battle.c 160 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include <stdio.h>
  4. #include <stdlib.h>
  5. #include <string.h>
  6. #include <math.h>
  7. #include "battle.h"
  8. #include "../common/timer.h"
  9. #include "../common/nullpo.h"
  10. #include "../common/malloc.h"
  11. #include "../common/showmsg.h"
  12. #include "../common/ers.h"
  13. #include "map.h"
  14. #include "pc.h"
  15. #include "status.h"
  16. #include "skill.h"
  17. #include "mob.h"
  18. #include "itemdb.h"
  19. #include "clif.h"
  20. #include "pet.h"
  21. #include "guild.h"
  22. #include "party.h"
  23. #define is_boss(bl) status_get_mexp(bl) // Can refine later [Aru]
  24. int attr_fix_table[4][10][10];
  25. struct Battle_Config battle_config;
  26. static struct eri *delay_damage_ers; //For battle delay damage structures.
  27. int battle_getcurrentskill(struct block_list *bl)
  28. { //Returns the current/last skill in use by this bl.
  29. struct unit_data *ud;
  30. if (bl->type == BL_SKILL) {
  31. struct skill_unit * su = (struct skill_unit*)bl;
  32. return su->group?su->group->skill_id:0;
  33. }
  34. ud = unit_bl2ud(bl);
  35. return ud?ud->skillid:0;
  36. }
  37. /*==========================================
  38. * Get random targetting enemy
  39. *------------------------------------------
  40. */
  41. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  42. {
  43. struct block_list **bl_list;
  44. struct unit_data *ud;
  45. int target_id;
  46. int *c;
  47. nullpo_retr(0, bl);
  48. nullpo_retr(0, ap);
  49. bl_list = va_arg(ap, struct block_list **);
  50. c = va_arg(ap, int *);
  51. target_id = va_arg(ap, int);
  52. if (bl->id == target_id)
  53. return 0;
  54. if (*c >= 24)
  55. return 0;
  56. ud = unit_bl2ud(bl);
  57. if (!ud) return 0;
  58. if (ud->target == target_id || ud->skilltarget == target_id) {
  59. bl_list[(*c)++] = bl;
  60. return 1;
  61. }
  62. return 0;
  63. }
  64. struct block_list* battle_gettargeted(struct block_list *target)
  65. {
  66. struct block_list *bl_list[24];
  67. int c = 0;
  68. nullpo_retr(NULL, target);
  69. memset(bl_list, 0, sizeof(bl_list));
  70. map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  71. if (c == 0 || c > 24)
  72. return NULL;
  73. return bl_list[rand()%c];
  74. }
  75. //Returns the id of the current targetted character of the passed bl. [Skotlex]
  76. int battle_gettarget(struct block_list *bl)
  77. {
  78. switch (bl->type)
  79. {
  80. case BL_PC:
  81. return ((struct map_session_data*)bl)->ud.target;
  82. case BL_MOB:
  83. return ((struct mob_data*)bl)->target_id;
  84. case BL_PET:
  85. return ((struct pet_data*)bl)->target_id;
  86. }
  87. return 0;
  88. }
  89. // ƒ_ƒ??[ƒW‚Ì’x‰„
  90. struct delay_damage {
  91. struct block_list *src;
  92. int target;
  93. int damage;
  94. int delay;
  95. unsigned short distance;
  96. unsigned short skill_lv;
  97. unsigned short skill_id;
  98. unsigned short dmg_lv;
  99. unsigned short flag;
  100. unsigned char attack_type;
  101. };
  102. int battle_delay_damage_sub (int tid, unsigned int tick, int id, int data)
  103. {
  104. struct delay_damage *dat = (struct delay_damage *)data;
  105. struct block_list *target = map_id2bl(dat->target);
  106. if (target && dat && map_id2bl(id) == dat->src && target->prev != NULL && !status_isdead(target) &&
  107. target->m == dat->src->m && check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex]
  108. {
  109. battle_damage(dat->src, target, dat->damage, dat->delay, dat->flag);
  110. if ((dat->dmg_lv == ATK_DEF || dat->damage > 0) && dat->attack_type)
  111. {
  112. if (!status_isdead(target))
  113. skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type, tick);
  114. skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  115. }
  116. }
  117. ers_free(delay_damage_ers, dat);
  118. return 0;
  119. }
  120. int battle_delay_damage (unsigned int tick, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, int dmg_lv, int ddelay, int flag)
  121. {
  122. struct delay_damage *dat;
  123. nullpo_retr(0, src);
  124. nullpo_retr(0, target);
  125. if (!battle_config.delay_battle_damage) {
  126. battle_damage(src, target, damage, ddelay, flag);
  127. if ((damage > 0 || dmg_lv == ATK_DEF) && attack_type)
  128. {
  129. if (!status_isdead(target))
  130. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  131. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  132. }
  133. return 0;
  134. }
  135. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  136. dat->src = src;
  137. dat->target = target->id;
  138. dat->skill_id = skill_id;
  139. dat->skill_lv = skill_lv;
  140. dat->attack_type = attack_type;
  141. dat->damage = damage;
  142. dat->dmg_lv = dmg_lv;
  143. dat->delay = ddelay;
  144. dat->flag = flag;
  145. dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
  146. add_timer(tick, battle_delay_damage_sub, src->id, (int)dat);
  147. return 0;
  148. }
  149. // ŽÀ?Û‚ÉHP‚ð‘€?ì
  150. int battle_damage(struct block_list *src,struct block_list *target,int damage, int walkdelay, int flag)
  151. {
  152. struct map_session_data *sd = NULL;
  153. struct status_change *sc;
  154. int r_damage=0;
  155. nullpo_retr(0, target); //src‚ÍNULL‚ŌĂ΂ê‚邱‚Æ‚ª‚ ‚é‚̂ő¼‚Ń`ƒFƒbƒN
  156. if (damage == 0 || status_isdead(target))
  157. return 0;
  158. if (damage < 0)
  159. return battle_heal(src,target,-damage,0,flag);
  160. if (src)
  161. BL_CAST(BL_PC, src, sd);
  162. sc = status_get_sc(target);
  163. if (!flag && sc && sc->count) {
  164. // “€Œ‹?A?Ή»?A?‡–°‚ð?Á‹Ž
  165. if (sc->data[SC_FREEZE].timer != -1)
  166. status_change_end(target,SC_FREEZE,-1);
  167. if (sc->data[SC_STONE].timer!=-1 && sc->data[SC_STONE].val2 == 0)
  168. status_change_end(target,SC_STONE,-1);
  169. if (sc->data[SC_SLEEP].timer != -1)
  170. status_change_end(target,SC_SLEEP,-1);
  171. if (sc->data[SC_WINKCHARM].timer != -1)
  172. status_change_end(target,SC_WINKCHARM,-1);
  173. if (sc->data[SC_CONFUSION].timer != -1)
  174. status_change_end(target, SC_CONFUSION, -1);
  175. if (sc->data[SC_TRICKDEAD].timer != -1)
  176. status_change_end(target, SC_TRICKDEAD, -1);
  177. if (sc->data[SC_HIDING].timer != -1)
  178. status_change_end(target, SC_HIDING, -1);
  179. if (sc->data[SC_CLOAKING].timer != -1)
  180. status_change_end(target, SC_CLOAKING, -1);
  181. if (sc->data[SC_CHASEWALK].timer != -1)
  182. status_change_end(target, SC_CHASEWALK, -1);
  183. if (sc->data[SC_ENDURE].timer != -1 && sc->data[SC_ENDURE].val1 <= 10) {
  184. //Endure count is only reduced by non-players on non-gvg maps.
  185. //if val1 is greater than 10, this is infinite endure. [Skotlex]
  186. if (src && src->type != BL_PC && !map_flag_gvg(target->m)
  187. && --(sc->data[SC_ENDURE].val2) < 0)
  188. status_change_end(target, SC_ENDURE, -1);
  189. }
  190. if (sc->data[SC_GRAVITATION].timer != -1 &&
  191. sc->data[SC_GRAVITATION].val3 == BCT_SELF) {
  192. struct skill_unit_group *sg = (struct skill_unit_group *)sc->data[SC_GRAVITATION].val4;
  193. if (sg) {
  194. skill_delunitgroup(target,sg);
  195. sc->data[SC_GRAVITATION].val4 = 0;
  196. status_change_end(target, SC_GRAVITATION, -1);
  197. }
  198. }
  199. if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE)
  200. {
  201. struct map_session_data *sd2 = map_id2sd(sc->data[SC_DEVOTION].val1);
  202. if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id)
  203. {
  204. clif_damage(src, &sd2->bl, gettick(), 0, 0, damage, 0, 0, 0);
  205. pc_damage(&sd2->bl, sd2, damage);
  206. return 0;
  207. } else
  208. status_change_end(target, SC_DEVOTION, -1);
  209. }
  210. }
  211. if (!flag)
  212. unit_skillcastcancel(target, 2);
  213. switch (target->type)
  214. {
  215. case BL_MOB:
  216. r_damage = mob_damage(src,(TBL_MOB*)target, damage,flag&2?3:0);
  217. break;
  218. case BL_PC:
  219. r_damage = pc_damage(src,(TBL_PC*)target,damage);
  220. break;
  221. case BL_SKILL:
  222. r_damage = skill_unit_ondamaged((struct skill_unit *)target, src, damage, gettick());
  223. break;
  224. }
  225. if (walkdelay && !status_isdead(target))
  226. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  227. return r_damage;
  228. }
  229. int battle_heal(struct block_list *bl,struct block_list *target,int hp,int sp, int flag)
  230. {
  231. struct status_change *sc;
  232. nullpo_retr(0, target);
  233. if (status_isdead(target))
  234. return 0;
  235. if (!flag) {
  236. sc = status_get_sc(target);
  237. if (sc && sc->count) {
  238. if (sc->data[SC_BERSERK].timer!=-1)
  239. hp = 0;
  240. }
  241. }
  242. if (sp == 0) {
  243. if (hp < 0) //Use flag 1 because heal-damage shouldn't make you flinch.
  244. return battle_damage(bl, target, -hp, 0, 1);
  245. if (hp == 0)
  246. return 0;
  247. }
  248. if (target->type == BL_MOB)
  249. return mob_heal((struct mob_data *)target,hp);
  250. else if (target->type == BL_PC)
  251. return pc_heal((struct map_session_data *)target,hp,sp);
  252. return 0;
  253. }
  254. /*==========================================
  255. * Does attribute fix modifiers.
  256. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  257. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  258. *------------------------------------------
  259. */
  260. int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_elem)
  261. {
  262. int def_type = def_elem % 10, def_lv = def_elem / 10 / 2;
  263. struct status_change *sc=NULL, *tsc=NULL;
  264. int ratio;
  265. if (src) sc = status_get_sc(src);
  266. if (target) tsc = status_get_sc(target);
  267. if (atk_elem < 0 || atk_elem > 9)
  268. atk_elem = rand()%9; //•?Ší‘®?«ƒ‰ƒ“ƒ_ƒ€‚Å•t‰Á
  269. if (def_type < 0 || def_type > 9 ||
  270. def_lv < 1 || def_lv > 4) { // ‘® ?«’l‚ª‚¨‚©‚µ‚¢‚̂łƂ肠‚¦‚¸‚»‚̂܂ܕԂ·
  271. if (battle_config.error_log)
  272. ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  273. //TODO: Remove this debug case once the cause is resolved. [Skotlex]
  274. if (src) switch (src->type) {
  275. case BL_MOB:
  276. ShowDebug("src: Mob %s-%d\n", ((struct mob_data*)src)->name, ((struct mob_data*)src)->class_);
  277. break;
  278. case BL_PC:
  279. ShowDebug("src: Player %s-%d\n", ((struct map_session_data*)src)->status.name, ((struct map_session_data*)src)->bl.id);
  280. break;
  281. case BL_PET:
  282. ShowDebug("src: Pet %s-%d\n", ((struct pet_data*)src)->name, ((struct pet_data*)src)->bl.id);
  283. break;
  284. case BL_SKILL:
  285. ShowDebug("src: Ground Skill id: %d\n", ((struct skill_unit*)src)->group->skill_id);
  286. break;
  287. default:
  288. ShowDebug("unknown source type %d.\n", src->type);
  289. }
  290. if (target) switch (target->type) {
  291. case BL_MOB:
  292. ShowDebug("target: Mob %s-%d\n", ((struct mob_data*)target)->name, ((struct mob_data*)target)->class_);
  293. break;
  294. case BL_PC:
  295. ShowDebug("target: Player %s-%d\n", ((struct map_session_data*)target)->status.name, ((struct map_session_data*)target)->bl.id);
  296. break;
  297. case BL_PET:
  298. ShowDebug("target: Pet %s-%d\n", ((struct pet_data*)target)->name, ((struct pet_data*)target)->bl.id);
  299. break;
  300. case BL_SKILL:
  301. ShowDebug("target: Ground Skill id: %d\n", ((struct skill_unit*)target)->group->skill_id);
  302. break;
  303. default:
  304. ShowDebug("unknown target type %d.\n", target->type);
  305. }
  306. return damage;
  307. }
  308. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  309. if (sc && sc->count)
  310. {
  311. if(sc->data[SC_VOLCANO].timer!=-1 && atk_elem == 3)
  312. ratio += enchant_eff[sc->data[SC_VOLCANO].val1-1];
  313. if(sc->data[SC_VIOLENTGALE].timer!=-1 && atk_elem == 4)
  314. ratio += enchant_eff[sc->data[SC_VIOLENTGALE].val1-1];
  315. if(sc->data[SC_DELUGE].timer!=-1 && atk_elem == 1)
  316. ratio += enchant_eff[sc->data[SC_DELUGE].val1-1];
  317. }
  318. if (tsc && tsc->count)
  319. {
  320. if(tsc->data[SC_ARMOR_ELEMENT].timer!=-1)
  321. {
  322. if (tsc->data[SC_ARMOR_ELEMENT].val1 == atk_elem)
  323. ratio -= tsc->data[SC_ARMOR_ELEMENT].val2;
  324. else
  325. if (tsc->data[SC_ARMOR_ELEMENT].val3 == atk_elem)
  326. ratio -= tsc->data[SC_ARMOR_ELEMENT].val4;
  327. }
  328. }
  329. return damage*ratio/100;
  330. }
  331. /*==========================================
  332. * ƒ_ƒ??[ƒW?Å?IŒvŽZ
  333. *------------------------------------------
  334. */
  335. int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
  336. {
  337. struct map_session_data *sd = NULL;
  338. struct mob_data *md = NULL;
  339. struct status_change *sc;
  340. struct status_change_entry *sci;
  341. nullpo_retr(0, bl);
  342. if (damage <= 0)
  343. return 0;
  344. if (bl->type == BL_MOB) {
  345. md=(struct mob_data *)bl;
  346. } else if (bl->type == BL_PC) {
  347. sd=(struct map_session_data *)bl;
  348. }
  349. sc = status_get_sc(bl);
  350. if(flag&BF_LONG && map_getcell(bl->m, bl->x, bl->y, CELL_CHKPNEUMA) &&
  351. ((flag&BF_WEAPON && skill_num != NPC_GUIDEDATTACK) ||
  352. (flag&BF_MISC && skill_num != PA_PRESSURE) ||
  353. (flag&BF_MAGIC && skill_num == ASC_BREAKER))){ // It should block only physical part of Breaker! [Lupus], on the contrary, players all over the boards say it completely blocks Breaker x.x' [Skotlex]
  354. return 0;
  355. }
  356. if (sc && sc->count) {
  357. //First, sc_*'s that reduce damage to 0.
  358. if (sc->data[SC_SAFETYWALL].timer!=-1 && flag&BF_SHORT && (skill_num != NPC_GUIDEDATTACK && skill_num != AM_DEMONSTRATION)
  359. ) {
  360. // ƒZ?[ƒtƒeƒBƒEƒH?[ƒ‹
  361. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[SC_SAFETYWALL].val3;
  362. if (group) {
  363. if (--group->val2<=0)
  364. skill_delunitgroup(NULL,group);
  365. return 0;
  366. } else {
  367. status_change_end(bl,SC_SAFETYWALL,-1);
  368. }
  369. }
  370. if(sc->data[SC_LANDPROTECTOR].timer!=-1 && flag&BF_MAGIC)
  371. return 0;
  372. if(sc->data[SC_AUTOGUARD].timer != -1 && flag&BF_WEAPON &&
  373. rand()%100 < sc->data[SC_AUTOGUARD].val2) {
  374. int delay;
  375. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sc->data[SC_AUTOGUARD].val1,1);
  376. // different delay depending on skill level [celest]
  377. if (sc->data[SC_AUTOGUARD].val1 <= 5)
  378. delay = 300;
  379. else if (sc->data[SC_AUTOGUARD].val1 > 5 && sc->data[SC_AUTOGUARD].val1 <= 9)
  380. delay = 200;
  381. else
  382. delay = 100;
  383. unit_set_walkdelay(bl, gettick(), delay, 1);
  384. if(sc->data[SC_SHRINK].timer != -1 && rand()%100<5*sc->data[SC_AUTOGUARD].val1)
  385. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1));
  386. return 0;
  387. }
  388. // -- moonsoul (chance to block attacks with new Lord Knight skill parrying)
  389. //
  390. if(sc->data[SC_PARRYING].timer != -1 && flag&BF_WEAPON &&
  391. rand()%100 < sc->data[SC_PARRYING].val2) {
  392. clif_skill_nodamage(bl,bl,LK_PARRYING,sc->data[SC_PARRYING].val1,1);
  393. return 0;
  394. }
  395. if(sc->data[SC_DODGE].timer != -1 && !sc->opt1 &&
  396. (flag&BF_LONG || sc->data[SC_SPURT].timer != -1)
  397. && rand()%100 < 20) {
  398. if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
  399. clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
  400. if (sc->data[SC_COMBO].timer == -1)
  401. sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 0, 0, 2000);
  402. return 0;
  403. }
  404. if(sc->data[SC_FOGWALL].timer != -1 && flag&BF_MAGIC
  405. && rand()%100 < 75 && !(skill_get_inf(skill_num)&INF_GROUND_SKILL))
  406. return 0;
  407. if(sc->data[SC_KAUPE].timer != -1 && rand()%100 < sc->data[SC_KAUPE].val2)
  408. {
  409. if (--sc->data[SC_KAUPE].val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  410. status_change_end(bl, SC_KAUPE, -1);
  411. return 0;
  412. }
  413. //Now damage increasing effects
  414. if(sc->data[SC_AETERNA].timer!=-1 && skill_num != PA_PRESSURE && skill_num != PF_SOULBURN){
  415. damage<<=1;
  416. if (skill_num != ASC_BREAKER || flag & BF_MAGIC) //Only end it on the second attack of breaker. [Skotlex]
  417. status_change_end( bl,SC_AETERNA,-1 );
  418. }
  419. if(sc->data[SC_SPIDERWEB].timer!=-1) // [Celest]
  420. if ((flag&BF_SKILL && skill_get_pl(skill_num)==3) ||
  421. (!flag&BF_SKILL && status_get_attack_element(src)==3)) {
  422. damage<<=1;
  423. status_change_end(bl, SC_SPIDERWEB, -1);
  424. }
  425. //Finally damage reductions....
  426. if(sc->data[SC_ASSUMPTIO].timer != -1){
  427. if(map_flag_vs(bl->m))
  428. damage=damage*2/3; //Receive 66% damage
  429. else
  430. damage>>=1; //Receive 50% damage
  431. }
  432. if(sc->data[SC_DEFENDER].timer != -1 && flag&BF_LONG && flag&BF_WEAPON)
  433. damage=damage*(100-sc->data[SC_DEFENDER].val2)/100;
  434. if(sc->data[SC_FOGWALL].timer != -1 && flag&BF_LONG && flag&BF_WEAPON)
  435. damage >>=1;
  436. if(sc->data[SC_ENERGYCOAT].timer!=-1 && flag&BF_WEAPON){
  437. if(sd && sd->status.max_sp){
  438. if(sd->status.sp>0){
  439. int per = 100*sd->status.sp / sd->status.max_sp;
  440. per /=20; //Uses 20% SP intervals.
  441. //SP Cost: 1% + 0.5% per every 20% SP
  442. if (pc_damage_sp(sd, (10+5*per)*sd->status.max_sp/10000, 0) <= 0)
  443. status_change_end( bl,SC_ENERGYCOAT,-1 );
  444. //Reduction: 6% + 6% every 20%
  445. damage -= damage * 6 * (1+per) / 100;
  446. }
  447. }
  448. else
  449. damage -= damage * (sc->data[SC_ENERGYCOAT].val1 * 6) / 100;
  450. }
  451. if(sc->data[SC_REJECTSWORD].timer!=-1 && flag&BF_WEAPON &&
  452. // Fixed the condition check [Aalye]
  453. (src->type==BL_MOB || (src->type==BL_PC && (((struct map_session_data *)src)->status.weapon == W_DAGGER ||
  454. ((struct map_session_data *)src)->status.weapon == W_1HSWORD ||
  455. ((struct map_session_data *)src)->status.weapon == W_2HSWORD)))){
  456. if(rand()%100 < (15*sc->data[SC_REJECTSWORD].val1)){
  457. damage = damage*50/100;
  458. battle_damage(bl,src,damage,clif_damage(bl,src,gettick(),0,0,damage,0,0,0),0);
  459. clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sc->data[SC_REJECTSWORD].val1,1);
  460. if((--sc->data[SC_REJECTSWORD].val2)<=0)
  461. status_change_end(bl, SC_REJECTSWORD, -1);
  462. }
  463. }
  464. //Finally Kyrie because it may, or not, reduce damage to 0.
  465. if(sc->data[SC_KYRIE].timer!=-1){
  466. sci=&sc->data[SC_KYRIE];
  467. sci->val2-=damage;
  468. if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){
  469. if(sci->val2>=0)
  470. damage=0;
  471. else
  472. damage=-sci->val2;
  473. }
  474. if((--sci->val3)<=0 || (sci->val2<=0) || skill_num == AL_HOLYLIGHT)
  475. status_change_end(bl, SC_KYRIE, -1);
  476. }
  477. if (damage <= 0) return 0;
  478. }
  479. //SC effects from caster side.
  480. sc = status_get_sc(src);
  481. if (sc && sc->count) {
  482. if(sc->data[SC_FOGWALL].timer != -1 && flag&(BF_LONG|BF_MAGIC)) {
  483. if (flag&BF_MAGIC) {
  484. if(!(skill_get_inf(skill_num)&INF_GROUND_SKILL) && rand()%100 < 75)
  485. return 0;
  486. } else
  487. damage >>=1;
  488. }
  489. }
  490. if (battle_config.pk_mode && bl->type == BL_PC && damage > 0) {
  491. if (flag & BF_WEAPON) {
  492. if (flag & BF_SHORT)
  493. damage = damage * 80/100;
  494. if (flag & BF_LONG)
  495. damage = damage * 70/100;
  496. }
  497. if (flag & BF_MAGIC)
  498. damage = damage * 60/100;
  499. if(flag & BF_MISC)
  500. damage = damage * 60/100;
  501. if(damage < 1) damage = 1;
  502. }
  503. if(battle_config.skill_min_damage && damage > 0 && damage < div_)
  504. {
  505. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  506. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  507. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  508. )
  509. damage = div_;
  510. }
  511. if( md && !status_isdead(bl) && src != bl) {
  512. if (damage > 0 )
  513. mobskill_event(md,src,gettick(),flag);
  514. if (skill_num)
  515. mobskill_event(md,src,gettick(),MSC_SKILLUSED|(skill_num<<16));
  516. }
  517. return damage;
  518. }
  519. /*==========================================
  520. * Calculates GVG related damage adjustments.
  521. *------------------------------------------
  522. */
  523. int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
  524. {
  525. struct mob_data *md = NULL;
  526. int class_;
  527. if (damage <= 0)
  528. return 0;
  529. class_ = status_get_class(bl);
  530. if (bl->type == BL_MOB)
  531. md=(struct mob_data *)bl;
  532. if(md && md->guardian_data) {
  533. if(class_ == MOBID_EMPERIUM && flag&BF_SKILL)
  534. //SKill inmunity.
  535. switch (skill_num) {
  536. case PA_PRESSURE:
  537. case MO_TRIPLEATTACK:
  538. case HW_GRAVITATION:
  539. break;
  540. default:
  541. return 0;
  542. }
  543. if(src->type != BL_MOB) {
  544. struct guild *g=guild_search(status_get_guild_id(src));
  545. if (!g) return 0;
  546. if (class_ == MOBID_EMPERIUM && guild_checkskill(g,GD_APPROVAL) <= 0)
  547. return 0;
  548. if (battle_config.guild_max_castles &&
  549. guild_checkcastles(g)>=battle_config.guild_max_castles)
  550. return 0; // [MouseJstr]
  551. }
  552. }
  553. switch (skill_num) {
  554. //Skills with no damage reduction.
  555. case PA_PRESSURE:
  556. case HW_GRAVITATION:
  557. break;
  558. default:
  559. if (md && md->guardian_data) {
  560. damage -= damage
  561. * (md->guardian_data->castle->defense/100)
  562. * (battle_config.castle_defense_rate/100);
  563. }
  564. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  565. if (flag&BF_WEAPON)
  566. damage = damage * battle_config.gvg_weapon_damage_rate/100;
  567. if (flag&BF_MAGIC)
  568. damage = damage * battle_config.gvg_magic_damage_rate/100;
  569. if (flag&BF_MISC)
  570. damage = damage * battle_config.gvg_misc_damage_rate/100;
  571. } else { //Normal attacks get reductions based on range.
  572. if (flag & BF_SHORT)
  573. damage = damage * battle_config.gvg_short_damage_rate/100;
  574. if (flag & BF_LONG)
  575. damage = damage * battle_config.gvg_long_damage_rate/100;
  576. }
  577. if(damage < 1) damage = 1;
  578. }
  579. return damage;
  580. }
  581. /*==========================================
  582. * HP/SP‹zŽû‚ÌŒvŽZ
  583. *------------------------------------------
  584. */
  585. static int battle_calc_drain(int damage, int rate, int per)
  586. {
  587. int diff = 0;
  588. if (per && rand()%1000 < rate) {
  589. diff = (damage * per) / 100;
  590. if (diff == 0) {
  591. if (per > 0)
  592. diff = 1;
  593. else
  594. diff = -1;
  595. }
  596. }
  597. return diff;
  598. }
  599. /*==========================================
  600. * ?C—ûƒ_ƒ??[ƒW
  601. *------------------------------------------
  602. */
  603. int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
  604. {
  605. int damage,skill;
  606. int race=status_get_race(target);
  607. int weapon;
  608. damage = dmg;
  609. nullpo_retr(0, sd);
  610. // ƒf?[ƒ‚ƒ“ƒxƒCƒ“(+3 ?` +30) vs •sŽ€ or ˆ«–‚ (Ž€?l‚͊܂߂Ȃ¢?H)
  611. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 && (battle_check_undead(race,status_get_elem_type(target)) || race==RC_DEMON) )
  612. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  613. //damage += (skill * 3);
  614. // ƒr?[ƒXƒgƒxƒCƒ“(+4 ?` +40) vs “®•¨ or ?©’Ž
  615. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (race==RC_BRUTE || race==RC_INSECT) ) {
  616. damage += (skill * 4);
  617. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_HUNTER)
  618. damage += sd->status.str;
  619. }
  620. if(type == 0)
  621. weapon = sd->weapontype1;
  622. else
  623. weapon = sd->weapontype2;
  624. switch(weapon)
  625. {
  626. case W_DAGGER:
  627. case W_1HSWORD:
  628. {
  629. // Œ•?C—û(+4 ?` +40) •Ў茕 ’ZŒ•ŠÜ‚Þ
  630. if((skill = pc_checkskill(sd,SM_SWORD)) > 0) {
  631. damage += (skill * 4);
  632. }
  633. break;
  634. }
  635. case W_2HSWORD:
  636. {
  637. // —¼ŽèŒ•?C—û(+4 ?` +40) —¼ŽèŒ•
  638. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0) {
  639. damage += (skill * 4);
  640. }
  641. break;
  642. }
  643. case W_1HSPEAR:
  644. case W_2HSPEAR:
  645. {
  646. // ‘„?C—û(+4 ?` +40,+5 ?` +50) ‘„
  647. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  648. if(!pc_isriding(sd))
  649. damage += (skill * 4); // ƒyƒR‚É?æ‚Á‚ĂȂ¢
  650. else
  651. damage += (skill * 5); // ƒyƒR‚É?æ‚Á‚Ä‚é
  652. }
  653. break;
  654. }
  655. case W_1HAXE:
  656. case W_2HAXE:
  657. {
  658. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) {
  659. damage += (skill * 3);
  660. }
  661. break;
  662. }
  663. case W_MACE:
  664. {
  665. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0) {
  666. damage += (skill * 3);
  667. }
  668. break;
  669. }
  670. case W_FIST:
  671. case W_KNUCKLE:
  672. {
  673. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0) {
  674. damage += (skill * 3);
  675. }
  676. break;
  677. }
  678. case W_MUSICAL:
  679. {
  680. // ŠyŠí‚Ì—û?K(+3 ?` +30) ŠyŠí
  681. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0) {
  682. damage += (skill * 3);
  683. }
  684. break;
  685. }
  686. case W_WHIP:
  687. {
  688. // Dance Lesson Skill Effect(+3 damage for every lvl = +30) •Ú
  689. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0) {
  690. damage += (skill * 3);
  691. }
  692. break;
  693. }
  694. case W_BOOK:
  695. {
  696. // Advance Book Skill Effect(+3 damage for every lvl = +30) {
  697. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0) {
  698. damage += (skill * 3);
  699. }
  700. break;
  701. }
  702. case W_KATAR:
  703. {
  704. if((skill = pc_checkskill(sd,ASC_KATAR)) > 0) {
  705. //Advanced Katar Research by zanetheinsane
  706. damage += damage*(10 +skill * 2)/100;
  707. }
  708. // ƒJƒ^?[ƒ‹?C—û(+3 ?` +30) ƒJƒ^?[ƒ‹
  709. if((skill = pc_checkskill(sd,AS_KATAR)) > 0) {
  710. //ƒ\ƒjƒbƒNƒuƒ??[Žž‚Í•Ê?ˆ—??i1Œ‚‚É•t‚«1/8“K‰ž)
  711. damage += (skill * 3);
  712. }
  713. break;
  714. }
  715. }
  716. /*//need to add this on shuriken skills.
  717. if((skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) {
  718. damage += (skill * 3);
  719. }
  720. */
  721. return (damage);
  722. }
  723. /*==========================================
  724. * Calculates the standard damage of a normal attack assuming it hits,
  725. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  726. *------------------------------------------
  727. * Pass damage2 as NULL to not calc it.
  728. * Flag values:
  729. * &1: Critical hit
  730. * &2: Arrow attack
  731. * &4: Skill is Magic Crasher
  732. * &8: Skip target size adjustment (Extremity Fist?)
  733. */
  734. static void battle_calc_base_damage(struct block_list *src, struct block_list *target, int* damage1, int* damage2, int flag)
  735. {
  736. unsigned short baseatk=0, baseatk_=0, atkmin=0, atkmax=0, atkmin_=0, atkmax_=0;
  737. struct map_session_data *sd;
  738. struct status_change *sc= status_get_sc(src);
  739. int t_size = status_get_size(target);
  740. if (src->type == BL_PC)
  741. sd = (struct map_session_data*)src;
  742. else
  743. sd = NULL;
  744. if (!sd)
  745. { //Mobs/Pets
  746. if ((target->type==BL_MOB && battle_config.enemy_str) ||
  747. (target->type==BL_PET && battle_config.pet_str))
  748. baseatk = status_get_batk(src);
  749. if(flag&4)
  750. {
  751. if (!(flag&1))
  752. atkmin = status_get_matk2(src);
  753. atkmax = status_get_matk1(src);
  754. } else {
  755. if (!(flag&1))
  756. atkmin = status_get_atk(src);
  757. atkmax = status_get_atk2(src);
  758. }
  759. if (atkmin > atkmax)
  760. atkmin = atkmax;
  761. } else { //PCs
  762. if(flag&4)
  763. {
  764. baseatk = status_get_matk2(src);
  765. if (damage2) baseatk_ = baseatk;
  766. } else {
  767. baseatk = status_get_batk(src);
  768. if (damage2) baseatk_ = baseatk;
  769. }
  770. //rodatazone says that Overrefine bonuses are part of baseatk
  771. if(sd->right_weapon.overrefine>0)
  772. baseatk+= rand()%sd->right_weapon.overrefine+1;
  773. if (damage2 && sd->left_weapon.overrefine>0)
  774. baseatk_+= rand()%sd->left_weapon.overrefine+1;
  775. atkmax = status_get_atk(src);
  776. if (damage2)
  777. atkmax_ = status_get_atk_(src);
  778. if (!(flag&1) || (flag&2))
  779. { //Normal attacks
  780. atkmin = atkmin_ = status_get_dex(src);
  781. if (sd->equip_index[9] >= 0 && sd->inventory_data[sd->equip_index[9]])
  782. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[9]]->wlv*20)/100;
  783. if (atkmin > atkmax)
  784. atkmin = atkmax;
  785. if(damage2)
  786. {
  787. if (sd->equip_index[8] >= 0 && sd->inventory_data[sd->equip_index[8]])
  788. atkmin_ = atkmin_*(80 + sd->inventory_data[sd->equip_index[8]]->wlv*20)/100;
  789. if (atkmin_ > atkmax_)
  790. atkmin_ = atkmax_;
  791. }
  792. if(flag&2)
  793. { //Bows
  794. atkmin = atkmin*atkmax/100;
  795. if (atkmin > atkmax)
  796. atkmax = atkmin;
  797. }
  798. }
  799. }
  800. if (sc && sc->data[SC_MAXIMIZEPOWER].timer!=-1)
  801. {
  802. atkmin = atkmax;
  803. atkmin_ = atkmax_;
  804. }
  805. //Weapon Damage calculation
  806. if (!(flag&1))
  807. {
  808. (*damage1) += (atkmax>atkmin? rand()%(atkmax-atkmin):0)+atkmin;
  809. if (damage2)
  810. (*damage2) += (atkmax_>atkmin_? rand()%(atkmax_-atkmin_) :0) +atkmin_;
  811. } else {
  812. (*damage1) += atkmax;
  813. if (damage2)
  814. (*damage2) += atkmax_;
  815. }
  816. if (sd)
  817. {
  818. //rodatazone says the range is 0~arrow_atk-1 for non crit
  819. if (flag&2 && sd->arrow_atk)
  820. (*damage1) += ((flag&1)?sd->arrow_atk:rand()%sd->arrow_atk);
  821. //SizeFix only for players
  822. if (!(
  823. sd->special_state.no_sizefix ||
  824. (sc && sc->data[SC_WEAPONPERFECTION].timer!=-1) ||
  825. (pc_isriding(sd) && (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR) && t_size==1) ||
  826. (flag&8)
  827. ))
  828. {
  829. (*damage1) = (*damage1)*(sd->right_weapon.atkmods[t_size])/100;
  830. if (damage2)
  831. (*damage2) = (*damage2)*(sd->left_weapon.atkmods[t_size])/100;
  832. }
  833. }
  834. //Finally, add baseatk
  835. (*damage1) += baseatk;
  836. if (damage2)
  837. (*damage2) += baseatk_;
  838. return;
  839. }
  840. /*==========================================
  841. * Consumes ammo for the given skill.
  842. *------------------------------------------
  843. */
  844. void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
  845. {
  846. int qty=1;
  847. if (!battle_config.arrow_decrement)
  848. return;
  849. if (skill)
  850. {
  851. qty = skill_get_ammo_qty(skill, lv);
  852. if (!qty) { //Generic skill that consumes ammo?
  853. qty = skill_get_num(skill, lv);
  854. if (qty < 0) qty *= -1;
  855. else
  856. if (qty == 0) qty = 1;
  857. }
  858. }
  859. if(sd->equip_index[10]>=0) //Qty check should have been done in skill_check_condition
  860. pc_delitem(sd,sd->equip_index[10],qty,0);
  861. }
  862. //For quick div adjustment.
  863. #define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
  864. /*==========================================
  865. * battle_calc_weapon_attack (by Skotlex)
  866. *------------------------------------------
  867. */
  868. static struct Damage battle_calc_weapon_attack(
  869. struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
  870. {
  871. struct map_session_data *sd=NULL, *tsd=NULL;
  872. struct mob_data *md=NULL, *tmd=NULL;
  873. struct pet_data *pd=NULL;//, *tpd=NULL; (Noone can target pets)
  874. struct Damage wd;
  875. short skill=0;
  876. unsigned short skillratio = 100; //Skill dmg modifiers.
  877. short i;
  878. short t_mode = status_get_mode(target), t_size = status_get_size(target);
  879. short t_race=0, t_ele=0, s_race=0; //Set to 0 because the compiler does not notices they are NOT gonna be used uninitialized
  880. short s_ele, s_ele_;
  881. short def1, def2;
  882. struct status_change *sc = status_get_sc(src);
  883. struct status_change *tsc = status_get_sc(target);
  884. struct {
  885. unsigned hit : 1; //the attack Hit? (not a miss)
  886. unsigned cri : 1; //Critical hit
  887. unsigned idef : 1; //Ignore defense
  888. unsigned idef2 : 1; //Ignore defense (left weapon)
  889. unsigned infdef : 1; //Infinite defense (plants)
  890. unsigned arrow : 1; //Attack is arrow-based
  891. unsigned rh : 1; //Attack considers right hand (wd.damage)
  892. unsigned lh : 1; //Attack considers left hand (wd.damage2)
  893. unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
  894. unsigned cardfix : 1;
  895. } flag;
  896. memset(&wd,0,sizeof(wd));
  897. memset(&flag,0,sizeof(flag));
  898. if(src==NULL || target==NULL)
  899. {
  900. nullpo_info(NLP_MARK);
  901. return wd;
  902. }
  903. //Initial flag
  904. flag.rh=1;
  905. flag.weapon=1;
  906. flag.cardfix=1;
  907. flag.infdef=(t_mode&MD_PLANT?1:0);
  908. //Initial Values
  909. wd.type=0; //Normal attack
  910. wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1;
  911. wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:status_get_amotion(src); //Amotion should be 0 for ground skills.
  912. if(skill_num == KN_AUTOCOUNTER)
  913. wd.amotion >>= 1;
  914. wd.dmotion=status_get_dmotion(target);
  915. wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
  916. wd.flag=BF_SHORT|BF_WEAPON|BF_NORMAL; //Initial Flag
  917. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  918. if (sc && !sc->count)
  919. sc = NULL; //Skip checking as there are no status changes active.
  920. if (tsc && !tsc->count)
  921. tsc = NULL; //Skip checking as there are no status changes active.
  922. switch (src->type)
  923. {
  924. case BL_PC:
  925. sd=(struct map_session_data *)src;
  926. break;
  927. case BL_MOB:
  928. md=(struct mob_data *)src;
  929. break;
  930. case BL_PET:
  931. pd=(struct pet_data *)src;
  932. break;
  933. }
  934. switch (target->type)
  935. {
  936. case BL_PC:
  937. tsd=(struct map_session_data *)target;
  938. if (pd) { //Pets can't target players
  939. memset(&wd,0,sizeof(wd));
  940. return wd;
  941. }
  942. break;
  943. case BL_MOB:
  944. tmd=(struct mob_data *)target;
  945. break;
  946. case BL_PET://Cannot target pets
  947. memset(&wd,0,sizeof(wd));
  948. return wd;
  949. }
  950. if(sd) {
  951. if (sd->skillblown[0].id != 0)
  952. { //Apply the bonus blewcount. [Skotlex]
  953. for (i = 0; i < 5 && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
  954. if (i < 5 && sd->skillblown[i].id == skill_num)
  955. wd.blewcount += sd->skillblown[i].val;
  956. }
  957. }
  958. //Set miscellaneous data that needs be filled regardless of hit/miss
  959. if(
  960. (sd && sd->state.arrow_atk) ||
  961. (!sd && ((skill_num && skill_get_ammotype(skill_num)) || status_get_range(src)>3))
  962. ) {
  963. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  964. flag.arrow = 1;
  965. }
  966. if(skill_num){
  967. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_SKILL;
  968. switch(skill_num)
  969. {
  970. case MO_FINGEROFFENSIVE:
  971. if(sd) {
  972. if (battle_config.finger_offensive_type)
  973. wd.div_ = 1;
  974. else
  975. wd.div_ = sd->spiritball_old;
  976. }
  977. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  978. break;
  979. case CR_SHIELDBOOMERANG:
  980. case PA_SHIELDCHAIN:
  981. flag.weapon = 0;
  982. case AS_GRIMTOOTH:
  983. case KN_SPEARBOOMERANG:
  984. case NPC_RANGEATTACK:
  985. case LK_SPIRALPIERCE:
  986. case ASC_BREAKER:
  987. case AM_ACIDTERROR:
  988. case ITM_TOMAHAWK: //Tomahawk is a ranged attack! [Skotlex]
  989. case CR_GRANDCROSS:
  990. case NPC_GRANDDARKNESS:
  991. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  992. break;
  993. case KN_PIERCE:
  994. wd.div_= (wd.div_>0?t_size+1:-(t_size+1));
  995. break;
  996. case TF_DOUBLE: //For NPC used skill.
  997. wd.type = 0x08;
  998. break;
  999. case KN_SPEARSTAB:
  1000. case KN_BOWLINGBASH:
  1001. case MO_BALKYOUNG:
  1002. case TK_TURNKICK:
  1003. wd.blewcount=0;
  1004. break;
  1005. case CR_SHIELDCHARGE:
  1006. // flag.weapon = 0;
  1007. case NPC_PIERCINGATT:
  1008. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT;
  1009. break;
  1010. case KN_AUTOCOUNTER:
  1011. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  1012. break;
  1013. }
  1014. }
  1015. if (skill_num && battle_config.skillrange_by_distance &&
  1016. (src->type&battle_config.skillrange_by_distance)
  1017. ) { //Skill range based on distance between src/target [Skotlex]
  1018. if (check_distance_bl(src, target, 3))
  1019. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT;
  1020. else
  1021. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  1022. }
  1023. if(is_boss(target)) //Bosses can't be knocked-back
  1024. wd.blewcount = 0;
  1025. /* Apparently counter attack no longer causes you to be critical'ed by mobs. [Skotlex]
  1026. //Check for counter
  1027. if(!skill_num)
  1028. {
  1029. if(tsc && tsc->data[SC_AUTOCOUNTER].timer != -1)
  1030. //If it got here and you had autocounter active, then the direction/range does not matches: critical
  1031. flag.cri = 1;
  1032. } //End counter-check
  1033. */
  1034. if (!skill_num && (tsd || battle_config.enemy_perfect_flee))
  1035. { //Check for Lucky Dodge
  1036. short flee2 = status_get_flee2(target);
  1037. if (rand()%1000 < flee2)
  1038. {
  1039. wd.type=0x0b;
  1040. wd.dmg_lv=ATK_LUCKY;
  1041. if (wd.div_ < 0) wd.div_*=-1;
  1042. return wd;
  1043. }
  1044. }
  1045. //Initialize variables that will be used afterwards
  1046. t_race = status_get_race(target);
  1047. t_ele = status_get_elem_type(target);
  1048. s_race = status_get_race(src);
  1049. s_ele = s_ele_ = skill_get_pl(skill_num);
  1050. if (!skill_num || s_ele == -1) { //Take weapon's element
  1051. s_ele = status_get_attack_element(src);
  1052. s_ele_ = status_get_attack_element2(src);
  1053. if (flag.arrow && sd && sd->arrow_ele)
  1054. s_ele = sd->arrow_ele;
  1055. } else if (s_ele == -2) { //Use enchantment's element
  1056. s_ele = s_ele_ = status_get_attack_sc_element(src);
  1057. }
  1058. if (sd)
  1059. { //Set whether damage1 or damage2 (or both) will be used
  1060. if(sd->weapontype1 == 0 && sd->weapontype2 > 0)
  1061. {
  1062. flag.rh=0;
  1063. flag.lh=1;
  1064. }
  1065. if(sd->status.weapon > MAX_WEAPON_TYPE)
  1066. flag.rh = flag.lh = 1;
  1067. }
  1068. //Check for critical
  1069. if(!flag.cri &&
  1070. (sd || battle_config.enemy_critical_rate) &&
  1071. (!skill_num || skill_num == KN_AUTOCOUNTER || skill_num == SN_SHARPSHOOTING || skill_num == NJ_KIRIKAGE))
  1072. {
  1073. short cri = status_get_critical(src);
  1074. if (sd)
  1075. {
  1076. cri+= sd->critaddrace[t_race];
  1077. if(flag.arrow)
  1078. cri += sd->arrow_cri;
  1079. if(sd->status.weapon == 16)
  1080. cri <<=1;
  1081. }
  1082. //The official equation is *2, but that only applies when sd's do critical.
  1083. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  1084. cri -= status_get_luk(target) * (md&&tsd?3:2);
  1085. if(tsc)
  1086. {
  1087. if (tsc->data[SC_SLEEP].timer!=-1 )
  1088. cri <<=1;
  1089. if(tsc->data[SC_JOINTBEAT].timer != -1 &&
  1090. tsc->data[SC_JOINTBEAT].val2 == 6) // Always take crits with Neck broken by Joint Beat [DracoRPG]
  1091. flag.cri=1;
  1092. }
  1093. switch (skill_num)
  1094. {
  1095. case KN_AUTOCOUNTER:
  1096. if(battle_config.auto_counter_type &&
  1097. (battle_config.auto_counter_type&src->type))
  1098. flag.cri = 1;
  1099. else
  1100. cri <<= 1;
  1101. break;
  1102. case SN_SHARPSHOOTING:
  1103. cri += 200;
  1104. break;
  1105. case NJ_KIRIKAGE:
  1106. cri += 250 + 50*skill_lv;
  1107. break;
  1108. }
  1109. if(tsd && tsd->critical_def)
  1110. cri = cri*(100-tsd->critical_def)/100;
  1111. if (rand()%1000 < cri)
  1112. flag.cri= 1;
  1113. }
  1114. if (flag.cri)
  1115. {
  1116. wd.type = 0x0a;
  1117. flag.idef = flag.idef2 = flag.hit = 1;
  1118. } else { //Check for Perfect Hit
  1119. if(sd && sd->perfect_hit > 0 && rand()%100 < sd->perfect_hit)
  1120. flag.hit = 1;
  1121. if (sc && sc->data[SC_FUSION].timer != -1) {
  1122. flag.hit = 1; //SG_FUSION always hit [Komurka]
  1123. flag.idef = flag.idef2 = 1; //def ignore [Komurka]
  1124. }
  1125. if (skill_num && !flag.hit)
  1126. switch(skill_num)
  1127. {
  1128. case AS_SPLASHER: //Reports say it always hits?
  1129. if (wflag) //Only if you were the one exploding.
  1130. break;
  1131. case NPC_GUIDEDATTACK:
  1132. case RG_BACKSTAP:
  1133. case HT_FREEZINGTRAP:
  1134. case AM_ACIDTERROR:
  1135. case MO_INVESTIGATE:
  1136. case MO_EXTREMITYFIST:
  1137. case CR_GRANDCROSS:
  1138. case NPC_GRANDDARKNESS:
  1139. case PA_SACRIFICE:
  1140. case TK_COUNTER:
  1141. case SG_SUN_WARM:
  1142. case SG_MOON_WARM:
  1143. case SG_STAR_WARM:
  1144. flag.hit = 1;
  1145. break;
  1146. case CR_SHIELDBOOMERANG:
  1147. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  1148. flag.hit = 1;
  1149. break;
  1150. }
  1151. if ((tsc && !flag.hit) &&
  1152. (tsc->data[SC_SLEEP].timer!=-1 ||
  1153. tsc->data[SC_STUN].timer!=-1 ||
  1154. tsc->data[SC_FREEZE].timer!=-1 ||
  1155. (tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0))
  1156. )
  1157. flag.hit = 1;
  1158. }
  1159. if (!flag.hit)
  1160. { //Hit/Flee calculation
  1161. short
  1162. flee = status_get_flee(target),
  1163. hitrate=80; //Default hitrate
  1164. if(battle_config.agi_penalty_type)
  1165. {
  1166. unsigned char target_count; //256 max targets should be a sane max
  1167. target_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
  1168. if(target_count >= battle_config.agi_penalty_count)
  1169. {
  1170. if (battle_config.agi_penalty_type == 1)
  1171. flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  1172. else //asume type 2: absolute reduction
  1173. flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  1174. if(flee < 1) flee = 1;
  1175. }
  1176. }
  1177. hitrate+= status_get_hit(src) - flee;
  1178. if(sd && flag.arrow)
  1179. hitrate += sd->arrow_hit;
  1180. if(skill_num)
  1181. switch(skill_num)
  1182. { //Hit skill modifiers
  1183. case SM_BASH:
  1184. hitrate += 5*skill_lv;
  1185. break;
  1186. case SM_MAGNUM:
  1187. hitrate += 10*skill_lv;
  1188. break;
  1189. case KN_AUTOCOUNTER:
  1190. hitrate += 20;
  1191. break;
  1192. case KN_PIERCE:
  1193. hitrate += hitrate*(5*skill_lv)/100;
  1194. break;
  1195. case PA_SHIELDCHAIN:
  1196. hitrate += 20;
  1197. break;
  1198. case AS_SONICBLOW:
  1199. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1200. hitrate += 50;
  1201. break;
  1202. }
  1203. // Weaponry Research hidden bonus
  1204. if (sd && (skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1205. hitrate += hitrate*(2*skill)/100;
  1206. if (hitrate > battle_config.max_hitrate)
  1207. hitrate = battle_config.max_hitrate;
  1208. else if (hitrate < battle_config.min_hitrate)
  1209. hitrate = battle_config.min_hitrate;
  1210. if(rand()%100 >= hitrate)
  1211. wd.dmg_lv = ATK_FLEE;
  1212. else
  1213. flag.hit =1;
  1214. } //End hit/miss calculation
  1215. if(tsd && tsd->special_state.no_weapon_damage) {
  1216. if (wd.div_ < 0) wd.div_*=-1;
  1217. return wd;
  1218. }
  1219. if (flag.hit && !flag.infdef) //No need to do the math for plants
  1220. { //Hitting attack
  1221. //Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
  1222. //ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  1223. #define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
  1224. #define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
  1225. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  1226. #define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
  1227. #define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
  1228. //Adds an absolute value to damage. 100 = +100 damage
  1229. #define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
  1230. #define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
  1231. def1 = status_get_def(target);
  1232. def2 = status_get_def2(target);
  1233. switch (skill_num)
  1234. { //Calc base damage according to skill
  1235. case PA_SACRIFICE:
  1236. {
  1237. int hp_dmg = status_get_max_hp(src)* 9/100;
  1238. battle_damage(src, src, hp_dmg, 0, 1); //Damage to self is always 9%
  1239. clif_damage(src,src, gettick(), 0, 0, hp_dmg, 0 , 0, 0);
  1240. wd.damage = hp_dmg;
  1241. wd.damage2 = 0;
  1242. if (sc && sc->data[SC_SACRIFICE].timer != -1)
  1243. {
  1244. if (--sc->data[SC_SACRIFICE].val2 <= 0)
  1245. status_change_end(src, SC_SACRIFICE,-1);
  1246. }
  1247. break;
  1248. }
  1249. case LK_SPIRALPIERCE:
  1250. if (sd) {
  1251. short index = sd->equip_index[9];
  1252. if (index >= 0 &&
  1253. sd->inventory_data[index] &&
  1254. sd->inventory_data[index]->type == 4)
  1255. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  1256. ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
  1257. index = status_get_str(src)/10;
  1258. index = index*index;
  1259. ATK_ADD(index); //Add str bonus.
  1260. switch (t_size) { //Size-fix. Is this modified by weapon perfection?
  1261. case 0: //Small: 125%
  1262. ATK_RATE(125);
  1263. break;
  1264. //case 1: //Medium: 100%
  1265. case 2: //Large: 75%
  1266. ATK_RATE(75);
  1267. break;
  1268. }
  1269. break;
  1270. }
  1271. case CR_SHIELDBOOMERANG:
  1272. case PA_SHIELDCHAIN:
  1273. if (sd) {
  1274. short index = sd->equip_index[8];
  1275. wd.damage = status_get_batk(src);
  1276. if (flag.lh) wd.damage2 = wd.damage;
  1277. if (index >= 0 &&
  1278. sd->inventory_data[index] &&
  1279. sd->inventory_data[index]->type == 5)
  1280. ATK_ADD(sd->inventory_data[index]->weight/10);
  1281. break;
  1282. }
  1283. default:
  1284. {
  1285. battle_calc_base_damage(src, target, &wd.damage, flag.lh?&wd.damage2:NULL,
  1286. (flag.cri?1:0)|(flag.arrow?2:0)|(skill_num == HW_MAGICCRASHER?4:0)|(skill_num == MO_EXTREMITYFIST?8:0));
  1287. //Add any bonuses that modify the base baseatk+watk (pre-skills)
  1288. if(sd)
  1289. {
  1290. if (sd->status.weapon < MAX_WEAPON_TYPE && (sd->atk_rate != 100 || sd->weapon_atk_rate[sd->status.weapon] != 0))
  1291. ATK_RATE(sd->atk_rate + sd->weapon_atk_rate[sd->status.weapon]);
  1292. if(flag.cri && sd->crit_atk_rate)
  1293. ATK_ADDRATE(sd->crit_atk_rate);
  1294. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){
  1295. i = party_foreachsamemap(party_sub_count, sd, 0);
  1296. ATK_ADDRATE(2*skill*i);
  1297. }
  1298. }
  1299. break;
  1300. } //End default case
  1301. } //End switch(skill_num)
  1302. //Skill damage modifiers that stack linearly
  1303. if(sc && skill_num != PA_SACRIFICE)
  1304. {
  1305. if(sc->data[SC_OVERTHRUST].timer != -1)
  1306. skillratio += 5*sc->data[SC_OVERTHRUST].val1;
  1307. if(sc->data[SC_MAXOVERTHRUST].timer != -1)
  1308. skillratio += 20*sc->data[SC_MAXOVERTHRUST].val1;
  1309. if(sc->data[SC_BERSERK].timer != -1)
  1310. skillratio += 100;
  1311. }
  1312. if (!skill_num)
  1313. {
  1314. // Random chance to deal multiplied damage - Consider it as part of skill-based-damage
  1315. if(sd &&
  1316. sd->random_attack_increase_add > 0 &&
  1317. sd->random_attack_increase_per &&
  1318. rand()%100 < sd->random_attack_increase_per
  1319. )
  1320. skillratio += sd->random_attack_increase_add;
  1321. ATK_RATE(skillratio);
  1322. } else { //Skills
  1323. switch( skill_num )
  1324. {
  1325. case SM_BASH:
  1326. skillratio += 30*skill_lv;
  1327. break;
  1328. case SM_MAGNUM:
  1329. skillratio += 20*skill_lv;
  1330. break;
  1331. case MC_MAMMONITE:
  1332. skillratio += 50*skill_lv;
  1333. break;
  1334. case HT_POWER: //FIXME: How exactly is the STR based damage supposed to be done? [Skotlex]
  1335. skillratio += 5*status_get_str(src);
  1336. break;
  1337. case AC_DOUBLE:
  1338. skillratio += 10*(skill_lv-1);
  1339. break;
  1340. case AC_SHOWER:
  1341. skillratio += 5*skill_lv-25;
  1342. break;
  1343. case AC_CHARGEARROW:
  1344. skillratio += 50;
  1345. break;
  1346. case HT_FREEZINGTRAP:
  1347. skillratio += -50+10*skill_lv;
  1348. break;
  1349. case KN_PIERCE:
  1350. skillratio += 10*skill_lv;
  1351. break;
  1352. case KN_SPEARSTAB:
  1353. skillratio += 15*skill_lv;
  1354. break;
  1355. case KN_SPEARBOOMERANG:
  1356. skillratio += 50*skill_lv;
  1357. break;
  1358. case KN_BRANDISHSPEAR:
  1359. {
  1360. int ratio = 100+20*skill_lv;
  1361. skillratio += ratio-100;
  1362. if(skill_lv>3 && wflag==1) skillratio += ratio/2;
  1363. if(skill_lv>6 && wflag==1) skillratio += ratio/4;
  1364. if(skill_lv>9 && wflag==1) skillratio += ratio/8;
  1365. if(skill_lv>6 && wflag==2) skillratio += ratio/2;
  1366. if(skill_lv>9 && wflag==2) skillratio += ratio/4;
  1367. if(skill_lv>9 && wflag==3) skillratio += ratio/2;
  1368. break;
  1369. }
  1370. case KN_BOWLINGBASH:
  1371. skillratio+= 40*skill_lv;
  1372. break;
  1373. case KN_AUTOCOUNTER:
  1374. case LK_SPIRALPIERCE:
  1375. case NPC_CRITICALSLASH:
  1376. flag.idef= flag.idef2= 1;
  1377. break;
  1378. case AS_GRIMTOOTH:
  1379. skillratio += 20*skill_lv;
  1380. break;
  1381. case AS_POISONREACT:
  1382. skillratio += 30*skill_lv;
  1383. break;
  1384. case AS_SONICBLOW:
  1385. skillratio += -50+5*skill_lv;
  1386. break;
  1387. case TF_SPRINKLESAND:
  1388. skillratio += 30;
  1389. break;
  1390. case MC_CARTREVOLUTION:
  1391. skillratio += 50;
  1392. if(sd && sd->cart_max_weight > 0 && sd->cart_weight > 0)
  1393. skillratio += 100*sd->cart_weight/sd->cart_max_weight; // +1% every 1% weight
  1394. else if (!sd)
  1395. skillratio += 150; //Max damage for non players.
  1396. break;
  1397. case NPC_RANDOMATTACK:
  1398. skillratio += rand()%150-50;
  1399. break;
  1400. case NPC_WATERATTACK:
  1401. case NPC_GROUNDATTACK:
  1402. case NPC_FIREATTACK:
  1403. case NPC_WINDATTACK:
  1404. case NPC_POISONATTACK:
  1405. case NPC_HOLYATTACK:
  1406. case NPC_DARKNESSATTACK:
  1407. case NPC_UNDEADATTACK:
  1408. case NPC_TELEKINESISATTACK:
  1409. skillratio += 25*skill_lv;
  1410. break;
  1411. case RG_BACKSTAP:
  1412. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  1413. skillratio += (200+40*skill_lv)/2;
  1414. else
  1415. skillratio += 200+40*skill_lv;
  1416. break;
  1417. case RG_RAID:
  1418. skillratio += 40*skill_lv;
  1419. break;
  1420. case RG_INTIMIDATE:
  1421. skillratio += 30*skill_lv;
  1422. break;
  1423. case CR_SHIELDCHARGE:
  1424. skillratio += 20*skill_lv;
  1425. break;
  1426. case CR_SHIELDBOOMERANG:
  1427. skillratio += 30*skill_lv;
  1428. break;
  1429. case NPC_DARKCROSS:
  1430. case CR_HOLYCROSS:
  1431. skillratio += 35*skill_lv;
  1432. break;
  1433. case CR_GRANDCROSS:
  1434. case NPC_GRANDDARKNESS:
  1435. flag.cardfix = 0;
  1436. break;
  1437. case AM_DEMONSTRATION:
  1438. skillratio += 20*skill_lv;
  1439. flag.cardfix = 0;
  1440. break;
  1441. case AM_ACIDTERROR:
  1442. skillratio += 40*skill_lv;
  1443. flag.cardfix = 0;
  1444. break;
  1445. case MO_FINGEROFFENSIVE:
  1446. skillratio+= 50 * skill_lv;
  1447. break;
  1448. case MO_INVESTIGATE:
  1449. skillratio += 75*skill_lv;
  1450. ATK_RATE(2*(def1 + def2));
  1451. flag.idef= flag.idef2= 1;
  1452. break;
  1453. case MO_EXTREMITYFIST:
  1454. if (sd)
  1455. { //Overflow check. [Skotlex]
  1456. unsigned int ratio = skillratio + 100*(8 + ((sd->status.sp)/10));
  1457. //You'd need something like 6K SP to reach this max, so should be fine for most purposes.
  1458. if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
  1459. skillratio = (unsigned short)ratio;
  1460. sd->status.sp = 0;
  1461. clif_updatestatus(sd,SP_SP);
  1462. }
  1463. flag.idef= flag.idef2= 1;
  1464. break;
  1465. case MO_TRIPLEATTACK:
  1466. skillratio += 20*skill_lv;
  1467. break;
  1468. case MO_CHAINCOMBO:
  1469. skillratio += 50+50*skill_lv;
  1470. break;
  1471. case MO_COMBOFINISH:
  1472. skillratio += 140+60*skill_lv;
  1473. break;
  1474. case BA_MUSICALSTRIKE:
  1475. skillratio += 40*skill_lv-40;
  1476. break;
  1477. case DC_THROWARROW:
  1478. skillratio += 50*skill_lv;
  1479. break;
  1480. case CH_TIGERFIST:
  1481. skillratio += 100*skill_lv-60;
  1482. break;
  1483. case CH_CHAINCRUSH:
  1484. skillratio += 300+100*skill_lv;
  1485. break;
  1486. case CH_PALMSTRIKE:
  1487. skillratio += 100+100*skill_lv;
  1488. break;
  1489. case LK_HEADCRUSH:
  1490. skillratio += 40*skill_lv;
  1491. break;
  1492. case LK_JOINTBEAT:
  1493. skillratio += 10*skill_lv-50;
  1494. break;
  1495. case ASC_METEORASSAULT:
  1496. skillratio += 40*skill_lv-60;
  1497. flag.cardfix = 0;
  1498. break;
  1499. case SN_SHARPSHOOTING:
  1500. skillratio += 50*skill_lv;
  1501. break;
  1502. case CG_ARROWVULCAN:
  1503. skillratio += 100+100*skill_lv;
  1504. break;
  1505. case AS_SPLASHER:
  1506. skillratio += 400+50*skill_lv;
  1507. if (sd)
  1508. skillratio += 20*pc_checkskill(sd,AS_POISONREACT);
  1509. if(wflag>1) //FIXME: Splash damage... is this the correct method? [Skotlex]
  1510. skillratio /= wflag;
  1511. flag.cardfix = 0;
  1512. break;
  1513. case ASC_BREAKER:
  1514. skillratio += 100*skill_lv-100;
  1515. flag.cardfix = 0;
  1516. break;
  1517. case PA_SACRIFICE:
  1518. //40% less effective on siege maps. [Skotlex]
  1519. skillratio += 10*skill_lv-10;
  1520. flag.idef = flag.idef2 = 1;
  1521. break;
  1522. case PA_SHIELDCHAIN:
  1523. skillratio += 30*skill_lv;
  1524. break;
  1525. case WS_CARTTERMINATION:
  1526. if(sd && sd->cart_weight > 0)
  1527. skillratio += sd->cart_weight / (10 * (16 - skill_lv)) - 100;
  1528. else if (!sd)
  1529. skillratio += battle_config.max_cart_weight / (10 * (16 - skill_lv));
  1530. flag.cardfix = 0;
  1531. break;
  1532. case TK_DOWNKICK:
  1533. skillratio += 60 + 20*skill_lv;
  1534. break;
  1535. case TK_STORMKICK:
  1536. skillratio += 60 + 20*skill_lv;
  1537. break;
  1538. case TK_TURNKICK:
  1539. skillratio += 90 + 30*skill_lv;
  1540. break;
  1541. case TK_COUNTER:
  1542. skillratio += 90 + 30*skill_lv;
  1543. break;
  1544. case TK_JUMPKICK:
  1545. skillratio += -70 + 10*skill_lv;
  1546. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
  1547. skillratio += 10*status_get_lv(src)/3;
  1548. break;
  1549. case GS_BULLSEYE:
  1550. skillratio += 400;
  1551. break;
  1552. case GS_TRACKING:
  1553. skillratio += 60*skill_lv;
  1554. if (skill_lv == 2) skillratio += 20;
  1555. if (skill_lv == 3) skillratio += 80;
  1556. if (skill_lv >= 4) skillratio += 60*(skill_lv-3);
  1557. if (skill_lv == 10) skillratio += 80;
  1558. break;
  1559. case GS_PIERCINGSHOT:
  1560. skillratio += 20*skill_lv;
  1561. break;
  1562. case GS_RAPIDSHOWER:
  1563. skillratio += 10*skill_lv;
  1564. break;
  1565. case GS_DESPERADO:
  1566. skillratio += 50*skill_lv - 50;
  1567. break;
  1568. case GS_DUST:
  1569. skillratio += 50*skill_lv;
  1570. break;
  1571. case GS_FULLBUSTER:
  1572. skillratio += 200 + 100*skill_lv;
  1573. break;
  1574. case GS_SPREADATTACK:
  1575. skillratio += 20*skill_lv-20;
  1576. break;
  1577. case NJ_HUUMA:
  1578. skillratio += 50 + 150*skill_lv;
  1579. break;
  1580. case NJ_TATAMIGAESHI:
  1581. skillratio += 10*skill_lv;
  1582. break;
  1583. case NJ_KASUMIKIRI:
  1584. skillratio += 10*skill_lv;
  1585. break;
  1586. case NJ_KIRIKAGE:
  1587. skillratio += 100*skill_lv-100;
  1588. break;
  1589. case KN_CHARGEATK:
  1590. skillratio += wflag*15; //FIXME: How much is the actual bonus? [Skotlex]
  1591. break;
  1592. case HT_PHANTASMIC:
  1593. skillratio += 50;
  1594. break;
  1595. case MO_BALKYOUNG:
  1596. skillratio += 200;
  1597. break;
  1598. }
  1599. ATK_RATE(skillratio);
  1600. //Constant/misc additions from skills
  1601. switch (skill_num) {
  1602. case MO_EXTREMITYFIST:
  1603. ATK_ADD(250 + 150*skill_lv);
  1604. break;
  1605. case TK_DOWNKICK:
  1606. case TK_STORMKICK:
  1607. case TK_TURNKICK:
  1608. case TK_COUNTER:
  1609. case TK_JUMPKICK:
  1610. //TK_RUN kick damage bonus.
  1611. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  1612. ATK_ADD(10*pc_checkskill(sd, TK_RUN));
  1613. break;
  1614. case GS_MAGICALBULLET:
  1615. {
  1616. int matk1=status_get_matk1(src),matk2=status_get_matk2(src);
  1617. if(matk1>matk2)
  1618. {
  1619. ATK_ADD(matk2+rand()%(matk1-matk2+1));
  1620. } else ATK_ADD(matk2);
  1621. break;
  1622. }
  1623. }
  1624. }
  1625. //Div fix.
  1626. damage_div_fix(wd.damage, wd.div_);
  1627. //Here comes a second pass for skills that stack to the previously defined % damage. [Skotlex]
  1628. skillratio = 100;
  1629. //Skill damage modifiers that affect linearly stacked damage.
  1630. if (sc && skill_num != PA_SACRIFICE) {
  1631. if(sc->data[SC_TRUESIGHT].timer != -1)
  1632. skillratio += 2*sc->data[SC_TRUESIGHT].val1;
  1633. // It is still not quite decided whether it works on bosses or not...
  1634. if(sc->data[SC_EDP].timer != -1 /*&& !(t_mode&MD_BOSS)*/ && skill_num != ASC_BREAKER && skill_num != ASC_METEORASSAULT)
  1635. skillratio += 50 +50*sc->data[SC_EDP].val1;
  1636. }
  1637. switch (skill_num) {
  1638. case AS_SONICBLOW:
  1639. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  1640. skillratio += (map_flag_gvg(src->m))?25:100; //+25% dmg on woe/+100% dmg on nonwoe
  1641. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1642. skillratio += 10;
  1643. break;
  1644. case CR_SHIELDBOOMERANG:
  1645. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  1646. skillratio += 100;
  1647. break;
  1648. }
  1649. if (sd && sd->skillatk[0].id != 0)
  1650. {
  1651. for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++);
  1652. if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
  1653. //May seem wrong as it also applies on top of other modifiers, but adding, say, 10%
  1654. //to 800% dmg -> 810% would make the bonus a little lame. [Skotlex]
  1655. skillratio += sd->skillatk[i].val;
  1656. }
  1657. if (skillratio != 100)
  1658. ATK_RATE(skillratio);
  1659. if(sd)
  1660. {
  1661. if (skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE
  1662. && skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS
  1663. && !flag.cri)
  1664. { //Elemental/Racial adjustments
  1665. char raceele_flag=0, raceele_flag_=0;
  1666. if(sd->right_weapon.def_ratio_atk_ele & (1<<t_ele) ||
  1667. sd->right_weapon.def_ratio_atk_race & (1<<t_race) ||
  1668. sd->right_weapon.def_ratio_atk_race & (is_boss(target)?1<<10:1<<11)
  1669. )
  1670. raceele_flag = flag.idef = 1;
  1671. if(sd->left_weapon.def_ratio_atk_ele & (1<<t_ele) ||
  1672. sd->left_weapon.def_ratio_atk_race & (1<<t_race) ||
  1673. sd->left_weapon.def_ratio_atk_race & (is_boss(target)?1<<10:1<<11)
  1674. ) { //Pass effect onto right hand if configured so. [Skotlex]
  1675. if (battle_config.left_cardfix_to_right && flag.rh)
  1676. raceele_flag = flag.idef = 1;
  1677. else
  1678. raceele_flag_ = flag.idef2 = 1;
  1679. }
  1680. if (raceele_flag || raceele_flag_)
  1681. ATK_RATE2(raceele_flag?(def1 + def2):100, raceele_flag_?(def1 + def2):100);
  1682. }
  1683. if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS)
  1684. { //Ignore Defense?
  1685. if (!flag.idef && (
  1686. (tmd && sd->right_weapon.ignore_def_mob & (is_boss(target)?2:1)) ||
  1687. sd->right_weapon.ignore_def_ele & (1<<t_ele) ||
  1688. sd->right_weapon.ignore_def_race & (1<<t_race) ||
  1689. sd->right_weapon.ignore_def_race & (is_boss(target)?1<<10:1<<11)
  1690. ))
  1691. flag.idef = 1;
  1692. if (!flag.idef2 && (
  1693. (tmd && sd->left_weapon.ignore_def_mob & (is_boss(target)?2:1)) ||
  1694. sd->left_weapon.ignore_def_ele & (1<<t_ele) ||
  1695. sd->left_weapon.ignore_def_race & (1<<t_race) ||
  1696. sd->left_weapon.ignore_def_race & (is_boss(target)?1<<10:1<<11)
  1697. )) {
  1698. if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
  1699. flag.idef = 1;
  1700. else
  1701. flag.idef2 = 1;
  1702. }
  1703. }
  1704. }
  1705. if (!flag.idef || !flag.idef2)
  1706. { //Defense reduction
  1707. short vit_def;
  1708. if(battle_config.vit_penalty_type)
  1709. {
  1710. unsigned char target_count; //256 max targets should be a sane max
  1711. target_count = unit_counttargeted(target,battle_config.vit_penalty_count_lv);
  1712. if(target_count >= battle_config.vit_penalty_count) {
  1713. if(battle_config.vit_penalty_type == 1) {
  1714. // armor defense shouldn't be reduced from what people are saying. [Skotlex]
  1715. // def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1716. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1717. } else { //Assume type 2
  1718. // def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1719. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1720. }
  1721. }
  1722. if(def1 < 0 || skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
  1723. if(def2 < 1) def2 = 1;
  1724. }
  1725. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  1726. if (tsd) //Sd vit-eq
  1727. { //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  1728. vit_def = def2*(def2-15)/150;
  1729. vit_def = def2/2 + (vit_def>0?rand()%vit_def:0);
  1730. if((battle_check_undead(s_race,status_get_elem_type(src)) || s_race==RC_DEMON) &&
  1731. (skill=pc_checkskill(tsd,AL_DP)) >0)
  1732. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  1733. } else { //Mob-Pet vit-eq
  1734. //VIT + rnd(0,[VIT/20]^2-1)
  1735. vit_def = (def2/20)*(def2/20);
  1736. vit_def = def2 + (vit_def>0?rand()%vit_def:0);
  1737. }
  1738. if (sd && battle_config.player_defense_type)
  1739. vit_def += def1*battle_config.player_defense_type;
  1740. else if (md && battle_config.monster_defense_type)
  1741. vit_def += def1*battle_config.monster_defense_type;
  1742. else if(pd && battle_config.pet_defense_type)
  1743. vit_def += def1*battle_config.pet_defense_type;
  1744. else
  1745. ATK_RATE2(flag.idef?100:100-def1, flag.idef2?100:100-def1);
  1746. ATK_ADD2(flag.idef?0:-vit_def, flag.idef2?0:-vit_def);
  1747. }
  1748. //Post skill/vit reduction damage increases
  1749. if (sc && skill_num != LK_SPIRALPIERCE)
  1750. { //SC skill damages
  1751. if(sc->data[SC_AURABLADE].timer!=-1)
  1752. ATK_ADD(20*sc->data[SC_AURABLADE].val1);
  1753. }
  1754. //Refine bonus
  1755. if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST) {
  1756. if (skill_num == MO_FINGEROFFENSIVE) //Counts refine bonus multiple times
  1757. {
  1758. ATK_ADD2(wd.div_*status_get_atk2(src), wd.div_*status_get_atk_2(src));
  1759. } else {
  1760. ATK_ADD2(status_get_atk2(src), status_get_atk_2(src));
  1761. }
  1762. }
  1763. //Set to min of 1
  1764. if (flag.rh && wd.damage < 1) wd.damage = 1;
  1765. if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
  1766. if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST
  1767. && skill_num != CR_GRANDCROSS)
  1768. { //Add mastery damage
  1769. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  1770. if (flag.lh) wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  1771. if (pc_checkskill(sd,SG_SUN_ANGER) || pc_checkskill(sd,SG_MOON_ANGER) || pc_checkskill(sd,SG_STAR_ANGER))
  1772. { //SG Anger bonus - ATK_ADDRATE [Komurka]
  1773. static int type[] = { SG_SUN_ANGER, SG_MOON_ANGER, SG_STAR_ANGER };
  1774. short t_class = status_get_class(target);
  1775. if (sc && sc->data[SC_MIRACLE].timer!=-1 && (skill = pc_checkskill(sd,type[2])))
  1776. {
  1777. skillratio = (sd->status.base_level + status_get_str(src) + status_get_dex(src)+ status_get_luk(src))/(skill<4?12-3*skill:1);
  1778. ATK_ADDRATE(skillratio);
  1779. }
  1780. else for (i = 0; i < 3; i++)
  1781. {
  1782. if (t_class == sd->hate_mob[i] && (skill = pc_checkskill(sd,type[i])))
  1783. {
  1784. skillratio = (sd->status.base_level + (i==2?status_get_str(src):0) + status_get_dex(src)+ status_get_luk(src))/(skill<4?12-3*skill:1);
  1785. ATK_ADDRATE(skillratio);
  1786. break;
  1787. }
  1788. }
  1789. }
  1790. }
  1791. } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
  1792. else if(wd.div_ < 0) //Since the attack missed...
  1793. wd.div_ *= -1;
  1794. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  1795. return wd; //Enough, rest is not needed.
  1796. if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1797. ATK_ADD(skill*2);
  1798. if(skill_num==TF_POISON)
  1799. ATK_ADD(15*skill_lv);
  1800. if ((sd && (skill_num || !battle_config.pc_attack_attr_none)) ||
  1801. (md && (skill_num || !battle_config.mob_attack_attr_none)) ||
  1802. (pd && (skill_num || !battle_config.pet_attack_attr_none)))
  1803. { //Elemental attribute fix
  1804. short t_element = status_get_element(target);
  1805. if (!(!sd && tsd && battle_config.mob_ghostring_fix && t_ele==8))
  1806. {
  1807. if (wd.damage > 0)
  1808. {
  1809. wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,t_element);
  1810. if(skill_num==MC_CARTREVOLUTION) //Cart Revolution applies the element fix once more with neutral element
  1811. wd.damage = battle_attr_fix(src,target,wd.damage,0,t_element);
  1812. }
  1813. if (flag.lh && wd.damage2 > 0)
  1814. wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,t_element);
  1815. }
  1816. if(sc && sc->data[SC_WATK_ELEMENT].timer != -1)
  1817. { //Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  1818. int damage=0;
  1819. battle_calc_base_damage(src, target, &damage, NULL, (flag.arrow?2:0));
  1820. damage = damage*sc->data[SC_WATK_ELEMENT].val2/100;
  1821. damage = battle_attr_fix(src,target,damage,sc->data[SC_WATK_ELEMENT].val1,t_element);
  1822. ATK_ADD(damage);
  1823. }
  1824. }
  1825. if ((!flag.rh || wd.damage == 0) && (!flag.lh || wd.damage2 == 0))
  1826. flag.cardfix = 0; //When the attack does no damage, avoid doing %bonuses
  1827. if (sd)
  1828. {
  1829. if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  1830. ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
  1831. if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  1832. ATK_ADD(wd.div_*sd->spiritball_old*3);
  1833. } else {
  1834. ATK_ADD(wd.div_*sd->spiritball*3);
  1835. }
  1836. //Card Fix, sd side
  1837. if (flag.cardfix)
  1838. {
  1839. short cardfix = 1000, cardfix_ = 1000;
  1840. short t_class = status_get_class(target);
  1841. short t_race2 = status_get_race2(target);
  1842. if(sd->state.arrow_atk)
  1843. {
  1844. cardfix=cardfix*(100+sd->right_weapon.addrace[t_race]+sd->arrow_addrace[t_race])/100;
  1845. cardfix=cardfix*(100+sd->right_weapon.addele[t_ele]+sd->arrow_addele[t_ele])/100;
  1846. cardfix=cardfix*(100+sd->right_weapon.addsize[t_size]+sd->arrow_addsize[t_size])/100;
  1847. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  1848. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?10:11]+sd->arrow_addrace[is_boss(target)?10:11])/100;
  1849. } else { //Melee attack
  1850. if(!battle_config.left_cardfix_to_right)
  1851. {
  1852. cardfix=cardfix*(100+sd->right_weapon.addrace[t_race])/100;
  1853. cardfix=cardfix*(100+sd->right_weapon.addele[t_ele])/100;
  1854. cardfix=cardfix*(100+sd->right_weapon.addsize[t_size])/100;
  1855. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  1856. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?10:11])/100;
  1857. if (flag.lh)
  1858. {
  1859. cardfix_=cardfix_*(100+sd->left_weapon.addrace[t_race])/100;
  1860. cardfix_=cardfix_*(100+sd->left_weapon.addele[t_ele])/100;
  1861. cardfix_=cardfix_*(100+sd->left_weapon.addsize[t_size])/100;
  1862. cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
  1863. cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?10:11])/100;
  1864. }
  1865. } else {
  1866. cardfix=cardfix*(100+sd->right_weapon.addrace[t_race]+sd->left_weapon.addrace[t_race])/100;
  1867. cardfix=cardfix*(100+sd->right_weapon.addele[t_ele]+sd->left_weapon.addele[t_ele])/100;
  1868. cardfix=cardfix*(100+sd->right_weapon.addsize[t_size]+sd->left_weapon.addsize[t_size])/100;
  1869. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
  1870. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?10:11]+sd->left_weapon.addrace[is_boss(target)?10:11])/100;
  1871. }
  1872. }
  1873. for(i=0;i<sd->right_weapon.add_damage_class_count;i++) {
  1874. if(sd->right_weapon.add_damage_classid[i] == t_class) {
  1875. cardfix=cardfix*(100+sd->right_weapon.add_damage_classrate[i])/100;
  1876. break;
  1877. }
  1878. }
  1879. if (flag.lh)
  1880. {
  1881. for(i=0;i<sd->left_weapon.add_damage_class_count;i++) {
  1882. if(sd->left_weapon.add_damage_classid[i] == t_class) {
  1883. cardfix_=cardfix_*(100+sd->left_weapon.add_damage_classrate[i])/100;
  1884. break;
  1885. }
  1886. }
  1887. }
  1888. if(wd.flag&BF_LONG)
  1889. cardfix=cardfix*(100+sd->long_attack_atk_rate)/100;
  1890. if (cardfix != 1000 || cardfix_ != 1000)
  1891. ATK_RATE2(cardfix/10, cardfix_/10); //What happens if you use right-to-left and there's no right weapon, only left?
  1892. }
  1893. if (skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN) { //Refine bonus applies after cards and elements.
  1894. short index= sd->equip_index[8];
  1895. if (index >= 0 &&
  1896. sd->inventory_data[index] &&
  1897. sd->inventory_data[index]->type == 5)
  1898. ATK_ADD(10*sd->status.inventory[index].refine);
  1899. }
  1900. } //if (sd)
  1901. //Card Fix, tsd side - Cards always apply on the target. [Skotlex]
  1902. if (tsd) {
  1903. short s_size,s_race2,s_class;
  1904. short cardfix=1000;
  1905. s_size = status_get_size(src);
  1906. s_race2 = status_get_race2(src);
  1907. s_class = status_get_class(src);
  1908. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  1909. cardfix=cardfix*(100-tsd->subsize[s_size])/100;
  1910. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  1911. cardfix=cardfix*(100-tsd->subrace[s_race])/100;
  1912. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?10:11])/100;
  1913. for(i=0;i<tsd->add_dmg_count;i++) {
  1914. if(tsd->add_dmg[i].class_ == s_class) {
  1915. cardfix=cardfix*(100+tsd->add_dmg[i].rate)/100;
  1916. break;
  1917. }
  1918. }
  1919. if(wd.flag&BF_SHORT)
  1920. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  1921. else // BF_LONG (there's no other choice)
  1922. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  1923. if (cardfix != 1000)
  1924. ATK_RATE(cardfix/10);
  1925. }
  1926. if(flag.infdef)
  1927. { //Plants receive 1 damage when hit
  1928. if (flag.rh && (flag.hit || wd.damage>0))
  1929. wd.damage = 1;
  1930. if (flag.lh && (flag.hit || wd.damage2>0))
  1931. wd.damage2 = 1;
  1932. if (!(battle_config.skill_min_damage&1))
  1933. //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
  1934. return wd;
  1935. }
  1936. if(sd && !skill_num && !flag.cri)
  1937. { //Check for double attack.
  1938. if(( (skill_lv = 5*pc_checkskill(sd,TF_DOUBLE)) > 0 && sd->weapontype1 == W_DAGGER) ||
  1939. sd->double_rate > 0) //Success chance is not added, the higher one is used? [Skotlex]
  1940. {
  1941. if (rand()%100 < (skill_lv>sd->double_rate?skill_lv:sd->double_rate))
  1942. {
  1943. wd.div_=skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  1944. damage_div_fix(wd.damage, wd.div_);
  1945. wd.type = 0x08;
  1946. }
  1947. } else if (( (skill_lv = 5*pc_checkskill(sd,GS_CHAINACTION)) > 0 && sd->weapontype1 == W_REVOLVER) || sd->double_rate > 0)
  1948. if (rand()%100 < (skill_lv>sd->double_rate?skill_lv:sd->double_rate))
  1949. {
  1950. wd.div_=skill_get_num(GS_CHAINACTION,skill_lv?skill_lv:1);
  1951. damage_div_fix(wd.damage, wd.div_);
  1952. wd.type = 0x08;
  1953. }
  1954. }
  1955. if(!flag.rh || wd.damage<1)
  1956. wd.damage=0;
  1957. if(!flag.lh || wd.damage2<1)
  1958. wd.damage2=0;
  1959. if (sd)
  1960. {
  1961. if (!flag.rh && flag.lh)
  1962. { //Move lh damage to the rh
  1963. wd.damage = wd.damage2;
  1964. wd.damage2 = 0;
  1965. flag.rh=1;
  1966. flag.lh=0;
  1967. } else if(sd->status.weapon > MAX_WEAPON_TYPE)
  1968. { //Dual-wield
  1969. if (wd.damage > 0)
  1970. {
  1971. skill = pc_checkskill(sd,AS_RIGHT);
  1972. wd.damage = wd.damage * (50 + (skill * 10))/100;
  1973. if(wd.damage < 1) wd.damage = 1;
  1974. }
  1975. if (wd.damage2 > 0)
  1976. {
  1977. skill = pc_checkskill(sd,AS_LEFT);
  1978. wd.damage2 = wd.damage2 * (30 + (skill * 10))/100;
  1979. if(wd.damage2 < 1) wd.damage2 = 1;
  1980. }
  1981. } else if(sd->status.weapon == W_KATAR)
  1982. { //Katars
  1983. skill = pc_checkskill(sd,TF_DOUBLE);
  1984. wd.damage2 = wd.damage * (1 + (skill * 2))/100;
  1985. if(wd.damage > 0 && wd.damage2 < 1) wd.damage2 = 1;
  1986. flag.lh = 1;
  1987. }
  1988. }
  1989. if(wd.damage > 0 || wd.damage2 > 0)
  1990. {
  1991. if(wd.damage2<1) {
  1992. wd.damage=battle_calc_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1993. if (map_flag_gvg(target->m))
  1994. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1995. } else if(wd.damage<1) {
  1996. wd.damage2=battle_calc_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  1997. if (map_flag_gvg(target->m))
  1998. wd.damage2=battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  1999. }
  2000. else
  2001. {
  2002. int d1=wd.damage+wd.damage2,d2=wd.damage2;
  2003. wd.damage=battle_calc_damage(src,target,d1,wd.div_,skill_num,skill_lv,wd.flag);
  2004. if (map_flag_gvg(target->m))
  2005. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2006. wd.damage2=(d2*100/d1)*wd.damage/100;
  2007. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2=1;
  2008. wd.damage-=wd.damage2;
  2009. }
  2010. }
  2011. if(sd && sd->classchange && tmd && !(t_mode&MD_BOSS) && !tmd->guardian_data && (tmd->class_ < 1324 || tmd->class_ > 1363)
  2012. && !mob_is_clone(tmd->class_) && (rand()%10000 < sd->classchange))
  2013. { //Classchange:
  2014. struct mob_db *mob;
  2015. int k, class_;
  2016. i = 0;
  2017. do {
  2018. do {
  2019. class_ = rand() % MAX_MOB_DB;
  2020. } while (!mobdb_checkid(class_));
  2021. k = rand() % 1000000;
  2022. mob = mob_db(class_);
  2023. } while ((mob->mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= k) && (i++) < 2000);
  2024. if (i< 2000)
  2025. mob_class_change(((struct mob_data *)target),class_);
  2026. }
  2027. if (wd.damage > 0 || wd.damage2 > 0) {
  2028. if (sd && battle_config.equip_self_break_rate)
  2029. { // Self weapon breaking
  2030. int breakrate = battle_config.equip_natural_break_rate;
  2031. if (sc) {
  2032. if(sc->data[SC_OVERTHRUST].timer!=-1)
  2033. breakrate += 10;
  2034. if(sc->data[SC_MAXOVERTHRUST].timer!=-1)
  2035. breakrate += 10;
  2036. }
  2037. if (breakrate)
  2038. skill_break_equip(src, EQP_WEAPON, breakrate, BCT_SELF);
  2039. }
  2040. if (battle_config.equip_skill_break_rate)
  2041. { // Target equipment breaking
  2042. int breakrate[2] = {0,0}; // weapon = 0, armor = 1
  2043. if (sd) { // Break rate from equipment
  2044. breakrate[0] += sd->break_weapon_rate;
  2045. breakrate[1] += sd->break_armor_rate;
  2046. }
  2047. if (sc) {
  2048. if (sc->data[SC_MELTDOWN].timer!=-1) {
  2049. breakrate[0] += 100*sc->data[SC_MELTDOWN].val1;
  2050. breakrate[1] += 70*sc->data[SC_MELTDOWN].val1;
  2051. }
  2052. }
  2053. if (breakrate[0])
  2054. skill_break_equip(target, EQP_WEAPON, breakrate[0], BCT_ENEMY);
  2055. if (breakrate[1])
  2056. skill_break_equip(target, EQP_ARMOR, breakrate[1], BCT_ENEMY);
  2057. }
  2058. }
  2059. //SG_FUSION hp penalty [Komurka]
  2060. if (sc && sc->data[SC_FUSION].timer!=-1)
  2061. {
  2062. int hp= status_get_max_hp(src);
  2063. if (sd && tsd) {
  2064. hp = 8*hp/100;
  2065. if (100*sd->status.hp <= 20*sd->status.max_hp)
  2066. hp = sd->status.hp;
  2067. } else
  2068. hp = 5*hp/1000;
  2069. battle_damage(NULL, src, hp, 0, 1);
  2070. }
  2071. return wd;
  2072. }
  2073. /*==========================================
  2074. * battle_calc_magic_attack [DracoRPG]
  2075. *------------------------------------------
  2076. */
  2077. struct Damage battle_calc_magic_attack(
  2078. struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  2079. {
  2080. struct map_session_data *sd=NULL, *tsd=NULL;
  2081. struct mob_data *md=NULL, *tmd=NULL;
  2082. struct pet_data *pd=NULL;//, *tpd=NULL; (Noone can target pets)
  2083. struct Damage ad;
  2084. unsigned short skillratio = 100; //Skill dmg modifiers.
  2085. short i;
  2086. short t_mode = status_get_mode(target);
  2087. short t_race, t_size, t_ele, s_race, s_size, s_ele;
  2088. struct {
  2089. unsigned imdef : 1;
  2090. unsigned infdef : 1;
  2091. unsigned elefix : 1;
  2092. unsigned cardfix : 1;
  2093. } flag;
  2094. memset(&ad,0,sizeof(ad));
  2095. memset(&flag,0,sizeof(flag));
  2096. if(src==NULL || target==NULL)
  2097. {
  2098. nullpo_info(NLP_MARK);
  2099. return ad;
  2100. }
  2101. //Initial flag
  2102. flag.elefix=1;
  2103. flag.cardfix=1;
  2104. //Initial Values
  2105. ad.damage = 1;
  2106. ad.div_=skill_get_num(skill_num,skill_lv);
  2107. ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:status_get_amotion(src); //Amotion should be 0 for ground skills.
  2108. ad.dmotion=status_get_dmotion(target);
  2109. ad.blewcount = skill_get_blewcount(skill_num,skill_lv);
  2110. ad.flag=BF_MAGIC|BF_LONG|BF_SKILL;
  2111. ad.dmg_lv=ATK_DEF;
  2112. switch (src->type)
  2113. {
  2114. case BL_PC:
  2115. sd=(struct map_session_data *)src;
  2116. break;
  2117. case BL_MOB:
  2118. md=(struct mob_data *)src;
  2119. break;
  2120. case BL_PET:
  2121. pd=(struct pet_data *)src;
  2122. break;
  2123. }
  2124. switch (target->type)
  2125. {
  2126. case BL_PC:
  2127. tsd=(struct map_session_data *)target;
  2128. if (pd) { //Pets can't target players
  2129. memset(&ad,0,sizeof(ad));
  2130. return ad;
  2131. }
  2132. break;
  2133. case BL_MOB:
  2134. tmd=(struct mob_data *)target;
  2135. break;
  2136. case BL_PET://Cannot target pets
  2137. memset(&ad,0,sizeof(ad));
  2138. return ad;
  2139. }
  2140. //Initialize variables that will be used afterwards
  2141. t_race = status_get_race(target);
  2142. t_size = status_get_size(target);
  2143. t_ele = status_get_elem_type(target);
  2144. s_race = status_get_race(src);
  2145. s_size = status_get_size(src);
  2146. s_ele = skill_get_pl(skill_num);
  2147. if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
  2148. s_ele = status_get_attack_element(src);
  2149. else if (s_ele == -2) //Use status element
  2150. s_ele = status_get_attack_sc_element(src);
  2151. if (skill_num == ASC_BREAKER) // Soul Breaker's magical part is neutral, although pl=-1 for the physical part to take weapon element
  2152. s_ele = 0;
  2153. //Set miscellaneous data that needs be filled
  2154. if(sd) {
  2155. sd->state.arrow_atk = 0;
  2156. if (sd->skillblown[0].id != 0)
  2157. { //Apply the bonus blewcount. [Skotlex]
  2158. for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
  2159. if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num)
  2160. ad.blewcount += sd->skillblown[i].val;
  2161. }
  2162. }
  2163. if (battle_config.skillrange_by_distance &&
  2164. (src->type&battle_config.skillrange_by_distance)
  2165. ) { //Skill range based on distance between src/target [Skotlex]
  2166. if (check_distance_bl(src, target, 3))
  2167. ad.flag=(ad.flag&~BF_RANGEMASK)|BF_SHORT;
  2168. else
  2169. ad.flag=(ad.flag&~BF_RANGEMASK)|BF_LONG;
  2170. }
  2171. flag.infdef=(t_mode&MD_PLANT?1:0);
  2172. switch(skill_num)
  2173. {
  2174. case MG_FIREWALL:
  2175. if(mflag) { //mflag has a value when it was checked against an undead in skill.c [Skotlex]
  2176. ad.blewcount = 0; //No knockback
  2177. ad.dmotion = 0; //No flinch animation.
  2178. } else
  2179. ad.blewcount |= 0x10000;
  2180. break;
  2181. case WZ_STORMGUST: //Should knockback randomly.
  2182. ad.blewcount|=0x40000;
  2183. break;
  2184. case PR_SANCTUARY:
  2185. ad.blewcount|=0x10000;
  2186. case AL_HEAL:
  2187. case PR_BENEDICTIO:
  2188. case WZ_FIREPILLAR:
  2189. flag.imdef = 1;
  2190. break;
  2191. case HW_GRAVITATION:
  2192. flag.imdef = 1;
  2193. flag.elefix = 0;
  2194. break;
  2195. case PR_ASPERSIO:
  2196. case ASC_BREAKER:
  2197. flag.imdef = 1;
  2198. case PF_SOULBURN: //Does not ignores mdef
  2199. flag.elefix = 0;
  2200. flag.cardfix = 0;
  2201. break;
  2202. case PR_TURNUNDEAD:
  2203. flag.imdef = 1;
  2204. flag.cardfix = 0;
  2205. break;
  2206. case NPC_GRANDDARKNESS:
  2207. case CR_GRANDCROSS:
  2208. flag.cardfix = 0;
  2209. break;
  2210. }
  2211. if(is_boss(target)) //Bosses can't be knocked-back
  2212. ad.blewcount = 0;
  2213. if (!flag.infdef) //No need to do the math for plants
  2214. {
  2215. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  2216. #define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
  2217. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2218. #define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
  2219. //Adds an absolute value to damage. 100 = +100 damage
  2220. #define MATK_ADD( a ) { ad.damage+= a; }
  2221. switch (skill_num)
  2222. { //Calc base damage according to skill
  2223. case AL_HEAL:
  2224. case PR_BENEDICTIO:
  2225. ad.damage = skill_calc_heal(src,skill_lv)/2;
  2226. if (sd)
  2227. ad.damage += ad.damage * pc_checkskill(sd, HP_MEDITATIO) * 2 / 100;
  2228. break;
  2229. case PR_ASPERSIO:
  2230. ad.damage = 40;
  2231. break;
  2232. case PR_SANCTUARY:
  2233. ad.damage = (skill_lv>6)?388:skill_lv*50;
  2234. break;
  2235. case ALL_RESURRECTION:
  2236. case PR_TURNUNDEAD:
  2237. if(battle_check_undead(t_race,t_ele)){
  2238. int hp, mhp, thres;
  2239. hp = status_get_hp(target);
  2240. mhp = status_get_max_hp(target);
  2241. thres = (skill_lv * 20) + status_get_luk(src) + status_get_int(src) + status_get_lv(src) + ((200 - hp * 200 / mhp));
  2242. if(thres > 700) thres = 700;
  2243. if(rand()%1000 < thres && !(t_mode&MD_BOSS))
  2244. ad.damage = hp;
  2245. else
  2246. ad.damage = status_get_lv(src) + status_get_int(src) + skill_lv * 10;
  2247. }
  2248. break;
  2249. case PF_SOULBURN:
  2250. if (!tsd) {
  2251. memset(&ad,0,sizeof(ad));
  2252. return ad;
  2253. } else
  2254. ad.damage = tsd->status.sp * 2;
  2255. break;
  2256. case ASC_BREAKER:
  2257. ad.damage = rand()%500 + 500 + skill_lv * status_get_int(src) * 5;
  2258. break;
  2259. case HW_GRAVITATION:
  2260. ad.damage = 200+200*skill_lv;
  2261. break;
  2262. default:
  2263. {
  2264. unsigned short matkmin,matkmax;
  2265. matkmin = status_get_matk2(src);
  2266. matkmax = status_get_matk1(src);
  2267. MATK_ADD(matkmin+(matkmax>matkmin?rand()%(matkmax-matkmin+1):0));
  2268. if(skill_num == MG_NAPALMBEAT || skill_num == HW_NAPALMVULCAN){ // Divide MATK in case of multiple targets skill
  2269. if(mflag>0)
  2270. ad.damage/= mflag;
  2271. else if(battle_config.error_log)
  2272. ShowError("0 enemies targeted by Napalm Beat/Vulcan, divide per 0 avoided!\n");
  2273. }
  2274. switch(skill_num){
  2275. case MG_NAPALMBEAT:
  2276. skillratio += skill_lv*10-30;
  2277. break;
  2278. case MG_SOULSTRIKE:
  2279. if (battle_check_undead(t_race,t_ele))
  2280. skillratio += 5*skill_lv;
  2281. break;
  2282. case MG_FIREBALL:
  2283. if(mflag>2)
  2284. ad.damage = 0;
  2285. else {
  2286. int drate[]={100,90,70};
  2287. MATK_RATE(drate[mflag]);
  2288. skillratio += 70+10*skill_lv;
  2289. }
  2290. break;
  2291. case MG_FIREWALL:
  2292. skillratio -= 50;
  2293. break;
  2294. case MG_THUNDERSTORM:
  2295. skillratio -= 20;
  2296. break;
  2297. case MG_FROSTDIVER:
  2298. skillratio += 10*skill_lv;
  2299. break;
  2300. case AL_HOLYLIGHT:
  2301. skillratio += 25;
  2302. if (sd && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_PRIEST)
  2303. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  2304. break;
  2305. case AL_RUWACH:
  2306. skillratio += 45;
  2307. break;
  2308. case WZ_FROSTNOVA:
  2309. skillratio += (100+skill_lv*10)*2/3-100;
  2310. break;
  2311. case WZ_FIREPILLAR:
  2312. skillratio -= 80;
  2313. break;
  2314. case WZ_SIGHTRASHER:
  2315. skillratio += 20*skill_lv;
  2316. break;
  2317. case WZ_VERMILION:
  2318. skillratio += 20*skill_lv-20;
  2319. break;
  2320. case WZ_WATERBALL:
  2321. skillratio += 30*skill_lv;
  2322. break;
  2323. case WZ_STORMGUST:
  2324. skillratio += 40*skill_lv;
  2325. break;
  2326. case HW_NAPALMVULCAN:
  2327. skillratio += 10*skill_lv-30;
  2328. break;
  2329. case SL_STIN:
  2330. skillratio += (t_size?-99:10*skill_lv); //target size must be small (0) for full damage.
  2331. break;
  2332. case SL_STUN:
  2333. skillratio += (t_size!=2?5*skill_lv:-99); //Full damage is dealt on small/medium targets
  2334. break;
  2335. case SL_SMA:
  2336. skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
  2337. break;
  2338. case NJ_KOUENKA:
  2339. skillratio -= 10;
  2340. break;
  2341. case NJ_BAKUENRYU:
  2342. //skillratio += 50 + 150*skill_lv;
  2343. // Possibly just add to matk?
  2344. MATK_ADD(150 + 150*skill_lv);
  2345. break;
  2346. case NJ_HYOUSYOURAKU:
  2347. //skillratio += 50*skill_lv;
  2348. // Possibly just add to matk?
  2349. MATK_ADD(100 + 50*skill_lv);
  2350. break;
  2351. case NJ_RAIGEKISAI:
  2352. //skillratio += 60 + 40*skill_lv;
  2353. // Possibly just add to matk?
  2354. MATK_ADD(200 + 40*skill_lv);
  2355. break;
  2356. case NJ_KAMAITACHI:
  2357. //skillratio += 100*skill_lv;
  2358. // Possibly just add to matk?
  2359. MATK_ADD(100 + 100*skill_lv);
  2360. break;
  2361. }
  2362. if (sd && sd->skillatk[0].id != 0)
  2363. {
  2364. for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++)
  2365. if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
  2366. //If we apply skillatk[] as ATK_RATE, it will also affect other skills,
  2367. //unfortunately this way ignores a skill's constant modifiers...
  2368. skillratio += sd->skillatk[i].val;
  2369. }
  2370. MATK_RATE(skillratio);
  2371. //Constant/misc additions from skills
  2372. if (skill_num == WZ_FIREPILLAR)
  2373. MATK_ADD(50);
  2374. }
  2375. }
  2376. if(sd) {
  2377. //Ignore Defense?
  2378. if (!flag.imdef && (
  2379. sd->ignore_mdef_ele & (1<<t_ele) ||
  2380. sd->ignore_mdef_race & (1<<t_race) ||
  2381. sd->ignore_mdef_race & (is_boss(target)?1<<10:1<<11)
  2382. ))
  2383. flag.imdef = 1;
  2384. }
  2385. if(!flag.imdef){
  2386. if(battle_config.magic_defense_type)
  2387. ad.damage = ad.damage - (status_get_mdef(target)*battle_config.magic_defense_type) - status_get_mdef2(target);
  2388. else
  2389. ad.damage = ad.damage * (100-status_get_mdef(target))/100 - status_get_mdef2(target);
  2390. }
  2391. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  2392. { //Apply the physical part of the skill's damage. [Skotlex]
  2393. struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  2394. ad.damage = (wd.damage + ad.damage) * (100 + 40*skill_lv)/100;
  2395. if(src==target)
  2396. {
  2397. if (src->type == BL_PC)
  2398. ad.damage = ad.damage/2;
  2399. else
  2400. ad.damage = 0;
  2401. }
  2402. }
  2403. if(ad.damage<1)
  2404. ad.damage=1;
  2405. if (flag.elefix)
  2406. ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, status_get_element(target));
  2407. if (sd && flag.cardfix) {
  2408. short t_class = status_get_class(target);
  2409. short cardfix=100;
  2410. cardfix=cardfix*(100+sd->magic_addrace[t_race])/100;
  2411. if (flag.elefix)
  2412. cardfix=cardfix*(100+sd->magic_addele[t_ele])/100;
  2413. cardfix=cardfix*(100+sd->magic_addsize[t_size])/100;
  2414. cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?10:11])/100;
  2415. for(i=0;i<sd->add_mdmg_count;i++) {
  2416. if(sd->add_mdmg[i].class_ == t_class) {
  2417. cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
  2418. continue;
  2419. }
  2420. }
  2421. MATK_RATE(cardfix);
  2422. }
  2423. if (tsd && skill_num != HW_GRAVITATION && skill_num != PF_SOULBURN)
  2424. { //Card fixes always apply on the target side. [Skotlex]
  2425. short s_race2=status_get_race2(src);
  2426. short s_class= status_get_class(src);
  2427. short cardfix=100;
  2428. if (flag.elefix)
  2429. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  2430. cardfix=cardfix*(100-tsd->subsize[s_size])/100;
  2431. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  2432. cardfix=cardfix*(100-tsd->subrace[s_race])/100;
  2433. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?10:11])/100;
  2434. for(i=0;i<tsd->add_mdef_count;i++) {
  2435. if(tsd->add_mdef[i].class_ == s_class) {
  2436. cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
  2437. continue;
  2438. }
  2439. }
  2440. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  2441. if (ad.flag&BF_SHORT)
  2442. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2443. else
  2444. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2445. cardfix=cardfix*(100-tsd->magic_def_rate)/100;
  2446. MATK_RATE(cardfix);
  2447. }
  2448. }
  2449. damage_div_fix(ad.damage, ad.div_);
  2450. if (flag.infdef && ad.damage > 0)
  2451. ad.damage = 1;
  2452. if (tsd && status_isimmune(target)) {
  2453. if (sd && battle_config.gtb_pvp_only) { // [MouseJstr]
  2454. MATK_RATE(100 - battle_config.gtb_pvp_only);
  2455. } else ad.damage = 0;
  2456. }
  2457. ad.damage=battle_calc_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  2458. if (map_flag_gvg(target->m))
  2459. ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  2460. if (ad.damage == 0) //Magic attack blocked? Consider it a miss so it doesn't invokes additional effects. [Skotlex]
  2461. ad.dmg_lv = ATK_FLEE;
  2462. return ad;
  2463. }
  2464. /*==========================================
  2465. * ‚»‚Ì‘¼ƒ_ƒ??[ƒWŒvŽZ
  2466. *------------------------------------------
  2467. */
  2468. struct Damage battle_calc_misc_attack(
  2469. struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag)
  2470. {
  2471. int int_=status_get_int(bl);
  2472. int dex=status_get_dex(bl);
  2473. int skill,ele,race,size,cardfix,race2,t_mode;
  2474. struct map_session_data *sd=NULL,*tsd=NULL;
  2475. int damage=0,div_=1,blewcount=skill_get_blewcount(skill_num,skill_lv);
  2476. struct Damage md;
  2477. int damagefix=1;
  2478. int aflag=BF_MISC|BF_SHORT|BF_SKILL;
  2479. if( bl == NULL || target == NULL ){
  2480. nullpo_info(NLP_MARK);
  2481. memset(&md,0,sizeof(md));
  2482. return md;
  2483. }
  2484. if(target->type == BL_PET) {
  2485. memset(&md,0,sizeof(md));
  2486. return md;
  2487. }
  2488. //Some initial values
  2489. md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:status_get_amotion(bl);
  2490. md.dmotion=status_get_dmotion(target);
  2491. md.damage2=0;
  2492. md.type=0;
  2493. md.dmg_lv=ATK_DEF;
  2494. if( bl->type == BL_PC && (sd=(struct map_session_data *)bl) ) {
  2495. sd->state.arrow_atk = 0;
  2496. if (sd->skillblown[0].id != 0)
  2497. { //Apply the bonus blewcount. [Skotlex]
  2498. int i;
  2499. for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
  2500. if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num)
  2501. blewcount += sd->skillblown[i].val;
  2502. }
  2503. }
  2504. if( target->type==BL_PC )
  2505. tsd=(struct map_session_data *)target;
  2506. t_mode = status_get_mode(target);
  2507. ele = skill_get_pl(skill_num);
  2508. if (ele == -1) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  2509. ele = 0;
  2510. race = status_get_race(bl);
  2511. size = status_get_size(bl);
  2512. race2 = status_get_race(bl);
  2513. switch(skill_num){
  2514. case HT_LANDMINE: // ƒ‰ƒ“ƒhƒ}ƒCƒ“
  2515. damage=skill_lv*(dex+75)*(100+int_)/100;
  2516. break;
  2517. case HT_BLASTMINE: // ƒuƒ‰ƒXƒgƒ}ƒCƒ“
  2518. damage=skill_lv*(dex/2+50)*(100+int_)/100;
  2519. break;
  2520. case HT_CLAYMORETRAP: // ƒNƒŒƒCƒ‚ƒA?[ƒgƒ‰ƒbƒv
  2521. damage=skill_lv*(dex/2+75)*(100+int_)/100;
  2522. break;
  2523. case HT_BLITZBEAT: // ƒuƒŠƒbƒcƒr?[ƒg
  2524. if( sd==NULL || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  2525. skill=0;
  2526. damage=(dex/10+int_/2+skill*3+40)*2;
  2527. if(flag > 1)
  2528. damage /= flag;
  2529. aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
  2530. break;
  2531. case TF_THROWSTONE: // ?Î“Š‚°
  2532. damage=50;
  2533. aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
  2534. break;
  2535. case BA_DISSONANCE: // •s‹¦˜a‰¹
  2536. damage=30+skill_lv*10+pc_checkskill(sd,BA_MUSICALLESSON)*3;
  2537. break;
  2538. case NPC_SELFDESTRUCTION: // Ž©”š
  2539. damage = status_get_hp(bl);
  2540. damagefix = 0;
  2541. break;
  2542. case NPC_SMOKING: // ƒ^ƒoƒR‚ð‹z‚¤
  2543. damage=3;
  2544. damagefix=0;
  2545. break;
  2546. case NPC_DARKBREATH:
  2547. {
  2548. struct status_change *sc = status_get_sc(target);
  2549. int hitrate=status_get_hit(bl) - status_get_flee(target) + 80;
  2550. hitrate = ( (hitrate>95)?95: ((hitrate<5)?5:hitrate) );
  2551. if(sc && sc->count && (sc->data[SC_SLEEP].timer!=-1 || sc->data[SC_STUN].timer!=-1 ||
  2552. sc->data[SC_FREEZE].timer!=-1 || (sc->data[SC_STONE].timer!=-1 && sc->data[SC_STONE].val2==0) ) )
  2553. hitrate = 1000000;
  2554. if(rand()%100 < hitrate) {
  2555. damage = 500 + (skill_lv-1)*1000 + rand()%1000;
  2556. if(damage > 9999) damage = 9999;
  2557. } else
  2558. md.dmg_lv=ATK_FLEE;
  2559. }
  2560. break;
  2561. case SN_FALCONASSAULT: /* ƒtƒ@ƒ‹ƒRƒ“ƒAƒTƒ‹ƒg */
  2562. if( sd==NULL || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  2563. skill=0;
  2564. //Blitz Beat lv5 Damage
  2565. damage=(dex/10+int_/2+skill*3+40)*2;
  2566. skill = skill_get_num(HT_BLITZBEAT, 5);
  2567. damage_div_fix(damage, skill);
  2568. //Falcon Assault Modifier
  2569. damage=damage*(150+70*skill_lv)/100;
  2570. if(flag > 1)
  2571. damage /= flag;
  2572. aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
  2573. break;
  2574. case PA_PRESSURE:
  2575. damage=500+300*skill_lv;
  2576. damagefix=0;
  2577. aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
  2578. break;
  2579. case PA_GOSPEL:
  2580. damage = 1+rand()%9999;
  2581. aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
  2582. break;
  2583. case CR_ACIDDEMONSTRATION:
  2584. { // updated the formula based on a Japanese formula found to be exact [Reddozen]
  2585. int vit = status_get_vit(target);
  2586. damage = 7*(vit*int_*int_) / (10*(vit+int_));
  2587. if (tsd) damage/=2;
  2588. aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
  2589. break;
  2590. }
  2591. case NJ_ZENYNAGE:
  2592. {
  2593. int dmgnage = (500*skill_lv)+rand()%(500*skill_lv);
  2594. damage=dmgnage;
  2595. sd->status.zeny -= dmgnage;
  2596. clif_updatestatus(sd,SP_ZENY);
  2597. if(map_flag_vs(bl->m) || is_boss(bl))
  2598. damage=damage/2; //temp value
  2599. }
  2600. break;
  2601. }
  2602. if(damagefix){
  2603. if(damage<1 && skill_num != NPC_DARKBREATH)
  2604. damage=1;
  2605. if( tsd ){
  2606. cardfix=100;
  2607. cardfix=cardfix*(100-tsd->subele[ele])/100;
  2608. cardfix=cardfix*(100-tsd->subsize[size])/100;
  2609. cardfix=cardfix*(100-tsd->subrace2[race2])/100;
  2610. cardfix=cardfix*(100-tsd->subrace[race])/100;
  2611. cardfix=cardfix*(100-tsd->subrace[is_boss(bl)?10:11])/100;
  2612. cardfix=cardfix*(100-tsd->misc_def_rate)/100;
  2613. if(aflag&BF_SHORT)
  2614. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2615. else // BF_LONG (there's no other choice)
  2616. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2617. damage=damage*cardfix/100;
  2618. }
  2619. if (sd && skill_num > 0 && sd->skillatk[0].id != 0)
  2620. {
  2621. int i;
  2622. for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++);
  2623. if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
  2624. damage += damage*sd->skillatk[i].val/100;
  2625. }
  2626. if(damage < 0) damage = 0;
  2627. damage=battle_attr_fix(bl, target, damage, ele, status_get_element(target) ); // ‘®?«?C?³
  2628. }
  2629. div_=skill_get_num( skill_num,skill_lv );
  2630. damage_div_fix(damage, div_);
  2631. if(damage > 0 && t_mode&MD_PLANT && skill_num != PA_PRESSURE) //Pressure can vaporize plants.
  2632. damage = 1;
  2633. if(is_boss(target))
  2634. blewcount = 0;
  2635. if (battle_config.skillrange_by_distance &&
  2636. (bl->type&battle_config.skillrange_by_distance)
  2637. ) { //Skill range based on distance between src/target [Skotlex]
  2638. if (check_distance_bl(bl, target, 3))
  2639. aflag=(aflag&~BF_RANGEMASK)|BF_SHORT;
  2640. else
  2641. aflag=(aflag&~BF_RANGEMASK)|BF_LONG;
  2642. }
  2643. if (skill_num != PA_PRESSURE) //Pressure ignores all these things...
  2644. damage=battle_calc_damage(bl,target,damage,div_,skill_num,skill_lv,aflag); // �Å�I�C�³
  2645. if (map_flag_gvg(target->m))
  2646. damage=battle_calc_gvg_damage(bl,target,damage,div_,skill_num,skill_lv,aflag);
  2647. md.damage=damage;
  2648. md.div_=div_;
  2649. md.blewcount=blewcount;
  2650. md.flag=aflag;
  2651. return md;
  2652. }
  2653. /*==========================================
  2654. * ƒ_ƒ??[ƒWŒvŽZˆêЇ?ˆ—?—p
  2655. *------------------------------------------
  2656. */
  2657. struct Damage battle_calc_attack( int attack_type,
  2658. struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag)
  2659. {
  2660. struct Damage d;
  2661. switch(attack_type){
  2662. case BF_WEAPON:
  2663. d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,flag);
  2664. break;
  2665. case BF_MAGIC:
  2666. d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,flag);
  2667. break;
  2668. case BF_MISC:
  2669. d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,flag);
  2670. break;
  2671. default:
  2672. if (battle_config.error_log)
  2673. ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
  2674. memset(&d,0,sizeof(d));
  2675. break;
  2676. }
  2677. return d;
  2678. }
  2679. int battle_calc_return_damage(struct block_list *bl, int *damage, int flag) {
  2680. struct map_session_data *sd=NULL;
  2681. struct status_change *sc;
  2682. int rdamage = 0;
  2683. if (bl->type == BL_PC) sd = (struct map_session_data*)bl;
  2684. sc = status_get_sc(bl);
  2685. if(flag&BF_WEAPON) {
  2686. //Bounces back part of the damage.
  2687. if (flag & BF_SHORT) {
  2688. if (sd && sd->short_weapon_damage_return)
  2689. {
  2690. rdamage += *damage * sd->short_weapon_damage_return / 100;
  2691. if(rdamage < 1) rdamage = 1;
  2692. }
  2693. if (sc && sc->data[SC_REFLECTSHIELD].timer != -1)
  2694. {
  2695. rdamage += *damage * sc->data[SC_REFLECTSHIELD].val2 / 100;
  2696. if (rdamage < 1) rdamage = 1;
  2697. }
  2698. } else if (flag & BF_LONG) {
  2699. if (sd && sd->long_weapon_damage_return)
  2700. {
  2701. rdamage += *damage * sd->long_weapon_damage_return / 100;
  2702. if (rdamage < 1) rdamage = 1;
  2703. }
  2704. }
  2705. } else
  2706. // magic_damage_return by [AppleGirl] and [Valaris]
  2707. if(flag&BF_MAGIC)
  2708. {
  2709. if(sd && sd->magic_damage_return && rand()%100 < sd->magic_damage_return)
  2710. { //Bounces back full damage, you take none.
  2711. rdamage = *damage;
  2712. *damage = 0;
  2713. }
  2714. }
  2715. return rdamage;
  2716. }
  2717. void battle_drain(TBL_PC *sd, TBL_PC* tsd, int rdamage, int ldamage, int race, int boss)
  2718. {
  2719. struct weapon_data *wd;
  2720. int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage;
  2721. for (i = 0; i < 4; i++) {
  2722. //First two iterations: Right hand
  2723. if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
  2724. else { wd = &sd->left_weapon; damage = &ldamage; }
  2725. if (*damage <= 0) continue;
  2726. //First and Third iterations: race, other two boss/nonboss state
  2727. if (i == 0 || i == 2)
  2728. type = race;
  2729. else
  2730. type = boss?RC_BOSS:RC_NONBOSS;
  2731. hp = wd->hp_drain[type].value;
  2732. if (wd->hp_drain[type].rate)
  2733. hp += battle_calc_drain(*damage,
  2734. wd->hp_drain[type].rate,
  2735. wd->hp_drain[type].per);
  2736. sp = wd->sp_drain[type].value;
  2737. if (wd->sp_drain[type].rate)
  2738. sp += battle_calc_drain(*damage,
  2739. wd->sp_drain[type].rate,
  2740. wd->sp_drain[type].per);
  2741. if (hp) {
  2742. if (wd->hp_drain[type].type)
  2743. rhp += hp;
  2744. thp += hp;
  2745. }
  2746. if (sp) {
  2747. if (wd->sp_drain[type].type)
  2748. rsp += sp;
  2749. tsp += sp;
  2750. }
  2751. }
  2752. if (!thp && !tsp) return;
  2753. pc_heal(sd, thp, tsp);
  2754. if (battle_config.show_hp_sp_drain && sd->fd)
  2755. { //Display gained values only when they are positive [Skotlex]
  2756. if (thp && thp > sd->status.max_hp - sd->status.hp)
  2757. thp = sd->status.max_hp - sd->status.hp;
  2758. if (tsp && tsp > sd->status.max_sp - sd->status.sp)
  2759. tsp = sd->status.max_sp - sd->status.sp;
  2760. if (thp > 0)
  2761. clif_heal(sd->fd, SP_HP, thp);
  2762. if (tsp > 0)
  2763. clif_heal(sd->fd, SP_SP, tsp);
  2764. }
  2765. if (tsd) {
  2766. if (rhp || rsp)
  2767. pc_heal(tsd, -rhp, -rsp);
  2768. if (rand()%1000 < sd->sp_vanish_rate)
  2769. pc_damage_sp(tsd, 0, sd->sp_vanish_per);
  2770. }
  2771. }
  2772. /*==========================================
  2773. * ’Ê?í?UŒ‚?ˆ—?‚܂Ƃß
  2774. *------------------------------------------
  2775. */
  2776. int battle_weapon_attack( struct block_list *src,struct block_list *target,
  2777. unsigned int tick,int flag)
  2778. {
  2779. struct map_session_data *sd = NULL, *tsd = NULL;
  2780. struct status_change *sc, *tsc;
  2781. int race, ele, damage,rdamage=0,rdelay=0;
  2782. struct Damage wd;
  2783. nullpo_retr(0, src);
  2784. nullpo_retr(0, target);
  2785. if (src->prev == NULL || target->prev == NULL)
  2786. return 0;
  2787. if(src->type == BL_PC)
  2788. sd = (struct map_session_data *)src;
  2789. if (target->type == BL_PC)
  2790. tsd = (struct map_session_data *)target;
  2791. sc = status_get_sc(src);
  2792. tsc = status_get_sc(target);
  2793. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  2794. sc = NULL;
  2795. if (tsc && !tsc->count)
  2796. tsc = NULL;
  2797. race = status_get_race(target);
  2798. ele = status_get_elem_type(target);
  2799. if (sd)
  2800. {
  2801. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  2802. if (sd->state.arrow_atk && sd->equip_index[10]<0) {
  2803. clif_arrow_fail(sd,0);
  2804. return 0;
  2805. }
  2806. }
  2807. if (sc && sc->data[SC_CLOAKING].timer != -1 && !sc->data[SC_CLOAKING].val4)
  2808. status_change_end(src,SC_CLOAKING,-1);
  2809. //Check for counter attacks that block your attack. [Skotlex]
  2810. if(tsc)
  2811. {
  2812. if(tsc->data[SC_AUTOCOUNTER].timer != -1 &&
  2813. (!sc || sc->data[SC_AUTOCOUNTER].timer == -1) &&
  2814. status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)
  2815. ) {
  2816. int dir = map_calc_dir(target,src->x,src->y);
  2817. int t_dir = unit_getdir(target);
  2818. int dist = distance_bl(src, target);
  2819. if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= status_get_range(target)+1))
  2820. {
  2821. int skilllv = tsc->data[SC_AUTOCOUNTER].val1;
  2822. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  2823. clif_damage(src, target, tick, status_get_amotion(src), 1, 0, 1, 0, 0); //Display MISS.
  2824. status_change_end(target,SC_AUTOCOUNTER,-1);
  2825. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
  2826. return 0;
  2827. }
  2828. }
  2829. if (tsc->data[SC_BLADESTOP_WAIT].timer != -1 && !is_boss(src)) {
  2830. int skilllv = tsc->data[SC_BLADESTOP_WAIT].val1;
  2831. int duration = skill_get_time2(MO_BLADESTOP,skilllv);
  2832. status_change_end(target, SC_BLADESTOP_WAIT, -1);
  2833. clif_damage(src, target, tick, status_get_amotion(src), 1, 0, 1, 0, 0); //Display MISS.
  2834. sc_start4(target, SC_BLADESTOP, 100, skilllv, 2, (int)target, (int)src, duration);
  2835. skilllv = sd?pc_checkskill(sd, MO_BLADESTOP):1;
  2836. sc_start4(src, SC_BLADESTOP, 100, skilllv, 1, (int)src, (int)target, duration);
  2837. return 0;
  2838. }
  2839. }
  2840. //Recycled the damage variable rather than use a new one... [Skotlex]
  2841. if(sd && (damage = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) // triple blow works with bows ^^ [celest]
  2842. {
  2843. int triple_rate= 30 - damage; //Base Rate
  2844. if (sc && sc->data[SC_SKILLRATE_UP].timer!=-1 && sc->data[SC_SKILLRATE_UP].val1 == MO_TRIPLEATTACK)
  2845. {
  2846. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP].val2)/100;
  2847. status_change_end(src,SC_SKILLRATE_UP,-1);
  2848. }
  2849. if (rand()%100 < triple_rate) return skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,damage,tick,0);
  2850. }
  2851. else if (sc && sc->data[SC_SACRIFICE].timer != -1)
  2852. return skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,sc->data[SC_SACRIFICE].val1,tick,0);
  2853. wd = battle_calc_weapon_attack(src,target, 0, 0,0);
  2854. if (sd && sd->state.arrow_atk) //Consume arrow.
  2855. battle_consume_ammo(sd, 0, 0);
  2856. damage = wd.damage + wd.damage2;
  2857. if (damage > 0 && src != target) {
  2858. rdamage = battle_calc_return_damage(target, &damage, wd.flag);
  2859. if (rdamage > 0) {
  2860. rdelay = clif_damage(src, src, tick, wd.amotion, status_get_dmotion(src), rdamage, 1, 4, 0);
  2861. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2862. skill_additional_effect(target,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  2863. }
  2864. }
  2865. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
  2866. //“ñ“?—¬?¶Žè‚ƃJƒ^?[ƒ‹’ÇŒ‚‚̃~ƒX•\ަ(–³—?‚â‚è?`)
  2867. if(sd && sd->status.weapon > MAX_WEAPON_TYPE && wd.damage2 == 0)
  2868. clif_damage(src, target, tick+10, wd.amotion, wd.dmotion,0, 1, 0, 0);
  2869. if (sd && sd->splash_range > 0 && damage > 0)
  2870. skill_castend_damage_id(src, target, 0, -1, tick, 0);
  2871. map_freeblock_lock();
  2872. battle_delay_damage(tick+wd.amotion, src, target, BF_WEAPON, 0, 0, damage, wd.dmg_lv, wd.dmotion, 0);
  2873. if (!status_isdead(target) && damage > 0) {
  2874. if (sd) {
  2875. int boss = status_get_mode(target)&MD_BOSS;
  2876. int rate = 0;
  2877. if (sd->weapon_coma_ele[ele] > 0)
  2878. rate += sd->weapon_coma_ele[ele];
  2879. if (sd->weapon_coma_race[race] > 0)
  2880. rate += sd->weapon_coma_race[race];
  2881. if (sd->weapon_coma_race[boss?RC_BOSS:RC_NONBOSS] > 0)
  2882. rate += sd->weapon_coma_race[boss?RC_BOSS:RC_NONBOSS];
  2883. if (rate)
  2884. status_change_start(target, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  2885. }
  2886. }
  2887. if (sc && sc->data[SC_AUTOSPELL].timer != -1 && rand()%100 < sc->data[SC_AUTOSPELL].val4) {
  2888. int sp = 0, f = 0;
  2889. int skillid = sc->data[SC_AUTOSPELL].val2;
  2890. int skilllv = sc->data[SC_AUTOSPELL].val3;
  2891. int i = rand()%100;
  2892. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_SAGE)
  2893. i = 0; //Max chance, no skilllv reduction. [Skotlex]
  2894. if (i >= 50) skilllv -= 2;
  2895. else if (i >= 15) skilllv--;
  2896. if (skilllv < 1) skilllv = 1;
  2897. if (sd) sp = skill_get_sp(skillid,skilllv) * 2 / 3;
  2898. if ((sd && sd->status.sp >= sp) || !sd) {
  2899. switch (skill_get_casttype(skillid)) {
  2900. case CAST_GROUND:
  2901. f = skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag);
  2902. break;
  2903. case CAST_NODAMAGE:
  2904. f = skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag);
  2905. break;
  2906. case CAST_DAMAGE:
  2907. f = skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
  2908. break;
  2909. }
  2910. if (sd && !f) { pc_damage_sp(sd, sp, 0); }
  2911. }
  2912. }
  2913. if (sd) {
  2914. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  2915. if (battle_config.left_cardfix_to_right)
  2916. battle_drain(sd, tsd, wd.damage, wd.damage, race, is_boss(target));
  2917. else
  2918. battle_drain(sd, tsd, wd.damage, wd.damage2, race, is_boss(target));
  2919. }
  2920. }
  2921. if (rdamage > 0) //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
  2922. battle_delay_damage(tick+wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, rdelay, 0);
  2923. if (tsc) {
  2924. if (tsc->data[SC_POISONREACT].timer != -1 &&
  2925. check_distance_bl(src, target, status_get_range(target)+1) &&
  2926. status_check_skilluse(target, src, TF_POISON, 0)
  2927. ) { //Poison React
  2928. if (status_get_elem_type(src) == 5) {
  2929. tsc->data[SC_POISONREACT].val2 = 0;
  2930. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,tsc->data[SC_POISONREACT].val1,tick,0);
  2931. } else {
  2932. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, flag);
  2933. --tsc->data[SC_POISONREACT].val2;
  2934. }
  2935. if (tsc->data[SC_POISONREACT].val2 <= 0)
  2936. status_change_end(target, SC_POISONREACT, -1);
  2937. }
  2938. }
  2939. map_freeblock_unlock();
  2940. return wd.dmg_lv;
  2941. }
  2942. int battle_check_undead(int race,int element)
  2943. {
  2944. if(battle_config.undead_detect_type == 0) {
  2945. if(element == 9)
  2946. return 1;
  2947. }
  2948. else if(battle_config.undead_detect_type == 1) {
  2949. if(race == RC_UNDEAD)
  2950. return 1;
  2951. }
  2952. else {
  2953. if(element == 9 || race == RC_UNDEAD)
  2954. return 1;
  2955. }
  2956. return 0;
  2957. }
  2958. /*==========================================
  2959. * Checks the state between two targets (rewritten by Skotlex)
  2960. * (enemy, friend, party, guild, etc)
  2961. * See battle.h for possible values/combinations
  2962. * to be used here (BCT_* constants)
  2963. * Return value is:
  2964. * 1: flag holds true (is enemy, party, etc)
  2965. * -1: flag fails
  2966. * 0: Invalid target (non-targetable ever)
  2967. *------------------------------------------
  2968. */
  2969. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  2970. {
  2971. int m,state = 0; //Initial state none
  2972. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  2973. struct block_list *s_bl= src, *t_bl= target;
  2974. nullpo_retr(0, src);
  2975. nullpo_retr(0, target);
  2976. m = target->m;
  2977. if (flag&BCT_ENEMY && !map_flag_gvg(m) && !(status_get_mode(src)&MD_BOSS))
  2978. { //No offensive stuff while in Basilica.
  2979. if (map_getcell(m,src->x,src->y,CELL_CHKBASILICA) ||
  2980. map_getcell(m,target->x,target->y,CELL_CHKBASILICA))
  2981. return -1;
  2982. }
  2983. if (target->type == BL_SKILL) //Needed out of the switch in case the ownership needs to be passed skill->mob->master
  2984. {
  2985. struct skill_unit *su = (struct skill_unit *)target;
  2986. if (!su->group)
  2987. return 0;
  2988. if (skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2989. { //Only a few skills can target traps...
  2990. switch (battle_getcurrentskill(src))
  2991. {
  2992. case HT_REMOVETRAP:
  2993. case AC_SHOWER:
  2994. case WZ_HEAVENDRIVE:
  2995. state |= BCT_ENEMY;
  2996. strip_enemy = 0;
  2997. break;
  2998. default:
  2999. return 0;
  3000. }
  3001. } else if (su->group->skill_id==WZ_ICEWALL)
  3002. { //Icewall can be hit by anything except skills.
  3003. if (src->type == BL_SKILL)
  3004. return 0;
  3005. state |= BCT_ENEMY;
  3006. strip_enemy = 0;
  3007. } else //Excepting traps and icewall, you should not be able to target skills.
  3008. return 0;
  3009. if ((t_bl = map_id2bl(su->group->src_id)) == NULL)
  3010. t_bl = target; //Fallback on the trap itself, otherwise consider this a "versus caster" scenario.
  3011. }
  3012. switch (t_bl->type)
  3013. {
  3014. case BL_PC:
  3015. {
  3016. TBL_PC *sd = (TBL_PC*)t_bl;
  3017. if (sd->invincible_timer != -1 || pc_isinvisible(sd))
  3018. return -1; //Cannot be targeted yet.
  3019. if (sd->state.monster_ignore && src->type == BL_MOB)
  3020. return 0; //option to have monsters ignore GMs [Valaris]
  3021. if (sd->special_state.killable && t_bl != s_bl)
  3022. {
  3023. state |= BCT_ENEMY; //Universal Victim
  3024. strip_enemy = 0;
  3025. }
  3026. break;
  3027. }
  3028. case BL_MOB:
  3029. {
  3030. TBL_MOB *md = (TBL_MOB*)t_bl;
  3031. if (!agit_flag && md->guardian_data && md->guardian_data->guild_id)
  3032. return 0; //Disable guardians/emperiums owned by Guilds on non-woe times.
  3033. if (md->special_state.ai == 2)
  3034. { //Mines are sort of universal enemies.
  3035. state |= BCT_ENEMY;
  3036. strip_enemy = 0;
  3037. }
  3038. if (md->master_id && (t_bl = map_id2bl(md->master_id)) == NULL)
  3039. t_bl = &md->bl; //Fallback on the mob itself, otherwise consider this a "versus master" scenario.
  3040. break;
  3041. }
  3042. case BL_PET:
  3043. {
  3044. return 0; //Pets cannot be targetted.
  3045. }
  3046. case BL_SKILL: //Skill with no owner? Kinda odd... but.. let it through.
  3047. break;
  3048. default: //Invalid target
  3049. return 0;
  3050. }
  3051. if (src->type == BL_SKILL)
  3052. {
  3053. struct skill_unit *su = (struct skill_unit *)src;
  3054. if (!su->group)
  3055. return 0;
  3056. if (su->group->src_id == target->id)
  3057. {
  3058. int inf2;
  3059. inf2 = skill_get_inf2(su->group->skill_id);
  3060. if (inf2&INF2_NO_TARGET_SELF)
  3061. return -1;
  3062. if (inf2&INF2_TARGET_SELF)
  3063. return 1;
  3064. }
  3065. if ((s_bl = map_id2bl(su->group->src_id)) == NULL)
  3066. s_bl = src; //Fallback on the trap itself, otherwise consider this a "caster versus enemy" scenario.
  3067. }
  3068. switch (s_bl->type)
  3069. {
  3070. case BL_PC:
  3071. {
  3072. TBL_PC *sd = (TBL_PC*) s_bl;
  3073. if (sd->special_state.killer && s_bl != t_bl)
  3074. {
  3075. state |= BCT_ENEMY; //Is on a killing rampage :O
  3076. strip_enemy = 0;
  3077. } else
  3078. if (sd->duel_group && t_bl != s_bl && // Duel [LuzZza]
  3079. !(
  3080. (!battle_config.duel_allow_pvp && map[m].flag.pvp) ||
  3081. (!battle_config.duel_allow_gvg && map_flag_gvg(m))
  3082. ))
  3083. {
  3084. if (t_bl->type == BL_PC &&
  3085. (sd->duel_group == ((TBL_PC*)t_bl)->duel_group))
  3086. //Duel targets can ONLY be your enemy, nothing else.
  3087. return (BCT_ENEMY&flag)?1:-1;
  3088. else // You can't target anything out of your duel
  3089. return 0;
  3090. }
  3091. if (map_flag_gvg(m) && !sd->status.guild_id &&
  3092. t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data)
  3093. return 0; //If you don't belong to a guild, can't target guardians/emperium.
  3094. if (t_bl->type != BL_PC)
  3095. state |= BCT_ENEMY; //Natural enemy.
  3096. break;
  3097. }
  3098. case BL_MOB:
  3099. {
  3100. TBL_MOB*md = (TBL_MOB*)s_bl;
  3101. if (!agit_flag && md->guardian_data && md->guardian_data->guild_id)
  3102. return 0; //Disable guardians/emperium owned by Guilds on non-woe times.
  3103. if (!md->special_state.ai) { //Normal mobs.
  3104. if (t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai)
  3105. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  3106. else
  3107. state |= BCT_ENEMY; //However, all else are enemies.
  3108. } else {
  3109. if (t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai)
  3110. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  3111. }
  3112. if (md->master_id && (s_bl = map_id2bl(md->master_id)) == NULL)
  3113. s_bl = &md->bl; //Fallback on the mob itself, otherwise consider this a "from master" scenario.
  3114. break;
  3115. }
  3116. case BL_PET:
  3117. {
  3118. TBL_PET *pd = (TBL_PET*)s_bl;
  3119. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  3120. return 0; //Pet may not attack non-mobs/items.
  3121. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  3122. return 0; //pet may not attack Guardians/Emperium
  3123. if (t_bl->type != BL_PC)
  3124. state |= BCT_ENEMY; //Stock enemy type.
  3125. if (pd->msd)
  3126. s_bl = &pd->msd->bl; //"My master's enemies are my enemies..."
  3127. break;
  3128. }
  3129. case BL_SKILL: //Skill with no owner? Fishy, but let it through.
  3130. break;
  3131. default: //Invalid source of attack?
  3132. return 0;
  3133. }
  3134. if ((flag&BCT_ALL) == BCT_ALL) { //All actually stands for all players/mobs
  3135. if (target->type == BL_MOB || target->type == BL_PC)
  3136. return 1;
  3137. else
  3138. return -1;
  3139. } else if (flag == BCT_NOONE) //Why would someone use this? no clue.
  3140. return -1;
  3141. if (t_bl == s_bl)
  3142. { //No need for further testing.
  3143. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  3144. if (state&BCT_ENEMY && strip_enemy)
  3145. state&=~BCT_ENEMY;
  3146. return (flag&state)?1:-1;
  3147. }
  3148. if (map_flag_vs(m)) { //Check rivalry settings.
  3149. if (flag&(BCT_PARTY|BCT_ENEMY)) {
  3150. int s_party = status_get_party_id(s_bl);
  3151. if (
  3152. !(map[m].flag.pvp && map[m].flag.pvp_noparty) &&
  3153. !(map_flag_gvg(m) && map[m].flag.gvg_noparty) &&
  3154. s_party && s_party == status_get_party_id(t_bl)
  3155. )
  3156. state |= BCT_PARTY;
  3157. else
  3158. state |= BCT_ENEMY;
  3159. }
  3160. if (flag&(BCT_GUILD|BCT_ENEMY)) {
  3161. int s_guild = status_get_guild_id(s_bl);
  3162. int t_guild = status_get_guild_id(t_bl);
  3163. if (
  3164. !(map[m].flag.pvp && map[m].flag.pvp_noguild) &&
  3165. s_guild && t_guild && (s_guild == t_guild || guild_idisallied(s_guild, t_guild))
  3166. )
  3167. state |= BCT_GUILD;
  3168. else
  3169. state |= BCT_ENEMY;
  3170. }
  3171. if (state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) &&
  3172. s_bl->type == BL_PC && t_bl->type == BL_PC)
  3173. { //Prevent novice engagement on pk_mode (feature by Valaris)
  3174. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  3175. if (
  3176. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  3177. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  3178. sd->status.base_level < battle_config.pk_min_level ||
  3179. sd2->status.base_level < battle_config.pk_min_level ||
  3180. (battle_config.pk_level_range && (
  3181. sd->status.base_level > sd2->status.base_level ?
  3182. sd->status.base_level - sd2->status.base_level :
  3183. sd2->status.base_level - sd->status.base_level )
  3184. > battle_config.pk_level_range)
  3185. )
  3186. state&=~BCT_ENEMY;
  3187. }
  3188. } else { //Non pvp/gvg, check party/guild settings.
  3189. if (flag&BCT_PARTY || state&BCT_ENEMY) {
  3190. int s_party = status_get_party_id(s_bl);
  3191. if(s_party && s_party == status_get_party_id(t_bl))
  3192. state |= BCT_PARTY;
  3193. }
  3194. if (flag&BCT_GUILD || state&BCT_ENEMY) {
  3195. int s_guild = status_get_guild_id(s_bl);
  3196. int t_guild = status_get_guild_id(t_bl);
  3197. if(s_guild && t_guild && (s_guild == t_guild || guild_idisallied(s_guild, t_guild)))
  3198. state |= BCT_GUILD;
  3199. }
  3200. }
  3201. if (!state) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  3202. state = BCT_NEUTRAL;
  3203. //Alliance state takes precedence over enemy one.
  3204. else if (state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD))
  3205. state&=~BCT_ENEMY;
  3206. return (flag&state)?1:-1;
  3207. }
  3208. /*==========================================
  3209. * ŽË’ö”»’è
  3210. *------------------------------------------
  3211. */
  3212. int battle_check_range(struct block_list *src,struct block_list *bl,int range)
  3213. {
  3214. nullpo_retr(0, src);
  3215. nullpo_retr(0, bl);
  3216. if(src->m != bl->m) // ˆá‚¤ƒ}ƒbƒv
  3217. return 0;
  3218. if (!check_distance_bl(src, bl, range))
  3219. return 0;
  3220. if(distance_bl(src, bl) < 2) //No need for path checking.
  3221. return 1;
  3222. // ?áŠQ•¨”»’è
  3223. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y);
  3224. }
  3225. /*==========================================
  3226. * Return numerical value of a switch configuration (modified by [Yor])
  3227. * on/off, english, français, deutsch, español
  3228. *------------------------------------------
  3229. */
  3230. int battle_config_switch(const char *str) {
  3231. if (strcmpi(str, "on") == 0 || strcmpi(str, "yes") == 0 || strcmpi(str, "oui") == 0 || strcmpi(str, "ja") == 0 || strcmpi(str, "si") == 0)
  3232. return 1;
  3233. if (strcmpi(str, "off") == 0 || strcmpi(str, "no") == 0 || strcmpi(str, "non") == 0 || strcmpi(str, "nein") == 0)
  3234. return 0;
  3235. return atoi(str);
  3236. }
  3237. static const struct battle_data_short {
  3238. const char *str;
  3239. unsigned short *val;
  3240. } battle_data_short[] = { //List here battle_athena options which are type unsigned short!
  3241. { "warp_point_debug", &battle_config.warp_point_debug },
  3242. { "enemy_critical_rate", &battle_config.enemy_critical_rate },
  3243. { "enemy_str", &battle_config.enemy_str },
  3244. { "enemy_perfect_flee", &battle_config.enemy_perfect_flee },
  3245. { "casting_rate", &battle_config.cast_rate },
  3246. { "delay_rate", &battle_config.delay_rate },
  3247. { "delay_dependon_dex", &battle_config.delay_dependon_dex },
  3248. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable },
  3249. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right },
  3250. { "skill_add_range", &battle_config.skill_add_range },
  3251. { "skill_out_range_consume", &battle_config.skill_out_range_consume },
  3252. { "skillrange_by_distance", &battle_config.skillrange_by_distance },
  3253. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range },
  3254. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate },
  3255. { "defunit_not_enemy", &battle_config.defnotenemy },
  3256. { "gvg_traps_target_all", &battle_config.vs_traps_bctall },
  3257. { "traps_setting", &battle_config.traps_setting },
  3258. { "clear_skills_on_death", &battle_config.clear_unit_ondeath },
  3259. { "random_monster_checklv", &battle_config.random_monster_checklv },
  3260. { "attribute_recover", &battle_config.attr_recover },
  3261. { "flooritem_lifetime", &battle_config.flooritem_lifetime },
  3262. { "item_auto_get", &battle_config.item_auto_get },
  3263. { "drop_rate0item", &battle_config.drop_rate0item },
  3264. { "pvp_exp", &battle_config.pvp_exp },
  3265. { "gtb_pvp_only", &battle_config.gtb_pvp_only },
  3266. { "guild_max_castles", &battle_config.guild_max_castles },
  3267. { "death_penalty_type", &battle_config.death_penalty_type },
  3268. { "death_penalty_base", &battle_config.death_penalty_base },
  3269. { "death_penalty_job", &battle_config.death_penalty_job },
  3270. { "restart_hp_rate", &battle_config.restart_hp_rate },
  3271. { "restart_sp_rate", &battle_config.restart_sp_rate },
  3272. { "mvp_hp_rate", &battle_config.mvp_hp_rate },
  3273. { "monster_hp_rate", &battle_config.monster_hp_rate },
  3274. { "monster_max_aspd", &battle_config.monster_max_aspd },
  3275. { "atcommand_gm_only", &battle_config.atc_gmonly },
  3276. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit },
  3277. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit},
  3278. { "gm_all_skill", &battle_config.gm_allskill },
  3279. { "gm_all_skill_add_abra", &battle_config.gm_allskill_addabra },
  3280. { "gm_all_equipment", &battle_config.gm_allequip },
  3281. { "gm_skill_unconditional", &battle_config.gm_skilluncond },
  3282. { "gm_join_chat", &battle_config.gm_join_chat },
  3283. { "gm_kick_chat", &battle_config.gm_kick_chat },
  3284. { "player_skillfree", &battle_config.skillfree },
  3285. { "player_skillup_limit", &battle_config.skillup_limit },
  3286. { "weapon_produce_rate", &battle_config.wp_rate },
  3287. { "potion_produce_rate", &battle_config.pp_rate },
  3288. { "monster_active_enable", &battle_config.monster_active_enable },
  3289. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate},
  3290. { "monster_loot_type", &battle_config.monster_loot_type },
  3291. // { "mob_skill_use", &battle_config.mob_skill_use }, //Deprecated
  3292. { "mob_skill_rate", &battle_config.mob_skill_rate },
  3293. { "mob_skill_delay", &battle_config.mob_skill_delay },
  3294. { "mob_count_rate", &battle_config.mob_count_rate },
  3295. { "mob_spawn_delay", &battle_config.mob_spawn_delay },
  3296. { "no_spawn_on_player", &battle_config.no_spawn_on_player },
  3297. { "plant_spawn_delay", &battle_config.plant_spawn_delay },
  3298. { "boss_spawn_delay", &battle_config.boss_spawn_delay },
  3299. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode },
  3300. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed },
  3301. { "summons_inherit_effects", &battle_config.summons_inherit_effects },
  3302. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate },
  3303. { "damage_walk_delay_rate", &battle_config.walk_delay_rate },
  3304. { "multihit_delay", &battle_config.multihit_delay },
  3305. { "quest_skill_learn", &battle_config.quest_skill_learn },
  3306. { "quest_skill_reset", &battle_config.quest_skill_reset },
  3307. { "basic_skill_check", &battle_config.basic_skill_check },
  3308. { "guild_emperium_check", &battle_config.guild_emperium_check },
  3309. { "guild_exp_rate", &battle_config.guild_exp_rate },
  3310. { "guild_exp_limit", &battle_config.guild_exp_limit },
  3311. { "player_invincible_time", &battle_config.pc_invincible_time },
  3312. { "pet_catch_rate", &battle_config.pet_catch_rate },
  3313. { "pet_rename", &battle_config.pet_rename },
  3314. { "pet_friendly_rate", &battle_config.pet_friendly_rate },
  3315. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate },
  3316. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease},
  3317. { "pet_str", &battle_config.pet_str },
  3318. { "pet_status_support", &battle_config.pet_status_support },
  3319. { "pet_attack_support", &battle_config.pet_attack_support },
  3320. { "pet_damage_support", &battle_config.pet_damage_support },
  3321. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly },
  3322. { "pet_support_rate", &battle_config.pet_support_rate },
  3323. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master },
  3324. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate },
  3325. { "pet_lv_rate", &battle_config.pet_lv_rate }, //Skotlex
  3326. { "pet_max_stats", &battle_config.pet_max_stats }, //Skotlex
  3327. { "pet_max_atk1", &battle_config.pet_max_atk1 }, //Skotlex
  3328. { "pet_max_atk2", &battle_config.pet_max_atk2 }, //Skotlex
  3329. { "pet_disable_in_gvg", &battle_config.pet_no_gvg }, //Skotlex
  3330. { "skill_min_damage", &battle_config.skill_min_damage },
  3331. { "finger_offensive_type", &battle_config.finger_offensive_type },
  3332. { "heal_exp", &battle_config.heal_exp },
  3333. { "resurrection_exp", &battle_config.resurrection_exp },
  3334. { "shop_exp", &battle_config.shop_exp },
  3335. { "combo_delay_rate", &battle_config.combo_delay_rate },
  3336. { "item_check", &battle_config.item_check },
  3337. { "item_use_interval", &battle_config.item_use_interval },
  3338. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay },
  3339. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette }, //[Skotlex]
  3340. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette }, // [Valaris]
  3341. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate },
  3342. { "item_name_override_grffile", &battle_config.item_name_override_grffile},
  3343. { "item_equip_override_grffile", &battle_config.item_equip_override_grffile}, // [Celest]
  3344. { "item_slots_override_grffile", &battle_config.item_slots_override_grffile}, // [Celest]
  3345. { "indoors_override_grffile", &battle_config.indoors_override_grffile}, // [Celest]
  3346. { "skill_sp_override_grffile", &battle_config.skill_sp_override_grffile}, // [Celest]
  3347. { "cardillust_read_grffile", &battle_config.cardillust_read_grffile}, // [Celest]
  3348. { "arrow_decrement", &battle_config.arrow_decrement },
  3349. { "max_aspd", &battle_config.max_aspd },
  3350. { "max_walk_speed", &battle_config.max_walk_speed },
  3351. { "max_lv", &battle_config.max_lv },
  3352. { "aura_lv", &battle_config.aura_lv },
  3353. { "max_parameter", &battle_config.max_parameter },
  3354. { "max_baby_parameter", &battle_config.max_baby_parameter },
  3355. { "max_def", &battle_config.max_def },
  3356. { "over_def_bonus", &battle_config.over_def_bonus },
  3357. { "skill_log", &battle_config.skill_log },
  3358. { "battle_log", &battle_config.battle_log },
  3359. { "save_log", &battle_config.save_log },
  3360. { "error_log", &battle_config.error_log },
  3361. { "etc_log", &battle_config.etc_log },
  3362. { "save_clothcolor", &battle_config.save_clothcolor },
  3363. { "undead_detect_type", &battle_config.undead_detect_type },
  3364. { "auto_counter_type", &battle_config.auto_counter_type },
  3365. { "min_hitrate", &battle_config.min_hitrate },
  3366. { "max_hitrate", &battle_config.max_hitrate },
  3367. { "agi_penalty_type", &battle_config.agi_penalty_type },
  3368. { "agi_penalty_count", &battle_config.agi_penalty_count },
  3369. { "agi_penalty_num", &battle_config.agi_penalty_num },
  3370. { "agi_penalty_count_lv", &battle_config.agi_penalty_count_lv },
  3371. { "vit_penalty_type", &battle_config.vit_penalty_type },
  3372. { "vit_penalty_count", &battle_config.vit_penalty_count },
  3373. { "vit_penalty_num", &battle_config.vit_penalty_num },
  3374. { "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv },
  3375. { "player_defense_type", &battle_config.player_defense_type },
  3376. { "monster_defense_type", &battle_config.monster_defense_type },
  3377. { "pet_defense_type", &battle_config.pet_defense_type },
  3378. { "magic_defense_type", &battle_config.magic_defense_type },
  3379. { "skill_reiteration", &battle_config.skill_reiteration },
  3380. { "skill_nofootset", &battle_config.skill_nofootset },
  3381. { "player_cloak_check_type", &battle_config.pc_cloak_check_type },
  3382. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type },
  3383. { "sense_type", &battle_config.estimation_type },
  3384. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate },
  3385. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate },
  3386. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate },
  3387. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate },
  3388. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate },
  3389. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty },
  3390. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill},
  3391. { "attack_direction_change", &battle_config.attack_direction_change },
  3392. { "land_skill_limit", &battle_config.land_skill_limit },
  3393. { "party_skill_penalty", &battle_config.party_skill_penalty },
  3394. { "monster_class_change_full_recover", &battle_config.monster_class_change_full_recover },
  3395. { "produce_item_name_input", &battle_config.produce_item_name_input },
  3396. { "produce_potion_name_input", &battle_config.produce_potion_name_input},
  3397. { "making_arrow_name_input", &battle_config.making_arrow_name_input },
  3398. { "holywater_name_input", &battle_config.holywater_name_input },
  3399. { "cdp_name_input", &battle_config.cdp_name_input },
  3400. { "display_delay_skill_fail", &battle_config.display_delay_skill_fail },
  3401. { "display_snatcher_skill_fail", &battle_config.display_snatcher_skill_fail },
  3402. { "chat_warpportal", &battle_config.chat_warpportal },
  3403. { "mob_warpportal", &battle_config.mob_warpportal },
  3404. { "dead_branch_active", &battle_config.dead_branch_active },
  3405. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party },
  3406. { "show_party_share_picker", &battle_config.party_show_share_picker },
  3407. { "party_item_share_type", &battle_config.party_share_type },
  3408. { "pet_attack_attr_none", &battle_config.pet_attack_attr_none },
  3409. { "mob_attack_attr_none", &battle_config.mob_attack_attr_none },
  3410. { "mob_ghostring_fix", &battle_config.mob_ghostring_fix },
  3411. { "pc_attack_attr_none", &battle_config.pc_attack_attr_none },
  3412. { "gx_allhit", &battle_config.gx_allhit },
  3413. { "gx_disptype", &battle_config.gx_disptype },
  3414. { "devotion_level_difference", &battle_config.devotion_level_difference },
  3415. { "player_skill_partner_check", &battle_config.player_skill_partner_check},
  3416. { "hide_GM_session", &battle_config.hide_GM_session },
  3417. { "invite_request_check", &battle_config.invite_request_check },
  3418. { "skill_removetrap_type", &battle_config.skill_removetrap_type },
  3419. { "disp_experience", &battle_config.disp_experience },
  3420. { "disp_zeny", &battle_config.disp_zeny },
  3421. { "castle_defense_rate", &battle_config.castle_defense_rate },
  3422. { "hp_rate", &battle_config.hp_rate },
  3423. { "sp_rate", &battle_config.sp_rate },
  3424. { "gm_cant_drop_min_lv", &battle_config.gm_cant_drop_min_lv },
  3425. { "gm_cant_drop_max_lv", &battle_config.gm_cant_drop_max_lv },
  3426. { "disp_hpmeter", &battle_config.disp_hpmeter },
  3427. { "bone_drop", &battle_config.bone_drop },
  3428. { "buyer_name", &battle_config.buyer_name },
  3429. { "skill_wall_check", &battle_config.skill_wall_check },
  3430. { "cell_stack_limit", &battle_config.cell_stack_limit },
  3431. // eAthena additions
  3432. { "item_logarithmic_drops", &battle_config.logarithmic_drops },
  3433. { "item_drop_common_min", &battle_config.item_drop_common_min }, // Added by TyrNemesis^
  3434. { "item_drop_common_max", &battle_config.item_drop_common_max },
  3435. { "item_drop_equip_min", &battle_config.item_drop_equip_min },
  3436. { "item_drop_equip_max", &battle_config.item_drop_equip_max },
  3437. { "item_drop_card_min", &battle_config.item_drop_card_min },
  3438. { "item_drop_card_max", &battle_config.item_drop_card_max },
  3439. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min },
  3440. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max }, // End Addition
  3441. { "item_drop_heal_min", &battle_config.item_drop_heal_min },
  3442. { "item_drop_heal_max", &battle_config.item_drop_heal_max },
  3443. { "item_drop_use_min", &battle_config.item_drop_use_min },
  3444. { "item_drop_use_max", &battle_config.item_drop_use_max },
  3445. { "item_drop_add_min", &battle_config.item_drop_adddrop_min },
  3446. { "item_drop_add_max", &battle_config.item_drop_adddrop_max },
  3447. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min },
  3448. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max },
  3449. { "prevent_logout", &battle_config.prevent_logout }, // Added by RoVeRT
  3450. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward }, // [Valaris]
  3451. { "drops_by_luk", &battle_config.drops_by_luk }, // [Valaris]
  3452. { "drops_by_luk2", &battle_config.drops_by_luk2 }, // [Skotlex]
  3453. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate },
  3454. { "equip_self_break_rate", &battle_config.equip_self_break_rate },
  3455. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate },
  3456. { "pk_mode", &battle_config.pk_mode }, // [Valaris]
  3457. { "pk_level_range", &battle_config.pk_level_range },
  3458. { "manner_system", &battle_config.manner_system }, // [Komurka]
  3459. { "pet_equip_required", &battle_config.pet_equip_required }, // [Valaris]
  3460. { "multi_level_up", &battle_config.multi_level_up }, // [Valaris]
  3461. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate }, // [Skotlex]
  3462. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty },
  3463. { "night_at_start", &battle_config.night_at_start }, // added by [Yor]
  3464. { "show_mob_hp", &battle_config.show_mob_hp }, // [Valaris]
  3465. { "ban_spoof_namer", &battle_config.ban_spoof_namer }, // added by [Yor]
  3466. { "hack_info_GM_level", &battle_config.hack_info_GM_level }, // added by [Yor]
  3467. { "any_warp_GM_min_level", &battle_config.any_warp_GM_min_level }, // added by [Yor]
  3468. { "packet_ver_flag", &battle_config.packet_ver_flag }, // added by [Yor]
  3469. { "min_hair_style", &battle_config.min_hair_style }, // added by [MouseJstr]
  3470. { "max_hair_style", &battle_config.max_hair_style }, // added by [MouseJstr]
  3471. { "min_hair_color", &battle_config.min_hair_color }, // added by [MouseJstr]
  3472. { "max_hair_color", &battle_config.max_hair_color }, // added by [MouseJstr]
  3473. { "min_cloth_color", &battle_config.min_cloth_color }, // added by [MouseJstr]
  3474. { "max_cloth_color", &battle_config.max_cloth_color }, // added by [MouseJstr]
  3475. { "pet_hair_style", &battle_config.pet_hair_style }, // added by [Skotlex]
  3476. { "castrate_dex_scale", &battle_config.castrate_dex_scale }, // added by [MouseJstr]
  3477. { "area_size", &battle_config.area_size }, // added by [MouseJstr]
  3478. { "muting_players", &battle_config.muting_players}, // added by [Apple]
  3479. { "zeny_from_mobs", &battle_config.zeny_from_mobs}, // [Valaris]
  3480. { "mobs_level_up", &battle_config.mobs_level_up}, // [Valaris]
  3481. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate}, // [Valaris]
  3482. { "pk_min_level", &battle_config.pk_min_level}, // [celest]
  3483. { "skill_steal_type", &battle_config.skill_steal_type}, // [celest]
  3484. { "skill_steal_rate", &battle_config.skill_steal_rate}, // [celest]
  3485. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries}, // [Lupus]
  3486. // { "night_darkness_level", &battle_config.night_darkness_level}, // [celest]
  3487. { "motd_type", &battle_config.motd_type}, // [celest]
  3488. { "allow_atcommand_when_mute", &battle_config.allow_atcommand_when_mute}, // [celest]
  3489. { "finding_ore_rate", &battle_config.finding_ore_rate}, // [celest]
  3490. { "exp_calc_type", &battle_config.exp_calc_type}, // [celest]
  3491. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit}, // [celest]
  3492. { "default_skill_delay", &battle_config.default_skill_delay}, // [Skotlex]
  3493. { "require_glory_guild", &battle_config.require_glory_guild}, // [celest]
  3494. { "idle_no_share", &battle_config.idle_no_share}, // [celest], for a feature by [MouseJstr]
  3495. { "party_even_share_bonus", &battle_config.party_even_share_bonus},
  3496. { "delay_battle_damage", &battle_config.delay_battle_damage}, // [celest]
  3497. { "hide_woe_damage", &battle_config.hide_woe_damage}, // [Skotlex]
  3498. { "display_version", &battle_config.display_version}, // [Ancyker], for a feature by...?
  3499. { "who_display_aid", &battle_config.who_display_aid}, // [Ancyker], for a feature by...?
  3500. { "display_hallucination", &battle_config.display_hallucination}, // [Skotlex]
  3501. { "use_statpoint_table", &battle_config.use_statpoint_table}, // [Skotlex]
  3502. { "ignore_items_gender", &battle_config.ignore_items_gender}, // [Lupus]
  3503. { "copyskill_restrict", &battle_config.copyskill_restrict}, // [Aru]
  3504. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs}, // [Aru]
  3505. { "debuff_on_logout", &battle_config.debuff_on_logout},
  3506. { "monster_ai", &battle_config.mob_ai},
  3507. { "dynamic_mobs", &battle_config.dynamic_mobs},
  3508. { "mob_remove_damaged", &battle_config.mob_remove_damaged},
  3509. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain}, // [Skotlex]
  3510. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain}, // [Skotlex]
  3511. { "mob_npc_event_type", &battle_config.mob_npc_event_type},
  3512. { "mob_clear_delay", &battle_config.mob_clear_delay}, // [Valaris]
  3513. { "character_size", &battle_config.character_size}, // [Lupus]
  3514. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl}, // [Lupus]
  3515. { "retaliate_to_master", &battle_config.retaliate_to_master}, // [Skotlex]
  3516. { "rare_drop_announce", &battle_config.rare_drop_announce}, // [Lupus]
  3517. { "firewall_hits_on_undead", &battle_config.firewall_hits_on_undead}, // [Skotlex]
  3518. { "title_lvl1", &battle_config.title_lvl1}, // [Lupus]
  3519. { "title_lvl2", &battle_config.title_lvl2}, // [Lupus]
  3520. { "title_lvl3", &battle_config.title_lvl3}, // [Lupus]
  3521. { "title_lvl4", &battle_config.title_lvl4}, // [Lupus]
  3522. { "title_lvl5", &battle_config.title_lvl5}, // [Lupus]
  3523. { "title_lvl6", &battle_config.title_lvl6}, // [Lupus]
  3524. { "title_lvl7", &battle_config.title_lvl7}, // [Lupus]
  3525. { "title_lvl8", &battle_config.title_lvl8}, // [Lupus]
  3526. { "duel_enable", &battle_config.duel_enable}, // [LuzZza]
  3527. { "duel_allow_pvp", &battle_config.duel_allow_pvp}, // [LuzZza]
  3528. { "duel_allow_gvg", &battle_config.duel_allow_gvg}, // [LuzZza]
  3529. { "duel_allow_teleport", &battle_config.duel_allow_teleport}, // [LuzZza]
  3530. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die}, //[LuzZza]
  3531. { "duel_time_interval", &battle_config.duel_time_interval}, // [LuzZza]
  3532. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu}, // [LuzZza]
  3533. { "allow_skill_without_day", &battle_config.allow_skill_without_day}, // [Komurka]
  3534. { "allow_es_magic_player", &battle_config.allow_es_magic_pc },
  3535. { "skill_caster_check", &battle_config.skill_caster_check },
  3536. { "status_cast_cancel", &battle_config.sc_castcancel },
  3537. { "pc_status_def_rate", &battle_config.pc_sc_def_rate },
  3538. { "mob_status_def_rate", &battle_config.mob_sc_def_rate },
  3539. { "pc_max_status_def", &battle_config.pc_max_sc_def },
  3540. { "mob_max_status_def", &battle_config.mob_max_sc_def },
  3541. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio },
  3542. { "autospell_stacking", &battle_config.autospell_stacking },
  3543. { "override_mob_names", &battle_config.override_mob_names },
  3544. };
  3545. static const struct battle_data_int {
  3546. const char *str;
  3547. int *val;
  3548. } battle_data_int[] = { //List here battle_athena options which are type int!
  3549. { "item_first_get_time", &battle_config.item_first_get_time },
  3550. { "item_second_get_time", &battle_config.item_second_get_time },
  3551. { "item_third_get_time", &battle_config.item_third_get_time },
  3552. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time },
  3553. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time },
  3554. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time },
  3555. { "base_exp_rate", &battle_config.base_exp_rate },
  3556. { "job_exp_rate", &battle_config.job_exp_rate },
  3557. { "zeny_penalty", &battle_config.zeny_penalty },
  3558. { "mvp_exp_rate", &battle_config.mvp_exp_rate },
  3559. { "natural_healhp_interval", &battle_config.natural_healhp_interval },
  3560. { "natural_healsp_interval", &battle_config.natural_healsp_interval },
  3561. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval},
  3562. { "max_hp", &battle_config.max_hp },
  3563. { "max_sp", &battle_config.max_sp },
  3564. { "max_cart_weight", &battle_config.max_cart_weight },
  3565. { "gvg_eliminate_time", &battle_config.gvg_eliminate_time },
  3566. { "vending_max_value", &battle_config.vending_max_value },
  3567. // eAthena additions
  3568. { "item_rate_mvp", &battle_config.item_rate_mvp },
  3569. { "item_rate_common", &battle_config.item_rate_common }, // Added by RoVeRT
  3570. { "item_rate_common_boss", &battle_config.item_rate_common_boss }, // [Reddozen]
  3571. { "item_rate_equip", &battle_config.item_rate_equip },
  3572. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss }, // [Reddozen]
  3573. { "item_rate_card", &battle_config.item_rate_card }, // End Addition
  3574. { "item_rate_card_boss", &battle_config.item_rate_card_boss }, // [Reddozen]
  3575. { "item_rate_heal", &battle_config.item_rate_heal }, // Added by Valaris
  3576. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss }, // [Reddozen]
  3577. { "item_rate_use", &battle_config.item_rate_use }, // End
  3578. { "item_rate_use_boss", &battle_config.item_rate_use_boss }, // [Reddozen]
  3579. { "item_rate_adddrop", &battle_config.item_rate_adddrop }, // End
  3580. { "item_rate_treasure", &battle_config.item_rate_treasure }, // End
  3581. { "day_duration", &battle_config.day_duration }, // added by [Yor]
  3582. { "night_duration", &battle_config.night_duration }, // added by [Yor]
  3583. { "mob_remove_delay", &battle_config.mob_remove_delay },
  3584. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration },
  3585. };
  3586. int battle_set_value(char *w1, char *w2) {
  3587. int i;
  3588. for(i = 0; i < sizeof(battle_data_short) / (sizeof(battle_data_short[0])); i++)
  3589. if (strcmpi(w1, battle_data_short[i].str) == 0) {
  3590. * battle_data_short[i].val = battle_config_switch(w2);
  3591. return 1;
  3592. }
  3593. for(i = 0; i < sizeof(battle_data_int) / (sizeof(battle_data_int[0])); i++)
  3594. if (strcmpi(w1, battle_data_int[i].str) == 0) {
  3595. *battle_data_int[i].val = battle_config_switch(w2);
  3596. return 1;
  3597. }
  3598. return 0;
  3599. }
  3600. int battle_get_value(char *w1) {
  3601. int i;
  3602. for(i = 0; i < sizeof(battle_data_short) / (sizeof(battle_data_short[0])); i++)
  3603. if (strcmpi(w1, battle_data_short[i].str) == 0) {
  3604. return * battle_data_short[i].val;
  3605. }
  3606. for(i = 0; i < sizeof(battle_data_int) / (sizeof(battle_data_int[0])); i++)
  3607. if (strcmpi(w1, battle_data_int[i].str) == 0) {
  3608. return *battle_data_int[i].val;
  3609. }
  3610. return 0;
  3611. }
  3612. void battle_set_defaults() {
  3613. battle_config.warp_point_debug=0;
  3614. battle_config.enemy_critical_rate=0;
  3615. battle_config.enemy_str=1;
  3616. battle_config.enemy_perfect_flee=0;
  3617. battle_config.cast_rate=100;
  3618. battle_config.delay_rate=100;
  3619. battle_config.delay_dependon_dex=0;
  3620. battle_config.sdelay_attack_enable=0;
  3621. battle_config.left_cardfix_to_right=0;
  3622. battle_config.skill_add_range=0;
  3623. battle_config.skill_out_range_consume=1;
  3624. battle_config.skillrange_by_distance=BL_MOB|BL_PET;
  3625. battle_config.use_weapon_skill_range=0;
  3626. battle_config.pc_damage_delay_rate=100;
  3627. battle_config.defnotenemy=0;
  3628. battle_config.vs_traps_bctall=BL_PC;
  3629. battle_config.traps_setting=0;
  3630. battle_config.clear_unit_ondeath=BL_ALL;
  3631. battle_config.random_monster_checklv=1;
  3632. battle_config.attr_recover=1;
  3633. battle_config.flooritem_lifetime=LIFETIME_FLOORITEM*1000;
  3634. battle_config.item_auto_get=0;
  3635. battle_config.item_first_get_time=3000;
  3636. battle_config.item_second_get_time=1000;
  3637. battle_config.item_third_get_time=1000;
  3638. battle_config.mvp_item_first_get_time=10000;
  3639. battle_config.mvp_item_second_get_time=10000;
  3640. battle_config.mvp_item_third_get_time=2000;
  3641. battle_config.drop_rate0item=0;
  3642. battle_config.base_exp_rate=100;
  3643. battle_config.job_exp_rate=100;
  3644. battle_config.pvp_exp=1;
  3645. battle_config.gtb_pvp_only=0;
  3646. battle_config.death_penalty_type=0;
  3647. battle_config.death_penalty_base=0;
  3648. battle_config.death_penalty_job=0;
  3649. battle_config.zeny_penalty=0;
  3650. battle_config.restart_hp_rate=0;
  3651. battle_config.restart_sp_rate=0;
  3652. battle_config.mvp_exp_rate=100;
  3653. battle_config.mvp_hp_rate=100;
  3654. battle_config.monster_hp_rate=100;
  3655. battle_config.monster_max_aspd=199;
  3656. battle_config.atc_gmonly=0;
  3657. battle_config.atc_spawn_quantity_limit=0;
  3658. battle_config.atc_slave_clone_limit=0;
  3659. battle_config.gm_allskill=0;
  3660. battle_config.gm_allequip=0;
  3661. battle_config.gm_skilluncond=0;
  3662. battle_config.gm_join_chat=0;
  3663. battle_config.gm_kick_chat=0;
  3664. battle_config.guild_max_castles=0;
  3665. battle_config.skillfree = 0;
  3666. battle_config.skillup_limit = 0;
  3667. battle_config.wp_rate=100;
  3668. battle_config.pp_rate=100;
  3669. battle_config.monster_active_enable=1;
  3670. battle_config.monster_damage_delay_rate=100;
  3671. battle_config.monster_loot_type=0;
  3672. battle_config.mob_skill_rate=100;
  3673. battle_config.mob_skill_delay=100;
  3674. battle_config.mob_count_rate=100;
  3675. battle_config.mob_spawn_delay=100;
  3676. battle_config.no_spawn_on_player=0;
  3677. battle_config.plant_spawn_delay=100;
  3678. battle_config.boss_spawn_delay=100;
  3679. battle_config.slaves_inherit_mode=1;
  3680. battle_config.slaves_inherit_speed=1;
  3681. battle_config.summons_inherit_effects=1;
  3682. battle_config.pc_walk_delay_rate=20;
  3683. battle_config.walk_delay_rate=100;
  3684. battle_config.multihit_delay=80;
  3685. battle_config.quest_skill_learn=0;
  3686. battle_config.quest_skill_reset=1;
  3687. battle_config.basic_skill_check=1;
  3688. battle_config.guild_emperium_check=1;
  3689. battle_config.guild_exp_limit=50;
  3690. battle_config.guild_exp_rate=100;
  3691. battle_config.pc_invincible_time = 5000;
  3692. battle_config.pet_catch_rate=100;
  3693. battle_config.pet_rename=0;
  3694. battle_config.pet_friendly_rate=100;
  3695. battle_config.pet_hungry_delay_rate=100;
  3696. battle_config.pet_hungry_friendly_decrease=5;
  3697. battle_config.pet_str=0;
  3698. battle_config.pet_status_support=0;
  3699. battle_config.pet_attack_support=0;
  3700. battle_config.pet_damage_support=0;
  3701. battle_config.pet_support_min_friendly=900;
  3702. battle_config.pet_support_rate=100;
  3703. battle_config.pet_attack_exp_to_master=0;
  3704. battle_config.pet_attack_exp_rate=100;
  3705. battle_config.pet_lv_rate=0; //Skotlex
  3706. battle_config.pet_max_stats=99; //Skotlex
  3707. battle_config.pet_max_atk1=750; //Skotlex
  3708. battle_config.pet_max_atk2=1000; //Skotlex
  3709. battle_config.pet_no_gvg=0; //Skotlex
  3710. battle_config.skill_min_damage=6; //Ishizu claims that magic and misc attacks always do at least div_ damage. [Skotlex]
  3711. battle_config.finger_offensive_type=0;
  3712. battle_config.heal_exp=0;
  3713. battle_config.resurrection_exp=0;
  3714. battle_config.shop_exp=0;
  3715. battle_config.combo_delay_rate=100;
  3716. battle_config.item_check=1;
  3717. battle_config.item_use_interval=100; //Use some very low value that won't bother players, but should cap bots.
  3718. battle_config.wedding_modifydisplay=0;
  3719. battle_config.wedding_ignorepalette=0;
  3720. battle_config.xmas_ignorepalette=0; // [Valaris]
  3721. battle_config.natural_healhp_interval=6000;
  3722. battle_config.natural_healsp_interval=8000;
  3723. battle_config.natural_heal_skill_interval=10000;
  3724. battle_config.natural_heal_weight_rate=50;
  3725. battle_config.item_name_override_grffile=1;
  3726. battle_config.item_equip_override_grffile=0; // [Celest]
  3727. battle_config.item_slots_override_grffile=0; // [Celest]
  3728. battle_config.indoors_override_grffile=0; // [Celest]
  3729. battle_config.skill_sp_override_grffile=0; // [Celest]
  3730. battle_config.cardillust_read_grffile=0; // [Celest]
  3731. battle_config.arrow_decrement=1;
  3732. battle_config.max_aspd = 199;
  3733. battle_config.max_walk_speed = 300;
  3734. battle_config.max_hp = 32500;
  3735. battle_config.max_sp = 32500;
  3736. battle_config.max_lv = 99; // [MouseJstr]
  3737. battle_config.aura_lv = 99; // [Skotlex]
  3738. battle_config.max_parameter = 99;
  3739. battle_config.max_baby_parameter = 80;
  3740. battle_config.max_cart_weight = 8000;
  3741. battle_config.max_def = 99; // [Skotlex]
  3742. battle_config.over_def_bonus = 0; // [Skotlex]
  3743. battle_config.skill_log = 0;
  3744. battle_config.battle_log = 0;
  3745. battle_config.save_log = 0;
  3746. battle_config.error_log = 1;
  3747. battle_config.etc_log = 1;
  3748. battle_config.save_clothcolor = 0;
  3749. battle_config.undead_detect_type = 0;
  3750. battle_config.auto_counter_type = BL_ALL;
  3751. battle_config.min_hitrate = 5;
  3752. battle_config.max_hitrate = 100;
  3753. battle_config.agi_penalty_type = 1;
  3754. battle_config.agi_penalty_count = 3;
  3755. battle_config.agi_penalty_num = 10;
  3756. battle_config.agi_penalty_count_lv = ATK_FLEE;
  3757. battle_config.vit_penalty_type = 1;
  3758. battle_config.vit_penalty_count = 3;
  3759. battle_config.vit_penalty_num = 5;
  3760. battle_config.vit_penalty_count_lv = ATK_DEF;
  3761. battle_config.player_defense_type = 0;
  3762. battle_config.monster_defense_type = 0;
  3763. battle_config.pet_defense_type = 0;
  3764. battle_config.magic_defense_type = 0;
  3765. battle_config.skill_reiteration = 0;
  3766. battle_config.skill_nofootset = BL_PC;
  3767. battle_config.pc_cloak_check_type = 1;
  3768. battle_config.monster_cloak_check_type = 0;
  3769. battle_config.estimation_type = 3;
  3770. battle_config.gvg_short_damage_rate = 100;
  3771. battle_config.gvg_long_damage_rate = 75;
  3772. battle_config.gvg_weapon_damage_rate = 60;
  3773. battle_config.gvg_magic_damage_rate = 50;
  3774. battle_config.gvg_misc_damage_rate = 60;
  3775. battle_config.gvg_flee_penalty = 20;
  3776. battle_config.gvg_eliminate_time = 7000;
  3777. battle_config.mob_changetarget_byskill = 0;
  3778. battle_config.attack_direction_change = BL_ALL;
  3779. battle_config.land_skill_limit = BL_ALL;
  3780. battle_config.party_skill_penalty = 1;
  3781. battle_config.monster_class_change_full_recover = 0;
  3782. battle_config.produce_item_name_input = 1;
  3783. battle_config.produce_potion_name_input = 1;
  3784. battle_config.making_arrow_name_input = 1;
  3785. battle_config.holywater_name_input = 1;
  3786. battle_config.cdp_name_input = 1;
  3787. battle_config.display_delay_skill_fail = 1;
  3788. battle_config.display_snatcher_skill_fail = 1;
  3789. battle_config.chat_warpportal = 0;
  3790. battle_config.mob_warpportal = 0;
  3791. battle_config.dead_branch_active = 0;
  3792. battle_config.vending_max_value = 10000000;
  3793. battle_config.show_steal_in_same_party = 0;
  3794. battle_config.party_share_type = 0;
  3795. battle_config.party_show_share_picker = 0;
  3796. battle_config.pet_attack_attr_none = 0;
  3797. battle_config.pc_attack_attr_none = 0;
  3798. battle_config.mob_attack_attr_none = 0;
  3799. battle_config.mob_ghostring_fix = 1;
  3800. battle_config.gx_allhit = 1;
  3801. battle_config.gx_disptype = 1;
  3802. battle_config.devotion_level_difference = 10;
  3803. battle_config.player_skill_partner_check = 1;
  3804. battle_config.hide_GM_session = 0;
  3805. battle_config.invite_request_check = 1;
  3806. battle_config.skill_removetrap_type = 0;
  3807. battle_config.disp_experience = 0;
  3808. battle_config.disp_zeny = 0;
  3809. battle_config.castle_defense_rate = 100;
  3810. battle_config.hp_rate = 100;
  3811. battle_config.sp_rate = 100;
  3812. battle_config.gm_cant_drop_min_lv = 1;
  3813. battle_config.gm_cant_drop_max_lv = 0;
  3814. battle_config.disp_hpmeter = 60;
  3815. battle_config.skill_wall_check = 1;
  3816. battle_config.cell_stack_limit = 1;
  3817. battle_config.bone_drop = 0;
  3818. battle_config.buyer_name = 1;
  3819. // eAthena additions
  3820. battle_config.item_rate_mvp=100;
  3821. battle_config.item_rate_common = 100;
  3822. battle_config.item_rate_common_boss = battle_config.item_rate_common; // [Reddozen]
  3823. battle_config.item_rate_equip = 100;
  3824. battle_config.item_rate_equip_boss = battle_config.item_rate_equip; // [Reddozen]
  3825. battle_config.item_rate_card = 100;
  3826. battle_config.item_rate_card_boss = battle_config.item_rate_card; // [Reddozen]
  3827. battle_config.item_rate_heal = 100; // Added by Valaris
  3828. battle_config.item_rate_heal_boss = battle_config.item_rate_heal; // [Reddozen]
  3829. battle_config.item_rate_use = 100; // End
  3830. battle_config.item_rate_use_boss = battle_config.item_rate_use; // [Reddozen]
  3831. battle_config.item_rate_adddrop = 100;
  3832. battle_config.item_rate_treasure = 100;
  3833. battle_config.logarithmic_drops = 0;
  3834. battle_config.item_drop_common_min=1; // Added by TyrNemesis^
  3835. battle_config.item_drop_common_max=10000;
  3836. battle_config.item_drop_equip_min=1;
  3837. battle_config.item_drop_equip_max=10000;
  3838. battle_config.item_drop_card_min=1;
  3839. battle_config.item_drop_card_max=10000;
  3840. battle_config.item_drop_mvp_min=1;
  3841. battle_config.item_drop_mvp_max=10000; // End Addition
  3842. battle_config.item_drop_heal_min=1; // Added by Valaris
  3843. battle_config.item_drop_heal_max=10000;
  3844. battle_config.item_drop_use_min=1;
  3845. battle_config.item_drop_use_max=10000; // End
  3846. battle_config.item_drop_adddrop_min=1;
  3847. battle_config.item_drop_adddrop_max=10000;
  3848. battle_config.item_drop_treasure_min=1;
  3849. battle_config.item_drop_treasure_max=10000;
  3850. battle_config.prevent_logout = 10000; // Added by RoVeRT
  3851. battle_config.drops_by_luk = 0; // [Valaris]
  3852. battle_config.drops_by_luk2 = 0;
  3853. battle_config.equip_natural_break_rate = 1;
  3854. battle_config.equip_self_break_rate = 100; // [Valaris], adapted by [Skotlex]
  3855. battle_config.equip_skill_break_rate = 100; // [Valaris], adapted by [Skotlex]
  3856. battle_config.pk_mode = 0; // [Valaris]
  3857. battle_config.pk_level_range = 0; // [Skotlex]
  3858. battle_config.manner_system = 1; // [Valaris]
  3859. battle_config.pet_equip_required = 0; // [Valaris]
  3860. battle_config.multi_level_up = 0; // [Valaris]
  3861. battle_config.max_exp_gain_rate = 0; // [Skotlex]
  3862. battle_config.backstab_bow_penalty = 0; // Akaru
  3863. battle_config.night_at_start = 0; // added by [Yor]
  3864. battle_config.day_duration = 2*60*60*1000; // added by [Yor] (2 hours)
  3865. battle_config.night_duration = 30*60*1000; // added by [Yor] (30 minutes)
  3866. battle_config.show_mob_hp = 0; // [Valaris]
  3867. battle_config.ban_spoof_namer = 5; // added by [Yor] (default: 5 minutes)
  3868. battle_config.hack_info_GM_level = 60; // added by [Yor] (default: 60, GM level)
  3869. battle_config.any_warp_GM_min_level = 20; // added by [Yor]
  3870. battle_config.packet_ver_flag = 1023; // added by [Yor]
  3871. battle_config.min_hair_style = 0;
  3872. battle_config.max_hair_style = 23;
  3873. battle_config.min_hair_color = 0;
  3874. battle_config.max_hair_color = 9;
  3875. battle_config.min_cloth_color = 0;
  3876. battle_config.max_cloth_color = 4;
  3877. battle_config.pet_hair_style = 100;
  3878. battle_config.zeny_from_mobs = 0;
  3879. battle_config.mobs_level_up = 0; // [Valaris]
  3880. battle_config.mobs_level_up_exp_rate = 1; // [Valaris]
  3881. battle_config.pk_min_level = 55;
  3882. battle_config.skill_steal_type = 1;
  3883. battle_config.skill_steal_rate = 100;
  3884. battle_config.skill_steal_max_tries = 15; //=16 tries
  3885. // battle_config.night_darkness_level = 9;
  3886. battle_config.motd_type = 0;
  3887. battle_config.allow_atcommand_when_mute = 0;
  3888. battle_config.finding_ore_rate = 100;
  3889. battle_config.castrate_dex_scale = 150;
  3890. battle_config.area_size = 14;
  3891. battle_config.exp_calc_type = 1;
  3892. battle_config.min_skill_delay_limit = 100;
  3893. battle_config.default_skill_delay = 300; //Default skill delay according to official servers.
  3894. battle_config.require_glory_guild = 0;
  3895. battle_config.idle_no_share = 0;
  3896. battle_config.party_even_share_bonus = 0;
  3897. battle_config.delay_battle_damage = 1;
  3898. battle_config.hide_woe_damage = 0;
  3899. battle_config.display_version = 1;
  3900. battle_config.who_display_aid = 0;
  3901. battle_config.display_hallucination = 1;
  3902. battle_config.ignore_items_gender = 1;
  3903. battle_config.copyskill_restrict = 2;
  3904. battle_config.berserk_cancels_buffs = 1;
  3905. battle_config.debuff_on_logout = 1;
  3906. battle_config.use_statpoint_table = 1;
  3907. battle_config.mob_ai = 0;
  3908. battle_config.dynamic_mobs = 1; // use Dynamic Mobs [Wizputer]
  3909. battle_config.mob_remove_damaged = 1; // Dynamic Mobs - Remove mobs even if damaged [Wizputer]
  3910. battle_config.mob_remove_delay = 60000;
  3911. battle_config.show_hp_sp_drain = 0; //Display drained hp/sp from attacks
  3912. battle_config.show_hp_sp_gain = 1; //Display gained hp/sp from mob-kills
  3913. battle_config.mob_npc_event_type = 1; //Execute npc-event on player that delivered final blow.
  3914. battle_config.mob_clear_delay = 0;
  3915. battle_config.character_size = 3; //3: Peco riders Size=2, Baby Class Riders Size=1 [Lupus]
  3916. battle_config.mob_max_skilllvl = MAX_SKILL_LEVEL; //max possible level of monsters skills [Lupus]
  3917. battle_config.retaliate_to_master = 1; //Make mobs retaliate against the master rather than the mob that attacked them. [Skotlex]
  3918. battle_config.rare_drop_announce = 1; //show global announces for rare items drops (<= 0.01% chance) [Lupus]
  3919. battle_config.firewall_hits_on_undead = 1;
  3920. battle_config.title_lvl1 = 1; //Players Titles for @who, etc commands [Lupus]
  3921. battle_config.title_lvl2 = 10;
  3922. battle_config.title_lvl3 = 20;
  3923. battle_config.title_lvl4 = 40;
  3924. battle_config.title_lvl5 = 50;
  3925. battle_config.title_lvl6 = 60;
  3926. battle_config.title_lvl7 = 80;
  3927. battle_config.title_lvl8 = 99;
  3928. battle_config.duel_enable = 1;
  3929. battle_config.duel_allow_pvp = 0;
  3930. battle_config.duel_allow_pvp = 0;
  3931. battle_config.duel_allow_teleport = 0;
  3932. battle_config.duel_autoleave_when_die = 1;
  3933. battle_config.duel_time_interval = 60;
  3934. battle_config.skip_teleport_lv1_menu = 0;
  3935. battle_config.allow_skill_without_day = 0;
  3936. battle_config.allow_es_magic_pc = 0;
  3937. battle_config.skill_caster_check = 1;
  3938. battle_config.sc_castcancel = 0;
  3939. battle_config.pc_sc_def_rate = 100;
  3940. battle_config.mob_sc_def_rate = 100;
  3941. battle_config.pc_max_sc_def = 10000;
  3942. battle_config.mob_max_sc_def = 5000;
  3943. battle_config.sg_miracle_skill_ratio=1;
  3944. battle_config.sg_miracle_skill_duration=600000;
  3945. battle_config.autospell_stacking = 0;
  3946. battle_config.override_mob_names = 0;
  3947. }
  3948. void battle_validate_conf() {
  3949. if(battle_config.flooritem_lifetime < 1000)
  3950. battle_config.flooritem_lifetime = LIFETIME_FLOORITEM*1000;
  3951. /* if(battle_config.restart_hp_rate < 0)
  3952. battle_config.restart_hp_rate = 0;
  3953. else*/ if(battle_config.restart_hp_rate > 100)
  3954. battle_config.restart_hp_rate = 100;
  3955. /* if(battle_config.restart_sp_rate < 0)
  3956. battle_config.restart_sp_rate = 0;
  3957. else*/ if(battle_config.restart_sp_rate > 100)
  3958. battle_config.restart_sp_rate = 100;
  3959. if(battle_config.natural_healhp_interval < NATURAL_HEAL_INTERVAL)
  3960. battle_config.natural_healhp_interval=NATURAL_HEAL_INTERVAL;
  3961. if(battle_config.natural_healsp_interval < NATURAL_HEAL_INTERVAL)
  3962. battle_config.natural_healsp_interval=NATURAL_HEAL_INTERVAL;
  3963. if(battle_config.natural_heal_skill_interval < NATURAL_HEAL_INTERVAL)
  3964. battle_config.natural_heal_skill_interval=NATURAL_HEAL_INTERVAL;
  3965. if(battle_config.natural_heal_weight_rate < 50)
  3966. battle_config.natural_heal_weight_rate = 50;
  3967. if(battle_config.natural_heal_weight_rate > 101)
  3968. battle_config.natural_heal_weight_rate = 101;
  3969. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
  3970. if(battle_config.monster_max_aspd < 10)
  3971. battle_config.monster_max_aspd = 10;
  3972. if(battle_config.monster_max_aspd > 1000)
  3973. battle_config.monster_max_aspd = 1000;
  3974. battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
  3975. if(battle_config.max_aspd < 10)
  3976. battle_config.max_aspd = 10;
  3977. if(battle_config.max_aspd > 1000)
  3978. battle_config.max_aspd = 1000;
  3979. if (battle_config.max_walk_speed < 100)
  3980. battle_config.max_walk_speed = 100;
  3981. battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
  3982. if (battle_config.max_walk_speed < 1)
  3983. battle_config.max_walk_speed = 1;
  3984. if(battle_config.hp_rate < 1)
  3985. battle_config.hp_rate = 1;
  3986. if(battle_config.sp_rate < 1)
  3987. battle_config.sp_rate = 1;
  3988. if(battle_config.max_hp > 1000000000)
  3989. battle_config.max_hp = 1000000000;
  3990. if(battle_config.max_hp < 100)
  3991. battle_config.max_hp = 100;
  3992. if(battle_config.max_sp > 1000000000)
  3993. battle_config.max_sp = 1000000000;
  3994. if(battle_config.max_sp < 100)
  3995. battle_config.max_sp = 100;
  3996. if(battle_config.max_parameter < 10)
  3997. battle_config.max_parameter = 10;
  3998. if(battle_config.max_parameter > 10000)
  3999. battle_config.max_parameter = 10000;
  4000. if(battle_config.max_baby_parameter < 10)
  4001. battle_config.max_baby_parameter = 10;
  4002. if(battle_config.max_baby_parameter > 10000)
  4003. battle_config.max_baby_parameter = 10000;
  4004. if(battle_config.max_cart_weight > 1000000)
  4005. battle_config.max_cart_weight = 1000000;
  4006. if(battle_config.max_cart_weight < 100)
  4007. battle_config.max_cart_weight = 100;
  4008. battle_config.max_cart_weight *= 10;
  4009. if(battle_config.max_def > 100 && !battle_config.player_defense_type) // added by [Skotlex]
  4010. battle_config.max_def = 100;
  4011. if(battle_config.over_def_bonus > 1000)
  4012. battle_config.over_def_bonus = 1000;
  4013. if(battle_config.min_hitrate > battle_config.max_hitrate)
  4014. battle_config.min_hitrate = battle_config.max_hitrate;
  4015. if(battle_config.agi_penalty_count < 2)
  4016. battle_config.agi_penalty_count = 2;
  4017. if(battle_config.vit_penalty_count < 2)
  4018. battle_config.vit_penalty_count = 2;
  4019. if(battle_config.guild_exp_limit > 99)
  4020. battle_config.guild_exp_limit = 99;
  4021. /* if(battle_config.guild_exp_limit < 0)
  4022. battle_config.guild_exp_limit = 0;*/
  4023. if(battle_config.pet_support_min_friendly > 950) //Capped to 950/1000 [Skotlex]
  4024. battle_config.pet_support_min_friendly = 950;
  4025. if(battle_config.pet_hungry_delay_rate < 10)
  4026. battle_config.pet_hungry_delay_rate=10;
  4027. if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  4028. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  4029. // if(battle_config.castle_defense_rate < 0)
  4030. // battle_config.castle_defense_rate = 0;
  4031. if(battle_config.castle_defense_rate > 100)
  4032. battle_config.castle_defense_rate = 100;
  4033. if(battle_config.item_drop_common_min < 1) // Added by TyrNemesis^
  4034. battle_config.item_drop_common_min = 1;
  4035. if(battle_config.item_drop_common_max > 10000)
  4036. battle_config.item_drop_common_max = 10000;
  4037. if(battle_config.item_drop_equip_min < 1)
  4038. battle_config.item_drop_equip_min = 1;
  4039. if(battle_config.item_drop_equip_max > 10000)
  4040. battle_config.item_drop_equip_max = 10000;
  4041. if(battle_config.item_drop_card_min < 1)
  4042. battle_config.item_drop_card_min = 1;
  4043. if(battle_config.item_drop_card_max > 10000)
  4044. battle_config.item_drop_card_max = 10000;
  4045. if(battle_config.item_drop_mvp_min < 1)
  4046. battle_config.item_drop_mvp_min = 1;
  4047. if(battle_config.item_drop_mvp_max > 10000)
  4048. battle_config.item_drop_mvp_max = 10000; // End Addition
  4049. /* if (battle_config.night_at_start < 0) // added by [Yor]
  4050. battle_config.night_at_start = 0;
  4051. else if (battle_config.night_at_start > 1) // added by [Yor]
  4052. battle_config.night_at_start = 1; */
  4053. if (battle_config.day_duration != 0 && battle_config.day_duration < 60000) // added by [Yor]
  4054. battle_config.day_duration = 60000;
  4055. if (battle_config.night_duration != 0 && battle_config.night_duration < 60000) // added by [Yor]
  4056. battle_config.night_duration = 60000;
  4057. /* if (battle_config.ban_spoof_namer < 0) // added by [Yor]
  4058. battle_config.ban_spoof_namer = 0;
  4059. else*/ if (battle_config.ban_spoof_namer > 32767)
  4060. battle_config.ban_spoof_namer = 32767;
  4061. /* if (battle_config.hack_info_GM_level < 0) // added by [Yor]
  4062. battle_config.hack_info_GM_level = 0;
  4063. else*/ if (battle_config.hack_info_GM_level > 100)
  4064. battle_config.hack_info_GM_level = 100;
  4065. /* if (battle_config.any_warp_GM_min_level < 0) // added by [Yor]
  4066. battle_config.any_warp_GM_min_level = 0;
  4067. else*/ if (battle_config.any_warp_GM_min_level > 100)
  4068. battle_config.any_warp_GM_min_level = 100;
  4069. /* //This is a hassle to keep updated each time there's a new limit to packet_ver_flag.... [Skotlex]
  4070. // at least 1 client must be accepted
  4071. if ((battle_config.packet_ver_flag & 255) == 0) // added by [Yor]
  4072. battle_config.packet_ver_flag = 255; // accept all clients
  4073. */
  4074. /* Deprecated by dynamix's new night system (using SI_NIGHT)
  4075. if (battle_config.night_darkness_level <= 0)
  4076. battle_config.night_darkness_level = 9;
  4077. else if (battle_config.night_darkness_level > 10) // Celest
  4078. battle_config.night_darkness_level = 10;
  4079. */
  4080. /* if (battle_config.motd_type < 0)
  4081. battle_config.motd_type = 0;
  4082. else if (battle_config.motd_type > 1)
  4083. battle_config.motd_type = 1;
  4084. */
  4085. // if (battle_config.finding_ore_rate < 0)
  4086. // battle_config.finding_ore_rate = 0;
  4087. if (battle_config.vending_max_value > MAX_ZENY || battle_config.vending_max_value==0)
  4088. battle_config.vending_max_value = MAX_ZENY;
  4089. if (battle_config.min_skill_delay_limit < 10)
  4090. battle_config.min_skill_delay_limit = 10; // minimum delay of 10ms
  4091. //Spawn delays [Skotlex]
  4092. /* if (battle_config.mob_spawn_delay < 0)
  4093. battle_config.mob_spawn_delay = 0;
  4094. if (battle_config.boss_spawn_delay < 0)
  4095. battle_config.boss_spawn_delay = 0;
  4096. if (battle_config.plant_spawn_delay < 0)
  4097. battle_config.plant_spawn_delay = 0;
  4098. */
  4099. if (battle_config.no_spawn_on_player > 50)
  4100. battle_config.no_spawn_on_player = 50;
  4101. if (battle_config.mob_remove_delay < 15000) //Min 15 sec
  4102. battle_config.mob_remove_delay = 15000;
  4103. if (battle_config.dynamic_mobs > 1)
  4104. battle_config.dynamic_mobs = 1; //The flag will be used in assignations
  4105. if (battle_config.mob_max_skilllvl> 11 || battle_config.mob_max_skilllvl<1 )
  4106. battle_config.mob_max_skilllvl = 11;
  4107. if (battle_config.firewall_hits_on_undead < 1)
  4108. battle_config.firewall_hits_on_undead = 1;
  4109. else if (battle_config.firewall_hits_on_undead > 255) //The flag passed to battle_calc_damage is limited to 0xff
  4110. battle_config.firewall_hits_on_undead = 255;
  4111. if (battle_config.prevent_logout > 60000)
  4112. battle_config.prevent_logout = 60000;
  4113. if (battle_config.mobs_level_up_exp_rate < 1) // [Valaris]
  4114. battle_config.mobs_level_up_exp_rate = 1;
  4115. if (battle_config.pc_max_sc_def > 10000)
  4116. battle_config.pc_max_sc_def = 10000;
  4117. if (battle_config.mob_max_sc_def > 10000)
  4118. battle_config.mob_max_sc_def = 10000;
  4119. if (battle_config.sg_miracle_skill_ratio > 10000)
  4120. battle_config.sg_miracle_skill_ratio = 10000;
  4121. if (battle_config.skill_steal_max_tries > 254)
  4122. battle_config.skill_steal_max_tries = 254;
  4123. #ifdef CELL_NOSTACK
  4124. if (battle_config.cell_stack_limit < 1)
  4125. battle_config.cell_stack_limit = 1;
  4126. else
  4127. if (battle_config.cell_stack_limit > 255)
  4128. battle_config.cell_stack_limit = 255;
  4129. #else
  4130. if (battle_config.cell_stack_limit != 1)
  4131. ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  4132. #endif
  4133. }
  4134. /*==========================================
  4135. * ?Ý’èƒtƒ@ƒCƒ‹‚ð“Ç‚Ý?ž‚Þ
  4136. *------------------------------------------
  4137. */
  4138. int battle_config_read(const char *cfgName)
  4139. {
  4140. char line[1024], w1[1024], w2[1024];
  4141. FILE *fp;
  4142. static int count = 0;
  4143. if ((count++) == 0)
  4144. battle_set_defaults();
  4145. fp = fopen(cfgName,"r");
  4146. if (fp == NULL) {
  4147. ShowError("File not found: %s\n", cfgName);
  4148. return 1;
  4149. }
  4150. while(fgets(line,1020,fp)){
  4151. if (line[0] == '/' && line[1] == '/')
  4152. continue;
  4153. if (sscanf(line, "%[^:]:%s", w1, w2) != 2)
  4154. continue;
  4155. if (strcmpi(w1, "import") == 0)
  4156. battle_config_read(w2);
  4157. else
  4158. battle_set_value(w1, w2);
  4159. }
  4160. fclose(fp);
  4161. if (--count == 0) {
  4162. battle_validate_conf();
  4163. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  4164. }
  4165. return 0;
  4166. }
  4167. void do_init_battle(void) {
  4168. delay_damage_ers = ers_new((uint32)sizeof(struct delay_damage));
  4169. }
  4170. void do_final_battle(void) {
  4171. ers_destroy(delay_damage_ers);
  4172. }