battle.c 213 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/ers.h"
  9. #include "../common/random.h"
  10. #include "../common/strlib.h"
  11. #include "../common/utils.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "pc.h"
  15. #include "status.h"
  16. #include "skill.h"
  17. #include "homunculus.h"
  18. #include "mercenary.h"
  19. #include "elemental.h"
  20. #include "mob.h"
  21. #include "itemdb.h"
  22. #include "clif.h"
  23. #include "pet.h"
  24. #include "guild.h"
  25. #include "party.h"
  26. #include "battle.h"
  27. #include "battleground.h"
  28. #include <stdio.h>
  29. #include <stdlib.h>
  30. #include <string.h>
  31. #include <math.h>
  32. int attr_fix_table[4][ELE_MAX][ELE_MAX];
  33. struct Battle_Config battle_config;
  34. static struct eri *delay_damage_ers; //For battle delay damage structures.
  35. int battle_getcurrentskill(struct block_list *bl)
  36. { //Returns the current/last skill in use by this bl.
  37. struct unit_data *ud;
  38. if( bl->type == BL_SKILL )
  39. {
  40. struct skill_unit * su = (struct skill_unit*)bl;
  41. return su->group?su->group->skill_id:0;
  42. }
  43. ud = unit_bl2ud(bl);
  44. return ud?ud->skillid:0;
  45. }
  46. /*==========================================
  47. * Get random targetting enemy
  48. *------------------------------------------*/
  49. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  50. {
  51. struct block_list **bl_list;
  52. struct unit_data *ud;
  53. int target_id;
  54. int *c;
  55. bl_list = va_arg(ap, struct block_list **);
  56. c = va_arg(ap, int *);
  57. target_id = va_arg(ap, int);
  58. if (bl->id == target_id)
  59. return 0;
  60. if (*c >= 24)
  61. return 0;
  62. ud = unit_bl2ud(bl);
  63. if (!ud) return 0;
  64. if (ud->target == target_id || ud->skilltarget == target_id) {
  65. bl_list[(*c)++] = bl;
  66. return 1;
  67. }
  68. return 0;
  69. }
  70. struct block_list* battle_gettargeted(struct block_list *target)
  71. {
  72. struct block_list *bl_list[24];
  73. int c = 0;
  74. nullpo_retr(NULL, target);
  75. memset(bl_list, 0, sizeof(bl_list));
  76. map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  77. if (c == 0 || c > 24)
  78. return NULL;
  79. return bl_list[rnd()%c];
  80. }
  81. //Returns the id of the current targetted character of the passed bl. [Skotlex]
  82. int battle_gettarget(struct block_list* bl)
  83. {
  84. switch (bl->type)
  85. {
  86. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  87. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  88. case BL_PET: return ((struct pet_data*)bl)->target_id;
  89. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  90. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  91. case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
  92. }
  93. return 0;
  94. }
  95. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  96. {
  97. struct block_list **bl_list;
  98. struct block_list *target;
  99. int *c;
  100. bl_list = va_arg(ap, struct block_list **);
  101. c = va_arg(ap, int *);
  102. target = va_arg(ap, struct block_list *);
  103. if (bl->id == target->id)
  104. return 0;
  105. if (*c >= 23)
  106. return 0;
  107. if (status_isdead(bl))
  108. return 0;
  109. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  110. bl_list[(*c)++] = bl;
  111. return 1;
  112. }
  113. return 0;
  114. }
  115. // Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex]
  116. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  117. {
  118. struct block_list *bl_list[24];
  119. int c = 0;
  120. memset(bl_list, 0, sizeof(bl_list));
  121. map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  122. if (c == 0 )
  123. return NULL;
  124. if( c >= 24 )
  125. c = 23;
  126. return bl_list[rnd()%c];
  127. }
  128. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  129. {
  130. struct block_list **bl_list, *src;
  131. int *c, ignore_id;
  132. bl_list = va_arg(ap, struct block_list **);
  133. c = va_arg(ap, int *);
  134. src = va_arg(ap, struct block_list *);
  135. ignore_id = va_arg(ap, int);
  136. if( bl->id == src->id || bl->id == ignore_id )
  137. return 0; // Ignores Caster and a possible pre-target
  138. if( *c >= 23 )
  139. return 0;
  140. if( status_isdead(bl) )
  141. return 0;
  142. if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
  143. { // Is Enemy!...
  144. bl_list[(*c)++] = bl;
  145. return 1;
  146. }
  147. return 0;
  148. }
  149. // Pick a random enemy
  150. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  151. {
  152. struct block_list *bl_list[24];
  153. int c = 0;
  154. memset(bl_list, 0, sizeof(bl_list));
  155. map_foreachinarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  156. if( c == 0 )
  157. return NULL;
  158. if( c >= 24 )
  159. c = 23;
  160. return bl_list[rnd()%c];
  161. }
  162. // ダ??[ジの遅延
  163. struct delay_damage {
  164. struct block_list *src;
  165. struct block_list *target;
  166. int damage;
  167. int delay;
  168. unsigned short distance;
  169. unsigned short skill_lv;
  170. unsigned short skill_id;
  171. enum damage_lv dmg_lv;
  172. unsigned short attack_type;
  173. };
  174. int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data)
  175. {
  176. struct delay_damage *dat = (struct delay_damage *)data;
  177. if ( dat && dat->target && dat->target->prev != NULL && !status_isdead(dat->target) ) {
  178. if( dat->src && dat->src->prev != NULL && id == dat->src->id &&
  179. dat->target->m == dat->src->m &&
  180. (dat->target->type != BL_PC || ((TBL_PC*)dat->target)->invincible_timer == INVALID_TIMER) &&
  181. check_distance_bl(dat->src, dat->target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  182. {
  183. map_freeblock_lock();
  184. status_fix_damage(dat->src, dat->target, dat->damage, dat->delay);
  185. if( dat->attack_type && !status_isdead(dat->target) )
  186. skill_additional_effect(dat->src,dat->target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
  187. if( dat->dmg_lv > ATK_BLOCK && dat->attack_type )
  188. skill_counter_additional_effect(dat->src,dat->target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  189. map_freeblock_unlock();
  190. } else if( dat->skill_id == CR_REFLECTSHIELD && !map_id2bl(id) ) {
  191. /**
  192. * it was monster reflected damage, and the monster died, we pass the damage to the character as expected
  193. **/
  194. map_freeblock_lock();
  195. status_fix_damage(dat->target, dat->target, dat->damage, dat->delay);
  196. map_freeblock_unlock();
  197. }
  198. }
  199. ers_free(delay_damage_ers, dat);
  200. return 0;
  201. }
  202. int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, enum damage_lv dmg_lv, int ddelay)
  203. {
  204. struct delay_damage *dat;
  205. struct status_change *sc;
  206. nullpo_ret(src);
  207. nullpo_ret(target);
  208. sc = status_get_sc(target);
  209. if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
  210. damage = 0;
  211. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  212. map_freeblock_lock();
  213. status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope]
  214. if( attack_type && !status_isdead(target) )
  215. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
  216. if( dmg_lv > ATK_BLOCK && attack_type )
  217. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  218. map_freeblock_unlock();
  219. return 0;
  220. }
  221. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  222. dat->src = src;
  223. dat->target = target;
  224. dat->skill_id = skill_id;
  225. dat->skill_lv = skill_lv;
  226. dat->attack_type = attack_type;
  227. dat->damage = damage;
  228. dat->dmg_lv = dmg_lv;
  229. dat->delay = ddelay;
  230. dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
  231. if (src->type != BL_PC && amotion > 1000)
  232. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  233. add_timer(tick+amotion, battle_delay_damage_sub, src->id, (intptr_t)dat);
  234. return 0;
  235. }
  236. int battle_attr_ratio(int atk_elem,int def_type, int def_lv)
  237. {
  238. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  239. return 100;
  240. if (def_type < 0 || def_type > ELE_MAX || def_lv < 1 || def_lv > 4)
  241. return 100;
  242. return attr_fix_table[def_lv-1][atk_elem][def_type];
  243. }
  244. /*==========================================
  245. * Does attribute fix modifiers.
  246. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  247. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  248. *------------------------------------------*/
  249. int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv)
  250. {
  251. struct status_change *sc=NULL, *tsc=NULL;
  252. int ratio;
  253. if (src) sc = status_get_sc(src);
  254. if (target) tsc = status_get_sc(target);
  255. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  256. atk_elem = rnd()%ELE_MAX;
  257. if (def_type < 0 || def_type > ELE_MAX ||
  258. def_lv < 1 || def_lv > 4) {
  259. ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  260. return damage;
  261. }
  262. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  263. if (sc && sc->count) {
  264. if(sc->data[SC_VOLCANO] && atk_elem == ELE_FIRE)
  265. ratio += enchant_eff[sc->data[SC_VOLCANO]->val1-1];
  266. if(sc->data[SC_VIOLENTGALE] && atk_elem == ELE_WIND)
  267. ratio += enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1];
  268. if(sc->data[SC_DELUGE] && atk_elem == ELE_WATER)
  269. ratio += enchant_eff[sc->data[SC_DELUGE]->val1-1];
  270. }
  271. if( target && target->type == BL_SKILL ) {
  272. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  273. struct skill_unit *su = (struct skill_unit*)target;
  274. struct skill_unit_group *sg;
  275. struct block_list *src;
  276. int x,y;
  277. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  278. (src = map_id2bl(sg->src_id)) == NULL || status_isdead(src) )
  279. return 0;
  280. if( sg->unit_id != UNT_FIREWALL ) {
  281. x = sg->val3 >> 16;
  282. y = sg->val3 & 0xffff;
  283. skill_unitsetting(src,su->group->skill_id,su->group->skill_lv,x,y,1);
  284. sg->val3 = -1;
  285. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  286. }
  287. }
  288. }
  289. if( tsc && tsc->count ) {
  290. if( tsc->data[SC_SPIDERWEB] && atk_elem == ELE_FIRE ){
  291. tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
  292. if( tsc->data[SC_SPIDERWEB]->val2-- > 0 )
  293. damage <<= 1; // double damage
  294. if( tsc->data[SC_SPIDERWEB]->val2 == 0 )
  295. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  296. }
  297. if( tsc->data[SC_ORATIO] && atk_elem == ELE_HOLY )
  298. ratio += tsc->data[SC_ORATIO]->val1 * 2;
  299. if( tsc->data[SC_VENOMIMPRESS] && atk_elem == ELE_POISON )
  300. ratio += tsc->data[SC_VENOMIMPRESS]->val2;
  301. if( tsc->data[SC_THORNSTRAP] && atk_elem == ELE_FIRE )
  302. status_change_end(target, SC_THORNSTRAP, -1);
  303. if( tsc->data[SC_FIRE_CLOAK_OPTION] && atk_elem == ELE_FIRE )
  304. damage -= damage * tsc->data[SC_FIRE_CLOAK_OPTION]->val2 / 100;
  305. if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB){
  306. if( atk_elem == ELE_WIND)
  307. damage = damage * 150 / 100;
  308. if( atk_elem == ELE_FIRE )
  309. status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
  310. }
  311. }
  312. return damage*ratio/100;
  313. }
  314. /*==========================================
  315. * ダ??[ジ??I計算
  316. *------------------------------------------*/
  317. int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,int skill_num,int skill_lv)
  318. {
  319. struct map_session_data *sd = NULL;
  320. struct status_change *sc;
  321. struct status_change_entry *sce;
  322. int div_ = d->div_, flag = d->flag;
  323. nullpo_ret(bl);
  324. if( !damage )
  325. return 0;
  326. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  327. return 0;
  328. if (bl->type == BL_PC) {
  329. sd=(struct map_session_data *)bl;
  330. //Special no damage states
  331. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  332. damage -= damage*sd->special_state.no_weapon_damage/100;
  333. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  334. damage -= damage*sd->special_state.no_magic_damage/100;
  335. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  336. damage -= damage*sd->special_state.no_misc_damage/100;
  337. if(!damage) return 0;
  338. }
  339. sc = status_get_sc(bl);
  340. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  341. return 1;
  342. if (skill_num == PA_PRESSURE)
  343. return damage; //This skill bypass everything else.
  344. if( sc && sc->count )
  345. {
  346. //First, sc_*'s that reduce damage to 0.
  347. if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) )
  348. {
  349. d->dmg_lv = ATK_BLOCK;
  350. return 0;
  351. }
  352. if( sc->data[SC_WHITEIMPRISON] && skill_num != HW_GRAVITATION ) { // Gravitation and Pressure do damage without removing the effect
  353. if( skill_num == MG_NAPALMBEAT ||
  354. skill_num == MG_SOULSTRIKE ||
  355. skill_num == WL_SOULEXPANSION ||
  356. (skill_num && skill_get_ele(skill_num, skill_lv) == ELE_GHOST) ||
  357. (!skill_num && (status_get_status_data(src))->rhw.ele == ELE_GHOST)
  358. ){
  359. if( skill_num == WL_SOULEXPANSION )
  360. damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
  361. status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
  362. }else{
  363. d->dmg_lv = ATK_BLOCK;
  364. return 0;
  365. }
  366. }
  367. if(sc->data[SC_ZEPHYR] &&
  368. flag&(BF_LONG|BF_SHORT)){
  369. d->dmg_lv = ATK_BLOCK;
  370. return 0;
  371. }
  372. if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT )
  373. {
  374. struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
  375. if (group) {
  376. /**
  377. * in RE, SW possesses a lifetime equal to 3 times the caster's health
  378. **/
  379. #ifdef RENEWAL
  380. if ( ( group->val2 - damage) > 0 ) {
  381. group->val2 -= damage;
  382. d->dmg_lv = ATK_BLOCK;
  383. return 0;
  384. } else
  385. damage -= group->val2;
  386. skill_delunitgroup(group);
  387. #else
  388. if (--group->val2<=0)
  389. skill_delunitgroup(group);
  390. d->dmg_lv = ATK_BLOCK;
  391. return 0;
  392. #endif
  393. }
  394. status_change_end(bl, SC_SAFETYWALL, INVALID_TIMER);
  395. }
  396. if( ( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) || sc->data[SC__MANHOLE] ) {
  397. d->dmg_lv = ATK_BLOCK;
  398. return 0;
  399. }
  400. if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 )
  401. {
  402. clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1);
  403. d->dmg_lv = ATK_BLOCK;
  404. sc_start2(bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,2000);
  405. return 0;
  406. }
  407. if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 )
  408. {
  409. int delay;
  410. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
  411. // different delay depending on skill level [celest]
  412. if (sce->val1 <= 5)
  413. delay = 300;
  414. else if (sce->val1 > 5 && sce->val1 <= 9)
  415. delay = 200;
  416. else
  417. delay = 100;
  418. unit_set_walkdelay(bl, gettick(), delay, 1);
  419. if(sc->data[SC_SHRINK] && rnd()%100<5*sce->val1)
  420. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
  421. return 0;
  422. }
  423. if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
  424. clif_skill_nodamage(bl, bl, RK_MILLENNIUMSHIELD, 1, 1);
  425. sce->val3 -= damage; // absorb damage
  426. d->dmg_lv = ATK_BLOCK;
  427. sc_start(bl,SC_STUN,15,0,skill_get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stuned when one shield is broken.
  428. if( sce->val3 <= 0 ) { // Shield Down
  429. sce->val2--;
  430. if( sce->val2 > 0 ) {
  431. if( sd )
  432. clif_millenniumshield(sd,sce->val2);
  433. sce->val3 = 1000; // Next Shield
  434. } else
  435. status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
  436. }
  437. return 0;
  438. }
  439. if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_num != WS_CARTTERMINATION && rnd()%100 < sce->val2 )
  440. { // attack blocked by Parrying
  441. clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
  442. return 0;
  443. }
  444. if(sc->data[SC_DODGE] && ( !sc->opt1 || sc->opt1 == OPT1_BURNING ) &&
  445. (flag&BF_LONG || sc->data[SC_SPURT])
  446. && rnd()%100 < 20) {
  447. if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
  448. clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
  449. if (!sc->data[SC_COMBO])
  450. sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  451. return 0;
  452. }
  453. if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
  454. return 0;
  455. if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  456. return 0;
  457. if( sc->data[SC_NEUTRALBARRIER] && (flag&(BF_MAGIC|BF_LONG)) == (BF_MAGIC|BF_LONG) ) {
  458. d->dmg_lv = ATK_MISS;
  459. return 0;
  460. }
  461. if((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2)
  462. { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  463. clif_specialeffect(bl, 462, AREA);
  464. //Shouldn't end until Breaker's non-weapon part connects.
  465. if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON))
  466. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  467. status_change_end(bl, SC_KAUPE, INVALID_TIMER);
  468. return 0;
  469. }
  470. if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) {
  471. clif_specialeffect(bl, 462, AREA); // Still need confirm it.
  472. return 0;
  473. }
  474. if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU])
  475. && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK)) {
  476. skill_additional_effect (src, bl, skill_num, skill_lv, flag, ATK_BLOCK, gettick() );
  477. if( !status_isdead(src) )
  478. skill_counter_additional_effect( src, bl, skill_num, skill_lv, flag, gettick() );
  479. if (sce) {
  480. clif_specialeffect(bl, 462, AREA);
  481. skill_blown(src,bl,sce->val3,-1,0);
  482. }
  483. //Both need to be consumed if they are active.
  484. if (sce && --(sce->val2) <= 0)
  485. status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER);
  486. if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  487. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER);
  488. return 0;
  489. }
  490. //Now damage increasing effects
  491. if( sc->data[SC_AETERNA] && skill_num != PF_SOULBURN )
  492. {
  493. if( src->type != BL_MER || skill_num == 0 )
  494. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  495. if( skill_num != ASC_BREAKER || !(flag&BF_WEAPON) )
  496. status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  497. }
  498. #ifdef RENEWAL
  499. if( sc->data[SC_RAID] )
  500. {
  501. damage += 20*damage/100;
  502. if (--sc->data[SC_RAID]->val1 == 0)
  503. status_change_end(bl, SC_RAID, INVALID_TIMER);
  504. }
  505. #endif
  506. if( damage ) {
  507. struct map_session_data *tsd = BL_CAST(BL_PC, src);
  508. if( sc->data[SC_DEEPSLEEP] ) {
  509. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  510. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  511. }
  512. if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ){
  513. switch(tsd->status.weapon){
  514. case W_MACE:
  515. case W_2HMACE:
  516. case W_1HAXE:
  517. case W_2HAXE:
  518. damage = damage * 150 / 100;
  519. break;
  520. case W_MUSICAL:
  521. case W_WHIP:
  522. if(!sd->state.arrow_atk)
  523. break;
  524. case W_BOW:
  525. case W_REVOLVER:
  526. case W_RIFLE:
  527. case W_GATLING:
  528. case W_SHOTGUN:
  529. case W_GRENADE:
  530. case W_DAGGER:
  531. case W_1HSWORD:
  532. case W_2HSWORD:
  533. damage = damage * 50 / 100;
  534. break;
  535. }
  536. }
  537. if( sc->data[SC_VOICEOFSIREN] )
  538. status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
  539. }
  540. //Finally damage reductions....
  541. // Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  542. #ifndef RENEWAL
  543. if( sc->data[SC_ASSUMPTIO] ) {
  544. if( map_flag_vs(bl->m) )
  545. damage = damage*2/3; //Receive 66% damage
  546. else
  547. damage >>= 1; //Receive 50% damage
  548. }
  549. #endif
  550. if(sc->data[SC_DEFENDER] &&
  551. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  552. damage=damage*(100-sc->data[SC_DEFENDER]->val2)/100;
  553. if(sc->data[SC_ADJUSTMENT] &&
  554. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  555. damage -= 20*damage/100;
  556. if(sc->data[SC_FOGWALL] && skill_num != RK_DRAGONBREATH) {
  557. if(flag&BF_SKILL) //25% reduction
  558. damage -= 25*damage/100;
  559. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  560. damage >>= 2; //75% reduction
  561. }
  562. // Compressed code, fixed by map.h [Epoque]
  563. if (src->type == BL_MOB) {
  564. int i;
  565. if (sc->data[SC_MANU_DEF])
  566. for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
  567. if (mob_manuk[i]==((TBL_MOB*)src)->class_) {
  568. damage -= sc->data[SC_MANU_DEF]->val1*damage/100;
  569. break;
  570. }
  571. if (sc->data[SC_SPL_DEF])
  572. for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
  573. if (mob_splendide[i]==((TBL_MOB*)src)->class_) {
  574. damage -= sc->data[SC_SPL_DEF]->val1*damage/100;
  575. break;
  576. }
  577. }
  578. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  579. sce->val3&flag && sce->val4&flag)
  580. damage -= damage*sc->data[SC_ARMOR]->val2/100;
  581. #ifdef RENEWAL
  582. if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON || flag&BF_MAGIC) && skill_num != WS_CARTTERMINATION)
  583. #else
  584. if(sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON && skill_num != WS_CARTTERMINATION)
  585. #endif
  586. {
  587. struct status_data *status = status_get_status_data(bl);
  588. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  589. per /=20; //Uses 20% SP intervals.
  590. //SP Cost: 1% + 0.5% per every 20% SP
  591. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  592. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  593. //Reduction: 6% + 6% every 20%
  594. damage -= damage * 6 * (1+per) / 100;
  595. }
  596. /**
  597. * In renewal steel body reduces all incoming damage by 1/10
  598. **/
  599. #ifdef RENEWAL
  600. if( sc->data[SC_STEELBODY] ) {
  601. damage = damage > 10 ? damage / 10 : 1;
  602. }
  603. #endif
  604. //Finally added to remove the status of immobile when aimedbolt is used. [Jobbie]
  605. if( skill_num == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) )
  606. {
  607. status_change_end(bl, SC_BITE, INVALID_TIMER);
  608. status_change_end(bl, SC_ANKLE, INVALID_TIMER);
  609. status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
  610. }
  611. //Finally Kyrie because it may, or not, reduce damage to 0.
  612. if((sce = sc->data[SC_KYRIE]) && damage > 0){
  613. sce->val2-=damage;
  614. if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){
  615. if(sce->val2>=0)
  616. damage=0;
  617. else
  618. damage=-sce->val2;
  619. }
  620. if((--sce->val3)<=0 || (sce->val2<=0) || skill_num == AL_HOLYLIGHT)
  621. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  622. }
  623. if (!damage) return 0;
  624. if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
  625. int dx[8]={0,-1,-1,-1,0,1,1,1};
  626. int dy[8]={1,1,0,-1,-1,-1,0,1};
  627. int dir = map_calc_dir(bl, src->x, src->y);
  628. if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
  629. clif_slide(bl,src->x-dx[dir],src->y-dy[dir]);
  630. unit_setdir(bl, dir);
  631. }
  632. d->dmg_lv = ATK_DEF;
  633. status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
  634. return 0;
  635. }
  636. //Probably not the most correct place, but it'll do here
  637. //(since battle_drain is strictly for players currently)
  638. if ((sce=sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
  639. rnd()%100 < sce->val3)
  640. status_heal(src, damage*sce->val4/100, 0, 3);
  641. if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  642. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  643. if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
  644. status_change_spread(bl, src); // Deadly infect attacked side
  645. if( sc && sc->data[SC__SHADOWFORM] ) {
  646. struct block_list *s_bl = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  647. if( !s_bl ) { // If the shadow form target is not present remove the sc.
  648. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  649. } else if( status_isdead(s_bl) || !battle_check_target(src,s_bl,BCT_ENEMY)) { // If the shadow form target is dead or not your enemy remove the sc in both.
  650. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  651. if( s_bl->type == BL_PC )
  652. ((TBL_PC*)s_bl)->shadowform_id = 0;
  653. } else {
  654. if( (--sc->data[SC__SHADOWFORM]->val3) < 0 ) { // If you have exceded max hits supported, remove the sc in both.
  655. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  656. if( s_bl->type == BL_PC )
  657. ((TBL_PC*)s_bl)->shadowform_id = 0;
  658. } else {
  659. status_damage(src, s_bl, damage, 0, clif_damage(s_bl, s_bl, gettick(), 500, 500, damage, -1, 0, 0), 0);
  660. return ATK_NONE;
  661. }
  662. }
  663. }
  664. }
  665. //SC effects from caster side.
  666. sc = status_get_sc(src);
  667. if (sc && sc->count)
  668. {
  669. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  670. damage += damage * 75 / 100;
  671. // [Epoque]
  672. if (bl->type == BL_MOB)
  673. {
  674. int i;
  675. if ( ((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) ||
  676. ((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC))
  677. )
  678. for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
  679. if (((TBL_MOB*)bl)->class_==mob_manuk[i]) {
  680. damage += damage*sce->val1/100;
  681. break;
  682. }
  683. if ( ((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) ||
  684. ((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC))
  685. )
  686. for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
  687. if (((TBL_MOB*)bl)->class_==mob_splendide[i]) {
  688. damage += damage*sce->val1/100;
  689. break;
  690. }
  691. }
  692. if( sc->data[SC_POISONINGWEAPON] && skill_num != GC_VENOMPRESSURE && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )
  693. sc_start(bl,sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  694. if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
  695. status_change_spread(src, bl);
  696. }
  697. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map[bl->m].flag.pvp)
  698. {
  699. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  700. if (flag&BF_WEAPON)
  701. damage = damage * battle_config.pk_weapon_damage_rate/100;
  702. if (flag&BF_MAGIC)
  703. damage = damage * battle_config.pk_magic_damage_rate/100;
  704. if (flag&BF_MISC)
  705. damage = damage * battle_config.pk_misc_damage_rate/100;
  706. } else { //Normal attacks get reductions based on range.
  707. if (flag & BF_SHORT)
  708. damage = damage * battle_config.pk_short_damage_rate/100;
  709. if (flag & BF_LONG)
  710. damage = damage * battle_config.pk_long_damage_rate/100;
  711. }
  712. if(!damage) damage = 1;
  713. }
  714. if(battle_config.skill_min_damage && damage > 0 && damage < div_)
  715. {
  716. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  717. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  718. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  719. )
  720. damage = div_;
  721. }
  722. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  723. if (damage > 0 )
  724. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  725. if (skill_num)
  726. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_num<<16));
  727. }
  728. if( sd ) {
  729. if( pc_ismadogear(sd) && rnd()%100 < 50 ) {
  730. short element = skill_get_ele(skill_num, skill_lv);
  731. if( !skill_num || element == -1 ) { //Take weapon's element
  732. struct status_data *sstatus = NULL;
  733. if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
  734. element = ((TBL_PC*)src)->bonus.arrow_ele;
  735. else if( (sstatus = status_get_status_data(src)) ) {
  736. element = sstatus->rhw.ele;
  737. }
  738. }
  739. else if( element == -2 ) //Use enchantment's element
  740. element = status_get_attack_sc_element(src,status_get_sc(src));
  741. else if( element == -3 ) //Use random element
  742. element = rnd()%ELE_MAX;
  743. if( element == ELE_FIRE || element == ELE_WATER )
  744. pc_overheat(sd,element == ELE_FIRE ? 1 : -1);
  745. }
  746. }
  747. return damage;
  748. }
  749. /*==========================================
  750. * Calculates BG related damage adjustments.
  751. *------------------------------------------*/
  752. int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int damage, int div_, int skill_num, int skill_lv, int flag)
  753. {
  754. if( !damage )
  755. return 0;
  756. if( bl->type == BL_MOB )
  757. {
  758. struct mob_data* md = BL_CAST(BL_MOB, bl);
  759. if( map[bl->m].flag.battleground && (md->class_ == 1914 || md->class_ == 1915) && flag&BF_SKILL )
  760. return 0; // Crystal cannot receive skill damage on battlegrounds
  761. }
  762. switch( skill_num )
  763. {
  764. case PA_PRESSURE:
  765. case HW_GRAVITATION:
  766. case NJ_ZENYNAGE:
  767. break;
  768. default:
  769. if( flag&BF_SKILL )
  770. { //Skills get a different reduction than non-skills. [Skotlex]
  771. if( flag&BF_WEAPON )
  772. damage = damage * battle_config.bg_weapon_damage_rate/100;
  773. if( flag&BF_MAGIC )
  774. damage = damage * battle_config.bg_magic_damage_rate/100;
  775. if( flag&BF_MISC )
  776. damage = damage * battle_config.bg_misc_damage_rate/100;
  777. }
  778. else
  779. { //Normal attacks get reductions based on range.
  780. if( flag&BF_SHORT )
  781. damage = damage * battle_config.bg_short_damage_rate/100;
  782. if( flag&BF_LONG )
  783. damage = damage * battle_config.bg_long_damage_rate/100;
  784. }
  785. if( !damage ) damage = 1;
  786. }
  787. return damage;
  788. }
  789. /*==========================================
  790. * Calculates GVG related damage adjustments.
  791. *------------------------------------------*/
  792. 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)
  793. {
  794. struct mob_data* md = BL_CAST(BL_MOB, bl);
  795. int class_ = status_get_class(bl);
  796. if (!damage) //No reductions to make.
  797. return 0;
  798. if(md && md->guardian_data) {
  799. if(class_ == MOBID_EMPERIUM && flag&BF_SKILL) {
  800. //Skill immunity.
  801. switch (skill_num) {
  802. #ifndef RENEWAL
  803. case MO_TRIPLEATTACK:
  804. #endif
  805. case HW_GRAVITATION:
  806. break;
  807. default:
  808. return 0;
  809. }
  810. }
  811. if(src->type != BL_MOB) {
  812. struct guild *g=guild_search(status_get_guild_id(src));
  813. if (!g) return 0;
  814. if (class_ == MOBID_EMPERIUM && guild_checkskill(g,GD_APPROVAL) <= 0)
  815. return 0;
  816. if (battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  817. return 0; // [MouseJstr]
  818. }
  819. }
  820. switch (skill_num) {
  821. //Skills with no damage reduction.
  822. case PA_PRESSURE:
  823. case HW_GRAVITATION:
  824. case NJ_ZENYNAGE:
  825. break;
  826. default:
  827. /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
  828. if (md && md->guardian_data) {
  829. damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
  830. }
  831. */
  832. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  833. if (flag&BF_WEAPON)
  834. damage = damage * battle_config.gvg_weapon_damage_rate/100;
  835. if (flag&BF_MAGIC)
  836. damage = damage * battle_config.gvg_magic_damage_rate/100;
  837. if (flag&BF_MISC)
  838. damage = damage * battle_config.gvg_misc_damage_rate/100;
  839. } else { //Normal attacks get reductions based on range.
  840. if (flag & BF_SHORT)
  841. damage = damage * battle_config.gvg_short_damage_rate/100;
  842. if (flag & BF_LONG)
  843. damage = damage * battle_config.gvg_long_damage_rate/100;
  844. }
  845. if(!damage) damage = 1;
  846. }
  847. return damage;
  848. }
  849. /*==========================================
  850. * HP/SP吸収の計算
  851. *------------------------------------------*/
  852. static int battle_calc_drain(int damage, int rate, int per)
  853. {
  854. int diff = 0;
  855. if (per && rnd()%1000 < rate) {
  856. diff = (damage * per) / 100;
  857. if (diff == 0) {
  858. if (per > 0)
  859. diff = 1;
  860. else
  861. diff = -1;
  862. }
  863. }
  864. return diff;
  865. }
  866. /*==========================================
  867. * ?C練ダ??[ジ
  868. *------------------------------------------*/
  869. int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
  870. {
  871. int damage,skill;
  872. struct status_data *status = status_get_status_data(target);
  873. int weapon;
  874. damage = dmg;
  875. nullpo_ret(sd);
  876. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  877. target->type == BL_MOB && //This bonus doesnt work against players.
  878. (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
  879. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  880. //damage += (skill * 3);
  881. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) )
  882. damage += (skill * 5);
  883. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  884. damage += (skill * 10);
  885. if( pc_ismadogear(sd) )
  886. damage += 20 + 20 * pc_checkskill(sd, NC_MADOLICENCE);
  887. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
  888. damage += (skill * 4);
  889. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  890. damage += sd->status.str;
  891. }
  892. if(type == 0)
  893. weapon = sd->weapontype1;
  894. else
  895. weapon = sd->weapontype2;
  896. switch(weapon)
  897. {
  898. case W_1HSWORD:
  899. #ifdef RENEWAL
  900. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  901. damage += (skill * 3);
  902. #endif
  903. case W_DAGGER:
  904. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  905. damage += (skill * 4);
  906. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  907. damage += skill * 10;
  908. break;
  909. case W_2HSWORD:
  910. #ifdef RENEWAL
  911. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  912. damage += (skill * 3);
  913. #endif
  914. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  915. damage += (skill * 4);
  916. break;
  917. case W_1HSPEAR:
  918. case W_2HSPEAR:
  919. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  920. if(!pc_isriding(sd))
  921. damage += (skill * 4);
  922. else
  923. damage += (skill * 5);
  924. }
  925. break;
  926. case W_1HAXE:
  927. case W_2HAXE:
  928. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  929. damage += (skill * 3);
  930. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  931. damage += (skill * 5);
  932. break;
  933. case W_MACE:
  934. case W_2HMACE:
  935. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  936. damage += (skill * 3);
  937. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  938. damage += (skill * 5);
  939. break;
  940. case W_FIST:
  941. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  942. damage += (skill * 10);
  943. // No break, fallthrough to Knuckles
  944. case W_KNUCKLE:
  945. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  946. damage += (skill * 3);
  947. break;
  948. case W_MUSICAL:
  949. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  950. damage += (skill * 3);
  951. break;
  952. case W_WHIP:
  953. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  954. damage += (skill * 3);
  955. break;
  956. case W_BOOK:
  957. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  958. damage += (skill * 3);
  959. break;
  960. case W_KATAR:
  961. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  962. damage += (skill * 3);
  963. break;
  964. }
  965. return damage;
  966. }
  967. /*==========================================
  968. * Calculates the standard damage of a normal attack assuming it hits,
  969. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  970. *------------------------------------------
  971. * Pass damage2 as NULL to not calc it.
  972. * Flag values:
  973. * &1: Critical hit
  974. * &2: Arrow attack
  975. * &4: Skill is Magic Crasher
  976. * &8: Skip target size adjustment (Extremity Fist?)
  977. *&16: Arrow attack but BOW, REVOLVER, RIFLE, SHOTGUN, GATLING or GRENADE type weapon not equipped (i.e. shuriken, kunai and venom knives not affected by DEX)
  978. */
  979. static int battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
  980. {
  981. unsigned short atkmin=0, atkmax=0;
  982. short type = 0;
  983. int damage = 0;
  984. if (!sd)
  985. { //Mobs/Pets
  986. if(flag&4)
  987. {
  988. atkmin = status->matk_min;
  989. atkmax = status->matk_max;
  990. } else {
  991. atkmin = wa->atk;
  992. atkmax = wa->atk2;
  993. }
  994. if (atkmin > atkmax)
  995. atkmin = atkmax;
  996. } else { //PCs
  997. atkmax = wa->atk;
  998. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  999. if (!(flag&1) || (flag&2))
  1000. { //Normal attacks
  1001. atkmin = status->dex;
  1002. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  1003. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  1004. if (atkmin > atkmax)
  1005. atkmin = atkmax;
  1006. if(flag&2 && !(flag&16))
  1007. { //Bows
  1008. atkmin = atkmin*atkmax/100;
  1009. if (atkmin > atkmax)
  1010. atkmax = atkmin;
  1011. }
  1012. }
  1013. }
  1014. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1015. atkmin = atkmax;
  1016. //Weapon Damage calculation
  1017. if (!(flag&1))
  1018. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  1019. else
  1020. damage = atkmax;
  1021. if (sd)
  1022. {
  1023. //rodatazone says the range is 0~arrow_atk-1 for non crit
  1024. if (flag&2 && sd->bonus.arrow_atk)
  1025. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  1026. //SizeFix only for players
  1027. if (!(sd->special_state.no_sizefix || (flag&8)))
  1028. damage = damage*(type==EQI_HAND_L?
  1029. sd->left_weapon.atkmods[t_size]:
  1030. sd->right_weapon.atkmods[t_size])/100;
  1031. }
  1032. //Finally, add baseatk
  1033. if(flag&4)
  1034. damage += status->matk_min;
  1035. else
  1036. damage += status->batk;
  1037. //rodatazone says that Overrefine bonuses are part of baseatk
  1038. //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
  1039. if(sd) {
  1040. if (type == EQI_HAND_L) {
  1041. if(sd->left_weapon.overrefine)
  1042. damage += rnd()%sd->left_weapon.overrefine+1;
  1043. if (sd->weapon_atk_rate[sd->weapontype2])
  1044. damage += damage*sd->weapon_atk_rate[sd->weapontype2]/100;;
  1045. } else { //Right hand
  1046. if(sd->right_weapon.overrefine)
  1047. damage += rnd()%sd->right_weapon.overrefine+1;
  1048. if (sd->weapon_atk_rate[sd->weapontype1])
  1049. damage += damage*sd->weapon_atk_rate[sd->weapontype1]/100;;
  1050. }
  1051. }
  1052. return damage;
  1053. }
  1054. /*==========================================
  1055. * Consumes ammo for the given skill.
  1056. *------------------------------------------*/
  1057. void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
  1058. {
  1059. int qty=1;
  1060. if (!battle_config.arrow_decrement)
  1061. return;
  1062. if (skill) {
  1063. qty = skill_get_ammo_qty(skill, lv);
  1064. if (!qty) qty = 1;
  1065. }
  1066. if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition
  1067. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  1068. sd->state.arrow_atk = 0;
  1069. }
  1070. static int battle_range_type(
  1071. struct block_list *src, struct block_list *target,
  1072. int skill_num, int skill_lv)
  1073. { //Skill Range Criteria
  1074. if (battle_config.skillrange_by_distance &&
  1075. (src->type&battle_config.skillrange_by_distance)
  1076. ) { //based on distance between src/target [Skotlex]
  1077. if (check_distance_bl(src, target, 5))
  1078. return BF_SHORT;
  1079. return BF_LONG;
  1080. }
  1081. //based on used skill's range
  1082. if (skill_get_range2(src, skill_num, skill_lv) < 5)
  1083. return BF_SHORT;
  1084. return BF_LONG;
  1085. }
  1086. static int battle_blewcount_bonus(struct map_session_data *sd, int skill_num)
  1087. {
  1088. int i;
  1089. if (!sd->skillblown[0].id)
  1090. return 0;
  1091. //Apply the bonus blewcount. [Skotlex]
  1092. for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
  1093. if (sd->skillblown[i].id == skill_num)
  1094. return sd->skillblown[i].val;
  1095. }
  1096. return 0;
  1097. }
  1098. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  1099. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  1100. //For quick div adjustment.
  1101. #define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
  1102. /*==========================================
  1103. * battle_calc_weapon_attack (by Skotlex)
  1104. *------------------------------------------*/
  1105. static struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
  1106. {
  1107. unsigned int skillratio = 100; //Skill dmg modifiers.
  1108. short skill=0;
  1109. short s_ele, s_ele_, t_class;
  1110. int i, nk;
  1111. bool n_ele = false; // non-elemental
  1112. struct map_session_data *sd, *tsd;
  1113. struct Damage wd;
  1114. struct status_change *sc = status_get_sc(src);
  1115. struct status_change *tsc = status_get_sc(target);
  1116. struct status_data *sstatus = status_get_status_data(src);
  1117. struct status_data *tstatus = status_get_status_data(target);
  1118. struct {
  1119. unsigned hit : 1; //the attack Hit? (not a miss)
  1120. unsigned cri : 1; //Critical hit
  1121. unsigned idef : 1; //Ignore defense
  1122. unsigned idef2 : 1; //Ignore defense (left weapon)
  1123. unsigned pdef : 2; //Pierces defense (Investigate/Ice Pick)
  1124. unsigned pdef2 : 2; //1: Use def+def2/100, 2: Use def+def2/50
  1125. unsigned infdef : 1; //Infinite defense (plants)
  1126. unsigned arrow : 1; //Attack is arrow-based
  1127. unsigned rh : 1; //Attack considers right hand (wd.damage)
  1128. unsigned lh : 1; //Attack considers left hand (wd.damage2)
  1129. unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
  1130. } flag;
  1131. memset(&wd,0,sizeof(wd));
  1132. memset(&flag,0,sizeof(flag));
  1133. if(src==NULL || target==NULL)
  1134. {
  1135. nullpo_info(NLP_MARK);
  1136. return wd;
  1137. }
  1138. //Initial flag
  1139. flag.rh=1;
  1140. flag.weapon=1;
  1141. flag.infdef=(tstatus->mode&MD_PLANT&&skill_num!=RA_CLUSTERBOMB?1:0);
  1142. if( target->type == BL_SKILL){
  1143. TBL_SKILL *su = (TBL_SKILL*)target;
  1144. if( su->group && su->group->skill_id == WM_REVERBERATION)
  1145. flag.infdef = 1;
  1146. }
  1147. //Initial Values
  1148. wd.type=0; //Normal attack
  1149. wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1;
  1150. wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  1151. if(skill_num == KN_AUTOCOUNTER)
  1152. wd.amotion >>= 1;
  1153. wd.dmotion=tstatus->dmotion;
  1154. wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
  1155. wd.flag = BF_WEAPON; //Initial Flag
  1156. wd.flag |= (skill_num||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  1157. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  1158. nk = skill_get_nk(skill_num);
  1159. if( !skill_num && wflag ) //If flag, this is splash damage from Baphomet Card and it always hits.
  1160. nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
  1161. flag.hit = nk&NK_IGNORE_FLEE?1:0;
  1162. flag.idef = flag.idef2 = nk&NK_IGNORE_DEF?1:0;
  1163. if (sc && !sc->count)
  1164. sc = NULL; //Skip checking as there are no status changes active.
  1165. if (tsc && !tsc->count)
  1166. tsc = NULL; //Skip checking as there are no status changes active.
  1167. sd = BL_CAST(BL_PC, src);
  1168. tsd = BL_CAST(BL_PC, target);
  1169. if(sd)
  1170. wd.blewcount += battle_blewcount_bonus(sd, skill_num);
  1171. //Set miscellaneous data that needs be filled regardless of hit/miss
  1172. if(
  1173. (sd && sd->state.arrow_atk) ||
  1174. (!sd && ((skill_num && skill_get_ammotype(skill_num)) || sstatus->rhw.range>3))
  1175. )
  1176. flag.arrow = 1;
  1177. if(skill_num){
  1178. wd.flag |= battle_range_type(src, target, skill_num, skill_lv);
  1179. switch(skill_num)
  1180. {
  1181. case MO_FINGEROFFENSIVE:
  1182. if(sd) {
  1183. if (battle_config.finger_offensive_type)
  1184. wd.div_ = 1;
  1185. else
  1186. wd.div_ = sd->spiritball_old;
  1187. }
  1188. break;
  1189. case HT_PHANTASMIC:
  1190. //Since these do not consume ammo, they need to be explicitly set as arrow attacks.
  1191. flag.arrow = 1;
  1192. break;
  1193. #ifndef RENEWAL
  1194. case PA_SHIELDCHAIN:
  1195. case CR_SHIELDBOOMERANG:
  1196. #endif
  1197. case LG_SHIELDPRESS:
  1198. case LG_EARTHDRIVE:
  1199. flag.weapon = 0;
  1200. break;
  1201. case KN_PIERCE:
  1202. case ML_PIERCE:
  1203. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  1204. break;
  1205. case TF_DOUBLE: //For NPC used skill.
  1206. case GS_CHAINACTION:
  1207. wd.type = 0x08;
  1208. break;
  1209. case GS_GROUNDDRIFT:
  1210. case KN_SPEARSTAB:
  1211. case KN_BOWLINGBASH:
  1212. case MS_BOWLINGBASH:
  1213. case MO_BALKYOUNG:
  1214. case TK_TURNKICK:
  1215. wd.blewcount=0;
  1216. break;
  1217. case KN_AUTOCOUNTER:
  1218. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  1219. break;
  1220. case NPC_CRITICALSLASH:
  1221. case LG_PINPOINTATTACK:
  1222. flag.cri = 1; //Always critical skill.
  1223. break;
  1224. case LK_SPIRALPIERCE:
  1225. if (!sd) wd.flag=(wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  1226. break;
  1227. }
  1228. } else //Range for normal attacks.
  1229. wd.flag |= flag.arrow?BF_LONG:BF_SHORT;
  1230. if ( (!skill_num || skill_num == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2 )
  1231. { //Check for Lucky Dodge
  1232. wd.type=0x0b;
  1233. wd.dmg_lv=ATK_LUCKY;
  1234. if (wd.div_ < 0) wd.div_*=-1;
  1235. return wd;
  1236. }
  1237. t_class = status_get_class(target);
  1238. s_ele = s_ele_ = skill_get_ele(skill_num, skill_lv);
  1239. if( !skill_num || s_ele == -1 )
  1240. { //Take weapon's element
  1241. s_ele = sstatus->rhw.ele;
  1242. s_ele_ = sstatus->lhw.ele;
  1243. if( flag.arrow && sd && sd->bonus.arrow_ele )
  1244. s_ele = sd->bonus.arrow_ele;
  1245. if( battle_config.attack_attr_none&src->type )
  1246. n_ele = true; //Weapon's element is "not elemental"
  1247. }
  1248. else if( s_ele == -2 ) //Use enchantment's element
  1249. s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
  1250. else if( s_ele == -3 ) //Use random element
  1251. s_ele = s_ele_ = rnd()%ELE_MAX;
  1252. switch( skill_num )
  1253. {
  1254. case GS_GROUNDDRIFT:
  1255. s_ele = s_ele_ = wflag; //element comes in flag.
  1256. break;
  1257. case LK_SPIRALPIERCE:
  1258. if (!sd) n_ele = false; //forced neutral for monsters
  1259. break;
  1260. }
  1261. if(!skill_num)
  1262. { //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  1263. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  1264. {
  1265. flag.rh=0;
  1266. flag.lh=1;
  1267. }
  1268. if (sstatus->lhw.atk)
  1269. flag.lh=1;
  1270. }
  1271. if( sd && !skill_num ) { //Check for double attack.
  1272. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  1273. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) ) //Will fail bare-handed
  1274. { //Success chance is not added, the higher one is used [Skotlex]
  1275. if( rnd()%100 < ( 5*skill_lv > sd->bonus.double_rate ? 5*skill_lv : sd->bonus.double_rate ) )
  1276. {
  1277. wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  1278. wd.type = 0x08;
  1279. }
  1280. }
  1281. else if( sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 && rnd()%100 < 5*skill_lv )
  1282. {
  1283. wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  1284. wd.type = 0x08;
  1285. }
  1286. else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1){
  1287. short rate[] = { 4, 4, 7, 9, 10 };
  1288. if(sc->data[SC_FEARBREEZE]->val1 > 0 && sc->data[SC_FEARBREEZE]->val1 < 6 && rand()%100 < rate[sc->data[SC_FEARBREEZE]->val1-1]) {
  1289. wd.type = 0x08;
  1290. wd.div_ = 2;
  1291. if(sc->data[SC_FEARBREEZE]->val1 > 2){
  1292. int chance = rand()%100;
  1293. wd.div_ += (chance >= 40) + (chance >= 70) + (chance >= 90);
  1294. wd.div_ = min(wd.div_,sc->data[SC_FEARBREEZE]->val1);
  1295. }
  1296. wd.div_ = min(wd.div_,sd->status.inventory[i].amount);
  1297. sc->data[SC_FEARBREEZE]->val4 = wd.div_-1;
  1298. }
  1299. }
  1300. }
  1301. //Check for critical
  1302. if( !flag.cri && !(wd.type&0x08) && sstatus->cri &&
  1303. (!skill_num ||
  1304. skill_num == KN_AUTOCOUNTER ||
  1305. skill_num == SN_SHARPSHOOTING || skill_num == MA_SHARPSHOOTING ||
  1306. skill_num == NJ_KIRIKAGE))
  1307. {
  1308. short cri = sstatus->cri;
  1309. if (sd)
  1310. {
  1311. cri+= sd->critaddrace[tstatus->race];
  1312. if(flag.arrow)
  1313. cri += sd->bonus.arrow_cri;
  1314. }
  1315. //The official equation is *2, but that only applies when sd's do critical.
  1316. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  1317. cri -= tstatus->luk*(!sd&&tsd?3:2);
  1318. if( tsc && tsc->data[SC_SLEEP] ) {
  1319. cri <<= 1;
  1320. }
  1321. switch (skill_num) {
  1322. case KN_AUTOCOUNTER:
  1323. if(battle_config.auto_counter_type &&
  1324. (battle_config.auto_counter_type&src->type))
  1325. flag.cri = 1;
  1326. else
  1327. cri <<= 1;
  1328. break;
  1329. case SN_SHARPSHOOTING:
  1330. case MA_SHARPSHOOTING:
  1331. cri += 200;
  1332. break;
  1333. case NJ_KIRIKAGE:
  1334. cri += 250 + 50*skill_lv;
  1335. break;
  1336. }
  1337. if(tsd && tsd->bonus.critical_def)
  1338. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  1339. if (rnd()%1000 < cri)
  1340. flag.cri = 1;
  1341. }
  1342. if (flag.cri)
  1343. {
  1344. wd.type = 0x0a;
  1345. flag.idef = flag.idef2 = flag.hit = 1;
  1346. } else { //Check for Perfect Hit
  1347. if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  1348. flag.hit = 1;
  1349. if (sc && sc->data[SC_FUSION]) {
  1350. flag.hit = 1; //SG_FUSION always hit [Komurka]
  1351. flag.idef = flag.idef2 = 1; //def ignore [Komurka]
  1352. }
  1353. if( !flag.hit )
  1354. switch(skill_num)
  1355. {
  1356. case AS_SPLASHER:
  1357. if( !wflag ) // Always hits the one exploding.
  1358. flag.hit = 1;
  1359. break;
  1360. case CR_SHIELDBOOMERANG:
  1361. if( sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  1362. flag.hit = 1;
  1363. break;
  1364. }
  1365. if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  1366. flag.hit = 1;
  1367. }
  1368. if (!flag.hit)
  1369. { //Hit/Flee calculation
  1370. short
  1371. flee = tstatus->flee,
  1372. #ifdef RENEWAL
  1373. hitrate = 0; //Default hitrate
  1374. #else
  1375. hitrate = 80; //Default hitrate
  1376. #endif
  1377. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  1378. unsigned char attacker_count; //256 max targets should be a sane max
  1379. attacker_count = unit_counttargeted(target);
  1380. if(attacker_count >= battle_config.agi_penalty_count) {
  1381. if (battle_config.agi_penalty_type == 1)
  1382. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  1383. else //asume type 2: absolute reduction
  1384. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  1385. if(flee < 1) flee = 1;
  1386. }
  1387. }
  1388. hitrate+= sstatus->hit - flee;
  1389. if(wd.flag&BF_LONG && !skill_num && //Fogwall's hit penalty is only for normal ranged attacks.
  1390. tsc && tsc->data[SC_FOGWALL])
  1391. hitrate -= 50;
  1392. if(sd && flag.arrow)
  1393. hitrate += sd->bonus.arrow_hit;
  1394. if(skill_num)
  1395. switch(skill_num)
  1396. { //Hit skill modifiers
  1397. //It is proven that bonus is applied on final hitrate, not hit.
  1398. case SM_BASH:
  1399. case MS_BASH:
  1400. hitrate += hitrate * 5 * skill_lv / 100;
  1401. break;
  1402. case MS_MAGNUM:
  1403. case SM_MAGNUM:
  1404. hitrate += hitrate * 10 * skill_lv / 100;
  1405. break;
  1406. case KN_AUTOCOUNTER:
  1407. case PA_SHIELDCHAIN:
  1408. case NPC_WATERATTACK:
  1409. case NPC_GROUNDATTACK:
  1410. case NPC_FIREATTACK:
  1411. case NPC_WINDATTACK:
  1412. case NPC_POISONATTACK:
  1413. case NPC_HOLYATTACK:
  1414. case NPC_DARKNESSATTACK:
  1415. case NPC_UNDEADATTACK:
  1416. case NPC_TELEKINESISATTACK:
  1417. case NPC_BLEEDING:
  1418. hitrate += hitrate * 20 / 100;
  1419. break;
  1420. case KN_PIERCE:
  1421. case ML_PIERCE:
  1422. hitrate += hitrate * 5 * skill_lv / 100;
  1423. break;
  1424. case AS_SONICBLOW:
  1425. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1426. hitrate += hitrate * 50 / 100;
  1427. break;
  1428. case MC_CARTREVOLUTION:
  1429. case GN_CART_TORNADO:
  1430. case GN_CARTCANNON:
  1431. if( sd && pc_checkskill(sd, GN_REMODELING_CART) )
  1432. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  1433. break;
  1434. case GC_VENOMPRESSURE:
  1435. hitrate += 10 + 4 * skill_lv;
  1436. break;
  1437. }
  1438. if( sd ) {
  1439. // Weaponry Research hidden bonus
  1440. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1441. hitrate += hitrate * ( 2 * skill ) / 100;
  1442. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  1443. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  1444. hitrate += 3 * skill;
  1445. }
  1446. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  1447. if(rnd()%100 >= hitrate)
  1448. wd.dmg_lv = ATK_FLEE;
  1449. else
  1450. flag.hit = 1;
  1451. } //End hit/miss calculation
  1452. if (flag.hit && !flag.infdef) //No need to do the math for plants
  1453. { //Hitting attack
  1454. //Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
  1455. //ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  1456. #define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
  1457. #define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
  1458. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  1459. #define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
  1460. #define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
  1461. //Adds an absolute value to damage. 100 = +100 damage
  1462. #define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
  1463. #define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
  1464. switch (skill_num)
  1465. { //Calc base damage according to skill
  1466. case NJ_ISSEN:
  1467. wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
  1468. wd.damage2 = 0;
  1469. status_set_hp(src, 1, 0);
  1470. break;
  1471. case PA_SACRIFICE:
  1472. wd.damage = sstatus->max_hp* 9/100;
  1473. wd.damage2 = 0;
  1474. break;
  1475. #ifndef RENEWAL
  1476. case LK_SPIRALPIERCE:
  1477. case ML_SPIRALPIERCE:
  1478. if (sd) {
  1479. short index = sd->equip_index[EQI_HAND_R];
  1480. if (index >= 0 &&
  1481. sd->inventory_data[index] &&
  1482. sd->inventory_data[index]->type == IT_WEAPON)
  1483. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  1484. } else
  1485. wd.damage = sstatus->rhw.atk2*8/10; //Else use Atk2
  1486. ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
  1487. i = sstatus->str/10;
  1488. i*=i;
  1489. ATK_ADD(i); //Add str bonus.
  1490. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  1491. case SZ_SMALL: //Small: 125%
  1492. ATK_RATE(125);
  1493. break;
  1494. //case SZ_MEDIUM: //Medium: 100%
  1495. case SZ_BIG: //Large: 75%
  1496. ATK_RATE(75);
  1497. break;
  1498. }
  1499. break;
  1500. #endif
  1501. case CR_SHIELDBOOMERANG:
  1502. case PA_SHIELDCHAIN:
  1503. case LG_SHIELDPRESS:
  1504. case LG_EARTHDRIVE:
  1505. wd.damage = sstatus->batk;
  1506. if (sd) {
  1507. short index = sd->equip_index[EQI_HAND_L];
  1508. if (index >= 0 &&
  1509. sd->inventory_data[index] &&
  1510. sd->inventory_data[index]->type == IT_ARMOR)
  1511. ATK_ADD(sd->inventory_data[index]->weight/10);
  1512. } else
  1513. ATK_ADD(sstatus->rhw.atk2); //Else use Atk2
  1514. break;
  1515. case HFLI_SBR44: //[orn]
  1516. if(src->type == BL_HOM) {
  1517. wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  1518. break;
  1519. }
  1520. default:
  1521. {
  1522. i = (flag.cri?1:0)|
  1523. (flag.arrow?2:0)|
  1524. (skill_num == HW_MAGICCRASHER?4:0)|
  1525. (!skill_num && sc && sc->data[SC_CHANGE]?4:0)|
  1526. (skill_num == MO_EXTREMITYFIST?8:0)|
  1527. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  1528. if (flag.arrow && sd)
  1529. switch(sd->status.weapon) {
  1530. case W_BOW:
  1531. case W_REVOLVER:
  1532. case W_GATLING:
  1533. case W_SHOTGUN:
  1534. case W_GRENADE:
  1535. break;
  1536. default:
  1537. i |= 16; // for ex. shuriken must not be influenced by DEX
  1538. }
  1539. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  1540. if (flag.lh)
  1541. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  1542. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  1543. if(wflag>0)
  1544. wd.damage/= wflag;
  1545. else
  1546. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  1547. }
  1548. //Add any bonuses that modify the base baseatk+watk (pre-skills)
  1549. if(sd) {
  1550. if (sd->bonus.atk_rate)
  1551. ATK_ADDRATE(sd->bonus.atk_rate);
  1552. if(flag.cri && sd->bonus.crit_atk_rate)
  1553. ATK_ADDRATE(sd->bonus.crit_atk_rate);
  1554. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){
  1555. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) // exclude the player himself [Inkfish]
  1556. ATK_ADDRATE(2*skill*i);
  1557. }
  1558. }
  1559. break;
  1560. } //End default case
  1561. } //End switch(skill_num)
  1562. //Skill damage modifiers that stack linearly
  1563. if(sc && skill_num != PA_SACRIFICE)
  1564. {
  1565. if(sc->data[SC_OVERTHRUST])
  1566. skillratio += sc->data[SC_OVERTHRUST]->val3;
  1567. if(sc->data[SC_MAXOVERTHRUST])
  1568. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  1569. if(sc->data[SC_BERSERK])
  1570. skillratio += 100;
  1571. }
  1572. if( !skill_num )
  1573. {
  1574. ATK_RATE(skillratio);
  1575. }
  1576. else
  1577. {
  1578. switch( skill_num )
  1579. {
  1580. case SM_BASH:
  1581. case MS_BASH:
  1582. skillratio += 30*skill_lv;
  1583. break;
  1584. case SM_MAGNUM:
  1585. case MS_MAGNUM:
  1586. skillratio += 20*skill_lv;
  1587. break;
  1588. case MC_MAMMONITE:
  1589. skillratio += 50*skill_lv;
  1590. break;
  1591. case HT_POWER:
  1592. skillratio += -50+8*sstatus->str;
  1593. break;
  1594. case AC_DOUBLE:
  1595. case MA_DOUBLE:
  1596. skillratio += 10*(skill_lv-1);
  1597. break;
  1598. case AC_SHOWER:
  1599. case MA_SHOWER:
  1600. #ifdef RENEWAL
  1601. skillratio += 50+10*skill_lv;
  1602. #else
  1603. skillratio += -25+5*skill_lv;
  1604. #endif
  1605. break;
  1606. case AC_CHARGEARROW:
  1607. case MA_CHARGEARROW:
  1608. skillratio += 50;
  1609. break;
  1610. case HT_FREEZINGTRAP:
  1611. case MA_FREEZINGTRAP:
  1612. skillratio += -50+10*skill_lv;
  1613. break;
  1614. case KN_PIERCE:
  1615. case ML_PIERCE:
  1616. skillratio += 10*skill_lv;
  1617. break;
  1618. case MER_CRASH:
  1619. skillratio += 10*skill_lv;
  1620. break;
  1621. case KN_SPEARSTAB:
  1622. skillratio += 15*skill_lv;
  1623. break;
  1624. case KN_SPEARBOOMERANG:
  1625. skillratio += 50*skill_lv;
  1626. break;
  1627. case KN_BRANDISHSPEAR:
  1628. case ML_BRANDISH:
  1629. {
  1630. int ratio = 100+20*skill_lv;
  1631. skillratio += ratio-100;
  1632. if(skill_lv>3 && wflag==1) skillratio += ratio/2;
  1633. if(skill_lv>6 && wflag==1) skillratio += ratio/4;
  1634. if(skill_lv>9 && wflag==1) skillratio += ratio/8;
  1635. if(skill_lv>6 && wflag==2) skillratio += ratio/2;
  1636. if(skill_lv>9 && wflag==2) skillratio += ratio/4;
  1637. if(skill_lv>9 && wflag==3) skillratio += ratio/2;
  1638. break;
  1639. }
  1640. case KN_BOWLINGBASH:
  1641. case MS_BOWLINGBASH:
  1642. skillratio+= 40*skill_lv;
  1643. break;
  1644. case AS_GRIMTOOTH:
  1645. skillratio += 20*skill_lv;
  1646. break;
  1647. case AS_POISONREACT:
  1648. skillratio += 30*skill_lv;
  1649. break;
  1650. case AS_SONICBLOW:
  1651. skillratio += -50+5*skill_lv;
  1652. break;
  1653. case TF_SPRINKLESAND:
  1654. skillratio += 30;
  1655. break;
  1656. case MC_CARTREVOLUTION:
  1657. skillratio += 50;
  1658. if(sd && sd->cart_weight)
  1659. skillratio += 100*sd->cart_weight/sd->cart_weight_max; // +1% every 1% weight
  1660. else if (!sd)
  1661. skillratio += 100; //Max damage for non players.
  1662. break;
  1663. case NPC_RANDOMATTACK:
  1664. skillratio += 100*skill_lv;
  1665. break;
  1666. case NPC_WATERATTACK:
  1667. case NPC_GROUNDATTACK:
  1668. case NPC_FIREATTACK:
  1669. case NPC_WINDATTACK:
  1670. case NPC_POISONATTACK:
  1671. case NPC_HOLYATTACK:
  1672. case NPC_DARKNESSATTACK:
  1673. case NPC_UNDEADATTACK:
  1674. case NPC_TELEKINESISATTACK:
  1675. case NPC_BLOODDRAIN:
  1676. case NPC_ACIDBREATH:
  1677. case NPC_DARKNESSBREATH:
  1678. case NPC_FIREBREATH:
  1679. case NPC_ICEBREATH:
  1680. case NPC_THUNDERBREATH:
  1681. case NPC_HELLJUDGEMENT:
  1682. case NPC_PULSESTRIKE:
  1683. skillratio += 100*(skill_lv-1);
  1684. break;
  1685. case RG_BACKSTAP:
  1686. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  1687. skillratio += (200+40*skill_lv)/2;
  1688. else
  1689. skillratio += 200+40*skill_lv;
  1690. break;
  1691. case RG_RAID:
  1692. skillratio += 40*skill_lv;
  1693. break;
  1694. case RG_INTIMIDATE:
  1695. skillratio += 30*skill_lv;
  1696. break;
  1697. case CR_SHIELDCHARGE:
  1698. skillratio += 20*skill_lv;
  1699. break;
  1700. case CR_SHIELDBOOMERANG:
  1701. skillratio += 30*skill_lv;
  1702. break;
  1703. case NPC_DARKCROSS:
  1704. case CR_HOLYCROSS:
  1705. {
  1706. int ratio = 35*skill_lv;
  1707. #ifdef RENEWAL
  1708. if(sd && sd->status.weapon == W_2HSPEAR)
  1709. ratio *= 2;
  1710. #endif
  1711. skillratio += ratio;
  1712. break;
  1713. }
  1714. case AM_DEMONSTRATION:
  1715. skillratio += 20*skill_lv;
  1716. break;
  1717. case AM_ACIDTERROR:
  1718. skillratio += 40*skill_lv;
  1719. break;
  1720. case MO_FINGEROFFENSIVE:
  1721. skillratio+= 50 * skill_lv;
  1722. break;
  1723. case MO_INVESTIGATE:
  1724. skillratio += 75*skill_lv;
  1725. flag.pdef = flag.pdef2 = 2;
  1726. break;
  1727. case MO_EXTREMITYFIST:
  1728. { //Overflow check. [Skotlex]
  1729. unsigned int ratio = skillratio + 100*(8 + sstatus->sp/10);
  1730. //You'd need something like 6K SP to reach this max, so should be fine for most purposes.
  1731. if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
  1732. skillratio = (unsigned short)ratio;
  1733. status_set_sp(src, 0, 0);
  1734. }
  1735. break;
  1736. case MO_TRIPLEATTACK:
  1737. skillratio += 20*skill_lv;
  1738. break;
  1739. case MO_CHAINCOMBO:
  1740. skillratio += 50+50*skill_lv;
  1741. break;
  1742. case MO_COMBOFINISH:
  1743. skillratio += 140+60*skill_lv;
  1744. break;
  1745. case BA_MUSICALSTRIKE:
  1746. case DC_THROWARROW:
  1747. skillratio += 25+25*skill_lv;
  1748. break;
  1749. case CH_TIGERFIST:
  1750. skillratio += 100*skill_lv-60;
  1751. break;
  1752. case CH_CHAINCRUSH:
  1753. skillratio += 300+100*skill_lv;
  1754. break;
  1755. case CH_PALMSTRIKE:
  1756. skillratio += 100+100*skill_lv;
  1757. break;
  1758. case LK_HEADCRUSH:
  1759. skillratio += 40*skill_lv;
  1760. break;
  1761. case LK_JOINTBEAT:
  1762. i = 10*skill_lv-50;
  1763. // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
  1764. if (wflag&BREAK_NECK) i*=2;
  1765. skillratio += i;
  1766. break;
  1767. #ifdef RENEWAL
  1768. case LK_SPIRALPIERCE:
  1769. case ML_SPIRALPIERCE:
  1770. {// Formula: Floor[Floor(Weapon Weight/2)*skill level + ATK ]*(100%+50%*s.lvl) * 5 multi-hits
  1771. short index = sd?sd->equip_index[EQI_HAND_R]:0;
  1772. int weight = 0;
  1773. if (sd && index >= 0 &&
  1774. sd->inventory_data[index] &&
  1775. sd->inventory_data[index]->type == IT_WEAPON)
  1776. weight = sd->inventory_data[index]->weight/20;
  1777. ATK_ADD(weight * skill_lv)
  1778. skillratio += 50*skill_lv;
  1779. }
  1780. #endif
  1781. case ASC_METEORASSAULT:
  1782. skillratio += 40*skill_lv-60;
  1783. break;
  1784. case SN_SHARPSHOOTING:
  1785. case MA_SHARPSHOOTING:
  1786. skillratio += 100+50*skill_lv;
  1787. break;
  1788. case CG_ARROWVULCAN:
  1789. skillratio += 100+100*skill_lv;
  1790. break;
  1791. case AS_SPLASHER:
  1792. skillratio += 400+50*skill_lv;
  1793. if(sd)
  1794. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  1795. break;
  1796. case ASC_BREAKER:
  1797. skillratio += 100*skill_lv-100;
  1798. break;
  1799. case PA_SACRIFICE:
  1800. skillratio += 10*skill_lv-10;
  1801. break;
  1802. case PA_SHIELDCHAIN:
  1803. skillratio += 30*skill_lv;
  1804. break;
  1805. case WS_CARTTERMINATION:
  1806. i = 10 * (16 - skill_lv);
  1807. if (i < 1) i = 1;
  1808. //Preserve damage ratio when max cart weight is changed.
  1809. if(sd && sd->cart_weight)
  1810. skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
  1811. else if (!sd)
  1812. skillratio += 80000 / i - 100;
  1813. break;
  1814. case TK_DOWNKICK:
  1815. skillratio += 60 + 20*skill_lv;
  1816. break;
  1817. case TK_STORMKICK:
  1818. skillratio += 60 + 20*skill_lv;
  1819. break;
  1820. case TK_TURNKICK:
  1821. skillratio += 90 + 30*skill_lv;
  1822. break;
  1823. case TK_COUNTER:
  1824. skillratio += 90 + 30*skill_lv;
  1825. break;
  1826. case TK_JUMPKICK:
  1827. skillratio += -70 + 10*skill_lv;
  1828. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_num)
  1829. skillratio += 10*status_get_lv(src)/3; //Tumble bonus
  1830. if (wflag)
  1831. {
  1832. skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
  1833. if( sc && sc->data[SC_SPURT] ) // Spurt bonus
  1834. skillratio *= 2;
  1835. }
  1836. break;
  1837. case GS_TRIPLEACTION:
  1838. skillratio += 50*skill_lv;
  1839. break;
  1840. case GS_BULLSEYE:
  1841. //Only works well against brute/demihumans non bosses.
  1842. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1843. && !(tstatus->mode&MD_BOSS))
  1844. skillratio += 400;
  1845. break;
  1846. case GS_TRACKING:
  1847. skillratio += 100 *(skill_lv+1);
  1848. break;
  1849. case GS_PIERCINGSHOT:
  1850. skillratio += 20*skill_lv;
  1851. break;
  1852. case GS_RAPIDSHOWER:
  1853. skillratio += 10*skill_lv;
  1854. break;
  1855. case GS_DESPERADO:
  1856. skillratio += 50*(skill_lv-1);
  1857. break;
  1858. case GS_DUST:
  1859. skillratio += 50*skill_lv;
  1860. break;
  1861. case GS_FULLBUSTER:
  1862. skillratio += 100*(skill_lv+2);
  1863. break;
  1864. case GS_SPREADATTACK:
  1865. #ifdef RENEWAL
  1866. skillratio += 20*(skill_lv);
  1867. #else
  1868. skillratio += 20*(skill_lv-1);
  1869. #endif
  1870. break;
  1871. case NJ_HUUMA:
  1872. skillratio += 50 + 150*skill_lv;
  1873. break;
  1874. case NJ_TATAMIGAESHI:
  1875. skillratio += 10*skill_lv;
  1876. break;
  1877. case NJ_KASUMIKIRI:
  1878. skillratio += 10*skill_lv;
  1879. break;
  1880. case NJ_KIRIKAGE:
  1881. skillratio += 100*(skill_lv-1);
  1882. break;
  1883. case KN_CHARGEATK:
  1884. {
  1885. int k = (wflag-1)/3; //+100% every 3 cells of distance
  1886. if( k > 2 ) k = 2; // ...but hard-limited to 300%.
  1887. skillratio += 100 * k;
  1888. }
  1889. break;
  1890. case HT_PHANTASMIC:
  1891. skillratio += 50;
  1892. break;
  1893. case MO_BALKYOUNG:
  1894. skillratio += 200;
  1895. break;
  1896. case HFLI_MOON: //[orn]
  1897. skillratio += 10+110*skill_lv;
  1898. break;
  1899. case HFLI_SBR44: //[orn]
  1900. skillratio += 100 *(skill_lv-1);
  1901. break;
  1902. case NPC_VAMPIRE_GIFT:
  1903. skillratio += ((skill_lv-1)%5+1)*100;
  1904. break;
  1905. case RK_SONICWAVE:
  1906. skillratio += 400 + 100 * skill_lv;
  1907. RE_LVL_DMOD(100);
  1908. break;
  1909. case RK_HUNDREDSPEAR:
  1910. skillratio += 500 + 40 * skill_lv;
  1911. RE_LVL_DMOD(100);
  1912. break;
  1913. case RK_WINDCUTTER:
  1914. skillratio += 50 * skill_lv;
  1915. RE_LVL_DMOD(100);
  1916. break;
  1917. case RK_IGNITIONBREAK:
  1918. i = distance_bl(src,target);
  1919. if( i < 2 )
  1920. skillratio = 200 + 200 * skill_lv;
  1921. else if( i < 4 )
  1922. skillratio = 100 + 200 * skill_lv;
  1923. else
  1924. skillratio = 100 + 100 * skill_lv;
  1925. RE_LVL_DMOD(100);
  1926. if( sstatus->rhw.ele == ELE_FIRE )
  1927. skillratio += skillratio / 2;
  1928. break;
  1929. case RK_CRUSHSTRIKE:
  1930. if( sd )
  1931. {//ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  1932. short index = sd->equip_index[EQI_HAND_R];
  1933. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
  1934. skillratio = sd->inventory_data[index]->weight/10 + sstatus->rhw.atk +
  1935. 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6);
  1936. }
  1937. break;
  1938. case RK_STORMBLAST:
  1939. skillratio = 100 * (sd ? pc_checkskill(sd,RK_RUNEMASTERY) : 1) + 100 * (sstatus->int_ / 4);
  1940. break;
  1941. case RK_PHANTOMTHRUST:
  1942. skillratio = 50 * skill_lv + 10 * ( sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 10);
  1943. //if( s_level > 100 ) skillratio += skillratio * s_level / 150; // Base level bonus. This is official, but is disabled until I can confirm something with was changed or not. [Rytech]
  1944. //if( s_level > 100 ) skillratio += skillratio * (s_level - 100) / 200; // Base level bonus.
  1945. break;
  1946. /**
  1947. * GC Guilotine Cross
  1948. **/
  1949. case GC_CROSSIMPACT:
  1950. skillratio += 900 + 100 * skill_lv;
  1951. RE_LVL_DMOD(120);
  1952. break;
  1953. case GC_PHANTOMMENACE:
  1954. skillratio += 200;
  1955. break;
  1956. case GC_COUNTERSLASH:
  1957. //ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  1958. skillratio += 200 + (100 * skill_lv);
  1959. RE_LVL_DMOD(120);
  1960. skillratio += sstatus->agi + (sd?sd->status.job_level:0) * 4;
  1961. break;
  1962. case GC_ROLLINGCUTTER:
  1963. skillratio += -50 + 50 * skill_lv;
  1964. RE_LVL_DMOD(100);
  1965. break;
  1966. case GC_CROSSRIPPERSLASHER:
  1967. skillratio += 300 + 80 * skill_lv;
  1968. RE_LVL_DMOD(100);
  1969. if( sc && sc->data[SC_ROLLINGCUTTER] )
  1970. skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * sstatus->agi;
  1971. break;
  1972. /**
  1973. * Arch Bishop
  1974. **/
  1975. case AB_DUPLELIGHT_MELEE:
  1976. skillratio += 10 * skill_lv;
  1977. break;
  1978. /**
  1979. * Ranger
  1980. **/
  1981. case RA_ARROWSTORM:
  1982. skillratio += 900 + 80 * skill_lv;
  1983. RE_LVL_DMOD(100);
  1984. break;
  1985. case RA_AIMEDBOLT:
  1986. skillratio += 400 + 50 * skill_lv;
  1987. RE_LVL_DMOD(100);
  1988. if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) )
  1989. wd.div_ = tstatus->size + 2 + rnd()%2;
  1990. break;
  1991. case RA_CLUSTERBOMB:
  1992. skillratio += 100 + 100 * skill_lv;
  1993. break;
  1994. case RA_WUGDASH:
  1995. skillratio = 500;
  1996. break;
  1997. case RA_WUGSTRIKE:
  1998. skillratio = 200 * skill_lv;
  1999. break;
  2000. case RA_WUGBITE:
  2001. skillratio += 300 + 200 * skill_lv;
  2002. if ( skill_lv == 5 ) skillratio += 100;
  2003. break;
  2004. case RA_SENSITIVEKEEN:
  2005. skillratio += 50 * skill_lv;
  2006. break;
  2007. /**
  2008. * Mechanic
  2009. **/
  2010. case NC_BOOSTKNUCKLE:
  2011. skillratio += 100 + 100 * skill_lv + sstatus->dex;
  2012. RE_LVL_DMOD(100);
  2013. break;
  2014. case NC_PILEBUNKER:
  2015. skillratio += 200 + 100 * skill_lv + sstatus->str;
  2016. RE_LVL_DMOD(100);
  2017. break;
  2018. case NC_VULCANARM:
  2019. skillratio = 70 * skill_lv + sstatus->dex;
  2020. RE_LVL_DMOD(100);
  2021. break;
  2022. case NC_FLAMELAUNCHER:
  2023. case NC_COLDSLOWER:
  2024. skillratio += 200 + 300 * skill_lv;
  2025. RE_LVL_DMOD(100);
  2026. break;
  2027. case NC_ARMSCANNON:
  2028. switch( tstatus->size ) {
  2029. case SZ_SMALL: skillratio += 100 + 500 * skill_lv; break;// Small
  2030. case SZ_MEDIUM: skillratio += 100 + 400 * skill_lv; break;// Medium
  2031. case SZ_BIG: skillratio += 100 + 300 * skill_lv; break;// Large
  2032. }
  2033. RE_LVL_DMOD(100);
  2034. //NOTE: Their's some other factors that affects damage, but not sure how exactly. Will recheck one day. [Rytech]
  2035. break;
  2036. case NC_AXEBOOMERANG:
  2037. skillratio += 60 + 40 * skill_lv;
  2038. if( sd ) {
  2039. short index = sd->equip_index[EQI_HAND_R];
  2040. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
  2041. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actural weight. [Rytech]
  2042. }
  2043. RE_LVL_DMOD(100);
  2044. break;
  2045. case NC_POWERSWING:
  2046. skillratio += 80 + 20 * skill_lv + sstatus->str + sstatus->dex;
  2047. RE_LVL_DMOD(100);
  2048. break;
  2049. case NC_AXETORNADO:
  2050. skillratio += 100 + 100 * skill_lv + sstatus->vit;
  2051. RE_LVL_DMOD(100);
  2052. break;
  2053. case SC_FATALMENACE:
  2054. skillratio += 100 * skill_lv;
  2055. break;
  2056. case SC_TRIANGLESHOT:
  2057. skillratio += 270 + 30 * skill_lv;
  2058. break;
  2059. case SC_FEINTBOMB:
  2060. skillratio += 100 + 100 * skill_lv;
  2061. break;
  2062. case LG_CANNONSPEAR:// Stimated formula. Still need confirm it.
  2063. skillratio += -100 + (50 + sstatus->str) * skill_lv;
  2064. RE_LVL_DMOD(100);
  2065. break;
  2066. case LG_BANISHINGPOINT:
  2067. skillratio += -100 + ((50 * skill_lv) + (30 * ((sd)?pc_checkskill(sd,SM_BASH):1)));
  2068. RE_LVL_DMOD(100);
  2069. break;
  2070. case LG_SHIELDPRESS:
  2071. skillratio += 60 + 43 * skill_lv;
  2072. RE_LVL_DMOD(100);
  2073. break;
  2074. case LG_PINPOINTATTACK:
  2075. skillratio = ((100 * skill_lv) + (10 * status_get_agi(src)) );
  2076. RE_LVL_DMOD(100);
  2077. break;
  2078. case LG_RAGEBURST:
  2079. if( sd && sd->spiritball_old )
  2080. skillratio += -100 + (sd->spiritball_old * 200);
  2081. else
  2082. skillratio += -100 + 15 * 200;
  2083. RE_LVL_DMOD(100);
  2084. break;
  2085. case LG_SHIELDSPELL:// [(Caster痴 Base Level x 4) + (Shield DEF x 10) + (Caster痴 VIT x 2)] %
  2086. if( sd ) {
  2087. struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
  2088. skillratio = status_get_lv(src) * 4 + status_get_vit(src) * 2;
  2089. if( shield_data )
  2090. skillratio += shield_data->def * 10;
  2091. } else
  2092. skillratio += 2400; //2500%
  2093. break;
  2094. case LG_MOONSLASHER:
  2095. skillratio += -100 + (120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) : 5) * 80);
  2096. RE_LVL_DMOD(100);
  2097. break;
  2098. case LG_OVERBRAND:
  2099. skillratio = 400 * skill_lv + (pc_checkskill(sd,CR_SPEARQUICKEN) * 30);
  2100. RE_LVL_DMOD(100);
  2101. break;
  2102. case LG_OVERBRAND_BRANDISH:
  2103. skillratio = 300 * skill_lv + (2 * (sstatus->str + sstatus->dex) / 3);
  2104. RE_LVL_DMOD(100);
  2105. break;
  2106. case LG_OVERBRAND_PLUSATK:
  2107. skillratio = 150 * skill_lv;
  2108. RE_LVL_DMOD(100);
  2109. break;
  2110. case LG_RAYOFGENESIS:
  2111. skillratio = skillratio + 200 + 300 * skill_lv;
  2112. RE_LVL_DMOD(100);
  2113. break;
  2114. case LG_EARTHDRIVE:
  2115. skillratio = (skillratio + 100) * skill_lv;
  2116. RE_LVL_DMOD(100);
  2117. break;
  2118. case LG_HESPERUSLIT:
  2119. skillratio += 120 * skill_lv - 100;
  2120. break;
  2121. case SR_DRAGONCOMBO:
  2122. skillratio += 40 * skill_lv;
  2123. RE_LVL_DMOD(100);
  2124. break;
  2125. case SR_SKYNETBLOW:
  2126. //ATK [{(Skill Level x 80) + (Caster痴 AGI)} x Caster痴 Base Level / 100] %
  2127. skillratio = 80 * skill_lv + sstatus->agi;
  2128. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO )//ATK [{(Skill Level x 100) + (Caster痴 AGI) + 150} x Caster痴 Base Level / 100] %
  2129. skillratio = 100 * skill_lv + sstatus->agi + 150;
  2130. RE_LVL_DMOD(100);
  2131. break;
  2132. case SR_EARTHSHAKER:
  2133. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || // [(Skill Level x 150) x (Caster痴 Base Level / 100) + (Caster痴 INT x 3)] %
  2134. tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC__INVISIBILITY]) ){
  2135. skillratio = 150 * skill_lv;
  2136. RE_LVL_DMOD(100);
  2137. skillratio += sstatus->int_ * 3;
  2138. }else{ //[(Skill Level x 50) x (Caster痴 Base Level / 100) + (Caster痴 INT x 2)] %
  2139. skillratio += 50 * (skill_lv-2);
  2140. RE_LVL_DMOD(100);
  2141. skillratio += sstatus->int_ * 2;
  2142. }
  2143. break;
  2144. case SR_FALLENEMPIRE:// ATK [(Skill Level x 150 + 100) x Caster痴 Base Level / 150] %
  2145. skillratio += 150 *skill_lv;
  2146. RE_LVL_DMOD(150);
  2147. break;
  2148. case SR_TIGERCANNON:// ATK [((Caster痴 consumed HP + SP) / 4) x Caster痴 Base Level / 100] %
  2149. {
  2150. int hp = sstatus->max_hp * (10 + 2 * skill_lv) / 100,
  2151. sp = sstatus->max_sp * (6 + skill_lv) / 100;
  2152. skillratio = (hp+sp) / 4;
  2153. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // ATK [((Caster痴 consumed HP + SP) / 2) x Caster痴 Base Level / 100] %
  2154. skillratio = (hp+sp) / 2;
  2155. RE_LVL_DMOD(100);
  2156. }
  2157. break;
  2158. case SR_RAMPAGEBLASTER:
  2159. skillratio += 20 * skill_lv * (sd?sd->spiritball_old:5) - 100;
  2160. if( sc && sc->data[SC_EXPLOSIONSPIRITS] ){
  2161. skillratio += sc->data[SC_EXPLOSIONSPIRITS]->val1 * 20;
  2162. RE_LVL_DMOD(120);
  2163. }else
  2164. RE_LVL_DMOD(150);
  2165. break;
  2166. case SR_KNUCKLEARROW:
  2167. if( wflag&4 ){ // ATK [(Skill Level x 150) + (1000 x Target痴 current weight / Maximum weight) + (Target痴 Base Level x 5) x (Caster痴 Base Level / 150)] %
  2168. skillratio = 150 * skill_lv + status_get_lv(target) * 5 * (status_get_lv(src) / 100) ;
  2169. if( tsd && tsd->weight )
  2170. skillratio += 100 * (tsd->weight / tsd->max_weight);
  2171. }else // ATK [(Skill Level x 100 + 500) x Caster痴 Base Level / 100] %
  2172. skillratio += 400 + (100 * skill_lv);
  2173. RE_LVL_DMOD(100);
  2174. break;
  2175. case SR_WINDMILL: // ATK [(Caster痴 Base Level + Caster痴 DEX) x Caster痴 Base Level / 100] %
  2176. skillratio = status_get_lv(src) + sstatus->dex;
  2177. RE_LVL_DMOD(100);
  2178. break;
  2179. case SR_GATEOFHELL:
  2180. if( sc && sc->data[SC_COMBO]
  2181. && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  2182. skillratio += 800 * skill_lv -100;
  2183. else
  2184. skillratio += 500 * skill_lv -100;
  2185. RE_LVL_DMOD(100);
  2186. break;
  2187. case SR_GENTLETOUCH_QUIET:
  2188. skillratio += 100 * skill_lv - 100 + sstatus->dex;
  2189. RE_LVL_DMOD(100);
  2190. break;
  2191. case SR_HOWLINGOFLION:
  2192. skillratio += 300 * skill_lv - 100;
  2193. RE_LVL_DMOD(150);
  2194. break;
  2195. case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster痴 Base Level / 100] %
  2196. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  2197. skillratio += skill_lv * 50;
  2198. skillratio += -100 + 200 * skill_lv;
  2199. RE_LVL_DMOD(100);
  2200. break;
  2201. case WM_REVERBERATION_MELEE:
  2202. // ATK [{(Skill Level x 100) + 300} x Caster痴 Base Level / 100]
  2203. skillratio += 200 + 100 * pc_checkskill(sd, WM_REVERBERATION);
  2204. RE_LVL_DMOD(100);
  2205. break;
  2206. case WM_SEVERE_RAINSTORM_MELEE:
  2207. skillratio = 50 + 50 * skill_lv;
  2208. break;
  2209. case WM_GREAT_ECHO:
  2210. skillratio += 800 + 100 * skill_lv;
  2211. if( sd ) { // Still need official value [pakpil]
  2212. short lv = (short)skill_lv;
  2213. skillratio += 100 * skill_check_pc_partner(sd,skill_num,&lv,skill_get_splash(skill_num,skill_lv),0);
  2214. }
  2215. break;
  2216. case WM_SOUND_OF_DESTRUCTION:
  2217. skillratio += 400;
  2218. break;
  2219. case GN_CART_TORNADO:
  2220. // ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster痴 Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  2221. skillratio = 50 * skill_lv;
  2222. if( sd && sd->cart_weight)
  2223. skillratio += sd->cart_weight/10 / (150-sstatus->str) + pc_checkskill(sd, GN_REMODELING_CART) * 50;
  2224. break;
  2225. case GN_CARTCANNON:
  2226. // ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] %
  2227. skillratio = 60 * skill_lv;
  2228. if( sd ) skillratio += pc_checkskill(sd, GN_REMODELING_CART) * 50 * (sstatus->int_ / 40);
  2229. break;
  2230. case GN_SPORE_EXPLOSION:
  2231. skillratio += 200 + 100 * skill_lv;
  2232. break;
  2233. case GN_CRAZYWEED_ATK:
  2234. skillratio += 400 + 100 * skill_lv;
  2235. break;
  2236. case GN_SLINGITEM_RANGEMELEEATK:
  2237. if( sd ) {
  2238. switch( sd->itemid ) {
  2239. case 13260: // Apple Bomob
  2240. case 13261: // Coconut Bomb
  2241. case 13262: // Melon Bomb
  2242. case 13263: // Pinapple Bomb
  2243. skillratio += 400; // Unconfirded
  2244. break;
  2245. case 13264: // Banana Bomb 2000%
  2246. skillratio += 1900;
  2247. break;
  2248. case 13265: skillratio -= 75; break; // Black Lump 25%
  2249. case 13266: skillratio -= 25; break; // Hard Black Lump 75%
  2250. case 13267: skillratio += 100; break; // Extremely Hard Black Lump 200%
  2251. }
  2252. } else
  2253. skillratio += 300; // Bombs
  2254. break;
  2255. case SO_VARETYR_SPEAR: //Assumed Formula.
  2256. skillratio += -100 + 200 * ( sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) : 1 );
  2257. if( sc && sc->data[SC_BLAST_OPTION] )
  2258. skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
  2259. break;
  2260. // Physical Elemantal Spirits Attack Skills
  2261. case EL_CIRCLE_OF_FIRE:
  2262. case EL_FIRE_BOMB_ATK:
  2263. case EL_STONE_RAIN:
  2264. skillratio += 200;
  2265. break;
  2266. case EL_FIRE_WAVE_ATK:
  2267. skillratio += 500;
  2268. break;
  2269. case EL_TIDAL_WEAPON:
  2270. skillratio += 1400;
  2271. break;
  2272. case EL_WIND_SLASH:
  2273. skillratio += 100;
  2274. break;
  2275. case EL_HURRICANE:
  2276. skillratio += 600;
  2277. break;
  2278. case EL_TYPOON_MIS:
  2279. case EL_WATER_SCREW_ATK:
  2280. skillratio += 900;
  2281. break;
  2282. case EL_STONE_HAMMER:
  2283. skillratio += 400;
  2284. break;
  2285. case EL_ROCK_CRUSHER:
  2286. skillratio += 700;
  2287. break;
  2288. case MH_STAHL_HORN:
  2289. skillratio += 500 + 100 * skill_lv;
  2290. break;
  2291. case MH_LAVA_SLIDE:
  2292. skillratio = 70 * skill_lv;
  2293. break;
  2294. }
  2295. ATK_RATE(skillratio);
  2296. //Constant/misc additions from skills
  2297. switch (skill_num) {
  2298. case MO_EXTREMITYFIST:
  2299. ATK_ADD(250 + 150*skill_lv);
  2300. break;
  2301. case TK_DOWNKICK:
  2302. case TK_STORMKICK:
  2303. case TK_TURNKICK:
  2304. case TK_COUNTER:
  2305. case TK_JUMPKICK:
  2306. //TK_RUN kick damage bonus.
  2307. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  2308. ATK_ADD(10*pc_checkskill(sd, TK_RUN));
  2309. break;
  2310. case GS_MAGICALBULLET:
  2311. if(sstatus->matk_max>sstatus->matk_min) {
  2312. ATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  2313. } else {
  2314. ATK_ADD(sstatus->matk_min);
  2315. }
  2316. break;
  2317. case NJ_SYURIKEN:
  2318. ATK_ADD(4*skill_lv);
  2319. break;
  2320. case RA_WUGDASH:
  2321. case RA_WUGSTRIKE:
  2322. case RA_WUGBITE:
  2323. if(sd)
  2324. ATK_ADD(30*pc_checkskill(sd, RA_TOOTHOFWUG));
  2325. break;
  2326. case LG_RAYOFGENESIS:
  2327. if( sc && sc->data[SC_BANDING] ) {// Increase only if the RG is under Banding.
  2328. short lv = (short)skill_lv;
  2329. ATK_ADDRATE( 190 * ((sd) ? skill_check_pc_partner(sd,(short)skill_num,&lv,skill_get_splash(skill_num,skill_lv),0) : 1));
  2330. }
  2331. break;
  2332. case SR_GATEOFHELL:
  2333. ATK_ADD (sstatus->max_hp - status_get_hp(src));
  2334. if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE){
  2335. ATK_ADD ( (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src) );
  2336. }else{
  2337. ATK_ADD ( (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src) );
  2338. }
  2339. break;
  2340. case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target痴 Base Level x 40)
  2341. ATK_ADD( skill_lv * 240 + status_get_lv(target) * 40 );
  2342. if( sc && sc->data[SC_COMBO]
  2343. && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // (Tiger Cannon skill level x 500) + (Target痴 Base Level x 40)
  2344. ATK_ADD( skill_lv * 500 + status_get_lv(target) * 40 );
  2345. break;
  2346. case SR_FALLENEMPIRE:// [(Target痴 Size value + Skill Level - 1) x Caster痴 STR] + [(Target痴 current weight x Caster痴 DEX / 120)]
  2347. ATK_ADD( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
  2348. if( tsd && tsd->weight ){
  2349. ATK_ADD( (tsd->weight/10) * sstatus->dex / 120 );
  2350. }else{
  2351. ATK_ADD( status_get_lv(target) * 50 ); //mobs
  2352. }
  2353. break;
  2354. }
  2355. }
  2356. //Div fix.
  2357. damage_div_fix(wd.damage, wd.div_);
  2358. //The following are applied on top of current damage and are stackable.
  2359. if ( sc ) {
  2360. if( sc->data[SC_TRUESIGHT] )
  2361. ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1);
  2362. if( sc->data[SC_GLOOMYDAY_SK] &&
  2363. ( skill_num == LK_SPIRALPIERCE || skill_num == KN_BRANDISHSPEAR ||
  2364. skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN ||
  2365. skill_num == LG_SHIELDPRESS ) )
  2366. ATK_ADDRATE(sc->data[SC_GLOOMYDAY_SK]->val2);
  2367. if( sc->data[SC_EDP] ){
  2368. // FIX ME: Should Rolling Cutter be affected by EDP?
  2369. switch(skill_num){
  2370. case AS_SPLASHER: case AS_VENOMKNIFE:
  2371. case AS_GRIMTOOTH: case GC_ROLLINGCUTTER:
  2372. break;
  2373. #ifndef RENEWAL_EDP
  2374. case ASC_BREAKER: case ASC_METEORASSAULT: break;
  2375. #else
  2376. case AS_SONICBLOW:
  2377. case ASC_BREAKER:
  2378. case GC_COUNTERSLASH:
  2379. case GC_CROSSIMPACT:
  2380. ATK_RATE(50); // only modifier is halved but still benefit with the damage bonus
  2381. break;
  2382. #endif
  2383. default:
  2384. ATK_ADDRATE(sc->data[SC_EDP]->val3);
  2385. }
  2386. }
  2387. }
  2388. switch (skill_num) {
  2389. case AS_SONICBLOW:
  2390. if (sc && sc->data[SC_SPIRIT] &&
  2391. sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  2392. ATK_ADDRATE(map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
  2393. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  2394. ATK_ADDRATE(10);
  2395. break;
  2396. case CR_SHIELDBOOMERANG:
  2397. if(sc && sc->data[SC_SPIRIT] &&
  2398. sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  2399. ATK_ADDRATE(100);
  2400. break;
  2401. case NC_AXETORNADO:
  2402. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  2403. ATK_ADDRATE(50);
  2404. break;
  2405. }
  2406. if( sd )
  2407. {
  2408. if (skill_num && (i = pc_skillatk_bonus(sd, skill_num)))
  2409. ATK_ADDRATE(i);
  2410. if( skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE && skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS && skill_num != PA_SHIELDCHAIN && !flag.cri )
  2411. { //Elemental/Racial adjustments
  2412. if( sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  2413. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  2414. sd->right_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
  2415. )
  2416. flag.pdef = 1;
  2417. if( sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  2418. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  2419. sd->left_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
  2420. )
  2421. { //Pass effect onto right hand if configured so. [Skotlex]
  2422. if (battle_config.left_cardfix_to_right && flag.rh)
  2423. flag.pdef = 1;
  2424. else
  2425. flag.pdef2 = 1;
  2426. }
  2427. }
  2428. if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS)
  2429. { //Ignore Defense?
  2430. if (!flag.idef && (
  2431. sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  2432. sd->right_weapon.ignore_def_race & (1<<tstatus->race) ||
  2433. sd->right_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  2434. ))
  2435. flag.idef = 1;
  2436. if (!flag.idef2 && (
  2437. sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  2438. sd->left_weapon.ignore_def_race & (1<<tstatus->race) ||
  2439. sd->left_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  2440. )) {
  2441. if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
  2442. flag.idef = 1;
  2443. else
  2444. flag.idef2 = 1;
  2445. }
  2446. }
  2447. }
  2448. if (!flag.idef || !flag.idef2)
  2449. { //Defense reduction
  2450. short vit_def;
  2451. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  2452. short def2 = (short)tstatus->def2;
  2453. if( sd )
  2454. {
  2455. i = sd->ignore_def[is_boss(target)?RC_BOSS:RC_NONBOSS];
  2456. i += sd->ignore_def[tstatus->race];
  2457. if( i )
  2458. {
  2459. if( i > 100 ) i = 100;
  2460. def1 -= def1 * i / 100;
  2461. def2 -= def2 * i / 100;
  2462. }
  2463. }
  2464. if( sc && sc->data[SC_EXPIATIO] ){
  2465. i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  2466. def1 -= def1 * i / 100;
  2467. def2 -= def2 * i / 100;
  2468. }
  2469. if( tsc && tsc->data[SC_GT_REVITALIZE] && tsc->data[SC_GT_REVITALIZE]->val4 )
  2470. def2 += 2 * tsc->data[SC_GT_REVITALIZE]->val4;
  2471. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  2472. unsigned char target_count; //256 max targets should be a sane max
  2473. target_count = unit_counttargeted(target);
  2474. if(target_count >= battle_config.vit_penalty_count) {
  2475. if(battle_config.vit_penalty_type == 1) {
  2476. if( !tsc || !tsc->data[SC_STEELBODY] )
  2477. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  2478. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  2479. } else { //Assume type 2
  2480. if( !tsc || !tsc->data[SC_STEELBODY] )
  2481. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  2482. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  2483. }
  2484. }
  2485. if(skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
  2486. if(def2 < 1) def2 = 1;
  2487. }
  2488. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  2489. if (tsd) //Sd vit-eq
  2490. { //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  2491. vit_def = def2*(def2-15)/150;
  2492. vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
  2493. if((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesnt work vs players
  2494. src->type == BL_MOB && (skill=pc_checkskill(tsd,AL_DP)) > 0)
  2495. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  2496. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  2497. (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  2498. vit_def += skill*5;
  2499. } else { //Mob-Pet vit-eq
  2500. //VIT + rnd(0,[VIT/20]^2-1)
  2501. vit_def = (def2/20)*(def2/20);
  2502. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  2503. }
  2504. if (battle_config.weapon_defense_type) {
  2505. vit_def += def1*battle_config.weapon_defense_type;
  2506. def1 = 0;
  2507. }
  2508. #ifdef RENEWAL
  2509. /**
  2510. * In Renewal 100% damage reduction is 900 DEF
  2511. * Formula: (1+(900-def1)/9)%
  2512. **/
  2513. if (def1 > 900) def1 = 900;
  2514. ATK_RATE2(
  2515. flag.idef ?100:(flag.pdef ?(int)(flag.pdef *(def1+vit_def)):(1+(900-def1)/9)),
  2516. flag.idef2?100:(flag.pdef2?(int)(flag.pdef2*(def1+vit_def)):(1+(900-def1)/9))
  2517. );
  2518. #else
  2519. if (def1 > 100) def1 = 100;
  2520. ATK_RATE2(
  2521. flag.idef ?100:(flag.pdef ?(int)(flag.pdef *(def1+vit_def)):(100-def1)),
  2522. flag.idef2?100:(flag.pdef2?(int)(flag.pdef2*(def1+vit_def)):(100-def1))
  2523. );
  2524. #endif
  2525. ATK_ADD2(
  2526. flag.idef ||flag.pdef ?0:-vit_def,
  2527. flag.idef2||flag.pdef2?0:-vit_def
  2528. );
  2529. }
  2530. //Post skill/vit reduction damage increases
  2531. if( sc )
  2532. { //SC skill damages
  2533. if(sc->data[SC_AURABLADE]
  2534. #ifndef RENEWAL
  2535. && skill_num != LK_SPIRALPIERCE && skill_num != ML_SPIRALPIERCE
  2536. #endif
  2537. ){
  2538. int lv = sc->data[SC_AURABLADE]->val1;
  2539. #ifdef RENEWAL
  2540. lv *= ((skill_num == LK_SPIRALPIERCE || skill_num == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5
  2541. #endif
  2542. ATK_ADD(20*lv);
  2543. }
  2544. if(sc->data[SC_GN_CARTBOOST])
  2545. ATK_ADD(10*sc->data[SC_GN_CARTBOOST]->val1);
  2546. if(sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val2){
  2547. struct block_list *bl; // ATK increase: ATK [{(Caster痴 DEX / 4) + (Caster痴 STR / 2)} x Skill Level / 5]
  2548. if( bl = map_id2bl(sc->data[SC_GT_CHANGE]->val2) )
  2549. ATK_ADD( ( status_get_dex(bl)/4 + status_get_str(bl)/2 ) * sc->data[SC_GT_CHANGE]->val1 / 5 );
  2550. }
  2551. }
  2552. //Refine bonus
  2553. if( sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST )
  2554. { // Counts refine bonus multiple times
  2555. if( skill_num == MO_FINGEROFFENSIVE )
  2556. {
  2557. ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
  2558. } else {
  2559. ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw.atk2);
  2560. }
  2561. }
  2562. //Set to min of 1
  2563. if (flag.rh && wd.damage < 1) wd.damage = 1;
  2564. if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
  2565. if (sd && flag.weapon &&
  2566. skill_num != MO_INVESTIGATE &&
  2567. skill_num != MO_EXTREMITYFIST &&
  2568. skill_num != CR_GRANDCROSS)
  2569. { //Add mastery damage
  2570. if(skill_num != ASC_BREAKER && sd->status.weapon == W_KATAR &&
  2571. (skill=pc_checkskill(sd,ASC_KATAR)) > 0)
  2572. { //Adv Katar Mastery is does not applies to ASC_BREAKER,
  2573. // but other masteries DO apply >_>
  2574. ATK_ADDRATE(10+ 2*skill);
  2575. }
  2576. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  2577. if (flag.lh)
  2578. wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  2579. if (sc && sc->data[SC_MIRACLE]) i = 2; //Star anger
  2580. else
  2581. ARR_FIND(0, MAX_PC_FEELHATE, i, t_class == sd->hate_mob[i]);
  2582. if (i < MAX_PC_FEELHATE && (skill=pc_checkskill(sd,sg_info[i].anger_id)))
  2583. {
  2584. skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  2585. if (i == 2) skillratio += sstatus->str; //Star Anger
  2586. if (skill<4)
  2587. skillratio /= 12-3*skill;
  2588. ATK_ADDRATE(skillratio);
  2589. }
  2590. if (skill_num == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
  2591. ATK_ADD(3*skill);
  2592. if (skill_num == NJ_KUNAI)
  2593. ATK_ADD(60);
  2594. }
  2595. } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
  2596. else if(wd.div_ < 0) //Since the attack missed...
  2597. wd.div_ *= -1;
  2598. if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2599. ATK_ADD(skill*2);
  2600. if(skill_num==TF_POISON)
  2601. ATK_ADD(15*skill_lv);
  2602. if( !(nk&NK_NO_ELEFIX) && !n_ele )
  2603. { //Elemental attribute fix
  2604. if( wd.damage > 0 )
  2605. {
  2606. wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv);
  2607. if( skill_num == MC_CARTREVOLUTION ) //Cart Revolution applies the element fix once more with neutral element
  2608. wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  2609. if( skill_num== GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage.
  2610. wd.damage += battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  2611. }
  2612. if( flag.lh && wd.damage2 > 0 )
  2613. wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  2614. if( sc && sc->data[SC_WATK_ELEMENT] )
  2615. { // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  2616. int damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2617. wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2618. if( flag.lh )
  2619. {
  2620. damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2621. wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2622. }
  2623. }
  2624. #ifdef RENEWAL
  2625. /**
  2626. * In RE Shield Bommerang takes weapon element only for damage calculation,
  2627. * - resist calculation is always against neutral
  2628. **/
  2629. if ( skill_num == CR_SHIELDBOOMERANG )
  2630. s_ele = s_ele_ = ELE_NEUTRAL;
  2631. #endif
  2632. }
  2633. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  2634. return wd; //Enough, rest is not needed.
  2635. if (sd)
  2636. {
  2637. if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  2638. ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
  2639. if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  2640. ATK_ADD(wd.div_*sd->spiritball_old*3);
  2641. } else {
  2642. ATK_ADD(wd.div_*sd->spiritball*3);
  2643. }
  2644. //Card Fix, sd side
  2645. if( (wd.damage || wd.damage2) && !(nk&NK_NO_CARDFIX_ATK) )
  2646. {
  2647. int cardfix = 1000, cardfix_ = 1000;
  2648. int t_race2 = status_get_race2(target);
  2649. if(sd->state.arrow_atk)
  2650. {
  2651. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
  2652. if (!(nk&NK_NO_ELEFIX))
  2653. {
  2654. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele];
  2655. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  2656. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  2657. if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2658. sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  2659. sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  2660. continue;
  2661. ele_fix += sd->right_weapon.addele2[i].rate;
  2662. }
  2663. cardfix=cardfix*(100+ele_fix)/100;
  2664. }
  2665. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100;
  2666. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  2667. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2668. if( tstatus->race != RC_DEMIHUMAN )
  2669. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN])/100;
  2670. }
  2671. else
  2672. { // Melee attack
  2673. if( !battle_config.left_cardfix_to_right )
  2674. {
  2675. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
  2676. if (!(nk&NK_NO_ELEFIX)) {
  2677. int ele_fix = sd->right_weapon.addele[tstatus->def_ele];
  2678. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  2679. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  2680. if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2681. sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  2682. sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  2683. continue;
  2684. ele_fix += sd->right_weapon.addele2[i].rate;
  2685. }
  2686. cardfix=cardfix*(100+ele_fix)/100;
  2687. }
  2688. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100;
  2689. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  2690. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2691. if( tstatus->race != RC_DEMIHUMAN )
  2692. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN])/100;
  2693. if( flag.lh )
  2694. {
  2695. cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
  2696. if (!(nk&NK_NO_ELEFIX)) {
  2697. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele];
  2698. for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
  2699. if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
  2700. if(!(sd->left_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2701. sd->left_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  2702. sd->left_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  2703. continue;
  2704. ele_fix_lh += sd->left_weapon.addele2[i].rate;
  2705. }
  2706. cardfix=cardfix*(100+ele_fix_lh)/100;
  2707. }
  2708. cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100;
  2709. cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
  2710. cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2711. if( tstatus->race != RC_DEMIHUMAN )
  2712. cardfix_=cardfix_*(100+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
  2713. }
  2714. }
  2715. else
  2716. {
  2717. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele];
  2718. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  2719. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  2720. if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2721. sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  2722. sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  2723. continue;
  2724. ele_fix += sd->right_weapon.addele2[i].rate;
  2725. }
  2726. for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
  2727. if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
  2728. if(!(sd->left_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2729. sd->left_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  2730. sd->left_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  2731. continue;
  2732. ele_fix += sd->left_weapon.addele2[i].rate;
  2733. }
  2734. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100;
  2735. cardfix=cardfix*(100+ele_fix)/100;
  2736. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100;
  2737. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
  2738. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2739. if( tstatus->race != RC_DEMIHUMAN )
  2740. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
  2741. }
  2742. }
  2743. for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ )
  2744. {
  2745. if( sd->right_weapon.add_dmg[i].class_ == t_class )
  2746. {
  2747. cardfix=cardfix*(100+sd->right_weapon.add_dmg[i].rate)/100;
  2748. break;
  2749. }
  2750. }
  2751. if( flag.lh )
  2752. {
  2753. for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ )
  2754. {
  2755. if( sd->left_weapon.add_dmg[i].class_ == t_class )
  2756. {
  2757. cardfix_=cardfix_*(100+sd->left_weapon.add_dmg[i].rate)/100;
  2758. break;
  2759. }
  2760. }
  2761. }
  2762. if( wd.flag&BF_LONG )
  2763. cardfix = cardfix * ( 100 + sd->bonus.long_attack_atk_rate ) / 100;
  2764. if( cardfix != 1000 || cardfix_ != 1000 )
  2765. ATK_RATE2(cardfix/10, cardfix_/10); //What happens if you use right-to-left and there's no right weapon, only left?
  2766. }
  2767. if( skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN )
  2768. { //Refine bonus applies after cards and elements.
  2769. short index= sd->equip_index[EQI_HAND_L];
  2770. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  2771. ATK_ADD(10*sd->status.inventory[index].refine);
  2772. }
  2773. } //if (sd)
  2774. //Card Fix, tsd sid
  2775. if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
  2776. {
  2777. short s_race2,s_class;
  2778. short cardfix=1000;
  2779. s_race2 = status_get_race2(src);
  2780. s_class = status_get_class(src);
  2781. if( !(nk&NK_NO_ELEFIX) )
  2782. {
  2783. int ele_fix = tsd->subele[s_ele];
  2784. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  2785. {
  2786. if(tsd->subele2[i].ele != s_ele) continue;
  2787. if(!(tsd->subele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2788. tsd->subele2[i].flag&wd.flag&BF_RANGEMASK &&
  2789. tsd->subele2[i].flag&wd.flag&BF_SKILLMASK))
  2790. continue;
  2791. ele_fix += tsd->subele2[i].rate;
  2792. }
  2793. cardfix=cardfix*(100-ele_fix)/100;
  2794. if( flag.lh && s_ele_ != s_ele )
  2795. {
  2796. int ele_fix_lh = tsd->subele[s_ele_];
  2797. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  2798. {
  2799. if(tsd->subele2[i].ele != s_ele_) continue;
  2800. if(!(tsd->subele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2801. tsd->subele2[i].flag&wd.flag&BF_RANGEMASK &&
  2802. tsd->subele2[i].flag&wd.flag&BF_SKILLMASK))
  2803. continue;
  2804. ele_fix_lh += tsd->subele2[i].rate;
  2805. }
  2806. cardfix=cardfix*(100-ele_fix_lh)/100;
  2807. }
  2808. }
  2809. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  2810. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  2811. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  2812. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  2813. if( sstatus->race != RC_DEMIHUMAN )
  2814. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  2815. for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ ) {
  2816. if( tsd->add_def[i].class_ == s_class ) {
  2817. cardfix=cardfix*(100-tsd->add_def[i].rate)/100;
  2818. break;
  2819. }
  2820. }
  2821. if( wd.flag&BF_SHORT )
  2822. cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
  2823. else // BF_LONG (there's no other choice)
  2824. cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
  2825. if( tsd->sc.data[SC_DEF_RATE] )
  2826. cardfix = cardfix * ( 100 - tsd->sc.data[SC_DEF_RATE]->val1 ) / 100;
  2827. if( cardfix != 1000 )
  2828. ATK_RATE( cardfix / 10 );
  2829. }
  2830. if( flag.infdef )
  2831. { //Plants receive 1 damage when hit
  2832. short class_ = status_get_class(target);
  2833. if( flag.hit || wd.damage > 0 )
  2834. wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage
  2835. if( flag.lh && (flag.hit || wd.damage2 > 0) )
  2836. wd.damage2 = wd.div_;
  2837. if( flag.hit && class_ == MOBID_EMPERIUM ) {
  2838. if(wd.damage2 > 0) {
  2839. wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  2840. wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  2841. }
  2842. else if(wd.damage > 0) {
  2843. wd.damage = battle_attr_fix(src,target,wd.damage,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  2844. wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2845. }
  2846. return wd;
  2847. }
  2848. if( !(battle_config.skill_min_damage&1) )
  2849. //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
  2850. return wd;
  2851. }
  2852. if (sd)
  2853. {
  2854. if (!flag.rh && flag.lh)
  2855. { //Move lh damage to the rh
  2856. wd.damage = wd.damage2;
  2857. wd.damage2 = 0;
  2858. flag.rh=1;
  2859. flag.lh=0;
  2860. } else if(flag.rh && flag.lh)
  2861. { //Dual-wield
  2862. if (wd.damage)
  2863. {
  2864. skill = pc_checkskill(sd,AS_RIGHT);
  2865. wd.damage = wd.damage * (50 + (skill * 10))/100;
  2866. if(wd.damage < 1) wd.damage = 1;
  2867. }
  2868. if (wd.damage2)
  2869. {
  2870. skill = pc_checkskill(sd,AS_LEFT);
  2871. wd.damage2 = wd.damage2 * (30 + (skill * 10))/100;
  2872. if(wd.damage2 < 1) wd.damage2 = 1;
  2873. }
  2874. } else if(sd->status.weapon == W_KATAR && !skill_num)
  2875. { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  2876. skill = pc_checkskill(sd,TF_DOUBLE);
  2877. wd.damage2 = wd.damage * (1 + (skill * 2))/100;
  2878. if(wd.damage && !wd.damage2) wd.damage2 = 1;
  2879. flag.lh = 1;
  2880. }
  2881. }
  2882. if(!flag.rh && wd.damage)
  2883. wd.damage=0;
  2884. if(!flag.lh && wd.damage2)
  2885. wd.damage2=0;
  2886. if( wd.damage + wd.damage2 )
  2887. { //There is a total damage value
  2888. if(!wd.damage2)
  2889. {
  2890. wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_num,skill_lv);
  2891. if( map_flag_gvg2(target->m) )
  2892. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2893. else if( map[target->m].flag.battleground )
  2894. wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2895. }
  2896. else if(!wd.damage)
  2897. {
  2898. wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_num,skill_lv);
  2899. if( map_flag_gvg2(target->m) )
  2900. wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  2901. else if( map[target->m].flag.battleground )
  2902. wd.damage = battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  2903. }
  2904. else
  2905. {
  2906. int d1 = wd.damage + wd.damage2,d2 = wd.damage2;
  2907. wd.damage = battle_calc_damage(src,target,&wd,d1,skill_num,skill_lv);
  2908. if( map_flag_gvg2(target->m) )
  2909. wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2910. else if( map[target->m].flag.battleground )
  2911. wd.damage = battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2912. wd.damage2 = (d2*100/d1)*wd.damage/100;
  2913. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
  2914. wd.damage-=wd.damage2;
  2915. }
  2916. }
  2917. //Reject Sword bugreport:4493 by Daegaladh
  2918. if(wd.damage && tsc && tsc->data[SC_REJECTSWORD] &&
  2919. (src->type!=BL_PC || (
  2920. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  2921. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  2922. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  2923. )) &&
  2924. rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
  2925. ) {
  2926. wd.damage = wd.damage * 50 / 100;
  2927. status_fix_damage(target,src,wd.damage,clif_damage(target,src,gettick(),0,0,wd.damage,0,0,0));
  2928. clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
  2929. if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
  2930. status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
  2931. }
  2932. if(skill_num == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
  2933. struct Damage md = battle_calc_misc_attack(src, target, skill_num, skill_lv, wflag);
  2934. wd.damage += md.damage;
  2935. }
  2936. if( sc ) {
  2937. //SG_FUSION hp penalty [Komurka]
  2938. if (sc->data[SC_FUSION]) {
  2939. int hp= sstatus->max_hp;
  2940. if (sd && tsd) {
  2941. hp = 8*hp/100;
  2942. if (100*sstatus->hp <= 20*sstatus->max_hp)
  2943. hp = sstatus->hp;
  2944. } else
  2945. hp = 2*hp/100; //2% hp loss per hit
  2946. status_zap(src, hp, 0);
  2947. }
  2948. /**
  2949. * affecting non-skills
  2950. **/
  2951. if( !skill_num ) {
  2952. /**
  2953. * RK Enchant Blade
  2954. **/
  2955. if( sc->data[SC_ENCHANTBLADE] && sd && ( (flag.rh && sd->weapontype1) || (flag.lh && sd->weapontype2) ) ) {
  2956. //[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt
  2957. ATK_ADD( ( sc->data[SC_ENCHANTBLADE]->val1*20+100 ) * status_get_lv(src) / 150 + status_get_int(src) );
  2958. }
  2959. }
  2960. }
  2961. if( skill_num == LG_RAYOFGENESIS ) {
  2962. struct Damage md = battle_calc_magic_attack(src, target, skill_num, skill_lv, wflag);
  2963. wd.damage += md.damage;
  2964. }
  2965. return wd;
  2966. }
  2967. /*==========================================
  2968. * battle_calc_magic_attack [DracoRPG]
  2969. *------------------------------------------*/
  2970. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  2971. {
  2972. int i, nk;
  2973. short s_ele = 0;
  2974. unsigned int skillratio = 100; //Skill dmg modifiers.
  2975. struct map_session_data *sd, *tsd;
  2976. struct Damage ad;
  2977. struct status_data *sstatus = status_get_status_data(src);
  2978. struct status_data *tstatus = status_get_status_data(target);
  2979. struct {
  2980. unsigned imdef : 1;
  2981. unsigned infdef : 1;
  2982. } flag;
  2983. memset(&ad,0,sizeof(ad));
  2984. memset(&flag,0,sizeof(flag));
  2985. if(src==NULL || target==NULL)
  2986. {
  2987. nullpo_info(NLP_MARK);
  2988. return ad;
  2989. }
  2990. //Initial Values
  2991. ad.damage = 1;
  2992. ad.div_=skill_get_num(skill_num,skill_lv);
  2993. ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  2994. ad.dmotion=tstatus->dmotion;
  2995. ad.blewcount = skill_get_blewcount(skill_num,skill_lv);
  2996. ad.flag=BF_MAGIC|BF_SKILL;
  2997. ad.dmg_lv=ATK_DEF;
  2998. nk = skill_get_nk(skill_num);
  2999. flag.imdef = nk&NK_IGNORE_DEF?1:0;
  3000. sd = BL_CAST(BL_PC, src);
  3001. tsd = BL_CAST(BL_PC, target);
  3002. if( skill_num == SO_PSYCHIC_WAVE ) {
  3003. struct status_change *sc = status_get_sc(src);
  3004. if( sc && sc->count && ( sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] ||
  3005. sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] ) ) {
  3006. if( sc->data[SC_HEATER_OPTION] ) s_ele = sc->data[SC_HEATER_OPTION]->val4;
  3007. else if( sc->data[SC_COOLER_OPTION] ) s_ele = sc->data[SC_COOLER_OPTION]->val4;
  3008. else if( sc->data[SC_BLAST_OPTION] ) s_ele = sc->data[SC_BLAST_OPTION]->val3;
  3009. else if( sc->data[SC_CURSED_SOIL_OPTION] ) s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val4;
  3010. } else {
  3011. //#HALP# I didn't get a clue on how to do this without unnecessary adding a overhead of status_change on every call while this is a per-skill case.
  3012. //, - so i duplicated this code. make yourself comfortable to fix if you have any better ideas.
  3013. //Initialize variables that will be used afterwards
  3014. s_ele = skill_get_ele(skill_num, skill_lv);
  3015. if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
  3016. s_ele = sstatus->rhw.ele;
  3017. else if (s_ele == -2) //Use status element
  3018. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3019. else if( s_ele == -3 ) //Use random element
  3020. s_ele = rnd()%ELE_MAX;
  3021. }
  3022. } else {
  3023. //Initialize variables that will be used afterwards
  3024. s_ele = skill_get_ele(skill_num, skill_lv);
  3025. if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
  3026. s_ele = sstatus->rhw.ele;
  3027. else if (s_ele == -2) //Use status element
  3028. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3029. else if( s_ele == -3 ) //Use random element
  3030. s_ele = rnd()%ELE_MAX;
  3031. }
  3032. //Set miscellaneous data that needs be filled
  3033. if(sd) {
  3034. sd->state.arrow_atk = 0;
  3035. ad.blewcount += battle_blewcount_bonus(sd, skill_num);
  3036. }
  3037. //Skill Range Criteria
  3038. ad.flag |= battle_range_type(src, target, skill_num, skill_lv);
  3039. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  3040. switch(skill_num)
  3041. {
  3042. case MG_FIREWALL:
  3043. case NJ_KAENSIN:
  3044. ad.dmotion = 0; //No flinch animation.
  3045. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  3046. ad.blewcount = 0; //No knockback
  3047. break;
  3048. case PR_SANCTUARY:
  3049. ad.dmotion = 0; //No flinch animation.
  3050. break;
  3051. }
  3052. if (!flag.infdef) //No need to do the math for plants
  3053. {
  3054. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  3055. #define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
  3056. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  3057. #define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
  3058. //Adds an absolute value to damage. 100 = +100 damage
  3059. #define MATK_ADD( a ) { ad.damage+= a; }
  3060. switch (skill_num)
  3061. { //Calc base damage according to skill
  3062. case AL_HEAL:
  3063. case PR_BENEDICTIO:
  3064. case PR_SANCTUARY:
  3065. /**
  3066. * Arch Bishop
  3067. **/
  3068. case AB_HIGHNESSHEAL:
  3069. ad.damage = skill_calc_heal(src, target, skill_num, skill_lv, false);
  3070. break;
  3071. case PR_ASPERSIO:
  3072. ad.damage = 40;
  3073. break;
  3074. case ALL_RESURRECTION:
  3075. case PR_TURNUNDEAD:
  3076. //Undead check is on skill_castend_damageid code.
  3077. #ifdef RENEWAL
  3078. i = 10*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  3079. + 300 - 300*tstatus->hp/tstatus->max_hp;
  3080. #else
  3081. i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  3082. + 200 - 200*tstatus->hp/tstatus->max_hp;
  3083. #endif
  3084. if(i > 700) i = 700;
  3085. if(rnd()%1000 < i && !(tstatus->mode&MD_BOSS))
  3086. ad.damage = tstatus->hp;
  3087. else {
  3088. #ifdef RENEWAL
  3089. ad.damage = skill_lv * (sstatus->matk_min + sstatus->matk_max);
  3090. #else
  3091. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  3092. #endif
  3093. }
  3094. break;
  3095. case PF_SOULBURN:
  3096. ad.damage = tstatus->sp * 2;
  3097. break;
  3098. /**
  3099. * Arch Bishop
  3100. **/
  3101. case AB_RENOVATIO:
  3102. //Damage calculation from iRO wiki. [Jobbie]
  3103. ad.damage = (int)((15 * status_get_lv(src)) + (1.5 * sstatus->int_));
  3104. break;
  3105. default:
  3106. {
  3107. #ifdef RENEWAL //Renewal MATK Appliance according to doddler (?title=Renewal_Changes#Upgrade_MATK)
  3108. /**
  3109. * min: (weaponMATK+upgradeMATK) * 2 + 1.5 * statusMATK
  3110. * max: [weaponMATK+upgradeMATK+(wMatk*wLvl)/10] * 2 + 1.5 * statusMATK
  3111. * yes this formula MATCHES their site: matk_max already holds weaponmatk+upgradematk, and
  3112. * -> statusMATK holds the %Matk modifier stuff from earlier and lastly:
  3113. * -> the mdef part is not applied at this point, but later.
  3114. **/ //1:bugreport:5101 //1:bugreport:5101
  3115. MATK_ADD((1+sstatus->matk_max) * 2 + 15/10 * sstatus->matk_min + rnd()% ( sstatus->matk_max + (1 + (sstatus->matk_max*sstatus->wlv) / 10 * 2 + 10/15 * sstatus->matk_min ) ));
  3116. #else //Ancient MATK Appliance
  3117. if (sstatus->matk_max > sstatus->matk_min) {
  3118. MATK_ADD(sstatus->matk_min+rnd()%(1+sstatus->matk_max-sstatus->matk_min));
  3119. } else {
  3120. MATK_ADD(sstatus->matk_min);
  3121. }
  3122. #endif
  3123. if(nk&NK_SPLASHSPLIT){ // Divide MATK in case of multiple targets skill
  3124. if(mflag>0)
  3125. ad.damage/= mflag;
  3126. else
  3127. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  3128. }
  3129. switch(skill_num){
  3130. case MG_NAPALMBEAT:
  3131. skillratio += skill_lv*10-30;
  3132. break;
  3133. case MG_FIREBALL:
  3134. #ifdef RENEWAL
  3135. skillratio += 20*skill_lv;
  3136. #else
  3137. skillratio += skill_lv*10-30;
  3138. #endif
  3139. break;
  3140. case MG_SOULSTRIKE:
  3141. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  3142. skillratio += 5*skill_lv;
  3143. break;
  3144. case MG_FIREWALL: {
  3145. struct status_change *sc = status_get_sc(src);
  3146. skillratio -= 50;
  3147. if( sc && sc->data[SC_PYROTECHNIC_OPTION] )
  3148. skillratio += skillratio * sc->data[SC_PYROTECHNIC_OPTION]->val3 / 100;
  3149. }
  3150. break;
  3151. case MG_COLDBOLT: {
  3152. struct status_change *sc = status_get_sc(src);
  3153. if ( sc && sc->count ) {
  3154. if ( sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
  3155. skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
  3156. ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax]
  3157. ad.flag = BF_WEAPON|BF_SHORT;
  3158. ad.type = 0;
  3159. }
  3160. if( sc->data[SC_AQUAPLAY_OPTION] )
  3161. skillratio += skillratio * sc->data[SC_AQUAPLAY_OPTION]->val3 / 100;
  3162. }
  3163. }
  3164. break;
  3165. case MG_FIREBOLT: {
  3166. struct status_change *sc = status_get_sc(src);
  3167. if ( sc && sc->count ) {
  3168. if ( sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
  3169. skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;
  3170. ad.div_ = 1;
  3171. ad.flag = BF_WEAPON|BF_SHORT;
  3172. ad.type = 0;
  3173. }
  3174. if( sc->data[SC_PYROTECHNIC_OPTION] )
  3175. skillratio += skillratio * sc->data[SC_PYROTECHNIC_OPTION]->val3 / 100;
  3176. }
  3177. }
  3178. break;
  3179. case MG_LIGHTNINGBOLT: {
  3180. struct status_change *sc = status_get_sc(src);
  3181. if ( sc && sc->count ) {
  3182. if ( sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
  3183. skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;
  3184. ad.div_ = 1;
  3185. ad.flag = BF_WEAPON|BF_SHORT;
  3186. ad.type = 0;
  3187. }
  3188. if( sc->data[SC_GUST_OPTION] )
  3189. skillratio += skillratio * sc->data[SC_GUST_OPTION]->val2 / 100;
  3190. }
  3191. }
  3192. break;
  3193. case MG_THUNDERSTORM: {
  3194. struct status_change *sc = status_get_sc(src);
  3195. /**
  3196. * in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  3197. **/
  3198. #ifndef RENEWAL
  3199. skillratio -= 20;
  3200. #endif
  3201. if( sc && sc->data[SC_GUST_OPTION] )
  3202. skillratio += skillratio * sc->data[SC_GUST_OPTION]->val2 / 100;
  3203. }
  3204. break;
  3205. case MG_FROSTDIVER:
  3206. skillratio += 10*skill_lv;
  3207. break;
  3208. case AL_HOLYLIGHT:
  3209. skillratio += 25;
  3210. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  3211. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  3212. break;
  3213. case AL_RUWACH:
  3214. skillratio += 45;
  3215. break;
  3216. case WZ_FROSTNOVA:
  3217. skillratio += (100+skill_lv*10)*2/3-100;
  3218. break;
  3219. case WZ_FIREPILLAR:
  3220. if (skill_lv > 10)
  3221. skillratio += 100;
  3222. else
  3223. skillratio -= 80;
  3224. break;
  3225. case WZ_SIGHTRASHER:
  3226. skillratio += 20*skill_lv;
  3227. break;
  3228. case WZ_VERMILION:
  3229. skillratio += 20*skill_lv-20;
  3230. break;
  3231. case WZ_WATERBALL:
  3232. skillratio += 30*skill_lv;
  3233. break;
  3234. case WZ_STORMGUST:
  3235. skillratio += 40*skill_lv;
  3236. break;
  3237. case HW_NAPALMVULCAN:
  3238. skillratio += 10*skill_lv-30;
  3239. break;
  3240. case SL_STIN:
  3241. skillratio += (tstatus->size!=SZ_SMALL?-99:10*skill_lv); //target size must be small (0) for full damage.
  3242. break;
  3243. case SL_STUN:
  3244. skillratio += (tstatus->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets
  3245. break;
  3246. case SL_SMA:
  3247. skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
  3248. break;
  3249. case NJ_KOUENKA:
  3250. skillratio -= 10;
  3251. break;
  3252. case NJ_KAENSIN:
  3253. skillratio -= 50;
  3254. break;
  3255. case NJ_BAKUENRYU:
  3256. skillratio += 50*(skill_lv-1);
  3257. break;
  3258. case NJ_HYOUSYOURAKU:
  3259. skillratio += 50*skill_lv;
  3260. break;
  3261. case NJ_RAIGEKISAI:
  3262. skillratio += 60 + 40*skill_lv;
  3263. break;
  3264. #ifdef RENEWAL
  3265. case NJ_HUUJIN:
  3266. skillratio += 50;
  3267. break;
  3268. #endif
  3269. case NJ_KAMAITACHI:
  3270. case NPC_ENERGYDRAIN:
  3271. skillratio += 100*skill_lv;
  3272. break;
  3273. case NPC_EARTHQUAKE:
  3274. skillratio += 100 +100*skill_lv +100*(skill_lv/2);
  3275. break;
  3276. /**
  3277. * Arch Bishop
  3278. **/
  3279. case AB_JUDEX:
  3280. skillratio += 180 + 20 * skill_lv;
  3281. if (skill_lv > 4) skillratio += 20;
  3282. RE_LVL_DMOD(100);
  3283. break;
  3284. case AB_ADORAMUS:
  3285. skillratio += 400 + 100 * skill_lv;
  3286. RE_LVL_DMOD(100);
  3287. break;
  3288. case AB_DUPLELIGHT_MAGIC:
  3289. skillratio += 100 + 20 * skill_lv;
  3290. break;
  3291. /**
  3292. * Warlock
  3293. **/
  3294. case WL_SOULEXPANSION:
  3295. skillratio += 300 + 100 * skill_lv + sstatus->int_;
  3296. RE_LVL_DMOD(100);
  3297. break;
  3298. case WL_FROSTMISTY:
  3299. skillratio += 100 + 100 * skill_lv;
  3300. RE_LVL_DMOD(100);
  3301. break;
  3302. case WL_JACKFROST: {
  3303. struct status_change *tsc = status_get_sc(target);
  3304. if( tsc && tsc->data[SC_FREEZING] ){
  3305. skillratio += 900 + 300 * skill_lv;
  3306. RE_LVL_DMOD(100);
  3307. }else{
  3308. skillratio += 400 + 100 * skill_lv;
  3309. RE_LVL_DMOD(150);
  3310. }
  3311. }
  3312. break;
  3313. case WL_DRAINLIFE:
  3314. skillratio = 200 * skill_lv + sstatus->int_;
  3315. RE_LVL_DMOD(100);
  3316. break;
  3317. case WL_CRIMSONROCK:
  3318. skillratio += 1200 + 300 * skill_lv;
  3319. RE_LVL_DMOD(100);
  3320. break;
  3321. case WL_HELLINFERNO:
  3322. skillratio = 300 * skill_lv;
  3323. RE_LVL_DMOD(100);
  3324. // Shadow: MATK [{( Skill Level x 300 ) x ( Caster痴 Base Level / 100 ) x 4/5 }] %
  3325. // Fire : MATK [{( Skill Level x 300 ) x ( Caster痴 Base Level / 100 ) /5 }] %
  3326. if( mflag&ELE_DARK ){ skillratio *= 4; s_ele = ELE_DARK; }
  3327. skillratio /= 5;
  3328. break;
  3329. case WL_COMET: {
  3330. struct status_change * sc = status_get_sc(src);
  3331. if( sc )
  3332. i = distance_xy(target->x, target->y, sc->comet_x, sc->comet_y);
  3333. else
  3334. i = 8;
  3335. if( i < 2 ) skillratio = 2500 + 500 * skill_lv;
  3336. else
  3337. if( i < 4 ) skillratio = 1600 + 400 * skill_lv;
  3338. else
  3339. if( i < 6 ) skillratio = 1200 + 300 * skill_lv;
  3340. else
  3341. skillratio = 800 + 200 * skill_lv;
  3342. }
  3343. break;
  3344. case WL_CHAINLIGHTNING_ATK:
  3345. skillratio += 100 + 300 * skill_lv;
  3346. RE_LVL_DMOD(100);
  3347. break;
  3348. case WL_EARTHSTRAIN:
  3349. skillratio += 1900 + 100 * skill_lv;
  3350. RE_LVL_DMOD(100);
  3351. break;
  3352. case WL_TETRAVORTEX_FIRE:
  3353. case WL_TETRAVORTEX_WATER:
  3354. case WL_TETRAVORTEX_WIND:
  3355. case WL_TETRAVORTEX_GROUND:
  3356. skillratio += 400 + 500 * skill_lv;
  3357. break;
  3358. case WL_SUMMON_ATK_FIRE:
  3359. case WL_SUMMON_ATK_WATER:
  3360. case WL_SUMMON_ATK_WIND:
  3361. case WL_SUMMON_ATK_GROUND:
  3362. skillratio = skill_lv * (status_get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech]
  3363. RE_LVL_DMOD(100);
  3364. break;
  3365. case LG_RAYOFGENESIS:
  3366. skillratio = (skillratio + 200) * skill_lv;
  3367. RE_LVL_DMOD(100);
  3368. break;
  3369. case LG_SHIELDSPELL:// [(Caster痴 Base Level x 4) + (Shield MDEF x 100) + (Caster痴 INT x 2)] %
  3370. if( sd ) {
  3371. skillratio = status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
  3372. } else
  3373. skillratio += 1900; //2000%
  3374. break;
  3375. case WM_METALICSOUND:
  3376. skillratio += 120 * skill_lv + 60 * ( sd? pc_checkskill(sd, WM_LESSON) : 10 ) - 100;
  3377. break;
  3378. case WM_SEVERE_RAINSTORM:
  3379. skillratio += 50 * skill_lv;
  3380. break;
  3381. case WM_REVERBERATION_MAGIC:
  3382. // MATK [{(Skill Level x 100) + 100} x Caster痴 Base Level / 100] %
  3383. skillratio += 100 * (sd ? pc_checkskill(sd, WM_REVERBERATION) : 1);
  3384. RE_LVL_DMOD(100);
  3385. break;
  3386. case SO_FIREWALK: {
  3387. struct status_change * sc = status_get_sc(src);
  3388. skillratio = 300;
  3389. RE_LVL_DMOD(100);
  3390. if( sc && sc->data[SC_HEATER_OPTION] )
  3391. skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100;
  3392. }
  3393. break;
  3394. case SO_ELECTRICWALK: {
  3395. struct status_change * sc = status_get_sc(src);
  3396. skillratio = 300;
  3397. RE_LVL_DMOD(100);
  3398. if( sc && sc->data[SC_BLAST_OPTION] )
  3399. skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
  3400. }
  3401. break;
  3402. case SO_EARTHGRAVE: {
  3403. struct status_change * sc = status_get_sc(src);
  3404. skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_SEISMICWEAPON) : 10 ) + sstatus->int_ * skill_lv );
  3405. RE_LVL_DMOD(100);
  3406. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  3407. skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
  3408. }
  3409. break;
  3410. case SO_DIAMONDDUST: {
  3411. struct status_change * sc = status_get_sc(src);
  3412. skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_FROSTWEAPON) : 10 ) + sstatus->int_ * skill_lv );
  3413. RE_LVL_DMOD(100);
  3414. if( sc && sc->data[SC_COOLER_OPTION] )
  3415. skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100;
  3416. }
  3417. break;
  3418. case SO_POISON_BUSTER: {
  3419. struct status_change * sc = status_get_sc(src);
  3420. skillratio += 1100 + 300 * skill_lv;
  3421. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  3422. skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
  3423. }
  3424. break;
  3425. case SO_PSYCHIC_WAVE: {
  3426. struct status_change * sc = status_get_sc(src);
  3427. skillratio += -100 + skill_lv * 70 + (sstatus->int_ * 3);
  3428. RE_LVL_DMOD(100);
  3429. if( sc ){
  3430. if( sc->data[SC_HEATER_OPTION] )
  3431. skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100;
  3432. else if(sc->data[SC_COOLER_OPTION] )
  3433. skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100;
  3434. else if(sc->data[SC_BLAST_OPTION] )
  3435. skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
  3436. else if(sc->data[SC_CURSED_SOIL_OPTION] )
  3437. skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val3 / 100;
  3438. }
  3439. }
  3440. break;
  3441. case SO_VARETYR_SPEAR: {
  3442. struct status_change * sc = status_get_sc(src);
  3443. skillratio += -100 + ( 100 * ( sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) : 10 ) + sstatus->int_ * skill_lv );
  3444. RE_LVL_DMOD(100);
  3445. if( sc && sc->data[SC_BLAST_OPTION] )
  3446. skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
  3447. }
  3448. break;
  3449. case SO_CLOUD_KILL: {
  3450. struct status_change * sc = status_get_sc(src);
  3451. skillratio += -100 + skill_lv * 40;
  3452. RE_LVL_DMOD(100);
  3453. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  3454. skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
  3455. }
  3456. break;
  3457. case GN_DEMONIC_FIRE:
  3458. if( skill_lv > 20)
  3459. { // Fire expansion Lv.2
  3460. skillratio += 110 + 20 * (skill_lv - 20) + status_get_int(src) * 3; // Need official INT bonus. [LimitLine]
  3461. }
  3462. else if( skill_lv > 10 )
  3463. { // Fire expansion Lv.1
  3464. skillratio += 110 + 20 * (skill_lv - 10) / 2;
  3465. }
  3466. else
  3467. skillratio += 110 + 20 * skill_lv;
  3468. break;
  3469. // Magical Elemental Spirits Attack Skills
  3470. case EL_FIRE_MANTLE:
  3471. case EL_WATER_SCREW:
  3472. skillratio += 900;
  3473. break;
  3474. case EL_FIRE_ARROW:
  3475. case EL_ROCK_CRUSHER_ATK:
  3476. skillratio += 200;
  3477. break;
  3478. case EL_FIRE_BOMB:
  3479. case EL_ICE_NEEDLE:
  3480. case EL_HURRICANE_ATK:
  3481. skillratio += 400;
  3482. break;
  3483. case EL_FIRE_WAVE:
  3484. case EL_TYPOON_MIS_ATK:
  3485. skillratio += 1100;
  3486. break;
  3487. case MH_ERASER_CUTTER:
  3488. if (skill_lv >= 3)
  3489. skillratio += 800 + 200 * skill_lv ;
  3490. else
  3491. skillratio += 500 + 400 * skill_lv;
  3492. break;
  3493. }
  3494. MATK_RATE(skillratio);
  3495. //Constant/misc additions from skills
  3496. if (skill_num == WZ_FIREPILLAR)
  3497. MATK_ADD(50);
  3498. }
  3499. }
  3500. if(sd) {
  3501. //Damage bonuses
  3502. if ((i = pc_skillatk_bonus(sd, skill_num)))
  3503. ad.damage += ad.damage*i/100;
  3504. //Ignore Defense?
  3505. if (!flag.imdef && (
  3506. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) ||
  3507. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) ||
  3508. sd->bonus.ignore_mdef_race & ( is_boss(target) ? 1 << RC_BOSS : 1 << RC_NONBOSS )
  3509. ))
  3510. flag.imdef = 1;
  3511. }
  3512. if(!flag.imdef){
  3513. defType mdef = tstatus->mdef;
  3514. int mdef2= tstatus->mdef2;
  3515. if(sd) {
  3516. i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS];
  3517. i+= sd->ignore_mdef[tstatus->race];
  3518. if (i)
  3519. {
  3520. if (i > 100) i = 100;
  3521. mdef -= mdef * i/100;
  3522. //mdef2-= mdef2* i/100;
  3523. }
  3524. }
  3525. #ifdef RENEWAL
  3526. /**
  3527. * RE MDEF Reduction (from doddler:?title=Renewal_Changes#MDEF)
  3528. * Damage from magic = Magic Attack * 111.5/(111.5+eMDEF)
  3529. * Damage = Magic Attack * 111.5/(111.5+eMDEF) - sMDEF
  3530. **/
  3531. if(mdef < -111) mdef = -111; // value smaller -111 brings back the damage to origin up to -223.
  3532. ad.damage = ad.damage * 1115 / (1115 + mdef * 10) - mdef2;
  3533. #else
  3534. if(battle_config.magic_defense_type)
  3535. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  3536. else
  3537. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  3538. #endif
  3539. }
  3540. if (skill_num == NPC_EARTHQUAKE)
  3541. { //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
  3542. //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
  3543. if(mflag>0)
  3544. ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
  3545. else
  3546. ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  3547. }
  3548. if(ad.damage<1)
  3549. ad.damage=1;
  3550. if (!(nk&NK_NO_ELEFIX))
  3551. ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  3552. if( skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS )
  3553. { //Apply the physical part of the skill's damage. [Skotlex]
  3554. struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  3555. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100;
  3556. if( src == target )
  3557. {
  3558. if( src->type == BL_PC )
  3559. ad.damage = ad.damage/2;
  3560. else
  3561. ad.damage = 0;
  3562. }
  3563. }
  3564. if (sd && !(nk&NK_NO_CARDFIX_ATK)) {
  3565. short t_class = status_get_class(target);
  3566. short cardfix=1000;
  3567. cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
  3568. if (!(nk&NK_NO_ELEFIX))
  3569. cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
  3570. cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
  3571. cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  3572. for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) {
  3573. if(sd->add_mdmg[i].class_ == t_class) {
  3574. cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
  3575. continue;
  3576. }
  3577. }
  3578. if (cardfix != 1000)
  3579. MATK_RATE(cardfix/10);
  3580. }
  3581. if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
  3582. { // Target cards.
  3583. short s_race2 = status_get_race2(src);
  3584. short s_class= status_get_class(src);
  3585. int cardfix=1000;
  3586. if (!(nk&NK_NO_ELEFIX))
  3587. {
  3588. int ele_fix = tsd->subele[s_ele];
  3589. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  3590. {
  3591. if(tsd->subele2[i].ele != s_ele) continue;
  3592. if(!(tsd->subele2[i].flag&ad.flag&BF_WEAPONMASK &&
  3593. tsd->subele2[i].flag&ad.flag&BF_RANGEMASK &&
  3594. tsd->subele2[i].flag&ad.flag&BF_SKILLMASK))
  3595. continue;
  3596. ele_fix += tsd->subele2[i].rate;
  3597. }
  3598. cardfix=cardfix*(100-ele_fix)/100;
  3599. }
  3600. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  3601. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  3602. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  3603. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  3604. if( sstatus->race != RC_DEMIHUMAN )
  3605. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  3606. for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
  3607. if(tsd->add_mdef[i].class_ == s_class) {
  3608. cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
  3609. break;
  3610. }
  3611. }
  3612. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  3613. if ( ad.flag&BF_SHORT )
  3614. cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
  3615. else
  3616. cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
  3617. cardfix = cardfix * ( 100 - tsd->bonus.magic_def_rate ) / 100;
  3618. if( tsd->sc.data[SC_MDEF_RATE] )
  3619. cardfix = cardfix * ( 100 - tsd->sc.data[SC_MDEF_RATE]->val1 ) / 100;
  3620. if (cardfix != 1000)
  3621. MATK_RATE( cardfix / 10 );
  3622. }
  3623. }
  3624. damage_div_fix(ad.damage, ad.div_);
  3625. if (flag.infdef && ad.damage)
  3626. ad.damage = ad.damage>0?1:-1;
  3627. ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_num,skill_lv);
  3628. if( map_flag_gvg2(target->m) )
  3629. ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  3630. else if( map[target->m].flag.battleground )
  3631. ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  3632. switch( skill_num ) { /* post-calc modifiers */
  3633. case SO_VARETYR_SPEAR: { // Physical damage.
  3634. struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  3635. ad.damage += wd.damage;
  3636. break;
  3637. }
  3638. //case HM_ERASER_CUTTER:
  3639. }
  3640. return ad;
  3641. }
  3642. /*==========================================
  3643. * その他ダ??[ジ計算
  3644. *------------------------------------------*/
  3645. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  3646. {
  3647. int skill;
  3648. short i, nk;
  3649. short s_ele;
  3650. struct map_session_data *sd, *tsd;
  3651. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  3652. struct status_data *sstatus = status_get_status_data(src);
  3653. struct status_data *tstatus = status_get_status_data(target);
  3654. memset(&md,0,sizeof(md));
  3655. if( src == NULL || target == NULL ){
  3656. nullpo_info(NLP_MARK);
  3657. return md;
  3658. }
  3659. //Some initial values
  3660. md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion;
  3661. md.dmotion=tstatus->dmotion;
  3662. md.div_=skill_get_num( skill_num,skill_lv );
  3663. md.blewcount=skill_get_blewcount(skill_num,skill_lv);
  3664. md.dmg_lv=ATK_DEF;
  3665. md.flag=BF_MISC|BF_SKILL;
  3666. nk = skill_get_nk(skill_num);
  3667. sd = BL_CAST(BL_PC, src);
  3668. tsd = BL_CAST(BL_PC, target);
  3669. if(sd) {
  3670. sd->state.arrow_atk = 0;
  3671. md.blewcount += battle_blewcount_bonus(sd, skill_num);
  3672. }
  3673. s_ele = skill_get_ele(skill_num, skill_lv);
  3674. if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  3675. s_ele = ELE_NEUTRAL;
  3676. else if (s_ele == -3) //Use random element
  3677. s_ele = rnd()%ELE_MAX;
  3678. //Skill Range Criteria
  3679. md.flag |= battle_range_type(src, target, skill_num, skill_lv);
  3680. switch( skill_num )
  3681. {
  3682. #ifdef RENEWAL
  3683. case HT_LANDMINE:
  3684. case MA_LANDMINE:
  3685. case HT_BLASTMINE:
  3686. case HT_CLAYMORETRAP:
  3687. {
  3688. int level = sd?sd->status.base_level:status_get_lv(src);
  3689. md.damage = skill_lv*sstatus->dex*(3+level/100)*(1+sstatus->int_/35);
  3690. md.damage+= md.damage*(rnd()%20-10)/100;
  3691. md.damage+= 40*(sd?pc_checkskill(sd,RA_RESEARCHTRAP):0);
  3692. }
  3693. break;
  3694. #else
  3695. case HT_LANDMINE:
  3696. case MA_LANDMINE:
  3697. md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
  3698. break;
  3699. case HT_BLASTMINE:
  3700. md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
  3701. break;
  3702. case HT_CLAYMORETRAP:
  3703. md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
  3704. break;
  3705. #endif
  3706. case HT_BLITZBEAT:
  3707. case SN_FALCONASSAULT:
  3708. //Blitz-beat Damage.
  3709. if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  3710. skill=0;
  3711. md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2;
  3712. if(mflag > 1) //Autocasted Blitz.
  3713. nk|=NK_SPLASHSPLIT;
  3714. if (skill_num == SN_FALCONASSAULT)
  3715. {
  3716. //Div fix of Blitzbeat
  3717. skill = skill_get_num(HT_BLITZBEAT, 5);
  3718. damage_div_fix(md.damage, skill);
  3719. //Falcon Assault Modifier
  3720. md.damage=md.damage*(150+70*skill_lv)/100;
  3721. }
  3722. break;
  3723. case TF_THROWSTONE:
  3724. md.damage=50;
  3725. break;
  3726. case BA_DISSONANCE:
  3727. md.damage=30+skill_lv*10;
  3728. if (sd)
  3729. md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
  3730. break;
  3731. case NPC_SELFDESTRUCTION:
  3732. md.damage = sstatus->hp;
  3733. break;
  3734. case NPC_SMOKING:
  3735. md.damage=3;
  3736. break;
  3737. case NPC_DARKBREATH:
  3738. md.damage = 500 + (skill_lv-1)*1000 + rnd()%1000;
  3739. if(md.damage > 9999) md.damage = 9999;
  3740. break;
  3741. case PA_PRESSURE:
  3742. md.damage=500+300*skill_lv;
  3743. break;
  3744. case PA_GOSPEL:
  3745. md.damage = 1+rnd()%9999;
  3746. break;
  3747. case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen]
  3748. if(tstatus->vit+sstatus->int_) //crash fix
  3749. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  3750. else
  3751. md.damage = 0;
  3752. if (tsd) md.damage>>=1;
  3753. if (md.damage < 0 || md.damage > INT_MAX>>1)
  3754. //Overflow prevention, will anyone whine if I cap it to a few billion?
  3755. //Not capped to INT_MAX to give some room for further damage increase.
  3756. md.damage = INT_MAX>>1;
  3757. break;
  3758. case NJ_ZENYNAGE:
  3759. md.damage = skill_get_zeny(skill_num ,skill_lv);
  3760. if (!md.damage) md.damage = 2;
  3761. md.damage = md.damage + rnd()%md.damage;
  3762. if (is_boss(target))
  3763. md.damage=md.damage/3;
  3764. else if (tsd)
  3765. md.damage=md.damage/2;
  3766. break;
  3767. case GS_FLING:
  3768. md.damage = sd?sd->status.job_level:status_get_lv(src);
  3769. break;
  3770. case HVAN_EXPLOSION: //[orn]
  3771. md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100 ;
  3772. break ;
  3773. case ASC_BREAKER:
  3774. md.damage = 500+rnd()%500 + 5*skill_lv * sstatus->int_;
  3775. nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
  3776. break;
  3777. case HW_GRAVITATION:
  3778. md.damage = 200+200*skill_lv;
  3779. md.dmotion = 0; //No flinch animation.
  3780. break;
  3781. case NPC_EVILLAND:
  3782. md.damage = skill_calc_heal(src,target,skill_num,skill_lv,false);
  3783. break;
  3784. case RK_DRAGONBREATH:
  3785. md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
  3786. RE_LVL_MDMOD(150);
  3787. if (sd) md.damage = md.damage * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
  3788. md.flag |= BF_LONG|BF_WEAPON;
  3789. break;
  3790. /**
  3791. * Ranger
  3792. **/
  3793. case RA_CLUSTERBOMB:
  3794. case RA_FIRINGTRAP:
  3795. case RA_ICEBOUNDTRAP:
  3796. md.damage = (2 * skill_lv * (sstatus->dex + 100));
  3797. md.damage = md.damage * 2;// Without BaseLv Bonus
  3798. RE_LVL_TMDMOD();
  3799. md.damage = md.damage + (5 * sstatus->int_) + (40 * ( sd ? pc_checkskill(sd,RA_RESEARCHTRAP) : 10 ) );
  3800. break;
  3801. /**
  3802. * Mechanic
  3803. **/
  3804. case NC_SELFDESTRUCTION:
  3805. {
  3806. short totaldef = tstatus->def2 + (short)status_get_def(target);
  3807. md.damage = ( (sd?pc_checkskill(sd,NC_MAINFRAME):10) + 8 ) * ( skill_lv + 1 ) * ( status_get_sp(src) + sstatus->vit );
  3808. RE_LVL_MDMOD(100);
  3809. md.damage += status_get_hp(src) - totaldef;
  3810. }
  3811. break;
  3812. case GN_THORNS_TRAP:
  3813. md.damage = 100 + 200 * skill_lv + sstatus->int_;
  3814. break;
  3815. case GN_HELLS_PLANT_ATK:
  3816. //[{( Hell Plant Skill Level x Caster痴 Base Level ) x 10 } + {( Caster痴 INT x 7 ) / 2 } x { 18 + ( Caster痴 Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level ))
  3817. md.damage = ( skill_lv * status_get_lv(src) * 10 ) + ( sstatus->int_ * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - (sd?pc_checkskill(sd,AM_CANNIBALIZE):0)) );
  3818. break;
  3819. }
  3820. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  3821. if(mflag>0)
  3822. md.damage/= mflag;
  3823. else
  3824. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  3825. }
  3826. damage_div_fix(md.damage, md.div_);
  3827. if (!(nk&NK_IGNORE_FLEE))
  3828. {
  3829. struct status_change *sc = status_get_sc(target);
  3830. i = 0; //Temp for "hit or no hit"
  3831. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  3832. i = 1;
  3833. else {
  3834. short
  3835. flee = tstatus->flee,
  3836. #ifdef RENEWAL
  3837. hitrate = 0; //Default hitrate
  3838. #else
  3839. hitrate = 80; //Default hitrate
  3840. #endif
  3841. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  3842. unsigned char attacker_count; //256 max targets should be a sane max
  3843. attacker_count = unit_counttargeted(target);
  3844. if(attacker_count >= battle_config.agi_penalty_count)
  3845. {
  3846. if (battle_config.agi_penalty_type == 1)
  3847. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  3848. else //asume type 2: absolute reduction
  3849. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  3850. if(flee < 1) flee = 1;
  3851. }
  3852. }
  3853. hitrate+= sstatus->hit - flee;
  3854. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  3855. if(rnd()%100 < hitrate)
  3856. i = 1;
  3857. }
  3858. if (!i) {
  3859. md.damage = 0;
  3860. md.dmg_lv=ATK_FLEE;
  3861. }
  3862. }
  3863. if( md.damage && tsd && !(nk&NK_NO_CARDFIX_DEF) )
  3864. {// misc damage reduction from equipment
  3865. int cardfix = 10000;
  3866. int race2 = status_get_race2(src);
  3867. if (!(nk&NK_NO_ELEFIX))
  3868. {
  3869. int ele_fix = tsd->subele[s_ele];
  3870. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  3871. {
  3872. if(tsd->subele2[i].ele != s_ele) continue;
  3873. if(!(tsd->subele2[i].flag&md.flag&BF_WEAPONMASK &&
  3874. tsd->subele2[i].flag&md.flag&BF_RANGEMASK &&
  3875. tsd->subele2[i].flag&md.flag&BF_SKILLMASK))
  3876. continue;
  3877. ele_fix += tsd->subele2[i].rate;
  3878. }
  3879. cardfix=cardfix*(100-ele_fix)/100;
  3880. }
  3881. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  3882. cardfix=cardfix*(100-tsd->subrace2[race2])/100;
  3883. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  3884. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  3885. if( sstatus->race != RC_DEMIHUMAN )
  3886. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  3887. cardfix = cardfix * ( 100 - tsd->bonus.misc_def_rate ) / 100;
  3888. if( md.flag&BF_SHORT )
  3889. cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
  3890. else // BF_LONG (there's no other choice)
  3891. cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
  3892. if (cardfix != 10000)
  3893. md.damage= (int)( (int64)md.damage * cardfix / 10000 );
  3894. }
  3895. if (sd && (i = pc_skillatk_bonus(sd, skill_num)))
  3896. md.damage += md.damage*i/100;
  3897. if(md.damage < 0)
  3898. md.damage = 0;
  3899. else if(md.damage && tstatus->mode&MD_PLANT)
  3900. md.damage = 1;
  3901. if(!(nk&NK_NO_ELEFIX))
  3902. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  3903. md.damage=battle_calc_damage(src,target,&md,md.damage,skill_num,skill_lv);
  3904. if( map_flag_gvg2(target->m) )
  3905. md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  3906. else if( map[target->m].flag.battleground )
  3907. md.damage=battle_calc_bg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  3908. switch( skill_num ) {
  3909. case RA_CLUSTERBOMB:
  3910. case RA_FIRINGTRAP:
  3911. case RA_ICEBOUNDTRAP:
  3912. {
  3913. struct Damage wd;
  3914. wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  3915. md.damage += wd.damage;
  3916. }
  3917. break;
  3918. case NJ_ZENYNAGE:
  3919. if( sd ) {
  3920. if ( md.damage > sd->status.zeny )
  3921. md.damage = sd->status.zeny;
  3922. pc_payzeny(sd, md.damage);
  3923. }
  3924. break;
  3925. }
  3926. return md;
  3927. }
  3928. /*==========================================
  3929. * ダ??[ジ計算一括?�?用
  3930. *------------------------------------------*/
  3931. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int count)
  3932. {
  3933. struct Damage d;
  3934. switch(attack_type) {
  3935. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,count); break;
  3936. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,count); break;
  3937. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,count); break;
  3938. default:
  3939. ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
  3940. memset(&d,0,sizeof(d));
  3941. break;
  3942. }
  3943. if( d.damage + d.damage2 < 1 )
  3944. { //Miss/Absorbed
  3945. //Weapon attacks should go through to cause additional effects.
  3946. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  3947. d.dmg_lv = ATK_MISS;
  3948. d.dmotion = 0;
  3949. }
  3950. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  3951. d.dmg_lv = ATK_DEF;
  3952. return d;
  3953. }
  3954. //Calculates BF_WEAPON returned damage.
  3955. int battle_calc_return_damage(struct block_list* bl, struct block_list *src, int *dmg, int flag, int skillid){
  3956. struct map_session_data* sd = NULL;
  3957. int rdamage = 0, damage = *dmg;
  3958. struct status_change* sc;
  3959. sd = BL_CAST(BL_PC, bl);
  3960. sc = status_get_sc(bl);
  3961. if( sc && sc->data[SC_REFLECTDAMAGE] ) {
  3962. int max_damage = status_get_max_hp(bl) * status_get_lv(bl) / 100;
  3963. rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
  3964. if( rdamage > max_damage ) rdamage = max_damage;
  3965. }else if( sc && sc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2 ){
  3966. //ATK [{(Target痴 HP / 100) x Skill Level} x Caster痴 Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  3967. int ratio = (status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(bl) / 125;
  3968. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  3969. rdamage = rdamage * ratio / 100 + (*dmg) * (10 + sc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
  3970. skill_blown(bl, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), 0);
  3971. clif_skill_damage(bl, src, gettick(), status_get_amotion(src), 0, rdamage,
  3972. 1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
  3973. clif_damage(src, bl, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, 0, 0);
  3974. status_damage(src, bl, status_damage(bl, src, rdamage, 0, 0, 1)/10, 0, 0, 1);
  3975. status_change_end(bl, SC_CRESCENTELBOW, INVALID_TIMER);
  3976. return 0; // Just put here to minimize redundancy
  3977. }else if (flag & BF_SHORT) {//Bounces back part of the damage.
  3978. if ( sd && sd->bonus.short_weapon_damage_return ) {
  3979. rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
  3980. if(rdamage < 1) rdamage = 1;
  3981. }
  3982. if( sc && sc->count ) {
  3983. if ( sc->data[SC_REFLECTSHIELD] && skillid != WS_CARTTERMINATION ) {
  3984. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  3985. if (rdamage < 1) rdamage = 1;
  3986. }
  3987. if(sc->data[SC_DEATHBOUND] && skillid != WS_CARTTERMINATION && !(src->type == BL_MOB && is_boss(src)) ) {
  3988. int dir = map_calc_dir(bl,src->x,src->y),
  3989. t_dir = unit_getdir(bl), rd1 = 0;
  3990. if( distance_bl(src,bl) <= 0 || !map_check_dir(dir,t_dir) ) {
  3991. rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  3992. *dmg = rd1 * 30 / 100; // Received damge = 30% of amplifly damage.
  3993. clif_skill_damage(src,bl,gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1,6);
  3994. status_change_end(bl,SC_DEATHBOUND,INVALID_TIMER);
  3995. rdamage += rd1;
  3996. if (rdamage < 1) rdamage = 1;
  3997. }
  3998. }
  3999. }
  4000. } else {
  4001. if (sd && sd->bonus.long_weapon_damage_return) {
  4002. rdamage += damage * sd->bonus.long_weapon_damage_return / 100;
  4003. if (rdamage < 1) rdamage = 1;
  4004. }
  4005. }
  4006. return rdamage;
  4007. }
  4008. void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss)
  4009. {
  4010. struct weapon_data *wd;
  4011. int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage;
  4012. for (i = 0; i < 4; i++) {
  4013. //First two iterations: Right hand
  4014. if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
  4015. else { wd = &sd->left_weapon; damage = &ldamage; }
  4016. if (*damage <= 0) continue;
  4017. //First and Third iterations: race, other two boss/nonboss state
  4018. if (i == 0 || i == 2)
  4019. type = race;
  4020. else
  4021. type = boss?RC_BOSS:RC_NONBOSS;
  4022. hp = wd->hp_drain[type].value;
  4023. if (wd->hp_drain[type].rate)
  4024. hp += battle_calc_drain(*damage, wd->hp_drain[type].rate, wd->hp_drain[type].per);
  4025. sp = wd->sp_drain[type].value;
  4026. if (wd->sp_drain[type].rate)
  4027. sp += battle_calc_drain(*damage, wd->sp_drain[type].rate, wd->sp_drain[type].per);
  4028. if (hp) {
  4029. if (wd->hp_drain[type].type)
  4030. rhp += hp;
  4031. thp += hp;
  4032. }
  4033. if (sp) {
  4034. if (wd->sp_drain[type].type)
  4035. rsp += sp;
  4036. tsp += sp;
  4037. }
  4038. }
  4039. if (sd->bonus.sp_vanish_rate && rnd()%1000 < sd->bonus.sp_vanish_rate)
  4040. status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->bonus.sp_vanish_per, false);
  4041. if( sd->sp_gain_race_attack[race] )
  4042. tsp += sd->sp_gain_race_attack[race];
  4043. if( sd->hp_gain_race_attack[race] )
  4044. thp += sd->hp_gain_race_attack[race];
  4045. if (!thp && !tsp) return;
  4046. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  4047. if (rhp || rsp)
  4048. status_zap(tbl, rhp, rsp);
  4049. }
  4050. // Deals the same damage to targets in area. [pakpil]
  4051. int battle_damage_area( struct block_list *bl, va_list ap) {
  4052. unsigned int tick;
  4053. int amotion, dmotion, damage;
  4054. struct block_list *src;
  4055. nullpo_ret(bl);
  4056. tick=va_arg(ap, unsigned int);
  4057. src=va_arg(ap,struct block_list *);
  4058. amotion=va_arg(ap,int);
  4059. dmotion=va_arg(ap,int);
  4060. damage=va_arg(ap,int);
  4061. if( bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  4062. return 0;
  4063. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  4064. map_freeblock_lock();
  4065. if( src->type == BL_PC )
  4066. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), is_boss(bl));
  4067. if( amotion )
  4068. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0);
  4069. else
  4070. status_fix_damage(src,bl,damage,0);
  4071. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,ATK_BLOCK,0);
  4072. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  4073. map_freeblock_unlock();
  4074. }
  4075. return 0;
  4076. }
  4077. /*==========================================
  4078. * 通??U撃?�?まとめ
  4079. *------------------------------------------*/
  4080. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag) {
  4081. struct map_session_data *sd = NULL, *tsd = NULL;
  4082. struct status_data *sstatus, *tstatus;
  4083. struct status_change *sc, *tsc;
  4084. int damage,rdamage=0,rdelay=0;
  4085. int skillv;
  4086. struct Damage wd;
  4087. nullpo_retr(ATK_NONE, src);
  4088. nullpo_retr(ATK_NONE, target);
  4089. if (src->prev == NULL || target->prev == NULL)
  4090. return ATK_NONE;
  4091. sd = BL_CAST(BL_PC, src);
  4092. tsd = BL_CAST(BL_PC, target);
  4093. sstatus = status_get_status_data(src);
  4094. tstatus = status_get_status_data(target);
  4095. sc = status_get_sc(src);
  4096. tsc = status_get_sc(target);
  4097. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  4098. sc = NULL;
  4099. if (tsc && !tsc->count)
  4100. tsc = NULL;
  4101. if (sd)
  4102. {
  4103. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  4104. if (sd->state.arrow_atk)
  4105. {
  4106. int index = sd->equip_index[EQI_AMMO];
  4107. if (index<0) {
  4108. clif_arrow_fail(sd,0);
  4109. return ATK_NONE;
  4110. }
  4111. //Ammo check by Ishizu-chan
  4112. if (sd->inventory_data[index])
  4113. switch (sd->status.weapon) {
  4114. case W_BOW:
  4115. if (sd->inventory_data[index]->look != A_ARROW) {
  4116. clif_arrow_fail(sd,0);
  4117. return ATK_NONE;
  4118. }
  4119. break;
  4120. case W_REVOLVER:
  4121. case W_RIFLE:
  4122. case W_GATLING:
  4123. case W_SHOTGUN:
  4124. if (sd->inventory_data[index]->look != A_BULLET) {
  4125. clif_arrow_fail(sd,0);
  4126. return ATK_NONE;
  4127. }
  4128. break;
  4129. case W_GRENADE:
  4130. if (sd->inventory_data[index]->look != A_GRENADE) {
  4131. clif_arrow_fail(sd,0);
  4132. return ATK_NONE;
  4133. }
  4134. break;
  4135. }
  4136. }
  4137. }
  4138. if (sc && sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&2))
  4139. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  4140. if (sc && sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4&2))
  4141. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4142. if( tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) )
  4143. {
  4144. int dir = map_calc_dir(target,src->x,src->y);
  4145. int t_dir = unit_getdir(target);
  4146. int dist = distance_bl(src, target);
  4147. if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
  4148. {
  4149. int skilllv = tsc->data[SC_AUTOCOUNTER]->val1;
  4150. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  4151. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  4152. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  4153. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
  4154. return ATK_BLOCK;
  4155. }
  4156. }
  4157. if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  4158. {
  4159. int skilllv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  4160. int duration = skill_get_time2(MO_BLADESTOP,skilllv);
  4161. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  4162. if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  4163. { //Target locked.
  4164. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  4165. clif_bladestop(target, src->id, 1);
  4166. sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0, src->id, duration);
  4167. return ATK_BLOCK;
  4168. }
  4169. }
  4170. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  4171. int triple_rate= 30 - skillv; //Base Rate
  4172. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
  4173. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  4174. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  4175. }
  4176. if (rnd()%100 < triple_rate) {
  4177. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  4178. return ATK_DEF;
  4179. return ATK_MISS;
  4180. }
  4181. }
  4182. if (sc) {
  4183. if (sc->data[SC_SACRIFICE]) {
  4184. int skilllv = sc->data[SC_SACRIFICE]->val1;
  4185. damage_lv ret_val;
  4186. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  4187. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  4188. /**
  4189. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  4190. * For futher information: bugreport:4950
  4191. **/
  4192. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skilllv,tick,0);
  4193. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  4194. if( ret_val == ATK_NONE )
  4195. return ATK_MISS;
  4196. return ret_val;
  4197. }
  4198. if (sc->data[SC_MAGICALATTACK]) {
  4199. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
  4200. return ATK_DEF;
  4201. return ATK_MISS;
  4202. }
  4203. if( sc->data[SC_GT_ENERGYGAIN] ) {
  4204. if( sd && rnd()%100 < 10 + 5 * sc->data[SC_GT_ENERGYGAIN]->val1)
  4205. pc_addspiritball(sd,
  4206. skill_get_time(MO_CALLSPIRITS, sc->data[SC_GT_ENERGYGAIN]->val1),
  4207. sc->data[SC_GT_ENERGYGAIN]->val1);
  4208. }
  4209. }
  4210. if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp)
  4211. tsc->data[SC_KAAHI]->val4 = add_timer(tick + skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal.
  4212. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  4213. if( sc && sc->count ) {
  4214. if (sc->data[SC_EXEEDBREAK]) {
  4215. wd.damage = wd.damage * sc->data[SC_EXEEDBREAK]->val1 / 100;
  4216. status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
  4217. }
  4218. if( sc->data[SC_SPELLFIST] ) {
  4219. if( --(sc->data[SC_SPELLFIST]->val1) >= 0 ){
  4220. struct Damage ad = battle_calc_attack(BF_MAGIC,src,target,sc->data[SC_SPELLFIST]->val3,sc->data[SC_SPELLFIST]->val4,flag|BF_SHORT);
  4221. wd.damage = ad.damage;
  4222. }else
  4223. status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
  4224. }
  4225. if( sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 )
  4226. wd.damage *= 3; // Triple Damage
  4227. if( sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0 && sd->status.inventory[sd->equip_index[EQI_AMMO]].amount >= sc->data[SC_FEARBREEZE]->val4 && battle_config.arrow_decrement){
  4228. pc_delitem(sd,sd->equip_index[EQI_AMMO],sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
  4229. sc->data[SC_FEARBREEZE]->val4 = 0;
  4230. }
  4231. }
  4232. if (sd && sd->state.arrow_atk) //Consume arrow.
  4233. battle_consume_ammo(sd, 0, 0);
  4234. damage = wd.damage + wd.damage2;
  4235. if( damage > 0 && src != target )
  4236. {
  4237. if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
  4238. { // Activates it only from melee damage
  4239. int skillid;
  4240. if( rnd()%2 == 1 )
  4241. skillid = AB_DUPLELIGHT_MELEE;
  4242. else
  4243. skillid = AB_DUPLELIGHT_MAGIC;
  4244. skill_attack(skill_get_type(skillid), src, src, target, skillid, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
  4245. }
  4246. rdamage = battle_calc_return_damage(target,src, &damage, wd.flag, 0);
  4247. if( rdamage > 0 ) {
  4248. if( tsc && tsc->data[SC_REFLECTDAMAGE] ) {
  4249. if( src != target )// Don't reflect your own damage (Grand Cross)
  4250. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd.amotion,wd.dmotion,rdamage,tstatus->race,0);
  4251. } else {
  4252. rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
  4253. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  4254. skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  4255. }
  4256. }
  4257. }
  4258. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
  4259. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  4260. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  4261. map_freeblock_lock();
  4262. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion);
  4263. if( tsc ) {
  4264. if( tsc->data[SC_DEVOTION] ) {
  4265. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  4266. struct block_list *d_bl = map_id2bl(sce->val1);
  4267. if( d_bl && (
  4268. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  4269. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  4270. ) && check_distance_bl(target, d_bl, sce->val3) )
  4271. {
  4272. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  4273. status_fix_damage(NULL, d_bl, damage, 0);
  4274. }
  4275. else
  4276. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  4277. } else if( tsc->data[SC_CIRCLE_OF_FIRE_OPTION] && (wd.flag&BF_SHORT) && target->type == BL_PC ) {
  4278. struct elemental_data *ed = ((TBL_PC*)target)->ed;
  4279. if( ed ) {
  4280. clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, 6);
  4281. skill_attack(BF_MAGIC,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
  4282. }
  4283. } else if( tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1 ) {
  4284. struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
  4285. if( e_bl && !status_isdead(e_bl) ) {
  4286. clif_damage(e_bl,e_bl,tick,wd.amotion,wd.dmotion,damage,wd.div_,wd.type,wd.damage2);
  4287. status_damage(target,e_bl,damage,0,0,0);
  4288. // Just show damage in target.
  4289. clif_damage(src, target, tick, wd.amotion, wd.dmotion, damage, wd.div_, wd.type, wd.damage2 );
  4290. map_freeblock_unlock();
  4291. return ATK_NONE;
  4292. }
  4293. }
  4294. }
  4295. if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
  4296. int sp = 0;
  4297. int skillid = sc->data[SC_AUTOSPELL]->val2;
  4298. int skilllv = sc->data[SC_AUTOSPELL]->val3;
  4299. int i = rnd()%100;
  4300. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  4301. i = 0; //Max chance, no skilllv reduction. [Skotlex]
  4302. if (i >= 50) skilllv -= 2;
  4303. else if (i >= 15) skilllv--;
  4304. if (skilllv < 1) skilllv = 1;
  4305. sp = skill_get_sp(skillid,skilllv) * 2 / 3;
  4306. if (status_charge(src, 0, sp)) {
  4307. switch (skill_get_casttype(skillid)) {
  4308. case CAST_GROUND:
  4309. skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag);
  4310. break;
  4311. case CAST_NODAMAGE:
  4312. skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag);
  4313. break;
  4314. case CAST_DAMAGE:
  4315. skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
  4316. break;
  4317. }
  4318. }
  4319. }
  4320. if (sd) {
  4321. if( wd.flag&BF_SHORT && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
  4322. sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id != 0 && sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].flag == SKILL_FLAG_PLAGIARIZED )
  4323. {
  4324. int r_skill = sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id,
  4325. r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;
  4326. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  4327. sd->state.autocast = 1;
  4328. skill_consume_requirement(sd,r_skill,r_lv,3);
  4329. switch( skill_get_casttype(r_skill) ) {
  4330. case CAST_GROUND:
  4331. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  4332. break;
  4333. case CAST_NODAMAGE:
  4334. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  4335. break;
  4336. case CAST_DAMAGE:
  4337. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  4338. break;
  4339. }
  4340. sd->state.autocast = 0;
  4341. sd->ud.canact_tick = tick + skill_delayfix(src, r_skill, r_lv);
  4342. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  4343. }
  4344. }
  4345. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  4346. if (battle_config.left_cardfix_to_right)
  4347. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target));
  4348. else
  4349. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target));
  4350. }
  4351. }
  4352. if (rdamage > 0 && !(tsc && tsc->data[SC_REFLECTDAMAGE])) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
  4353. if(tsd && src != target)
  4354. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  4355. battle_delay_damage(tick, wd.amotion, target, src, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay);
  4356. }
  4357. if (tsc) {
  4358. if (tsc->data[SC_POISONREACT] &&
  4359. (rnd()%100 < tsc->data[SC_POISONREACT]->val3
  4360. || sstatus->def_ele == ELE_POISON) &&
  4361. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  4362. status_check_skilluse(target, src, TF_POISON, 0)
  4363. ) { //Poison React
  4364. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  4365. if (sstatus->def_ele == ELE_POISON) {
  4366. sce->val2 = 0;
  4367. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  4368. } else {
  4369. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  4370. --sce->val2;
  4371. }
  4372. if (sce->val2 <= 0)
  4373. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  4374. }
  4375. }
  4376. map_freeblock_unlock();
  4377. return wd.dmg_lv;
  4378. }
  4379. int battle_check_undead(int race,int element)
  4380. {
  4381. if(battle_config.undead_detect_type == 0) {
  4382. if(element == ELE_UNDEAD)
  4383. return 1;
  4384. }
  4385. else if(battle_config.undead_detect_type == 1) {
  4386. if(race == RC_UNDEAD)
  4387. return 1;
  4388. }
  4389. else {
  4390. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  4391. return 1;
  4392. }
  4393. return 0;
  4394. }
  4395. //Returns the upmost level master starting with the given object
  4396. struct block_list* battle_get_master(struct block_list *src)
  4397. {
  4398. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  4399. do {
  4400. prev = src;
  4401. switch (src->type) {
  4402. case BL_PET:
  4403. if (((TBL_PET*)src)->msd)
  4404. src = (struct block_list*)((TBL_PET*)src)->msd;
  4405. break;
  4406. case BL_MOB:
  4407. if (((TBL_MOB*)src)->master_id)
  4408. src = map_id2bl(((TBL_MOB*)src)->master_id);
  4409. break;
  4410. case BL_HOM:
  4411. if (((TBL_HOM*)src)->master)
  4412. src = (struct block_list*)((TBL_HOM*)src)->master;
  4413. break;
  4414. case BL_MER:
  4415. if (((TBL_MER*)src)->master)
  4416. src = (struct block_list*)((TBL_MER*)src)->master;
  4417. break;
  4418. case BL_ELEM:
  4419. if (((TBL_ELEM*)src)->master)
  4420. src = (struct block_list*)((TBL_ELEM*)src)->master;
  4421. break;
  4422. case BL_SKILL:
  4423. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  4424. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  4425. break;
  4426. }
  4427. } while (src && src != prev);
  4428. return prev;
  4429. }
  4430. /*==========================================
  4431. * Checks the state between two targets (rewritten by Skotlex)
  4432. * (enemy, friend, party, guild, etc)
  4433. * See battle.h for possible values/combinations
  4434. * to be used here (BCT_* constants)
  4435. * Return value is:
  4436. * 1: flag holds true (is enemy, party, etc)
  4437. * -1: flag fails
  4438. * 0: Invalid target (non-targetable ever)
  4439. *------------------------------------------*/
  4440. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  4441. {
  4442. int m,state = 0; //Initial state none
  4443. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  4444. struct block_list *s_bl = src, *t_bl = target;
  4445. nullpo_ret(src);
  4446. nullpo_ret(target);
  4447. m = target->m;
  4448. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  4449. //objects involved.
  4450. if( (t_bl = battle_get_master(target)) == NULL )
  4451. t_bl = target;
  4452. if( (s_bl = battle_get_master(src)) == NULL )
  4453. s_bl = src;
  4454. switch( target->type ) { // Checks on actual target
  4455. case BL_PC: {
  4456. struct status_change* sc = status_get_sc(src);
  4457. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  4458. return -1; //Cannot be targeted yet.
  4459. if( sc && sc->count ) {
  4460. if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
  4461. return -1;
  4462. }
  4463. }
  4464. break;
  4465. case BL_MOB:
  4466. if((((TBL_MOB*)target)->special_state.ai == 2 || //Marine Spheres
  4467. (((TBL_MOB*)target)->special_state.ai == 3 && battle_config.summon_flora&1)) && //Floras
  4468. s_bl->type == BL_PC && src->type != BL_MOB)
  4469. { //Targettable by players
  4470. state |= BCT_ENEMY;
  4471. strip_enemy = 0;
  4472. }
  4473. break;
  4474. case BL_SKILL:
  4475. {
  4476. TBL_SKILL *su = (TBL_SKILL*)target;
  4477. if( !su->group )
  4478. return 0;
  4479. if( skill_get_inf2(su->group->skill_id)&INF2_TRAP ) { //Only a few skills can target traps...
  4480. switch( battle_getcurrentskill(src) ) {
  4481. case 0://you can hit them without skills
  4482. case MA_REMOVETRAP:
  4483. case HT_REMOVETRAP:
  4484. case AC_SHOWER:
  4485. case MA_SHOWER:
  4486. case WZ_SIGHTRASHER:
  4487. case WZ_SIGHTBLASTER:
  4488. case SM_MAGNUM:
  4489. case MS_MAGNUM:
  4490. case RA_DETONATOR:
  4491. case RA_SENSITIVEKEEN:
  4492. case GN_CRAZYWEED:
  4493. state |= BCT_ENEMY;
  4494. strip_enemy = 0;
  4495. break;
  4496. default:
  4497. return 0;
  4498. }
  4499. } else if (su->group->skill_id==WZ_ICEWALL ||
  4500. su->group->skill_id == GN_WALLOFTHORN ||
  4501. su->group->skill_id == WM_REVERBERATION) {
  4502. state |= BCT_ENEMY;
  4503. strip_enemy = 0;
  4504. } else //Excepting traps and icewall, you should not be able to target skills.
  4505. return 0;
  4506. }
  4507. break;
  4508. //Valid targets with no special checks here.
  4509. case BL_MER:
  4510. case BL_HOM:
  4511. case BL_ELEM:
  4512. break;
  4513. //All else not specified is an invalid target.
  4514. default:
  4515. return 0;
  4516. }
  4517. switch( t_bl->type )
  4518. { //Checks on target master
  4519. case BL_PC:
  4520. {
  4521. struct map_session_data *sd;
  4522. if( t_bl == s_bl ) break;
  4523. sd = BL_CAST(BL_PC, t_bl);
  4524. if( sd->state.monster_ignore && flag&BCT_ENEMY )
  4525. return 0; // Global inminuty only to Attacks
  4526. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  4527. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  4528. if( sd->state.killable ) {
  4529. state |= BCT_ENEMY; // Everything can kill it
  4530. strip_enemy = 0;
  4531. }
  4532. break;
  4533. }
  4534. case BL_MOB:
  4535. {
  4536. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  4537. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  4538. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  4539. break;
  4540. }
  4541. default: break; //other type doesn't have slave yet
  4542. }
  4543. switch( src->type ) { //Checks on actual src type
  4544. case BL_PET:
  4545. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  4546. return 0; //Pet may not attack non-mobs.
  4547. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  4548. return 0; //pet may not attack Guardians/Emperium
  4549. break;
  4550. case BL_SKILL: {
  4551. struct skill_unit *su = (struct skill_unit *)src;
  4552. if (!su->group)
  4553. return 0;
  4554. if (su->group->src_id == target->id) {
  4555. int inf2 = skill_get_inf2(su->group->skill_id);
  4556. if (inf2&INF2_NO_TARGET_SELF)
  4557. return -1;
  4558. if (inf2&INF2_TARGET_SELF)
  4559. return 1;
  4560. }
  4561. }
  4562. break;
  4563. }
  4564. switch( s_bl->type )
  4565. { //Checks on source master
  4566. case BL_PC:
  4567. {
  4568. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  4569. if( s_bl != t_bl )
  4570. {
  4571. if( sd->state.killer )
  4572. {
  4573. state |= BCT_ENEMY; // Can kill anything
  4574. strip_enemy = 0;
  4575. }
  4576. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
  4577. {
  4578. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  4579. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  4580. else
  4581. return 0; // You can't target anything out of your duel
  4582. }
  4583. }
  4584. if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data )
  4585. return 0; //If you don't belong to a guild, can't target guardians/emperium.
  4586. if( t_bl->type != BL_PC )
  4587. state |= BCT_ENEMY; //Natural enemy.
  4588. break;
  4589. }
  4590. case BL_MOB:
  4591. {
  4592. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  4593. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  4594. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  4595. if( !md->special_state.ai )
  4596. { //Normal mobs.
  4597. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  4598. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  4599. else
  4600. state |= BCT_ENEMY; //However, all else are enemies.
  4601. }
  4602. else
  4603. {
  4604. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  4605. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  4606. }
  4607. break;
  4608. }
  4609. default:
  4610. //Need some sort of default behaviour for unhandled types.
  4611. if (t_bl->type != s_bl->type)
  4612. state |= BCT_ENEMY;
  4613. break;
  4614. }
  4615. if( (flag&BCT_ALL) == BCT_ALL )
  4616. { //All actually stands for all attackable chars
  4617. if( target->type&BL_CHAR )
  4618. return 1;
  4619. else
  4620. return -1;
  4621. }
  4622. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  4623. return -1;
  4624. if( t_bl == s_bl )
  4625. { //No need for further testing.
  4626. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  4627. if( state&BCT_ENEMY && strip_enemy )
  4628. state&=~BCT_ENEMY;
  4629. return (flag&state)?1:-1;
  4630. }
  4631. if( map_flag_vs(m) )
  4632. { //Check rivalry settings.
  4633. int sbg_id = 0, tbg_id = 0;
  4634. if( map[m].flag.battleground )
  4635. {
  4636. sbg_id = bg_team_get_id(s_bl);
  4637. tbg_id = bg_team_get_id(t_bl);
  4638. }
  4639. if( flag&(BCT_PARTY|BCT_ENEMY) )
  4640. {
  4641. int s_party = status_get_party_id(s_bl);
  4642. if( s_party && s_party == status_get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  4643. state |= BCT_PARTY;
  4644. else
  4645. state |= BCT_ENEMY;
  4646. }
  4647. if( flag&(BCT_GUILD|BCT_ENEMY) )
  4648. {
  4649. int s_guild = status_get_guild_id(s_bl);
  4650. int t_guild = status_get_guild_id(t_bl);
  4651. if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  4652. state |= BCT_GUILD;
  4653. else
  4654. state |= BCT_ENEMY;
  4655. }
  4656. if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id )
  4657. state &= ~BCT_ENEMY;
  4658. if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  4659. { // Prevent novice engagement on pk_mode (feature by Valaris)
  4660. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  4661. if (
  4662. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  4663. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  4664. (int)sd->status.base_level < battle_config.pk_min_level ||
  4665. (int)sd2->status.base_level < battle_config.pk_min_level ||
  4666. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  4667. )
  4668. state &= ~BCT_ENEMY;
  4669. }
  4670. }
  4671. else
  4672. { //Non pvp/gvg, check party/guild settings.
  4673. if( flag&BCT_PARTY || state&BCT_ENEMY )
  4674. {
  4675. int s_party = status_get_party_id(s_bl);
  4676. if(s_party && s_party == status_get_party_id(t_bl))
  4677. state |= BCT_PARTY;
  4678. }
  4679. if( flag&BCT_GUILD || state&BCT_ENEMY )
  4680. {
  4681. int s_guild = status_get_guild_id(s_bl);
  4682. int t_guild = status_get_guild_id(t_bl);
  4683. if(s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)))
  4684. state |= BCT_GUILD;
  4685. }
  4686. }
  4687. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  4688. state = BCT_NEUTRAL;
  4689. //Alliance state takes precedence over enemy one.
  4690. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  4691. state&=~BCT_ENEMY;
  4692. return (flag&state)?1:-1;
  4693. }
  4694. /*==========================================
  4695. * 射程判定
  4696. *------------------------------------------*/
  4697. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  4698. {
  4699. int d;
  4700. nullpo_retr(false, src);
  4701. nullpo_retr(false, bl);
  4702. if( src->m != bl->m )
  4703. return false;
  4704. #ifndef CIRCULAR_AREA
  4705. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  4706. int dx = src->x - bl->x, dy = src->y - bl->y;
  4707. if( !check_distance(dx, dy, range) )
  4708. return false;
  4709. } else
  4710. #endif
  4711. if( !check_distance_bl(src, bl, range) )
  4712. return false;
  4713. if( (d = distance_bl(src, bl)) < 2 )
  4714. return true; // No need for path checking.
  4715. if( d > AREA_SIZE )
  4716. return false; // Avoid targetting objects beyond your range of sight.
  4717. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  4718. }
  4719. static const struct _battle_data {
  4720. const char* str;
  4721. int* val;
  4722. int defval;
  4723. int min;
  4724. int max;
  4725. } battle_data[] = {
  4726. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  4727. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  4728. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  4729. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  4730. { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
  4731. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  4732. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  4733. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  4734. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  4735. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  4736. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  4737. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  4738. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  4739. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  4740. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  4741. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, ~BL_PC, BL_NUL, BL_ALL, },
  4742. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  4743. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  4744. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  4745. { "traps_setting", &battle_config.traps_setting, 0, 0, 1, },
  4746. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  4747. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  4748. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  4749. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  4750. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  4751. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  4752. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  4753. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  4754. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  4755. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  4756. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  4757. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  4758. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  4759. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  4760. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  4761. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  4762. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  4763. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  4764. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  4765. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  4766. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  4767. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  4768. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  4769. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  4770. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  4771. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  4772. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  4773. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  4774. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  4775. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  4776. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  4777. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  4778. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  4779. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  4780. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 0, 0, 1, },
  4781. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  4782. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  4783. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  4784. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  4785. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  4786. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  4787. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  4788. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  4789. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  4790. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  4791. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  4792. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  4793. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  4794. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  4795. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  4796. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  4797. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  4798. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  4799. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  4800. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  4801. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, },
  4802. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  4803. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  4804. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  4805. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  4806. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  4807. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  4808. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  4809. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  4810. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  4811. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  4812. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  4813. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  4814. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  4815. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  4816. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  4817. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  4818. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  4819. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  4820. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  4821. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  4822. { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, },
  4823. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  4824. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  4825. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  4826. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  4827. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  4828. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  4829. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  4830. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  4831. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  4832. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  4833. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  4834. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  4835. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  4836. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  4837. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  4838. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  4839. { "item_check", &battle_config.item_check, 0, 0, 1, },
  4840. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  4841. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  4842. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  4843. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  4844. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  4845. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  4846. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  4847. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  4848. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  4849. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
  4850. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  4851. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  4852. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  4853. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  4854. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  4855. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  4856. { "max_hp", &battle_config.max_hp, 32500, 100, 1000000000, },
  4857. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  4858. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  4859. { "max_parameter", &battle_config.max_parameter, 99, 10, 10000, },
  4860. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, 10000, },
  4861. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  4862. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  4863. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  4864. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  4865. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  4866. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  4867. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  4868. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  4869. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  4870. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  4871. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  4872. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  4873. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  4874. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  4875. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  4876. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  4877. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  4878. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, },
  4879. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  4880. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  4881. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  4882. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  4883. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  4884. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  4885. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  4886. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  4887. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  4888. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  4889. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  4890. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  4891. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  4892. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  4893. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  4894. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  4895. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  4896. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  4897. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  4898. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  4899. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  4900. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  4901. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  4902. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  4903. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  4904. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
  4905. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  4906. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  4907. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  4908. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  4909. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  4910. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  4911. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  4912. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  4913. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  4914. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  4915. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  4916. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  4917. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  4918. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  4919. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  4920. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  4921. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  4922. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  4923. { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
  4924. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  4925. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  4926. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  4927. { "cell_stack_limit", &battle_config.cell_stack_limit, 1, 1, 255, },
  4928. // eAthena additions
  4929. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  4930. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, },
  4931. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  4932. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, },
  4933. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  4934. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, },
  4935. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  4936. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, },
  4937. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  4938. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, },
  4939. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  4940. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, },
  4941. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  4942. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, },
  4943. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  4944. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, },
  4945. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  4946. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  4947. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  4948. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  4949. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  4950. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  4951. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  4952. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  4953. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  4954. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  4955. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  4956. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  4957. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  4958. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  4959. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  4960. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  4961. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  4962. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  4963. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  4964. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  4965. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  4966. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  4967. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  4968. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  4969. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  4970. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  4971. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  4972. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  4973. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  4974. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  4975. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  4976. { "packet_ver_flag", &battle_config.packet_ver_flag, 0xFFFFFF,0x0000,INT_MAX, },
  4977. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  4978. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  4979. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  4980. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  4981. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  4982. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  4983. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  4984. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  4985. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  4986. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  4987. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  4988. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  4989. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  4990. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  4991. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  4992. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  4993. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  4994. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  4995. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  4996. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  4997. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  4998. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  4999. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  5000. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  5001. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  5002. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  5003. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  5004. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  5005. { "display_version", &battle_config.display_version, 1, 0, 1, },
  5006. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  5007. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  5008. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  5009. { "copyskill_restrict", &battle_config.copyskill_restrict, 2, 0, 2, },
  5010. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  5011. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  5012. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, },
  5013. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  5014. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  5015. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  5016. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  5017. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  5018. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  5019. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  5020. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, },
  5021. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  5022. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  5023. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  5024. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  5025. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  5026. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  5027. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  5028. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  5029. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  5030. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  5031. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  5032. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  5033. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  5034. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  5035. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  5036. { "pc_luk_status_def", &battle_config.pc_luk_sc_def, 300, 1, INT_MAX, },
  5037. { "mob_luk_status_def", &battle_config.mob_luk_sc_def, 300, 1, INT_MAX, },
  5038. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  5039. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  5040. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  5041. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  5042. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  5043. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  5044. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  5045. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  5046. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  5047. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  5048. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  5049. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  5050. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  5051. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  5052. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  5053. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  5054. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  5055. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  5056. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  5057. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  5058. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  5059. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  5060. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  5061. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  5062. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  5063. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  5064. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  5065. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  5066. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 1, 0, 1, },
  5067. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  5068. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  5069. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  5070. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  5071. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  5072. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  5073. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  5074. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  5075. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  5076. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  5077. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  5078. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  5079. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  5080. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  5081. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  5082. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  5083. // BattleGround Settings
  5084. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  5085. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  5086. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  5087. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  5088. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  5089. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  5090. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  5091. /**
  5092. * rAthena
  5093. **/
  5094. { "max_third_parameter", &battle_config.max_third_parameter, 120, 10, 10000, },
  5095. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, 10000, },
  5096. { "atcommand_max_stat_bypass", &battle_config.atcommand_max_stat_bypass, 0, 0, 100, },
  5097. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 90, 0, 100 },
  5098. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  5099. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  5100. { "min_npc_vending_distance", &battle_config.min_npc_vending_distance, 3, 0, 100 },
  5101. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  5102. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  5103. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  5104. };
  5105. int battle_set_value(const char* w1, const char* w2)
  5106. {
  5107. int val = config_switch(w2);
  5108. int i;
  5109. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  5110. if (i == ARRAYLENGTH(battle_data))
  5111. return 0; // not found
  5112. if (val < battle_data[i].min || val > battle_data[i].max)
  5113. {
  5114. ShowWarning("Value for setting '%s': %s is invalid (min:%i max:%i)! Defaulting to %i...\n", w1, w2, battle_data[i].min, battle_data[i].max, battle_data[i].defval);
  5115. val = battle_data[i].defval;
  5116. }
  5117. *battle_data[i].val = val;
  5118. return 1;
  5119. }
  5120. int battle_get_value(const char* w1)
  5121. {
  5122. int i;
  5123. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  5124. if (i == ARRAYLENGTH(battle_data))
  5125. return 0; // not found
  5126. else
  5127. return *battle_data[i].val;
  5128. }
  5129. void battle_set_defaults()
  5130. {
  5131. int i;
  5132. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  5133. *battle_data[i].val = battle_data[i].defval;
  5134. }
  5135. void battle_adjust_conf()
  5136. {
  5137. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
  5138. battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
  5139. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd*10;
  5140. battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
  5141. battle_config.max_cart_weight *= 10;
  5142. if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  5143. battle_config.max_def = 100;
  5144. if(battle_config.min_hitrate > battle_config.max_hitrate)
  5145. battle_config.min_hitrate = battle_config.max_hitrate;
  5146. if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  5147. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  5148. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  5149. battle_config.day_duration = 60000;
  5150. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  5151. battle_config.night_duration = 60000;
  5152. #if PACKETVER < 20100427
  5153. if( battle_config.feature_buying_store ) {
  5154. ShowWarning("conf/battle/feature.conf buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  5155. battle_config.feature_buying_store = 0;
  5156. }
  5157. #endif
  5158. #if PACKETVER < 20100803
  5159. if( battle_config.feature_search_stores ) {
  5160. ShowWarning("conf/battle/feature.conf search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  5161. battle_config.feature_search_stores = 0;
  5162. }
  5163. #endif
  5164. #ifndef CELL_NOSTACK
  5165. if (battle_config.cell_stack_limit != 1)
  5166. ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  5167. #endif
  5168. }
  5169. int battle_config_read(const char* cfgName)
  5170. {
  5171. char line[1024], w1[1024], w2[1024];
  5172. FILE* fp;
  5173. static int count = 0;
  5174. if (count == 0)
  5175. battle_set_defaults();
  5176. count++;
  5177. fp = fopen(cfgName,"r");
  5178. if (fp == NULL)
  5179. ShowError("File not found: %s\n", cfgName);
  5180. else
  5181. {
  5182. while(fgets(line, sizeof(line), fp))
  5183. {
  5184. if (line[0] == '/' && line[1] == '/')
  5185. continue;
  5186. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  5187. continue;
  5188. if (strcmpi(w1, "import") == 0)
  5189. battle_config_read(w2);
  5190. else
  5191. if (battle_set_value(w1, w2) == 0)
  5192. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  5193. }
  5194. fclose(fp);
  5195. }
  5196. count--;
  5197. if (count == 0)
  5198. battle_adjust_conf();
  5199. return 0;
  5200. }
  5201. void do_init_battle(void)
  5202. {
  5203. delay_damage_ers = ers_new(sizeof(struct delay_damage));
  5204. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  5205. }
  5206. void do_final_battle(void)
  5207. {
  5208. ers_destroy(delay_damage_ers);
  5209. }