc.data[SC_DEF_RATE]->val1);
- damage = bcc_damage_rate(damage, cardfix);
- }
- break;
- case BF_MISC:
- if( tsd && !(nk&NK_NO_CARDFIX_DEF) ){
- // misc damage reduction from equipment
- if (!(nk&NK_NO_ELEFIX))
- {
- int ele_fix = tsd->subele[s_ele] + tsd->subele[ELE_ALL];
- for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
- {
- if(tsd->subele2[i].ele != s_ele) continue;
- if(!( ((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
- ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
- ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK))
- continue;
- ele_fix += tsd->subele2[i].rate;
- }
- cardfix = bcc_multi_damage_rate(cardfix, -ele_fix);
- }
- cardfix = bcc_multi_damage_rate(cardfix, -(tsd->subsize[sstatus->size] + tsd->subsize[SZ_ALL]));
- cardfix = bcc_multi_damage_rate(cardfix, -tsd->subrace2[s_race2]);
- cardfix = bcc_multi_damage_rate(cardfix, -(tsd->subrace[sstatus->race] + tsd->subrace[RC_ALL]));
- cardfix = bcc_multi_damage_rate(cardfix, -(tsd->subclass[sstatus->class_] + tsd->subclass[CLASS_ALL]));
- cardfix = bcc_multi_damage_rate(cardfix, -tsd->bonus.misc_def_rate);
- if( flag&BF_SHORT )
- cardfix = bcc_multi_damage_rate(cardfix, -tsd->bonus.near_attack_def_rate);
- else // BF_LONG (there's no other choice)
- cardfix = bcc_multi_damage_rate(cardfix, -tsd->bonus.long_attack_def_rate);
- damage = bcc_damage_rate(damage, cardfix);
- }
- break;
- }
- return (int)(damage - original_damage);
- }
- /*==========================================
- * Check dammage trough status.
- * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status...
- * After this we apply bg/gvg reduction
- *------------------------------------------*/
- int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
- {
- struct map_session_data *sd = NULL;
- struct status_change *sc;
- struct status_change_entry *sce;
- int div_ = d->div_, flag = d->flag;
- nullpo_ret(bl);
- if( !damage )
- return 0;
- if( battle_config.ksprotection && mob_ksprotected(src, bl) )
- return 0;
- if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_get_type(skill_id) != BF_MISC
- && skill_get_casttype(skill_id) == CAST_GROUND )
- return 0;
- if (bl->type == BL_PC) {
- sd=(struct map_session_data *)bl;
- //Special no damage states
- if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
- DAMAGE_SUBRATE(sd->special_state.no_weapon_damage)
- if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
- DAMAGE_SUBRATE(sd->special_state.no_magic_damage)
- if(flag&BF_MISC && sd->special_state.no_misc_damage)
- DAMAGE_SUBRATE(sd->special_state.no_misc_damage)
- if(!damage) return 0;
- }
- sc = status_get_sc(bl); //check target status
- if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
- return 1;
- if (skill_id == PA_PRESSURE)
- return damage; //This skill bypass everything else.
- if( sc && sc->count ) {
- /**
- * SC_* that reduce damage to 0.
- **/
- if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) ) {
- d->dmg_lv = ATK_BLOCK;
- return 0;
- }
- if( sc->data[SC_WHITEIMPRISON] && skill_id != HW_GRAVITATION ) { // Gravitation and Pressure do damage without removing the effect
- if( skill_id == MG_NAPALMBEAT ||
- skill_id == MG_SOULSTRIKE ||
- skill_id == WL_SOULEXPANSION ||
- (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
- (!skill_id && (status_get_status_data(src))->rhw.ele == ELE_GHOST) )
- {
- if( skill_id == WL_SOULEXPANSION )
- damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
- status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
- } else {
- d->dmg_lv = ATK_BLOCK;
- return 0;
- }
- }
- if(sc->data[SC_ZEPHYR] && (flag&(BF_LONG|BF_SHORT)) == (BF_SHORT|BF_LONG)) {
- d->dmg_lv = ATK_BLOCK;
- return 0;
- }
- if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT ) {
- struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
- //uint16 skill_id = sc->data[SC_SAFETYWALL]->val2; (safetywall or steinwand)
- if (group) {
- //in RE, SW possesses a lifetime equal to group val2, (3x caster hp, or homon formula)
- #ifdef RENEWAL
- d->dmg_lv = ATK_BLOCK;
- if ( ( group->val2 - damage) > 0 ) {
- group->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
- } else
- skill_delunitgroup(group);
- return 0;
- #else
- if (--group->val2<=0)
- skill_delunitgroup(group);
- d->dmg_lv = ATK_BLOCK;
- return 0;
- #endif
- }
- status_change_end(bl, SC_SAFETYWALL, INVALID_TIMER);
- }
- if (sc->data[SC__MANHOLE]) {
- d->dmg_lv = ATK_BLOCK;
- return 0;
- }
- if( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) {
- d->dmg_lv = ATK_BLOCK;
- skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
- return 0;
- }
- if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 ) {
- clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1);
- d->dmg_lv = ATK_BLOCK;
- sc_start2(src,bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,2000);
- return 0;
- }
- if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 ) {
- int delay;
- clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
- // different delay depending on skill level [celest]
- if (sce->val1 <= 5)
- delay = 300;
- else if (sce->val1 > 5 && sce->val1 <= 9)
- delay = 200;
- else
- delay = 100;
- unit_set_walkdelay(bl, gettick(), delay, 1);
- if(sc->data[SC_SHRINK] && rnd()%100<5*sce->val1)
- skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
- return 0;
- }
- if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
- clif_skill_nodamage(bl, bl, RK_MILLENNIUMSHIELD, 1, 1);
- sce->val3 -= (int)cap_value(damage,INT_MIN,INT_MAX); // absorb damage
- d->dmg_lv = ATK_BLOCK;
- 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.
- if( sce->val3 <= 0 ) { // Shield Down
- sce->val2--;
- if( sce->val2 > 0 ) {
- if( sd )
- clif_millenniumshield(sd,sce->val2);
- sce->val3 = 1000; // Next Shield
- } else
- status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
- }
- return 0;
- }
- // attack blocked by Parrying
- if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 ) {
- clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
- return 0;
- }
- if(sc->data[SC_DODGE] && ( !sc->opt1 || sc->opt1 == OPT1_BURNING ) &&
- (flag&BF_LONG || sc->data[SC_SPURT])
- && rnd()%100 < 20)
- {
- if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
- clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
- if (!sc->data[SC_COMBO])
- sc_start4(src,bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
- return 0;
- }
- if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
- return 0;
- if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
- return 0;
- // TODO: Find out whether Neutral Barrier really blocks all splash damage or just specific cases (Earthquake)
- if( sc->data[SC_NEUTRALBARRIER] && ((flag&(BF_MAGIC|BF_LONG)) == BF_LONG || (skill_id && skill_get_splash(skill_id,skill_lv))) ) {
- d->dmg_lv = ATK_MISS;
- return 0;
- }
- //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
- if((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2) {
- clif_specialeffect(bl, 462, AREA);
- //Shouldn't end until Breaker's non-weapon part connects.
- #ifndef RENEWAL
- if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
- #endif
- if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
- status_change_end(bl, SC_KAUPE, INVALID_TIMER);
- return 0;
- }
- if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) {
- clif_specialeffect(bl, 462, AREA); // Still need confirm it.
- return 0;
- }
- if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU])
- && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK))
- {
- skill_additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, gettick() );
- if( !status_isdead(src) )
- skill_counter_additional_effect( src, bl, skill_id, skill_lv, flag, gettick() );
- if (sce) {
- clif_specialeffect(bl, 462, AREA);
- skill_blown(src,bl,sce->val3,-1,0);
- }
- //Both need to be consumed if they are active.
- if (sce && --(sce->val2) <= 0)
- status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER);
- if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
- status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER);
- return 0;
- }
- //Now damage increasing effects
- if( sc->data[SC_AETERNA] && skill_id != PF_SOULBURN ) {
- if( src->type != BL_MER || skill_id == 0 )
- damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
- #ifndef RENEWAL
- if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
- #endif
- status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
- }
- #ifdef RENEWAL
- if( sc->data[SC_RAID] ) {
- DAMAGE_ADDRATE(20)
- if (--sc->data[SC_RAID]->val1 == 0)
- status_change_end(bl, SC_RAID, INVALID_TIMER);
- }
- #endif
- if( damage ) {
- struct map_session_data *tsd = BL_CAST(BL_PC, src);
- if( sc->data[SC_DEEPSLEEP] ) {
- damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
- status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
- }
- if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ) {
- switch(tsd->status.weapon) {
- case W_MACE:
- case W_2HMACE:
- case W_1HAXE:
- case W_2HAXE:
- DAMAGE_RATE(150)
- break;
- case W_MUSICAL:
- case W_WHIP:
- if(!sd->state.arrow_atk)
- break;
- case W_BOW:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- case W_DAGGER:
- case W_1HSWORD:
- case W_2HSWORD:
- DAMAGE_RATE(50)
- break;
- }
- }
- if( sc->data[SC_VOICEOFSIREN] )
- status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
- }
- /**
- * Damage reductions
- **/
- // Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz]
- #ifndef RENEWAL
- if( sc->data[SC_ASSUMPTIO] ) {
- if( map_flag_vs(bl->m) )
- damage = (int64)damage*2/3; //Receive 66% damage
- else
- damage >>= 1; //Receive 50% damage
- }
- #endif
- if(sc->data[SC_DEFENDER] &&
- (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
- DAMAGE_RATE(100-sc->data[SC_DEFENDER]->val2)
- if(sc->data[SC_ADJUSTMENT] &&
- (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
- DAMAGE_SUBRATE(20)
- if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) {
- if(flag&BF_SKILL) //25% reduction
- DAMAGE_SUBRATE(25)
- else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
- damage >>= 2; //75% reduction
- }
- if( sc->data[SC_SMOKEPOWDER] ) {
- if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
- damage -= 15 * damage / 100; // 15% reduction to physical melee attacks
- else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
- damage -= 50 * damage / 100; // 50% reduction to physical ranged attacks
- }
- // Compressed code, fixed by map.h [Epoque]
- if (src->type == BL_MOB) {
- int i;
- if (sc->data[SC_MANU_DEF])
- for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
- if (mob_manuk[i]==((TBL_MOB*)src)->mob_id) {
- DAMAGE_SUBRATE(sc->data[SC_MANU_DEF]->val1)
- break;
- }
- if (sc->data[SC_SPL_DEF])
- for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
- if (mob_splendide[i]==((TBL_MOB*)src)->mob_id) {
- DAMAGE_SUBRATE(sc->data[SC_SPL_DEF]->val1)
- break;
- }
- }
- if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
- sce->val3&flag && sce->val4&flag)
- DAMAGE_SUBRATE(sc->data[SC_ARMOR]->val2)
- #ifdef RENEWAL
- if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
- #else
- if(sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
- #endif
- {
- struct status_data *status = status_get_status_data(bl);
- int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
- per /=20; //Uses 20% SP intervals.
- //SP Cost: 1% + 0.5% per every 20% SP
- if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
- status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
- //Reduction: 6% + 6% every 20%
- DAMAGE_SUBRATE(6 * (1+per))
- }
- if(sc->data[SC_GRANITIC_ARMOR])
- DAMAGE_SUBRATE(sc->data[SC_GRANITIC_ARMOR]->val2)
- if(sc->data[SC_PAIN_KILLER]){
- damage -= sc->data[SC_PAIN_KILLER]->val3;
- damage = max(1,damage);
- }
- if( sc->data[SC_DARKCROW] && ((flag&(BF_WEAPON|BF_SHORT))==(BF_WEAPON|BF_SHORT)) )
- DAMAGE_ADDRATE(sc->data[SC_DARKCROW]->val2);
- if( (sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) )
- skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
- if( damage > 0 && ((flag&(BF_WEAPON|BF_SHORT))==(BF_WEAPON|BF_SHORT)) && (sce = sc->data[SC_STONEHARDSKIN]) ) {
- sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);;
- if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
- sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
- else
- skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
- if( sce->val2 <= 0 )
- status_change_end(bl, SC_STONEHARDSKIN, INVALID_TIMER);
- }
- #ifdef RENEWAL
- // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
- if( sc->data[SC_STEELBODY] ) {
- damage = damage > 10 ? damage / 10 : 1;
- }
- #endif
- //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
- if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) {
- status_change_end(bl, SC_BITE, INVALID_TIMER);
- status_change_end(bl, SC_ANKLE, INVALID_TIMER);
- status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
- }
- //Finally Kyrie because it may, or not, reduce damage to 0.
- if((sce = sc->data[SC_KYRIE]) && damage > 0){
- sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);;
- if(flag&BF_WEAPON || skill_id == TF_THROWSTONE){
- if(sce->val2>=0)
- damage=0;
- else
- damage=-sce->val2;
- }
- if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT)
- status_change_end(bl, SC_KYRIE, INVALID_TIMER);
- }
- if( sc->data[SC_MEIKYOUSISUI] && rand()%100 < 40 ) // custom value
- damage = 0;
- if (!damage) return 0;
- if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
- int dx[8]={0,-1,-1,-1,0,1,1,1};
- int dy[8]={1,1,0,-1,-1,-1,0,1};
- uint8 dir = map_calc_dir(bl, src->x, src->y);
- if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
- clif_slide(bl,src->x-dx[dir],src->y-dy[dir]);
- unit_setdir(bl, dir);
- }
- d->dmg_lv = ATK_DEF;
- status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
- return 0;
- }
- //Probably not the most correct place, but it'll do here
- //(since battle_drain is strictly for players currently)
- if ((sce=sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
- rnd()%100 < sce->val3)
- status_heal(src, (int64)damage*sce->val4/100, 0, 3);
- if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
- pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
- if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING) {
- TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
- if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
- }
- if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
- status_change_spread(bl, src); // Deadly infect attacked side
- } //End of target SC_ check
- //SC effects from caster side.
- sc = status_get_sc(src);
- if (sc && sc->count) {
- if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
- DAMAGE_ADDRATE(75)
- // [Epoque]
- if (bl->type == BL_MOB) {
- uint8 i;
- if ( ((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) ||
- ((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC))
- )
- for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
- if (((TBL_MOB*)bl)->mob_id==mob_manuk[i]) {
- DAMAGE_ADDRATE(sce->val1)
- break;
- }
- if ( ((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) ||
- ((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC))
- )
- for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
- if (((TBL_MOB*)bl)->mob_id==mob_splendide[i]) {
- DAMAGE_ADDRATE(sce->val1)
- break;
- }
- /* Self Buff that destroys the armor of any target hit with melee or ranged physical attacks */
- if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 && flag&BF_WEAPON ) {
- skill_break_equip(src,bl, EQP_ARMOR, 10000, BCT_ENEMY); // 100% chance (http://irowiki.org/wiki/Shield_Spell#Level_3_spells_.28refine_based.29)
- status_change_end(src,SC_SHIELDSPELL_REF,INVALID_TIMER);
- }
- }
- if( sc->data[SC_POISONINGWEAPON]
- && ((flag&BF_WEAPON) && (!skill_id || skill_id == GC_VENOMPRESSURE)) //check skill type poison_smoke is a unit
- && (damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )) //did some damage and chance ok (why no additional effect ??)
- sc_start(src,bl,(enum sc_type)sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
- if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
- status_change_spread(src, bl);
- if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING) {
- TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
- if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
- }
- if( sc->data[SC_UNLIMIT] && (flag&(BF_WEAPON|BF_LONG))==(BF_WEAPON|BF_LONG) )
- DAMAGE_ADDRATE(sc->data[SC_UNLIMIT]->val2);
- } //End of caster SC_ check
- //PK damage rates
- if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map[bl->m].flag.pvp) {
- if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
- if (flag&BF_WEAPON)
- DAMAGE_RATE(battle_config.pk_weapon_damage_rate)
- if (flag&BF_MAGIC)
- DAMAGE_RATE(battle_config.pk_magic_damage_rate)
- if (flag&BF_MISC)
- DAMAGE_RATE(battle_config.pk_misc_damage_rate)
- } else { //Normal attacks get reductions based on range.
- if (flag & BF_SHORT)
- DAMAGE_RATE(battle_config.pk_short_damage_rate)
- if (flag & BF_LONG)
- DAMAGE_RATE(battle_config.pk_long_damage_rate)
- }
- if(!damage) damage = 1;
- }
- if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
- if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
- || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
- || (flag&BF_MISC && battle_config.skill_min_damage&4)
- )
- damage = div_;
- }
- if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
- if (damage > 0 )
- mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
- if (skill_id)
- mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_id<<16));
- }
- if( sd ) {
- if( pc_ismadogear(sd) && rnd()%100 < 50 ) {
- short element = skill_get_ele(skill_id, skill_lv);
- if( !skill_id || element == -1 ) { //Take weapon's element
- struct status_data *sstatus = NULL;
- if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
- element = ((TBL_PC*)src)->bonus.arrow_ele;
- else if( (sstatus = status_get_status_data(src)) ) {
- element = sstatus->rhw.ele;
- }
- }
- else if( element == -2 ) //Use enchantment's element
- element = status_get_attack_sc_element(src,status_get_sc(src));
- else if( element == -3 ) //Use random element
- element = rnd()%ELE_ALL;
- if( element == ELE_FIRE || element == ELE_WATER )
- pc_overheat(sd,element == ELE_FIRE ? 1 : -1);
- }
- }
- return damage;
- }
- /*==========================================
- * Calculates BG related damage adjustments.
- *------------------------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- 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)
- {
- if( !damage )
- return 0;
- if( bl->type == BL_MOB ) {
- struct mob_data* md = BL_CAST(BL_MOB, bl);
- if( map[bl->m].flag.battleground && (md->mob_id == MOBID_BLUE_CRYST || md->mob_id == MOBID_PINK_CRYST) && flag&BF_SKILL )
- return 0; // Crystal cannot receive skill damage on battlegrounds
- }
- if(skill_get_inf2(skill_id)&INF2_NO_BG_DMG)
- return damage; //skill that ignore bg map reduction
- if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
- if( flag&BF_WEAPON )
- DAMAGE_RATE(battle_config.bg_weapon_damage_rate)
- if( flag&BF_MAGIC )
- DAMAGE_RATE(battle_config.bg_magic_damage_rate)
- if( flag&BF_MISC )
- DAMAGE_RATE(battle_config.bg_misc_damage_rate)
- }
- else { //Normal attacks get reductions based on range.
- if( flag&BF_SHORT )
- DAMAGE_RATE(battle_config.bg_short_damage_rate)
- if( flag&BF_LONG )
- DAMAGE_RATE(battle_config.bg_long_damage_rate)
- }
- damage = max(damage,1); //min 1 damage
- return damage;
- }
- bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
- {
- struct mob_data* md = BL_CAST(BL_MOB, bl);
- int class_ = status_get_class(bl);
- if(md && md->guardian_data) {
- if(class_ == MOBID_EMPERIUM && flag&BF_SKILL && !(skill_get_inf3(skill_id)&INF3_HIT_EMP)) //Skill immunity.
- return false;
- if(src->type != BL_MOB) {
- struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
- if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
- return false;
- if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
- return false; // [MouseJstr]
- }
- }
- return true;
- }
- /*==========================================
- * Calculates GVG related damage adjustments.
- *------------------------------------------*/
- 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)
- {
- if (!damage) //No reductions to make.
- return 0;
- if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
- return 0;
- if (skill_get_inf2(skill_id)&INF2_NO_GVG_DMG) //Skills with no gvg damage reduction.
- return damage;
- /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
- if (md && md->guardian_data) {
- damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
- }
- */
- if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
- if (flag&BF_WEAPON)
- DAMAGE_RATE(battle_config.gvg_weapon_damage_rate)
- if (flag&BF_MAGIC)
- DAMAGE_RATE(battle_config.gvg_magic_damage_rate)
- if (flag&BF_MISC)
- DAMAGE_RATE(battle_config.gvg_misc_damage_rate)
- } else { //Normal attacks get reductions based on range.
- if (flag & BF_SHORT)
- DAMAGE_RATE(battle_config.gvg_short_damage_rate)
- if (flag & BF_LONG)
- DAMAGE_RATE(battle_config.gvg_long_damage_rate)
- }
- damage = max(damage,1);
- return damage;
- }
- /*==========================================
- * HP/SP drain calculation
- *------------------------------------------*/
- static int battle_calc_drain(int64 damage, int rate, int per)
- {
- int64 diff = 0;
- if (per && rnd()%1000 < rate) {
- diff = (damage * per) / 100;
- if (diff == 0) {
- if (per > 0)
- diff = 1;
- else
- diff = -1;
- }
- }
- return (int)diff;
- }
- /*==========================================
- * Passive skill damage increases
- *------------------------------------------*/
- int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type)
- {
- int64 damage;
- struct status_data *status = status_get_status_data(target);
- int weapon,skill;
- #ifdef RENEWAL
- damage = 0;
- #else
- damage = dmg;
- #endif
- nullpo_ret(sd);
- if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
- target->type == BL_MOB && //This bonus doesn't work against players.
- (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
- damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
- //damage += (skill * 3);
- if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) )
- damage += (skill * 5);
- if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
- damage += (skill * 10);
- if( pc_ismadogear(sd) )
- damage += 15 + pc_checkskill(sd, NC_MADOLICENCE);
- if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
- damage += (skill * 4);
- if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
- damage += sd->status.str;
- }
- if(type == 0)
- weapon = sd->weapontype1;
- else
- weapon = sd->weapontype2;
- switch(weapon) {
- case W_1HSWORD:
- #ifdef RENEWAL
- if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
- damage += (skill * 3);
- #endif
- case W_DAGGER:
- if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
- damage += (skill * 4);
- if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
- damage += skill * 10;
- break;
- case W_2HSWORD:
- #ifdef RENEWAL
- if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
- damage += (skill * 3);
- #endif
- if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
- damage += (skill * 4);
- break;
- case W_1HSPEAR:
- case W_2HSPEAR:
- if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
- if(!pc_isriding(sd) || !pc_isridingdragon(sd))
- damage += (skill * 4);
- else
- damage += (skill * 5);
- // Increase damage by level of KN_SPEARMASTERY * 10
- if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
- damage += (skill * 10);
- }
- break;
- case W_1HAXE:
- case W_2HAXE:
- if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
- damage += (skill * 3);
- if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
- damage += (skill * 5);
- break;
- case W_MACE:
- case W_2HMACE:
- if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
- damage += (skill * 3);
- if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
- damage += (skill * 5);
- break;
- case W_FIST:
- if((skill = pc_checkskill(sd,TK_RUN)) > 0)
- damage += (skill * 10);
- // No break, fallthrough to Knuckles
- case W_KNUCKLE:
- if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
- damage += (skill * 3);
- break;
- case W_MUSICAL:
- if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
- damage += (skill * 3);
- break;
- case W_WHIP:
- if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
- damage += (skill * 3);
- break;
- case W_BOOK:
- if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
- damage += (skill * 3);
- break;
- case W_KATAR:
- if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
- damage += (skill * 3);
- break;
- }
- if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) // weapon research bonus applies to all weapons
- damage += skill*2;
- if(sd->sc.data[SC_GN_CARTBOOST]) // cart boost adds mastery type damage
- damage += 10*sd->sc.data[SC_GN_CARTBOOST]->val1;
- return damage;
- }
- #ifdef RENEWAL
- static int64 battle_calc_sizefix(int64 damage, struct map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
- {
- if (sd) {
- //SizeFix only for players
- if (!(sd->special_state.no_sizefix) && !flag)
- DAMAGE_RATE(weapon_type==EQI_HAND_L?
- sd->left_weapon.atkmods[t_size]:
- sd->right_weapon.atkmods[t_size])
- }
- return damage;
- }
- static int battle_calc_status_attack(struct status_data *status, short hand)
- {
- //left-hand penalty on sATK is always 50% [Baalberith]
- if (hand == EQI_HAND_L)
- return status->batk;
- else
- return 2 * status->batk;
- }
- static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, struct map_session_data *sd)
- {
- struct status_data *status = status_get_status_data(src);
- uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
- uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
- uint16 atkmax = atkmin;
- int damage = atkmin;
- uint16 weapon_perfection = 0;
- struct status_change *sc = status_get_sc(src);
- if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
- int variance = wa->atk * (sd->inventory_data[sd->equip_index[type]]->wlv*5)/100;
- atkmin = max(0,atkmin-variance);
- atkmax = min(UINT16_MAX,atkmax+variance);
- if (sc && sc->data[SC_MAXIMIZEPOWER])
- damage = atkmax;
- else
- damage = rnd_value(atkmin,atkmax);
- }
- if (sc && sc->data[SC_WEAPONPERFECTION])
- weapon_perfection = 1;
- damage = (int)battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
- return damage;
- }
- #endif
- /*==========================================
- * Calculates the standard damage of a normal attack assuming it hits,
- * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
- * This applies to pre-renewal and non-sd in renewal
- *------------------------------------------
- * Pass damage2 as NULL to not calc it.
- * Flag values:
- * &1: Critical hit
- * &2: Arrow attack
- * &4: Skill is Magic Crasher
- * &8: Skip target size adjustment (Extremity Fist?)
- *&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)
- *
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- 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)
- {
- unsigned int atkmin=0, atkmax=0;
- short type = 0;
- int64 damage = 0;
- if (!sd) { //Mobs/Pets
- if(flag&4) {
- atkmin = status->matk_min;
- atkmax = status->matk_max;
- } else {
- atkmin = wa->atk;
- atkmax = wa->atk2;
- }
- if (atkmin > atkmax)
- atkmin = atkmax;
- } else { //PCs
- atkmax = wa->atk;
- type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
- if (!(flag&1) || (flag&2)) { //Normal attacks
- atkmin = status->dex;
- if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
- atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
- if (atkmin > atkmax)
- atkmin = atkmax;
- if(flag&2 && !(flag&16)) { //Bows
- atkmin = atkmin*atkmax/100;
- if (atkmin > atkmax)
- atkmax = atkmin;
- }
- }
- }
- if (sc && sc->data[SC_MAXIMIZEPOWER])
- atkmin = atkmax;
- //Weapon Damage calculation
- if (!(flag&1))
- damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
- else
- damage = atkmax;
- if (sd) {
- //rodatazone says the range is 0~arrow_atk-1 for non crit
- if (flag&2 && sd->bonus.arrow_atk)
- damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
- //SizeFix only for players
- if (!(sd->special_state.no_sizefix || (flag&8)))
- DAMAGE_RATE(type==EQI_HAND_L?
- sd->left_weapon.atkmods[t_size]:
- sd->right_weapon.atkmods[t_size])
- }
- //Finally, add baseatk
- if(flag&4)
- damage += status->matk_min;
- else
- damage += status->batk;
- //rodatazone says that Overrefine bonuses are part of baseatk
- //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
- if(sd) {
- if (type == EQI_HAND_L) {
- if(sd->left_weapon.overrefine)
- damage += rnd()%sd->left_weapon.overrefine+1;
- if (sd->weapon_atk_rate[sd->weapontype2])
- DAMAGE_ADDRATE(sd->weapon_atk_rate[sd->weapontype2])
- } else { //Right hand
- if(sd->right_weapon.overrefine)
- damage += rnd()%sd->right_weapon.overrefine+1;
- if (sd->weapon_atk_rate[sd->weapontype1])
- DAMAGE_ADDRATE(sd->weapon_atk_rate[sd->weapontype1])
- }
- }
- #ifdef RENEWAL
- if (flag&1)
- damage = (damage * 14) / 10;
- #endif
- return damage;
- }
- /*==========================================
- * Consumes ammo for the given skill.
- *------------------------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
- {
- int qty=1;
- if (!battle_config.arrow_decrement)
- return;
- if (skill) {
- qty = skill_get_ammo_qty(skill, lv);
- if (!qty) qty = 1;
- }
- if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition
- pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
- sd->state.arrow_atk = 0;
- }
- static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
- {
- // [Akinari] , [Xynvaroth]: Traps are always short range.
- if( skill_get_inf2( skill_id ) & INF2_TRAP )
- return BF_SHORT;
- //Skill Range Criteria
- if (battle_config.skillrange_by_distance &&
- (src->type&battle_config.skillrange_by_distance)
- ) { //based on distance between src/target [Skotlex]
- if (check_distance_bl(src, target, 5))
- return BF_SHORT;
- return BF_LONG;
- }
- if (skill_id == SR_GATEOFHELL) {
- if (skill_lv < 5)
- return BF_SHORT;
- else
- return BF_LONG;
- }
- //based on used skill's range
- if (skill_get_range2(src, skill_id, skill_lv) < 5)
- return BF_SHORT;
- return BF_LONG;
- }
- static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id)
- {
- uint8 i;
- if (!sd->skillblown[0].id)
- return 0;
- //Apply the bonus blewcount. [Skotlex]
- for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
- if (sd->skillblown[i].id == skill_id)
- return sd->skillblown[i].val;
- }
- return 0;
- }
- /*==========================================
- * Damage calculation for adjusting skill damage
- * Credits:
- [Lilith] for the first release of this
- [Cydh] finishing and adding mapflag
- * battle_skill_damage_skill() - skill_id based
- * battle_skill_damage_map() - map based
- *------------------------------------------*/
- #ifdef ADJUST_SKILL_DAMAGE
- static bool battle_skill_damage_iscaster(uint8 caster, enum bl_type type)
- {
- if (caster == 0)
- return false;
- while (1) {
- if (caster&SDC_PC && type == BL_PC) break;
- if (caster&SDC_MOB && type == BL_MOB) break;
- if (caster&SDC_PET && type == BL_PET) break;
- if (caster&SDC_HOM && type == BL_HOM) break;
- if (caster&SDC_MER && type == BL_MER) break;
- if (caster&SDC_ELEM && type == BL_ELEM) break;
- return false;
- }
- return true;
- }
- static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id)
- {
- unsigned short m = src->m;
- int idx;
- struct s_skill_damage *damage = NULL;
- if ((idx = skill_get_index(skill_id)) < 0 || !skill_db[idx].damage.map)
- return 0;
- damage = &skill_db[idx].damage;
- //check the adjustment works for specified type
- if (!battle_skill_damage_iscaster(damage->caster,src->type))
- return 0;
- 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)) ||
- (damage->map&2 && map[m].flag.pvp) ||
- (damage->map&4 && map_flag_gvg(m)) ||
- (damage->map&8 && map[m].flag.battleground) ||
- (damage->map&16 && map[m].flag.skill_damage) ||
- (map[m].flag.restricted && skill_db[idx].damage.map&(8*map[m].zone)))
- {
- switch (target->type) {
- case BL_PC:
- return damage->pc;
- case BL_MOB:
- if (is_boss(target))
- return damage->boss;
- else
- return damage->mob;
- default:
- return damage->other;
- }
- }
- return 0;
- }
- static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id)
- {
- int rate = 0;
- uint16 m = src->m;
- uint8 i;
- if (!map[m].flag.skill_damage)
- return 0;
- /* modifier for all skills */
- if (battle_skill_damage_iscaster(map[m].adjust.damage.caster,src->type)) {
- switch (target->type) {
- case BL_PC:
- rate = map[m].adjust.damage.pc;
- break;
- case BL_MOB:
- if (is_boss(target))
- rate = map[m].adjust.damage.boss;
- else
- rate = map[m].adjust.damage.mob;
- break;
- default:
- rate = map[m].adjust.damage.other;
- break;
- }
- }
- /* modifier for specified map */
- ARR_FIND(0,MAX_MAP_SKILL_MODIFIER,i,map[m].skill_damage[i].skill_id == skill_id);
- if (i < MAX_MAP_SKILL_MODIFIER) {
- if (battle_skill_damage_iscaster(map[m].skill_damage[i].caster,src->type)) {
- switch (target->type) {
- case BL_PC:
- rate += map[m].skill_damage[i].pc;
- break;
- case BL_MOB:
- if (is_boss(target))
- rate += map[m].skill_damage[i].boss;
- else
- rate += map[m].skill_damage[i].mob;
- break;
- default:
- rate += map[m].skill_damage[i].other;
- break;
- }
- }
- }
- return rate;
- }
- static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id)
- {
- if (!target)
- return 0;
- return battle_skill_damage_skill(src,target,skill_id) + battle_skill_damage_map(src,target,skill_id);
- }
- #endif
- struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
- struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
- /*=======================================================
- * Should infinite defense be applied on target? (plant)
- *-------------------------------------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static bool target_has_infinite_defense(struct block_list *target, int skill_id)
- {
- struct status_data *tstatus = status_get_status_data(target);
- if(target->type == BL_SKILL){
- TBL_SKILL *su = (TBL_SKILL*)target;
- if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
- return true;
- }
- return (tstatus->mode&MD_PLANT && skill_id != RA_CLUSTERBOMB
- #ifdef RENEWAL
- && skill_id != HT_FREEZINGTRAP && skill_id != HT_CLAYMORETRAP
- #endif
- );
- }
- /*========================
- * Is attack arrow based?
- *------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static bool is_skill_using_arrow(struct block_list *src, int skill_id)
- {
- if(src != NULL) {
- struct status_data *sstatus = status_get_status_data(src);
- struct map_session_data *sd = BL_CAST(BL_PC, src);
- return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3)) || (skill_id == HT_PHANTASMIC));
- } else
- return false;
- }
- /*=========================================
- * Is attack right handed? By default yes.
- *-----------------------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static bool is_attack_right_handed(struct block_list *src, int skill_id)
- {
- if(src != NULL) {
- struct map_session_data *sd = BL_CAST(BL_PC, src);
- //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
- if(!skill_id && sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
- return false;
- }
- return true;
- }
- /*=======================================
- * Is attack left handed? By default no.
- *---------------------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static bool is_attack_left_handed(struct block_list *src, int skill_id)
- {
- if(src != NULL) {
- struct status_data *sstatus = status_get_status_data(src);
- struct map_session_data *sd = BL_CAST(BL_PC, src);
- //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
- if(!skill_id) {
- if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
- return true;
- if (sstatus->lhw.atk)
- return true;
- if (sd && sd->status.weapon == W_KATAR)
- return true;
- }
- }
- return false;
- }
- /*=============================
- * Do we score a critical hit?
- *-----------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- 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)
- {
- struct status_data *sstatus = status_get_status_data(src);
- struct status_data *tstatus = status_get_status_data(target);
- struct status_change *sc = status_get_sc(src);
- struct status_change *tsc = status_get_sc(target);
- struct map_session_data *sd = BL_CAST(BL_PC, src);
- struct map_session_data *tsd = BL_CAST(BL_PC, target);
- if (!first_call)
- return (wd.type == 0x0a);
- if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
- return true;
- if( !(wd.type&0x08) && sstatus->cri &&
- (!skill_id ||
- skill_id == KN_AUTOCOUNTER ||
- skill_id == SN_SHARPSHOOTING || skill_id == MA_SHARPSHOOTING ||
- skill_id == NJ_KIRIKAGE))
- {
- short cri = sstatus->cri;
- if (sd) {
- cri += sd->critaddrace[tstatus->race] + sd->critaddrace[RC_ALL];
- if(is_skill_using_arrow(src, skill_id))
- cri += sd->bonus.arrow_cri;
- }
- if( sc && sc->data[SC_CAMOUFLAGE] )
- cri += 100 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max 100% (1K)
- //The official equation is *2, but that only applies when sd's do critical.
- //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
- cri -= tstatus->luk*(!sd&&tsd?3:2);
- if( tsc && tsc->data[SC_SLEEP] )
- cri <<= 1;
- switch (skill_id) {
- case KN_AUTOCOUNTER:
- if(battle_config.auto_counter_type &&
- (battle_config.auto_counter_type&src->type))
- return true;
- else
- cri <<= 1;
- break;
- case SN_SHARPSHOOTING:
- case MA_SHARPSHOOTING:
- cri += 200;
- break;
- case NJ_KIRIKAGE:
- cri += 250 + 50*skill_lv;
- break;
- }
- if(tsd && tsd->bonus.critical_def)
- cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
- return (rnd()%1000 < cri);
- }
- return 0;
- }
- /*==========================================================
- * Is the attack piercing? (Investigate/Ice Pick in pre-re)
- *----------------------------------------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- 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)
- {
- if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
- return 2;
- if(src != NULL) {
- struct map_session_data *sd = BL_CAST(BL_PC, src);
- struct status_data *tstatus = status_get_status_data(target);
- #ifdef RENEWAL
- if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
- && 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]
- #else
- if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
- && skill_id != PA_SHIELDCHAIN && !is_attack_critical(wd, src, target, skill_id, skill_lv, false) )
- #endif
- { //Elemental/Racial adjustments
- if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
- sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
- sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
- )
- if (weapon_position == EQI_HAND_R)
- return 1;
- if( sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
- sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
- sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_)) )
- { //Pass effect onto right hand if configured so. [Skotlex]
- if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
- if (weapon_position == EQI_HAND_R)
- return 1;
- }
- else if (weapon_position == EQI_HAND_L)
- return 1;
- }
- }
- }
- return 0;
- }
- static bool battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
- {
- int nk = skill_get_nk(skill_id);
- if( !skill_id && is_splash ) //If flag, this is splash damage from Baphomet Card and it always hits.
- nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
- return nk;
- }
- /*=============================
- * Checks if attack is hitting
- *-----------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- 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)
- {
- struct status_data *sstatus = status_get_status_data(src);
- struct status_data *tstatus = status_get_status_data(target);
- struct status_change *sc = status_get_sc(src);
- struct status_change *tsc = status_get_sc(target);
- struct map_session_data *sd = BL_CAST(BL_PC, src);
- int nk;
- short flee, hitrate;
- if (!first_call)
- return (wd.dmg_lv != ATK_FLEE);
- nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
- if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
- return true;
- else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
- return true;
- else if (sc && sc->data[SC_FUSION])
- return true;
- else if (skill_id == AS_SPLASHER && !wd.miscflag)
- return true;
- else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
- return true;
- else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
- return true;
- else if (nk&NK_IGNORE_FLEE)
- return true;
- if( sc && (sc->data[SC_NEUTRALBARRIER] || sc->data[SC_NEUTRALBARRIER_MASTER]) && wd.flag&BF_LONG )
- return false;
- flee = tstatus->flee;
- #ifdef RENEWAL
- hitrate = 0; //Default hitrate
- #else
- hitrate = 80; //Default hitrate
- #endif
- if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
- unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
- if(attacker_count >= battle_config.agi_penalty_count) {
- if (battle_config.agi_penalty_type == 1)
- flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
- else //assume type 2: absolute reduction
- flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
- if(flee < 1) flee = 1;
- }
- }
- hitrate+= sstatus->hit - flee;
- if(wd.flag&BF_LONG && !skill_id && //Fogwall's hit penalty is only for normal ranged attacks.
- tsc && tsc->data[SC_FOGWALL])
- hitrate -= 50;
- if(sd && is_skill_using_arrow(src, skill_id))
- hitrate += sd->bonus.arrow_hit;
- #ifdef RENEWAL
- if( sd ) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
- hitrate += pc_checkskill(sd,AC_VULTURE);
- #endif
- if(skill_id)
- switch(skill_id) { //Hit skill modifiers
- //It is proven that bonus is applied on final hitrate, not hit.
- case SM_BASH:
- case MS_BASH:
- hitrate += hitrate * 5 * skill_lv / 100;
- break;
- case MS_MAGNUM:
- case SM_MAGNUM:
- hitrate += hitrate * 10 * skill_lv / 100;
- break;
- case KN_AUTOCOUNTER:
- case PA_SHIELDCHAIN:
- case NPC_WATERATTACK:
- case NPC_GROUNDATTACK:
- case NPC_FIREATTACK:
- case NPC_WINDATTACK:
- case NPC_POISONATTACK:
- case NPC_HOLYATTACK:
- case NPC_DARKNESSATTACK:
- case NPC_UNDEADATTACK:
- case NPC_TELEKINESISATTACK:
- case NPC_BLEEDING:
- hitrate += hitrate * 20 / 100;
- break;
- case KN_PIERCE:
- case ML_PIERCE:
- hitrate += hitrate * 5 * skill_lv / 100;
- break;
- case AS_SONICBLOW:
- if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
- hitrate += hitrate * 50 / 100;
- break;
- case MC_CARTREVOLUTION:
- case GN_CART_TORNADO:
- case GN_CARTCANNON:
- if( sd && pc_checkskill(sd, GN_REMODELING_CART) )
- hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
- break;
- case LG_BANISHINGPOINT:
- hitrate += 3 * skill_lv;
- break;
- case GC_VENOMPRESSURE:
- hitrate += 10 + 4 * skill_lv;
- break;
- case SC_FATALMENACE:
- hitrate -= 35 - 5 * skill_lv;
- break;
- case RL_SLUGSHOT:
- if (distance_bl(src,target) > 3)
- hitrate -= (10 - (skill_lv - 1));
- break;
- }
- 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]
- hitrate += pc_checkskill(sd,TF_DOUBLE);
- if( sd ) {
- int skill = 0;
- // Weaponry Research hidden bonus
- if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
- hitrate += hitrate * ( 2 * skill ) / 100;
- if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
- (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
- hitrate += 3 * skill;
- }
- hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
- return (rnd()%100 < hitrate);
- }
- /*==========================================
- * If attack ignores def..
- *------------------------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- 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)
- {
- struct status_data *tstatus = status_get_status_data(target);
- struct status_change *sc = status_get_sc(src);
- struct map_session_data *sd = BL_CAST(BL_PC, src);
- int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
- #ifndef RENEWAL
- if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
- return true;
- else
- #endif
- if (sc && sc->data[SC_FUSION])
- return true;
- #ifdef RENEWAL
- 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]
- #else
- else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
- #endif
- { //Ignore Defense?
- if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
- sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
- sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
- if (weapon_position == EQI_HAND_R)
- return true;
- if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
- sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
- sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
- {
- if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
- if (weapon_position == EQI_HAND_R)
- return true;
- } else if (weapon_position == EQI_HAND_L)
- return true;
- }
- }
- return (nk&NK_IGNORE_DEF);
- }
- /*================================================
- * Should skill attack consider VVS and masteries?
- *------------------------------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
- {
- if (
- #ifndef RENEWAL
- skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
- #endif
- skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE || skill_id == RK_DRAGONBREATH_WATER)
- return false;
- return true;
- }
- #ifdef RENEWAL
- /*========================================
- * Calculate equipment ATK for renewal ATK
- *----------------------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static int battle_calc_equip_attack(struct block_list *src, int skill_id)
- {
- if(src != NULL) {
- int eatk=0;
- struct status_data *status = status_get_status_data(src);
- struct status_change *sc = status_get_sc(src);
- struct map_session_data *sd = BL_CAST(BL_PC, src);
- if(sc){
- if(sc->data[SC_CAMOUFLAGE] )
- eatk += 30 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max +300atk
- }
- if(sd) eatk += is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0; // add arrow atk if using an applicable skill
- return eatk + status->eatk;
- }
- return 0; // shouldn't happen but just in case
- }
- #endif
- /*========================================
- * Returns the element type of attack
- *----------------------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- 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)
- {
- struct map_session_data *sd = BL_CAST(BL_PC, src);
- struct status_change *sc = status_get_sc(src);
- struct status_data *sstatus = status_get_status_data(src);
- uint8 i;
- int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
- int element = skill_get_ele(skill_id, skill_lv);
- //Take weapon's element
- if( !skill_id || element == -1 ) {
- if (weapon_position == EQI_HAND_R)
- element = sstatus->rhw.ele;
- else
- element = sstatus->lhw.ele;
- if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
- element = sd->bonus.arrow_ele;
- if( battle_config.attack_attr_none&src->type )
- element = ELE_NONE; //Weapon's element is "not elemental"
- // on official endows override all other elements [helvetica]
- if( sd ){ //Summoning 10 talisman will endow your weapon.
- ARR_FIND(1, 6, i, sd->talisman[i] >= 10);
- if( i < 5 )
- element = i;
- if(sc) { // check for endows
- if(sc->data[SC_ENCHANTARMS])
- element = sc->data[SC_ENCHANTARMS]->val2;
- }
- }
- }
- else if( element == -2 ) //Use enchantment's element
- element = status_get_attack_sc_element(src,sc);
- else if( element == -3 ) //Use random element
- element = rnd()%ELE_ALL;
- switch( skill_id ) {
- case GS_GROUNDDRIFT:
- element = wd.miscflag; //element comes in flag.
- break;
- case LK_SPIRALPIERCE:
- if (!sd)
- element = ELE_NEUTRAL; //forced neutral for monsters
- break;
- case RL_H_MINE:
- if (sd && sd->skill_id_old == RL_FLICKER) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
- element = ELE_FIRE;
- break;
- case KO_KAIHOU:
- if( sd ){
- ARR_FIND(1, 6, i, sd->talisman[i] > 0);
- if( i < 5 )
- element = i;
- }
- break;
- }
- if (!(nk & NK_NO_ELEFIX) && element != ELE_NONE)
- if (src->type == BL_HOM)
- element = ELE_NONE; //skill is "not elemental"
- if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN)) {
- element = ELE_HOLY;
- }
- // calc_flag means the element should be calculated for damage only
- if (calc_for_damage_only)
- return element;
- #ifdef RENEWAL
- if (skill_id == CR_SHIELDBOOMERANG)
- element = ELE_NEUTRAL;
- #endif
- return element;
- }
- /*========================================
- * Do element damage modifier calculation
- *----------------------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static struct Damage battle_calc_element_damage(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
- {
- struct map_session_data *sd = BL_CAST(BL_PC, src);
- struct status_change *sc = status_get_sc(src);
- struct status_data *sstatus = status_get_status_data(src);
- struct status_data *tstatus = status_get_status_data(target);
- int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
- int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
- int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
- if( !(nk&NK_NO_ELEFIX) && right_element != ELE_NONE )
- { //Elemental attribute fix
- if( wd.damage > 0 )
- {
- wd.damage=battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
- if( skill_id == MC_CARTREVOLUTION ) //Cart Revolution apply the element fix once more with neutral element
- wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
- if( skill_id == GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage.
- wd.damage += battle_attr_fix(src, target, 50*skill_lv, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
- }
- if( is_attack_left_handed(src, skill_id) && wd.damage2 > 0 )
- wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element ,tstatus->def_ele, tstatus->ele_lv);
- if( sc && sc->data[SC_WATK_ELEMENT] )
- { // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
- 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;
- wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
- if( is_attack_left_handed(src, skill_id) )
- {
- 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;
- wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
- }
- }
- }
- return wd;
- }
- #define ATK_RATE(damage, damage2, a ) {damage= damage*(a)/100 ; if(is_attack_left_handed(src, skill_id)) damage2= damage2*(a)/100; }
- #define ATK_RATE2(damage, damage2, a , b ) { damage= damage*(a)/100 ; if(is_attack_left_handed(src, skill_id)) damage2= damage2*(b)/100; }
- #define ATK_RATER(damage, a){ damage = (int64)damage*(a)/100;}
- #define ATK_RATEL(damage2, a){ damage2 = (int64)damage2*(a)/100;}
- //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
- #define ATK_ADDRATE(damage, damage2, a ) { damage+= damage*(a)/100 ; if(is_attack_left_handed(src, skill_id)) damage2+= damage2*(a)/100; }
- #define ATK_ADDRATE2(damage, damage2, a , b ) { damage+= damage*(a)/100 ; if(is_attack_left_handed(src, skill_id)) damage2+= damage2*(b)/100; }
- //Adds an absolute value to damage. 100 = +100 damage
- #define ATK_ADD(damage, damage2, a ) { damage+= a; if (is_attack_left_handed(src, skill_id)) damage2+= a; }
- #define ATK_ADD2(damage, damage2, a , b ) { damage+= a; if (is_attack_left_handed(src, skill_id)) damage2+= b; }
- #ifdef RENEWAL
- #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); }
- #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); }
- #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); }
- #else
- #define RE_ALLATK_ADD(wd, a ) {;}
- #define RE_ALLATK_RATE(wd, a ) {;}
- #define RE_ALLATK_ADDRATE(wd, a ) {;}
- #endif
- /*==================================
- * Calculate weapon mastery damages
- *----------------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static struct Damage battle_calc_attack_masteries(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
- {
- struct map_session_data *sd = BL_CAST(BL_PC, src);
- struct status_change *sc = status_get_sc(src);
- struct status_data *sstatus = status_get_status_data(src);
- int t_class = status_get_class(target);
- if (sd && battle_skill_stacks_masteries_vvs(skill_id) &&
- skill_id != MO_INVESTIGATE &&
- skill_id != MO_EXTREMITYFIST &&
- skill_id != CR_GRANDCROSS)
- { //Add mastery damage
- int skill;
- uint8 i;
- wd.damage = battle_addmastery(sd,target,wd.damage,0);
- #ifdef RENEWAL
- wd.masteryAtk = (int)battle_addmastery(sd,target,wd.weaponAtk,0);
- #endif
- if (is_attack_left_handed(src, skill_id)) {
- wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
- #ifdef RENEWAL
- wd.masteryAtk2 = (int)battle_addmastery(sd,target,wd.weaponAtk2,1);
- #endif
- }
- if (sc && sc->data[SC_MIRACLE])
- i = 2; //Star anger
- else
- ARR_FIND(0, MAX_PC_FEELHATE, i, t_class == sd->hate_mob[i]);
- if (i < MAX_PC_FEELHATE && (skill=pc_checkskill(sd,sg_info[i].anger_id))){
- int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
- if (i == 2) skillratio += sstatus->str; //Star Anger
- if (skill<4)
- skillratio /= 12-3*skill;
- ATK_ADDRATE(wd.damage, wd.damage2, skillratio);
- #ifdef RENEWAL
- ATK_ADDRATE(wd.masteryAtk, wd.masteryAtk2, skillratio);
- #endif
- }
- if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) {
- ATK_ADD(wd.damage, wd.damage2, 3*skill);
- #ifdef RENEWAL
- ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 3*skill);
- #endif
- }
- }
- return wd;
- }
- #ifdef RENEWAL
- /*=========================================
- * Calculate the various Renewal ATK parts
- *-----------------------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- struct Damage battle_calc_damage_parts(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
- {
- struct status_data *sstatus = status_get_status_data(src);
- struct status_data *tstatus = status_get_status_data(target);
- struct map_session_data *sd = BL_CAST(BL_PC, src);
- int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
- int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
- wd.statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
- wd.statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
- if (skill_id || (sd && sd->sc.data[SC_SEVENWIND])) {
- // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
- wd.statusAtk = (int)battle_attr_fix(src, target, wd.statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
- wd.statusAtk2 = (int)battle_attr_fix(src, target, wd.statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv);
- }
- else { // status atk is considered neutral on normal attacks [helvetica]
- wd.statusAtk = (int)battle_attr_fix(src, target, wd.statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
- wd.statusAtk2 = (int)battle_attr_fix(src, target, wd.statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
- }
- wd.weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd);
- wd.weaponAtk = (int)battle_attr_fix(src, target, wd.weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
- wd.weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd);
- wd.weaponAtk2 = (int)battle_attr_fix(src, target, wd.weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
- wd.equipAtk += battle_calc_equip_attack(src, skill_id);
- wd.equipAtk = (int)battle_attr_fix(src, target, wd.equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
- wd.equipAtk2 += battle_calc_equip_attack(src, skill_id);
- wd.equipAtk2 = (int)battle_attr_fix(src, target, wd.equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
- wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
- wd.damage = 0;
- wd.damage2 = 0;
- return wd;
- }
- #endif
- /*==========================================================
- * Calculate basic ATK that goes into the skill ATK formula
- *----------------------------------------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
- {
- struct status_change *sc = status_get_sc(src);
- struct status_data *sstatus = status_get_status_data(src);
- struct status_data *tstatus = status_get_status_data(target);
- struct map_session_data *sd = BL_CAST(BL_PC, src);
- uint16 i;
- int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
- switch (skill_id) { //Calc base damage according to skill
- case PA_SACRIFICE:
- wd.damage = (int64)sstatus->max_hp* 9/100;
- wd.damage2 = 0;
- #ifdef RENEWAL
- wd.weaponAtk = (int)wd.damage;
- wd.weaponAtk2 = (int)wd.damage2;
- #endif
- break;
- #ifdef RENEWAL
- case LK_SPIRALPIERCE:
- case ML_SPIRALPIERCE:
- if (sd) {
- short index = sd->equip_index[EQI_HAND_R];
- if (index >= 0 &&
- sd->inventory_data[index] &&
- sd->inventory_data[index]->type == IT_WEAPON)
- wd.equipAtk += sd->inventory_data[index]->weight/20; // weight from spear is treated as equipment ATK on official [helvetica]
- wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
- wd.masteryAtk = 0; // weapon mastery is ignored for spiral
- } else {
- wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
- }
- switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
- case SZ_SMALL: //Small: 125%
- ATK_RATE(wd.damage, wd.damage2, 125);
- RE_ALLATK_RATE(wd, 125);
- break;
- //case SZ_MEDIUM: //Medium: 100%
- case SZ_BIG: //Large: 75%
- ATK_RATE(wd.damage, wd.damage2, 75);
- RE_ALLATK_RATE(wd, 75);
- break;
- }
- #else
- case NJ_ISSEN:
- wd.damage = 40 * sstatus->str + (8 / 100) * skill_lv * sstatus->hp;
- wd.damage2 = 0;
- break;
- case LK_SPIRALPIERCE:
- case ML_SPIRALPIERCE:
- if (sd) {
- short index = sd->equip_index[EQI_HAND_R];
- if (index >= 0 &&
- sd->inventory_data[index] &&
- sd->inventory_data[index]->type == IT_WEAPON)
- wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
- ATK_ADDRATE(wd.damage, wd.damage2, 50*skill_lv); //Skill modifier applies to weight only.
- } else {
- wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
- }
- i = sstatus->str/10;
- i*=i;
- ATK_ADD(wd.damage, wd.damage2, i); //Add str bonus.
- switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
- case SZ_SMALL: //Small: 125%
- ATK_RATE(wd.damage, wd.damage2, 125);
- break;
- //case SZ_MEDIUM: //Medium: 100%
- case SZ_BIG: //Large: 75%
- ATK_RATE(wd.damage, wd.damage2, 75);
- break;
- }
- #endif
- break;
- case TF_POISON: // Additional 15*skill level damage
- ATK_ADD(wd.damage, wd.damage2, 15*skill_lv);
- #ifdef RENEWAL
- wd.masteryAtk += 15*skill_lv; // ATK from Envenom is treated as mastery type damage [helvetica]
- #endif
- case CR_SHIELDBOOMERANG:
- case PA_SHIELDCHAIN:
- case LG_SHIELDPRESS:
- case LG_EARTHDRIVE:
- wd.damage = sstatus->batk;
- if (sd) {
- short index = sd->equip_index[EQI_HAND_L];
- if (index >= 0 &&
- sd->inventory_data[index] &&
- sd->inventory_data[index]->type == IT_ARMOR)
- ATK_ADD(wd.damage, wd.damage2, sd->inventory_data[index]->weight/10);
- } else
- ATK_ADD(wd.damage, wd.damage2, sstatus->rhw.atk2); //Else use Atk2
- #ifdef RENEWAL
- wd.weaponAtk = (int)wd.damage;
- wd.weaponAtk2 = (int)wd.damage2;
- #endif
- break;
- case HFLI_SBR44: //[orn]
- if(src->type == BL_HOM) {
- wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
- }
- break;
- default:
- {
- #ifdef RENEWAL
- if (sd)
- wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
- else {
- i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
- (!skill_id && sc && sc->data[SC_CHANGE]?4:0);
- wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
- if (is_attack_left_handed(src, skill_id))
- wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
- }
- #else
- i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
- (is_skill_using_arrow(src, skill_id)?2:0)|
- (skill_id == HW_MAGICCRASHER?4:0)|
- (!skill_id && sc && sc->data[SC_CHANGE]?4:0)|
- (skill_id == MO_EXTREMITYFIST?8:0)|
- (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
- if (is_skill_using_arrow(src, skill_id) && sd)
- switch(sd->status.weapon) {
- case W_BOW:
- case W_REVOLVER:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- break;
- default:
- i |= 16; // for ex. shuriken must not be influenced by DEX
- }
- wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
- if (is_attack_left_handed(src, skill_id))
- wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
- #endif
- if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
- if(wd.miscflag > 0) {
- wd.damage /= wd.miscflag;
- #ifdef RENEWAL
- wd.statusAtk /= wd.miscflag;
- wd.weaponAtk /= wd.miscflag;
- wd.equipAtk /= wd.miscflag;
- wd.masteryAtk /= wd.miscflag;
- #endif
- }
- else
- ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
- }
- //Add any bonuses that modify the base atk (pre-skills)
- if(sd) {
- int skill;
- if (sd->bonus.atk_rate) {
- ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.atk_rate);
- RE_ALLATK_ADDRATE(wd, sd->bonus.atk_rate);
- }
- #ifndef RENEWAL
- 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]
- ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.crit_atk_rate);
- }
- #endif
- if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
- if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
- ATK_ADDRATE(wd.damage, wd.damage2, 2*skill*i);
- RE_ALLATK_ADDRATE(wd, 2*skill*i);
- }
- }
- }
- break;
- } //End default case
- } //End switch(skill_id)
- return wd;
- }
- //For quick div adjustment.
- #define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
- #define damage_div_fix2(dmg, div) { if (div > 1) (dmg)*=div; }
- #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); }
- /*=======================================
- * Check for and calculate multi attacks
- *---------------------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static struct Damage battle_calc_multi_attack(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
- {
- struct map_session_data *sd = BL_CAST(BL_PC, src);
- struct status_change *sc = status_get_sc(src);
- struct status_change *tsc = status_get_sc(target);
- struct status_data *tstatus = status_get_status_data(target);
- if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
- short i;
- if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
- || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) //Will fail bare-handed
- || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Need confirmation
- { //Success chance is not added, the higher one is used [Skotlex]
- 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 ) ) {
- wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
- wd.type = 0x08;
- }
- }
- else if( ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
- || (sd && sc->count && sc->data[SC_E_CHAIN] && (skill_lv = sc->data[SC_E_CHAIN]->val2) > 0)) //Chain Action of ETERNAL_CHAIN
- && rnd()%100 < 5*skill_lv ) //Success rate
- {
- wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv);
- wd.type = 0x08;
- sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
- }
- else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
- && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1)
- {
- int chance = rnd()%100;
- wd.type = 0x08;
- switch(sc->data[SC_FEARBREEZE]->val1) {
- case 5: if( chance < 4) { wd.div_ = 5; break; } // 3 % chance to attack 5 times.
- case 4: if( chance < 7) { wd.div_ = 4; break; } // 6 % chance to attack 4 times.
- case 3: if( chance < 10) { wd.div_ = 3; break; } // 9 % chance to attack 3 times.
- case 2:
- case 1: if( chance < 13) { wd.div_ = 2; break; } // 12 % chance to attack 2 times.
- }
- wd.div_ = min(wd.div_,sd->status.inventory[i].amount);
- sc->data[SC_FEARBREEZE]->val4 = wd.div_-1;
- }
- }
- switch (skill_id) {
- case RA_AIMEDBOLT:
- if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) )
- wd.div_ = tstatus->size + 2 + ( (rnd()%100 < 50-tstatus->size*10) ? 1 : 0 );
- break;
- case SC_JYUMONJIKIRI:
- if( tsc && tsc->data[SC_JYUMONJIKIRI] )
- wd.div_ = wd.div_ * -1;// needs more info
- break;
- }
- return wd;
- }
- /*======================================================
- * Calculate skill level ratios for weapon-based skills
- *------------------------------------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static int battle_calc_attack_skill_ratio(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
- {
- struct map_session_data *sd = BL_CAST(BL_PC, src);
- struct map_session_data *tsd = BL_CAST(BL_PC, src);
- struct status_change *sc = status_get_sc(src);
- struct status_change *tsc = status_get_sc(target);
- struct status_data *sstatus = status_get_status_data(src);
- struct status_data *tstatus = status_get_status_data(target);
- int skillratio = 100;
- int i;
- //Skill damage modifiers that stack linearly
- if(sc && skill_id != PA_SACRIFICE) {
- if(sc->data[SC_OVERTHRUST])
- skillratio += sc->data[SC_OVERTHRUST]->val3;
- if(sc->data[SC_MAXOVERTHRUST])
- skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
- if (sc->data[SC_BERSERK] || sc->data[SC_SATURDAYNIGHTFEVER])
- skillratio += 100;
- if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2 )
- skillratio += sc->data[SC_ZENKAI]->val1 * 2;
- #ifdef RENEWAL
- if( sc && sc->data[SC_TRUESIGHT] )
- skillratio += 2*sc->data[SC_TRUESIGHT]->val1;
- #endif
- if(sc->data[SC_HEAT_BARREL])
- skillratio += 200;
- if(sc->data[SC_P_ALTER])
- skillratio += sc->data[SC_P_ALTER]->val2;
- }
- switch( skill_id )
- {
- case GC_DARKCROW:
- skillratio += 100 * (skill_lv - 1);
- break;
- case SM_BASH:
- case MS_BASH:
- skillratio += 30*skill_lv;
- break;
- case SM_MAGNUM:
- case MS_MAGNUM:
- skillratio += 20*skill_lv;
- break;
- case MC_MAMMONITE:
- skillratio += 50*skill_lv;
- break;
- case HT_POWER:
- skillratio += -50+8*sstatus->str;
- break;
- case AC_DOUBLE:
- case MA_DOUBLE:
- skillratio += 10*(skill_lv-1);
- break;
- case AC_SHOWER:
- case MA_SHOWER:
- #ifdef RENEWAL
- skillratio += 50+10*skill_lv;
- #else
- skillratio += -25+5*skill_lv;
- #endif
- break;
- case AC_CHARGEARROW:
- case MA_CHARGEARROW:
- skillratio += 50;
- break;
- #ifndef RENEWAL
- case HT_FREEZINGTRAP:
- case MA_FREEZINGTRAP:
- skillratio += -50+10*skill_lv;
- break;
- #endif
- case KN_PIERCE:
- case ML_PIERCE:
- skillratio += 10*skill_lv;
- break;
- case MER_CRASH:
- skillratio += 10*skill_lv;
- break;
- case KN_SPEARSTAB:
- skillratio += 15*skill_lv;
- break;
- case KN_SPEARBOOMERANG:
- skillratio += 50*skill_lv;
- break;
- case KN_BRANDISHSPEAR:
- case ML_BRANDISH:
- {
- int ratio = 100+20*skill_lv;
- skillratio += ratio-100;
- if(skill_lv>3 && wd.miscflag==1) skillratio += ratio/2;
- if(skill_lv>6 && wd.miscflag==1) skillratio += ratio/4;
- if(skill_lv>9 && wd.miscflag==1) skillratio += ratio/8;
- if(skill_lv>6 && wd.miscflag==2) skillratio += ratio/2;
- if(skill_lv>9 && wd.miscflag==2) skillratio += ratio/4;
- if(skill_lv>9 && wd.miscflag==3) skillratio += ratio/2;
- break;
- }
- case KN_BOWLINGBASH:
- case MS_BOWLINGBASH:
- skillratio+= 40*skill_lv;
- break;
- case AS_GRIMTOOTH:
- skillratio += 20*skill_lv;
- break;
- case AS_POISONREACT:
- skillratio += 30*skill_lv;
- break;
- case AS_SONICBLOW:
- skillratio += -50+5*skill_lv;
- break;
- case TF_SPRINKLESAND:
- skillratio += 30;
- break;
- case MC_CARTREVOLUTION:
- skillratio += 50;
- if(sd && sd->cart_weight)
- skillratio += 100*sd->cart_weight/sd->cart_weight_max; // +1% every 1% weight
- else if (!sd)
- skillratio += 100; //Max damage for non players.
- break;
- case NPC_PIERCINGATT:
- skillratio += -25; //75% base damage
- break;
- case NPC_COMBOATTACK:
- skillratio += 25*skill_lv;
- break;
- case NPC_RANDOMATTACK:
- case NPC_WATERATTACK:
- case NPC_GROUNDATTACK:
- case NPC_FIREATTACK:
- case NPC_WINDATTACK:
- case NPC_POISONATTACK:
- case NPC_HOLYATTACK:
- case NPC_DARKNESSATTACK:
- case NPC_UNDEADATTACK:
- case NPC_TELEKINESISATTACK:
- case NPC_BLOODDRAIN:
- case NPC_ACIDBREATH:
- case NPC_DARKNESSBREATH:
- case NPC_FIREBREATH:
- case NPC_ICEBREATH:
- case NPC_THUNDERBREATH:
- case NPC_HELLJUDGEMENT:
- case NPC_PULSESTRIKE:
- skillratio += 100*(skill_lv-1);
- break;
- case RG_BACKSTAP:
- if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
- skillratio += (200+40*skill_lv)/2;
- else
- skillratio += 200+40*skill_lv;
- break;
- case RG_RAID:
- skillratio += 40*skill_lv;
- break;
- case RG_INTIMIDATE:
- skillratio += 30*skill_lv;
- break;
- case CR_SHIELDCHARGE:
- skillratio += 20*skill_lv;
- break;
- case CR_SHIELDBOOMERANG:
- skillratio += 30*skill_lv;
- break;
- case NPC_DARKCROSS:
- case CR_HOLYCROSS:
- {
- #ifdef RENEWAL
- if(sd && sd->status.weapon == W_2HSPEAR)
- skillratio += 2*(35*skill_lv);
- else
- #endif
- skillratio += 35*skill_lv;
- break;
- }
- case AM_DEMONSTRATION:
- skillratio += 20*skill_lv;
- break;
- case AM_ACIDTERROR:
- skillratio += 40*skill_lv;
- break;
- case MO_FINGEROFFENSIVE:
- skillratio+= 50 * skill_lv;
- break;
- case MO_INVESTIGATE:
- skillratio += 75*skill_lv;
- break;
- case MO_EXTREMITYFIST:
- skillratio += 100*(7 + sstatus->sp/10);
- skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
- break;
- case MO_TRIPLEATTACK:
- skillratio += 20*skill_lv;
- break;
- case MO_CHAINCOMBO:
- skillratio += 50+50*skill_lv;
- break;
- case MO_COMBOFINISH:
- skillratio += 140+60*skill_lv;
- break;
- case BA_MUSICALSTRIKE:
- case DC_THROWARROW:
- skillratio += 25+25*skill_lv;
- break;
- case CH_TIGERFIST:
- skillratio += 100*skill_lv-60;
- break;
- case CH_CHAINCRUSH:
- skillratio += 300+100*skill_lv;
- break;
- case CH_PALMSTRIKE:
- skillratio += 100+100*skill_lv;
- break;
- case LK_HEADCRUSH:
- skillratio += 40*skill_lv;
- break;
- case LK_JOINTBEAT:
- i = 10*skill_lv-50;
- // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
- if (wd.miscflag&BREAK_NECK) i*=2;
- skillratio += i;
- break;
- #ifdef RENEWAL
- // Renewal: skill ratio applies to entire damage [helvetica]
- case LK_SPIRALPIERCE:
- case ML_SPIRALPIERCE:
- skillratio += 50*skill_lv;
- break;
- #endif
- case ASC_METEORASSAULT:
- skillratio += 40*skill_lv-60;
- break;
- case SN_SHARPSHOOTING:
- case MA_SHARPSHOOTING:
- skillratio += 100+50*skill_lv;
- break;
- case CG_ARROWVULCAN:
- skillratio += 100+100*skill_lv;
- break;
- case AS_SPLASHER:
- skillratio += 400+50*skill_lv;
- if(sd)
- skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
- break;
- #ifndef RENEWAL
- // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
- case ASC_BREAKER:
- skillratio += 100*skill_lv-100;
- break;
- #endif
- case PA_SACRIFICE:
- skillratio += 10*skill_lv-10;
- break;
- case PA_SHIELDCHAIN:
- skillratio += 30*skill_lv;
- break;
- case WS_CARTTERMINATION:
- i = 10 * (16 - skill_lv);
- if (i < 1) i = 1;
- //Preserve damage ratio when max cart weight is changed.
- if(sd && sd->cart_weight)
- skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
- else if (!sd)
- skillratio += 80000 / i - 100;
- break;
- case TK_DOWNKICK:
- skillratio += 60 + 20*skill_lv;
- break;
- case TK_STORMKICK:
- skillratio += 60 + 20*skill_lv;
- break;
- case TK_TURNKICK:
- skillratio += 90 + 30*skill_lv;
- break;
- case TK_COUNTER:
- skillratio += 90 + 30*skill_lv;
- break;
- case TK_JUMPKICK:
- skillratio += -70 + 10*skill_lv;
- if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
- skillratio += 10*status_get_lv(src)/3; //Tumble bonus
- if (wd.miscflag)
- {
- skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
- if( sc && sc->data[SC_SPURT] ) // Spurt bonus
- skillratio *= 2;
- }
- break;
- case GS_TRIPLEACTION:
- skillratio += 50*skill_lv;
- break;
- case GS_BULLSEYE:
- //Only works well against brute/demihumans non bosses.
- if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
- && !(tstatus->mode&MD_BOSS))
- skillratio += 400;
- break;
- case GS_TRACKING:
- skillratio += 100 *(skill_lv+1);
- break;
- case GS_PIERCINGSHOT:
- skillratio += 20*skill_lv;
- break;
- case GS_RAPIDSHOWER:
- skillratio += 10*skill_lv;
- break;
- case GS_DESPERADO:
- skillratio += 50*(skill_lv-1);
- break;
- case GS_DUST:
- skillratio += 50*skill_lv;
- break;
- case GS_FULLBUSTER:
- skillratio += 100*(skill_lv+2);
- break;
- case GS_SPREADATTACK:
- #ifdef RENEWAL
- skillratio += 20*(skill_lv);
- #else
- skillratio += 20*(skill_lv-1);
- #endif
- break;
- #ifdef RENEWAL
- case NJ_KUNAI:
- skillratio *= 3; // 3x300% ATK
- break;
- #endif
- case NJ_HUUMA:
- skillratio += 50 + 150*skill_lv;
- break;
- case NJ_TATAMIGAESHI:
- #ifdef RENEWAL
- skillratio += 200;
- #endif
- skillratio += 10*skill_lv;
- break;
- case NJ_KASUMIKIRI:
- skillratio += 10*skill_lv;
- break;
- case NJ_KIRIKAGE:
- skillratio += 100*(skill_lv-1);
- break;
- case KN_CHARGEATK:
- {
- int k = (wd.miscflag-1)/3; //+100% every 3 cells of distance
- if( k > 2 ) k = 2; // ...but hard-limited to 300%.
- skillratio += 100 * k;
- }
- break;
- case HT_PHANTASMIC:
- skillratio += 50;
- break;
- case MO_BALKYOUNG:
- skillratio += 200;
- break;
- case HFLI_MOON: //[orn]
- skillratio += 10+110*skill_lv;
- break;
- case HFLI_SBR44: //[orn]
- skillratio += 100 *(skill_lv-1);
- break;
- case NPC_VAMPIRE_GIFT:
- skillratio += ((skill_lv-1)%5+1)*100;
- break;
- case RK_SONICWAVE:
- skillratio = (skill_lv + 5) * 100; // ATK = {((Skill Level + 5) x 100) x (1 + [(Caster's Base Level - 100) / 200])} %
- skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
- break;
- case RK_HUNDREDSPEAR:
- skillratio += 500 + (80 * skill_lv);
- if( sd ) {
- short index = sd->equip_index[EQI_HAND_R];
- if( index >= 0 && sd->inventory_data[index]
- && sd->inventory_data[index]->type == IT_WEAPON )
- skillratio += max(10000 - sd->inventory_data[index]->weight, 0) / 10;
- skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
- } // (1 + [(Casters Base Level - 100) / 200])
- skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
- break;
- case RK_WINDCUTTER:
- skillratio = (skill_lv + 2) * 50;
- RE_LVL_DMOD(100);
- break;
- case RK_IGNITIONBREAK: {
- // 3x3 cell Damage = ATK [{(Skill Level x 300) x (1 + [(Caster's Base Level - 100) / 100])}] %
- // 7x7 cell Damage = ATK [{(Skill Level x 250) x (1 + [(Caster's Base Level - 100) / 100])}] %
- // 11x11 cell Damage = ATK [{(Skill Level x 200) x (1 + [(Caster's Base Level - 100) / 100])}] %
- i = distance_bl(src,target);
- if( i < 2 )
- skillratio = 300 * skill_lv;
- else if( i < 4 )
- skillratio = 250 * skill_lv;
- else
- skillratio = 200 * skill_lv;
- skillratio = skillratio * status_get_lv(src) / 100;
- // Elemental check, 1.5x damage if your element is fire.
- if( sstatus->rhw.ele == ELE_FIRE )
- skillratio += 100 * skill_lv;
- }
- break;
- case RK_CRUSHSTRIKE:
- if( sd ) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
- short index = sd->equip_index[EQI_HAND_R];
- if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
- skillratio = sd->inventory_data[index]->weight/10 + sstatus->rhw.atk +
- 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6);
- }
- break;
- case RK_STORMBLAST:
- 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] %
- break;
- case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
- skillratio = 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
- RE_LVL_DMOD(150); // Base level bonus.
- break;
- /**
- * GC Guilotine Cross
- **/
- case GC_CROSSIMPACT:
- skillratio += 900 + 100 * skill_lv;
- RE_LVL_DMOD(120);
- break;
- case GC_PHANTOMMENACE:
- skillratio += 200;
- break;
- case GC_COUNTERSLASH:
- //ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
- skillratio += 200 + (100 * skill_lv);
- RE_LVL_DMOD(120);
- skillratio += status_get_agi(src) * 2 + (sd?sd->status.job_level:0) * 4;
- break;
- case GC_ROLLINGCUTTER:
- skillratio += -50 + 50 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case GC_CROSSRIPPERSLASHER:
- skillratio += 300 + 80 * skill_lv;
- RE_LVL_DMOD(100);
- if( sc && sc->data[SC_ROLLINGCUTTER] )
- skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * status_get_agi(src);
- break;
- /**
- * Arch Bishop
- **/
- case AB_DUPLELIGHT_MELEE:
- skillratio += 10 * skill_lv;
- break;
- /**
- * Ranger
- **/
- case RA_ARROWSTORM:
- skillratio += 900 + 80 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case RA_AIMEDBOLT:
- skillratio += 400 + 50 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case RA_CLUSTERBOMB:
- skillratio += 100 + 100 * skill_lv;
- break;
- case RA_WUGDASH:// ATK 300%
- skillratio += 200;
- break;
- case RA_WUGSTRIKE:
- skillratio = 200 * skill_lv;
- break;
- case RA_WUGBITE:
- skillratio += 300 + 200 * skill_lv;
- if ( skill_lv == 5 ) skillratio += 100;
- break;
- case RA_SENSITIVEKEEN:
- skillratio += 50 * skill_lv;
- break;
- /**
- * Mechanic
- **/
- case NC_BOOSTKNUCKLE:
- skillratio += 100 + 100 * skill_lv + status_get_dex(src);
- RE_LVL_DMOD(120);
- break;
- case NC_PILEBUNKER:
- skillratio += 200 + 100 * skill_lv + status_get_str(src);
- RE_LVL_DMOD(100);
- break;
- case NC_VULCANARM:
- skillratio = 70 * skill_lv + status_get_dex(src);
- RE_LVL_DMOD(120);
- break;
- case NC_FLAMELAUNCHER:
- case NC_COLDSLOWER:
- skillratio += 200 + 300 * skill_lv;
- RE_LVL_DMOD(150);
- break;
- case NC_ARMSCANNON:
- switch( tstatus->size ) {
- case SZ_SMALL: skillratio += 200 + 400 * skill_lv; break;// Small
- case SZ_MEDIUM: skillratio += 200 + 350 * skill_lv; break;// Medium
- case SZ_BIG: skillratio += 200 + 300 * skill_lv; break;// Large
- }
- RE_LVL_DMOD(120);
- //NOTE: There are some other factors that affect damage, but not sure how exactly. Will recheck one day. [Rytech]
- break;
- case NC_AXEBOOMERANG:
- skillratio += (skill_lv * 50) + 150;
- if( sd ) {
- short index = sd->equip_index[EQI_HAND_R];
- if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
- skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
- }
- RE_LVL_DMOD(100);
- break;
- case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
- skillratio = status_get_str(src) + status_get_dex(src);
- RE_LVL_DMOD(100);
- skillratio += 200 + 100 * skill_lv;
- break;
- case NC_AXETORNADO:
- skillratio += 100 + 100 * skill_lv + status_get_vit(src);
- RE_LVL_DMOD(100);
- if ( distance_bl(src, target) > 2 ) // Will deal 75% damage outside of 5x5 area.
- skillratio = skillratio * 75 / 100;
- break;
- case SC_FATALMENACE:
- skillratio += 100 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case SC_TRIANGLESHOT:
- skillratio += ((skill_lv - 1) * (status_get_agi(src) / 2)) + 200;
- RE_LVL_DMOD(120);
- break;
- case SC_FEINTBOMB:
- skillratio = (skill_lv + 1) * (status_get_dex(src) / 2) * ((sd) ? sd->status.job_level : 1) / 10;
- RE_LVL_DMOD(120);
- break;
- case LG_CANNONSPEAR:
- skillratio = (50 * skill_lv) + (status_get_str(src) * skill_lv);
- RE_LVL_DMOD(100);
- break;
- case LG_BANISHINGPOINT:
- skillratio = (50 * skill_lv) + (30 * ((sd) ? pc_checkskill(sd,SM_BASH) : skill_get_max(SM_BASH)));
- RE_LVL_DMOD(100);
- break;
- case LG_SHIELDPRESS:
- skillratio = 150 * skill_lv + status_get_str(src);
- if( sd ) {
- short index = sd->equip_index[EQI_HAND_L];
- if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR ) {
- skillratio += sd->inventory_data[index]->weight / 10;
- RE_LVL_DMOD(100);
- skillratio += status_get_vit(src) * sd->status.inventory[index].refine;
- }
- } else {
- RE_LVL_DMOD(100);
- }
- break;
- case LG_PINPOINTATTACK:
- skillratio = (100 * skill_lv) + (5 * status_get_agi(src));
- RE_LVL_DMOD(120);
- break;
- case LG_RAGEBURST:
- if( sd && sd->spiritball_old )
- skillratio = sd->spiritball_old * 200 + (status_get_max_hp(src) - status_get_hp(src)) / 100;
- else
- skillratio = 15 * 200;
- RE_LVL_DMOD(100);
- break;
- case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
- if( sd ) {
- int index = sd->equip_index[EQI_HAND_L];
- struct item_data *shield_data = NULL;
- if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
- shield_data = sd->inventory_data[index];
- skillratio = status_get_lv(src) * 4 + status_get_vit(src) * 2;
- if( shield_data )
- skillratio += shield_data->def * 10;
- } else
- skillratio = 0; // Prevent damage since level 2 is MATK. [Aleos]
- break;
- case LG_MOONSLASHER:
- skillratio = 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) : skill_get_max(LG_OVERBRAND)) * 80;
- RE_LVL_DMOD(100);
- break;
- case LG_OVERBRAND:
- skillratio = 200 * skill_lv + ((sd) ? pc_checkskill(sd,CR_SPEARQUICKEN) : skill_get_max(CR_SPEARQUICKEN)) * 50;
- RE_LVL_DMOD(100);
- break;
- case LG_OVERBRAND_BRANDISH:
- skillratio = 100 * skill_lv + status_get_str(src) + status_get_dex(src);
- RE_LVL_DMOD(100);
- break;
- case LG_OVERBRAND_PLUSATK: // Only Piercing and Swing damage get RE_LVL_DMOD bonus damage
- skillratio = 100 * skill_lv + rnd()%90 + 10;
- break;
- case LG_RAYOFGENESIS:
- skillratio = 300 + 300 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case LG_EARTHDRIVE:
- {
- int16 sh_w = 0;
- if (sd && sd->equip_index[EQI_HAND_L] >= 0) {
- int16 idx = sd->equip_index[EQI_HAND_L];
- if (sd->inventory_data[idx] && sd->inventory_data[idx]->type == IT_ARMOR)
- sh_w = sd->inventory_data[idx]->weight/10;
- }
- skillratio += -100 + (skill_lv+1) * max(sh_w,1);
- RE_LVL_DMOD(100);
- break;
- }
- case LG_HESPERUSLIT:
- skillratio = 120 * skill_lv;
- if( sc && sc->data[SC_BANDING] )
- skillratio += 200 * sc->data[SC_BANDING]->val2;
- if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
- skillratio = skillratio * 150 / 100;
- if( sc && sc->data[SC_INSPIRATION] )
- skillratio += 600;
- RE_LVL_DMOD(100);
- break;
- case SR_DRAGONCOMBO:
- skillratio += 40 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case SR_SKYNETBLOW:
- //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] %
- skillratio = 80 * skill_lv + status_get_agi(src);
- 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] %
- skillratio = 100 * skill_lv + status_get_agi(src) + 150;
- RE_LVL_DMOD(100);
- break;
- case SR_EARTHSHAKER:
- if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || // [(Skill Level x 150) x (Caster Base Level / 100) + (Caster INT x 3)] %
- tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC__INVISIBILITY]) ){
- skillratio = 150 * skill_lv;
- RE_LVL_DMOD(100);
- skillratio += status_get_int(src) * 3;
- }else{ //[(Skill Level x 50) x (Caster Base Level / 100) + (Caster INT x 2)] %
- skillratio = 50 * skill_lv;
- RE_LVL_DMOD(100);
- skillratio += status_get_int(src) * 2;
- }
- break;
- case SR_FALLENEMPIRE:// ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] %
- skillratio += 150 *skill_lv;
- RE_LVL_DMOD(150);
- break;
- case SR_TIGERCANNON:// ATK [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
- {
- int hp = (int64)status_get_max_hp(src) * (10 + 2 * skill_lv) / 100,
- sp = (int64)status_get_max_sp(src) * (5 + 1 * skill_lv) / 100;
- if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // ATK [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
- skillratio = ((int64)hp+sp) / 2;
- else
- skillratio = ((int64)hp+sp) / 4;
- RE_LVL_DMOD(100);
- }
- break;
- case SR_RAMPAGEBLASTER:
- skillratio = 20 * skill_lv * ((sd) ? sd->spiritball_old : 5);
- if( sc && sc->data[SC_EXPLOSIONSPIRITS] ) {
- skillratio += sc->data[SC_EXPLOSIONSPIRITS]->val1 * 20;
- RE_LVL_DMOD(120);
- } else
- RE_LVL_DMOD(150);
- break;
- case SR_KNUCKLEARROW:
- 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)] %
- skillratio = 150 * skill_lv + status_get_lv(target) * 5;
- if( tsd && tsd->weight )
- skillratio += 100 * (tsd->weight / tsd->max_weight);
- RE_LVL_DMOD(150);
- } else { // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
- skillratio += 400 + (100 * skill_lv);
- RE_LVL_DMOD(100);
- }
- break;
- case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
- skillratio = status_get_lv(src) + status_get_dex(src);
- RE_LVL_DMOD(100);
- break;
- case SR_GATEOFHELL:
- if( sc && sc->data[SC_COMBO]
- && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
- skillratio += 700 * skill_lv;
- else
- skillratio += 400 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case SR_GENTLETOUCH_QUIET:
- skillratio = 100 * skill_lv + status_get_dex(src);
- RE_LVL_DMOD(100);
- break;
- case SR_HOWLINGOFLION:
- skillratio = 300 * skill_lv;
- RE_LVL_DMOD(150);
- break;
- case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster Base Level / 100] %
- if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
- skillratio = skill_lv * 50;
- skillratio = 200 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case WM_REVERBERATION_MELEE:
- // ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100]
- skillratio += 200 + 100 * ((sd) ? pc_checkskill(sd, WM_REVERBERATION) : skill_get_max(WM_REVERBERATION));
- RE_LVL_DMOD(100);
- break;
- case WM_SEVERE_RAINSTORM_MELEE:
- //ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] %
- skillratio = (status_get_dex(src) + status_get_agi(src)) * skill_lv / 5;
- RE_LVL_DMOD(100);
- break;
- case WM_GREAT_ECHO:
- skillratio += 300 + 200 * skill_lv;
- if( sd ) {
- uint16 lv = skill_lv;
- skillratio += 100 * skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),0);
- }
- break;
- case WM_SOUND_OF_DESTRUCTION:
- skillratio = (1000 * skill_lv) + (((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) * status_get_int(src));
- break;
- case GN_CART_TORNADO: { // ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
- skillratio = 50 * skill_lv;
- if( sd && sd->cart_weight)
- skillratio += sd->cart_weight/10 / max((150-status_get_base_status(src)->str),1) + pc_checkskill(sd, GN_REMODELING_CART) * 50;
- }
- break;
- case GN_CARTCANNON:
- // ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] %
- skillratio = 60 * skill_lv;
- if( sd ) skillratio += (pc_checkskill(sd, GN_REMODELING_CART) * 50) * (status_get_int(src) / 40);
- break;
- case GN_SPORE_EXPLOSION:
- skillratio = (100 * skill_lv) + (200 + status_get_int(src));
- RE_LVL_DMOD(100);
- break;
- case GN_CRAZYWEED_ATK:
- skillratio += 400 + 100 * skill_lv;
- break;
- case GN_SLINGITEM_RANGEMELEEATK:
- if( sd ) {
- switch( sd->itemid ) {
- case ITEMID_APPLE_BOMB:
- skillratio = status_get_str(src) + status_get_dex(src) + 300;
- break;
- case ITEMID_MELON_BOMB:
- skillratio = status_get_str(src) + status_get_dex(src) + 500;
- case ITEMID_COCONUT_BOMB:
- case ITEMID_PINEAPPLE_BOMB:
- case ITEMID_BANANA_BOMB:
- skillratio = status_get_str(src) + status_get_dex(src) + 800;
- break;
- case ITEMID_BLACK_LUMP:
- skillratio = (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
- break;
- case ITEMID_BLACK_HARD_LUMP:
- skillratio = (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
- break;
- case ITEMID_VERY_HARD_LUMP:
- skillratio = status_get_str(src) + status_get_agi(src) + status_get_dex(src);
- break;
- }
- } else
- skillratio += 300; // Bombs
- break;
- case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster Base Level / 100 ] %
- skillratio = 50 * skill_lv + ((sd) ? pc_checkskill(sd, SO_STRIKING) * 50 : skill_get_max(SO_STRIKING));
- RE_LVL_DMOD(100);
- if( sc && sc->data[SC_BLAST_OPTION] )
- skillratio += sd ? sd->status.job_level * 5 : 0;
- break;
- // Physical Elemantal Spirits Attack Skills
- case EL_CIRCLE_OF_FIRE:
- case EL_FIRE_BOMB_ATK:
- case EL_STONE_RAIN:
- skillratio += 200;
- break;
- case EL_FIRE_WAVE_ATK:
- skillratio += 500;
- break;
- case EL_TIDAL_WEAPON:
- skillratio += 1400;
- break;
- case EL_WIND_SLASH:
- skillratio += 100;
- break;
- case EL_HURRICANE:
- skillratio += 600;
- break;
- case EL_TYPOON_MIS:
- case EL_WATER_SCREW_ATK:
- skillratio += 900;
- break;
- case EL_STONE_HAMMER:
- skillratio += 400;
- break;
- case EL_ROCK_CRUSHER:
- skillratio += 700;
- break;
- case KO_JYUMONJIKIRI:
- skillratio += -100 + 150 * skill_lv;
- case KO_HUUMARANKA:
- skillratio += -100 + 150 * skill_lv + sstatus->dex/2 + sstatus->agi/2; // needs more info
- break;
- case KO_SETSUDAN:
- skillratio += 100 * (skill_lv-1);
- break;
- case KO_BAKURETSU:
- skillratio = 50 * skill_lv * (sd?pc_checkskill(sd,NJ_TOBIDOUGU):10);
- break;
- case MH_NEEDLE_OF_PARALYZE:
- skillratio += 600 + 100 * skill_lv;
- break;
- case MH_STAHL_HORN:
- skillratio += 400 + 100 * skill_lv * status_get_lv(src);
- skillratio = skillratio/100; //@TODO uv1 factor need to be confirmed
- break;
- case MH_LAVA_SLIDE:
- skillratio += -100 + 70 * skill_lv;
- break;
- case MH_SONIC_CRAW:
- skillratio = 40 * skill_lv;
- break;
- case MH_SILVERVEIN_RUSH:
- skillratio = 150 * skill_lv;
- break;
- case MH_MIDNIGHT_FRENZY:
- skillratio = 300 * skill_lv;
- break;
- case MH_TINDER_BREAKER:
- skillratio = 100 * skill_lv;
- break;
- case MH_CBC:
- skillratio = 400 * skill_lv; //! TODO: This doesn't seem to be a ratio, but straight damage?
- break;
- case MH_MAGMA_FLOW:
- skillratio += -100 + 100 * skill_lv + 3 * status_get_lv(src);
- skillratio = (skillratio * status_get_lv(src)) / 120;
- break;
- /**
- * Rebellion
- **/
- case RL_MASS_SPIRAL:
- skillratio += -100 + (200 * skill_lv);
- break;
- case RL_FIREDANCE:
- skillratio += -100 + (100 * skill_lv);
- skillratio += (skillratio * status_get_lv(src)) / 300; //(custom)
- break;
- case RL_BANISHING_BUSTER:
- skillratio += -100 + (400 * skill_lv); //(custom)
- break;
- case RL_S_STORM:
- skillratio += -100 + (200 * skill_lv); //(custom)
- break;
- case RL_SLUGSHOT:
- {
- uint16 w = 50;
- int16 idx = 0;
- if (sd && (idx = sd->equip_index[EQI_AMMO]) > 0) {
- struct item_data *id = NULL;
- if ((id = itemdb_exists(sd->status.inventory[idx].nameid)))
- w = id->weight;
- }
- w /= 10;
- skillratio += -100 + (max(w,1) * skill_lv * 30); //(custom)
- }
- break;
- case RL_D_TAIL:
- skillratio += -100 + (2500 + 500 * skill_lv );
- if (sd && &sd->c_marker)
- skillratio /= max(sd->c_marker.count,1);
- break;
- case RL_R_TRIP:
- skillratio += -100 + (150 * skill_lv); //(custom)
- break;
- case RL_H_MINE:
- skillratio += 100 + (200 * skill_lv);
- //If damaged by Flicker
- if (sd && sd->skill_id_old == RL_FLICKER && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id)
- skillratio += 400 + (300 * skill_lv);
- break;
- case RL_HAMMER_OF_GOD:
- //! TODO: Please check the right formula. [Cydh]
- //kRO Update 2013-07-24. Ratio: 1600+lv*800
- //kRO Update 2014-02-12. Coins increase the damage
- skillratio += -100 + (1600 + skill_lv * 800) + ((sd) ? sd->spiritball_old : 10) * 20; //(custom)
- break;
- case RL_QD_SHOT:
- skillratio += -100 + (max(pc_checkskill(sd,GS_CHAINACTION),1) * status_get_dex(src) / 5); //(custom)
- break;
- case RL_FIRE_RAIN:
- skillratio += -100 + 2000 + status_get_dex(src); //(custom) //kRO Update 2013-07-24. 2,000% + caster's DEX (?) [Cydh]
- break;
- }
- return skillratio;
- }
- /*==================================================================================================
- * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
- *--------------------------------------------------------------------------------------------------*
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static int battle_calc_skill_constant_addition(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
- {
- struct map_session_data *sd = BL_CAST(BL_PC, src);
- struct map_session_data *tsd = BL_CAST(BL_PC, target);
- struct status_change *sc = status_get_sc(src);
- struct status_change *tsc = status_get_sc(target);
- struct status_data *sstatus = status_get_status_data(src);
- struct status_data *tstatus = status_get_status_data(target);
- int atk = 0;
- //Constant/misc additions from skills
- switch (skill_id) {
- case MO_EXTREMITYFIST:
- atk = 250 + 150*skill_lv;
- break;
- case TK_DOWNKICK:
- case TK_STORMKICK:
- case TK_TURNKICK:
- case TK_COUNTER:
- case TK_JUMPKICK:
- //TK_RUN kick damage bonus.
- if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
- atk = 10*pc_checkskill(sd, TK_RUN);
- break;
- case GS_MAGICALBULLET:
- if(sstatus->matk_max>sstatus->matk_min) {
- atk = sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min);
- } else {
- atk = sstatus->matk_min;
- }
- break;
- case NJ_SYURIKEN:
- atk = 4*skill_lv;
- break;
- case HT_FREEZINGTRAP:
- if(sd)
- atk = ( 40 * pc_checkskill(sd, RA_RESEARCHTRAP) );
- break;
- case RA_WUGDASH ://(Caster Current Weight x 10 / 8)
- if( sd && sd->weight )
- atk = ( sd->weight / 8 );
- case RA_WUGSTRIKE:
- case RA_WUGBITE:
- if(sd)
- atk = (30*pc_checkskill(sd, RA_TOOTHOFWUG));
- break;
- case SR_GATEOFHELL:
- atk = (status_get_max_hp(src) - status_get_hp(src));
- if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE)
- atk += ( ((int64)status_get_max_sp(src) * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src) );
- else
- atk += ( ((int64)status_get_sp(src) * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src) );
- break;
- case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
- if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // (Tiger Cannon skill level x 500) + (Target Base Level x 40)
- atk = ( skill_lv * 500 + status_get_lv(target) * 40 );
- else
- atk = ( skill_lv * 240 + status_get_lv(target) * 40 );
- break;
- case SR_FALLENEMPIRE:// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
- atk = ( ((tstatus->size+1)*2 + skill_lv - 1) * status_get_str(src));
- if( tsd && tsd->weight )
- atk += ( (tsd->weight/10) * status_get_dex(src) / 120 );
- else
- atk += ( status_get_lv(target) * 50 ); //mobs
- break;
- case KO_SETSUDAN:
- if( tsc && tsc->data[SC_SPIRIT] ){
- #ifdef RENEWAL
- atk = ((wd.equipAtk + wd.weaponAtk + wd.statusAtk + wd.masteryAtk) * (10*tsc->data[SC_SPIRIT]->val1)) / 100;// +10% custom value.
- #else
- atk = (int) ((wd.damage) * (10*tsc->data[SC_SPIRIT]->val1)) / 100;// +10% custom value.
- #endif
- status_change_end(target,SC_SPIRIT,INVALID_TIMER);
- }
- break;
- case KO_KAIHOU:
- if( sd ){
- int i;
- ARR_FIND(1, 6, i, sd->talisman[i] > 0);
- if( i < 5 ){
- #ifdef RENEWAL
- atk = ((wd.equipAtk + wd.weaponAtk + wd.statusAtk + wd.masteryAtk) * (100 * sd->talisman[i])) / 100;// +100% custom value.
- #else
- atk = (int) ((wd.damage) * (100 * sd->talisman[i])) / 100;// +100% custom value.
- #endif
- pc_del_talisman(sd, sd->talisman[i], i);
- }
- }
- break;
- }
- return atk;
- }
- /*==============================================================
- * Stackable SC bonuses added on top of calculated skill damage
- *--------------------------------------------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- struct Damage battle_attack_sc_bonus(struct Damage wd, struct block_list *src, uint16 skill_id)
- {
- struct map_session_data *sd = BL_CAST(BL_PC, src);
- struct status_change *sc = status_get_sc(src);
- int chorusbonus = 0, type;
- if( sd ) {
- // Minstrel/Wanderer number check for chorus skills.
- // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
- if( sd->status.party_id ) {
- chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
- if( chorusbonus > 7 )
- chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
- else if( chorusbonus > 2 )
- chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
- }
- // Kagerou/Oboro Earth Charm effect +15% wATK
- ARR_FIND(1, 6, type, sd->talisman[type] > 0);
- if( type == 2 ) {
- ATK_ADDRATE(wd.damage, wd.damage2, 15 * sd->talisman[type]);
- #ifdef RENEWAL
- ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, 15 * sd->talisman[type]);
- #endif
- }
- }
- //The following are applied on top of current damage and are stackable.
- if ( sc ) {
- if( sc->data[SC_DANCEWITHWUG] ) {
- ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * chorusbonus);
- #ifdef RENEWAL
- ATK_ADDRATE(wd.equipAtk, wd.equipAtk2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * chorusbonus);
- #endif
- if( skill_id == RA_WUGSTRIKE || skill_id == RA_WUGBITE || skill_id == RA_WUGDASH ) {
- ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_DANCEWITHWUG]->val1 * 10 * chorusbonus);
- #ifdef RENEWAL
- RE_ALLATK_ADDRATE(wd, sc->data[SC_DANCEWITHWUG]->val1 * 10 * chorusbonus);
- #endif
- }
- }
- #ifndef RENEWAL
- if( sc->data[SC_TRUESIGHT] )
- ATK_ADDRATE(wd.damage, wd.damage2, 2*sc->data[SC_TRUESIGHT]->val1);
- #endif
- if( sc->data[SC_GLOOMYDAY_SK] &&
- ( skill_id == LK_SPIRALPIERCE || skill_id == KN_BRANDISHSPEAR ||
- skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ||
- skill_id == LG_SHIELDPRESS ) ) {
- ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_GLOOMYDAY_SK]->val2);
- #ifdef RENEWAL
- ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, sc->data[SC_GLOOMYDAY_SK]->val2);
- #endif
- }
- if (sc->data[SC_SPIRIT]){
- if(skill_id == AS_SONICBLOW && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN){
- ATK_ADDRATE(wd.damage, wd.damage2, map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
- #ifdef RENEWAL
- ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
- #endif
- }
- else if (skill_id == CR_SHIELDBOOMERANG && (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)){
- ATK_ADDRATE(wd.damage, wd.damage2, 100);
- #ifdef RENEWAL
- ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, 100);
- #endif
- }
- }
- if( sc->data[SC_EDP] ){
- switch(skill_id){
- case AS_SPLASHER:
- // Pre-Renewal only: Soul Breaker and Meteor Assault ignores EDP
- // Renewal only: Grimtooth and Venom Knife ignore EDP
- // Both: Venom Splasher ignores EDP [helvetica]
- #ifndef RENEWAL
- case ASC_BREAKER: case ASC_METEORASSAULT:
- #else
- case AS_GRIMTOOTH: case AS_VENOMKNIFE:
- #endif
- break; // skills above have no effect with edp
- #ifdef RENEWAL
- // renewal EDP mode requires renewal enabled as well
- // Renewal EDP: damage gets a half modifier on top of EDP bonus for skills [helvetica]
- // * Sonic Blow
- // * Soul Breaker
- // * Counter Slash
- // * Cross Impact
- case AS_SONICBLOW:
- case ASC_BREAKER:
- case GC_COUNTERSLASH:
- case GC_CROSSIMPACT:
- ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 50);
- ATK_RATE(wd.equipAtk, wd.equipAtk2, 50);
- default: // fall through to apply EDP bonuses
- // Renewal EDP formula [helvetica]
- // weapon atk * (1 + (edp level * .8))
- // equip atk * (1 + (edp level * .6))
- ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80));
- ATK_RATE(wd.equipAtk, wd.equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60));
- break;
- #else
- default:
- ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_EDP]->val3);
- #endif
- }
- }
- if(sc->data[SC_STYLE_CHANGE]){
- TBL_HOM *hd = BL_CAST(BL_HOM,src);
- if (hd) ATK_ADD(wd.damage, wd.damage2, hd->homunculus.spiritball * 3);
- }
- if(sc->data[SC_FLASHCOMBO]) {
- ATK_ADD(wd.damage, wd.damage2, sc->data[SC_FLASHCOMBO]->val2);
- RE_ALLATK_ADD(wd, sc->data[SC_FLASHCOMBO]->val2);
- }
- // Monster Transformation bonus
- if(wd.flag&BF_LONG && sc->data[SC_MTF_RANGEATK]) {
- ATK_ADD(wd.damage, wd.damage2, 25);
- RE_ALLATK_ADD(wd, 25);
- }
- }
- return wd;
- }
- /*====================================
- * Calc defense damage reduction
- *------------------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- struct Damage battle_calc_defense_reduction(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
- {
- struct map_session_data *sd = BL_CAST(BL_PC, src);
- struct map_session_data *tsd = BL_CAST(BL_PC, target);
- struct status_change *sc = status_get_sc(src);
- struct status_change *tsc = status_get_sc(target);
- struct status_data *sstatus = status_get_status_data(src);
- struct status_data *tstatus = status_get_status_data(target);
- //Defense reduction
- short vit_def;
- defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
- short def2 = tstatus->def2;
- #ifdef RENEWAL
- if( tsc && tsc->data[SC_ASSUMPTIO] )
- def1 <<= 1; // only eDEF is doubled
- #endif
- if( sd ) {
- int i = sd->ignore_def_by_race[tstatus->race] + sd->ignore_def_by_race[RC_ALL];
- int type;
- if( i ) {
- if( i > 100 ) i = 100;
- def1 -= def1 * i / 100;
- def2 -= def2 * i / 100;
- }
- //Kagerou/Oboro Earth Charm effect +5% eDEF
- ARR_FIND(1, 6, type, sd->talisman[type] > 0);
- if( type == 2 ) {
- short i = 5 * sd->talisman[type];
- def1 = (def1 * (100 + i)) / 100;
- }
- }
- if( sc && sc->data[SC_EXPIATIO] ){
- short i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
- i = min(i,100); //cap it to 100 for 0 def min
- def1 = (def1*(100-i))/100;
- def2 = (def2*(100-i))/100;
- }
- if( tsc && tsc->data[SC_GT_REVITALIZE] && tsc->data[SC_GT_REVITALIZE]->val4 )
- def2 += 2 * tsc->data[SC_GT_REVITALIZE]->val4;
- if( tsc && tsc->data[SC_CAMOUFLAGE] ){
- short i = 5 * tsc->data[SC_CAMOUFLAGE]->val3; //5% per second
- i = min(i,100); //cap it to 100 for 0 def min
- def1 = (def1*(100-i))/100;
- def2 = (def2*(100-i))/100;
- }
- if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
- unsigned char target_count; //256 max targets should be a sane max
- target_count = unit_counttargeted(target);
- if(target_count >= battle_config.vit_penalty_count) {
- if(battle_config.vit_penalty_type == 1) {
- if( !tsc || !tsc->data[SC_STEELBODY] )
- def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
- def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
- } else { //Assume type 2
- if( !tsc || !tsc->data[SC_STEELBODY] )
- def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
- def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
- }
- }
- if(skill_id == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
- if(def2 < 1) def2 = 1;
- }
- //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
- if (tsd) //Sd vit-eq
- {
- int skill;
- #ifndef RENEWAL
- //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
- vit_def = def2*(def2-15)/150;
- vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
- #else
- vit_def = def2;
- #endif
- 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
- (skill=pc_checkskill(tsd,AL_DP)) > 0 )
- vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
- if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
- (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
- vit_def += skill*5;
- if( src->type == BL_MOB && //Only affected from mob
- tsc && tsc->count && tsc->data[SC_P_ALTER] && //If the Platinum Alter is activated
- (battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_UNDEAD) ) //Undead attacker
- vit_def += tsc->data[SC_P_ALTER]->val3;
- }
- else { //Mob-Pet vit-eq
- #ifndef RENEWAL
- //VIT + rnd(0,[VIT/20]^2-1)
- vit_def = (def2/20)*(def2/20);
- vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
- #else
- //renewal monsters have their def swapped
- vit_def = def1;
- def1 = def2;
- #endif
- }
- if (battle_config.weapon_defense_type) {
- vit_def += def1*battle_config.weapon_defense_type;
- def1 = 0;
- }
- #ifdef RENEWAL
- /**
- * RE DEF Reduction
- * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
- * Pierce defence gains 1 atk per def/2
- **/
- if( def1 == -400 ) /* being hit by a gazillion units, -400 creates a division by 0 and subsequently crashes */
- def1 = -399;
- ATK_ADD2(wd.damage, wd.damage2,
- is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1/2) : 0,
- is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1/2) : 0
- );
- 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) )
- wd.damage = wd.damage * (4000+def1) / (4000+10*def1) - vit_def;
- 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) )
- wd.damage2 = wd.damage2 * (4000+def1) / (4000+10*def1) - vit_def;
- #else
- if (def1 > 100) def1 = 100;
- ATK_RATE2(wd.damage, wd.damage2,
- 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)),
- 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))
- );
- ATK_ADD2(wd.damage, wd.damage2,
- 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,
- 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
- );
- #endif
- return wd;
- }
- /*====================================
- * Modifiers ignoring DEF
- *------------------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- struct Damage battle_calc_attack_post_defense(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
- {
- struct map_session_data *sd = BL_CAST(BL_PC, src);
- struct status_change *sc = status_get_sc(src);
- struct status_data *sstatus = status_get_status_data(src);
- //Post skill/vit reduction damage increases
- if( sc )
- { //SC skill damages
- if(sc->data[SC_AURABLADE]
- #ifndef RENEWAL
- && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
- #endif
- ){
- int lv = sc->data[SC_AURABLADE]->val1;
- #ifdef RENEWAL
- lv *= ((skill_id == LK_SPIRALPIERCE || skill_id == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5
- #endif
- ATK_ADD(wd.damage, wd.damage2, 20*lv);
- }
- if(sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val2){
- struct block_list *bl; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5]
- if( (bl = map_id2bl(sc->data[SC_GT_CHANGE]->val2)) )
- ATK_ADD(wd.damage, wd.damage2, ( status_get_dex(bl)/4 + status_get_str(bl)/2 ) * sc->data[SC_GT_CHANGE]->val1 / 5 );
- }
- }
- #ifndef RENEWAL
- wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
- //Refine bonus
- if( sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST )
- { // Counts refine bonus multiple times
- if( skill_id == MO_FINGEROFFENSIVE )
- {
- ATK_ADD2(wd.damage, wd.damage2, wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
- } else {
- ATK_ADD2(wd.damage, wd.damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
- }
- }
- #endif
- //Set to min of 1
- if (is_attack_right_handed(src, skill_id) && wd.damage < 1) wd.damage = 1;
- if (is_attack_left_handed(src, skill_id) && wd.damage2 < 1) wd.damage2 = 1;
- if (skill_id == NJ_KUNAI) {
- RE_ALLATK_ADD(wd, 60);
- ATK_ADD(wd.damage, wd.damage2, 60);
- }
- switch (skill_id) {
- case AS_SONICBLOW:
- if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
- ATK_ADDRATE(wd.damage, wd.damage2, 10);
- break;
- case NC_AXETORNADO:
- if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
- ATK_ADDRATE(wd.damage, wd.damage2, 25);
- break;
- }
- return wd;
- }
- /*=================================================================================
- * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
- *---------------------------------------------------------------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- struct Damage battle_calc_attack_plant(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
- {
- struct status_data *tstatus = status_get_status_data(target);
- bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
- int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
- int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
- //Plants receive 1 damage when hit
- short class_ = status_get_class(target);
- if( attack_hits || wd.damage > 0 )
- wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage
- if( is_attack_left_handed(src, skill_id) && (attack_hits || wd.damage2 > 0) )
- wd.damage2 = wd.div_;
- 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]
- wd.damage2 = 1;
- if( attack_hits && class_ == MOBID_EMPERIUM ) {
- if(target && map_flag_gvg2(target->m) && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0)) {
- wd.damage = wd.damage2 = 0;
- return wd;
- }
- if( wd.damage2 > 0 ) {
- wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
- wd.damage2 = battle_calc_gvg_damage(src, target, wd.damage2, wd.div_, skill_id, skill_lv, wd.flag);
- }
- else if( wd.damage > 0 ) {
- wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
- wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
- }
- return wd;
- }
- //if( !(battle_config.skill_min_damage&1) )
- //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
- return wd;
- }
- /*========================================================================================
- * Perform left/right hand weapon damage calculation based on previously calculated damage
- *----------------------------------------------------------------------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- 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)
- {
- struct map_session_data *sd = BL_CAST(BL_PC, src);
- if (sd) {
- int skill;
- if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {
- wd.damage = wd.damage2;
- wd.damage2 = 0;
- }
- else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
- skill = pc_checkskill(sd,TF_DOUBLE);
- wd.damage2 = (int64)wd.damage * (1 + (skill * 2))/100;
- }
- else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
- if (wd.damage) {
- if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
- skill = pc_checkskill(sd,AS_RIGHT);
- ATK_RATER(wd.damage, 50 + (skill * 10))
- }
- else if(sd->class_ == MAPID_KAGEROUOBORO) {
- skill = pc_checkskill(sd,KO_RIGHT);
- ATK_RATER(wd.damage, 70 + (skill * 10))
- }
- if(wd.damage < 1) wd.damage = 1;
- }
- if (wd.damage2) {
- if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
- skill = pc_checkskill(sd,AS_LEFT);
- ATK_RATEL(wd.damage2, 30 + (skill * 10))
- }
- else if(sd->class_ == MAPID_KAGEROUOBORO) {
- skill = pc_checkskill(sd,KO_LEFT);
- ATK_RATEL(wd.damage2, 50 + (skill * 10))
- }
- if(wd.damage2 < 1) wd.damage2 = 1;
- }
- }
- }
- if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd.damage)
- wd.damage=0;
- if(!is_attack_left_handed(src, skill_id) && wd.damage2)
- wd.damage2=0;
- return wd;
- }
- /*==========================================
- * BG/GvG attack modifiers
- *------------------------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- struct Damage battle_calc_attack_gvg_bg(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
- {
- if( wd.damage + wd.damage2 ) { //There is a total damage value
- if(!wd.damage2) {
- wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_id,skill_lv);
- if( map_flag_gvg2(target->m) )
- wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
- else if( map[target->m].flag.battleground )
- wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
- }
- else if(!wd.damage) {
- wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_id,skill_lv);
- if( map_flag_gvg2(target->m) )
- wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag);
- else if( map[target->m].flag.battleground )
- wd.damage2 = battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag);
- }
- else {
- int64 d1 = wd.damage + wd.damage2,d2 = wd.damage2;
- wd.damage = battle_calc_damage(src,target,&wd,d1,skill_id,skill_lv);
- if( map_flag_gvg2(target->m) )
- wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
- else if( map[target->m].flag.battleground )
- wd.damage = battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
- wd.damage2 = (int64)d2*100/d1 * wd.damage/100;
- if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
- wd.damage-=wd.damage2;
- }
- }
- return wd;
- }
- /*==========================================
- * final ATK modifiers - after BG/GvG calc
- *------------------------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- 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)
- {
- struct map_session_data *sd = BL_CAST(BL_PC, src);
- struct map_session_data *tsd = BL_CAST(BL_PC, target);
- struct status_change *sc = status_get_sc(src);
- struct status_change *tsc = status_get_sc(target);
- struct status_data *sstatus = status_get_status_data(src);
- struct status_data *tstatus = status_get_status_data(target);
- #ifdef ADJUST_SKILL_DAMAGE
- int skill_damage;
- #endif
- //Reject Sword bugreport:4493 by Daegaladh
- if(wd.damage && tsc && tsc->data[SC_REJECTSWORD] &&
- (src->type!=BL_PC || (
- ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
- ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
- ((TBL_PC *)src)->status.weapon == W_2HSWORD
- )) &&
- rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
- ) {
- ATK_RATER(wd.damage, 50)
- status_fix_damage(target,src,wd.damage,clif_damage(target,src,gettick(),0,0,wd.damage,0,0,0));
- clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
- if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
- status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
- }
- if( tsc && tsc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < tsc->data[SC_CRESCENTELBOW]->val2 ) {
- //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
- int64 rdamage = 0;
- int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125;
- if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
- rdamage = battle_calc_base_damage(tstatus,&tstatus->rhw,tsc,sstatus->size,tsd,0);
- rdamage = (int64)rdamage * ratio / 100 + wd.damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
- skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), 0);
- clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
- 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
- clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, 0, 0);
- status_damage(target, src, rdamage, 0, 0, 0);
- status_damage(src, target, rdamage/10, 0, 0, 1);
- status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
- }
- if( sc ) {
- //SC_FUSION hp penalty [Komurka]
- if (sc->data[SC_FUSION]) {
- int hp= sstatus->max_hp;
- if (sd && tsd) {
- hp = 8*hp/100;
- if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
- hp = sstatus->hp;
- } else
- hp = 2*hp/100; //2% hp loss per hit
- status_zap(src, hp, 0);
- }
- /**
- * affecting non-skills
- **/
- if( !skill_id ) {
- /**
- * RK Enchant Blade
- **/
- if( sc->data[SC_ENCHANTBLADE] && sd && ( (is_attack_right_handed(src, skill_id) && sd->weapontype1) || (is_attack_left_handed(src, skill_id) && sd->weapontype2) ) ) {
- //[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt
- ATK_ADD(wd.damage, wd.damage2, ( sc->data[SC_ENCHANTBLADE]->val1*20+100 ) * status_get_lv(src) / 150 + status_get_int(src) );
- }
- }
- status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
- }
- switch (skill_id) {
- case LG_RAYOFGENESIS:
- {
- struct Damage md = battle_calc_magic_attack(src, target, skill_id, skill_lv, wd.miscflag);
- wd.damage += md.damage;
- }
- break;
- #ifndef RENEWAL
- case ASC_BREAKER:
- { //Breaker's int-based damage (a misc attack?)
- struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd.miscflag);
- wd.damage += md.damage;
- }
- break;
- #endif
- }
- /* Skill damage adjustment */
- #ifdef ADJUST_SKILL_DAMAGE
- if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
- ATK_ADDRATE(wd.damage, wd.damage2, skill_damage);
- #endif
- return wd;
- }
- /*====================================================
- * Basic wd init - not influenced by HIT/MISS/DEF/etc.
- *----------------------------------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
- {
- struct status_data *sstatus = status_get_status_data(src);
- struct status_data *tstatus = status_get_status_data(target);
- struct status_change *sc = status_get_sc(src);
- struct map_session_data *sd = BL_CAST(BL_PC, src);
- struct Damage wd;
- wd.type=0; //Normal attack
- wd.div_=skill_id?skill_get_num(skill_id,skill_lv):1;
- wd.amotion=(skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
- // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
- /*if(skill_id == KN_AUTOCOUNTER)
- wd.amotion >>= 1; */
- wd.dmotion=tstatus->dmotion;
- wd.blewcount=skill_get_blewcount(skill_id,skill_lv);
- wd.miscflag = wflag;
- wd.flag = BF_WEAPON; //Initial Flag
- wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
- wd.damage = wd.damage2 =
- #ifdef RENEWAL
- wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
- #endif
- 0;
- wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
- if(sd)
- wd.blewcount += battle_blewcount_bonus(sd, skill_id);
- if (skill_id) {
- wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
- switch(skill_id)
- {
- case MH_SONIC_CRAW:{
- TBL_HOM *hd = BL_CAST(BL_HOM,src);
- wd.div_ = hd->homunculus.spiritball;
- }
- break;
- case MO_FINGEROFFENSIVE:
- if(sd) {
- if (battle_config.finger_offensive_type)
- wd.div_ = 1;
- else
- wd.div_ = sd->spiritball_old;
- }
- break;
- case KN_PIERCE:
- case ML_PIERCE:
- wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
- break;
- case TF_DOUBLE: //For NPC used skill.
- case GS_CHAINACTION:
- wd.type = 0x08;
- break;
- case GS_GROUNDDRIFT:
- case KN_SPEARSTAB:
- case KN_BOWLINGBASH:
- case MS_BOWLINGBASH:
- case MO_BALKYOUNG:
- case TK_TURNKICK:
- wd.blewcount=0;
- break;
- case KN_AUTOCOUNTER:
- wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
- break;
- case LK_SPIRALPIERCE:
- if (!sd) wd.flag=(wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
- break;
- // The number of hits is set to 3 by default for use in Inspiration status.
- // When in Banding, the number of hits is equal to the number of Royal Guards in Banding.
- case LG_HESPERUSLIT:
- if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
- wd.div_ = sc->data[SC_BANDING]->val2;
- break;
- }
- } else {
- wd.flag |= is_skill_using_arrow(src, skill_id)?BF_LONG:BF_SHORT;
- }
- return wd;
- }
- /*
- * Check if we should reflect the damage and calculate it if so
- * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
- * @param wd : weapon damage
- * @param src : bl who did the attack
- * @param target : target of the attack
- * @parem skill_id : id of casted skill, 0 = basic atk
- * @param skill_lv : lvl of skill casted
- */
- void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv){
- if( (wd->damage + wd->damage2) && src && target && src != target &&
- (src->type != BL_SKILL ||
- (src->type == BL_SKILL && ( skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM )) )
- ){ //don't reflect to yourself
- int64 damage = wd->damage + wd->damage2, rdamage = 0;
- struct map_session_data *tsd = BL_CAST(BL_PC, target);
- struct status_change *tsc = status_get_sc(target);
- struct status_data *sstatus = status_get_status_data(src);
- int tick = gettick(), rdelay = 0;
- // Item reflect gets calculated first
- rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, 0);
- if( rdamage > 0 ) {
- bool isDevotRdamage = false;
- //Get info if the attacker has Devotion from other player
- struct block_list *d_bl = NULL;
- if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rand()%100) {
- struct status_change *ssc = status_get_sc(src);
- if (ssc && ssc->data[SC_DEVOTION] && (d_bl = map_id2bl(ssc->data[SC_DEVOTION]->val1)))
- isDevotRdamage = true;
- }
- rdelay = clif_damage(src, (!isDevotRdamage) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, 4, 0);
- if( tsd ) battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
- //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
- battle_delay_damage(tick, wd->amotion,target,(!isDevotRdamage) ? src : d_bl,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
- skill_additional_effect(target, (!isDevotRdamage) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
- }
- // Calculate skill reflect damage separately
- if( tsc ) {
- struct status_data *tstatus = status_get_status_data(target);
- rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, 1);
- if( rdamage > 0 ) {
- bool isDevotRdamage = false;
- //Get info if the attacker has Devotion from other player
- struct block_list *d_bl = NULL;
- if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rand()%100) {
- struct status_change *ssc = status_get_sc(src);;
- if (ssc && ssc->data[SC_DEVOTION] && (d_bl = map_id2bl(ssc->data[SC_DEVOTION]->val1)))
- isDevotRdamage = true;
- }
- if(attack_type == BF_WEAPON && tsc->data[SC_REFLECTDAMAGE] ) // Don't reflect your own damage (Grand Cross)
- map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,tstatus->race);
- else if(attack_type == BF_WEAPON || attack_type == BF_MISC) {
- rdelay = clif_damage(src, (!isDevotRdamage) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, 4, 0);
- if( tsd ) battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
- // It appears that official servers give skill reflect damage a longer delay
- battle_delay_damage(tick, wd->amotion,target,(!isDevotRdamage) ? src : d_bl,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
- skill_additional_effect(target, (!isDevotRdamage) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
- }
- }
- }
- }
- }
- /*============================================
- * Calculate "weapon"-type attacks and skills
- *--------------------------------------------
- * Credits:
- * Original coder Skoltex
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
- {
- struct map_session_data *sd, *tsd;
- struct Damage wd;
- struct status_change *sc = status_get_sc(src);
- struct status_change *tsc = status_get_sc(target);
- struct status_data *tstatus = status_get_status_data(target);
- int right_element, left_element;
- memset(&wd,0,sizeof(wd));
- if(src==NULL || target==NULL)
- {
- nullpo_info(NLP_MARK);
- return wd;
- }
- wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
- right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
- left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
- if (sc && !sc->count)
- sc = NULL; //Skip checking as there are no status changes active.
- if (tsc && !tsc->count)
- tsc = NULL; //Skip checking as there are no status changes active.
- sd = BL_CAST(BL_PC, src);
- tsd = BL_CAST(BL_PC, target);
- if ( (!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2 )
- { //Check for Lucky Dodge
- wd.type=0x0b;
- wd.dmg_lv=ATK_LUCKY;
- if (wd.div_ < 0) wd.div_*=-1;
- return wd;
- }
- // on official check for multi hit first so we can override crit on double attack [helvetica]
- wd = battle_calc_multi_attack(wd, src, target, skill_id, skill_lv);
- // crit check is next since crits always hit on official [helvetica]
- if (is_attack_critical(wd, src, target, skill_id, skill_lv, true))
- wd.type = 0x0a;
- // check if we're landing a hit
- if(!is_attack_hitting(wd, src, target, skill_id, skill_lv, true)) {
- wd.dmg_lv = ATK_FLEE;
- if(skill_id == SR_GATEOFHELL) {
- if(wd.dmg_lv != ATK_FLEE) {
- int ratio;
- wd.flag = BF_WEAPON;
- ratio = battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv);
- ATK_RATE(wd.damage, wd.damage2, ratio);
- } else
- wd.dmg_lv = ATK_DEF;
- }
- } else if(!target_has_infinite_defense(target, skill_id)) { //no need for math against plants
- int ratio;
- int i;
- wd = battle_calc_skill_base_damage(wd, src, target, skill_id, skill_lv); // base skill damage
- ratio = battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv); // skill level ratios
- ATK_RATE(wd.damage, wd.damage2, ratio);
- RE_ALLATK_RATE(wd, ratio);
- ratio = battle_calc_skill_constant_addition(wd, src, target, skill_id, skill_lv); // other skill bonuses
- ATK_ADD(wd.damage, wd.damage2, ratio);
- #ifdef RENEWAL
- ATK_ADD(wd.equipAtk, wd.equipAtk2, ratio); // equip ATK gets modified by skill bonuses as well [helvetica]
- if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
- struct status_data *sstatus = status_get_status_data(src);
- if (sstatus->matk_max > sstatus->matk_min) {
- ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
- } else {
- ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
- }
- }
- #endif
- // add any miscellaneous player ATK bonuses
- if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
- ATK_ADDRATE(wd.damage, wd.damage2, i);
- RE_ALLATK_ADDRATE(wd, i);
- }
- #ifdef RENEWAL
- // In Renewal we only cardfix to the weapon and equip ATK
- //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
- 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);
- 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);
- if( is_attack_left_handed(src, skill_id )) {
- 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);
- 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);
- }
- // final attack bonuses that aren't affected by cards
- wd = battle_attack_sc_bonus(wd, src, skill_id);
- if (sd) { //monsters, homuns and pets have their damage computed directly
- wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.masteryAtk;
- wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.masteryAtk2;
- if( wd.flag&BF_LONG ) // Long damage rate addition doesn't use weapon + equip attack, what about others?
- wd.damage = wd.damage * ( 100 + sd->bonus.long_attack_atk_rate ) / 100;
- }
- #else
- // final attack bonuses that aren't affected by cards
- wd = battle_attack_sc_bonus(wd, src, skill_id);
- #endif
- // check if attack ignores DEF
- 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))
- wd = battle_calc_defense_reduction(wd, src, target, skill_id, skill_lv);
- wd = battle_calc_attack_post_defense(wd, src, target, skill_id, skill_lv);
- }
- else if(wd.div_ < 0) //Since the attack missed...
- wd.div_ *= -1;
- //WS_CARTTERMINATION never be missed because of flee, deals damage from BS_WEAPONRESEARCH [Cydh]
- //NOTE: Idk the official behavior, if this damage can be reflected/adjusted or not
- if (sd && skill_id == WS_CARTTERMINATION && wd.dmg_lv == ATK_FLEE && pc_checkskill(sd,BS_WEAPONRESEARCH)) {
- wd.dmg_lv = ATK_DEF;
- if(target_has_infinite_defense(target, skill_id))
- return battle_calc_attack_plant(wd, src, target, skill_id, skill_lv);
- wd.damage = pc_checkskill(sd,BS_WEAPONRESEARCH) * 2;
- wd.damage2 = 0;
- return wd;
- }
- #ifdef RENEWAL
- if(!sd) // monsters only have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica]
- #endif
- wd = battle_calc_element_damage(wd, src, target, skill_id, skill_lv);
- if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
- return wd; //Enough, rest is not needed.
- #ifdef RENEWAL
- if(is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
- if(sd) { // check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
- wd.damage = (int)floor((double)(wd.damage * 1.4 * (100 + sd->bonus.crit_atk_rate)) / 100);
- if (sc && sc->data[SC_MTF_CRIDAMAGE]) // Monster Transformation Bonus
- wd.damage *= (int)1.25;
- }
- else
- wd.damage = (int)floor((double)wd.damage * 1.4);
- }
- #endif
- if(sd) {
- if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
- ATK_ADD2(wd.damage, wd.damage2, wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
- if (skill_id==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
- ATK_ADD(wd.damage, wd.damage2, wd.div_*sd->spiritball_old*3);
- } else {
- ATK_ADD(wd.damage, wd.damage2, wd.div_*sd->spiritball*3);
- }
- if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN )
- { //Refine bonus applies after cards and elements.
- short index= sd->equip_index[EQI_HAND_L];
- if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
- ATK_ADD(wd.damage, wd.damage2, 10*sd->status.inventory[index].refine);
- }
- #ifndef RENEWAL
- //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
- 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);
- if( is_attack_left_handed(src, skill_id ))
- 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);
- #endif
- }
- if(tsd) { // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
- switch(skill_id) { // These skills will do a card fix later
- #ifdef RENEWAL
- case NJ_ISSEN:
- case ASC_BREAKER:
- #endif
- case CR_ACIDDEMONSTRATION:
- case KO_HAPPOKUNAI:
- break;
- default:
- 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);
- if(is_attack_left_handed(src, skill_id))
- 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);
- break;
- }
- }
- // forced to neutral skills [helvetica]
- // skills forced to neutral gain benefits from weapon element
- // but final damage is considered "neutral" and resistances are applied again
- switch (skill_id) {
- case GN_CARTCANNON: // Cart Cannon gets forced to element of cannon ball (neutral or holy/shadow/ghost)
- if (sd)
- 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);
- else
- wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
- break;
- case MC_CARTREVOLUTION: // Cart Revolution gets forced to neutral element
- wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
- break;
- }
- // perform multihit calculations
- #ifdef RENEWAL
- damage_div_fix_renewal(wd, wd.div_);
- #endif
- damage_div_fix(wd.damage, wd.div_);
- // only do 1 dmg to plant, no need to calculate rest
- if(target_has_infinite_defense(target, skill_id))
- return battle_calc_attack_plant(wd, src, target, skill_id, skill_lv);
- wd = battle_calc_attack_left_right_hands(wd, src, target, skill_id, skill_lv);
- switch (skill_id) { // These skills will do a GVG fix later
- #ifdef RENEWAL
- case NJ_ISSEN:
- case ASC_BREAKER:
- #endif
- case CR_ACIDDEMONSTRATION:
- case KO_HAPPOKUNAI:
- return wd;
- default:
- wd = battle_calc_attack_gvg_bg(wd, src, target, skill_id, skill_lv);
- break;
- }
- wd = battle_calc_weapon_final_atk_modifiers(wd, src, target, skill_id, skill_lv);
- battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
- return wd;
- }
- /*==========================================
- * Calculate "magic"-type attacks and skills
- *------------------------------------------
- * Credits:
- * Original coder DracoRPG
- * Refined and optimized by helvetica
- */
- struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
- {
- int i, nk;
- #ifdef ADJUST_SKILL_DAMAGE
- int skill_damage;
- #endif
- short s_ele = 0;
- TBL_PC *sd;
- // TBL_PC *tsd;
- struct status_change *sc, *tsc;
- struct Damage ad;
- struct status_data *sstatus = status_get_status_data(src);
- struct status_data *tstatus = status_get_status_data(target);
- struct {
- unsigned imdef : 1;
- unsigned infdef : 1;
- } flag;
- memset(&ad,0,sizeof(ad));
- memset(&flag,0,sizeof(flag));
- if(src==NULL || target==NULL)
- {
- nullpo_info(NLP_MARK);
- return ad;
- }
- //Initial Values
- ad.damage = 1;
- ad.div_=skill_get_num(skill_id,skill_lv);
- ad.amotion=skill_get_inf(skill_id)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
- ad.dmotion=tstatus->dmotion;
- ad.blewcount = skill_get_blewcount(skill_id,skill_lv);
- ad.flag=BF_MAGIC|BF_SKILL;
- ad.dmg_lv=ATK_DEF;
- nk = skill_get_nk(skill_id);
- flag.imdef = nk&NK_IGNORE_DEF?1:0;
- sd = BL_CAST(BL_PC, src);
- // tsd = BL_CAST(BL_PC, target);
- sc = status_get_sc(src);
- tsc = status_get_sc(target);
- //Initialize variables that will be used afterwards
- s_ele = skill_get_ele(skill_id, skill_lv);
- if (s_ele == -1){ // pl=-1 : the skill takes the weapon's element
- s_ele = sstatus->rhw.ele;
- if( sd ){ //Summoning 10 talisman will endow your weapon
- ARR_FIND(1, 6, i, sd->talisman[i] >= 10);
- if( i < 5 ) s_ele = i;
- }
- }else if (s_ele == -2) //Use status element
- s_ele = status_get_attack_sc_element(src,status_get_sc(src));
- else if( s_ele == -3 ) //Use random element
- s_ele = rnd()%ELE_ALL;
- if( skill_id == SO_PSYCHIC_WAVE ) {
- if( sc && sc->count ) {
- if( sc->data[SC_HEATER_OPTION] ) s_ele = sc->data[SC_HEATER_OPTION]->val3;
- else if( sc->data[SC_COOLER_OPTION] ) s_ele = sc->data[SC_COOLER_OPTION]->val3;
- else if( sc->data[SC_BLAST_OPTION] ) s_ele = sc->data[SC_BLAST_OPTION]->val3;
- else if( sc->data[SC_CURSED_SOIL_OPTION] ) s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val3;
- }
- }
- //Set miscellaneous data that needs be filled
- if(sd) {
- sd->state.arrow_atk = 0;
- ad.blewcount += battle_blewcount_bonus(sd, skill_id);
- }
- //Skill Range Criteria
- ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
- flag.infdef=(tstatus->mode&MD_PLANT?1:0);
- if( target->type == BL_SKILL){
- TBL_SKILL *su = (TBL_SKILL*)target;
- if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
- flag.infdef = 1;
- }
- switch(skill_id)
- {
- case MG_FIREWALL:
- case NJ_KAENSIN:
- ad.dmotion = 0; //No flinch animation.
- if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
- ad.blewcount = 0; //No knockback
- break;
- case PR_SANCTUARY:
- ad.dmotion = 0; //No flinch animation.
- break;
- }
- if(!flag.infdef && (
- (tstatus->mode&MD_IGNOREMAGIC && ad.flag&(BF_MAGIC) ) //magic
- )) flag.infdef = 1;
- if (!flag.infdef) //No need to do the math for plants
- {
- unsigned int skillratio = 100; //Skill dmg modifiers.
- #ifdef RENEWAL
- ad.damage = 0; //reinitialize..
- #endif
- //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
- #define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
- //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
- #define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
- //Adds an absolute value to damage. 100 = +100 damage
- #define MATK_ADD( a ) { ad.damage+= a; }
- switch (skill_id)
- { //Calc base damage according to skill
- case AL_HEAL:
- case PR_BENEDICTIO:
- case PR_SANCTUARY:
- /**
- * Arch Bishop
- **/
- case AB_HIGHNESSHEAL:
- ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
- break;
- case PR_ASPERSIO:
- ad.damage = 40;
- break;
- case ALL_RESURRECTION:
- case PR_TURNUNDEAD:
- //Undead check is on skill_castend_damageid code.
- #ifdef RENEWAL
- i = 10*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
- + 300 - 300*tstatus->hp/tstatus->max_hp;
- #else
- i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
- + 200 - 200*tstatus->hp/tstatus->max_hp;
- #endif
- if(i > 700) i = 700;
- if(rnd()%1000 < i && !(tstatus->mode&MD_BOSS))
- ad.damage = tstatus->hp;
- else {
- #ifdef RENEWAL
- if (sstatus->matk_max > sstatus->matk_min) {
- MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
- } else {
- MATK_ADD(sstatus->matk_min);
- }
- MATK_RATE(skill_lv);
- #else
- ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
- #endif
- }
- break;
- case PF_SOULBURN:
- ad.damage = tstatus->sp * 2;
- break;
- /**
- * Arch Bishop
- **/
- case AB_RENOVATIO:
- ad.damage = status_get_lv(src) * 10 + sstatus->int_;
- break;
- default: {
- if (sstatus->matk_max > sstatus->matk_min) {
- MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
- } else {
- MATK_ADD(sstatus->matk_min);
- }
- if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill
- if(mflag>0)
- ad.damage/= mflag;
- else
- ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
- }
- switch(skill_id){
- case MG_NAPALMBEAT:
- skillratio += skill_lv*10-30;
- break;
- case MG_FIREBALL:
- #ifdef RENEWAL
- skillratio += 20*skill_lv;
- #else
- skillratio += skill_lv*10-30;
- #endif
- break;
- case MG_SOULSTRIKE:
- if (battle_check_undead(tstatus->race,tstatus->def_ele))
- skillratio += 5*skill_lv;
- break;
- case MG_FIREWALL:
- skillratio -= 50;
- break;
- case MG_FIREBOLT:
- case MG_COLDBOLT:
- case MG_LIGHTNINGBOLT:
- if ( sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
- skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 50) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
- ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax]
- ad.flag = BF_WEAPON|BF_SHORT;
- ad.type = 0;
- }
- break;
- case MG_THUNDERSTORM:
- /**
- * in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
- **/
- #ifndef RENEWAL
- skillratio -= 20;
- #endif
- break;
- case MG_FROSTDIVER:
- skillratio += 10*skill_lv;
- break;
- case AL_HOLYLIGHT:
- skillratio += 25;
- if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
- skillratio *= 5; //Does 5x damage include bonuses from other skills?
- break;
- case AL_RUWACH:
- skillratio += 45;
- break;
- case WZ_FROSTNOVA:
- skillratio += (100+skill_lv*10)*2/3-100;
- break;
- case WZ_FIREPILLAR:
- if (skill_lv > 10)
- skillratio += 100;
- else
- skillratio -= 80;
- break;
- case WZ_SIGHTRASHER:
- skillratio += 20*skill_lv;
- break;
- case WZ_WATERBALL:
- skillratio += 30*skill_lv;
- break;
- case WZ_STORMGUST:
- skillratio += 40*skill_lv;
- break;
- case HW_NAPALMVULCAN:
- skillratio += 10*skill_lv-30;
- break;
- case SL_STIN:
- skillratio += (tstatus->size!=SZ_SMALL?-99:10*skill_lv); //target size must be small (0) for full damage.
- break;
- case SL_STUN:
- skillratio += (tstatus->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets
- break;
- case SL_SMA:
- skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
- break;
- case NJ_KOUENKA:
- skillratio -= 10;
- break;
- case NJ_KAENSIN:
- skillratio -= 50;
- break;
- case NJ_BAKUENRYU:
- skillratio += 50*(skill_lv-1);
- break;
- case NJ_HYOUSYOURAKU:
- skillratio += 50*skill_lv;
- break;
- case NJ_RAIGEKISAI:
- skillratio += 60 + 40*skill_lv;
- break;
- case NJ_KAMAITACHI:
- case NPC_ENERGYDRAIN:
- skillratio += 100*skill_lv;
- break;
- case NPC_EARTHQUAKE:
- skillratio += 100 +100*skill_lv +100*(skill_lv/2);
- break;
- #ifdef RENEWAL
- case WZ_HEAVENDRIVE:
- case WZ_METEOR:
- skillratio += 25;
- break;
- case WZ_VERMILION:
- {
- int interval = 0, per = interval, ratio = per;
- while( (per++) < skill_lv ){
- ratio += interval;
- if(per%3==0) interval += 20;
- }
- if( skill_lv > 9 )
- ratio -= 10;
- skillratio += ratio;
- }
- break;
- case NJ_HUUJIN:
- skillratio += 50;
- break;
- #else
- case WZ_VERMILION:
- skillratio += 20*skill_lv-20;
- break;
- #endif
- /**
- * Arch Bishop
- **/
- case AB_JUDEX:
- skillratio += 200 + 20 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case AB_ADORAMUS:
- skillratio += 400 + 100 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case AB_DUPLELIGHT_MAGIC:
- skillratio += 100 + 20 * skill_lv;
- break;
- /**
- * Warlock
- **/
- case WL_SOULEXPANSION:
- skillratio += 300 + 100 * skill_lv + status_get_int(src);
- RE_LVL_DMOD(100);
- break;
- case WL_FROSTMISTY:
- skillratio += 100 + 100 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case WL_JACKFROST:
- if( tsc && tsc->data[SC_FREEZING] ){
- skillratio += 900 + 300 * skill_lv;
- RE_LVL_DMOD(100);
- }else{
- skillratio += 400 + 100 * skill_lv;
- RE_LVL_DMOD(150);
- }
- break;
- case WL_DRAINLIFE:
- skillratio = 200 * skill_lv + status_get_int(src);
- RE_LVL_DMOD(100);
- break;
- case WL_CRIMSONROCK:
- skillratio += 1200 + 300 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case WL_HELLINFERNO:
- skillratio = 300 * skill_lv;
- RE_LVL_DMOD(100);
- // Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] %
- // Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] %
- if( mflag&ELE_DARK ){ skillratio *= 4; s_ele = ELE_DARK; }
- skillratio /= 5;
- break;
- case WL_COMET:
- i = ( sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8 );
- if( i <= 3 )
- skillratio += 2400 + 500 * skill_lv; // 7 x 7 cell
- else if( i <= 5 )
- skillratio += 1900 + 500 * skill_lv; // 11 x 11 cell
- else if( i <= 7 )
- skillratio += 1400 + 500 * skill_lv; // 15 x 15 cell
- else
- skillratio += 900 + 500 * skill_lv; // 19 x 19 cell
- if( sd && sd->status.party_id ){
- struct map_session_data* psd;
- int p_sd[5] = {0, 0, 0, 0, 0}, c; // just limit it to 5
- c = 0;
- memset (p_sd, 0, sizeof(p_sd));
- party_foreachsamemap(skill_check_condition_char_sub, sd, 3, &sd->bl, &c, &p_sd, skill_id);
- c = ( c > 1 ? rand()%c : 0 );
- if( (psd = map_id2sd(p_sd[c])) && pc_checkskill(psd,WL_COMET) > 0 ){
- skillratio = skill_lv * 400; //MATK [{( Skill Level x 400 ) x ( Caster's Base Level / 120 )} + 2500 ] %
- RE_LVL_DMOD(120);
- skillratio += 2500;
- status_zap(&psd->bl, 0, skill_get_sp(skill_id, skill_lv) / 2);
- }
- }
- break;
- case WL_CHAINLIGHTNING_ATK:
- skillratio += 400 + 100 * skill_lv;
- RE_LVL_DMOD(100);
- if (mflag > 0)
- skillratio += 100 * mflag;
- break;
- case WL_EARTHSTRAIN:
- skillratio += 1900 + 100 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case WL_TETRAVORTEX_FIRE:
- case WL_TETRAVORTEX_WATER:
- case WL_TETRAVORTEX_WIND:
- case WL_TETRAVORTEX_GROUND:
- skillratio += 400 + 500 * skill_lv;
- break;
- case WL_SUMMON_ATK_FIRE:
- case WL_SUMMON_ATK_WATER:
- case WL_SUMMON_ATK_WIND:
- case WL_SUMMON_ATK_GROUND:
- 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]
- RE_LVL_DMOD(100);
- break;
- case LG_RAYOFGENESIS:
- {
- uint16 lv = skill_lv;
- int bandingBonus = 0;
- if( sc && sc->data[SC_BANDING] )
- bandingBonus = 200 * (sd ? skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),0) : 1);
- skillratio = ((300 * skill_lv) + bandingBonus) * (sd ? sd->status.job_level : 1) / 25;
- }
- break;
- case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
- if( sd ) {
- skillratio = status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
- } else
- skillratio += 1900; //2000%
- break;
- case WM_METALICSOUND:
- skillratio = 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON));
- RE_LVL_DMOD(100);
- break;
- case WM_REVERBERATION_MAGIC:
- // MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] %
- skillratio += 100 * ((sd) ? pc_checkskill(sd, WM_REVERBERATION) : skill_get_max(WM_REVERBERATION));
- RE_LVL_DMOD(100);
- break;
- case SO_FIREWALK:
- skillratio = 60 * skill_lv;
- RE_LVL_DMOD(100);
- if( sc && sc->data[SC_HEATER_OPTION] )
- skillratio += sd ? sd->status.job_level / 2 : 0;
- break;
- case SO_ELECTRICWALK:
- skillratio = 60 * skill_lv;
- RE_LVL_DMOD(100);
- if( sc && sc->data[SC_BLAST_OPTION] )
- skillratio += sd ? sd->status.job_level / 2 : 0;
- break;
- case SO_EARTHGRAVE:
- skillratio = ( 200 * ((sd) ? pc_checkskill(sd, SA_SEISMICWEAPON) : skill_get_max(SA_SEISMICWEAPON)) + sstatus->int_ * skill_lv );
- RE_LVL_DMOD(100);
- if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
- skillratio += sd ? sd->status.job_level * 5 : 0;
- break;
- case SO_DIAMONDDUST:
- skillratio = ( 200 * ((sd) ? pc_checkskill(sd, SA_FROSTWEAPON) : skill_get_max(SA_FROSTWEAPON)) + sstatus->int_ * skill_lv );
- RE_LVL_DMOD(100);
- if( sc && sc->data[SC_COOLER_OPTION] )
- skillratio += sd ? sd->status.job_level * 5 : 0;
- break;
- case SO_POISON_BUSTER:
- skillratio += 900 + 300 * skill_lv;
- RE_LVL_DMOD(120);
- if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
- skillratio += sd ? sd->status.job_level * 5 : 0;
- break;
- case SO_PSYCHIC_WAVE:
- skillratio = skill_lv * 70 + (sstatus->int_ * 3);
- RE_LVL_DMOD(100);
- break;
- case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
- skillratio = status_get_int(src) * skill_lv + ((sd) ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : skill_get_max(SA_LIGHTNINGLOADER));
- RE_LVL_DMOD(100);
- if( sc && sc->data[SC_BLAST_OPTION] )
- skillratio += sd ? sd->status.job_level * 5 : 0;
- break;
- case SO_CLOUD_KILL:
- skillratio = skill_lv * 40;
- RE_LVL_DMOD(100);
- if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
- skillratio += sd ? sd->status.job_level : 0;
- break;
- case GN_DEMONIC_FIRE:
- if( skill_lv > 20) // Fire expansion Lv.2
- skillratio += 110 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
- else if( skill_lv > 10 ) // Fire expansion Lv.1
- skillratio += 110 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
- else
- skillratio += 110 + 20 * skill_lv;
- break;
- // Magical Elemental Spirits Attack Skills
- case EL_FIRE_MANTLE:
- case EL_WATER_SCREW:
- skillratio += 900;
- break;
- case EL_FIRE_ARROW:
- case EL_ROCK_CRUSHER_ATK:
- skillratio += 200;
- break;
- case EL_FIRE_BOMB:
- case EL_ICE_NEEDLE:
- case EL_HURRICANE_ATK:
- skillratio += 400;
- break;
- case EL_FIRE_WAVE:
- case EL_TYPOON_MIS_ATK:
- skillratio += 1100;
- break;
- case MH_ERASER_CUTTER:
- if(skill_lv%2) skillratio += 400; //600:800:1000
- else skillratio += 700; //1000:1200
- skillratio += 100 * skill_lv;
- break;
- case MH_XENO_SLASHER:
- if(skill_lv%2) skillratio += 350 + 50 * skill_lv; //500:600:700
- else skillratio += 400 + 100 * skill_lv; //700:900
- break;
- case MH_HEILIGE_STANGE:
- skillratio += 400 + 250 * skill_lv;
- skillratio = (skillratio * status_get_lv(src))/150;
- break;
- case MH_POISON_MIST:
- skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 100;
- break;
- }
- MATK_RATE(skillratio);
- //Constant/misc additions from skills
- if (skill_id == WZ_FIREPILLAR)
- MATK_ADD(50);
- }
- }
- #ifdef RENEWAL
- switch(skill_id) { // These skills will do a card fix later
- case CR_ACIDDEMONSTRATION:
- case ASC_BREAKER:
- break;
- default:
- ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
- }
- #endif
- if(sd) {
- //Damage bonuses
- if ((i = pc_skillatk_bonus(sd, skill_id)))
- ad.damage += (int64)ad.damage*i/100;
- //Ignore Defense?
- if (!flag.imdef && (
- sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
- sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
- sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
- ))
- flag.imdef = 1;
- }
- if(!flag.imdef){
- defType mdef = tstatus->mdef;
- int mdef2= tstatus->mdef2;
- #ifdef RENEWAL
- if(tsc && tsc->data[SC_ASSUMPTIO])
- mdef <<= 1; // only eMDEF is doubled
- #endif
- if(sd) {
- i = sd->ignore_mdef_by_race[tstatus->race] + sd->ignore_mdef_by_race[RC_ALL];
- i += sd->ignore_mdef_by_class[tstatus->class_] + sd->ignore_mdef_by_class[CLASS_ALL];
- if (i)
- {
- if (i > 100) i = 100;
- mdef -= mdef * i/100;
- //mdef2-= mdef2* i/100;
- }
- }
- #ifdef RENEWAL
- /**
- * RE MDEF Reduction
- * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
- **/
- if (mdef < -99)
- mdef = -99; // Avoid divide by 0
- ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
- #else
- if(battle_config.magic_defense_type)
- ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
- else
- ad.damage = ad.damage * (100-mdef)/100 - mdef2;
- #endif
- }
- if (skill_id == NPC_EARTHQUAKE)
- { //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
- //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
- if(mflag>0)
- ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
- else
- ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
- }
- if(ad.damage<1)
- ad.damage=1;
- else if(sc) { //only applies when hit
- switch(skill_id) {
- case MG_LIGHTNINGBOLT:
- case MG_THUNDERSTORM:
- case MG_FIREBOLT:
- case MG_FIREWALL:
- case MG_COLDBOLT:
- case MG_FROSTDIVER:
- case WZ_EARTHSPIKE:
- case WZ_HEAVENDRIVE:
- if(sc->data[SC_GUST_OPTION] || sc->data[SC_PETROLOGY_OPTION] || sc->data[SC_PYROTECHNIC_OPTION] || sc->data[SC_AQUAPLAY_OPTION])
- ad.damage += (6 + sstatus->int_/4) + max(sstatus->dex-10,0)/30;
- break;
- }
- }
- if (!(nk&NK_NO_ELEFIX))
- ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
- if( skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS )
- { //Apply the physical part of the skill's damage. [Skotlex]
- struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
- ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100;
- if( src == target )
- {
- if( src->type == BL_PC )
- ad.damage = ad.damage/2;
- else
- ad.damage = 0;
- }
- }
- #ifndef RENEWAL
- ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
- #endif
- }
- damage_div_fix(ad.damage, ad.div_);
- if (flag.infdef && ad.damage)
- ad.damage = ad.damage>0?1:-1;
- switch(skill_id) { // These skills will do a GVG fix later
- #ifdef RENEWAL
- case ASC_BREAKER:
- #endif
- case CR_ACIDDEMONSTRATION:
- return ad;
- default:
- ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
- if( map_flag_gvg2(target->m) )
- ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);
- else if( map[target->m].flag.battleground )
- ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);
- }
- switch( skill_id ) { /* post-calc modifiers */
- case SO_VARETYR_SPEAR: { // Physical damage.
- struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
- if(!flag.infdef && ad.damage > 1)
- ad.damage += wd.damage;
- break;
- }
- //case HM_ERASER_CUTTER:
- }
- /* Skill damage adjustment */
- #ifdef ADJUST_SKILL_DAMAGE
- if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
- MATK_ADDRATE(skill_damage);
- #endif
- //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta]
- return ad;
- }
- /*==========================================
- * Calculate "misc"-type attacks and skills
- *------------------------------------------
- * Credits:
- * Original coder Skoltex
- * Refined and optimized by helvetica
- */
- struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
- {
- #ifdef ADJUST_SKILL_DAMAGE
- int skill_damage;
- #endif
- short i, nk;
- short s_ele;
- struct map_session_data *sd, *tsd;
- struct Damage md; //DO NOT CONFUSE with md of mob_data!
- struct status_data *sstatus = status_get_status_data(src);
- struct status_data *tstatus = status_get_status_data(target);
- memset(&md,0,sizeof(md));
- if( src == NULL || target == NULL ){
- nullpo_info(NLP_MARK);
- return md;
- }
- //Some initial values
- md.amotion=skill_get_inf(skill_id)&INF_GROUND_SKILL?0:sstatus->amotion;
- md.dmotion=tstatus->dmotion;
- md.div_=skill_get_num( skill_id,skill_lv );
- md.blewcount=skill_get_blewcount(skill_id,skill_lv);
- md.dmg_lv=ATK_DEF;
- md.flag=BF_MISC|BF_SKILL;
- nk = skill_get_nk(skill_id);
- sd = BL_CAST(BL_PC, src);
- tsd = BL_CAST(BL_PC, target);
- if(sd) {
- sd->state.arrow_atk = 0;
- md.blewcount += battle_blewcount_bonus(sd, skill_id);
- }
- s_ele = skill_get_ele(skill_id, skill_lv);
- if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
- s_ele = ELE_NEUTRAL;
- else if (s_ele == -3) //Use random element
- s_ele = rnd()%ELE_ALL;
- //Skill Range Criteria
- md.flag |= battle_range_type(src, target, skill_id, skill_lv);
- switch( skill_id )
- {
- case NC_MAGMA_ERUPTION:
- md.damage = 1200 + 400 * skill_lv;
- break;
- #ifdef RENEWAL
- case HT_LANDMINE:
- case MA_LANDMINE:
- case HT_BLASTMINE:
- case HT_CLAYMORETRAP:
- md.damage = skill_lv * sstatus->dex * (3+status_get_lv(src)/100) * (1+sstatus->int_/35);
- md.damage += md.damage * (rnd()%20-10) / 100;
- md.damage += 40 * ((sd) ? pc_checkskill(sd,RA_RESEARCHTRAP) : skill_get_max(RA_RESEARCHTRAP));
- break;
- #else
- case HT_LANDMINE:
- case MA_LANDMINE:
- md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
- break;
- case HT_BLASTMINE:
- md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
- break;
- case HT_CLAYMORETRAP:
- md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
- break;
- #endif
- case HT_BLITZBEAT:
- case SN_FALCONASSAULT:
- {
- uint8 skill;
- //Blitz-beat Damage.
- if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
- skill=0;
- md.damage=(sstatus->dex/10 + sstatus->int_/2 + skill*3+40)*2;
- if(mflag > 1) //Autocasted Blitz.
- nk|=NK_SPLASHSPLIT;
- if (skill_id == SN_FALCONASSAULT) {
- //Div fix of Blitzbeat
- damage_div_fix2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
- //Falcon Assault Modifier
- md.damage=(int64)md.damage*(150+70*skill_lv)/100;
- }
- }
- break;
- case TF_THROWSTONE:
- md.damage=50;
- break;
- case BA_DISSONANCE:
- md.damage=30+skill_lv*10;
- if (sd)
- md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
- break;
- case NPC_SELFDESTRUCTION:
- md.damage = sstatus->hp;
- break;
- case NPC_SMOKING:
- md.damage=3;
- break;
- case NPC_DARKBREATH:
- md.damage = tstatus->max_hp * (skill_lv * 10) / 100;
- break;
- case PA_PRESSURE:
- md.damage=500+300*skill_lv;
- break;
- case PA_GOSPEL:
- md.damage = 1+rnd()%9999;
- break;
- case CR_ACIDDEMONSTRATION:
- #ifdef RENEWAL
- // Official Renewal formula [helvetica]
- // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
- // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
- // is considered "neutral" for purposes of resistances
- {
- struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
- struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
- md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
- // AD benefits from endow/element but damage is forced back to neutral
- battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
- }
- #else
- if(tstatus->vit+sstatus->int_) //crash fix
- md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
- else
- md.damage = 0;
- if (tsd) md.damage>>=1;
- #endif
- break;
- #ifndef RENEWAL
- case NJ_KUNAI:
- md.damage = 90; // 3x90 unreducable, unavoidable, and neutral damage.
- break;
- #endif
- case NJ_ZENYNAGE:
- case KO_MUCHANAGE:
- md.damage = skill_get_zeny(skill_id ,skill_lv);
- if (!md.damage) md.damage = (skill_id == NJ_ZENYNAGE ? 2 : 10);
- md.damage = rand()%md.damage + md.damage;
- if (is_boss(target))
- md.damage = md.damage / (skill_id == NJ_ZENYNAGE ? 3 : 2);
- else if (tsd)
- md.damage = md.damage / 2;
- if (skill_id == KO_MUCHANAGE && pc_checkskill(sd, NJ_TOBIDOUGU) < 1 )
- md.damage = md.damage / 2;
- break;
- #ifdef RENEWAL
- case NJ_ISSEN:
- // Official Renewal formula [helvetica]
- // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
- // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
- // modified def formula
- {
- short totaldef;
- struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
- struct status_change *sc = status_get_sc(src);
- md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
- if (sc && sc->data[SC_BUNSINJYUTSU] && (i=sc->data[SC_BUNSINJYUTSU]->val2) > 0) { // mirror image bonus only occurs if active
- md.div_ = -( i + 2 ); // mirror image count + 2
- md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
- }
- // modified def reduction, final damage = base damage - (edef + sdef)
- totaldef = tstatus->def2 + (short)status_get_def(target);
- md.damage -= totaldef;
- }
- break;
- #endif
- case GS_FLING:
- md.damage = sd?sd->status.job_level:status_get_lv(src);
- break;
- case GS_GROUNDDRIFT:
- // Official formula [helvetica]
- // damage = 50 * skill level
- // fixed damage, ignores DEF and benefits from weapon +%ATK cards
- md.damage = 50*skill_lv;
- 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
- break;
- case HVAN_EXPLOSION: //[orn]
- md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
- break ;
- case ASC_BREAKER:
- #ifdef RENEWAL
- // Official Renewal formula [helvetica]
- // damage = ((atk + matk) * (3 + (.5 * skill level))) - (edef + sdef + emdef + smdef)
- // atk part takes weapon element, matk part is non-elemental
- // modified def formula
- {
- short totaldef, totalmdef;
- struct Damage atk, matk;
- atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
- nk|=NK_NO_ELEFIX; // atk part takes on weapon element, matk part is non-elemental
- matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
- // (atk + matk) * (3 + (.5 * skill level))
- md.damage = ((30 + (5 * skill_lv)) * (atk.damage + matk.damage)) / 10;
- // modified def reduction, final damage = base damage - (edef + sdef + emdef + smdef)
- totaldef = tstatus->def2 + (short)status_get_def(target);
- totalmdef = tstatus->mdef + tstatus->mdef2;
- md.damage -= totaldef + totalmdef;
- }
- #else
- md.damage = 500+rnd()%500 + 5*skill_lv * sstatus->int_;
- nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
- #endif
- break;
- case HW_GRAVITATION:
- md.damage = 200+200*skill_lv;
- md.dmotion = 0; //No flinch animation.
- break;
- case NPC_EVILLAND:
- md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
- break;
- case RK_DRAGONBREATH_WATER:
- case RK_DRAGONBREATH:
- md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
- RE_LVL_MDMOD(150);
- if (sd) md.damage = (int64)md.damage * (95 + 5 * pc_checkskill(sd,RK_DRAGONTRAINING)) / 100;
- md.flag |= BF_LONG|BF_WEAPON;
- break;
- case RA_CLUSTERBOMB:
- case RA_FIRINGTRAP:
- case RA_ICEBOUNDTRAP:
- md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
- RE_LVL_TMDMOD();
- if(sd)
- {
- int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
- if(researchskill_lv)
- md.damage = (int64)md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB?50:100);
- else
- md.damage = 0;
- }else
- md.damage = (int64)md.damage * 200 / (skill_id == RA_CLUSTERBOMB?50:100);
- break;
- case NC_SELFDESTRUCTION:
- {
- short totaldef = status_get_def2(target) + (short)status_get_def(target);
- 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) );
- RE_LVL_MDMOD(100);
- md.damage += status_get_hp(src) - totaldef;
- }
- break;
- case GN_THORNS_TRAP:
- md.damage = 100 + 200 * skill_lv + status_get_int(src);
- break;
- case GN_HELLS_PLANT_ATK:
- //[{( 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 ))
- 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))) );
- break;
- case KO_HAPPOKUNAI:
- {
- struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
- short totaldef = tstatus->def2 + (short)status_get_def(target);
- md.damage = (int64)wd.damage * 60 * (5 + skill_lv) / 100;
- md.damage -= totaldef;
- }
- break;
- case KO_MAKIBISHI:
- md.damage = 20 * skill_lv;
- break;
- case RL_B_TRAP:
- md.damage = (200 + status_get_int(src) + status_get_dex(src)) * skill_lv * 10; //(custom)
- break;
- }
- if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
- if(mflag>0)
- md.damage/= mflag;
- else
- ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
- }
- damage_div_fix(md.damage, md.div_);
- if (!(nk&NK_IGNORE_FLEE))
- {
- struct status_change *sc = status_get_sc(target);
- i = 0; //Temp for "hit or no hit"
- if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
- i = 1;
- else {
- short
- flee = tstatus->flee,
- #ifdef RENEWAL
- hitrate = 0; //Default hitrate
- #else
- hitrate = 80; //Default hitrate
- #endif
- if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
- unsigned char attacker_count; //256 max targets should be a sane max
- attacker_count = unit_counttargeted(target);
- if(attacker_count >= battle_config.agi_penalty_count)
- {
- if (battle_config.agi_penalty_type == 1)
- flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
- else //assume type 2: absolute reduction
- flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
- if(flee < 1) flee = 1;
- }
- }
- hitrate+= sstatus->hit - flee;
- #ifdef RENEWAL
- if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
- hitrate += pc_checkskill(sd,AC_VULTURE);
- #endif
- hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
- if(rnd()%100 < hitrate)
- i = 1;
- }
- if (!i) {
- md.damage = 0;
- md.dmg_lv=ATK_FLEE;
- }
- }
- md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
- if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
- md.damage += (int64)md.damage*i/100;
- if(md.damage < 0)
- md.damage = 0;
- else if(md.damage && tstatus->mode&MD_PLANT){
- switch(skill_id){
- case HT_LANDMINE:
- case MA_LANDMINE:
- case HT_BLASTMINE:
- case HT_CLAYMORETRAP:
- case RA_CLUSTERBOMB:
- #ifdef RENEWAL
- break;
- case NJ_ISSEN: // Final Strike will MISS on "plant"-type mobs [helvetica]
- md.damage = 0;
- md.dmg_lv=ATK_FLEE;
- break;
- #endif
- default:
- md.damage = 1;
- }
- }else if( target->type == BL_SKILL ){
- TBL_SKILL *su = (TBL_SKILL*)target;
- if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
- md.damage = 1;
- }
- if(!(nk&NK_NO_ELEFIX))
- md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
- md.damage=battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
- if( map_flag_gvg2(target->m) )
- md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag);
- else if( map[target->m].flag.battleground )
- md.damage=battle_calc_bg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag);
- switch( skill_id ) {
- case RA_FIRINGTRAP:
- case RA_ICEBOUNDTRAP:
- if( md.damage == 1 ) break;
- case RA_CLUSTERBOMB:
- {
- struct Damage wd;
- wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
- md.damage += wd.damage;
- }
- break;
- case NJ_ZENYNAGE:
- if( sd ) {
- if ( md.damage > sd->status.zeny )
- md.damage = sd->status.zeny;
- pc_payzeny(sd, (int)md.damage,LOG_TYPE_STEAL,NULL);
- }
- break;
- }
- /* Skill damage adjustment */
- #ifdef ADJUST_SKILL_DAMAGE
- if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
- md.damage += (int64)md.damage * skill_damage / 100;
- #endif
- if(tstatus->mode&MD_IGNOREMISC && md.flag&(BF_MISC) ) //misc @TODO optimize me
- md.damage = md.damage2 = 1;
- //battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
- return md;
- }
- /*==========================================
- * Battle main entry, from skill_attack
- *------------------------------------------
- * Credits:
- * Original coder unknown
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int count)
- {
- struct Damage d;
- switch(attack_type) {
- case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,count); break;
- case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,count); break;
- case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,count); break;
- default:
- ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
- memset(&d,0,sizeof(d));
- break;
- }
- if( d.damage + d.damage2 < 1 )
- { //Miss/Absorbed
- //Weapon attacks should go through to cause additional effects.
- if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
- d.dmg_lv = ATK_MISS;
- d.dmotion = 0;
- }
- else // Some skills like Weaponry Research will cause damage even if attack is dodged
- d.dmg_lv = ATK_DEF;
- return d;
- }
- /*==========================================
- * Final damage return function
- *------------------------------------------
- * Credits:
- * Original coder unknown
- * Initial refactoring by Baalberith
- * Refined and optimized by helvetica
- */
- int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
- struct map_session_data* sd;
- int64 rdamage = 0, damage = *dmg;
- int max_damage = status_get_max_hp(bl);
- struct status_change* sc;
- sd = BL_CAST(BL_PC, bl);
- sc = status_get_sc(bl);
- if (flag & BF_SHORT) {//Bounces back part of the damage.
- if ( !status_reflect && sd && sd->bonus.short_weapon_damage_return ) {
- rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
- if(rdamage < 1) rdamage = 1;
- } else if( status_reflect && sc && sc->count ) {
- if( sc->data[SC_REFLECTDAMAGE] && !(skill_get_inf2(skill_id)&INF2_TRAP)) {
- if( rnd()%100 <= sc->data[SC_REFLECTDAMAGE]->val1*10 + 30 ){
- max_damage = (int64)max_damage * status_get_lv(bl) / 100;
- rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
- if( --(sc->data[SC_REFLECTDAMAGE]->val3) < 1)
- status_change_end(bl,SC_REFLECTDAMAGE,INVALID_TIMER);
- }
- } else {
- if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
- rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
- if (rdamage < 1) rdamage = 1;
- }
- if(sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && !(src->type == BL_MOB && is_boss(src)) ) {
- uint8 dir = map_calc_dir(bl,src->x,src->y),
- t_dir = unit_getdir(bl);
- if( distance_bl(src,bl) <= 0 || !map_check_dir(dir,t_dir) ) {
- int64 rd1 = 0;
- rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
- *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
- clif_skill_damage(src,bl,gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1,6);
- status_change_end(bl,SC_DEATHBOUND,INVALID_TIMER);
- rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
- }
- }
- if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 && !(src->type == BL_MOB && is_boss(src)) ){
- rdamage += damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100;
- if (rdamage < 1) rdamage = 1;
- }
- }
- }
- } else {
- if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) {
- rdamage += damage * sd->bonus.long_weapon_damage_return / 100;
- if (rdamage < 1) rdamage = 1;
- }
- }
- if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
- rdamage = 0;
- return cap_value(min(rdamage,max_damage),INT_MIN,INT_MAX);
- }
- /*===========================================
- * Perform battle drain effects (HP/SP loss)
- *-------------------------------------------*/
- void battle_drain(TBL_PC *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_)
- {
- struct weapon_data *wd;
- int64 *damage;
- int thp = 0, tsp = 0, rhp = 0, rsp = 0, hp=0, sp=0, i;
- for (i = 0; i < 4; i++) {
- //First two iterations: Right hand
- if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
- else { wd = &sd->left_weapon; damage = &ldamage; }
- if (*damage <= 0) continue;
- if( i == 1 || i == 3 ) {
- hp = wd->hp_drain_class[class_].value + wd->hp_drain_class[CLASS_ALL].value;
- if (wd->hp_drain_class[class_].rate)
- hp += battle_calc_drain(*damage, wd->hp_drain_class[class_].rate, wd->hp_drain_class[class_].per);
- if (wd->hp_drain_class[CLASS_ALL].rate)
- hp += battle_calc_drain(*damage, wd->hp_drain_class[CLASS_ALL].rate, wd->hp_drain_class[CLASS_ALL].per);
- sp = wd->sp_drain_class[class_].value + wd->sp_drain_class[CLASS_ALL].value;
- if (wd->sp_drain_class[class_].rate)
- sp += battle_calc_drain(*damage, wd->sp_drain_class[class_].rate, wd->sp_drain_class[class_].per);
- if (wd->sp_drain_class[CLASS_ALL].rate)
- sp += battle_calc_drain(*damage, wd->sp_drain_class[CLASS_ALL].rate, wd->sp_drain_class[CLASS_ALL].per);
- if( hp ) {
- if( wd->hp_drain_class[class_].type )
- rhp += hp;
- if( wd->hp_drain_class[CLASS_ALL].type )
- rhp += hp;
- thp += hp;
- }
- if( sp ) {
- if( wd->sp_drain_class[class_].type )
- rsp += sp;
- if( wd->sp_drain_class[CLASS_ALL].type )
- rsp += sp;
- tsp += sp;
- }
- } else {
- hp = wd->hp_drain_race[race].value + wd->hp_drain_race[RC_ALL].value;
- if (wd->hp_drain_race[race].rate)
- hp += battle_calc_drain(*damage, wd->hp_drain_race[race].rate, wd->hp_drain_race[race].per);
- if (wd->hp_drain_race[RC_ALL].rate)
- hp += battle_calc_drain(*damage, wd->hp_drain_race[RC_ALL].rate, wd->hp_drain_race[RC_ALL].per);
- sp = wd->sp_drain_race[race].value + wd->sp_drain_race[RC_ALL].value;
- if (wd->sp_drain_race[race].rate)
- sp += battle_calc_drain(*damage, wd->sp_drain_race[race].rate, wd->sp_drain_race[race].per);
- if (wd->sp_drain_race[RC_ALL].rate)
- sp += battle_calc_drain(*damage, wd->sp_drain_race[RC_ALL].rate, wd->sp_drain_race[RC_ALL].per);
- if( hp ) {
- if( wd->hp_drain_race[race].type )
- rhp += hp;
- if( wd->hp_drain_race[RC_ALL].type )
- rhp += hp;
- thp += hp;
- }
- if( sp ) {
- if( wd->sp_drain_race[race].type )
- rsp += sp;
- if( wd->sp_drain_race[RC_ALL].type )
- rsp += sp;
- tsp += sp;
- }
- }
- }
- if (sd->bonus.sp_vanish_rate && rnd()%1000 < sd->bonus.sp_vanish_rate)
- status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->bonus.sp_vanish_per, false);
- if (sd->bonus.hp_vanish_rate && rnd()%1000 < sd->bonus.hp_vanish_rate
- && tbl->type == BL_PC && (map[sd->bl.m].flag.pvp || map[sd->bl.m].flag.gvg))
- status_percent_damage(&sd->bl, tbl, (unsigned char)sd->bonus.hp_vanish_per, 0, false);
- if( sd->sp_gain_race_attack[race] )
- tsp += sd->sp_gain_race_attack[race];
- if( sd->sp_gain_race_attack[RC_ALL] )
- tsp += sd->sp_gain_race_attack[RC_ALL];
- if( sd->hp_gain_race_attack[race] )
- thp += sd->hp_gain_race_attack[race];
- if( sd->hp_gain_race_attack[RC_ALL] )
- thp += sd->hp_gain_race_attack[RC_ALL];
- if (!thp && !tsp) return;
- status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
- if (rhp || rsp)
- status_zap(tbl, rhp, rsp);
- }
- /*===========================================
- * Deals the same damage to targets in area.
- *-------------------------------------------
- * Credits:
- * Original coder pakpil
- */
- int battle_damage_area( struct block_list *bl, va_list ap) {
- unsigned int tick;
- int64 damage;
- int amotion, dmotion;
- struct block_list *src;
- nullpo_ret(bl);
- tick=va_arg(ap, unsigned int);
- src=va_arg(ap,struct block_list *);
- amotion=va_arg(ap,int);
- dmotion=va_arg(ap,int);
- damage=va_arg(ap,int);
- if( bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
- return 0;
- if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
- map_freeblock_lock();
- if( src->type == BL_PC )
- battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
- if( amotion )
- battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true);
- else
- status_fix_damage(src,bl,damage,0);
- clif_damage(bl,bl,tick,amotion,dmotion,damage,1,ATK_BLOCK,0);
- skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
- map_freeblock_unlock();
- }
- return 0;
- }
- /*==========================================
- * Do a basic physical attack (call trough unit_attack_timer)
- *------------------------------------------*/
- enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag) {
- struct map_session_data *sd = NULL, *tsd = NULL;
- struct status_data *sstatus, *tstatus;
- struct status_change *sc, *tsc;
- int64 damage;
- int skillv;
- struct Damage wd;
- nullpo_retr(ATK_NONE, src);
- nullpo_retr(ATK_NONE, target);
- if (src->prev == NULL || target->prev == NULL)
- return ATK_NONE;
- sd = BL_CAST(BL_PC, src);
- tsd = BL_CAST(BL_PC, target);
- sstatus = status_get_status_data(src);
- tstatus = status_get_status_data(target);
- sc = status_get_sc(src);
- tsc = status_get_sc(target);
- if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
- sc = NULL;
- if (tsc && !tsc->count)
- tsc = NULL;
- if (sd)
- {
- sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
- if (sd->state.arrow_atk)
- {
- int index = sd->equip_index[EQI_AMMO];
- if (index<0) {
- clif_arrow_fail(sd,0);
- return ATK_NONE;
- }
- //Ammo check by Ishizu-chan
- if (sd->inventory_data[index])
- switch (sd->status.weapon) {
- case W_BOW:
- if (sd->inventory_data[index]->look != A_ARROW) {
- clif_arrow_fail(sd,0);
- return ATK_NONE;
- }
- break;
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- if (sd->inventory_data[index]->look != A_BULLET) {
- clif_arrow_fail(sd,0);
- return ATK_NONE;
- }
- break;
- case W_GRENADE:
- if (sd->inventory_data[index]->look != A_GRENADE) {
- clif_arrow_fail(sd,0);
- return ATK_NONE;
- }
- break;
- }
- }
- }
- if (sc && sc->count) {
- if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
- status_change_end(src, SC_CLOAKING, INVALID_TIMER);
- else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
- status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
- }
- if( tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) )
- {
- uint8 dir = map_calc_dir(target,src->x,src->y);
- int t_dir = unit_getdir(target);
- int dist = distance_bl(src, target);
- if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
- {
- uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
- clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
- clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
- status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
- skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
- return ATK_BLOCK;
- }
- }
- 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)) )
- {
- uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
- int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
- status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
- if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
- { //Target locked.
- clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
- clif_bladestop(target, src->id, 1);
- sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
- return ATK_BLOCK;
- }
- }
- if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
- int triple_rate= 30 - skillv; //Base Rate
- if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
- triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
- status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
- }
- if (rnd()%100 < triple_rate) {
- if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
- return ATK_DEF;
- return ATK_MISS;
- }
- }
- if (sc) {
- if (sc->data[SC_SACRIFICE]) {
- uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
- damage_lv ret_val;
- if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
- status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
- /**
- * We need to calculate the DMG before the hp reduction, because it can kill the source.
- * For further information: bugreport:4950
- **/
- ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
- status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
- if( ret_val == ATK_NONE )
- return ATK_MISS;
- return ret_val;
- }
- if (sc->data[SC_MAGICALATTACK]) {
- if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
- return ATK_DEF;
- return ATK_MISS;
- }
- if( sc->data[SC_GT_ENERGYGAIN] ) {
- if( sd && rnd()%100 < 10 + 5 * sc->data[SC_GT_ENERGYGAIN]->val1)
- pc_addspiritball(sd,
- skill_get_time(MO_CALLSPIRITS, sc->data[SC_GT_ENERGYGAIN]->val1),
- sc->data[SC_GT_ENERGYGAIN]->val1);
- }
- if( tsc && tsc->data[SC_GT_ENERGYGAIN] ) {
- if( tsd && rnd()%100 < 10 + 5 * tsc->data[SC_GT_ENERGYGAIN]->val1)
- pc_addspiritball(tsd,
- skill_get_time(MO_CALLSPIRITS, tsc->data[SC_GT_ENERGYGAIN]->val1),
- tsc->data[SC_GT_ENERGYGAIN]->val1);
- }
- if( sc && sc->data[SC_CRUSHSTRIKE] ){
- uint16 skill_lv = sc->data[SC_CRUSHSTRIKE]->val1;
- status_change_end(src, SC_CRUSHSTRIKE, INVALID_TIMER);
- if( skill_attack(BF_WEAPON,src,src,target,RK_CRUSHSTRIKE,skill_lv,tick,0) )
- return ATK_DEF;
- return ATK_MISS;
- }
- if (tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < 20)
- clif_skill_nodamage(target, target, SM_ENDURE, 5, sc_start(src, target, SC_ENDURE, 100, 5, skill_get_time(SM_ENDURE, 5)));
- }
- if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp)
- 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.
- wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
- if( sc && sc->count ) {
- if (sc->data[SC_EXEEDBREAK]) {
- ATK_RATER(wd.damage, sc->data[SC_EXEEDBREAK]->val1)
- status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
- }
- if( sc->data[SC_SPELLFIST] ) {
- if( --(sc->data[SC_SPELLFIST]->val1) >= 0 ){
- struct Damage ad = battle_calc_attack(BF_MAGIC,src,target,sc->data[SC_SPELLFIST]->val3,sc->data[SC_SPELLFIST]->val4,flag|BF_SHORT);
- wd.damage = ad.damage;
- }else
- status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
- }
- if( sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 )
- wd.damage *= 3; // Triple Damage
- 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){
- pc_delitem(sd,sd->equip_index[EQI_AMMO],sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
- sc->data[SC_FEARBREEZE]->val4 = 0;
- }
- }
- if (sd && sd->state.arrow_atk) //Consume arrow.
- battle_consume_ammo(sd, 0, 0);
- damage = wd.damage + wd.damage2;
- if( damage > 0 && src != target )
- {
- if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
- { // Activates it only from melee damage
- uint16 skill_id;
- if( rnd()%2 == 1 )
- skill_id = AB_DUPLELIGHT_MELEE;
- else
- skill_id = AB_DUPLELIGHT_MAGIC;
- skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
- }
- }
- wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
- if (sd && sd->bonus.splash_range > 0 && damage > 0)
- skill_castend_damage_id(src, target, 0, 1, tick, 0);
- if ( target->type == BL_SKILL && damage > 0 ){
- TBL_SKILL *su = (TBL_SKILL*)target;
- if( su->group && su->group->skill_id == HT_BLASTMINE)
- skill_blown(src, target, 3, -1, 0);
- }
- map_freeblock_lock();
- if( skill_check_shadowform(target, damage, wd.div_) ) {
- if( !status_isdead(target) )
- skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
- if( wd.dmg_lv > ATK_BLOCK )
- skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
- } else
- battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true);
- if( tsc ) {
- if( tsc->data[SC_DEVOTION] ) {
- struct status_change_entry *sce = tsc->data[SC_DEVOTION];
- struct block_list *d_bl = map_id2bl(sce->val1);
- if( d_bl && (
- (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
- (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
- ) && check_distance_bl(target, d_bl, sce->val3) )
- {
- clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
- status_fix_damage(NULL, d_bl, damage, 0);
- }
- else
- status_change_end(target, SC_DEVOTION, INVALID_TIMER);
- } else if( tsc->data[SC_CIRCLE_OF_FIRE_OPTION] && (wd.flag&BF_SHORT) && target->type == BL_PC ) {
- struct elemental_data *ed = ((TBL_PC*)target)->ed;
- if( ed ) {
- 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);
- skill_attack(BF_MAGIC,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
- }
- } else if( tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1 ) {
- struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
- if( e_bl && !status_isdead(e_bl) ) {
- clif_damage(e_bl,e_bl,tick,wd.amotion,wd.dmotion,damage,wd.div_,wd.type,wd.damage2);
- status_damage(target,e_bl,damage,0,0,0);
- // Just show damage in target.
- clif_damage(src, target, tick, wd.amotion, wd.dmotion, damage, wd.div_, wd.type, wd.damage2 );
- map_freeblock_unlock();
- return ATK_NONE;
- }
- }
- }
- if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
- int sp = 0;
- uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
- uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
- int i = rnd()%100;
- if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
- i = 0; //Max chance, no skill_lv reduction. [Skotlex]
- //reduction only for skill_lv > 1
- if (skill_lv > 1) {
- if (i >= 50) skill_lv -= 2;
- else if (i >= 15) skill_lv--;
- }
- sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
- if (status_charge(src, 0, sp)) {
- switch (skill_get_casttype(skill_id)) {
- case CAST_GROUND:
- skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
- break;
- case CAST_NODAMAGE:
- skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
- break;
- case CAST_DAMAGE:
- skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
- break;
- }
- }
- }
- if (sd) {
- if( wd.flag&BF_SHORT && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
- sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id != 0 && sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].flag == SKILL_FLAG_PLAGIARIZED )
- {
- int r_skill = sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id,
- r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;
- if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
- int type;
- if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
- int maxcount = 0;
- if( !(BL_PC&battle_config.skill_reiteration) &&
- skill_get_unit_flag(r_skill)&UF_NOREITERATION )
- type = -1;
- if( BL_PC&battle_config.skill_nofootset &&
- skill_get_unit_flag(r_skill)&UF_NOFOOTSET )
- type = -1;
- if( BL_PC&battle_config.land_skill_limit &&
- (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
- ) {
- int v;
- for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
- if(sd->ud.skillunit[v]->skill_id == r_skill)
- maxcount--;
- }
- if( maxcount == 0 )
- type = -1;
- }
- if( type != CAST_GROUND ){
- clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return wd.dmg_lv;
- }
- }
- sd->state.autocast = 1;
- skill_consume_requirement(sd,r_skill,r_lv,3);
- switch( type ) {
- case CAST_GROUND:
- skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
- break;
- case CAST_NODAMAGE:
- skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
- break;
- case CAST_DAMAGE:
- skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
- break;
- }
- sd->state.autocast = 0;
- sd->ud.canact_tick = tick + skill_delayfix(src, r_skill, r_lv);
- clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
- }
- }
- 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]) )
- { // Autocast one Bolt depending on status change.
- int skill_id = 0;
- if( sc->data[SC_TROPIC_OPTION] ) skill_id = sc->data[SC_TROPIC_OPTION]->val3;
- else if( sc->data[SC_CHILLY_AIR_OPTION] ) skill_id = sc->data[SC_CHILLY_AIR_OPTION]->val3;
- else if( sc->data[SC_WILD_STORM_OPTION] ) skill_id = sc->data[SC_WILD_STORM_OPTION]->val2;
- else if( sc->data[SC_UPHEAVAL_OPTION] ) skill_id = sc->data[SC_UPHEAVAL_OPTION]->val2;
- sd->state.autocast = 1;
- if( skill_id && rand()%100 < (sd->status.job_level / 2) )
- skill_castend_damage_id(src, target, skill_id, (int)floor(sd->status.job_level / 10), tick, flag);
- sd->state.autocast = 0;
- }
- if (wd.flag & BF_WEAPON && src != target && damage > 0) {
- if (battle_config.left_cardfix_to_right)
- battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
- else
- battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
- }
- }
- if (tsc) {
- if (damage > 0 && tsc->data[SC_POISONREACT] &&
- (rnd()%100 < tsc->data[SC_POISONREACT]->val3
- || sstatus->def_ele == ELE_POISON) &&
- // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
- status_check_skilluse(target, src, TF_POISON, 0)
- ) { //Poison React
- struct status_change_entry *sce = tsc->data[SC_POISONREACT];
- if (sstatus->def_ele == ELE_POISON) {
- sce->val2 = 0;
- skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
- } else {
- skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
- --sce->val2;
- }
- if (sce->val2 <= 0)
- status_change_end(target, SC_POISONREACT, INVALID_TIMER);
- }
- }
- map_freeblock_unlock();
- return wd.dmg_lv;
- }
- /*=========================
- * Check for undead status
- *-------------------------
- * Credits:
- * Original coder Skoltex
- * Refactored by Baalberith
- */
- int battle_check_undead(int race,int element)
- {
- if(battle_config.undead_detect_type == 0) {
- if(element == ELE_UNDEAD)
- return 1;
- }
- else if(battle_config.undead_detect_type == 1) {
- if(race == RC_UNDEAD)
- return 1;
- }
- else {
- if(element == ELE_UNDEAD || race == RC_UNDEAD)
- return 1;
- }
- return 0;
- }
- /*================================================================
- * Returns the upmost level master starting with the given object
- *----------------------------------------------------------------*/
- struct block_list* battle_get_master(struct block_list *src)
- {
- struct block_list *prev; //Used for infinite loop check (master of yourself?)
- do {
- prev = src;
- switch (src->type) {
- case BL_PET:
- if (((TBL_PET*)src)->master)
- src = (struct block_list*)((TBL_PET*)src)->master;
- break;
- case BL_MOB:
- if (((TBL_MOB*)src)->master_id)
- src = map_id2bl(((TBL_MOB*)src)->master_id);
- break;
- case BL_HOM:
- if (((TBL_HOM*)src)->master)
- src = (struct block_list*)((TBL_HOM*)src)->master;
- break;
- case BL_MER:
- if (((TBL_MER*)src)->master)
- src = (struct block_list*)((TBL_MER*)src)->master;
- break;
- case BL_ELEM:
- if (((TBL_ELEM*)src)->master)
- src = (struct block_list*)((TBL_ELEM*)src)->master;
- break;
- case BL_SKILL:
- if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
- src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
- break;
- }
- } while (src && src != prev);
- return prev;
- }
- /*==========================================
- * Checks the state between two targets
- * (enemy, friend, party, guild, etc)
- *------------------------------------------
- * Usage:
- * See battle.h for possible values/combinations
- * to be used here (BCT_* constants)
- * Return value is:
- * 1: flag holds true (is enemy, party, etc)
- * -1: flag fails
- * 0: Invalid target (non-targetable ever)
- *
- * Credits:
- * Original coder unknown
- * Rewritten by Skoltex
- */
- int battle_check_target( struct block_list *src, struct block_list *target,int flag)
- {
- int16 m; //map
- int state = 0; //Initial state none
- int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
- struct block_list *s_bl = src, *t_bl = target;
- nullpo_ret(src);
- nullpo_ret(target);
- m = target->m;
- //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
- //objects involved.
- if( (t_bl = battle_get_master(target)) == NULL )
- t_bl = target;
- if( (s_bl = battle_get_master(src)) == NULL )
- s_bl = src;
- if ( s_bl->type == BL_PC ) {
- switch( t_bl->type ) {
- case BL_MOB: // Source => PC, Target => MOB
- if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
- return 0;
- break;
- case BL_PC:
- if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
- return 0;
- break;
- default:/* anything else goes */
- break;
- }
- }
- switch( target->type ) { // Checks on actual target
- case BL_PC: {
- struct status_change* sc = status_get_sc(src);
- if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
- return -1; //Cannot be targeted yet.
- if( sc && sc->count ) {
- if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
- return -1;
- }
- }
- break;
- case BL_MOB:
- {
- struct mob_data *md = ((TBL_MOB*)target);
- if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
- (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
- (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzoe
- (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
- ){ //Targettable by players
- state |= BCT_ENEMY;
- strip_enemy = 0;
- }
- break;
- }
- case BL_SKILL:
- {
- TBL_SKILL *su = (TBL_SKILL*)target;
- if( !su->group )
- return 0;
- if( skill_get_inf2(su->group->skill_id)&INF2_TRAP ) { //Only a few skills can target traps...
- switch( battle_getcurrentskill(src) ) {
- case RK_DRAGONBREATH:// it can only hit traps in pvp/gvg maps
- case RK_DRAGONBREATH_WATER:
- if( !map[m].flag.pvp && !map[m].flag.gvg )
- break;
- case 0://you can hit them without skills
- case MA_REMOVETRAP:
- case HT_REMOVETRAP:
- case AC_SHOWER:
- case MA_SHOWER:
- case WZ_SIGHTRASHER:
- case WZ_SIGHTBLASTER:
- case SM_MAGNUM:
- case MS_MAGNUM:
- case RA_DETONATOR:
- case RA_SENSITIVEKEEN:
- case GN_CRAZYWEED_ATK:
- case RK_STORMBLAST:
- case SR_RAMPAGEBLASTER:
- case NC_COLDSLOWER:
- case NC_SELFDESTRUCTION:
- #ifdef RENEWAL
- case KN_BOWLINGBASH:
- case KN_SPEARSTAB:
- case LK_SPIRALPIERCE:
- case ML_SPIRALPIERCE:
- case MO_FINGEROFFENSIVE:
- case MO_INVESTIGATE:
- case MO_TRIPLEATTACK:
- case MO_EXTREMITYFIST:
- case CR_HOLYCROSS:
- case ASC_METEORASSAULT:
- case RG_RAID:
- case MC_CARTREVOLUTION:
- #endif
- state |= BCT_ENEMY;
- strip_enemy = 0;
- break;
- default:
- if(su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD){
- state |= BCT_ENEMY;
- strip_enemy = 0;
- }else
- return 0;
- }
- } else if (su->group->skill_id==WZ_ICEWALL ||
- su->group->skill_id == GN_WALLOFTHORN) {
- state |= BCT_ENEMY;
- strip_enemy = 0;
- } else //Excepting traps and icewall, you should not be able to target skills.
- return 0;
- }
- break;
- //Valid targets with no special checks here.
- case BL_MER:
- case BL_HOM:
- case BL_ELEM:
- break;
- //All else not specified is an invalid target.
- default:
- return 0;
- } //end switch actual target
- switch( t_bl->type )
- { //Checks on target master
- case BL_PC:
- {
- struct map_session_data *sd;
- if( t_bl == s_bl ) break;
- sd = BL_CAST(BL_PC, t_bl);
- if( sd->state.monster_ignore && flag&BCT_ENEMY )
- return 0; // Global immunity only to Attacks
- if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
- state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
- if( sd->state.killable ) {
- state |= BCT_ENEMY; // Everything can kill it
- strip_enemy = 0;
- }
- break;
- }
- case BL_MOB:
- {
- struct mob_data *md = BL_CAST(BL_MOB, t_bl);
- if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
- return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
- break;
- }
- default: break; //other type doesn't have slave yet
- } //end switch master target
- switch( src->type ) { //Checks on actual src type
- case BL_PET:
- if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
- return 0; //Pet may not attack non-mobs.
- if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
- return 0; //pet may not attack Guardians/Emperium
- break;
- case BL_SKILL: {
- struct skill_unit *su = (struct skill_unit *)src;
- if (!su->group)
- return 0;
- if (su->group->src_id == target->id) {
- int inf2 = skill_get_inf2(su->group->skill_id);
- if (inf2&INF2_NO_TARGET_SELF)
- return -1;
- if (inf2&INF2_TARGET_SELF)
- return 1;
- }
- }
- break;
- case BL_MER:
- if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
- return 0; //mercenary may not attack Emperium
- break;
- } //end switch actual src
- switch( s_bl->type )
- { //Checks on source master
- case BL_PC:
- {
- struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
- if( s_bl != t_bl )
- {
- if( sd->state.killer )
- {
- state |= BCT_ENEMY; // Can kill anything
- strip_enemy = 0;
- }
- else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
- {
- if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
- return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
- else
- return 0; // You can't target anything out of your duel
- }
- }
- if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM )
- return 0; //If you don't belong to a guild, can't target emperium.
- if( t_bl->type != BL_PC )
- state |= BCT_ENEMY; //Natural enemy.
- break;
- }
- case BL_MOB:
- {
- struct mob_data *md = BL_CAST(BL_MOB, s_bl);
- if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
- return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
- if( !md->special_state.ai )
- { //Normal mobs
- if(
- ( 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 ) ) ||
- ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
- )
- state |= BCT_PARTY; //Normal mobs with no ai are friends.
- else
- state |= BCT_ENEMY; //However, all else are enemies.
- }
- else
- {
- if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
- state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
- }
- break;
- }
- default:
- //Need some sort of default behaviour for unhandled types.
- if (t_bl->type != s_bl->type)
- state |= BCT_ENEMY;
- break;
- } //end switch on src master
- if( (flag&BCT_ALL) == BCT_ALL )
- { //All actually stands for all attackable chars
- if( target->type&BL_CHAR )
- return 1;
- else
- return -1;
- }
- if( flag == BCT_NOONE ) //Why would someone use this? no clue.
- return -1;
- if( t_bl == s_bl )
- { //No need for further testing.
- state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
- if( state&BCT_ENEMY && strip_enemy )
- state&=~BCT_ENEMY;
- return (flag&state)?1:-1;
- }
- if( map_flag_vs(m) )
- { //Check rivalry settings.
- int sbg_id = 0, tbg_id = 0;
- if( map[m].flag.battleground )
- {
- sbg_id = bg_team_get_id(s_bl);
- tbg_id = bg_team_get_id(t_bl);
- }
- if( flag&(BCT_PARTY|BCT_ENEMY) )
- {
- int s_party = status_get_party_id(s_bl);
- 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) )
- state |= BCT_PARTY;
- else
- state |= BCT_ENEMY;
- }
- if( flag&(BCT_GUILD|BCT_ENEMY) )
- {
- int s_guild = status_get_guild_id(s_bl);
- int t_guild = status_get_guild_id(t_bl);
- 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) )
- state |= BCT_GUILD;
- else
- state |= BCT_ENEMY;
- }
- if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id )
- state &= ~BCT_ENEMY;
- if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC )
- { // Prevent novice engagement on pk_mode (feature by Valaris)
- TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
- if (
- (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
- (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
- (int)sd->status.base_level < battle_config.pk_min_level ||
- (int)sd2->status.base_level < battle_config.pk_min_level ||
- (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
- )
- state &= ~BCT_ENEMY;
- }
- }//end map_flag_vs chk rivality
- else
- { //Non pvp/gvg, check party/guild settings.
- if( flag&BCT_PARTY || state&BCT_ENEMY )
- {
- int s_party = status_get_party_id(s_bl);
- if(s_party && s_party == status_get_party_id(t_bl))
- state |= BCT_PARTY;
- }
- if( flag&BCT_GUILD || state&BCT_ENEMY )
- {
- int s_guild = status_get_guild_id(s_bl);
- int t_guild = status_get_guild_id(t_bl);
- if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
- state |= BCT_GUILD;
- }
- } //end non pvp/gvg chk rivality
- if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
- state = BCT_NEUTRAL;
- //Alliance state takes precedence over enemy one.
- else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
- state&=~BCT_ENEMY;
- return (flag&state)?1:-1;
- }
- /*==========================================
- * Check if can attack from this range
- * Basic check then calling path_search for obstacle etc..
- *------------------------------------------
- */
- bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
- {
- int d;
- nullpo_retr(false, src);
- nullpo_retr(false, bl);
- if( src->m != bl->m )
- return false;
- #ifndef CIRCULAR_AREA
- if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
- int dx = src->x - bl->x, dy = src->y - bl->y;
- if( !check_distance(dx, dy, range) )
- return false;
- } else
- #endif
- if( !check_distance_bl(src, bl, range) )
- return false;
- if( (d = distance_bl(src, bl)) < 2 )
- return true; // No need for path checking.
- if( d > AREA_SIZE )
- return false; // Avoid targetting objects beyond your range of sight.
- return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
- }
- /*=============================================
- * Battle.conf settings and default/max values
- *---------------------------------------------
- */
- static const struct _battle_data {
- const char* str;
- int* val;
- int defval;
- int min;
- int max;
- } battle_data[] = {
- { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
- { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
- { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
- { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
- { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
- { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
- { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
- { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
- { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
- { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
- { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
- { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
- { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
- { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
- { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
- { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, ~BL_PC, BL_NUL, BL_ALL, },
- { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
- { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
- { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
- { "traps_setting", &battle_config.traps_setting, 0, 0, 1, },
- { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
- { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
- { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
- { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
- { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
- { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
- { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
- { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
- { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
- { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
- { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
- { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
- { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
- { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
- { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
- { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
- { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
- { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
- { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
- { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
- { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
- { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
- { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
- { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
- { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
- { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
- { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
- { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
- { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
- { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
- { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
- { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
- { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
- { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
- { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
- { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
- { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
- { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
- { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
- { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
- { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
- { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
- { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
- { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
- { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
- { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
- // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
- { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
- { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
- { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
- { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
- { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
- { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
- { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
- { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
- { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, },
- { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
- { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
- { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
- { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
- { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
- { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
- { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
- { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
- { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
- { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
- { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
- { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
- { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
- { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
- { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
- { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
- { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
- { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
- { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
- { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
- { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, },
- { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
- { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
- { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
- { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
- { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
- { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
- { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
- { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
- { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
- { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
- { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
- { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
- { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
- { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
- { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
- { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
- { "item_check", &battle_config.item_check, 0, 0, 7, },
- { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
- { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
- { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
- { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
- { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
- { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
- { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
- { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
- { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
- { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
- { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
- { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
- { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
- { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
- { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
- { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
- { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
- { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
- { "max_hp", &battle_config.max_hp, 32500, 100, 1000000000, },
- { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
- { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
- { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
- { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
- { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
- { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
- { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
- { "battle_log", &battle_config.battle_log, 0, 0, 1, },
- { "etc_log", &battle_config.etc_log, 1, 0, 1, },
- { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
- { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
- { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
- { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
- { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
- { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
- { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
- { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
- { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
- { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
- { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
- { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
- { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, },
- { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
- { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
- { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
- { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
- { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
- { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
- { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
- { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
- { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
- { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
- { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
- { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
- { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
- { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
- { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
- { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
- { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
- { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
- { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
- { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
- { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
- { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
- { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
- { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
- { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
- { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
- { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
- { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
- { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
- { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
- { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
- { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
- { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
- { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
- { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
- { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
- { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
- { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
- { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
- { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
- { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
- { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
- { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
- { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
- { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
- { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
- { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
- { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
- { "cell_stack_limit", &battle_config.cell_stack_limit, 1, 1, 255, },
- { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
- // eAthena additions
- { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
- { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, },
- { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
- { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, },
- { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
- { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, },
- { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
- { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, },
- { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
- { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, },
- { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
- { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, },
- { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
- { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, },
- { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
- { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, },
- { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
- { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
- { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
- { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
- { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
- { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
- { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
- { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
- { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
- { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
- { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
- { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
- { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
- { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
- { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
- { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
- { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
- { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
- { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
- { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
- { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
- { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
- { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
- { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
- { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
- { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
- { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
- { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
- { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
- { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
- { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
- { "packet_ver_flag", &battle_config.packet_ver_flag, 0x7FFFFFFF,0, INT_MAX, },
- { "packet_ver_flag2", &battle_config.packet_ver_flag2, 0x7FFFFFFF,0, INT_MAX, },
- { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
- { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
- { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
- { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
- { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
- { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
- { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
- { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
- { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
- { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
- { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
- { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
- { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
- { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
- { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
- { "motd_type", &battle_config.motd_type, 0, 0, 1, },
- { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
- { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
- { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
- { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
- { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
- { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
- { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
- { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
- { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
- { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
- { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
- { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
- { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
- { "display_version", &battle_config.display_version, 1, 0, 1, },
- { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
- { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
- { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
- { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
- { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
- { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, },
- { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
- { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
- { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
- { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
- { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
- { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
- { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
- { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, },
- { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
- { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
- { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
- { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
- { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
- { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
- { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
- { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
- { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
- { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
- { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
- { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
- { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
- { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
- { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
- { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
- { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
- { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
- { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
- { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
- { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
- { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
- { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
- { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
- { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
- { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
- { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
- { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
- { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
- { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
- { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
- { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
- { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
- { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
- { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
- { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
- { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
- { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
- { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
- { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
- { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
- { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
- { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
- { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 1, 0, 1, },
- { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
- { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
- { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
- { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
- { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
- { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
- { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
- { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
- { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
- { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
- { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
- { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
- { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
- { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
- { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
- { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
- // BattleGround Settings
- { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
- { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
- { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
- { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
- { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
- { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
- { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
- /**
- * rAthena
- **/
- { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
- { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
- { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
- { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
- { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
- { "atcommand_max_stat_bypass", &battle_config.atcommand_max_stat_bypass, 0, 0, 100, },
- { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 90, 0, 300 },
- { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
- { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
- { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
- { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
- { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
- { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
- { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
- { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 1, },
- { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
- { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
- { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
- { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
- { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
- { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
- { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
- { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
- #ifdef VIP_ENABLE
- { "vip_storage_increase", &battle_config.vip_storage_increase, 0, 0, MAX_STORAGE-MIN_STORAGE, },
- #else
- { "vip_storage_increase", &battle_config.vip_storage_increase, 0, 0, MAX_STORAGE, },
- #endif
- { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 0, 0, INT_MAX, },
- { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 0, 0, INT_MAX, },
- { "vip_exp_penalty_base_normal", &battle_config.vip_exp_penalty_base_normal, 0, 0, INT_MAX, },
- { "vip_exp_penalty_job_normal", &battle_config.vip_exp_penalty_job_normal, 0, 0, INT_MAX, },
- { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 0, 0, INT_MAX, },
- { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 0, 0, INT_MAX, },
- { "vip_bm_increase", &battle_config.vip_bm_increase, 0, 0, INT_MAX, },
- { "vip_drop_increase", &battle_config.vip_drop_increase, 0, 0, INT_MAX, },
- { "vip_gemstone", &battle_config.vip_gemstone, 0, 0, 1, },
- { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
- { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
- { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
- { "emblem_woe_change", &battle_config.emblem_woe_change, 0, 0, 1, },
- { "emblem_transparency_limit", &battle_config.emblem_transparency_limit, 80, 0, 100, },
- { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
- { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
- { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
- { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
- { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, 0, 7, },
- { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, 0, 1, },
- { "disp_serverbank_msg", &battle_config.disp_serverbank_msg, 0, 0, 1, },
- { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
- { "atcommand_enable_npc", &battle_config.atcommand_enable_npc, 0, 0, 100, },
- { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
- { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
- { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
- { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
- { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
- { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
- };
- #ifndef STATS_OPT_OUT
- /**
- * rAthena anonymous statistic usage report -- packet is built here, and sent to char server to report.
- **/
- void rAthena_report(char* date, char *time_c) {
- int i, rev = 0, bd_size = ARRAYLENGTH(battle_data);
- unsigned int config = 0;
- const char* rev_str;
- char timestring[25];
- time_t curtime;
- char* buf;
- enum config_table {
- C_CIRCULAR_AREA = 0x0001,
- C_CELLNOSTACK = 0x0002,
- C_BETA_THREAD_TEST = 0x0004,
- C_SCRIPT_CALLFUNC_CHECK = 0x0008,
- C_OFFICIAL_WALKPATH = 0x0010,
- C_RENEWAL = 0x0020,
- C_RENEWAL_CAST = 0x0040,
- C_RENEWAL_DROP = 0x0080,
- C_RENEWAL_EXP = 0x0100,
- C_RENEWAL_LVDMG = 0x0200,
- C_RENEWAL_ASPD = 0x0400,
- C_SECURE_NPCTIMEOUT = 0x0800,
- C_SQL_DBS = 0x1000,
- C_SQL_LOGS = 0x2000,
- };
- if( (rev_str = get_svn_revision()) != 0 )
- rev = atoi(rev_str);
- /* we get the current time */
- time(&curtime);
- strftime(timestring, 24, "%Y-%m-%d %H:%M:%S", localtime(&curtime));
- // Various compile-time options
- #ifdef CIRCULAR_AREA
- config |= C_CIRCULAR_AREA;
- #endif
- #ifdef CELL_NOSTACK
- config |= C_CELLNOSTACK;
- #endif
- #ifdef BETA_THREAD_TEST
- config |= C_BETA_THREAD_TEST;
- #endif
- #ifdef SCRIPT_CALLFUNC_CHECK
- config |= C_SCRIPT_CALLFUNC_CHECK;
- #endif
- #ifdef OFFICIAL_WALKPATH
- config |= C_OFFICIAL_WALKPATH;
- #endif
- #ifdef RENEWAL
- config |= C_RENEWAL;
- #endif
- #ifdef RENEWAL_CAST
- config |= C_RENEWAL_CAST;
- #endif
- #ifdef RENEWAL_DROP
- config |= C_RENEWAL_DROP;
- #endif
- #ifdef RENEWAL_EXP
- config |= C_RENEWAL_EXP;
- #endif
- #ifdef RENEWAL_LVDMG
- config |= C_RENEWAL_LVDMG;
- #endif
- #ifdef RENEWAL_ASPD
- config |= C_RENEWAL_ASPD;
- #endif
- #ifdef SECURE_NPCTIMEOUT
- config |= C_SECURE_NPCTIMEOUT;
- #endif
- /* non-define part */
- if( db_use_sqldbs )
- config |= C_SQL_DBS;
- if( log_config.sql_logs )
- config |= C_SQL_LOGS;
- #define BFLAG_LENGTH 35
- CREATE(buf, char, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) + 1 );
- /* build packet */
- WBUFW(buf,0) = 0x3000;
- WBUFW(buf,2) = 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) );
- WBUFW(buf,4) = 0x9c;
- safestrncpy((char*)WBUFP(buf,6), date, 12);
- safestrncpy((char*)WBUFP(buf,6 + 12), time_c, 9);
- safestrncpy((char*)WBUFP(buf,6 + 12 + 9), timestring, 24);
- WBUFL(buf,6 + 12 + 9 + 24) = rev;
- WBUFL(buf,6 + 12 + 9 + 24 + 4) = map_getusers();
- WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4) = config;
- WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4) = bd_size;
- for( i = 0; i < bd_size; i++ ) {
- safestrncpy((char*)WBUFP(buf,6 + 12 + 9+ 24 + 4 + 4 + 4 + 4 + ( i * ( BFLAG_LENGTH + 4 ) ) ), battle_data[i].str, 35);
- WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + BFLAG_LENGTH + ( i * ( BFLAG_LENGTH + 4 ) ) ) = *battle_data[i].val;
- }
- chrif_send_report(buf, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) );
- aFree(buf);
- #undef BFLAG_LENGTH
- }
- static int rAthena_report_timer(int tid, unsigned int tick, int id, intptr_t data) {
- if( chrif_isconnected() ) {/* char server relays it, so it must be online. */
- rAthena_report(__DATE__,__TIME__);
- }
- return 0;
- }
- #endif
- /*==========================
- * Set battle settings
- *--------------------------*/
- int battle_set_value(const char* w1, const char* w2)
- {
- int val = config_switch(w2);
- int i;
- ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
- if (i == ARRAYLENGTH(battle_data))
- return 0; // not found
- if (val < battle_data[i].min || val > battle_data[i].max)
- {
- 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);
- val = battle_data[i].defval;
- }
- *battle_data[i].val = val;
- return 1;
- }
- /*===========================
- * Get battle settings
- *---------------------------*/
- int battle_get_value(const char* w1)
- {
- int i;
- ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
- if (i == ARRAYLENGTH(battle_data))
- return 0; // not found
- else
- return *battle_data[i].val;
- }
- /*======================
- * Set default settings
- *----------------------*/
- void battle_set_defaults()
- {
- int i;
- for (i = 0; i < ARRAYLENGTH(battle_data); i++)
- *battle_data[i].val = battle_data[i].defval;
- }
- /*==================================
- * Cap certain battle.conf settings
- *----------------------------------*/
- void battle_adjust_conf()
- {
- battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
- battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
- battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd*10;
- battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
- battle_config.max_cart_weight *= 10;
- if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
- battle_config.max_def = 100;
- if(battle_config.min_hitrate > battle_config.max_hitrate)
- battle_config.min_hitrate = battle_config.max_hitrate;
- if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
- battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
- if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
- battle_config.day_duration = 60000;
- if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
- battle_config.night_duration = 60000;
- #if PACKETVER < 20100427
- if( battle_config.feature_buying_store ) {
- ShowWarning("conf/battle/feature.conf buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
- battle_config.feature_buying_store = 0;
- }
- #endif
- #if PACKETVER < 20100803
- if( battle_config.feature_search_stores ) {
- ShowWarning("conf/battle/feature.conf search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
- battle_config.feature_search_stores = 0;
- }
- #endif
- #if PACKETVER < 20130724
- if( battle_config.feature_banking ) {
- ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
- battle_config.feature_banking = 0;
- }
- #endif
- #ifndef CELL_NOSTACK
- if (battle_config.cell_stack_limit != 1)
- ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
- #endif
- }
- /*=====================================
- * Read battle.conf settings from file
- *-------------------------------------*/
- int battle_config_read(const char* cfgName)
- {
- FILE* fp;
- static int count = 0;
- if (count == 0)
- battle_set_defaults();
- count++;
- fp = fopen(cfgName,"r");
- if (fp == NULL)
- ShowError("File not found: %s\n", cfgName);
- else
- {
- char line[1024], w1[1024], w2[1024];
- while(fgets(line, sizeof(line), fp))
- {
- if (line[0] == '/' && line[1] == '/')
- continue;
- if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
- continue;
- if (strcmpi(w1, "import") == 0)
- battle_config_read(w2);
- else
- if (battle_set_value(w1, w2) == 0)
- ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
- }
- fclose(fp);
- }
- count--;
- if (count == 0)
- battle_adjust_conf();
- return 0;
- }
- /*==========================
- * initialize battle timer
- *--------------------------*/
- void do_init_battle(void)
- {
- delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.c::delay_damage_ers",ERS_OPT_CLEAR);
- add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
- #ifndef STATS_OPT_OUT
- add_timer_func_list(rAthena_report_timer, "rAthena_report_timer");
- add_timer_interval(gettick()+30000, rAthena_report_timer, 0, 0, 60000 * 30);
- #endif
- }
- /*==================
- * end battle timer
- *------------------*/
- void do_final_battle(void)
- {
- ers_destroy(delay_damage_ers);
- }
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