battle.c 321 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/ers.h"
  9. #include "../common/random.h"
  10. #include "../common/socket.h"
  11. #include "../common/strlib.h"
  12. #include "../common/utils.h"
  13. #include "map.h"
  14. #include "path.h"
  15. #include "pc.h"
  16. #include "homunculus.h"
  17. #include "mercenary.h"
  18. #include "elemental.h"
  19. #include "pet.h"
  20. #include "party.h"
  21. #include "battleground.h"
  22. #include "chrif.h"
  23. #include <stdlib.h>
  24. #include <math.h>
  25. int attr_fix_table[4][ELE_MAX][ELE_MAX];
  26. struct Battle_Config battle_config;
  27. static struct eri *delay_damage_ers; //For battle delay damage structures.
  28. #define DAMAGE_RATE(a) { damage = (int64)damage * (a) / 100; }
  29. #define DAMAGE_SUBRATE(a) { damage -= (int64)damage * (a) / 100; }
  30. #define DAMAGE_ADDRATE(a) { damage += (int64)damage * (a) / 100; }
  31. /**
  32. * Returns the current/list skill used by the bl
  33. * @param bl
  34. * @return skill_id
  35. */
  36. int battle_getcurrentskill(struct block_list *bl)
  37. {
  38. struct unit_data *ud;
  39. if( bl->type == BL_SKILL ) {
  40. struct skill_unit *su = (struct skill_unit*)bl;
  41. return (su && su->group?su->group->skill_id:0);
  42. }
  43. ud = unit_bl2ud(bl);
  44. return (ud?ud->skill_id:0);
  45. }
  46. /**
  47. * Get random targeting enemy
  48. * @param bl
  49. * @param ap
  50. * @return Found target (1) or not found (0)
  51. */
  52. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  53. {
  54. struct block_list **bl_list;
  55. struct unit_data *ud;
  56. int target_id;
  57. int *c;
  58. bl_list = va_arg(ap, struct block_list **);
  59. c = va_arg(ap, int *);
  60. target_id = va_arg(ap, int);
  61. if (bl->id == target_id)
  62. return 0;
  63. if (*c >= 24)
  64. return 0;
  65. if ( !(ud = unit_bl2ud(bl)) )
  66. return 0;
  67. if (ud->target == target_id || ud->skilltarget == target_id) {
  68. bl_list[(*c)++] = bl;
  69. return 1;
  70. }
  71. return 0;
  72. }
  73. /**
  74. * Returns list of targets
  75. * @param target
  76. * @return Target list
  77. */
  78. struct block_list* battle_gettargeted(struct block_list *target)
  79. {
  80. struct block_list *bl_list[24];
  81. int c = 0;
  82. nullpo_retr(NULL, target);
  83. memset(bl_list, 0, sizeof(bl_list));
  84. map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  85. if ( c == 0 )
  86. return NULL;
  87. if( c > 24 )
  88. c = 24;
  89. return bl_list[rnd()%c];
  90. }
  91. /**
  92. * Returns the ID of the current targeted character of the passed bl
  93. * @param bl
  94. * @return Target Unit ID
  95. * @author [Skotlex]
  96. */
  97. int battle_gettarget(struct block_list* bl)
  98. {
  99. switch (bl->type) {
  100. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  101. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  102. case BL_PET: return ((struct pet_data*)bl)->target_id;
  103. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  104. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  105. case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
  106. }
  107. return 0;
  108. }
  109. /**
  110. * Get random enemy
  111. * @param bl
  112. * @param ap
  113. * @return Found target (1) or not found (0)
  114. */
  115. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  116. {
  117. struct block_list **bl_list;
  118. struct block_list *target;
  119. int *c;
  120. bl_list = va_arg(ap, struct block_list **);
  121. c = va_arg(ap, int *);
  122. target = va_arg(ap, struct block_list *);
  123. if (bl->id == target->id)
  124. return 0;
  125. if (*c >= 24)
  126. return 0;
  127. if (status_isdead(bl))
  128. return 0;
  129. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  130. bl_list[(*c)++] = bl;
  131. return 1;
  132. }
  133. return 0;
  134. }
  135. /**
  136. * Returns list of enemies within given range
  137. * @param target
  138. * @param type
  139. * @param range
  140. * @return Target list
  141. * @author [Skotlex]
  142. */
  143. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  144. {
  145. struct block_list *bl_list[24];
  146. int c = 0;
  147. memset(bl_list, 0, sizeof(bl_list));
  148. map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  149. if ( c == 0 )
  150. return NULL;
  151. if( c > 24 )
  152. c = 24;
  153. return bl_list[rnd()%c];
  154. }
  155. /**
  156. * Get random enemy within area
  157. * @param bl
  158. * @param ap
  159. * @return Found target (1) or not found (0)
  160. */
  161. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  162. {
  163. struct block_list **bl_list, *src;
  164. int *c, ignore_id;
  165. bl_list = va_arg(ap, struct block_list **);
  166. c = va_arg(ap, int *);
  167. src = va_arg(ap, struct block_list *);
  168. ignore_id = va_arg(ap, int);
  169. if( bl->id == src->id || bl->id == ignore_id )
  170. return 0; // Ignores Caster and a possible pre-target
  171. if( *c >= 23 )
  172. return 0;
  173. if( status_isdead(bl) )
  174. return 0;
  175. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  176. bl_list[(*c)++] = bl;
  177. return 1;
  178. }
  179. return 0;
  180. }
  181. /**
  182. * Returns list of enemies within an area
  183. * @param src
  184. * @param x
  185. * @param y
  186. * @param range
  187. * @param type
  188. * @param ignore_id
  189. * @return Target list
  190. */
  191. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  192. {
  193. struct block_list *bl_list[24];
  194. int c = 0;
  195. memset(bl_list, 0, sizeof(bl_list));
  196. map_foreachinarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  197. if( c == 0 )
  198. return NULL;
  199. if( c >= 24 )
  200. c = 23;
  201. return bl_list[rnd()%c];
  202. }
  203. /// Damage Delayed Structure
  204. struct delay_damage {
  205. int src_id;
  206. int target_id;
  207. int64 damage;
  208. int delay;
  209. unsigned short distance;
  210. uint16 skill_lv;
  211. uint16 skill_id;
  212. enum damage_lv dmg_lv;
  213. unsigned short attack_type;
  214. bool additional_effects;
  215. enum bl_type src_type;
  216. };
  217. int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data)
  218. {
  219. struct delay_damage *dat = (struct delay_damage *)data;
  220. if ( dat ) {
  221. struct block_list* src = NULL;
  222. struct block_list* target = map_id2bl(dat->target_id);
  223. if( !target || status_isdead(target) ) { /* Nothing we can do */
  224. if( dat->src_type == BL_PC && (src = map_id2bl(dat->src_id)) &&
  225. --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
  226. ((TBL_PC*)src)->state.hold_recalc = 0;
  227. status_calc_pc(((TBL_PC*)src), SCO_FORCE);
  228. }
  229. ers_free(delay_damage_ers, dat);
  230. return 0;
  231. }
  232. src = map_id2bl(dat->src_id);
  233. if( src && target->m == src->m &&
  234. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  235. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  236. {
  237. map_freeblock_lock();
  238. status_fix_damage(src, target, dat->damage, dat->delay);
  239. if( dat->attack_type && !status_isdead(target) && dat->additional_effects )
  240. skill_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
  241. if( dat->dmg_lv > ATK_BLOCK && dat->attack_type )
  242. skill_counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  243. map_freeblock_unlock();
  244. } else if( !src && dat->skill_id == CR_REFLECTSHIELD ) { // it was monster reflected damage, and the monster died, we pass the damage to the character as expected
  245. map_freeblock_lock();
  246. status_fix_damage(target, target, dat->damage, dat->delay);
  247. map_freeblock_unlock();
  248. }
  249. if( src && src->type == BL_PC && --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
  250. ((TBL_PC*)src)->state.hold_recalc = 0;
  251. status_calc_pc(((TBL_PC*)src), SCO_FORCE);
  252. }
  253. }
  254. ers_free(delay_damage_ers, dat);
  255. return 0;
  256. }
  257. int battle_delay_damage(unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, int ddelay, bool additional_effects)
  258. {
  259. struct delay_damage *dat;
  260. struct status_change *sc;
  261. struct block_list *d_tbl = NULL;
  262. nullpo_ret(src);
  263. nullpo_ret(target);
  264. sc = status_get_sc(target);
  265. if (sc && sc->data[SC_DEVOTION] && sc->data[SC_DEVOTION]->val1)
  266. d_tbl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  267. if( d_tbl && check_distance_bl(target, d_tbl, sc->data[SC_DEVOTION]->val3) &&
  268. damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
  269. damage = 0;
  270. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  271. map_freeblock_lock();
  272. status_fix_damage(src, target, damage, ddelay); // We have to separate here between reflect damage and others [icescope]
  273. if( attack_type && !status_isdead(target) && additional_effects )
  274. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
  275. if( dmg_lv > ATK_BLOCK && attack_type )
  276. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  277. map_freeblock_unlock();
  278. return 0;
  279. }
  280. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  281. dat->src_id = src->id;
  282. dat->target_id = target->id;
  283. dat->skill_id = skill_id;
  284. dat->skill_lv = skill_lv;
  285. dat->attack_type = attack_type;
  286. dat->damage = damage;
  287. dat->dmg_lv = dmg_lv;
  288. dat->delay = ddelay;
  289. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
  290. dat->additional_effects = additional_effects;
  291. dat->src_type = src->type;
  292. if (src->type != BL_PC && amotion > 1000)
  293. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  294. if( src->type == BL_PC )
  295. ((TBL_PC*)src)->delayed_damage++;
  296. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  297. return 0;
  298. }
  299. /**
  300. * Get attribute ratio
  301. * @param atk_elem Attack element enum e_element
  302. * @param def_type Defense element enum e_element
  303. * @param def_lv Element level 1 ~ MAX_ELE_LEVEL
  304. */
  305. int battle_attr_ratio(int atk_elem,int def_type, int def_lv) {
  306. if (!CHK_ELEMENT(atk_elem) || !CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv))
  307. return 100;
  308. return attr_fix_table[def_lv-1][atk_elem][def_type];
  309. }
  310. /**
  311. * Does attribute fix modifiers.
  312. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  313. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  314. * @param src
  315. * @param target
  316. * @param damage
  317. * @param atk_elem
  318. * @param def_type
  319. * @param def_lv
  320. * @return damage
  321. */
  322. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
  323. {
  324. struct status_change *sc = NULL, *tsc = NULL;
  325. int ratio;
  326. if (src) sc = status_get_sc(src);
  327. if (target) tsc = status_get_sc(target);
  328. if (!CHK_ELEMENT(atk_elem))
  329. atk_elem = rnd()%ELE_ALL;
  330. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  331. ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  332. return damage;
  333. }
  334. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  335. if (sc && sc->count) { //increase dmg by src status
  336. switch(atk_elem){
  337. case ELE_FIRE:
  338. if (sc->data[SC_VOLCANO]) ratio += sc->data[SC_VOLCANO]->val3;
  339. break;
  340. case ELE_WIND:
  341. if (sc->data[SC_VIOLENTGALE]) ratio += sc->data[SC_VIOLENTGALE]->val3;
  342. break;
  343. case ELE_WATER:
  344. if (sc->data[SC_DELUGE]) ratio += sc->data[SC_DELUGE]->val3;
  345. break;
  346. case ELE_GHOST:
  347. if (sc->data[SC_TELEKINESIS_INTENSE]) ratio += (sc->data[SC_TELEKINESIS_INTENSE]->val3);
  348. break;
  349. }
  350. }
  351. if( target && target->type == BL_SKILL ) {
  352. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  353. struct skill_unit *su = (struct skill_unit*)target;
  354. struct skill_unit_group *sg;
  355. struct block_list *src2;
  356. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  357. (src2 = map_id2bl(sg->src_id)) == NULL || status_isdead(src2) )
  358. return 0;
  359. if( sg->unit_id != UNT_FIREWALL ) {
  360. int x,y;
  361. x = sg->val3 >> 16;
  362. y = sg->val3 & 0xffff;
  363. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  364. sg->val3 = -1;
  365. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  366. }
  367. }
  368. }
  369. if( tsc && tsc->count ) { //increase dmg by target status
  370. switch(atk_elem) {
  371. case ELE_FIRE:
  372. if( tsc->data[SC_SPIDERWEB]) {
  373. tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
  374. if( tsc->data[SC_SPIDERWEB]->val2-- > 0 )
  375. ratio += 200; // double damage
  376. if( tsc->data[SC_SPIDERWEB]->val2 == 0 )
  377. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  378. }
  379. if( tsc->data[SC_THORNSTRAP])
  380. status_change_end(target, SC_THORNSTRAP, INVALID_TIMER);
  381. if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB)
  382. status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
  383. if( tsc->data[SC_EARTH_INSIGNIA]) ratio += 150;
  384. if( tsc->data[SC_ASH]) ratio += 150; //150%
  385. break;
  386. case ELE_HOLY:
  387. if( tsc->data[SC_ORATIO]) ratio += tsc->data[SC_ORATIO]->val1 * 2;
  388. break;
  389. case ELE_POISON:
  390. if( tsc->data[SC_VENOMIMPRESS]) ratio += tsc->data[SC_VENOMIMPRESS]->val2;
  391. break;
  392. case ELE_WIND:
  393. if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB) ratio += 150;
  394. if( tsc->data[SC_WATER_INSIGNIA]) ratio += 150;
  395. break;
  396. case ELE_WATER:
  397. if( tsc->data[SC_FIRE_INSIGNIA]) ratio += 150;
  398. break;
  399. case ELE_EARTH:
  400. if( tsc->data[SC_WIND_INSIGNIA]) ratio += 150;
  401. status_change_end(target, SC_MAGNETICFIELD, INVALID_TIMER); //freed if received earth dmg
  402. break;
  403. case ELE_NEUTRAL:
  404. if( tsc->data[SC_ANTI_M_BLAST] ) ratio += tsc->data[SC_ANTI_M_BLAST]->val2;
  405. break;
  406. }
  407. } //end tsc check
  408. return (int64)damage*ratio/100;
  409. }
  410. /**
  411. * Calculates card bonuses damage adjustments.
  412. * @param attack_type @see enum e_battle_flag
  413. * @param src Attacker
  414. * @param target Target
  415. * @param nk Skill's nk @see enum e_skill_nk [NK_NO_CARDFIX_ATK|NK_NO_ELEFIX|NK_NO_CARDFIX_DEF]
  416. * @param rh_ele Right-hand weapon element
  417. * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
  418. * @param damage Original damage
  419. * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
  420. * 3: Calculates attacker bonuses in both hands.
  421. * 2: Calculates attacker bonuses in right-hand only.
  422. * 0 or 1: Only calculates target bonuses.
  423. * @param flag Misc value of skill & damage flags
  424. * @return damage Damage diff between original damage and after calculation
  425. */
  426. int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int rh_ele, int lh_ele, int64 damage, int left, int flag){
  427. struct map_session_data *sd, ///< Attacker session data if BL_PC
  428. *tsd; ///< Target session data if BL_PC
  429. short cardfix = 1000;
  430. enum e_classAE s_class, ///< Attacker class
  431. t_class; ///< Target class
  432. enum e_race2 s_race2, /// Attacker Race2
  433. t_race2; ///< Target Race2
  434. enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
  435. struct status_data *sstatus, ///< Attacker status data
  436. *tstatus; ///< Target status data
  437. int64 original_damage;
  438. int i;
  439. if( !damage )
  440. return 0;
  441. original_damage = damage;
  442. sd = BL_CAST(BL_PC, src);
  443. tsd = BL_CAST(BL_PC, target);
  444. t_class = (enum e_classAE)status_get_class(target);
  445. s_class = (enum e_classAE)status_get_class(src);
  446. sstatus = status_get_status_data(src);
  447. tstatus = status_get_status_data(target);
  448. s_race2 = (enum e_race2)status_get_race2(src);
  449. s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
  450. switch( attack_type ) {
  451. case BF_MAGIC:
  452. // Affected by attacker ATK bonuses
  453. if( sd && !(nk&NK_NO_CARDFIX_ATK) ) {
  454. cardfix = cardfix * (100 + sd->magic_addrace[tstatus->race] + sd->magic_addrace[RC_ALL]) / 100;
  455. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  456. cardfix = cardfix * (100 + sd->magic_addele[tstatus->def_ele] + sd->magic_addele[ELE_ALL]) / 100;
  457. cardfix = cardfix * (100 + sd->magic_atk_ele[rh_ele] + sd->magic_atk_ele[ELE_ALL]) / 100;
  458. }
  459. cardfix = cardfix * (100 + sd->magic_addsize[tstatus->size] + sd->magic_addsize[SZ_ALL]) / 100;
  460. cardfix = cardfix * (100 + sd->magic_addclass[tstatus->class_] + sd->magic_addclass[CLASS_ALL]) / 100;
  461. for( i = 0; i < ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate; i++ ) {
  462. if( sd->add_mdmg[i].class_ == t_class ) {
  463. cardfix = cardfix * (100 + sd->add_mdmg[i].rate) / 100;
  464. break;
  465. }
  466. }
  467. if( cardfix != 1000 )
  468. damage = damage * cardfix / 1000;
  469. }
  470. // Affected by target DEF bonuses
  471. if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) {
  472. cardfix = 1000; // reset var for target
  473. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  474. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL];
  475. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  476. if( tsd->subele2[i].ele != rh_ele )
  477. continue;
  478. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  479. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  480. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK) )
  481. continue;
  482. ele_fix += tsd->subele2[i].rate;
  483. }
  484. if (s_defele != ELE_NONE)
  485. ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL];
  486. cardfix = cardfix * (100 - ele_fix) / 100;
  487. }
  488. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  489. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  490. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  491. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  492. for( i = 0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate; i++ ) {
  493. if( tsd->add_mdef[i].class_ == s_class ) {
  494. cardfix = cardfix * (100 - tsd->add_mdef[i].rate) / 100;
  495. break;
  496. }
  497. }
  498. #ifndef RENEWAL
  499. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  500. if( flag&BF_SHORT )
  501. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  502. else
  503. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  504. #endif
  505. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  506. if( tsd->sc.data[SC_MDEF_RATE] )
  507. cardfix = cardfix * (100 - tsd->sc.data[SC_MDEF_RATE]->val1) / 100;
  508. if( cardfix != 1000 )
  509. damage = damage * cardfix / 1000;
  510. }
  511. break;
  512. case BF_WEAPON:
  513. t_race2 = (enum e_race2)status_get_race2(target);
  514. // Affected by attacker ATK bonuses
  515. if( sd && !(nk&NK_NO_CARDFIX_ATK) && (left&2) ) {
  516. short cardfix_ = 1000;
  517. if( sd->state.arrow_atk ) { // Ranged attack
  518. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->arrow_addrace[tstatus->race] +
  519. sd->right_weapon.addrace[RC_ALL] + sd->arrow_addrace[RC_ALL]) / 100;
  520. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  521. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele] +
  522. sd->right_weapon.addele[ELE_ALL] + sd->arrow_addele[ELE_ALL];
  523. for( i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++ ) {
  524. if( sd->right_weapon.addele2[i].ele != tstatus->def_ele )
  525. continue;
  526. if( !(((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  527. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  528. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  529. continue;
  530. ele_fix += sd->right_weapon.addele2[i].rate;
  531. }
  532. cardfix = cardfix * (100 + ele_fix) / 100;
  533. }
  534. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->arrow_addsize[tstatus->size] +
  535. sd->right_weapon.addsize[SZ_ALL] + sd->arrow_addsize[SZ_ALL]) / 100;
  536. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  537. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->arrow_addclass[tstatus->class_] +
  538. sd->right_weapon.addclass[CLASS_ALL] + sd->arrow_addclass[CLASS_ALL]) / 100;
  539. } else { // Melee attack
  540. int skill = 0;
  541. // Calculates each right & left hand weapon bonuses separatedly
  542. if( !battle_config.left_cardfix_to_right ) {
  543. // Right-handed weapon
  544. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  545. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  546. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  547. for( i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++ ) {
  548. if( sd->right_weapon.addele2[i].ele != tstatus->def_ele )
  549. continue;
  550. if( !(((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  551. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  552. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  553. continue;
  554. ele_fix += sd->right_weapon.addele2[i].rate;
  555. }
  556. cardfix = cardfix * (100 + ele_fix) / 100;
  557. }
  558. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  559. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  560. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  561. if( left&1 ) { // Left-handed weapon
  562. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  563. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  564. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  565. for( i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++ ) {
  566. if( sd->left_weapon.addele2[i].ele != tstatus->def_ele )
  567. continue;
  568. if( !(((sd->left_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  569. ((sd->left_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  570. ((sd->left_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  571. continue;
  572. ele_fix_lh += sd->left_weapon.addele2[i].rate;
  573. }
  574. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  575. }
  576. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  577. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[t_race2]) / 100;
  578. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  579. }
  580. }
  581. // Calculates right & left hand weapon as unity
  582. else {
  583. //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_NO_ELEFIX?
  584. //if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  585. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  586. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  587. for( i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++ ) {
  588. if( sd->right_weapon.addele2[i].ele != tstatus->def_ele )
  589. continue;
  590. if( !(((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  591. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  592. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  593. continue;
  594. ele_fix += sd->right_weapon.addele2[i].rate;
  595. }
  596. for( i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++ ) {
  597. if( sd->left_weapon.addele2[i].ele != tstatus->def_ele )
  598. continue;
  599. if( !(((sd->left_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  600. ((sd->left_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  601. ((sd->left_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  602. continue;
  603. ele_fix += sd->left_weapon.addele2[i].rate;
  604. }
  605. cardfix = cardfix * (100 + ele_fix) / 100;
  606. //}
  607. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  608. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  609. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  610. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  611. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2] + sd->left_weapon.addrace2[t_race2]) / 100;
  612. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  613. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  614. }
  615. if( sd->status.weapon == W_KATAR && (skill = pc_checkskill(sd,ASC_KATAR)) > 0 ) // Adv. Katar Mastery functions similar to a +%ATK card on official [helvetica]
  616. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  617. }
  618. //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
  619. for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ ) {
  620. if( sd->right_weapon.add_dmg[i].class_ == t_class ) {
  621. cardfix = cardfix * (100 + sd->right_weapon.add_dmg[i].rate) / 100;
  622. break;
  623. }
  624. }
  625. if( left&1 ) {
  626. for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ ) {
  627. if( sd->left_weapon.add_dmg[i].class_ == t_class ) {
  628. cardfix_ = cardfix_ * (100 + sd->left_weapon.add_dmg[i].rate) / 100;
  629. break;
  630. }
  631. }
  632. }
  633. #ifndef RENEWAL
  634. if( flag&BF_LONG )
  635. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  636. #endif
  637. if( (left&1) && cardfix_ != 1000 )
  638. damage = damage * cardfix_ / 1000;
  639. else if( cardfix != 1000 )
  640. damage = damage * cardfix / 1000;
  641. }
  642. // Affected by target DEF bonuses
  643. else if( tsd && !(nk&NK_NO_CARDFIX_DEF) && !(left&2) ) {
  644. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  645. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL];
  646. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  647. if( tsd->subele2[i].ele != rh_ele )
  648. continue;
  649. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  650. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  651. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK) )
  652. continue;
  653. ele_fix += tsd->subele2[i].rate;
  654. }
  655. cardfix = cardfix * (100 - ele_fix) / 100;
  656. if( left&1 && lh_ele != rh_ele ) {
  657. int ele_fix_lh = tsd->subele[lh_ele] + tsd->subele[ELE_ALL];
  658. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  659. if( tsd->subele2[i].ele != lh_ele )
  660. continue;
  661. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  662. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  663. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK) )
  664. continue;
  665. ele_fix_lh += tsd->subele2[i].rate;
  666. }
  667. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  668. }
  669. cardfix = cardfix * (100 - tsd->subdefele[s_defele] - tsd->subdefele[ELE_ALL]) / 100;
  670. }
  671. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  672. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  673. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  674. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  675. for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate; i++ ) {
  676. if( tsd->add_def[i].class_ == s_class ) {
  677. cardfix = cardfix * (100 - tsd->add_def[i].rate) / 100;
  678. break;
  679. }
  680. }
  681. if( flag&BF_SHORT )
  682. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  683. else // BF_LONG (there's no other choice)
  684. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  685. if( tsd->sc.data[SC_DEF_RATE] )
  686. cardfix = cardfix * (100 - tsd->sc.data[SC_DEF_RATE]->val1) / 100;
  687. if( cardfix != 1000 )
  688. damage = damage * cardfix / 1000;
  689. }
  690. break;
  691. case BF_MISC:
  692. // Affected by target DEF bonuses
  693. if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) {
  694. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  695. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL];
  696. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  697. if( tsd->subele2[i].ele != rh_ele )
  698. continue;
  699. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  700. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  701. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK))
  702. continue;
  703. ele_fix += tsd->subele2[i].rate;
  704. }
  705. if (s_defele != ELE_NONE)
  706. ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL];
  707. cardfix = cardfix * (100 - ele_fix) / 100;
  708. }
  709. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  710. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  711. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  712. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  713. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  714. if( flag&BF_SHORT )
  715. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  716. else // BF_LONG (there's no other choice)
  717. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  718. if( cardfix != 1000 )
  719. damage = damage * cardfix / 1000;
  720. }
  721. break;
  722. }
  723. return (int)(damage - original_damage);
  724. }
  725. /**
  726. * Absorb damage based on criteria
  727. * @param bl
  728. * @param d Damage
  729. **/
  730. static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
  731. int64 dmg_ori = 0, dmg_new = 0;
  732. nullpo_retv(bl);
  733. nullpo_retv(d);
  734. if (!d->damage && !d->damage2)
  735. return;
  736. switch (bl->type) {
  737. case BL_PC:
  738. {
  739. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  740. if (!sd)
  741. return;
  742. if (sd->bonus.absorb_dmg_maxhp) {
  743. int hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
  744. dmg_ori = dmg_new = d->damage + d->damage2;
  745. if (dmg_ori > hp)
  746. dmg_new = dmg_ori - hp;
  747. }
  748. }
  749. break;
  750. }
  751. if (dmg_ori == dmg_new)
  752. return;
  753. if (!d->damage2)
  754. d->damage = dmg_new;
  755. else if (!d->damage)
  756. d->damage2 = dmg_new;
  757. else {
  758. d->damage = dmg_new;
  759. d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
  760. if (d->damage2 < 1)
  761. d->damage2 = 1;
  762. d->damage = d->damage - d->damage2;
  763. }
  764. }
  765. /**
  766. * Check Safety Wall and Pneuma effect.
  767. * Maybe expand this to move checks the target's SC from battle_calc_damage?
  768. * @param src Attacker
  769. * @param target Target of attack
  770. * @param sc STatus Change
  771. * @param d Damage data
  772. * @param damage Damage received
  773. * @param skill_id
  774. * @param skill_lv
  775. * @return True:Damage inflicted, False:Missed
  776. **/
  777. bool battle_check_sc(struct block_list *src, struct block_list *target, struct status_change *sc, struct Damage *d, int64 damage, uint16 skill_id, uint16 skill_lv) {
  778. if (!sc)
  779. return true;
  780. if (sc->data[SC_SAFETYWALL] && (d->flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
  781. struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
  782. uint16 skill_id_val = sc->data[SC_SAFETYWALL]->val2;
  783. if (group) {
  784. if (skill_id_val == MH_STEINWAND) {
  785. if (--group->val2 <= 0)
  786. skill_delunitgroup(group);
  787. d->dmg_lv = ATK_BLOCK;
  788. if( (group->val3 - damage) > 0 )
  789. group->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  790. else
  791. skill_delunitgroup(group);
  792. return false;
  793. }
  794. //in RE, SW possesses a lifetime equal to group val2, (3x caster hp, or homon formula)
  795. d->dmg_lv = ATK_BLOCK;
  796. #ifdef RENEWAL
  797. if ( ( group->val2 - damage) > 0 ) {
  798. group->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  799. } else
  800. skill_delunitgroup(group);
  801. return false;
  802. #else
  803. if (--group->val2 <= 0)
  804. skill_delunitgroup(group);
  805. return false;
  806. #endif
  807. }
  808. status_change_end(target, SC_SAFETYWALL, INVALID_TIMER);
  809. }
  810. if( sc->data[SC_PNEUMA] && (d->flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) {
  811. d->dmg_lv = ATK_BLOCK;
  812. skill_blown(src,target,skill_get_blewcount(skill_id,skill_lv),-1,0);
  813. return false;
  814. }
  815. return true;
  816. }
  817. /**
  818. * Check damage through status.
  819. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
  820. * After this we apply bg/gvg reduction
  821. * @param src
  822. * @param bl
  823. * @param d
  824. * @param damage
  825. * @param skill_id
  826. * @param skill_lv
  827. * @return damage
  828. */
  829. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  830. {
  831. struct map_session_data *sd = NULL;
  832. struct status_change *sc;
  833. struct status_change_entry *sce;
  834. int div_ = d->div_, flag = d->flag;
  835. nullpo_ret(bl);
  836. if( !damage )
  837. return 0;
  838. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  839. return 0;
  840. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_get_type(skill_id) != BF_MISC
  841. && skill_get_casttype(skill_id) == CAST_GROUND )
  842. return 0;
  843. if (bl->type == BL_PC) {
  844. sd=(struct map_session_data *)bl;
  845. //Special no damage states
  846. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  847. DAMAGE_SUBRATE(sd->special_state.no_weapon_damage)
  848. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  849. DAMAGE_SUBRATE(sd->special_state.no_magic_damage)
  850. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  851. DAMAGE_SUBRATE(sd->special_state.no_misc_damage)
  852. if(!damage) return 0;
  853. }
  854. sc = status_get_sc(bl); //check target status
  855. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  856. return 1;
  857. if (skill_id == PA_PRESSURE || skill_id == HW_GRAVITATION)
  858. return damage; //These skills bypass everything else.
  859. if( sc && sc->count ) { // SC_* that reduce damage to 0.
  860. if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) ) {
  861. d->dmg_lv = ATK_BLOCK;
  862. return 0;
  863. }
  864. if( sc->data[SC_WHITEIMPRISON] ) { // Gravitation and Pressure do damage without removing the effect
  865. if( skill_id == MG_NAPALMBEAT ||
  866. skill_id == MG_SOULSTRIKE ||
  867. skill_id == WL_SOULEXPANSION ||
  868. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  869. (!skill_id && (status_get_status_data(src))->rhw.ele == ELE_GHOST) )
  870. {
  871. if( skill_id == WL_SOULEXPANSION )
  872. damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
  873. status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
  874. } else {
  875. d->dmg_lv = ATK_BLOCK;
  876. return 0;
  877. }
  878. }
  879. if( sc->data[SC_ZEPHYR] && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) ) {
  880. d->dmg_lv = ATK_BLOCK;
  881. return 0;
  882. }
  883. if (!battle_check_sc(src, bl, sc, d, damage, skill_id, skill_lv))
  884. return 0;
  885. if (sc->data[SC__MANHOLE] || (src->type == BL_PC && sc->data[SC_KINGS_GRACE])) {
  886. d->dmg_lv = ATK_BLOCK;
  887. return 0;
  888. }
  889. if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 ) {
  890. clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,sc->data[SC_WEAPONBLOCKING]->val1,1);
  891. sc_start2(src,bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,skill_get_time2(GC_WEAPONBLOCKING,sc->data[SC_WEAPONBLOCKING]->val1));
  892. d->dmg_lv = ATK_BLOCK;
  893. return 0;
  894. }
  895. if( (sce = sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 ) {
  896. int delay;
  897. struct status_change_entry *sce_d = sc->data[SC_DEVOTION];
  898. struct block_list *d_bl = NULL;
  899. // different delay depending on skill level [celest]
  900. if (sce->val1 <= 5)
  901. delay = 300;
  902. else if (sce->val1 > 5 && sce->val1 <= 9)
  903. delay = 200;
  904. else
  905. delay = 100;
  906. if (sd && pc_issit(sd))
  907. pc_setstand(sd, true);
  908. if( sce_d && (d_bl = map_id2bl(sce_d->val1)) &&
  909. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  910. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) &&
  911. check_distance_bl(bl,d_bl,sce_d->val3) )
  912. { //If player is target of devotion, show guard effect on the devotion caster rather than the target
  913. clif_skill_nodamage(d_bl,d_bl,CR_AUTOGUARD,sce->val1,1);
  914. unit_set_walkdelay(d_bl,gettick(),delay,1);
  915. d->dmg_lv = ATK_MISS;
  916. return 0;
  917. } else {
  918. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
  919. unit_set_walkdelay(bl,gettick(),delay,1);
  920. if( sc->data[SC_SHRINK] && rnd()%100 < 5 * sce->val1 )
  921. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
  922. d->dmg_lv = ATK_MISS;
  923. return 0;
  924. }
  925. }
  926. if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
  927. sce->val3 -= (int)cap_value(damage,INT_MIN,INT_MAX); // absorb damage
  928. d->dmg_lv = ATK_BLOCK;
  929. if( sce->val3 <= 0 ) { // Shield Down
  930. sce->val2--;
  931. if( sce->val2 >= 0 ) {
  932. clif_millenniumshield(bl,sce->val2);
  933. if( !sce->val2 )
  934. status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
  935. else
  936. sce->val3 = 1000; // Next shield
  937. }
  938. status_change_start(src,bl,SC_STUN,10000,0,0,0,0,1000,SCSTART_NOTICKDEF);
  939. }
  940. return 0;
  941. }
  942. // attack blocked by Parrying
  943. if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 ) {
  944. clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
  945. return 0;
  946. }
  947. if(sc->data[SC_DODGE] && ( !sc->opt1 || sc->opt1 == OPT1_BURNING ) &&
  948. (flag&BF_LONG || sc->data[SC_SPURT])
  949. && rnd()%100 < 20)
  950. {
  951. if (sd && pc_issit(sd)) pc_setstand(sd, true); //Stand it to dodge.
  952. clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
  953. if (!sc->data[SC_COMBO])
  954. sc_start4(src,bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  955. return 0;
  956. }
  957. if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
  958. return 0;
  959. if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  960. return 0;
  961. if( sc->data[SC_NEUTRALBARRIER] && (skill_id == NPC_EARTHQUAKE || (flag&(BF_LONG|BF_MAGIC)) == BF_LONG) ) {
  962. d->dmg_lv = ATK_MISS;
  963. return 0;
  964. }
  965. //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  966. if((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2) {
  967. clif_specialeffect(bl, 462, AREA);
  968. //Shouldn't end until Breaker's non-weapon part connects.
  969. #ifndef RENEWAL
  970. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  971. #endif
  972. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  973. status_change_end(bl, SC_KAUPE, INVALID_TIMER);
  974. return 0;
  975. }
  976. #ifdef RENEWAL // Flat +400% damage from melee
  977. if (sc->data[SC_KAITE] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  978. damage <<= 2;
  979. #endif
  980. if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) {
  981. clif_specialeffect(bl, 462, AREA); // Still need confirm it.
  982. return 0;
  983. }
  984. if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU])
  985. && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK))
  986. {
  987. skill_additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, gettick() );
  988. if( !status_isdead(src) )
  989. skill_counter_additional_effect( src, bl, skill_id, skill_lv, flag, gettick() );
  990. if (sce) {
  991. clif_specialeffect(bl, 462, AREA);
  992. skill_blown(src,bl,sce->val3,-1,0);
  993. }
  994. //Both need to be consumed if they are active.
  995. if (sce && --(sce->val2) <= 0)
  996. status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER);
  997. if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  998. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER);
  999. return 0;
  1000. }
  1001. //Now damage increasing effects
  1002. if( sc->data[SC_AETERNA] && skill_id != PF_SOULBURN ) {
  1003. if( src->type != BL_MER || skill_id == 0 )
  1004. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  1005. #ifndef RENEWAL
  1006. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  1007. #endif
  1008. status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  1009. }
  1010. #ifdef RENEWAL
  1011. if( sc->data[SC_RAID] ) {
  1012. DAMAGE_ADDRATE(20)
  1013. if (--sc->data[SC_RAID]->val1 == 0)
  1014. status_change_end(bl, SC_RAID, INVALID_TIMER);
  1015. }
  1016. #endif
  1017. if( damage ) {
  1018. struct map_session_data *tsd = BL_CAST(BL_PC, src);
  1019. if( sc->data[SC_DEEPSLEEP] ) {
  1020. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  1021. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  1022. }
  1023. if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ) {
  1024. switch(tsd->status.weapon) {
  1025. case W_MACE:
  1026. case W_2HMACE:
  1027. case W_1HAXE:
  1028. case W_2HAXE:
  1029. DAMAGE_RATE(150)
  1030. break;
  1031. case W_MUSICAL:
  1032. case W_WHIP:
  1033. if(!sd->state.arrow_atk)
  1034. break;
  1035. case W_BOW:
  1036. case W_REVOLVER:
  1037. case W_RIFLE:
  1038. case W_GATLING:
  1039. case W_SHOTGUN:
  1040. case W_GRENADE:
  1041. case W_DAGGER:
  1042. case W_1HSWORD:
  1043. case W_2HSWORD:
  1044. DAMAGE_RATE(50)
  1045. break;
  1046. }
  1047. }
  1048. if( sc->data[SC_VOICEOFSIREN] )
  1049. status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
  1050. }
  1051. if( sc->data[SC_DEVOTION] ) {
  1052. struct status_change_entry *sce_d = sc->data[SC_DEVOTION];
  1053. struct block_list *d_bl = map_id2bl(sce_d->val1);
  1054. if( d_bl &&
  1055. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  1056. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) &&
  1057. check_distance_bl(bl,d_bl,sce_d->val3) )
  1058. {
  1059. struct status_change *d_sc = status_get_sc(d_bl);
  1060. if( d_sc && d_sc->data[SC_DEFENDER] && (flag&(BF_LONG|BF_MAGIC)) == BF_LONG && skill_id != ASC_BREAKER && skill_id != CR_ACIDDEMONSTRATION && skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE )
  1061. damage -= damage * d_sc->data[SC_DEFENDER]->val2 / 100;
  1062. }
  1063. }
  1064. // Damage reductions
  1065. // Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  1066. #ifndef RENEWAL
  1067. if( sc->data[SC_ASSUMPTIO] ) {
  1068. if( map_flag_vs(bl->m) )
  1069. damage = (int64)damage*2/3; //Receive 66% damage
  1070. else
  1071. damage >>= 1; //Receive 50% damage
  1072. }
  1073. #endif
  1074. if(sc->data[SC_DEFENDER] &&
  1075. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1076. DAMAGE_RATE(100-sc->data[SC_DEFENDER]->val2)
  1077. if(sc->data[SC_ADJUSTMENT] &&
  1078. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1079. DAMAGE_SUBRATE(20)
  1080. if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) {
  1081. if(flag&BF_SKILL) //25% reduction
  1082. DAMAGE_SUBRATE(25)
  1083. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1084. damage >>= 2; //75% reduction
  1085. }
  1086. if(sc->data[SC_ARMORCHANGE]) {
  1087. //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
  1088. if(flag&BF_WEAPON)
  1089. DAMAGE_SUBRATE(sc->data[SC_ARMORCHANGE]->val2)
  1090. else if(flag&BF_MAGIC)
  1091. DAMAGE_SUBRATE(sc->data[SC_ARMORCHANGE]->val3)
  1092. }
  1093. if(sc->data[SC_SMOKEPOWDER]) {
  1094. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  1095. DAMAGE_SUBRATE(15) // 15% reduction to physical melee attacks
  1096. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  1097. DAMAGE_SUBRATE(50) // 50% reduction to physical ranged attacks
  1098. }
  1099. if (sc->data[SC_WATER_BARRIER])
  1100. damage = damage * 80 / 100; // 20% reduction to all type attacks
  1101. // Compressed code, fixed by map.h [Epoque]
  1102. if (src->type == BL_MOB) {
  1103. int i;
  1104. if (sc->data[SC_MANU_DEF])
  1105. for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
  1106. if (mob_manuk[i]==((TBL_MOB*)src)->mob_id) {
  1107. DAMAGE_SUBRATE(sc->data[SC_MANU_DEF]->val1)
  1108. break;
  1109. }
  1110. if (sc->data[SC_SPL_DEF])
  1111. for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
  1112. if (mob_splendide[i]==((TBL_MOB*)src)->mob_id) {
  1113. DAMAGE_SUBRATE(sc->data[SC_SPL_DEF]->val1)
  1114. break;
  1115. }
  1116. }
  1117. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  1118. sce->val3&flag && sce->val4&flag)
  1119. DAMAGE_SUBRATE(sc->data[SC_ARMOR]->val2)
  1120. if( sc->data[SC_ENERGYCOAT] && (skill_id == GN_HELLS_PLANT_ATK ||
  1121. #ifdef RENEWAL
  1122. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  1123. #else
  1124. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  1125. #endif
  1126. ) )
  1127. {
  1128. struct status_data *status = status_get_status_data(bl);
  1129. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  1130. per /=20; //Uses 20% SP intervals.
  1131. //SP Cost: 1% + 0.5% per every 20% SP
  1132. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  1133. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  1134. //Reduction: 6% + 6% every 20%
  1135. DAMAGE_SUBRATE(6 * (1+per))
  1136. }
  1137. if(sc->data[SC_GRANITIC_ARMOR])
  1138. DAMAGE_SUBRATE(sc->data[SC_GRANITIC_ARMOR]->val2)
  1139. if(sc->data[SC_PAIN_KILLER])
  1140. damage -= sc->data[SC_PAIN_KILLER]->val3;
  1141. if( sc->data[SC_DARKCROW] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT )
  1142. DAMAGE_ADDRATE(sc->data[SC_DARKCROW]->val2);
  1143. if( (sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) )
  1144. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  1145. if( damage > 0 && ((flag&(BF_WEAPON|BF_SHORT))==(BF_WEAPON|BF_SHORT)) && (sce = sc->data[SC_STONEHARDSKIN]) ) {
  1146. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);;
  1147. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  1148. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  1149. else
  1150. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  1151. if( sce->val2 <= 0 )
  1152. status_change_end(bl, SC_STONEHARDSKIN, INVALID_TIMER);
  1153. }
  1154. #ifdef RENEWAL
  1155. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  1156. if( sc->data[SC_STEELBODY] )
  1157. damage = damage > 10 ? damage / 10 : 1;
  1158. #endif
  1159. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  1160. if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) {
  1161. status_change_end(bl, SC_BITE, INVALID_TIMER);
  1162. status_change_end(bl, SC_ANKLE, INVALID_TIMER);
  1163. status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
  1164. }
  1165. //Finally Kyrie because it may, or not, reduce damage to 0.
  1166. if((sce = sc->data[SC_KYRIE]) && damage > 0){
  1167. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);;
  1168. if(flag&BF_WEAPON || skill_id == TF_THROWSTONE){
  1169. if(sce->val2>=0)
  1170. damage=0;
  1171. else
  1172. damage=-sce->val2;
  1173. }
  1174. if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT)
  1175. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1176. }
  1177. if( sc->data[SC_MEIKYOUSISUI] && rnd()%100 < 40 ) // custom value
  1178. damage = 0;
  1179. if (!damage)
  1180. return 0;
  1181. if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
  1182. int dx[8] = { 0,-1,-1,-1,0,1,1,1 };
  1183. int dy[8] = { 1,1,0,-1,-1,-1,0,1 };
  1184. uint8 dir = map_calc_dir(bl, src->x, src->y);
  1185. if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
  1186. clif_blown(bl);
  1187. unit_setdir(bl, dir);
  1188. }
  1189. d->dmg_lv = ATK_DEF;
  1190. status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
  1191. return 0;
  1192. }
  1193. if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1194. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1195. if( sd && (sce = sc->data[SC_GT_ENERGYGAIN]) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
  1196. int spheres = 5;
  1197. if( sc->data[SC_RAISINGDRAGON] )
  1198. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  1199. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1200. }
  1201. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING) {
  1202. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1203. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1204. hom_addspiritball(hd, 10);
  1205. }
  1206. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1207. status_change_spread(bl, src, 1); // Deadly infect attacked side
  1208. } //End of target SC_ check
  1209. //SC effects from caster side.
  1210. sc = status_get_sc(src);
  1211. if (sc && sc->count) {
  1212. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1213. DAMAGE_ADDRATE(75)
  1214. if ((sce = sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3)
  1215. status_heal(src, damage * sce->val4 / 100, 0, 3);
  1216. // [Epoque]
  1217. if (bl->type == BL_MOB) {
  1218. uint8 i;
  1219. if ( ((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) ||
  1220. ((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC))
  1221. )
  1222. for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
  1223. if (((TBL_MOB*)bl)->mob_id==mob_manuk[i]) {
  1224. DAMAGE_ADDRATE(sce->val1)
  1225. break;
  1226. }
  1227. if ( ((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) ||
  1228. ((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC))
  1229. )
  1230. for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
  1231. if (((TBL_MOB*)bl)->mob_id==mob_splendide[i]) {
  1232. DAMAGE_ADDRATE(sce->val1)
  1233. break;
  1234. }
  1235. }
  1236. /* Self Buff that destroys the armor of any target hit with melee or ranged physical attacks */
  1237. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 && flag&BF_WEAPON ) {
  1238. skill_break_equip(src,bl, EQP_ARMOR, 10000, BCT_ENEMY); // 100% chance (http://irowiki.org/wiki/Shield_Spell#Level_3_spells_.28refine_based.29)
  1239. status_change_end(src,SC_SHIELDSPELL_REF,INVALID_TIMER);
  1240. }
  1241. if( sc->data[SC_POISONINGWEAPON]
  1242. && ((flag&BF_WEAPON) && (!skill_id || skill_id == GC_VENOMPRESSURE)) //check skill type poison_smoke is a unit
  1243. && (damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )) //did some damage and chance ok (why no additional effect ??)
  1244. sc_start(src,bl,(enum sc_type)sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  1245. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1246. status_change_spread(src, bl, 0);
  1247. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING) {
  1248. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1249. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1250. }
  1251. } //End of caster SC_ check
  1252. //PK damage rates
  1253. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map[bl->m].flag.pvp) {
  1254. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1255. if (flag&BF_WEAPON)
  1256. DAMAGE_RATE(battle_config.pk_weapon_damage_rate)
  1257. if (flag&BF_MAGIC)
  1258. DAMAGE_RATE(battle_config.pk_magic_damage_rate)
  1259. if (flag&BF_MISC)
  1260. DAMAGE_RATE(battle_config.pk_misc_damage_rate)
  1261. } else { //Normal attacks get reductions based on range.
  1262. if (flag & BF_SHORT)
  1263. DAMAGE_RATE(battle_config.pk_short_damage_rate)
  1264. if (flag & BF_LONG)
  1265. DAMAGE_RATE(battle_config.pk_long_damage_rate)
  1266. }
  1267. if(!damage) damage = 1;
  1268. }
  1269. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1270. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1271. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1272. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1273. )
  1274. damage = div_;
  1275. }
  1276. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  1277. if (damage > 0 )
  1278. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  1279. if (skill_id)
  1280. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_id<<16));
  1281. }
  1282. if( sd ) {
  1283. if( pc_ismadogear(sd) && rnd()%100 < 50 ) {
  1284. short element = skill_get_ele(skill_id, skill_lv);
  1285. if( !skill_id || element == -1 ) { //Take weapon's element
  1286. struct status_data *sstatus = NULL;
  1287. if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
  1288. element = ((TBL_PC*)src)->bonus.arrow_ele;
  1289. else if( (sstatus = status_get_status_data(src)) ) {
  1290. element = sstatus->rhw.ele;
  1291. }
  1292. } else if( element == -2 ) //Use enchantment's element
  1293. element = status_get_attack_sc_element(src,status_get_sc(src));
  1294. else if( element == -3 ) //Use random element
  1295. element = rnd()%ELE_ALL;
  1296. if( element == ELE_FIRE || element == ELE_WATER )
  1297. pc_overheat(sd,element == ELE_FIRE ? 1 : -1);
  1298. }
  1299. }
  1300. return damage;
  1301. }
  1302. /**
  1303. * Calculates BG related damage adjustments.
  1304. * @param src
  1305. * @param bl
  1306. * @param damage
  1307. * @param skill_id
  1308. * @param flag
  1309. * @return damage
  1310. * Credits:
  1311. * Original coder Skotlex
  1312. * Initial refactoring by Baalberith
  1313. * Refined and optimized by helvetica
  1314. */
  1315. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int flag)
  1316. {
  1317. if( !damage )
  1318. return 0;
  1319. if( bl->type == BL_MOB ) {
  1320. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1321. if( map[bl->m].flag.battleground && (md->mob_id == MOBID_BLUE_CRYST || md->mob_id == MOBID_PINK_CRYST) && flag&BF_SKILL )
  1322. return 0; // Crystal cannot receive skill damage on battlegrounds
  1323. }
  1324. if(skill_get_inf2(skill_id)&INF2_NO_BG_DMG)
  1325. return damage; //skill that ignore bg map reduction
  1326. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1327. if( flag&BF_WEAPON )
  1328. DAMAGE_RATE(battle_config.bg_weapon_damage_rate)
  1329. if( flag&BF_MAGIC )
  1330. DAMAGE_RATE(battle_config.bg_magic_damage_rate)
  1331. if( flag&BF_MISC )
  1332. DAMAGE_RATE(battle_config.bg_misc_damage_rate)
  1333. } else { //Normal attacks get reductions based on range.
  1334. if( flag&BF_SHORT )
  1335. DAMAGE_RATE(battle_config.bg_short_damage_rate)
  1336. if( flag&BF_LONG )
  1337. DAMAGE_RATE(battle_config.bg_long_damage_rate)
  1338. }
  1339. damage = max(damage,1); //min 1 damage
  1340. return damage;
  1341. }
  1342. /**
  1343. * Determines whether target can be hit
  1344. * @param src
  1345. * @param bl
  1346. * @param skill_id
  1347. * @param flag
  1348. * @return Can be hit (true) or can't be hit (false)
  1349. */
  1350. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1351. {
  1352. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1353. int class_ = status_get_class(bl);
  1354. if(md && md->guardian_data) {
  1355. if(class_ == MOBID_EMPERIUM && flag&BF_SKILL && !(skill_get_inf3(skill_id)&INF3_HIT_EMP)) //Skill immunity.
  1356. return false;
  1357. if(src->type != BL_MOB) {
  1358. struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1359. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
  1360. return false;
  1361. if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  1362. return false; // [MouseJstr]
  1363. }
  1364. }
  1365. return true;
  1366. }
  1367. /**
  1368. * Calculates GVG related damage adjustments.
  1369. * @param src
  1370. * @param bl
  1371. * @param damage
  1372. * @param skill_id
  1373. * @param flag
  1374. * @return damage
  1375. */
  1376. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag)
  1377. {
  1378. if (!damage) //No reductions to make.
  1379. return 0;
  1380. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1381. return 0;
  1382. if (skill_get_inf2(skill_id)&INF2_NO_GVG_DMG) //Skills with no gvg damage reduction.
  1383. return damage;
  1384. /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
  1385. if (md && md->guardian_data)
  1386. damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
  1387. */
  1388. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1389. if (flag&BF_WEAPON)
  1390. DAMAGE_RATE(battle_config.gvg_weapon_damage_rate)
  1391. if (flag&BF_MAGIC)
  1392. DAMAGE_RATE(battle_config.gvg_magic_damage_rate)
  1393. if (flag&BF_MISC)
  1394. DAMAGE_RATE(battle_config.gvg_misc_damage_rate)
  1395. } else { //Normal attacks get reductions based on range.
  1396. if (flag & BF_SHORT)
  1397. DAMAGE_RATE(battle_config.gvg_short_damage_rate)
  1398. if (flag & BF_LONG)
  1399. DAMAGE_RATE(battle_config.gvg_long_damage_rate)
  1400. }
  1401. damage = max(damage,1);
  1402. return damage;
  1403. }
  1404. /**
  1405. * HP/SP drain calculation
  1406. * @param damage Damage inflicted to the enemy
  1407. * @param rate Success chance 1000 = 100%
  1408. * @param per HP/SP drained
  1409. * @return diff
  1410. */
  1411. static int battle_calc_drain(int64 damage, int rate, int per)
  1412. {
  1413. int64 diff = 0;
  1414. if (per && (rate > 1000 || rnd()%1000 < rate)) {
  1415. diff = (damage * per) / 100;
  1416. if (diff == 0) {
  1417. if (per > 0)
  1418. diff = 1;
  1419. else
  1420. diff = -1;
  1421. }
  1422. }
  1423. return (int)diff;
  1424. }
  1425. /**
  1426. * Passive skill damage increases
  1427. * @param sd
  1428. * @param target
  1429. * @param dmg
  1430. * @param type
  1431. * @return damage
  1432. */
  1433. int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1434. {
  1435. int64 damage;
  1436. struct status_data *status = status_get_status_data(target);
  1437. int weapon, skill;
  1438. #ifdef RENEWAL
  1439. damage = 0;
  1440. #else
  1441. damage = dmg;
  1442. #endif
  1443. nullpo_ret(sd);
  1444. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1445. target->type == BL_MOB && //This bonus doesn't work against players.
  1446. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) )
  1447. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1448. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) )
  1449. damage += (skill * 5);
  1450. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1451. damage += (skill * 10);
  1452. damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear
  1453. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_BRUTE || status->race == RC_INSECT) ) {
  1454. damage += (skill * 4);
  1455. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  1456. damage += sd->status.str;
  1457. }
  1458. #ifdef RENEWAL
  1459. //Weapon Research bonus applies to all weapons
  1460. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1461. damage += (skill * 2);
  1462. #endif
  1463. if(type == 0)
  1464. weapon = sd->weapontype1;
  1465. else
  1466. weapon = sd->weapontype2;
  1467. switch(weapon) {
  1468. case W_1HSWORD:
  1469. #ifdef RENEWAL
  1470. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1471. damage += (skill * 3);
  1472. #endif
  1473. case W_DAGGER:
  1474. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  1475. damage += (skill * 4);
  1476. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  1477. damage += skill * 10;
  1478. break;
  1479. case W_2HSWORD:
  1480. #ifdef RENEWAL
  1481. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1482. damage += (skill * 3);
  1483. #endif
  1484. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  1485. damage += (skill * 4);
  1486. break;
  1487. case W_1HSPEAR:
  1488. case W_2HSPEAR:
  1489. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  1490. if(!pc_isriding(sd) || !pc_isridingdragon(sd))
  1491. damage += (skill * 4);
  1492. else
  1493. damage += (skill * 5);
  1494. // Increase damage by level of KN_SPEARMASTERY * 10
  1495. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  1496. damage += (skill * 10);
  1497. }
  1498. break;
  1499. case W_1HAXE:
  1500. case W_2HAXE:
  1501. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1502. damage += (skill * 3);
  1503. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1504. damage += (skill * 5);
  1505. break;
  1506. case W_MACE:
  1507. case W_2HMACE:
  1508. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  1509. damage += (skill * 3);
  1510. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1511. damage += (skill * 4);
  1512. break;
  1513. case W_FIST:
  1514. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  1515. damage += (skill * 10);
  1516. // No break, fallthrough to Knuckles
  1517. case W_KNUCKLE:
  1518. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  1519. damage += (skill * 3);
  1520. break;
  1521. case W_MUSICAL:
  1522. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  1523. damage += (skill * 3);
  1524. break;
  1525. case W_WHIP:
  1526. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  1527. damage += (skill * 3);
  1528. break;
  1529. case W_BOOK:
  1530. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  1531. damage += (skill * 3);
  1532. break;
  1533. case W_KATAR:
  1534. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  1535. damage += (skill * 3);
  1536. break;
  1537. }
  1538. return damage;
  1539. }
  1540. #ifdef RENEWAL
  1541. static int64 battle_calc_sizefix(int64 damage, struct map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  1542. {
  1543. if (sd) {
  1544. //SizeFix only for players
  1545. if (!(sd->special_state.no_sizefix) && !flag)
  1546. DAMAGE_RATE(weapon_type==EQI_HAND_L?
  1547. sd->left_weapon.atkmods[t_size]:
  1548. sd->right_weapon.atkmods[t_size])
  1549. }
  1550. return damage;
  1551. }
  1552. static int battle_calc_status_attack(struct status_data *status, short hand)
  1553. {
  1554. //left-hand penalty on sATK is always 50% [Baalberith]
  1555. if (hand == EQI_HAND_L)
  1556. return status->batk;
  1557. else
  1558. return 2 * status->batk;
  1559. }
  1560. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, struct map_session_data *sd)
  1561. {
  1562. struct status_data *status = status_get_status_data(src);
  1563. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1564. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  1565. uint16 atkmax = atkmin;
  1566. int damage = atkmin;
  1567. uint16 weapon_perfection = 0;
  1568. struct status_change *sc = status_get_sc(src);
  1569. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  1570. int variance = wa->atk * (sd->inventory_data[sd->equip_index[type]]->wlv*5)/100;
  1571. atkmin = max(0, atkmin - variance);
  1572. atkmax = min(UINT16_MAX, atkmax + variance);
  1573. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1574. damage = atkmax;
  1575. else
  1576. damage = rnd_value(atkmin, atkmax);
  1577. }
  1578. if (sc && sc->data[SC_WEAPONPERFECTION])
  1579. weapon_perfection = 1;
  1580. damage = (int)battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  1581. return damage;
  1582. }
  1583. #endif
  1584. /*==========================================
  1585. * Calculates the standard damage of a normal attack assuming it hits,
  1586. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  1587. * This applies to pre-renewal and non-sd in renewal
  1588. *------------------------------------------
  1589. * Pass damage2 as NULL to not calc it.
  1590. * Flag values:
  1591. * &1 : Critical hit
  1592. * &2 : Arrow attack
  1593. * &4 : Skill is Magic Crasher
  1594. * &8 : Skip target size adjustment (Extremity Fist?)
  1595. * &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)
  1596. *
  1597. * Credits:
  1598. * Original coder Skotlex
  1599. * Initial refactoring by Baalberith
  1600. * Refined and optimized by helvetica
  1601. */
  1602. static int64 battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
  1603. {
  1604. unsigned int atkmin=0, atkmax=0;
  1605. short type = 0;
  1606. int64 damage = 0;
  1607. if (!sd) { //Mobs/Pets
  1608. if(flag&4) {
  1609. atkmin = status->matk_min;
  1610. atkmax = status->matk_max;
  1611. } else {
  1612. atkmin = wa->atk;
  1613. atkmax = wa->atk2;
  1614. }
  1615. if (atkmin > atkmax)
  1616. atkmin = atkmax;
  1617. } else { //PCs
  1618. atkmax = wa->atk;
  1619. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1620. if (!(flag&1) || (flag&2)) { //Normal attacks
  1621. atkmin = status->dex;
  1622. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  1623. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  1624. if (atkmin > atkmax)
  1625. atkmin = atkmax;
  1626. if(flag&2 && !(flag&16)) { //Bows
  1627. atkmin = atkmin*atkmax/100;
  1628. if (atkmin > atkmax)
  1629. atkmax = atkmin;
  1630. }
  1631. }
  1632. }
  1633. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1634. atkmin = atkmax;
  1635. //Weapon Damage calculation
  1636. if (!(flag&1))
  1637. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  1638. else
  1639. damage = atkmax;
  1640. if (sd) {
  1641. //rodatazone says the range is 0~arrow_atk-1 for non crit
  1642. if (flag&2 && sd->bonus.arrow_atk)
  1643. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  1644. //SizeFix only for players
  1645. if (!(sd->special_state.no_sizefix || (flag&8)))
  1646. DAMAGE_RATE(type==EQI_HAND_L?
  1647. sd->left_weapon.atkmods[t_size]:
  1648. sd->right_weapon.atkmods[t_size])
  1649. }
  1650. //Finally, add baseatk
  1651. if(flag&4)
  1652. damage += status->matk_min;
  1653. else
  1654. damage += status->batk;
  1655. //rodatazone says that Overrefine bonuses are part of baseatk
  1656. //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
  1657. if(sd) {
  1658. if (type == EQI_HAND_L) {
  1659. if(sd->left_weapon.overrefine)
  1660. damage += rnd()%sd->left_weapon.overrefine+1;
  1661. if (sd->weapon_atk_rate[sd->weapontype2])
  1662. DAMAGE_ADDRATE(sd->weapon_atk_rate[sd->weapontype2])
  1663. } else { //Right hand
  1664. if(sd->right_weapon.overrefine)
  1665. damage += rnd()%sd->right_weapon.overrefine+1;
  1666. if (sd->weapon_atk_rate[sd->weapontype1])
  1667. DAMAGE_ADDRATE(sd->weapon_atk_rate[sd->weapontype1])
  1668. }
  1669. }
  1670. #ifdef RENEWAL
  1671. if (flag&1)
  1672. damage = (damage * 14) / 10;
  1673. #endif
  1674. return damage;
  1675. }
  1676. /*==========================================
  1677. * Consumes ammo for the given skill.
  1678. *------------------------------------------
  1679. * Credits:
  1680. * Original coder Skotlex
  1681. * Initial refactoring by Baalberith
  1682. * Refined and optimized by helvetica
  1683. */
  1684. void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
  1685. {
  1686. int qty = 1;
  1687. if (!battle_config.arrow_decrement)
  1688. return;
  1689. if (skill) {
  1690. qty = skill_get_ammo_qty(skill, lv);
  1691. if (!qty) qty = 1;
  1692. }
  1693. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  1694. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  1695. sd->state.arrow_atk = 0;
  1696. }
  1697. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  1698. {
  1699. // [Akinari] , [Xynvaroth]: Traps are always short range.
  1700. if( skill_get_inf2( skill_id ) & INF2_TRAP )
  1701. return BF_SHORT;
  1702. //Skill Range Criteria
  1703. if (battle_config.skillrange_by_distance &&
  1704. (src->type&battle_config.skillrange_by_distance)
  1705. ) { //based on distance between src/target [Skotlex]
  1706. if (check_distance_bl(src, target, 5))
  1707. return BF_SHORT;
  1708. return BF_LONG;
  1709. }
  1710. if (skill_id == SR_GATEOFHELL) {
  1711. if (skill_lv < 5)
  1712. return BF_SHORT;
  1713. else
  1714. return BF_LONG;
  1715. }
  1716. //based on used skill's range
  1717. if (skill_get_range2(src, skill_id, skill_lv) < 5)
  1718. return BF_SHORT;
  1719. return BF_LONG;
  1720. }
  1721. static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id)
  1722. {
  1723. uint8 i;
  1724. if (!sd->skillblown[0].id)
  1725. return 0;
  1726. //Apply the bonus blewcount. [Skotlex]
  1727. for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
  1728. if (sd->skillblown[i].id == skill_id)
  1729. return sd->skillblown[i].val;
  1730. }
  1731. return 0;
  1732. }
  1733. #ifdef ADJUST_SKILL_DAMAGE
  1734. /**
  1735. * Damage calculation for adjusting skill damage
  1736. * @param caster Applied caster type for damage skill
  1737. * @param type BL_Type of attacker
  1738. */
  1739. static bool battle_skill_damage_iscaster(uint8 caster, enum bl_type src_type) {
  1740. if (caster == 0)
  1741. return false;
  1742. switch (src_type) {
  1743. case BL_PC: if (caster&SDC_PC) return true; break;
  1744. case BL_MOB: if (caster&SDC_MOB) return true; break;
  1745. case BL_PET: if (caster&SDC_PET) return true; break;
  1746. case BL_HOM: if (caster&SDC_HOM) return true; break;
  1747. case BL_MER: if (caster&SDC_MER) return true; break;
  1748. case BL_ELEM: if (caster&SDC_ELEM) return true; break;
  1749. }
  1750. return false;
  1751. }
  1752. /**
  1753. * Gets skill damage rate from a skill (based on skill_damage_db.txt)
  1754. * @param src
  1755. * @param target
  1756. * @param skill_id
  1757. * @return Skill damage rate
  1758. */
  1759. static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1760. uint16 idx = skill_get_index(skill_id), m = src->m;
  1761. struct s_skill_damage *damage = NULL;
  1762. struct map_data *mapd = &map[m];
  1763. if (!idx || !skill_db[idx]->damage.map)
  1764. return 0;
  1765. damage = &skill_db[idx]->damage;
  1766. //check the adjustment works for specified type
  1767. if (!battle_skill_damage_iscaster(damage->caster, src->type))
  1768. return 0;
  1769. if ((damage->map&1 && (!mapd->flag.pvp && !map_flag_gvg(m) && !mapd->flag.battleground && !mapd->flag.skill_damage && !mapd->flag.restricted)) ||
  1770. (damage->map&2 && mapd->flag.pvp) ||
  1771. (damage->map&4 && map_flag_gvg(m)) ||
  1772. (damage->map&8 && mapd->flag.battleground) ||
  1773. (damage->map&16 && mapd->flag.skill_damage) ||
  1774. (mapd->flag.restricted && damage->map&(8*mapd->zone)))
  1775. {
  1776. switch (target->type) {
  1777. case BL_PC:
  1778. return damage->pc;
  1779. case BL_MOB:
  1780. if (is_boss(target))
  1781. return damage->boss;
  1782. else
  1783. return damage->mob;
  1784. default:
  1785. return damage->other;
  1786. }
  1787. }
  1788. return 0;
  1789. }
  1790. /**
  1791. * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  1792. * @param src
  1793. * @param target
  1794. * @param skill_id
  1795. * @return Skill damage rate
  1796. */
  1797. static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1798. int rate = 0;
  1799. uint8 i = 0;
  1800. struct map_data *mapd = NULL;
  1801. mapd = &map[src->m];
  1802. if (!mapd || !mapd->flag.skill_damage)
  1803. return 0;
  1804. // Damage rate for all skills at this map
  1805. if (battle_skill_damage_iscaster(mapd->adjust.damage.caster, src->type)) {
  1806. switch (target->type) {
  1807. case BL_PC:
  1808. rate = mapd->adjust.damage.pc;
  1809. break;
  1810. case BL_MOB:
  1811. if (is_boss(target))
  1812. rate = mapd->adjust.damage.boss;
  1813. else
  1814. rate = mapd->adjust.damage.mob;
  1815. break;
  1816. default:
  1817. rate = mapd->adjust.damage.other;
  1818. break;
  1819. }
  1820. }
  1821. if (!mapd->skill_damage.count)
  1822. return rate;
  1823. // Damage rate for specified skill at this map
  1824. for (i = 0; i < mapd->skill_damage.count; i++) {
  1825. if (mapd->skill_damage.entries[i]->skill_id == skill_id &&
  1826. battle_skill_damage_iscaster(mapd->skill_damage.entries[i]->caster, src->type))
  1827. {
  1828. switch (target->type) {
  1829. case BL_PC:
  1830. rate += mapd->skill_damage.entries[i]->pc;
  1831. break;
  1832. case BL_MOB:
  1833. if (is_boss(target))
  1834. rate += mapd->skill_damage.entries[i]->boss;
  1835. else
  1836. rate += mapd->skill_damage.entries[i]->mob;
  1837. break;
  1838. default:
  1839. rate += mapd->skill_damage.entries[i]->other;
  1840. break;
  1841. }
  1842. }
  1843. }
  1844. return rate;
  1845. }
  1846. /**
  1847. * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  1848. * @param src
  1849. * @param target
  1850. * @param skill_id
  1851. * @return Total damage rate
  1852. */
  1853. static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1854. nullpo_ret(src);
  1855. if (!target || !skill_id)
  1856. return 0;
  1857. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  1858. }
  1859. #endif
  1860. /**
  1861. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  1862. * @param sd Player who has Chorus skill active
  1863. * @return Bonus value based on party count
  1864. */
  1865. static int battle_calc_chorusbonus(struct map_session_data *sd) {
  1866. int members = 0;
  1867. if (!sd || !sd->status.party_id)
  1868. return 0;
  1869. members = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  1870. if (members < 3)
  1871. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  1872. if (members > 7)
  1873. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  1874. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  1875. }
  1876. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  1877. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  1878. /*=======================================================
  1879. * Should infinite defense be applied on target? (plant)
  1880. *-------------------------------------------------------
  1881. * Credits:
  1882. * Original coder Skotlex
  1883. * Initial refactoring by Baalberith
  1884. * Refined and optimized by helvetica
  1885. * flag - see e_battle_flag
  1886. */
  1887. bool is_infinite_defense(struct block_list *target, int flag)
  1888. {
  1889. struct status_data *tstatus = status_get_status_data(target);
  1890. if(target->type == BL_SKILL) {
  1891. TBL_SKILL *su = ((TBL_SKILL*)target);
  1892. if (su && su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  1893. return true;
  1894. }
  1895. if(tstatus->mode&MD_IGNOREMELEE && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
  1896. return true;
  1897. if(tstatus->mode&MD_IGNOREMAGIC && flag&(BF_MAGIC) )
  1898. return true;
  1899. if(tstatus->mode&MD_IGNORERANGED && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
  1900. return true;
  1901. if(tstatus->mode&MD_IGNOREMISC && flag&(BF_MISC) )
  1902. return true;
  1903. return (tstatus->mode&MD_PLANT);
  1904. }
  1905. /*========================
  1906. * Is attack arrow based?
  1907. *------------------------
  1908. * Credits:
  1909. * Original coder Skotlex
  1910. * Initial refactoring by Baalberith
  1911. * Refined and optimized by helvetica
  1912. */
  1913. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  1914. {
  1915. if(src != NULL) {
  1916. struct status_data *sstatus = status_get_status_data(src);
  1917. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1918. return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3)) || (skill_id == HT_PHANTASMIC));
  1919. } else
  1920. return false;
  1921. }
  1922. /*=========================================
  1923. * Is attack right handed? By default yes.
  1924. *-----------------------------------------
  1925. * Credits:
  1926. * Original coder Skotlex
  1927. * Initial refactoring by Baalberith
  1928. * Refined and optimized by helvetica
  1929. */
  1930. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  1931. {
  1932. if(src != NULL) {
  1933. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1934. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  1935. if(!skill_id && sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  1936. return false;
  1937. }
  1938. return true;
  1939. }
  1940. /*=======================================
  1941. * Is attack left handed? By default no.
  1942. *---------------------------------------
  1943. * Credits:
  1944. * Original coder Skotlex
  1945. * Initial refactoring by Baalberith
  1946. * Refined and optimized by helvetica
  1947. */
  1948. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  1949. {
  1950. if(src != NULL) {
  1951. struct status_data *sstatus = status_get_status_data(src);
  1952. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1953. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  1954. if(!skill_id) {
  1955. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  1956. return true;
  1957. if (sstatus->lhw.atk)
  1958. return true;
  1959. if (sd && sd->status.weapon == W_KATAR)
  1960. return true;
  1961. }
  1962. }
  1963. return false;
  1964. }
  1965. /*=============================
  1966. * Do we score a critical hit?
  1967. *-----------------------------
  1968. * Credits:
  1969. * Original coder Skotlex
  1970. * Initial refactoring by Baalberith
  1971. * Refined and optimized by helvetica
  1972. */
  1973. static bool is_attack_critical(struct Damage wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  1974. {
  1975. struct status_data *sstatus = status_get_status_data(src);
  1976. struct status_data *tstatus = status_get_status_data(target);
  1977. struct status_change *sc = status_get_sc(src);
  1978. struct status_change *tsc = status_get_sc(target);
  1979. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1980. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  1981. if (!first_call)
  1982. return (wd.type == DMG_CRITICAL);
  1983. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  1984. return true;
  1985. if( !(wd.type&DMG_MULTI_HIT) && sstatus->cri && (!skill_id ||
  1986. skill_id == KN_AUTOCOUNTER || skill_id == SN_SHARPSHOOTING ||
  1987. skill_id == MA_SHARPSHOOTING || skill_id == NJ_KIRIKAGE))
  1988. {
  1989. short cri = sstatus->cri;
  1990. if (sd) {
  1991. cri += sd->critaddrace[tstatus->race] + sd->critaddrace[RC_ALL];
  1992. if(is_skill_using_arrow(src, skill_id))
  1993. cri += sd->bonus.arrow_cri;
  1994. }
  1995. if(sc && sc->data[SC_CAMOUFLAGE])
  1996. cri += 100 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max 100% (1K)
  1997. //The official equation is *2, but that only applies when sd's do critical.
  1998. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  1999. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  2000. if( tsc && tsc->data[SC_SLEEP] )
  2001. cri <<= 1;
  2002. switch(skill_id) {
  2003. case 0:
  2004. if(sc && !sc->data[SC_AUTOCOUNTER])
  2005. break;
  2006. clif_specialeffect(src, 131, AREA);
  2007. status_change_end(src, SC_AUTOCOUNTER, INVALID_TIMER);
  2008. case KN_AUTOCOUNTER:
  2009. if(battle_config.auto_counter_type &&
  2010. (battle_config.auto_counter_type&src->type))
  2011. return true;
  2012. else
  2013. cri <<= 1;
  2014. break;
  2015. case SN_SHARPSHOOTING:
  2016. case MA_SHARPSHOOTING:
  2017. cri += 200;
  2018. break;
  2019. case NJ_KIRIKAGE:
  2020. cri += 250 + 50*skill_lv;
  2021. break;
  2022. }
  2023. if(tsd && tsd->bonus.critical_def)
  2024. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  2025. return (rnd()%1000 < cri);
  2026. }
  2027. return 0;
  2028. }
  2029. /*==========================================================
  2030. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  2031. *----------------------------------------------------------
  2032. * Credits:
  2033. * Original coder Skotlex
  2034. * Initial refactoring by Baalberith
  2035. * Refined and optimized by helvetica
  2036. */
  2037. static int is_attack_piercing(struct Damage wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, short weapon_position)
  2038. {
  2039. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  2040. return 2;
  2041. if(src != NULL) {
  2042. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2043. struct status_data *tstatus = status_get_status_data(target);
  2044. #ifdef RENEWAL
  2045. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  2046. && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI && skill_id != ASC_BREAKER ) // Renewal: Soul Breaker no longer gains ice pick effect and ice pick effect gets crit benefit [helvetica]
  2047. #else
  2048. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  2049. && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI && !is_attack_critical(wd, src, target, skill_id, skill_lv, false) )
  2050. #endif
  2051. { //Elemental/Racial adjustments
  2052. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2053. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2054. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2055. )
  2056. if (weapon_position == EQI_HAND_R)
  2057. return 1;
  2058. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2059. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2060. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2061. )
  2062. { //Pass effect onto right hand if configured so. [Skotlex]
  2063. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  2064. if (weapon_position == EQI_HAND_R)
  2065. return 1;
  2066. }
  2067. else if (weapon_position == EQI_HAND_L)
  2068. return 1;
  2069. }
  2070. }
  2071. }
  2072. return 0;
  2073. }
  2074. static bool battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  2075. {
  2076. int nk = skill_get_nk(skill_id);
  2077. if( !skill_id && is_splash ) //If flag, this is splash damage from Baphomet Card and it always hits.
  2078. nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
  2079. return nk;
  2080. }
  2081. /*=============================
  2082. * Checks if attack is hitting
  2083. *-----------------------------
  2084. * Credits:
  2085. * Original coder Skotlex
  2086. * Initial refactoring by Baalberith
  2087. * Refined and optimized by helvetica
  2088. */
  2089. static bool is_attack_hitting(struct Damage wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  2090. {
  2091. struct status_data *sstatus = status_get_status_data(src);
  2092. struct status_data *tstatus = status_get_status_data(target);
  2093. struct status_change *sc = status_get_sc(src);
  2094. struct status_change *tsc = status_get_sc(target);
  2095. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2096. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2097. short flee, hitrate;
  2098. if (!first_call)
  2099. return (wd.dmg_lv != ATK_FLEE);
  2100. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2101. return true;
  2102. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  2103. return true;
  2104. else if (sc && sc->data[SC_FUSION])
  2105. return true;
  2106. else if (skill_id == AS_SPLASHER && !wd.miscflag)
  2107. return true;
  2108. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  2109. return true;
  2110. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  2111. return true;
  2112. else if (nk&NK_IGNORE_FLEE)
  2113. return true;
  2114. if( sc && (sc->data[SC_NEUTRALBARRIER] || sc->data[SC_NEUTRALBARRIER_MASTER]) && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
  2115. return false;
  2116. flee = tstatus->flee;
  2117. #ifdef RENEWAL
  2118. hitrate = 0; //Default hitrate
  2119. #else
  2120. hitrate = 80; //Default hitrate
  2121. #endif
  2122. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  2123. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  2124. if(attacker_count >= battle_config.agi_penalty_count) {
  2125. if (battle_config.agi_penalty_type == 1)
  2126. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  2127. else //assume type 2: absolute reduction
  2128. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  2129. if(flee < 1)
  2130. flee = 1;
  2131. }
  2132. }
  2133. hitrate += sstatus->hit - flee;
  2134. //Fogwall's hit penalty is only for normal ranged attacks.
  2135. if ((wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->data[SC_FOGWALL])
  2136. hitrate -= 50;
  2137. if(sd && is_skill_using_arrow(src, skill_id))
  2138. hitrate += sd->bonus.arrow_hit;
  2139. #ifdef RENEWAL
  2140. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  2141. hitrate += pc_checkskill(sd,AC_VULTURE);
  2142. #endif
  2143. if(skill_id) {
  2144. switch(skill_id) { //Hit skill modifiers
  2145. //It is proven that bonus is applied on final hitrate, not hit.
  2146. case SM_BASH:
  2147. case MS_BASH:
  2148. hitrate += hitrate * 5 * skill_lv / 100;
  2149. break;
  2150. case MS_MAGNUM:
  2151. case SM_MAGNUM:
  2152. hitrate += hitrate * 10 * skill_lv / 100;
  2153. break;
  2154. case KN_AUTOCOUNTER:
  2155. case PA_SHIELDCHAIN:
  2156. case NPC_WATERATTACK:
  2157. case NPC_GROUNDATTACK:
  2158. case NPC_FIREATTACK:
  2159. case NPC_WINDATTACK:
  2160. case NPC_POISONATTACK:
  2161. case NPC_HOLYATTACK:
  2162. case NPC_DARKNESSATTACK:
  2163. case NPC_UNDEADATTACK:
  2164. case NPC_TELEKINESISATTACK:
  2165. case NPC_BLEEDING:
  2166. hitrate += hitrate * 20 / 100;
  2167. break;
  2168. case KN_PIERCE:
  2169. case ML_PIERCE:
  2170. hitrate += hitrate * 5 * skill_lv / 100;
  2171. break;
  2172. case AS_SONICBLOW:
  2173. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  2174. hitrate += hitrate * 50 / 100;
  2175. break;
  2176. case MC_CARTREVOLUTION:
  2177. case GN_CART_TORNADO:
  2178. case GN_CARTCANNON:
  2179. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  2180. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  2181. break;
  2182. case LG_BANISHINGPOINT:
  2183. hitrate += 3 * skill_lv;
  2184. break;
  2185. case GC_VENOMPRESSURE:
  2186. hitrate += 10 + 4 * skill_lv;
  2187. break;
  2188. case SC_FATALMENACE:
  2189. hitrate -= 35 - 5 * skill_lv;
  2190. break;
  2191. case RL_SLUGSHOT:
  2192. {
  2193. int8 dist = distance_bl(src, target);
  2194. if (dist > 3) {
  2195. // Reduce n hitrate for each cell after initial 3 cells. Different each level
  2196. // -10:-9:-8:-7:-6
  2197. dist -= 3;
  2198. hitrate -= ((11 - skill_lv) * dist);
  2199. }
  2200. }
  2201. break;
  2202. }
  2203. } else if (sd && wd.type&DMG_MULTI_HIT && wd.div_ == 2) // +1 hit per level of Double Attack on a successful double attack (making sure other multi attack skills do not trigger this) [helvetica]
  2204. hitrate += pc_checkskill(sd,TF_DOUBLE);
  2205. if (sd) {
  2206. int skill = 0;
  2207. #ifdef RENEWAL
  2208. // Weaponry Research hidden bonus
  2209. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2210. hitrate += hitrate * ( 2 * skill ) / 100;
  2211. #endif
  2212. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  2213. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  2214. hitrate += 3 * skill;
  2215. }
  2216. if (sc) {
  2217. if (sc->data[SC_MTF_ASPD])
  2218. hitrate += sc->data[SC_MTF_ASPD]->val2;
  2219. if (sc->data[SC_MTF_ASPD2])
  2220. hitrate += sc->data[SC_MTF_ASPD2]->val2;
  2221. }
  2222. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2223. return (rnd()%100 < hitrate);
  2224. }
  2225. /*==========================================
  2226. * If attack ignores def.
  2227. *------------------------------------------
  2228. * Credits:
  2229. * Original coder Skotlex
  2230. * Initial refactoring by Baalberith
  2231. * Refined and optimized by helvetica
  2232. */
  2233. static bool attack_ignores_def(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position)
  2234. {
  2235. struct status_data *tstatus = status_get_status_data(target);
  2236. struct status_change *sc = status_get_sc(src);
  2237. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2238. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2239. #ifndef RENEWAL
  2240. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2241. return true;
  2242. else
  2243. #endif
  2244. if (sc && sc->data[SC_FUSION])
  2245. return true;
  2246. #ifdef RENEWAL
  2247. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != ASC_BREAKER) // Renewal: Soul Breaker no longer gains ignore DEF from weapon [helvetica]
  2248. #else
  2249. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2250. #endif
  2251. { //Ignore Defense?
  2252. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2253. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2254. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2255. if (weapon_position == EQI_HAND_R)
  2256. return true;
  2257. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2258. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2259. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2260. {
  2261. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2262. if (weapon_position == EQI_HAND_R)
  2263. return true;
  2264. } else if (weapon_position == EQI_HAND_L)
  2265. return true;
  2266. }
  2267. }
  2268. return (nk&NK_IGNORE_DEF);
  2269. }
  2270. /*================================================
  2271. * Should skill attack consider VVS and masteries?
  2272. *------------------------------------------------
  2273. * Credits:
  2274. * Original coder Skotlex
  2275. * Initial refactoring by Baalberith
  2276. * Refined and optimized by helvetica
  2277. */
  2278. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
  2279. {
  2280. if (
  2281. #ifndef RENEWAL
  2282. skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
  2283. #endif
  2284. skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER || skill_id == NC_SELFDESTRUCTION ||
  2285. skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE)
  2286. return false;
  2287. return true;
  2288. }
  2289. #ifdef RENEWAL
  2290. /*========================================
  2291. * Calculate equipment ATK for renewal ATK
  2292. *----------------------------------------
  2293. * Credits:
  2294. * Original coder Skotlex
  2295. * Initial refactoring by Baalberith
  2296. * Refined and optimized by helvetica
  2297. */
  2298. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  2299. {
  2300. if(src != NULL) {
  2301. int eatk = 0;
  2302. struct status_data *status = status_get_status_data(src);
  2303. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2304. if (sd) // add arrow atk if using an applicable skill
  2305. eatk += (is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0);
  2306. return eatk + status->eatk;
  2307. }
  2308. return 0; // shouldn't happen but just in case
  2309. }
  2310. #endif
  2311. /*========================================
  2312. * Returns the element type of attack
  2313. *----------------------------------------
  2314. * Credits:
  2315. * Original coder Skotlex
  2316. * Initial refactoring by Baalberith
  2317. * Refined and optimized by helvetica
  2318. */
  2319. static int battle_get_weapon_element(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only)
  2320. {
  2321. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2322. struct status_change *sc = status_get_sc(src);
  2323. struct status_data *sstatus = status_get_status_data(src);
  2324. int element = skill_get_ele(skill_id, skill_lv);
  2325. //Take weapon's element
  2326. if( !skill_id || element == -1 ) {
  2327. if (weapon_position == EQI_HAND_R)
  2328. element = sstatus->rhw.ele;
  2329. else
  2330. element = sstatus->lhw.ele;
  2331. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  2332. element = sd->bonus.arrow_ele;
  2333. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  2334. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  2335. // on official endows override all other elements [helvetica]
  2336. if(sc && sc->data[SC_ENCHANTARMS]) // Check for endows
  2337. element = sc->data[SC_ENCHANTARMS]->val2;
  2338. } else if( element == -2 ) //Use enchantment's element
  2339. element = status_get_attack_sc_element(src,sc);
  2340. else if( element == -3 ) //Use random element
  2341. element = rnd()%ELE_ALL;
  2342. switch( skill_id ) {
  2343. case GS_GROUNDDRIFT:
  2344. element = wd.miscflag; //element comes in flag.
  2345. break;
  2346. case LK_SPIRALPIERCE:
  2347. if (!sd)
  2348. element = ELE_NEUTRAL; //forced neutral for monsters
  2349. break;
  2350. case LG_HESPERUSLIT:
  2351. if (sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 4)
  2352. element = ELE_HOLY;
  2353. break;
  2354. case RL_H_MINE:
  2355. if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  2356. element = ELE_FIRE;
  2357. break;
  2358. }
  2359. if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN))
  2360. element = ELE_HOLY;
  2361. // calc_flag means the element should be calculated for damage only
  2362. if (calc_for_damage_only)
  2363. return element;
  2364. #ifdef RENEWAL
  2365. if (skill_id == CR_SHIELDBOOMERANG)
  2366. element = ELE_NEUTRAL;
  2367. #endif
  2368. return element;
  2369. }
  2370. /*========================================
  2371. * Do element damage modifier calculation
  2372. *----------------------------------------
  2373. * Credits:
  2374. * Original coder Skotlex
  2375. * Initial refactoring by Baalberith
  2376. * Refined and optimized by helvetica
  2377. */
  2378. static struct Damage battle_calc_element_damage(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2379. {
  2380. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2381. struct status_change *sc = status_get_sc(src);
  2382. struct status_data *sstatus = status_get_status_data(src);
  2383. struct status_data *tstatus = status_get_status_data(target);
  2384. int element = skill_get_ele(skill_id, skill_lv);
  2385. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  2386. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  2387. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2388. //Elemental attribute fix
  2389. if(!(nk&NK_NO_ELEFIX)) {
  2390. //Non-pc physical melee attacks (mob, pet, homun) are "non elemental", they deal 100% to all target elements
  2391. //However the "non elemental" attacks still get reduced by "Neutral resistance"
  2392. //Also non-pc units have only a defending element, but can inflict elemental attacks using skills [exneval]
  2393. if(battle_config.attack_attr_none&src->type)
  2394. if(((!skill_id && !right_element) || (skill_id && (element == -1 || !right_element))) &&
  2395. (wd.flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON))
  2396. return wd;
  2397. if(wd.damage > 0) {
  2398. //Forced to its element
  2399. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2400. switch( skill_id ) {
  2401. case MC_CARTREVOLUTION:
  2402. case SR_GATEOFHELL:
  2403. case KO_BAKURETSU:
  2404. //Forced to neutral element
  2405. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2406. break;
  2407. case GS_GROUNDDRIFT:
  2408. //Additional 50 * lv neutral damage
  2409. wd.damage += battle_attr_fix(src, target, 50 * skill_lv, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2410. break;
  2411. case GN_CARTCANNON:
  2412. case KO_HAPPOKUNAI:
  2413. //Forced to ammo's element
  2414. wd.damage = battle_attr_fix(src, target, wd.damage, (sd && sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2415. break;
  2416. }
  2417. }
  2418. if (is_attack_left_handed(src, skill_id) && wd.damage2 > 0)
  2419. wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element ,tstatus->def_ele, tstatus->ele_lv);
  2420. if (sc && sc->data[SC_WATK_ELEMENT] && (wd.damage || wd.damage2)) {
  2421. // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  2422. int64 damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2423. wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2424. if (is_attack_left_handed(src, skill_id)) {
  2425. damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2426. wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2427. }
  2428. }
  2429. }
  2430. return wd;
  2431. }
  2432. #define ATK_RATE(damage, damage2, a) { damage = damage * (a) / 100; if(is_attack_left_handed(src, skill_id)) damage2 = damage2 * (a) / 100; }
  2433. #define ATK_RATE2(damage, damage2, a , b) { damage = damage *(a) / 100; if(is_attack_left_handed(src, skill_id)) damage2 = damage2 * (b) / 100; }
  2434. #define ATK_RATER(damage, a) { damage = damage * (a) / 100; }
  2435. #define ATK_RATEL(damage2, a) { damage2 = damage2 * (a) / 100; }
  2436. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2437. #define ATK_ADDRATE(damage, damage2, a) { damage += damage * (a) / 100; if(is_attack_left_handed(src, skill_id)) damage2 += damage2 *(a) / 100; }
  2438. #define ATK_ADDRATE2(damage, damage2, a , b) { damage += damage * (a) / 100; if(is_attack_left_handed(src, skill_id)) damage2 += damage2 * (b) / 100; }
  2439. //Adds an absolute value to damage. 100 = +100 damage
  2440. #define ATK_ADD(damage, damage2, a) { damage += a; if(is_attack_left_handed(src, skill_id)) damage2 += a; }
  2441. #define ATK_ADD2(damage, damage2, a , b) { damage += a; if(is_attack_left_handed(src, skill_id)) damage2 += b; }
  2442. #ifdef RENEWAL
  2443. #define RE_ALLATK_ADD(wd, a) { ATK_ADD(wd.statusAtk, wd.statusAtk2, a); ATK_ADD(wd.weaponAtk, wd.weaponAtk2, a); ATK_ADD(wd.equipAtk, wd.equipAtk2, a); ATK_ADD(wd.masteryAtk, wd.masteryAtk2, a); }
  2444. #define RE_ALLATK_RATE(wd, a) { ATK_RATE(wd.statusAtk, wd.statusAtk2, a); ATK_RATE(wd.weaponAtk, wd.weaponAtk2, a); ATK_RATE(wd.equipAtk, wd.equipAtk2, a); ATK_RATE(wd.masteryAtk, wd.masteryAtk2, a); }
  2445. #define RE_ALLATK_ADDRATE(wd, a) { ATK_ADDRATE(wd.statusAtk, wd.statusAtk2, a); ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, a); ATK_ADDRATE(wd.equipAtk, wd.equipAtk2, a); ATK_ADDRATE(wd.masteryAtk, wd.masteryAtk2, a); }
  2446. #else
  2447. #define RE_ALLATK_ADD(wd, a) {;}
  2448. #define RE_ALLATK_RATE(wd, a) {;}
  2449. #define RE_ALLATK_ADDRATE(wd, a) {;}
  2450. #endif
  2451. /*==================================
  2452. * Calculate weapon mastery damages
  2453. *----------------------------------
  2454. * Credits:
  2455. * Original coder Skotlex
  2456. * Initial refactoring by Baalberith
  2457. * Refined and optimized by helvetica
  2458. */
  2459. static struct Damage battle_calc_attack_masteries(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2460. {
  2461. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2462. struct status_change *sc = status_get_sc(src);
  2463. struct status_data *sstatus = status_get_status_data(src);
  2464. int t_class = status_get_class(target);
  2465. if (sd && battle_skill_stacks_masteries_vvs(skill_id) &&
  2466. skill_id != MO_INVESTIGATE &&
  2467. skill_id != MO_EXTREMITYFIST &&
  2468. skill_id != CR_GRANDCROSS)
  2469. { //Add mastery damage
  2470. int skill;
  2471. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  2472. #ifdef RENEWAL
  2473. wd.masteryAtk = (int)battle_addmastery(sd,target,wd.weaponAtk,0);
  2474. #endif
  2475. if (is_attack_left_handed(src, skill_id)) {
  2476. wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  2477. #ifdef RENEWAL
  2478. wd.masteryAtk2 = (int)battle_addmastery(sd,target,wd.weaponAtk2,1);
  2479. #endif
  2480. }
  2481. #ifdef RENEWAL
  2482. //General skill masteries
  2483. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  2484. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 15 * skill_lv);
  2485. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  2486. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 4);
  2487. if (skill_id != CR_SHIELDBOOMERANG)
  2488. ATK_ADD2(wd.masteryAtk, wd.masteryAtk2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->right_weapon.star, ((wd.div_ < 1) ? 1 : wd.div_) * sd->left_weapon.star);
  2489. if (skill_id == MO_FINGEROFFENSIVE) {
  2490. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  2491. } else
  2492. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  2493. #endif
  2494. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) {
  2495. ATK_ADD(wd.damage, wd.damage2, 3 * skill);
  2496. #ifdef RENEWAL
  2497. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 3 * skill);
  2498. #endif
  2499. }
  2500. if (sc) { // Status change considered as masteries
  2501. uint8 i;
  2502. #ifdef RENEWAL
  2503. if (sc->data[SC_NIBELUNGEN]) // With renewal, the level 4 weapon limitation has been removed
  2504. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, sc->data[SC_NIBELUNGEN]->val2);
  2505. #endif
  2506. if (sc->data[SC_MIRACLE])
  2507. i = 2; //Star anger
  2508. else
  2509. ARR_FIND(0, MAX_PC_FEELHATE, i, t_class == sd->hate_mob[i]);
  2510. if (i < MAX_PC_FEELHATE && (skill=pc_checkskill(sd,sg_info[i].anger_id))) {
  2511. int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  2512. if (i == 2)
  2513. skillratio += sstatus->str; //Star Anger
  2514. if (skill < 4)
  2515. skillratio /= 12 - 3 * skill;
  2516. ATK_ADDRATE(wd.damage, wd.damage2, skillratio);
  2517. #ifdef RENEWAL
  2518. ATK_ADDRATE(wd.masteryAtk, wd.masteryAtk2, skillratio);
  2519. #endif
  2520. }
  2521. if(sc->data[SC_CAMOUFLAGE]) {
  2522. ATK_ADD(wd.damage, wd.damage2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2523. #ifdef RENEWAL
  2524. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2525. #endif
  2526. }
  2527. if(sc->data[SC_GN_CARTBOOST]) {
  2528. ATK_ADD(wd.damage, wd.damage2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2529. #ifdef RENEWAL
  2530. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2531. #endif
  2532. }
  2533. }
  2534. }
  2535. return wd;
  2536. }
  2537. #ifdef RENEWAL
  2538. /*=========================================
  2539. * Calculate the various Renewal ATK parts
  2540. *-----------------------------------------
  2541. * Credits:
  2542. * Original coder Skotlex
  2543. * Initial refactoring by Baalberith
  2544. * Refined and optimized by helvetica
  2545. */
  2546. struct Damage battle_calc_damage_parts(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2547. {
  2548. struct status_data *sstatus = status_get_status_data(src);
  2549. struct status_data *tstatus = status_get_status_data(target);
  2550. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2551. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  2552. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  2553. wd.statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
  2554. wd.statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
  2555. if (skill_id || (sd && sd->sc.data[SC_SEVENWIND])) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  2556. wd.statusAtk = (int)battle_attr_fix(src, target, wd.statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2557. wd.statusAtk2 = (int)battle_attr_fix(src, target, wd.statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv);
  2558. } else { // status atk is considered neutral on normal attacks [helvetica]
  2559. wd.statusAtk = (int)battle_attr_fix(src, target, wd.statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2560. wd.statusAtk2 = (int)battle_attr_fix(src, target, wd.statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2561. }
  2562. wd.weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd);
  2563. wd.weaponAtk = (int)battle_attr_fix(src, target, wd.weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2564. wd.weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd);
  2565. wd.weaponAtk2 = (int)battle_attr_fix(src, target, wd.weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2566. wd.equipAtk += battle_calc_equip_attack(src, skill_id);
  2567. wd.equipAtk = (int)battle_attr_fix(src, target, wd.equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2568. wd.equipAtk2 += battle_calc_equip_attack(src, skill_id);
  2569. wd.equipAtk2 = (int)battle_attr_fix(src, target, wd.equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2570. //Mastery ATK is a special kind of ATK that has no elemental properties
  2571. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  2572. wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  2573. wd.damage = 0;
  2574. wd.damage2 = 0;
  2575. return wd;
  2576. }
  2577. #endif
  2578. /*==========================================================
  2579. * Calculate basic ATK that goes into the skill ATK formula
  2580. *----------------------------------------------------------
  2581. * Credits:
  2582. * Original coder Skotlex
  2583. * Initial refactoring by Baalberith
  2584. * Refined and optimized by helvetica
  2585. */
  2586. struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2587. {
  2588. struct status_change *sc = status_get_sc(src);
  2589. struct status_data *sstatus = status_get_status_data(src);
  2590. struct status_data *tstatus = status_get_status_data(target);
  2591. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2592. uint16 i;
  2593. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2594. switch (skill_id) { //Calc base damage according to skill
  2595. case PA_SACRIFICE:
  2596. wd.damage = (int64)sstatus->max_hp* 9/100;
  2597. wd.damage2 = 0;
  2598. #ifdef RENEWAL
  2599. wd.weaponAtk = (int)wd.damage;
  2600. wd.weaponAtk2 = (int)wd.damage2;
  2601. #endif
  2602. break;
  2603. #ifdef RENEWAL
  2604. case LK_SPIRALPIERCE:
  2605. case ML_SPIRALPIERCE:
  2606. if (sd) {
  2607. short index = sd->equip_index[EQI_HAND_R];
  2608. if (index >= 0 &&
  2609. sd->inventory_data[index] &&
  2610. sd->inventory_data[index]->type == IT_WEAPON)
  2611. wd.equipAtk += sd->inventory_data[index]->weight/20; // weight from spear is treated as equipment ATK on official [helvetica]
  2612. wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2613. wd.masteryAtk = 0; // weapon mastery is ignored for spiral
  2614. } else {
  2615. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
  2616. }
  2617. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2618. case SZ_SMALL: //Small: 125%
  2619. ATK_RATE(wd.damage, wd.damage2, 125);
  2620. RE_ALLATK_RATE(wd, 125);
  2621. break;
  2622. //case SZ_MEDIUM: //Medium: 100%
  2623. case SZ_BIG: //Large: 75%
  2624. ATK_RATE(wd.damage, wd.damage2, 75);
  2625. RE_ALLATK_RATE(wd, 75);
  2626. break;
  2627. }
  2628. #else
  2629. case NJ_ISSEN:
  2630. wd.damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100;
  2631. wd.damage2 = 0;
  2632. break;
  2633. case LK_SPIRALPIERCE:
  2634. case ML_SPIRALPIERCE:
  2635. if (sd) {
  2636. short index = sd->equip_index[EQI_HAND_R];
  2637. if (index >= 0 &&
  2638. sd->inventory_data[index] &&
  2639. sd->inventory_data[index]->type == IT_WEAPON)
  2640. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  2641. ATK_ADDRATE(wd.damage, wd.damage2, 50*skill_lv); //Skill modifier applies to weight only.
  2642. } else {
  2643. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
  2644. }
  2645. i = sstatus->str/10;
  2646. i*=i;
  2647. ATK_ADD(wd.damage, wd.damage2, i); //Add str bonus.
  2648. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2649. case SZ_SMALL: //Small: 125%
  2650. ATK_RATE(wd.damage, wd.damage2, 125);
  2651. break;
  2652. //case SZ_MEDIUM: //Medium: 100%
  2653. case SZ_BIG: //Large: 75%
  2654. ATK_RATE(wd.damage, wd.damage2, 75);
  2655. break;
  2656. }
  2657. #endif
  2658. break;
  2659. case CR_SHIELDBOOMERANG:
  2660. case PA_SHIELDCHAIN:
  2661. wd.damage = sstatus->batk;
  2662. if (sd) {
  2663. short index = sd->equip_index[EQI_HAND_L];
  2664. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  2665. ATK_ADD(wd.damage, wd.damage2, sd->inventory_data[index]->weight/10);
  2666. } else
  2667. ATK_ADD(wd.damage, wd.damage2, sstatus->rhw.atk2); //Else use Atk2
  2668. #ifdef RENEWAL
  2669. wd.weaponAtk = (int)wd.damage;
  2670. wd.weaponAtk2 = (int)wd.damage2;
  2671. #endif
  2672. break;
  2673. case RK_DRAGONBREATH:
  2674. case RK_DRAGONBREATH_WATER:
  2675. {
  2676. int damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
  2677. if(status_get_lv(src) > 100)
  2678. damagevalue = damagevalue * status_get_lv(src) / 150;
  2679. if(sd)
  2680. damagevalue = damagevalue * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
  2681. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2682. #ifdef RENEWAL
  2683. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
  2684. #endif
  2685. wd.flag |= BF_LONG;
  2686. }
  2687. break;
  2688. case NC_SELFDESTRUCTION: {
  2689. int damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  2690. if(status_get_lv(src) > 100)
  2691. damagevalue = damagevalue * status_get_lv(src) / 100;
  2692. damagevalue = damagevalue + sstatus->hp;
  2693. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2694. #ifdef RENEWAL
  2695. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
  2696. #endif
  2697. }
  2698. break;
  2699. case KO_HAPPOKUNAI:
  2700. if(sd) {
  2701. short index = sd->equip_index[EQI_AMMO];
  2702. int damagevalue = 3 * (
  2703. #ifdef RENEWAL
  2704. 2 *
  2705. #endif
  2706. sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ?
  2707. sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5;
  2708. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2709. #ifdef RENEWAL
  2710. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
  2711. #endif
  2712. } else
  2713. ATK_ADD(wd.damage, wd.damage2, 5000);
  2714. break;
  2715. case HFLI_SBR44: //[orn]
  2716. if(src->type == BL_HOM)
  2717. wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  2718. break;
  2719. default:
  2720. #ifdef RENEWAL
  2721. if (sd)
  2722. wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2723. else {
  2724. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2725. (!skill_id && sc && sc->data[SC_CHANGE]?4:0);
  2726. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  2727. if (is_attack_left_handed(src, skill_id))
  2728. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  2729. }
  2730. #else
  2731. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2732. (is_skill_using_arrow(src, skill_id)?2:0)|
  2733. (skill_id == HW_MAGICCRASHER?4:0)|
  2734. (!skill_id && sc && sc->data[SC_CHANGE]?4:0)|
  2735. (skill_id == MO_EXTREMITYFIST?8:0)|
  2736. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  2737. if (is_skill_using_arrow(src, skill_id) && sd) {
  2738. switch(sd->status.weapon) {
  2739. case W_BOW:
  2740. case W_REVOLVER:
  2741. case W_GATLING:
  2742. case W_SHOTGUN:
  2743. case W_GRENADE:
  2744. break;
  2745. default:
  2746. i |= 16; // for ex. shuriken must not be influenced by DEX
  2747. break;
  2748. }
  2749. }
  2750. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  2751. if (is_attack_left_handed(src, skill_id))
  2752. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  2753. #endif
  2754. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  2755. if(wd.miscflag > 0) {
  2756. wd.damage /= wd.miscflag;
  2757. #ifdef RENEWAL
  2758. wd.statusAtk /= wd.miscflag;
  2759. wd.weaponAtk /= wd.miscflag;
  2760. wd.equipAtk /= wd.miscflag;
  2761. wd.masteryAtk /= wd.miscflag;
  2762. #endif
  2763. } else
  2764. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  2765. }
  2766. //Add any bonuses that modify the base atk (pre-skills)
  2767. if(sd) {
  2768. int skill;
  2769. if (sd->bonus.atk_rate) {
  2770. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.atk_rate);
  2771. RE_ALLATK_ADDRATE(wd, sd->bonus.atk_rate);
  2772. }
  2773. #ifndef RENEWAL
  2774. if(sd->bonus.crit_atk_rate && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) { // add +crit damage bonuses here in pre-renewal mode [helvetica]
  2775. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.crit_atk_rate);
  2776. }
  2777. #endif
  2778. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  2779. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  2780. ATK_ADDRATE(wd.damage, wd.damage2, 2*skill*i);
  2781. RE_ALLATK_ADDRATE(wd, 2*skill*i);
  2782. }
  2783. }
  2784. }
  2785. break;
  2786. } //End switch(skill_id)
  2787. return wd;
  2788. }
  2789. //For quick div adjustment.
  2790. #define DAMAGE_DIV_FIX(dmg, div) { if (div < 0) { (div)*=-1; (dmg)/=div; } (dmg)*=div; }
  2791. #define DAMAGE_DIV_FIX2(dmg, div) { if (div > 1) (dmg)*=div; }
  2792. #define DAMAGE_DIV_FIX_RENEWAL(wd, div) { DAMAGE_DIV_FIX2(wd.statusAtk, div); DAMAGE_DIV_FIX2(wd.weaponAtk, div); DAMAGE_DIV_FIX2(wd.equipAtk, div); DAMAGE_DIV_FIX2(wd.masteryAtk, div); }
  2793. /*================================================= [Playtester]
  2794. * Applies DAMAGE_DIV_FIX and checks for min damage
  2795. * @param d: Damage struct to apply DAMAGE_DIV_FIX to
  2796. * @return Modified damage struct
  2797. *------------------------------------------------*/
  2798. static struct Damage battle_apply_div_fix(struct Damage d)
  2799. {
  2800. if(d.damage) {
  2801. DAMAGE_DIV_FIX(d.damage, d.div_);
  2802. //Min damage
  2803. if((battle_config.skill_min_damage&d.flag) && d.damage < d.div_)
  2804. d.damage = d.div_;
  2805. } else if (d.div_ < 0) {
  2806. d.div_ *= -1;
  2807. }
  2808. return d;
  2809. }
  2810. /*=======================================
  2811. * Check for and calculate multi attacks
  2812. *---------------------------------------
  2813. * Credits:
  2814. * Original coder Skotlex
  2815. * Initial refactoring by Baalberith
  2816. * Refined and optimized by helvetica
  2817. */
  2818. static struct Damage battle_calc_multi_attack(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2819. {
  2820. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2821. struct status_change *sc = status_get_sc(src);
  2822. struct status_change *tsc = status_get_sc(target);
  2823. struct status_data *tstatus = status_get_status_data(target);
  2824. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  2825. short i;
  2826. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  2827. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) //Will fail bare-handed
  2828. || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Need confirmation
  2829. { //Success chance is not added, the higher one is used [Skotlex]
  2830. if( rnd()%100 < ( 5*skill_lv > sd->bonus.double_rate ? 5*skill_lv : sc && sc->data[SC_KAGEMUSYA]?sc->data[SC_KAGEMUSYA]->val1*3:sd->bonus.double_rate ) ) {
  2831. wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  2832. wd.type = DMG_MULTI_HIT;
  2833. }
  2834. }
  2835. else if( ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  2836. || (sd && sc->count && sc->data[SC_E_CHAIN] && (skill_lv = sc->data[SC_E_CHAIN]->val2) > 0)) //Chain Action of ETERNAL_CHAIN
  2837. && rnd()%100 < 5*skill_lv ) //Success rate
  2838. {
  2839. wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  2840. wd.type = DMG_MULTI_HIT;
  2841. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  2842. }
  2843. else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
  2844. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1)
  2845. {
  2846. int chance = rnd()%100;
  2847. switch(sc->data[SC_FEARBREEZE]->val1) {
  2848. case 5: if( chance < 4) { wd.div_ = 5; break; } // 3 % chance to attack 5 times.
  2849. case 4: if( chance < 7) { wd.div_ = 4; break; } // 6 % chance to attack 4 times.
  2850. case 3: if( chance < 10) { wd.div_ = 3; break; } // 9 % chance to attack 3 times.
  2851. case 2:
  2852. case 1: if( chance < 13) { wd.div_ = 2; break; } // 12 % chance to attack 2 times.
  2853. }
  2854. wd.div_ = min(wd.div_,sd->status.inventory[i].amount);
  2855. sc->data[SC_FEARBREEZE]->val4 = wd.div_-1;
  2856. if (wd.div_ > 1)
  2857. wd.type = DMG_MULTI_HIT;
  2858. }
  2859. }
  2860. switch (skill_id) {
  2861. case RA_AIMEDBOLT:
  2862. if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) )
  2863. wd.div_ = tstatus->size + 2 + ( (rnd()%100 < 50-tstatus->size*10) ? 1 : 0 );
  2864. break;
  2865. case SC_JYUMONJIKIRI:
  2866. if( tsc && tsc->data[SC_JYUMONJIKIRI] )
  2867. wd.div_ = wd.div_ * -1;// needs more info
  2868. break;
  2869. }
  2870. return wd;
  2871. }
  2872. /*======================================================
  2873. * Calculate skill level ratios for weapon-based skills
  2874. *------------------------------------------------------
  2875. * Credits:
  2876. * Original coder Skotlex
  2877. * Initial refactoring by Baalberith
  2878. * Refined and optimized by helvetica
  2879. */
  2880. static int battle_calc_attack_skill_ratio(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2881. {
  2882. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2883. struct map_session_data *tsd = BL_CAST(BL_PC, src);
  2884. struct status_change *sc = status_get_sc(src);
  2885. struct status_change *tsc = status_get_sc(target);
  2886. struct status_data *sstatus = status_get_status_data(src);
  2887. struct status_data *tstatus = status_get_status_data(target);
  2888. int skillratio = 100;
  2889. int i;
  2890. //Skill damage modifiers that stack linearly
  2891. if(sc && skill_id != PA_SACRIFICE) {
  2892. if(sc->data[SC_OVERTHRUST])
  2893. skillratio += sc->data[SC_OVERTHRUST]->val3;
  2894. if(sc->data[SC_MAXOVERTHRUST])
  2895. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  2896. if(sc->data[SC_BERSERK])
  2897. #ifndef RENEWAL
  2898. skillratio += 100;
  2899. #else
  2900. skillratio += 200;
  2901. if (sc && sc->data[SC_TRUESIGHT])
  2902. skillratio += 2*sc->data[SC_TRUESIGHT]->val1;
  2903. if (sc->data[SC_CONCENTRATION])
  2904. skillratio += sc->data[SC_CONCENTRATION]->val2;
  2905. #endif
  2906. if (sc->data[SC_CRUSHSTRIKE] && (!skill_id || skill_id == KN_AUTOCOUNTER)) {
  2907. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  2908. short index = sd->equip_index[EQI_HAND_R];
  2909. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  2910. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sstatus->rhw.atk +
  2911. 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6);
  2912. }
  2913. status_change_end(src,SC_CRUSHSTRIKE,INVALID_TIMER);
  2914. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  2915. }
  2916. if (sc->data[SC_EXEEDBREAK] && !skill_id) {
  2917. skillratio += -100 + sc->data[SC_EXEEDBREAK]->val1;
  2918. status_change_end(src,SC_EXEEDBREAK,INVALID_TIMER);
  2919. }
  2920. //!TODO: Verify this placement & skills that affected by these effects [Cydh]
  2921. if (sc->data[SC_HEAT_BARREL])
  2922. skillratio += 200;
  2923. if (sc->data[SC_P_ALTER])
  2924. skillratio += sc->data[SC_P_ALTER]->val2;
  2925. }
  2926. switch( skill_id ) {
  2927. case SM_BASH:
  2928. case MS_BASH:
  2929. skillratio += 30*skill_lv;
  2930. break;
  2931. case SM_MAGNUM:
  2932. case MS_MAGNUM:
  2933. if(wd.miscflag == 1)
  2934. skillratio += 20*skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester]
  2935. else
  2936. skillratio += 10*skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester]
  2937. break;
  2938. case MC_MAMMONITE:
  2939. skillratio += 50*skill_lv;
  2940. break;
  2941. case HT_POWER:
  2942. skillratio += -50+8*sstatus->str;
  2943. break;
  2944. case AC_DOUBLE:
  2945. case MA_DOUBLE:
  2946. skillratio += 10*(skill_lv-1);
  2947. break;
  2948. case AC_SHOWER:
  2949. case MA_SHOWER:
  2950. #ifdef RENEWAL
  2951. skillratio += 50+10*skill_lv;
  2952. #else
  2953. skillratio += -25+5*skill_lv;
  2954. #endif
  2955. break;
  2956. case AC_CHARGEARROW:
  2957. case MA_CHARGEARROW:
  2958. skillratio += 50;
  2959. break;
  2960. #ifndef RENEWAL
  2961. case HT_FREEZINGTRAP:
  2962. case MA_FREEZINGTRAP:
  2963. skillratio += -50+10*skill_lv;
  2964. break;
  2965. #endif
  2966. case KN_PIERCE:
  2967. case ML_PIERCE:
  2968. skillratio += 10*skill_lv;
  2969. break;
  2970. case MER_CRASH:
  2971. skillratio += 10*skill_lv;
  2972. break;
  2973. case KN_SPEARSTAB:
  2974. skillratio += 15*skill_lv;
  2975. break;
  2976. case KN_SPEARBOOMERANG:
  2977. skillratio += 50*skill_lv;
  2978. break;
  2979. case KN_BRANDISHSPEAR:
  2980. case ML_BRANDISH:
  2981. {
  2982. int ratio = 100+20*skill_lv;
  2983. skillratio += ratio-100;
  2984. if(skill_lv>3 && wd.miscflag==1) skillratio += ratio/2;
  2985. if(skill_lv>6 && wd.miscflag==1) skillratio += ratio/4;
  2986. if(skill_lv>9 && wd.miscflag==1) skillratio += ratio/8;
  2987. if(skill_lv>6 && wd.miscflag==2) skillratio += ratio/2;
  2988. if(skill_lv>9 && wd.miscflag==2) skillratio += ratio/4;
  2989. if(skill_lv>9 && wd.miscflag==3) skillratio += ratio/2;
  2990. break;
  2991. }
  2992. case KN_BOWLINGBASH:
  2993. case MS_BOWLINGBASH:
  2994. skillratio+= 40*skill_lv;
  2995. break;
  2996. case AS_GRIMTOOTH:
  2997. skillratio += 20*skill_lv;
  2998. break;
  2999. case AS_POISONREACT:
  3000. skillratio += 30*skill_lv;
  3001. break;
  3002. case AS_SONICBLOW:
  3003. skillratio += 300+40*skill_lv;
  3004. break;
  3005. case TF_SPRINKLESAND:
  3006. skillratio += 30;
  3007. break;
  3008. case MC_CARTREVOLUTION:
  3009. skillratio += 50;
  3010. if(sd && sd->cart_weight)
  3011. skillratio += 100*sd->cart_weight/sd->cart_weight_max; // +1% every 1% weight
  3012. else if (!sd)
  3013. skillratio += 100; //Max damage for non players.
  3014. break;
  3015. case NPC_PIERCINGATT:
  3016. skillratio += -25; //75% base damage
  3017. break;
  3018. case NPC_COMBOATTACK:
  3019. skillratio += 25*skill_lv;
  3020. break;
  3021. case NPC_RANDOMATTACK:
  3022. case NPC_WATERATTACK:
  3023. case NPC_GROUNDATTACK:
  3024. case NPC_FIREATTACK:
  3025. case NPC_WINDATTACK:
  3026. case NPC_POISONATTACK:
  3027. case NPC_HOLYATTACK:
  3028. case NPC_DARKNESSATTACK:
  3029. case NPC_UNDEADATTACK:
  3030. case NPC_TELEKINESISATTACK:
  3031. case NPC_BLOODDRAIN:
  3032. case NPC_ACIDBREATH:
  3033. case NPC_DARKNESSBREATH:
  3034. case NPC_FIREBREATH:
  3035. case NPC_ICEBREATH:
  3036. case NPC_THUNDERBREATH:
  3037. case NPC_HELLJUDGEMENT:
  3038. case NPC_PULSESTRIKE:
  3039. skillratio += 100*(skill_lv-1);
  3040. break;
  3041. case RG_BACKSTAP:
  3042. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  3043. skillratio += (200+40*skill_lv)/2;
  3044. else
  3045. skillratio += 200+40*skill_lv;
  3046. break;
  3047. case RG_RAID:
  3048. skillratio += 40*skill_lv;
  3049. break;
  3050. case RG_INTIMIDATE:
  3051. skillratio += 30*skill_lv;
  3052. break;
  3053. case CR_SHIELDCHARGE:
  3054. skillratio += 20*skill_lv;
  3055. break;
  3056. case CR_SHIELDBOOMERANG:
  3057. skillratio += 30*skill_lv;
  3058. break;
  3059. case NPC_DARKCROSS:
  3060. case CR_HOLYCROSS:
  3061. #ifdef RENEWAL
  3062. if(sd && sd->status.weapon == W_2HSPEAR)
  3063. skillratio += 2*(35*skill_lv);
  3064. else
  3065. #endif
  3066. skillratio += 35*skill_lv;
  3067. break;
  3068. case AM_DEMONSTRATION:
  3069. skillratio += 20*skill_lv;
  3070. break;
  3071. case AM_ACIDTERROR:
  3072. skillratio += 40*skill_lv;
  3073. break;
  3074. case MO_FINGEROFFENSIVE:
  3075. skillratio += 50 * skill_lv;
  3076. break;
  3077. case MO_INVESTIGATE:
  3078. skillratio += 100 + 150 * skill_lv;
  3079. break;
  3080. case MO_EXTREMITYFIST:
  3081. skillratio += 100*(7 + sstatus->sp/10);
  3082. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  3083. break;
  3084. case MO_TRIPLEATTACK:
  3085. skillratio += 20*skill_lv;
  3086. break;
  3087. case MO_CHAINCOMBO:
  3088. skillratio += 50+50*skill_lv;
  3089. break;
  3090. case MO_COMBOFINISH:
  3091. skillratio += 140+60*skill_lv;
  3092. break;
  3093. case BA_MUSICALSTRIKE:
  3094. case DC_THROWARROW:
  3095. skillratio += 25+25*skill_lv;
  3096. break;
  3097. case CH_TIGERFIST:
  3098. skillratio += 100*skill_lv-60;
  3099. break;
  3100. case CH_CHAINCRUSH:
  3101. skillratio += 300+100*skill_lv;
  3102. break;
  3103. case CH_PALMSTRIKE:
  3104. skillratio += 100+100*skill_lv;
  3105. break;
  3106. case LK_HEADCRUSH:
  3107. skillratio += 40*skill_lv;
  3108. break;
  3109. case LK_JOINTBEAT:
  3110. i = 10*skill_lv-50;
  3111. // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
  3112. if (wd.miscflag&BREAK_NECK) i*=2;
  3113. skillratio += i;
  3114. break;
  3115. #ifdef RENEWAL
  3116. // Renewal: skill ratio applies to entire damage [helvetica]
  3117. case LK_SPIRALPIERCE:
  3118. case ML_SPIRALPIERCE:
  3119. skillratio += 50*skill_lv;
  3120. break;
  3121. #endif
  3122. case ASC_METEORASSAULT:
  3123. skillratio += 40*skill_lv-60;
  3124. break;
  3125. case SN_SHARPSHOOTING:
  3126. case MA_SHARPSHOOTING:
  3127. skillratio += 100+50*skill_lv;
  3128. break;
  3129. case CG_ARROWVULCAN:
  3130. skillratio += 100+100*skill_lv;
  3131. break;
  3132. case AS_SPLASHER:
  3133. skillratio += 400+50*skill_lv;
  3134. if(sd)
  3135. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  3136. break;
  3137. #ifndef RENEWAL
  3138. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  3139. case ASC_BREAKER:
  3140. skillratio += 100*skill_lv-100;
  3141. break;
  3142. #endif
  3143. case PA_SACRIFICE:
  3144. skillratio += 10*skill_lv-10;
  3145. break;
  3146. case PA_SHIELDCHAIN:
  3147. skillratio += 30*skill_lv;
  3148. break;
  3149. case WS_CARTTERMINATION:
  3150. i = 10 * (16 - skill_lv);
  3151. if (i < 1) i = 1;
  3152. //Preserve damage ratio when max cart weight is changed.
  3153. if(sd && sd->cart_weight)
  3154. skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
  3155. else if (!sd)
  3156. skillratio += 80000 / i - 100;
  3157. break;
  3158. case TK_DOWNKICK:
  3159. skillratio += 60 + 20*skill_lv;
  3160. break;
  3161. case TK_STORMKICK:
  3162. skillratio += 60 + 20*skill_lv;
  3163. break;
  3164. case TK_TURNKICK:
  3165. skillratio += 90 + 30*skill_lv;
  3166. break;
  3167. case TK_COUNTER:
  3168. skillratio += 90 + 30*skill_lv;
  3169. break;
  3170. case TK_JUMPKICK:
  3171. skillratio += -70 + 10*skill_lv;
  3172. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  3173. skillratio += 10*status_get_lv(src)/3; //Tumble bonus
  3174. if (wd.miscflag)
  3175. {
  3176. skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
  3177. if( sc && sc->data[SC_SPURT] ) // Spurt bonus
  3178. skillratio *= 2;
  3179. }
  3180. break;
  3181. case GS_TRIPLEACTION:
  3182. skillratio += 50*skill_lv;
  3183. break;
  3184. case GS_BULLSEYE:
  3185. //Only works well against brute/demihumans non bosses.
  3186. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  3187. && !(tstatus->mode&MD_BOSS))
  3188. skillratio += 400;
  3189. break;
  3190. case GS_TRACKING:
  3191. skillratio += 100 *(skill_lv+1);
  3192. break;
  3193. case GS_PIERCINGSHOT:
  3194. #ifdef RENEWAL
  3195. if (sd && sd->weapontype1 == W_RIFLE)
  3196. skillratio += 50 + 30 * skill_lv;
  3197. else
  3198. #endif
  3199. skillratio += 20*skill_lv;
  3200. break;
  3201. case GS_RAPIDSHOWER:
  3202. skillratio += 400+50*skill_lv;
  3203. break;
  3204. case GS_DESPERADO:
  3205. skillratio += 50*(skill_lv-1);
  3206. break;
  3207. case GS_DUST:
  3208. skillratio += 50*skill_lv;
  3209. break;
  3210. case GS_FULLBUSTER:
  3211. skillratio += 100*(skill_lv+2);
  3212. break;
  3213. case GS_SPREADATTACK:
  3214. #ifdef RENEWAL
  3215. skillratio += 20*(skill_lv);
  3216. #else
  3217. skillratio += 20*(skill_lv-1);
  3218. #endif
  3219. break;
  3220. case NJ_HUUMA:
  3221. skillratio += 50 + 150*skill_lv;
  3222. break;
  3223. case NJ_TATAMIGAESHI:
  3224. skillratio += 10 * skill_lv;
  3225. #ifdef RENEWAL
  3226. skillratio += 200;
  3227. #endif
  3228. break;
  3229. case NJ_KASUMIKIRI:
  3230. skillratio += 10*skill_lv;
  3231. break;
  3232. case NJ_KIRIKAGE:
  3233. skillratio += 100*(skill_lv-1);
  3234. break;
  3235. case NJ_KUNAI:
  3236. skillratio += 200;
  3237. break;
  3238. case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500%
  3239. unsigned int k = wd.miscflag / 3;
  3240. if (k < 2)
  3241. k = 0;
  3242. else if (k > 1 && k < 3)
  3243. k = 1;
  3244. else if (k > 2 && k < 4)
  3245. k = 2;
  3246. else if (k > 3 && k < 5)
  3247. k = 3;
  3248. else
  3249. k = 4;
  3250. skillratio += 100 * k;
  3251. }
  3252. break;
  3253. case HT_PHANTASMIC:
  3254. skillratio += 50;
  3255. break;
  3256. case MO_BALKYOUNG:
  3257. skillratio += 200;
  3258. break;
  3259. case HFLI_MOON: //[orn]
  3260. skillratio += 10+110*skill_lv;
  3261. break;
  3262. case HFLI_SBR44: //[orn]
  3263. skillratio += 100 *(skill_lv-1);
  3264. break;
  3265. case NPC_VAMPIRE_GIFT:
  3266. skillratio += ((skill_lv-1)%5+1)*100;
  3267. break;
  3268. case RK_SONICWAVE:
  3269. skillratio = (skill_lv + 5) * 100; // ATK = {((Skill Level + 5) x 100) x (1 + [(Caster's Base Level - 100) / 200])} %
  3270. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  3271. break;
  3272. case RK_HUNDREDSPEAR:
  3273. skillratio += 500 + (80 * skill_lv);
  3274. if( sd ) {
  3275. short index = sd->equip_index[EQI_HAND_R];
  3276. if( index >= 0 && sd->inventory_data[index]
  3277. && sd->inventory_data[index]->type == IT_WEAPON )
  3278. skillratio += max(10000 - sd->inventory_data[index]->weight, 0) / 10;
  3279. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  3280. } // (1 + [(Casters Base Level - 100) / 200])
  3281. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  3282. break;
  3283. case RK_WINDCUTTER:
  3284. skillratio = (skill_lv + 2) * 50;
  3285. RE_LVL_DMOD(100);
  3286. break;
  3287. case RK_IGNITIONBREAK: {
  3288. // 3x3 cell Damage = ATK [{(Skill Level x 300) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3289. // 7x7 cell Damage = ATK [{(Skill Level x 250) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3290. // 11x11 cell Damage = ATK [{(Skill Level x 200) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3291. i = distance_bl(src,target);
  3292. if( i < 2 )
  3293. skillratio = 300 * skill_lv;
  3294. else if( i < 4 )
  3295. skillratio = 250 * skill_lv;
  3296. else
  3297. skillratio = 200 * skill_lv;
  3298. skillratio = skillratio * status_get_lv(src) / 100;
  3299. // Elemental check, 1.5x damage if your element is fire.
  3300. if( sstatus->rhw.ele == ELE_FIRE )
  3301. skillratio += 100 * skill_lv;
  3302. }
  3303. break;
  3304. case RK_STORMBLAST:
  3305. skillratio = (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)) + (status_get_int(src) / 8)) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's INT / 8)} x 100] %
  3306. break;
  3307. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  3308. skillratio = 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  3309. RE_LVL_DMOD(150); // Base level bonus.
  3310. break;
  3311. case GC_CROSSIMPACT:
  3312. skillratio += 900 + 100 * skill_lv;
  3313. RE_LVL_DMOD(120);
  3314. break;
  3315. case GC_PHANTOMMENACE:
  3316. skillratio += 200;
  3317. break;
  3318. case GC_COUNTERSLASH:
  3319. //ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  3320. skillratio += 200 + (100 * skill_lv);
  3321. RE_LVL_DMOD(120);
  3322. break;
  3323. case GC_ROLLINGCUTTER:
  3324. skillratio += -50 + 50 * skill_lv;
  3325. RE_LVL_DMOD(100);
  3326. break;
  3327. case GC_CROSSRIPPERSLASHER:
  3328. skillratio += 300 + 80 * skill_lv;
  3329. RE_LVL_DMOD(100);
  3330. if( sc && sc->data[SC_ROLLINGCUTTER] )
  3331. skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * status_get_agi(src);
  3332. break;
  3333. case GC_DARKCROW:
  3334. skillratio += 100 * (skill_lv - 1);
  3335. break;
  3336. case AB_DUPLELIGHT_MELEE:
  3337. skillratio += 10 * skill_lv;
  3338. break;
  3339. case RA_ARROWSTORM:
  3340. skillratio += 900 + 80 * skill_lv;
  3341. RE_LVL_DMOD(100);
  3342. break;
  3343. case RA_AIMEDBOLT:
  3344. skillratio += 400 + 50 * skill_lv;
  3345. RE_LVL_DMOD(100);
  3346. break;
  3347. case RA_CLUSTERBOMB:
  3348. skillratio += 100 + 100 * skill_lv;
  3349. break;
  3350. case RA_WUGDASH:// ATK 300%
  3351. skillratio += 200;
  3352. if (sc && sc->data[SC_DANCEWITHWUG])
  3353. skillratio += 10 * sc->data[SC_DANCEWITHWUG]->val1 * (2 + battle_calc_chorusbonus(sd));
  3354. break;
  3355. case RA_WUGSTRIKE:
  3356. skillratio += -100 + 200 * skill_lv;
  3357. if (sc && sc->data[SC_DANCEWITHWUG])
  3358. skillratio += 10 * sc->data[SC_DANCEWITHWUG]->val1 * (2 + battle_calc_chorusbonus(sd));
  3359. break;
  3360. case RA_WUGBITE:
  3361. skillratio += 300 + 200 * skill_lv;
  3362. if ( skill_lv == 5 ) skillratio += 100;
  3363. break;
  3364. case RA_SENSITIVEKEEN:
  3365. skillratio += 50 * skill_lv;
  3366. break;
  3367. case NC_BOOSTKNUCKLE:
  3368. skillratio += 100 + 100 * skill_lv + status_get_dex(src);
  3369. RE_LVL_DMOD(120);
  3370. break;
  3371. case NC_PILEBUNKER:
  3372. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  3373. RE_LVL_DMOD(100);
  3374. break;
  3375. case NC_VULCANARM:
  3376. skillratio = 70 * skill_lv + status_get_dex(src);
  3377. RE_LVL_DMOD(120);
  3378. break;
  3379. case NC_FLAMELAUNCHER:
  3380. case NC_COLDSLOWER:
  3381. skillratio += 200 + 300 * skill_lv;
  3382. RE_LVL_DMOD(150);
  3383. break;
  3384. case NC_ARMSCANNON:
  3385. switch( tstatus->size ) {
  3386. case SZ_SMALL: skillratio += 200 + 400 * skill_lv; break;// Small
  3387. case SZ_MEDIUM: skillratio += 200 + 350 * skill_lv; break;// Medium
  3388. case SZ_BIG: skillratio += 200 + 300 * skill_lv; break;// Large
  3389. }
  3390. RE_LVL_DMOD(120);
  3391. //NOTE: There are some other factors that affect damage, but not sure how exactly. Will recheck one day. [Rytech]
  3392. break;
  3393. case NC_AXEBOOMERANG:
  3394. skillratio += (skill_lv * 50) + 150;
  3395. if( sd ) {
  3396. short index = sd->equip_index[EQI_HAND_R];
  3397. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
  3398. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  3399. }
  3400. RE_LVL_DMOD(100);
  3401. break;
  3402. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  3403. skillratio = status_get_str(src) + status_get_dex(src);
  3404. RE_LVL_DMOD(100);
  3405. skillratio += 200 + 100 * skill_lv;
  3406. break;
  3407. case NC_MAGMA_ERUPTION: // 'Slam' damage
  3408. skillratio += 450 + 50 * skill_lv;
  3409. RE_LVL_DMOD(100);
  3410. break;
  3411. case NC_AXETORNADO:
  3412. skillratio += 100 + 100 * skill_lv + status_get_vit(src);
  3413. RE_LVL_DMOD(100);
  3414. if ( distance_bl(src, target) > 2 ) // Will deal 75% damage outside of 5x5 area.
  3415. skillratio = skillratio * 75 / 100;
  3416. break;
  3417. case SC_FATALMENACE:
  3418. skillratio += 100 * skill_lv;
  3419. RE_LVL_DMOD(100);
  3420. break;
  3421. case SC_TRIANGLESHOT:
  3422. skillratio += ((skill_lv - 1) * (status_get_agi(src) / 2)) + 200;
  3423. RE_LVL_DMOD(120);
  3424. break;
  3425. case SC_FEINTBOMB:
  3426. skillratio = (skill_lv + 1) * (status_get_dex(src) / 2) * ((sd) ? sd->status.job_level : 1) / 10;
  3427. RE_LVL_DMOD(120);
  3428. break;
  3429. case LG_CANNONSPEAR:
  3430. skillratio = (50 * skill_lv) + (status_get_str(src) * skill_lv);
  3431. RE_LVL_DMOD(100);
  3432. break;
  3433. case LG_BANISHINGPOINT:
  3434. skillratio = (50 * skill_lv) + (30 * ((sd) ? pc_checkskill(sd,SM_BASH) : skill_get_max(SM_BASH)));
  3435. RE_LVL_DMOD(100);
  3436. break;
  3437. case LG_SHIELDPRESS:
  3438. skillratio = 150 * skill_lv + status_get_str(src);
  3439. if (sd) {
  3440. short index = sd->equip_index[EQI_HAND_L];
  3441. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3442. skillratio += sd->inventory_data[index]->weight / 10;
  3443. }
  3444. RE_LVL_DMOD(100);
  3445. break;
  3446. case LG_PINPOINTATTACK:
  3447. skillratio = (100 * skill_lv) + (5 * status_get_agi(src));
  3448. RE_LVL_DMOD(120);
  3449. break;
  3450. case LG_RAGEBURST:
  3451. if( sd && sd->spiritball_old )
  3452. skillratio = sd->spiritball_old * 200 + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  3453. else
  3454. skillratio = 15 * 200;
  3455. RE_LVL_DMOD(100);
  3456. break;
  3457. case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
  3458. if (sd && skill_lv == 1) {
  3459. short index = sd->equip_index[EQI_HAND_L];
  3460. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3461. skillratio += sd->inventory_data[index]->def * 10;
  3462. skillratio = status_get_lv(src) * 4 + status_get_vit(src) * 2;
  3463. } else
  3464. skillratio = 0; // Prevent damage since level 2 is MATK. [Aleos]
  3465. break;
  3466. case LG_MOONSLASHER:
  3467. skillratio = 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) : skill_get_max(LG_OVERBRAND)) * 80;
  3468. RE_LVL_DMOD(100);
  3469. break;
  3470. case LG_OVERBRAND:
  3471. skillratio = 200 * skill_lv + ((sd) ? pc_checkskill(sd,CR_SPEARQUICKEN) : skill_get_max(CR_SPEARQUICKEN)) * 50;
  3472. RE_LVL_DMOD(100);
  3473. break;
  3474. case LG_OVERBRAND_BRANDISH:
  3475. skillratio = 100 * skill_lv + status_get_str(src) + status_get_dex(src);
  3476. RE_LVL_DMOD(100);
  3477. break;
  3478. case LG_OVERBRAND_PLUSATK: // Only Piercing and Swing damage get RE_LVL_DMOD bonus damage
  3479. skillratio = 100 * skill_lv + rnd()%90 + 10;
  3480. break;
  3481. case LG_RAYOFGENESIS:
  3482. skillratio = 300 + 300 * skill_lv;
  3483. RE_LVL_DMOD(100);
  3484. break;
  3485. case LG_EARTHDRIVE:
  3486. if (sd) {
  3487. short index = sd->equip_index[EQI_HAND_L];
  3488. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3489. skillratio += -100 + (skill_lv + 1) * sd->inventory_data[index]->weight / 10;
  3490. }
  3491. RE_LVL_DMOD(100);
  3492. break;
  3493. case LG_HESPERUSLIT:
  3494. skillratio = 120 * skill_lv;
  3495. if( sc && sc->data[SC_BANDING] )
  3496. skillratio += 200 * sc->data[SC_BANDING]->val2;
  3497. RE_LVL_DMOD(100);
  3498. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  3499. skillratio = skillratio * 150 / 100;
  3500. if( sc && sc->data[SC_INSPIRATION] )
  3501. skillratio += 600;
  3502. break;
  3503. case SR_DRAGONCOMBO:
  3504. skillratio += 40 * skill_lv;
  3505. RE_LVL_DMOD(100);
  3506. break;
  3507. case SR_SKYNETBLOW:
  3508. //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] %
  3509. skillratio = 80 * skill_lv + status_get_agi(src);
  3510. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO )//ATK [{(Skill Level x 100) + (Caster AGI) + 150} x Caster Base Level / 100] %
  3511. skillratio = 100 * skill_lv + status_get_agi(src) + 150;
  3512. RE_LVL_DMOD(100);
  3513. break;
  3514. case SR_EARTHSHAKER:
  3515. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || // [(Skill Level x 150) x (Caster Base Level / 100) + (Caster INT x 3)] %
  3516. tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC__INVISIBILITY]) ){
  3517. skillratio = 150 * skill_lv;
  3518. RE_LVL_DMOD(100);
  3519. skillratio += status_get_int(src) * 3;
  3520. }else{ //[(Skill Level x 50) x (Caster Base Level / 100) + (Caster INT x 2)] %
  3521. skillratio = 50 * skill_lv;
  3522. RE_LVL_DMOD(100);
  3523. skillratio += status_get_int(src) * 2;
  3524. }
  3525. break;
  3526. case SR_FALLENEMPIRE:// ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] %
  3527. skillratio += 150 *skill_lv;
  3528. RE_LVL_DMOD(150);
  3529. break;
  3530. case SR_TIGERCANNON:// ATK [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  3531. {
  3532. int hp = (int64)status_get_max_hp(src) * (10 + 2 * skill_lv) / 100,
  3533. sp = (int64)status_get_max_sp(src) * (5 + 1 * skill_lv) / 100;
  3534. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // ATK [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  3535. skillratio = ((int64)hp+sp) / 2;
  3536. else
  3537. skillratio = ((int64)hp+sp) / 4;
  3538. RE_LVL_DMOD(100);
  3539. }
  3540. break;
  3541. case SR_RAMPAGEBLASTER:
  3542. skillratio = 20 * skill_lv * ((sd) ? sd->spiritball_old : 5);
  3543. if( sc && sc->data[SC_EXPLOSIONSPIRITS] ) {
  3544. skillratio += sc->data[SC_EXPLOSIONSPIRITS]->val1 * 20;
  3545. RE_LVL_DMOD(120);
  3546. } else {
  3547. RE_LVL_DMOD(150);
  3548. }
  3549. break;
  3550. case SR_KNUCKLEARROW:
  3551. if( wd.miscflag&4 ){ // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
  3552. skillratio = 150 * skill_lv + status_get_lv(target) * 5;
  3553. if( tsd && tsd->weight )
  3554. skillratio += 100 * (tsd->weight / tsd->max_weight);
  3555. RE_LVL_DMOD(150);
  3556. } else { // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  3557. skillratio += 400 + (100 * skill_lv);
  3558. RE_LVL_DMOD(100);
  3559. }
  3560. break;
  3561. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  3562. skillratio = status_get_lv(src) + status_get_dex(src);
  3563. RE_LVL_DMOD(100);
  3564. break;
  3565. case SR_GATEOFHELL:
  3566. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  3567. skillratio += 700 * skill_lv;
  3568. else
  3569. skillratio += 400 * skill_lv;
  3570. RE_LVL_DMOD(100);
  3571. break;
  3572. case SR_GENTLETOUCH_QUIET:
  3573. skillratio = 100 * skill_lv + status_get_dex(src);
  3574. RE_LVL_DMOD(100);
  3575. break;
  3576. case SR_HOWLINGOFLION:
  3577. skillratio = 300 * skill_lv;
  3578. RE_LVL_DMOD(150);
  3579. break;
  3580. case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster Base Level / 100] %
  3581. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  3582. skillratio = skill_lv * 50;
  3583. skillratio = 200 * skill_lv;
  3584. RE_LVL_DMOD(100);
  3585. break;
  3586. case WM_REVERBERATION_MELEE:
  3587. // ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100]
  3588. skillratio += 200 + 100 * ((sd) ? pc_checkskill(sd, WM_REVERBERATION) : skill_get_max(WM_REVERBERATION));
  3589. RE_LVL_DMOD(100);
  3590. break;
  3591. case WM_SEVERE_RAINSTORM_MELEE:
  3592. //ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] %
  3593. skillratio = (status_get_dex(src) + status_get_agi(src)) * skill_lv / 5;
  3594. RE_LVL_DMOD(100);
  3595. break;
  3596. case WM_GREAT_ECHO:
  3597. skillratio += 300 + 200 * skill_lv;
  3598. if( sd ) {
  3599. uint16 lv = skill_lv;
  3600. skillratio += 100 * skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),0);
  3601. }
  3602. RE_LVL_DMOD(100);
  3603. break;
  3604. case WM_SOUND_OF_DESTRUCTION:
  3605. skillratio = (1000 * skill_lv) + (((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) * status_get_int(src));
  3606. break;
  3607. case GN_CART_TORNADO: { // ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  3608. int strbonus = status_get_base_status(src)->str; // Only use base STR
  3609. if(strbonus > 130)
  3610. strbonus = 130;
  3611. skillratio = 50 * skill_lv;
  3612. if(sd && sd->cart_weight)
  3613. skillratio += (int)(sd->cart_weight / 10. / (150. - strbonus)) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  3614. }
  3615. break;
  3616. case GN_CARTCANNON:
  3617. // ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] %
  3618. skillratio = 60 * skill_lv;
  3619. if( sd ) skillratio += pc_checkskill(sd, GN_REMODELING_CART) * 50 * status_get_int(src) / 40;
  3620. break;
  3621. case GN_SPORE_EXPLOSION:
  3622. skillratio = (100 * skill_lv) + (200 + status_get_int(src));
  3623. RE_LVL_DMOD(100);
  3624. break;
  3625. case GN_WALLOFTHORN:
  3626. skillratio += 10 * skill_lv;
  3627. break;
  3628. case GN_CRAZYWEED_ATK:
  3629. skillratio += 400 + 100 * skill_lv;
  3630. break;
  3631. case GN_SLINGITEM_RANGEMELEEATK:
  3632. if( sd ) {
  3633. switch( sd->itemid ) {
  3634. case ITEMID_APPLE_BOMB:
  3635. skillratio = status_get_str(src) + status_get_dex(src) + 300;
  3636. break;
  3637. case ITEMID_MELON_BOMB:
  3638. skillratio = status_get_str(src) + status_get_dex(src) + 500;
  3639. case ITEMID_COCONUT_BOMB:
  3640. case ITEMID_PINEAPPLE_BOMB:
  3641. case ITEMID_BANANA_BOMB:
  3642. skillratio = status_get_str(src) + status_get_dex(src) + 800;
  3643. break;
  3644. case ITEMID_BLACK_LUMP:
  3645. skillratio = (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
  3646. break;
  3647. case ITEMID_BLACK_HARD_LUMP:
  3648. skillratio = (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
  3649. break;
  3650. case ITEMID_VERY_HARD_LUMP:
  3651. skillratio = status_get_str(src) + status_get_agi(src) + status_get_dex(src);
  3652. break;
  3653. }
  3654. } else
  3655. skillratio += 300; // Bombs
  3656. break;
  3657. case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster Base Level / 100 ] %
  3658. skillratio = 50 * skill_lv + ((sd) ? pc_checkskill(sd, SO_STRIKING) * 50 : skill_get_max(SO_STRIKING));
  3659. RE_LVL_DMOD(100);
  3660. if( sc && sc->data[SC_BLAST_OPTION] )
  3661. skillratio += (sd ? sd->status.job_level * 5 : 0);
  3662. break;
  3663. // Physical Elemantal Spirits Attack Skills
  3664. case EL_CIRCLE_OF_FIRE:
  3665. case EL_FIRE_BOMB_ATK:
  3666. case EL_STONE_RAIN:
  3667. skillratio += 200;
  3668. break;
  3669. case EL_FIRE_WAVE_ATK:
  3670. skillratio += 500;
  3671. break;
  3672. case EL_TIDAL_WEAPON:
  3673. skillratio += 1400;
  3674. break;
  3675. case EL_WIND_SLASH:
  3676. skillratio += 100;
  3677. break;
  3678. case EL_HURRICANE:
  3679. skillratio += 600;
  3680. break;
  3681. case EL_TYPOON_MIS:
  3682. case EL_WATER_SCREW_ATK:
  3683. skillratio += 900;
  3684. break;
  3685. case EL_STONE_HAMMER:
  3686. skillratio += 400;
  3687. break;
  3688. case EL_ROCK_CRUSHER:
  3689. skillratio += 700;
  3690. break;
  3691. case KO_JYUMONJIKIRI:
  3692. skillratio = 150 * skill_lv;
  3693. RE_LVL_DMOD(120);
  3694. if(tsc && tsc->data[SC_JYUMONJIKIRI])
  3695. skillratio += skill_lv * status_get_lv(src);
  3696. break;
  3697. case KO_HUUMARANKA:
  3698. skillratio = 150 * skill_lv + sstatus->agi + sstatus->dex + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  3699. break;
  3700. case KO_SETSUDAN:
  3701. skillratio += 100 * (skill_lv-1);
  3702. RE_LVL_DMOD(100);
  3703. if(tsc && tsc->data[SC_SPIRIT])
  3704. skillratio += 200 * tsc->data[SC_SPIRIT]->val1;
  3705. break;
  3706. case KO_BAKURETSU:
  3707. skillratio = (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  3708. RE_LVL_DMOD(120);
  3709. skillratio += 10 * (sd ? sd->status.job_level : 1);
  3710. break;
  3711. case KO_MAKIBISHI:
  3712. skillratio = 20 * skill_lv;
  3713. break;
  3714. case MH_NEEDLE_OF_PARALYZE:
  3715. skillratio += 600 + 100 * skill_lv;
  3716. break;
  3717. case MH_STAHL_HORN:
  3718. skillratio += 400 + 100 * skill_lv * status_get_lv(src) / 150;
  3719. break;
  3720. case MH_LAVA_SLIDE:
  3721. skillratio = 70 * skill_lv;
  3722. break;
  3723. case MH_SONIC_CRAW:
  3724. skillratio = 40 * skill_lv;
  3725. break;
  3726. case MH_SILVERVEIN_RUSH:
  3727. skillratio = 150 * skill_lv;
  3728. break;
  3729. case MH_MIDNIGHT_FRENZY:
  3730. skillratio = 300 * skill_lv;
  3731. break;
  3732. case MH_TINDER_BREAKER:
  3733. skillratio = 100 * skill_lv;
  3734. break;
  3735. case MH_CBC:
  3736. skillratio = 400 * skill_lv; //! TODO: This doesn't seem to be a ratio, but straight damage?
  3737. break;
  3738. case MH_MAGMA_FLOW:
  3739. skillratio += -100 + 100 * skill_lv + 3 * status_get_lv(src);
  3740. skillratio = (skillratio * status_get_lv(src)) / 120;
  3741. break;
  3742. case RL_MASS_SPIRAL:
  3743. // 200%:400%:600%:800%:1000%
  3744. skillratio += -100 + (200 * skill_lv);
  3745. break;
  3746. case RL_FIREDANCE:
  3747. // 100%:200%:300%:400%:500% (+Level ??)
  3748. skillratio += -100 + (100 * skill_lv);
  3749. skillratio += (skillratio * status_get_lv(src)) / 300; //(custom)
  3750. break;
  3751. case RL_BANISHING_BUSTER:
  3752. skillratio += -100 + (400 * skill_lv); //(custom)
  3753. break;
  3754. case RL_S_STORM:
  3755. skillratio += -100 + (200 * skill_lv); //(custom)
  3756. break;
  3757. case RL_SLUGSHOT:
  3758. {
  3759. uint16 w = 50;
  3760. int16 idx = -1;
  3761. if (sd && (idx = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[idx])
  3762. w = sd->inventory_data[idx]->weight;
  3763. w /= 10;
  3764. skillratio += -100 + (max(w,1) * skill_lv * 30); //(custom)
  3765. }
  3766. break;
  3767. case RL_D_TAIL:
  3768. // 3000%:3500%:4000%:4500%:5000%
  3769. skillratio += -100 + (2500 + 500 * skill_lv );
  3770. break;
  3771. case RL_R_TRIP:
  3772. skillratio += -100 + (150 * skill_lv); //(custom)
  3773. break;
  3774. case RL_R_TRIP_PLUSATK:
  3775. skillratio += -100 + (50 * skill_lv); //(custom)
  3776. break;
  3777. case RL_H_MINE:
  3778. // 400%:600%:800%:1000%:1200%
  3779. skillratio += -100 + (200 + 200 * skill_lv);
  3780. //If damaged by Flicker, explosion damage (800%:1100%:1400%:1700%:2000%)
  3781. if (sd && sd->flicker)
  3782. skillratio += 300 + (100 * skill_lv);
  3783. break;
  3784. case RL_HAMMER_OF_GOD:
  3785. //! TODO: Please check the right formula. [Cydh]
  3786. //kRO Update 2013-07-24. Ratio: 1600+lv*800
  3787. //kRO Update 2014-02-12. Coins increase the damage
  3788. skillratio += -100 + (1600 + skill_lv * 800) + ((sd) ? sd->spiritball_old : 10) * 20; //(custom)
  3789. break;
  3790. case RL_QD_SHOT:
  3791. skillratio += -100 + (max(pc_checkskill(sd,GS_CHAINACTION),1) * status_get_dex(src) / 5); //(custom)
  3792. break;
  3793. case RL_FIRE_RAIN:
  3794. skillratio += -100 + 2000 + status_get_dex(src); //(custom) //kRO Update 2013-07-24. 2,000% + caster's DEX (?) [Cydh]
  3795. break;
  3796. case RL_AM_BLAST:
  3797. skillratio += -100 + (skill_lv * status_get_dex(src) / 2); //(custom)
  3798. break;
  3799. }
  3800. return skillratio;
  3801. }
  3802. /*==================================================================================================
  3803. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  3804. *--------------------------------------------------------------------------------------------------*
  3805. * Credits:
  3806. * Original coder Skotlex
  3807. * Initial refactoring by Baalberith
  3808. * Refined and optimized by helvetica
  3809. */
  3810. static int battle_calc_skill_constant_addition(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3811. {
  3812. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3813. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3814. struct status_change *sc = status_get_sc(src);
  3815. struct status_data *sstatus = status_get_status_data(src);
  3816. struct status_data *tstatus = status_get_status_data(target);
  3817. int atk = 0;
  3818. //Constant/misc additions from skills
  3819. switch (skill_id) {
  3820. case MO_EXTREMITYFIST:
  3821. atk = 250 + 150 * skill_lv;
  3822. break;
  3823. case GS_MAGICALBULLET:
  3824. if(sstatus->matk_max>sstatus->matk_min)
  3825. atk = sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min);
  3826. else
  3827. atk = sstatus->matk_min;
  3828. break;
  3829. case NJ_SYURIKEN:
  3830. atk = 4*skill_lv;
  3831. break;
  3832. #ifdef RENEWAL
  3833. case HT_FREEZINGTRAP:
  3834. if(sd)
  3835. atk = ( 40 * pc_checkskill(sd, RA_RESEARCHTRAP) );
  3836. break;
  3837. #endif
  3838. case RA_WUGDASH:
  3839. if( sd && sd->weight )
  3840. atk = (sd->weight / 8) + (30 * pc_checkskill(sd,RA_TOOTHOFWUG));
  3841. if (sc && sc->data[SC_DANCEWITHWUG])
  3842. atk += 10 * sc->data[SC_DANCEWITHWUG]->val1 * (2 + battle_calc_chorusbonus(sd));
  3843. break;
  3844. case RA_WUGSTRIKE:
  3845. case RA_WUGBITE:
  3846. if(sd)
  3847. atk = (30 * pc_checkskill(sd, RA_TOOTHOFWUG));
  3848. if (sc && sc->data[SC_DANCEWITHWUG])
  3849. atk += 10 * sc->data[SC_DANCEWITHWUG]->val1 * (2 + battle_calc_chorusbonus(sd));
  3850. break;
  3851. case GC_COUNTERSLASH:
  3852. atk = sstatus->agi * 2 + (sd ? sd->status.job_level * 4 : 0);
  3853. break;
  3854. case LG_SHIELDPRESS:
  3855. if (sd) {
  3856. int damagevalue = 0;
  3857. short index = sd->equip_index[EQI_HAND_L];
  3858. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3859. damagevalue = sstatus->vit * sd->status.inventory[index].refine;
  3860. atk = damagevalue;
  3861. }
  3862. break;
  3863. case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  3864. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // (Tiger Cannon skill level x 500) + (Target Base Level x 40)
  3865. atk = ( skill_lv * 500 + status_get_lv(target) * 40 );
  3866. else
  3867. atk = ( skill_lv * 240 + status_get_lv(target) * 40 );
  3868. break;
  3869. case SR_FALLENEMPIRE:// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
  3870. atk = ( ((tstatus->size+1)*2 + skill_lv - 1) * status_get_str(src));
  3871. if( tsd && tsd->weight )
  3872. atk += ( (tsd->weight/10) * status_get_dex(src) / 120 );
  3873. else
  3874. atk += ( status_get_lv(target) * 50 ); //mobs
  3875. break;
  3876. }
  3877. return atk;
  3878. }
  3879. /*==============================================================
  3880. * Stackable SC bonuses added on top of calculated skill damage
  3881. *--------------------------------------------------------------
  3882. * Credits:
  3883. * Original coder Skotlex
  3884. * Initial refactoring by Baalberith
  3885. * Refined and optimized by helvetica
  3886. */
  3887. struct Damage battle_attack_sc_bonus(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3888. {
  3889. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3890. struct status_change *sc = status_get_sc(src);
  3891. struct status_data *sstatus = status_get_status_data(src);
  3892. #ifdef RENEWAL
  3893. struct status_data *tstatus = status_get_status_data(target);
  3894. #endif
  3895. int inf3 = skill_get_inf3(skill_id);
  3896. // Kagerou/Oboro Earth Charm effect +15% wATK
  3897. if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  3898. ATK_ADDRATE(wd.damage, wd.damage2, 15 * sd->spiritcharm);
  3899. #ifdef RENEWAL
  3900. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, 15 * sd->spiritcharm);
  3901. #endif
  3902. }
  3903. //The following are applied on top of current damage and are stackable.
  3904. if (sc) {
  3905. #ifdef RENEWAL
  3906. if (sc->data[SC_WATK_ELEMENT] && skill_id != ASC_METEORASSAULT)
  3907. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, sc->data[SC_WATK_ELEMENT]->val2);
  3908. if (sc->data[SC_IMPOSITIO])
  3909. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_IMPOSITIO]->val2);
  3910. if (sc->data[SC_VOLCANO])
  3911. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_VOLCANO]->val2);
  3912. if (sc->data[SC_DRUMBATTLE]) {
  3913. if (tstatus->size == SZ_SMALL) {
  3914. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_DRUMBATTLE]->val2);
  3915. } else if (tstatus->size == SZ_MEDIUM)
  3916. ATK_ADD(wd.equipAtk, wd.equipAtk2, 10 * sc->data[SC_DRUMBATTLE]->val1);
  3917. }
  3918. if (sc->data[SC_MADNESSCANCEL])
  3919. ATK_ADD(wd.equipAtk, wd.equipAtk2, 100);
  3920. if (sc->data[SC_GATLINGFEVER]) {
  3921. if (tstatus->size == SZ_SMALL) {
  3922. ATK_ADD(wd.equipAtk, wd.equipAtk2, 10 * sc->data[SC_GATLINGFEVER]->val1);
  3923. } else if (tstatus->size == SZ_MEDIUM) {
  3924. ATK_ADD(wd.equipAtk, wd.equipAtk2, 5 * sc->data[SC_GATLINGFEVER]->val1);
  3925. } else if (tstatus->size == SZ_BIG)
  3926. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_GATLINGFEVER]->val1);
  3927. }
  3928. #else
  3929. if (sc->data[SC_TRUESIGHT])
  3930. ATK_ADDRATE(wd.damage, wd.damage2, 2 * sc->data[SC_TRUESIGHT]->val1);
  3931. #endif
  3932. if (sc->data[SC_SPIRIT]) {
  3933. if (skill_id == AS_SONICBLOW && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN) {
  3934. ATK_ADDRATE(wd.damage, wd.damage2, map_flag_gvg(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  3935. RE_ALLATK_ADDRATE(wd, map_flag_gvg(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  3936. } else if (skill_id == CR_SHIELDBOOMERANG && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) {
  3937. ATK_ADDRATE(wd.damage, wd.damage2, 100);
  3938. RE_ALLATK_ADDRATE(wd, 100);
  3939. }
  3940. }
  3941. if (sc->data[SC_EDP]) {
  3942. switch(skill_id) {
  3943. case AS_SPLASHER:
  3944. // Pre-Renewal only: Soul Breaker and Meteor Assault ignores EDP
  3945. // Renewal only: Grimtooth and Venom Knife ignore EDP
  3946. // Both: Venom Splasher ignores EDP [helvetica]
  3947. #ifndef RENEWAL
  3948. case ASC_BREAKER:
  3949. case ASC_METEORASSAULT:
  3950. #else
  3951. case AS_GRIMTOOTH:
  3952. case AS_VENOMKNIFE:
  3953. #endif
  3954. break; // skills above have no effect with edp
  3955. #ifdef RENEWAL
  3956. // renewal EDP mode requires renewal enabled as well
  3957. // Renewal EDP: damage gets a half modifier on top of EDP bonus for skills [helvetica]
  3958. // * Sonic Blow
  3959. // * Soul Breaker
  3960. // * Counter Slash
  3961. // * Cross Impact
  3962. case AS_SONICBLOW:
  3963. case ASC_BREAKER:
  3964. case GC_COUNTERSLASH:
  3965. case GC_CROSSIMPACT:
  3966. ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 50);
  3967. ATK_RATE(wd.equipAtk, wd.equipAtk2, 50);
  3968. default: // fall through to apply EDP bonuses
  3969. // Renewal EDP formula [helvetica]
  3970. // weapon atk * (1 + (edp level * .8))
  3971. // equip atk * (1 + (edp level * .6))
  3972. ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80));
  3973. ATK_RATE(wd.equipAtk, wd.equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60));
  3974. break;
  3975. #else
  3976. default:
  3977. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_EDP]->val3);
  3978. #endif
  3979. }
  3980. }
  3981. if (sc->data[SC_GLOOMYDAY_SK] && (inf3&INF3_SC_GLOOMYDAY_SK)) {
  3982. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_GLOOMYDAY_SK]->val2);
  3983. RE_ALLATK_ADDRATE(wd, sc->data[SC_GLOOMYDAY_SK]->val2);
  3984. }
  3985. if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2) {
  3986. ATK_ADD(wd.damage, wd.damage2, 200);
  3987. #ifdef RENEWAL
  3988. ATK_ADD(wd.equipAtk, wd.equipAtk2, 200);
  3989. #endif
  3990. }
  3991. if(sc->data[SC_STYLE_CHANGE]) {
  3992. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  3993. if(hd) {
  3994. ATK_ADD(wd.damage, wd.damage2, hd->homunculus.spiritball * 3);
  3995. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  3996. }
  3997. }
  3998. if(sc->data[SC_UNLIMIT] && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  3999. switch(skill_id) {
  4000. case RA_WUGDASH:
  4001. case RA_WUGSTRIKE:
  4002. case RA_WUGBITE:
  4003. break;
  4004. default:
  4005. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_UNLIMIT]->val2);
  4006. RE_ALLATK_ADDRATE(wd, sc->data[SC_UNLIMIT]->val2);
  4007. break;
  4008. }
  4009. }
  4010. if((wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) { // Monster Transformation bonus
  4011. if (sc->data[SC_MTF_RANGEATK]) {
  4012. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_MTF_RANGEATK]->val1);
  4013. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK]->val1);
  4014. }
  4015. if (sc->data[SC_MTF_RANGEATK2]) {
  4016. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_MTF_RANGEATK]->val1);
  4017. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK]->val1);
  4018. }
  4019. }
  4020. }
  4021. return wd;
  4022. }
  4023. /*====================================
  4024. * Calc defense damage reduction
  4025. *------------------------------------
  4026. * Credits:
  4027. * Original coder Skotlex
  4028. * Initial refactoring by Baalberith
  4029. * Refined and optimized by helvetica
  4030. */
  4031. struct Damage battle_calc_defense_reduction(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4032. {
  4033. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4034. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4035. struct status_change *sc = status_get_sc(src);
  4036. struct status_change *tsc = status_get_sc(target);
  4037. struct status_data *sstatus = status_get_status_data(src);
  4038. struct status_data *tstatus = status_get_status_data(target);
  4039. //Defense reduction
  4040. short vit_def;
  4041. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  4042. short def2 = tstatus->def2;
  4043. #ifdef RENEWAL
  4044. if( tsc && tsc->data[SC_ASSUMPTIO] )
  4045. def1 <<= 1; // only eDEF is doubled
  4046. #endif
  4047. if (sd) {
  4048. int i = sd->ignore_def_by_race[tstatus->race] + sd->ignore_def_by_race[RC_ALL];
  4049. if (i) {
  4050. i = min(i,100); //cap it to 100 for 0 def min
  4051. def1 -= def1 * i / 100;
  4052. def2 -= def2 * i / 100;
  4053. }
  4054. //Kagerou/Oboro Earth Charm effect +10% eDEF
  4055. if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4056. short i = 10 * sd->spiritcharm;
  4057. def1 = (def1 * (100 + i)) / 100;
  4058. }
  4059. }
  4060. if (sc && sc->data[SC_EXPIATIO]) {
  4061. short i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  4062. i = min(i,100); //cap it to 100 for 0 def min
  4063. def1 = (def1*(100-i))/100;
  4064. def2 = (def2*(100-i))/100;
  4065. }
  4066. if (tsc) {
  4067. if (tsc->data[SC_FORCEOFVANGUARD]) {
  4068. short i = 2 * tsc->data[SC_FORCEOFVANGUARD]->val1;
  4069. def1 = (def1 * (100 + i)) / 100;
  4070. }
  4071. if( tsc->data[SC_CAMOUFLAGE] ){
  4072. short i = 5 * tsc->data[SC_CAMOUFLAGE]->val3; //5% per second
  4073. i = min(i,100); //cap it to 100 for 0 def min
  4074. def1 = (def1*(100-i))/100;
  4075. def2 = (def2*(100-i))/100;
  4076. }
  4077. if (tsc->data[SC_GT_REVITALIZE])
  4078. def2 += tsc->data[SC_GT_REVITALIZE]->val4;
  4079. if (tsc->data[SC_OVERED_BOOST] && target->type == BL_PC)
  4080. def1 = (def1 * tsc->data[SC_OVERED_BOOST]->val4) / 100;
  4081. }
  4082. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  4083. unsigned char target_count; //256 max targets should be a sane max
  4084. target_count = unit_counttargeted(target);
  4085. if(target_count >= battle_config.vit_penalty_count) {
  4086. if(battle_config.vit_penalty_type == 1) {
  4087. if( !tsc || !tsc->data[SC_STEELBODY] )
  4088. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4089. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4090. } else { //Assume type 2
  4091. if( !tsc || !tsc->data[SC_STEELBODY] )
  4092. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4093. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4094. }
  4095. }
  4096. if (skill_id == AM_ACIDTERROR)
  4097. #ifdef RENEWAL
  4098. def2 = 0; //Ignore only status defense. [FatalEror]
  4099. #else
  4100. def1 = 0; //Ignores only armor defense. [Skotlex]
  4101. #endif
  4102. if(def2 < 1)
  4103. def2 = 1;
  4104. }
  4105. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  4106. if (tsd) { //Sd vit-eq
  4107. int skill;
  4108. #ifndef RENEWAL
  4109. //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  4110. vit_def = def2*(def2-15)/150;
  4111. vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
  4112. #else
  4113. vit_def = def2;
  4114. #endif
  4115. if( src->type == BL_MOB && (battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesn't work vs players
  4116. (skill=pc_checkskill(tsd,AL_DP)) > 0 )
  4117. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  4118. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  4119. (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  4120. vit_def += skill*5;
  4121. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  4122. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  4123. vit_def += skill * 10;
  4124. if( src->type == BL_MOB && //Only affected from mob
  4125. tsc && tsc->count && tsc->data[SC_P_ALTER] && //If the Platinum Alter is activated
  4126. (battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_UNDEAD) ) //Undead attacker
  4127. vit_def += tsc->data[SC_P_ALTER]->val3;
  4128. } else { //Mob-Pet vit-eq
  4129. #ifndef RENEWAL
  4130. //VIT + rnd(0,[VIT/20]^2-1)
  4131. vit_def = (def2/20)*(def2/20);
  4132. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  4133. #else
  4134. //renewal monsters have their def swapped
  4135. vit_def = def1;
  4136. def1 = def2;
  4137. #endif
  4138. }
  4139. if (battle_config.weapon_defense_type) {
  4140. vit_def += def1*battle_config.weapon_defense_type;
  4141. def1 = 0;
  4142. }
  4143. #ifdef RENEWAL
  4144. /**
  4145. * RE DEF Reduction
  4146. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  4147. * Pierce defence gains 1 atk per def/2
  4148. */
  4149. if( def1 == -400 ) /* being hit by a gazillion units, -400 creates a division by 0 and subsequently crashes */
  4150. def1 = -399;
  4151. ATK_ADD2(wd.damage, wd.damage2,
  4152. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1/2) : 0,
  4153. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1/2) : 0
  4154. );
  4155. if( !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) )
  4156. wd.damage = wd.damage * (4000+def1) / (4000+10*def1) - vit_def;
  4157. if( is_attack_left_handed(src, skill_id) && !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) )
  4158. wd.damage2 = wd.damage2 * (4000+def1) / (4000+10*def1) - vit_def;
  4159. #else
  4160. if (def1 > 100) def1 = 100;
  4161. ATK_RATE2(wd.damage, wd.damage2,
  4162. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R)*(def1+vit_def) : (100-def1)),
  4163. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L)*(def1+vit_def) : (100-def1))
  4164. );
  4165. ATK_ADD2(wd.damage, wd.damage2,
  4166. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?0:-vit_def,
  4167. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?0:-vit_def
  4168. );
  4169. #endif
  4170. return wd;
  4171. }
  4172. /*====================================
  4173. * Modifiers ignoring DEF
  4174. *------------------------------------
  4175. * Credits:
  4176. * Original coder Skotlex
  4177. * Initial refactoring by Baalberith
  4178. * Refined and optimized by helvetica
  4179. */
  4180. struct Damage battle_calc_attack_post_defense(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4181. {
  4182. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4183. struct status_change *sc = status_get_sc(src);
  4184. struct status_data *sstatus = status_get_status_data(src);
  4185. // Post skill/vit reduction damage increases
  4186. if( sc ) { // SC skill damages
  4187. if(sc->data[SC_AURABLADE]
  4188. #ifndef RENEWAL
  4189. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  4190. #endif
  4191. ) {
  4192. int lv = sc->data[SC_AURABLADE]->val1;
  4193. #ifdef RENEWAL
  4194. lv *= ((skill_id == LK_SPIRALPIERCE || skill_id == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5
  4195. #endif
  4196. ATK_ADD(wd.damage, wd.damage2, 20*lv);
  4197. }
  4198. }
  4199. #ifndef RENEWAL
  4200. wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  4201. //Refine bonus
  4202. if (sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST) { // Counts refine bonus multiple times
  4203. if (skill_id == MO_FINGEROFFENSIVE) {
  4204. ATK_ADD2(wd.damage, wd.damage2, wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
  4205. } else {
  4206. ATK_ADD2(wd.damage, wd.damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  4207. }
  4208. }
  4209. #endif
  4210. //Set to min of 1
  4211. if (is_attack_right_handed(src, skill_id) && wd.damage < 1) wd.damage = 1;
  4212. if (is_attack_left_handed(src, skill_id) && wd.damage2 < 1) wd.damage2 = 1;
  4213. switch (skill_id) {
  4214. case AS_SONICBLOW:
  4215. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  4216. ATK_ADDRATE(wd.damage, wd.damage2, 10);
  4217. break;
  4218. case NC_AXETORNADO:
  4219. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  4220. ATK_ADDRATE(wd.damage, wd.damage2, 25);
  4221. break;
  4222. }
  4223. return wd;
  4224. }
  4225. /*=================================================================================
  4226. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  4227. *---------------------------------------------------------------------------------
  4228. * Credits:
  4229. * Original coder Skotlex
  4230. * Initial refactoring by Baalberith
  4231. * Refined and optimized by helvetica
  4232. */
  4233. struct Damage battle_calc_attack_plant(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4234. {
  4235. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4236. struct status_data *tstatus = status_get_status_data(target);
  4237. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  4238. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4239. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4240. short class_ = status_get_class(target);
  4241. //Plants receive 1 damage when hit
  4242. if( attack_hits || wd.damage > 0 )
  4243. wd.damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
  4244. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd.damage2 > 0) ) {
  4245. if(sd->status.weapon == W_KATAR)
  4246. wd.damage2 = 0; //No backhand damage against plants
  4247. else {
  4248. wd.damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
  4249. }
  4250. }
  4251. if (attack_hits && target->type == BL_MOB) {
  4252. struct status_change *sc = status_get_sc(target);
  4253. struct mob_data *md = BL_CAST(BL_MOB,target);
  4254. if (sc &&
  4255. class_ != MOBID_EMPERIUM && !mob_is_battleground(md) &&
  4256. !battle_check_sc(src, target, sc, &wd, 1, skill_id, skill_lv))
  4257. {
  4258. wd.damage = wd.damage2 = 0;
  4259. return wd;
  4260. }
  4261. }
  4262. if( attack_hits && class_ == MOBID_EMPERIUM ) {
  4263. if(target && map_flag_gvg2(target->m) && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0)) {
  4264. wd.damage = wd.damage2 = 0;
  4265. return wd;
  4266. }
  4267. if (wd.damage > 0) {
  4268. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  4269. wd.damage = battle_calc_gvg_damage(src, target, wd.damage, skill_id, wd.flag);
  4270. } else if (wd.damage2 > 0) {
  4271. wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  4272. wd.damage2 = battle_calc_gvg_damage(src, target, wd.damage2, skill_id, wd.flag);
  4273. }
  4274. return wd;
  4275. }
  4276. //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
  4277. wd = battle_apply_div_fix(wd);
  4278. //If there is left hand damage, total damage can never exceed 2, even on multiple hits
  4279. if(wd.damage > 1 && wd.damage2 > 0) {
  4280. wd.damage = 1;
  4281. wd.damage2 = 1;
  4282. }
  4283. return wd;
  4284. }
  4285. /*========================================================================================
  4286. * Perform left/right hand weapon damage calculation based on previously calculated damage
  4287. *----------------------------------------------------------------------------------------
  4288. * Credits:
  4289. * Original coder Skotlex
  4290. * Initial refactoring by Baalberith
  4291. * Refined and optimized by helvetica
  4292. */
  4293. struct Damage battle_calc_attack_left_right_hands(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4294. {
  4295. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4296. if (sd) {
  4297. int skill;
  4298. if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {
  4299. wd.damage = wd.damage2;
  4300. wd.damage2 = 0;
  4301. } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  4302. skill = pc_checkskill(sd,TF_DOUBLE);
  4303. wd.damage2 = (int64)wd.damage * (1 + (skill * 2))/100;
  4304. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
  4305. if (wd.damage) {
  4306. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  4307. skill = pc_checkskill(sd,AS_RIGHT);
  4308. ATK_RATER(wd.damage, 50 + (skill * 10))
  4309. }
  4310. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4311. skill = pc_checkskill(sd,KO_RIGHT);
  4312. ATK_RATER(wd.damage, 70 + (skill * 10))
  4313. }
  4314. if(wd.damage < 1)
  4315. wd.damage = 1;
  4316. }
  4317. if (wd.damage2) {
  4318. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  4319. skill = pc_checkskill(sd,AS_LEFT);
  4320. ATK_RATEL(wd.damage2, 30 + (skill * 10))
  4321. }
  4322. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4323. skill = pc_checkskill(sd,KO_LEFT);
  4324. ATK_RATEL(wd.damage2, 50 + (skill * 10))
  4325. }
  4326. if(wd.damage2 < 1)
  4327. wd.damage2 = 1;
  4328. }
  4329. }
  4330. }
  4331. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd.damage)
  4332. wd.damage=0;
  4333. if(!is_attack_left_handed(src, skill_id) && wd.damage2)
  4334. wd.damage2=0;
  4335. return wd;
  4336. }
  4337. /**
  4338. * Check if bl is devoted by someone
  4339. * @param bl
  4340. * @return 'd_bl' if devoted or NULL if not devoted
  4341. */
  4342. struct block_list *battle_check_devotion(struct block_list *bl) {
  4343. struct block_list *d_bl = NULL;
  4344. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) {
  4345. struct status_change *sc = status_get_sc(bl);
  4346. if (sc && sc->data[SC_DEVOTION])
  4347. d_bl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  4348. }
  4349. return d_bl;
  4350. }
  4351. /*==========================================
  4352. * BG/GvG attack modifiers
  4353. *------------------------------------------
  4354. * Credits:
  4355. * Original coder Skotlex
  4356. * Initial refactoring by Baalberith
  4357. * Refined and optimized by helvetica
  4358. */
  4359. struct Damage battle_calc_attack_gvg_bg(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4360. {
  4361. if( wd.damage + wd.damage2 ) { //There is a total damage value
  4362. if( src != target && //Don't reflect your own damage (Grand Cross)
  4363. (!skill_id || skill_id ||
  4364. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
  4365. int64 damage = wd.damage + wd.damage2, rdamage = 0;
  4366. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4367. struct status_data *sstatus = status_get_status_data(src);
  4368. int tick = gettick(), rdelay = 0;
  4369. rdamage = battle_calc_return_damage(target, src, &damage, wd.flag, skill_id, false);
  4370. if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
  4371. struct block_list *d_bl = battle_check_devotion(src);
  4372. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd.amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0);
  4373. if( tsd )
  4374. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  4375. //Use Reflect Shield to signal this kind of skill trigger [Skotlex]
  4376. battle_delay_damage(tick, wd.amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true);
  4377. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  4378. }
  4379. }
  4380. if(!wd.damage2) {
  4381. wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_id,skill_lv);
  4382. if( map_flag_gvg2(target->m) )
  4383. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,skill_id,wd.flag);
  4384. else if( map[target->m].flag.battleground )
  4385. wd.damage=battle_calc_bg_damage(src,target,wd.damage,skill_id,wd.flag);
  4386. }
  4387. else if(!wd.damage) {
  4388. wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_id,skill_lv);
  4389. if( map_flag_gvg2(target->m) )
  4390. wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,skill_id,wd.flag);
  4391. else if( map[target->m].flag.battleground )
  4392. wd.damage2 = battle_calc_bg_damage(src,target,wd.damage2,skill_id,wd.flag);
  4393. }
  4394. else {
  4395. int64 d1 = wd.damage + wd.damage2,d2 = wd.damage2;
  4396. wd.damage = battle_calc_damage(src,target,&wd,d1,skill_id,skill_lv);
  4397. if( map_flag_gvg2(target->m) )
  4398. wd.damage = battle_calc_gvg_damage(src,target,wd.damage,skill_id,wd.flag);
  4399. else if( map[target->m].flag.battleground )
  4400. wd.damage = battle_calc_bg_damage(src,target,wd.damage,skill_id,wd.flag);
  4401. wd.damage2 = (int64)d2*100/d1 * wd.damage/100;
  4402. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
  4403. wd.damage-=wd.damage2;
  4404. }
  4405. }
  4406. return wd;
  4407. }
  4408. /*==========================================
  4409. * final ATK modifiers - after BG/GvG calc
  4410. *------------------------------------------
  4411. * Credits:
  4412. * Original coder Skotlex
  4413. * Initial refactoring by Baalberith
  4414. * Refined and optimized by helvetica
  4415. */
  4416. struct Damage battle_calc_weapon_final_atk_modifiers(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4417. {
  4418. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4419. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4420. struct status_change *sc = status_get_sc(src);
  4421. struct status_change *tsc = status_get_sc(target);
  4422. struct status_data *sstatus = status_get_status_data(src);
  4423. struct status_data *tstatus = status_get_status_data(target);
  4424. #ifdef ADJUST_SKILL_DAMAGE
  4425. int skill_damage = 0;
  4426. #endif
  4427. //Reject Sword bugreport:4493 by Daegaladh
  4428. if(wd.damage && tsc && tsc->data[SC_REJECTSWORD] &&
  4429. (src->type!=BL_PC || (
  4430. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  4431. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  4432. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  4433. )) &&
  4434. rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
  4435. )
  4436. {
  4437. ATK_RATER(wd.damage, 50)
  4438. status_fix_damage(target,src,wd.damage,clif_damage(target,src,gettick(),0,0,wd.damage,0,DMG_NORMAL,0));
  4439. clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
  4440. if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
  4441. status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
  4442. }
  4443. if( tsc && tsc->data[SC_CRESCENTELBOW] && !is_boss(src) && wd.flag&BF_SHORT && rnd()%100 < tsc->data[SC_CRESCENTELBOW]->val2 ) {
  4444. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  4445. int64 rdamage = 0;
  4446. int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125;
  4447. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  4448. rdamage = battle_calc_base_damage(tstatus,&tstatus->rhw,tsc,sstatus->size,tsd,0);
  4449. rdamage = (int64)rdamage * ratio / 100 + wd.damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
  4450. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), 0);
  4451. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  4452. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
  4453. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0);
  4454. status_damage(target, src, rdamage, 0, 0, 0);
  4455. status_damage(src, target, rdamage/10, 0, 0, 1);
  4456. status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
  4457. }
  4458. if( sc ) {
  4459. //SC_FUSION hp penalty [Komurka]
  4460. if (sc->data[SC_FUSION]) {
  4461. int hp= sstatus->max_hp;
  4462. if (sd && tsd) {
  4463. hp = 8*hp/100;
  4464. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  4465. hp = sstatus->hp;
  4466. } else
  4467. hp = 2*hp/100; //2% hp loss per hit
  4468. status_zap(src, hp, 0);
  4469. }
  4470. // affecting non-skills
  4471. if( !skill_id ) {
  4472. if( sc->data[SC_ENCHANTBLADE] && sd && ( (is_attack_right_handed(src, skill_id) && sd->weapontype1) || (is_attack_left_handed(src, skill_id) && sd->weapontype2) ) ) {
  4473. //[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt
  4474. ATK_ADD(wd.damage, wd.damage2, ( sc->data[SC_ENCHANTBLADE]->val1*20+100 ) * status_get_lv(src) / 150 + status_get_int(src) );
  4475. }
  4476. }
  4477. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  4478. }
  4479. switch (skill_id) {
  4480. case LG_RAYOFGENESIS:
  4481. {
  4482. struct Damage md = battle_calc_magic_attack(src, target, skill_id, skill_lv, wd.miscflag);
  4483. wd.damage += md.damage;
  4484. }
  4485. break;
  4486. #ifndef RENEWAL
  4487. case ASC_BREAKER:
  4488. { //Breaker's int-based damage (a misc attack?)
  4489. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd.miscflag);
  4490. wd.damage += md.damage;
  4491. }
  4492. break;
  4493. #endif
  4494. }
  4495. // Skill damage adjustment
  4496. #ifdef ADJUST_SKILL_DAMAGE
  4497. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  4498. ATK_ADDRATE(wd.damage, wd.damage2, skill_damage);
  4499. #endif
  4500. return wd;
  4501. }
  4502. /*====================================================
  4503. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  4504. *----------------------------------------------------
  4505. * Credits:
  4506. * Original coder Skotlex
  4507. * Initial refactoring by Baalberith
  4508. * Refined and optimized by helvetica
  4509. */
  4510. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  4511. {
  4512. struct status_data *sstatus = status_get_status_data(src);
  4513. struct status_data *tstatus = status_get_status_data(target);
  4514. struct status_change *sc = status_get_sc(src);
  4515. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4516. struct Damage wd;
  4517. wd.type = DMG_NORMAL; //Normal attack
  4518. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  4519. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  4520. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  4521. /*if(skill_id == KN_AUTOCOUNTER)
  4522. wd.amotion >>= 1; */
  4523. wd.dmotion = tstatus->dmotion;
  4524. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  4525. wd.miscflag = wflag;
  4526. wd.flag = BF_WEAPON; //Initial Flag
  4527. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  4528. wd.damage = wd.damage2 =
  4529. #ifdef RENEWAL
  4530. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  4531. #endif
  4532. 0;
  4533. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  4534. if(sd)
  4535. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  4536. if (skill_id) {
  4537. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  4538. switch(skill_id)
  4539. {
  4540. case MH_SONIC_CRAW:{
  4541. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4542. wd.div_ = hd->homunculus.spiritball;
  4543. }
  4544. break;
  4545. case MO_FINGEROFFENSIVE:
  4546. if(sd) {
  4547. if (battle_config.finger_offensive_type)
  4548. wd.div_ = 1;
  4549. else
  4550. wd.div_ = sd->spiritball_old;
  4551. }
  4552. break;
  4553. case KN_PIERCE:
  4554. case ML_PIERCE:
  4555. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  4556. break;
  4557. case TF_DOUBLE: //For NPC used skill.
  4558. case GS_CHAINACTION:
  4559. wd.type = DMG_MULTI_HIT;
  4560. break;
  4561. case GS_GROUNDDRIFT:
  4562. case KN_SPEARSTAB:
  4563. case KN_BOWLINGBASH:
  4564. case MS_BOWLINGBASH:
  4565. case MO_BALKYOUNG:
  4566. case TK_TURNKICK:
  4567. wd.blewcount = 0;
  4568. break;
  4569. case KN_AUTOCOUNTER:
  4570. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  4571. break;
  4572. case LK_SPIRALPIERCE:
  4573. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  4574. break;
  4575. // The number of hits is set to 3 by default for use in Inspiration status.
  4576. // When in Banding, the number of hits is equal to the number of Royal Guards in Banding.
  4577. case LG_HESPERUSLIT:
  4578. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  4579. wd.div_ = sc->data[SC_BANDING]->val2;
  4580. break;
  4581. }
  4582. } else {
  4583. wd.flag |= is_skill_using_arrow(src, skill_id)?BF_LONG:BF_SHORT;
  4584. }
  4585. return wd;
  4586. }
  4587. /**
  4588. * Check if we should reflect the damage and calculate it if so
  4589. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  4590. * @param wd : weapon damage
  4591. * @param src : bl who did the attack
  4592. * @param target : target of the attack
  4593. * @param skill_id : id of casted skill, 0 = basic atk
  4594. * @param skill_lv : lvl of skill casted
  4595. */
  4596. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv)
  4597. {
  4598. // Don't reflect your own damage (Grand Cross)
  4599. if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL ||
  4600. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ))))
  4601. {
  4602. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  4603. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4604. struct status_change *tsc = status_get_sc(target);
  4605. struct status_data *sstatus = status_get_status_data(src);
  4606. int tick = gettick(), rdelay = 0;
  4607. if (!tsc)
  4608. return;
  4609. // Calculate skill reflect damage separately
  4610. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
  4611. if( rdamage > 0 ) {
  4612. struct block_list *d_bl = battle_check_devotion(src);
  4613. if( attack_type == BF_WEAPON && tsc->data[SC_REFLECTDAMAGE] ) // Don't reflect your own damage (Grand Cross)
  4614. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,status_get_race(target));
  4615. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  4616. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0);
  4617. if( tsd )
  4618. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  4619. // It appears that official servers give skill reflect damage a longer delay
  4620. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true);
  4621. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  4622. }
  4623. }
  4624. }
  4625. }
  4626. /*============================================
  4627. * Calculate "weapon"-type attacks and skills
  4628. *--------------------------------------------
  4629. * Credits:
  4630. * Original coder Skotlex
  4631. * Initial refactoring by Baalberith
  4632. * Refined and optimized by helvetica
  4633. */
  4634. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  4635. {
  4636. struct map_session_data *sd, *tsd;
  4637. struct Damage wd;
  4638. struct status_change *sc = status_get_sc(src);
  4639. struct status_change *tsc = status_get_sc(target);
  4640. struct status_data *tstatus = status_get_status_data(target);
  4641. int right_element, left_element;
  4642. memset(&wd,0,sizeof(wd));
  4643. if (src == NULL || target == NULL) {
  4644. nullpo_info(NLP_MARK);
  4645. return wd;
  4646. }
  4647. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  4648. right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4649. left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4650. if (sc && !sc->count)
  4651. sc = NULL; //Skip checking as there are no status changes active.
  4652. if (tsc && !tsc->count)
  4653. tsc = NULL; //Skip checking as there are no status changes active.
  4654. sd = BL_CAST(BL_PC, src);
  4655. tsd = BL_CAST(BL_PC, target);
  4656. //Check for Lucky Dodge
  4657. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  4658. wd.type = DMG_LUCY_DODGE;
  4659. wd.dmg_lv = ATK_LUCKY;
  4660. if(wd.div_ < 0)
  4661. wd.div_ *= -1;
  4662. return wd;
  4663. }
  4664. // on official check for multi hit first so we can override crit on double attack [helvetica]
  4665. wd = battle_calc_multi_attack(wd, src, target, skill_id, skill_lv);
  4666. // crit check is next since crits always hit on official [helvetica]
  4667. if (is_attack_critical(wd, src, target, skill_id, skill_lv, true))
  4668. wd.type = DMG_CRITICAL;
  4669. // check if we're landing a hit
  4670. if(!is_attack_hitting(wd, src, target, skill_id, skill_lv, true))
  4671. wd.dmg_lv = ATK_FLEE;
  4672. else if(!is_infinite_defense(target, wd.flag)) { //no need for math against plants
  4673. int ratio, i = 0;
  4674. wd = battle_calc_skill_base_damage(wd, src, target, skill_id, skill_lv); // base skill damage
  4675. ratio = battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv); // skill level ratios
  4676. ATK_RATE(wd.damage, wd.damage2, ratio);
  4677. RE_ALLATK_RATE(wd, ratio);
  4678. ratio = battle_calc_skill_constant_addition(wd, src, target, skill_id, skill_lv); // other skill bonuses
  4679. ATK_ADD(wd.damage, wd.damage2, ratio);
  4680. RE_ALLATK_ADD(wd, ratio);
  4681. #ifdef RENEWAL
  4682. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  4683. struct status_data *sstatus = status_get_status_data(src);
  4684. if (sstatus->matk_max > sstatus->matk_min) {
  4685. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  4686. } else
  4687. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  4688. }
  4689. #endif
  4690. // add any miscellaneous player ATK bonuses
  4691. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  4692. ATK_ADDRATE(wd.damage, wd.damage2, i);
  4693. RE_ALLATK_ADDRATE(wd, i);
  4694. }
  4695. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) {
  4696. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  4697. RE_ALLATK_ADDRATE(wd, -i);
  4698. }
  4699. #ifdef RENEWAL
  4700. // In Renewal we only cardfix to the weapon and equip ATK
  4701. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  4702. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk, 2, wd.flag);
  4703. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk, 2, wd.flag);
  4704. if (is_attack_left_handed(src, skill_id)) {
  4705. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  4706. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk2, 3, wd.flag);
  4707. }
  4708. // final attack bonuses that aren't affected by cards
  4709. wd = battle_attack_sc_bonus(wd, src, target, skill_id, skill_lv);
  4710. if (sd) { //monsters, homuns and pets have their damage computed directly
  4711. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.masteryAtk;
  4712. wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.masteryAtk2;
  4713. if(wd.flag&BF_LONG) //Long damage rate addition doesn't use weapon + equip attack
  4714. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  4715. //Custom fix for "a hole" in renewal attack calculation [exneval]
  4716. ATK_ADDRATE(wd.damage, wd.damage2, 6);
  4717. }
  4718. #else
  4719. // final attack bonuses that aren't affected by cards
  4720. wd = battle_attack_sc_bonus(wd, src, target, skill_id, skill_lv);
  4721. #endif
  4722. if (wd.damage + wd.damage2) { //Check if attack ignores DEF
  4723. if(!attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) || !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R))
  4724. wd = battle_calc_defense_reduction(wd, src, target, skill_id, skill_lv);
  4725. wd = battle_calc_attack_post_defense(wd, src, target, skill_id, skill_lv);
  4726. }
  4727. }
  4728. #ifdef RENEWAL
  4729. if(!sd) // monsters only have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica]
  4730. #endif
  4731. wd = battle_calc_element_damage(wd, src, target, skill_id, skill_lv);
  4732. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  4733. return wd; //Enough, rest is not needed.
  4734. #ifdef RENEWAL
  4735. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
  4736. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  4737. wd.damage = (int)floor((float)((wd.damage * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  4738. if (is_attack_left_handed(src, skill_id))
  4739. wd.damage2 = (int)floor((float)((wd.damage2 * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  4740. } else
  4741. wd.damage = (int)floor((float)(wd.damage * 140) / 100);
  4742. }
  4743. #endif
  4744. #ifndef RENEWAL
  4745. if (skill_id == NJ_KUNAI) {
  4746. short nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  4747. ATK_ADD(wd.damage, wd.damage2, 90);
  4748. nk |= NK_IGNORE_DEF;
  4749. }
  4750. #endif
  4751. switch (skill_id) {
  4752. case TK_DOWNKICK:
  4753. case TK_STORMKICK:
  4754. case TK_TURNKICK:
  4755. case TK_COUNTER:
  4756. case TK_JUMPKICK:
  4757. if(sd && pc_checkskill(sd,TK_RUN)) {
  4758. uint8 i;
  4759. uint16 skill = pc_checkskill(sd,TK_RUN);
  4760. switch(skill) {
  4761. case 1: case 4: case 7: case 10: i = 1; break;
  4762. case 2: case 5: case 8: i = 2; break;
  4763. default: i = 0; break;
  4764. }
  4765. if(sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  4766. ATK_ADD(wd.damage, wd.damage2, 10 * skill - i);
  4767. }
  4768. break;
  4769. case SR_GATEOFHELL: {
  4770. struct status_data *sstatus = status_get_status_data(src);
  4771. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - status_get_hp(src));
  4772. if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) {
  4773. ATK_ADD(wd.damage, wd.damage2, (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src));
  4774. } else
  4775. ATK_ADD(wd.damage, wd.damage2, (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src));
  4776. }
  4777. break;
  4778. }
  4779. if(sd) {
  4780. #ifndef RENEWAL
  4781. uint16 skill;
  4782. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  4783. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  4784. if (skill_id == TF_POISON)
  4785. ATK_ADD(wd.damage, wd.damage2, 15 * skill_lv);
  4786. if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  4787. ATK_ADD2(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->right_weapon.star, ((wd.div_ < 1) ? 1 : wd.div_) * sd->left_weapon.star);
  4788. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  4789. ATK_ADD(wd.damage, wd.damage2, 4);
  4790. if (skill_id == MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  4791. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  4792. } else
  4793. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  4794. #endif
  4795. if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements.
  4796. short index = sd->equip_index[EQI_HAND_L];
  4797. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  4798. ATK_ADD(wd.damage, wd.damage2, 10*sd->status.inventory[index].refine);
  4799. }
  4800. #ifndef RENEWAL
  4801. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  4802. switch(skill_id) {
  4803. case RK_DRAGONBREATH:
  4804. case RK_DRAGONBREATH_WATER:
  4805. if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
  4806. wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
  4807. if(is_attack_left_handed(src, skill_id))
  4808. wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
  4809. }
  4810. break;
  4811. default:
  4812. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 2, wd.flag);
  4813. if( is_attack_left_handed(src, skill_id ))
  4814. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 3, wd.flag);
  4815. break;
  4816. }
  4817. #endif
  4818. }
  4819. if(tsd) { // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  4820. switch(skill_id) {
  4821. #ifdef RENEWAL
  4822. case NJ_ISSEN:
  4823. case ASC_BREAKER:
  4824. case CR_ACIDDEMONSTRATION:
  4825. case GN_FIRE_EXPANSION_ACID:
  4826. #endif
  4827. case SO_VARETYR_SPEAR:
  4828. break; //These skills will do a card fix later
  4829. default:
  4830. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 0, wd.flag);
  4831. if(is_attack_left_handed(src, skill_id))
  4832. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 1, wd.flag);
  4833. break;
  4834. }
  4835. }
  4836. #ifdef RENEWAL
  4837. // forced to neutral skills [helvetica]
  4838. // skills forced to neutral gain benefits from weapon element
  4839. // but final damage is considered "neutral" and resistances are applied again
  4840. switch (skill_id) {
  4841. case MC_CARTREVOLUTION:
  4842. case MO_INVESTIGATE:
  4843. case CR_ACIDDEMONSTRATION:
  4844. case SR_GATEOFHELL:
  4845. case GN_FIRE_EXPANSION_ACID:
  4846. case KO_BAKURETSU:
  4847. // Forced to neutral element
  4848. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4849. break;
  4850. case CR_SHIELDBOOMERANG:
  4851. case LK_SPIRALPIERCE:
  4852. case ML_SPIRALPIERCE:
  4853. case PA_SHIELDCHAIN:
  4854. case PA_SACRIFICE:
  4855. case RK_DRAGONBREATH:
  4856. case RK_DRAGONBREATH_WATER:
  4857. case NC_SELFDESTRUCTION:
  4858. case KO_HAPPOKUNAI: {
  4859. int64 tmp = wd.damage;
  4860. if (sd) {
  4861. if (skill_id == PA_SHIELDCHAIN) {
  4862. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4863. if (wd.damage > 0) {
  4864. wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv);
  4865. if (!wd.damage)
  4866. wd.damage = battle_attr_fix(src, target, tmp, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4867. }
  4868. } else if (skill_id == KO_HAPPOKUNAI) {
  4869. wd.damage = battle_attr_fix(src, target, wd.damage, (sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4870. if (wd.damage > 0) {
  4871. wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv);
  4872. if (!wd.damage)
  4873. wd.damage = battle_attr_fix(src, target, tmp, (sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4874. }
  4875. } else
  4876. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  4877. }
  4878. }
  4879. break;
  4880. case GN_CARTCANNON: // Cart Cannon gets forced to element of cannon ball (neutral or holy/shadow/ghost)
  4881. wd.damage = battle_attr_fix(src, target, wd.damage, (sd && sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4882. break;
  4883. }
  4884. // perform multihit calculations
  4885. DAMAGE_DIV_FIX_RENEWAL(wd, wd.div_);
  4886. #endif
  4887. // only do 1 dmg to plant, no need to calculate rest
  4888. if(is_infinite_defense(target, wd.flag))
  4889. return battle_calc_attack_plant(wd, src, target, skill_id, skill_lv);
  4890. //Apply DAMAGE_DIV_FIX and check for min damage
  4891. wd = battle_apply_div_fix(wd);
  4892. wd = battle_calc_attack_left_right_hands(wd, src, target, skill_id, skill_lv);
  4893. switch (skill_id) {
  4894. #ifdef RENEWAL
  4895. case NJ_ISSEN:
  4896. case ASC_BREAKER:
  4897. case CR_ACIDDEMONSTRATION:
  4898. case GN_FIRE_EXPANSION_ACID:
  4899. #endif
  4900. case SO_VARETYR_SPEAR:
  4901. return wd; //These skills will do a GVG fix later
  4902. default:
  4903. wd = battle_calc_attack_gvg_bg(wd, src, target, skill_id, skill_lv);
  4904. break;
  4905. }
  4906. wd = battle_calc_weapon_final_atk_modifiers(wd, src, target, skill_id, skill_lv);
  4907. battle_absorb_damage(target, &wd);
  4908. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  4909. return wd;
  4910. }
  4911. /*==========================================
  4912. * Calculate "magic"-type attacks and skills
  4913. *------------------------------------------
  4914. * Credits:
  4915. * Original coder DracoRPG
  4916. * Refined and optimized by helvetica
  4917. */
  4918. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  4919. {
  4920. int i, nk;
  4921. #ifdef ADJUST_SKILL_DAMAGE
  4922. int skill_damage = 0;
  4923. #endif
  4924. short s_ele = 0;
  4925. TBL_PC *sd;
  4926. TBL_PC *tsd;
  4927. struct status_change *sc, *tsc;
  4928. struct Damage ad;
  4929. struct status_data *sstatus = status_get_status_data(src);
  4930. struct status_data *tstatus = status_get_status_data(target);
  4931. struct {
  4932. unsigned imdef : 1;
  4933. unsigned infdef : 1;
  4934. } flag;
  4935. memset(&ad,0,sizeof(ad));
  4936. memset(&flag,0,sizeof(flag));
  4937. if(src==NULL || target==NULL)
  4938. {
  4939. nullpo_info(NLP_MARK);
  4940. return ad;
  4941. }
  4942. //Initial Values
  4943. ad.damage = 1;
  4944. ad.div_=skill_get_num(skill_id,skill_lv);
  4945. ad.amotion=skill_get_inf(skill_id)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  4946. ad.dmotion=tstatus->dmotion;
  4947. ad.blewcount = skill_get_blewcount(skill_id,skill_lv);
  4948. ad.flag=BF_MAGIC|BF_SKILL;
  4949. ad.dmg_lv=ATK_DEF;
  4950. nk = skill_get_nk(skill_id);
  4951. flag.imdef = nk&NK_IGNORE_DEF?1:0;
  4952. sd = BL_CAST(BL_PC, src);
  4953. tsd = BL_CAST(BL_PC, target);
  4954. sc = status_get_sc(src);
  4955. tsc = status_get_sc(target);
  4956. //Initialize variables that will be used afterwards
  4957. s_ele = skill_get_ele(skill_id, skill_lv);
  4958. if (s_ele == -1){ // pl=-1 : the skill takes the weapon's element
  4959. s_ele = sstatus->rhw.ele;
  4960. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  4961. s_ele = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  4962. }else if (s_ele == -2) //Use status element
  4963. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  4964. else if( s_ele == -3 ) //Use random element
  4965. s_ele = rnd()%ELE_ALL;
  4966. switch( skill_id ) {
  4967. case LG_SHIELDSPELL:
  4968. if (skill_lv == 2)
  4969. s_ele = ELE_HOLY;
  4970. break;
  4971. case SO_PSYCHIC_WAVE:
  4972. if( sc && sc->count ) {
  4973. if( sc->data[SC_HEATER_OPTION] ) s_ele = sc->data[SC_HEATER_OPTION]->val3;
  4974. else if( sc->data[SC_COOLER_OPTION] ) s_ele = sc->data[SC_COOLER_OPTION]->val3;
  4975. else if( sc->data[SC_BLAST_OPTION] ) s_ele = sc->data[SC_BLAST_OPTION]->val3;
  4976. else if( sc->data[SC_CURSED_SOIL_OPTION] ) s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val3;
  4977. }
  4978. break;
  4979. case KO_KAIHOU:
  4980. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
  4981. s_ele = sd->spiritcharm_type;
  4982. break;
  4983. }
  4984. //Set miscellaneous data that needs be filled
  4985. if(sd) {
  4986. sd->state.arrow_atk = 0;
  4987. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  4988. }
  4989. //Skill Range Criteria
  4990. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  4991. //Infinite defense (plant mode)
  4992. flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
  4993. switch(skill_id)
  4994. {
  4995. case MG_FIREWALL:
  4996. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  4997. ad.blewcount = 0; //No knockback
  4998. //Fall through
  4999. case NJ_KAENSIN:
  5000. case PR_SANCTUARY:
  5001. ad.dmotion = 0; //No flinch animation.
  5002. break;
  5003. }
  5004. if (!flag.infdef) //No need to do the math for plants
  5005. {
  5006. unsigned int skillratio = 100; //Skill dmg modifiers.
  5007. #ifdef RENEWAL
  5008. ad.damage = 0; //reinitialize..
  5009. #endif
  5010. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  5011. #define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
  5012. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  5013. #define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
  5014. //Adds an absolute value to damage. 100 = +100 damage
  5015. #define MATK_ADD( a ) { ad.damage+= a; }
  5016. switch (skill_id)
  5017. { //Calc base damage according to skill
  5018. case AL_HEAL:
  5019. case PR_BENEDICTIO:
  5020. case PR_SANCTUARY:
  5021. case AB_HIGHNESSHEAL:
  5022. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  5023. break;
  5024. case PR_ASPERSIO:
  5025. ad.damage = 40;
  5026. break;
  5027. case ALL_RESURRECTION:
  5028. case PR_TURNUNDEAD:
  5029. //Undead check is on skill_castend_damageid code.
  5030. #ifdef RENEWAL
  5031. i = 10*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5032. + 300 - 300*tstatus->hp/tstatus->max_hp;
  5033. #else
  5034. i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5035. + 200 - 200*tstatus->hp/tstatus->max_hp;
  5036. #endif
  5037. if(i > 700) i = 700;
  5038. if(rnd()%1000 < i && !(tstatus->mode&MD_BOSS))
  5039. ad.damage = tstatus->hp;
  5040. else {
  5041. #ifdef RENEWAL
  5042. if (sstatus->matk_max > sstatus->matk_min) {
  5043. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5044. } else {
  5045. MATK_ADD(sstatus->matk_min);
  5046. }
  5047. MATK_RATE(skill_lv);
  5048. #else
  5049. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  5050. #endif
  5051. }
  5052. break;
  5053. case PF_SOULBURN:
  5054. ad.damage = tstatus->sp * 2;
  5055. break;
  5056. case AB_RENOVATIO:
  5057. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  5058. break;
  5059. case GN_FIRE_EXPANSION_ACID:
  5060. #ifdef RENEWAL
  5061. {
  5062. struct Damage wd = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5063. ad.damage = (int64)(7 * ((wd.damage / skill_lv + ad.damage / skill_lv) * tstatus->vit / 100));
  5064. }
  5065. #else
  5066. if(tstatus->vit + sstatus->int_)
  5067. ad.damage = (int64)(7 * tstatus->vit * sstatus->int_ * sstatus->int_ / (10 * (tstatus->vit + sstatus->int_)));
  5068. else
  5069. ad.damage = 0;
  5070. if(tsd)
  5071. ad.damage >>= 1;
  5072. #endif
  5073. break;
  5074. default: {
  5075. if (sstatus->matk_max > sstatus->matk_min) {
  5076. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5077. } else {
  5078. MATK_ADD(sstatus->matk_min);
  5079. }
  5080. if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill
  5081. if(mflag>0)
  5082. ad.damage/= mflag;
  5083. else
  5084. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5085. }
  5086. switch(skill_id){
  5087. case MG_NAPALMBEAT:
  5088. skillratio += skill_lv*10-30;
  5089. break;
  5090. case MG_FIREBALL:
  5091. #ifdef RENEWAL
  5092. skillratio += 20*skill_lv;
  5093. #else
  5094. skillratio += skill_lv*10-30;
  5095. #endif
  5096. break;
  5097. case MG_SOULSTRIKE:
  5098. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  5099. skillratio += 5*skill_lv;
  5100. break;
  5101. case MG_FIREWALL:
  5102. skillratio -= 50;
  5103. break;
  5104. case MG_FIREBOLT:
  5105. case MG_COLDBOLT:
  5106. case MG_LIGHTNINGBOLT:
  5107. if ( sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
  5108. skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
  5109. ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax]
  5110. ad.flag = BF_WEAPON|BF_SHORT;
  5111. ad.type = DMG_NORMAL;
  5112. }
  5113. break;
  5114. case MG_THUNDERSTORM:
  5115. // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  5116. #ifndef RENEWAL
  5117. skillratio -= 20;
  5118. #endif
  5119. break;
  5120. case MG_FROSTDIVER:
  5121. skillratio += 10*skill_lv;
  5122. break;
  5123. case AL_HOLYLIGHT:
  5124. skillratio += 25;
  5125. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  5126. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  5127. break;
  5128. case AL_RUWACH:
  5129. skillratio += 45;
  5130. break;
  5131. case WZ_FROSTNOVA:
  5132. skillratio += (100+skill_lv*10)*2/3-100;
  5133. break;
  5134. case WZ_FIREPILLAR:
  5135. if (skill_lv > 10)
  5136. skillratio += 2300; //200% MATK each hit
  5137. else
  5138. skillratio += -60 + 20*skill_lv; //20% MATK each hit
  5139. break;
  5140. case WZ_SIGHTRASHER:
  5141. skillratio += 20*skill_lv;
  5142. break;
  5143. case WZ_WATERBALL:
  5144. skillratio += 30*skill_lv;
  5145. break;
  5146. case WZ_STORMGUST:
  5147. skillratio += 40*skill_lv;
  5148. break;
  5149. case HW_NAPALMVULCAN:
  5150. skillratio += 25;
  5151. break;
  5152. case SL_STIN:
  5153. skillratio += (tstatus->size!=SZ_SMALL?-99:10*skill_lv); //target size must be small (0) for full damage.
  5154. break;
  5155. case SL_STUN:
  5156. skillratio += (tstatus->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets
  5157. break;
  5158. case SL_SMA:
  5159. skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
  5160. break;
  5161. case NJ_KOUENKA:
  5162. skillratio -= 10;
  5163. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5164. skillratio += 20 * sd->spiritcharm;
  5165. break;
  5166. case NJ_KAENSIN:
  5167. skillratio -= 50;
  5168. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5169. skillratio += 10 * sd->spiritcharm;
  5170. break;
  5171. case NJ_BAKUENRYU:
  5172. skillratio += 50 * (skill_lv - 1);
  5173. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5174. skillratio += 15 * sd->spiritcharm;
  5175. break;
  5176. case NJ_HYOUSENSOU:
  5177. #ifdef RENEWAL
  5178. skillratio -= 30;
  5179. #endif
  5180. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5181. skillratio += 5 * sd->spiritcharm;
  5182. break;
  5183. case NJ_HYOUSYOURAKU:
  5184. skillratio += 50 * skill_lv;
  5185. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5186. skillratio += 25 * sd->spiritcharm;
  5187. break;
  5188. case NJ_RAIGEKISAI:
  5189. skillratio += 60 + 40 * skill_lv;
  5190. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5191. skillratio += 15 * sd->spiritcharm;
  5192. break;
  5193. case NJ_KAMAITACHI:
  5194. skillratio += 100 * skill_lv;
  5195. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5196. skillratio += 10 * sd->spiritcharm;
  5197. break;
  5198. case NJ_HUUJIN:
  5199. #ifdef RENEWAL
  5200. skillratio += 50;
  5201. #endif
  5202. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5203. skillratio += 20 * sd->spiritcharm;
  5204. break;
  5205. case NPC_ENERGYDRAIN:
  5206. skillratio += 100 * skill_lv;
  5207. break;
  5208. case NPC_EARTHQUAKE:
  5209. skillratio += 100 +100*skill_lv +100*(skill_lv/2);
  5210. break;
  5211. #ifdef RENEWAL
  5212. case WZ_HEAVENDRIVE:
  5213. case WZ_METEOR:
  5214. skillratio += 25;
  5215. break;
  5216. case WZ_VERMILION:
  5217. {
  5218. int interval = 0, per = interval, ratio = per;
  5219. while( (per++) < skill_lv ){
  5220. ratio += interval;
  5221. if(per%3==0) interval += 20;
  5222. }
  5223. if( skill_lv > 9 )
  5224. ratio -= 10;
  5225. skillratio += ratio;
  5226. }
  5227. break;
  5228. #else
  5229. case WZ_VERMILION:
  5230. skillratio += 20*skill_lv-20;
  5231. break;
  5232. #endif
  5233. case AB_JUDEX:
  5234. skillratio += 200 + 20 * skill_lv;
  5235. RE_LVL_DMOD(100);
  5236. break;
  5237. case AB_ADORAMUS:
  5238. skillratio += 400 + 100 * skill_lv;
  5239. RE_LVL_DMOD(100);
  5240. break;
  5241. case AB_DUPLELIGHT_MAGIC:
  5242. skillratio += 100 + 20 * skill_lv;
  5243. break;
  5244. case WL_SOULEXPANSION:
  5245. skillratio += 300 + 100 * skill_lv + status_get_int(src);
  5246. RE_LVL_DMOD(100);
  5247. break;
  5248. case WL_FROSTMISTY:
  5249. skillratio += 100 + 100 * skill_lv;
  5250. RE_LVL_DMOD(100);
  5251. break;
  5252. case WL_JACKFROST:
  5253. if( tsc && tsc->data[SC_FREEZING] ){
  5254. skillratio += 900 + 300 * skill_lv;
  5255. RE_LVL_DMOD(100);
  5256. }else{
  5257. skillratio += 400 + 100 * skill_lv;
  5258. RE_LVL_DMOD(150);
  5259. }
  5260. break;
  5261. case WL_DRAINLIFE:
  5262. skillratio = 200 * skill_lv + status_get_int(src);
  5263. RE_LVL_DMOD(100);
  5264. break;
  5265. case WL_CRIMSONROCK:
  5266. skillratio += 1200 + 300 * skill_lv;
  5267. RE_LVL_DMOD(100);
  5268. break;
  5269. case WL_HELLINFERNO:
  5270. skillratio = 300 * skill_lv;
  5271. RE_LVL_DMOD(100);
  5272. // Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] %
  5273. // Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] %
  5274. if( mflag&ELE_DARK ){ skillratio *= 4; s_ele = ELE_DARK; }
  5275. skillratio /= 5;
  5276. break;
  5277. case WL_COMET:
  5278. i = ( sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8 );
  5279. if( i <= 3 )
  5280. skillratio += 2400 + 500 * skill_lv; // 7 x 7 cell
  5281. else if( i <= 5 )
  5282. skillratio += 1900 + 500 * skill_lv; // 11 x 11 cell
  5283. else if( i <= 7 )
  5284. skillratio += 1400 + 500 * skill_lv; // 15 x 15 cell
  5285. else
  5286. skillratio += 900 + 500 * skill_lv; // 19 x 19 cell
  5287. if( sd && sd->status.party_id ){
  5288. struct map_session_data* psd;
  5289. int p_sd[5] = {0, 0, 0, 0, 0}, c; // just limit it to 5
  5290. c = 0;
  5291. memset (p_sd, 0, sizeof(p_sd));
  5292. party_foreachsamemap(skill_check_condition_char_sub, sd, 3, &sd->bl, &c, &p_sd, skill_id);
  5293. c = ( c > 1 ? rnd()%c : 0 );
  5294. if( (psd = map_id2sd(p_sd[c])) && pc_checkskill(psd,WL_COMET) > 0 ){
  5295. skillratio = skill_lv * 400; //MATK [{( Skill Level x 400 ) x ( Caster's Base Level / 120 )} + 2500 ] %
  5296. RE_LVL_DMOD(120);
  5297. skillratio += 2500;
  5298. status_zap(&psd->bl, 0, skill_get_sp(skill_id, skill_lv) / 2);
  5299. }
  5300. }
  5301. break;
  5302. case WL_CHAINLIGHTNING_ATK:
  5303. skillratio += 400 + 100 * skill_lv;
  5304. RE_LVL_DMOD(100);
  5305. if (mflag > 0)
  5306. skillratio += 100 * mflag;
  5307. break;
  5308. case WL_EARTHSTRAIN:
  5309. skillratio += 1900 + 100 * skill_lv;
  5310. RE_LVL_DMOD(100);
  5311. break;
  5312. case WL_TETRAVORTEX_FIRE:
  5313. case WL_TETRAVORTEX_WATER:
  5314. case WL_TETRAVORTEX_WIND:
  5315. case WL_TETRAVORTEX_GROUND:
  5316. skillratio += 400 + 500 * skill_lv;
  5317. break;
  5318. case WL_SUMMON_ATK_FIRE:
  5319. case WL_SUMMON_ATK_WATER:
  5320. case WL_SUMMON_ATK_WIND:
  5321. case WL_SUMMON_ATK_GROUND:
  5322. 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]
  5323. RE_LVL_DMOD(100);
  5324. break;
  5325. case LG_RAYOFGENESIS:
  5326. {
  5327. uint16 lv = skill_lv;
  5328. int bandingBonus = 0;
  5329. if( sc && sc->data[SC_BANDING] )
  5330. bandingBonus = 200 * (sd ? skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),0) : 1);
  5331. skillratio = ((300 * skill_lv) + bandingBonus) * (sd ? sd->status.job_level : 1) / 25;
  5332. }
  5333. break;
  5334. case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
  5335. if (sd && skill_lv == 2) {
  5336. skillratio = status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
  5337. } else
  5338. skillratio = 0;
  5339. break;
  5340. case WM_METALICSOUND:
  5341. skillratio = 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON));
  5342. RE_LVL_DMOD(100);
  5343. break;
  5344. case WM_REVERBERATION_MAGIC:
  5345. // MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] %
  5346. skillratio += 100 * ((sd) ? pc_checkskill(sd, WM_REVERBERATION) : skill_get_max(WM_REVERBERATION));
  5347. RE_LVL_DMOD(100);
  5348. break;
  5349. case SO_FIREWALK:
  5350. skillratio = 60 * skill_lv;
  5351. RE_LVL_DMOD(100);
  5352. if( sc && sc->data[SC_HEATER_OPTION] )
  5353. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5354. break;
  5355. case SO_ELECTRICWALK:
  5356. skillratio = 60 * skill_lv;
  5357. RE_LVL_DMOD(100);
  5358. if( sc && sc->data[SC_BLAST_OPTION] )
  5359. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5360. break;
  5361. case SO_EARTHGRAVE:
  5362. skillratio = ( 200 * ((sd) ? pc_checkskill(sd, SA_SEISMICWEAPON) : skill_get_max(SA_SEISMICWEAPON)) + sstatus->int_ * skill_lv );
  5363. RE_LVL_DMOD(100);
  5364. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5365. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5366. break;
  5367. case SO_DIAMONDDUST:
  5368. skillratio = ( 200 * ((sd) ? pc_checkskill(sd, SA_FROSTWEAPON) : skill_get_max(SA_FROSTWEAPON)) + sstatus->int_ * skill_lv );
  5369. RE_LVL_DMOD(100);
  5370. if( sc && sc->data[SC_COOLER_OPTION] )
  5371. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5372. break;
  5373. case SO_POISON_BUSTER:
  5374. skillratio += 900 + 300 * skill_lv;
  5375. RE_LVL_DMOD(120);
  5376. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5377. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5378. break;
  5379. case SO_PSYCHIC_WAVE:
  5380. skillratio = skill_lv * 70 + (sstatus->int_ * 3);
  5381. RE_LVL_DMOD(100);
  5382. if (sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] ||
  5383. sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION]))
  5384. skillratio += 20;
  5385. break;
  5386. case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
  5387. skillratio = status_get_int(src) * skill_lv + ((sd) ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : skill_get_max(SA_LIGHTNINGLOADER));
  5388. RE_LVL_DMOD(100);
  5389. if( sc && sc->data[SC_BLAST_OPTION] )
  5390. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5391. break;
  5392. case SO_CLOUD_KILL:
  5393. skillratio = skill_lv * 40;
  5394. RE_LVL_DMOD(100);
  5395. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5396. skillratio += (sd ? sd->status.job_level : 0);
  5397. break;
  5398. case GN_DEMONIC_FIRE:
  5399. if( skill_lv > 20) // Fire expansion Lv.2
  5400. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  5401. else if( skill_lv > 10 ) { // Fire expansion Lv.1
  5402. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  5403. RE_LVL_DMOD(100);
  5404. } else
  5405. skillratio += 10 + 20 * skill_lv;
  5406. break;
  5407. case KO_KAIHOU:
  5408. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  5409. skillratio += -100 + 200 * sd->spiritcharm;
  5410. RE_LVL_DMOD(100);
  5411. pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
  5412. }
  5413. break;
  5414. // Magical Elemental Spirits Attack Skills
  5415. case EL_FIRE_MANTLE:
  5416. case EL_WATER_SCREW:
  5417. skillratio += 900;
  5418. break;
  5419. case EL_FIRE_ARROW:
  5420. case EL_ROCK_CRUSHER_ATK:
  5421. skillratio += 200;
  5422. break;
  5423. case EL_FIRE_BOMB:
  5424. case EL_ICE_NEEDLE:
  5425. case EL_HURRICANE_ATK:
  5426. skillratio += 400;
  5427. break;
  5428. case EL_FIRE_WAVE:
  5429. case EL_TYPOON_MIS_ATK:
  5430. skillratio += 1100;
  5431. break;
  5432. case MH_ERASER_CUTTER:
  5433. skillratio += 400 + 100 * skill_lv + (skill_lv%2 > 0 ? 0 : 300);
  5434. break;
  5435. case MH_XENO_SLASHER:
  5436. if(skill_lv%2)
  5437. skillratio += 350 + 50 * skill_lv; //500:600:700
  5438. else
  5439. skillratio += 400 + 100 * skill_lv; //700:900
  5440. break;
  5441. case MH_HEILIGE_STANGE:
  5442. skillratio += 400 + 250 * skill_lv;
  5443. skillratio = (skillratio * status_get_lv(src))/150;
  5444. break;
  5445. case MH_POISON_MIST:
  5446. skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 100;
  5447. break;
  5448. }
  5449. MATK_RATE(skillratio);
  5450. //Constant/misc additions from skills
  5451. if (skill_id == WZ_FIREPILLAR)
  5452. MATK_ADD(100+50*skill_lv);
  5453. }
  5454. }
  5455. #ifdef RENEWAL
  5456. switch(skill_id) { // These skills will do a card fix later
  5457. case CR_ACIDDEMONSTRATION:
  5458. case ASC_BREAKER:
  5459. break;
  5460. default:
  5461. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  5462. }
  5463. #endif
  5464. if(sd) {
  5465. //Damage bonuses
  5466. if ((i = pc_skillatk_bonus(sd, skill_id)))
  5467. ad.damage += (int64)ad.damage*i/100;
  5468. //Ignore Defense?
  5469. if (!flag.imdef && (
  5470. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  5471. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  5472. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  5473. ))
  5474. flag.imdef = 1;
  5475. }
  5476. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  5477. ad.damage -= (int64)ad.damage*i/100;
  5478. if(!flag.imdef){
  5479. defType mdef = tstatus->mdef;
  5480. int mdef2= tstatus->mdef2;
  5481. #ifdef RENEWAL
  5482. if(tsc && tsc->data[SC_ASSUMPTIO])
  5483. mdef <<= 1; // only eMDEF is doubled
  5484. #endif
  5485. if(sd) {
  5486. i = sd->ignore_mdef_by_race[tstatus->race] + sd->ignore_mdef_by_race[RC_ALL];
  5487. i += sd->ignore_mdef_by_class[tstatus->class_] + sd->ignore_mdef_by_class[CLASS_ALL];
  5488. if (i)
  5489. {
  5490. if (i > 100) i = 100;
  5491. mdef -= mdef * i/100;
  5492. //mdef2-= mdef2* i/100;
  5493. }
  5494. }
  5495. #ifdef RENEWAL
  5496. /**
  5497. * RE MDEF Reduction
  5498. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  5499. */
  5500. if (mdef < -99)
  5501. mdef = -99; // Avoid divide by 0
  5502. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  5503. #else
  5504. if(battle_config.magic_defense_type)
  5505. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  5506. else
  5507. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  5508. #endif
  5509. }
  5510. if (skill_id == NPC_EARTHQUAKE)
  5511. { //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
  5512. //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
  5513. if(mflag>0)
  5514. ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
  5515. else
  5516. ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5517. }
  5518. if(ad.damage<1)
  5519. ad.damage=1;
  5520. else if(sc) { //only applies when hit
  5521. switch(skill_id) {
  5522. case MG_LIGHTNINGBOLT:
  5523. case MG_THUNDERSTORM:
  5524. if(sc->data[SC_GUST_OPTION])
  5525. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5526. break;
  5527. case MG_FIREBOLT:
  5528. case MG_FIREWALL:
  5529. if(sc->data[SC_PYROTECHNIC_OPTION])
  5530. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5531. break;
  5532. case MG_COLDBOLT:
  5533. case MG_FROSTDIVER:
  5534. if(sc->data[SC_AQUAPLAY_OPTION])
  5535. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5536. break;
  5537. case WZ_EARTHSPIKE:
  5538. case WZ_HEAVENDRIVE:
  5539. if(sc->data[SC_PETROLOGY_OPTION])
  5540. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5541. break;
  5542. }
  5543. }
  5544. if (!(nk&NK_NO_ELEFIX))
  5545. ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  5546. //Apply the physical part of the skill's damage. [Skotlex]
  5547. switch(skill_id) {
  5548. case CR_GRANDCROSS:
  5549. case NPC_GRANDDARKNESS:
  5550. {
  5551. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  5552. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40 * skill_lv) / 100;
  5553. if(src == target) {
  5554. if(src->type == BL_PC)
  5555. ad.damage = ad.damage / 2;
  5556. else
  5557. ad.damage = 0;
  5558. }
  5559. }
  5560. break;
  5561. case SO_VARETYR_SPEAR: {
  5562. struct Damage wd = battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag);
  5563. ad.damage += wd.damage;
  5564. }
  5565. break;
  5566. }
  5567. #ifndef RENEWAL
  5568. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  5569. #endif
  5570. } //Hint: Against plants damage will still be 1 at this point
  5571. //Apply DAMAGE_DIV_FIX and check for min damage
  5572. ad = battle_apply_div_fix(ad);
  5573. switch(skill_id) { // These skills will do a GVG fix later
  5574. #ifdef RENEWAL
  5575. case ASC_BREAKER:
  5576. case CR_ACIDDEMONSTRATION:
  5577. return ad; //These skills will do a GVG fix later
  5578. #endif
  5579. default:
  5580. ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  5581. if( map_flag_gvg2(target->m) )
  5582. ad.damage=battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  5583. else if( map[target->m].flag.battleground )
  5584. ad.damage=battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  5585. break;
  5586. }
  5587. // Skill damage adjustment
  5588. #ifdef ADJUST_SKILL_DAMAGE
  5589. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  5590. MATK_ADDRATE(skill_damage);
  5591. #endif
  5592. battle_absorb_damage(target, &ad);
  5593. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  5594. return ad;
  5595. }
  5596. /*==========================================
  5597. * Calculate "misc"-type attacks and skills
  5598. *------------------------------------------
  5599. * Credits:
  5600. * Original coder Skotlex
  5601. * Refined and optimized by helvetica
  5602. */
  5603. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  5604. {
  5605. #ifdef ADJUST_SKILL_DAMAGE
  5606. int skill_damage = 0;
  5607. #endif
  5608. short i, nk;
  5609. short s_ele;
  5610. struct map_session_data *sd, *tsd;
  5611. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  5612. struct status_data *sstatus = status_get_status_data(src);
  5613. struct status_data *tstatus = status_get_status_data(target);
  5614. memset(&md,0,sizeof(md));
  5615. if (src == NULL || target == NULL) {
  5616. nullpo_info(NLP_MARK);
  5617. return md;
  5618. }
  5619. //Some initial values
  5620. md.amotion=skill_get_inf(skill_id)&INF_GROUND_SKILL?0:sstatus->amotion;
  5621. md.dmotion=tstatus->dmotion;
  5622. md.div_=skill_get_num( skill_id,skill_lv );
  5623. md.blewcount=skill_get_blewcount(skill_id,skill_lv);
  5624. md.dmg_lv=ATK_DEF;
  5625. md.flag=BF_MISC|BF_SKILL;
  5626. nk = skill_get_nk(skill_id);
  5627. sd = BL_CAST(BL_PC, src);
  5628. tsd = BL_CAST(BL_PC, target);
  5629. if(sd) {
  5630. sd->state.arrow_atk = 0;
  5631. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  5632. }
  5633. s_ele = skill_get_ele(skill_id, skill_lv);
  5634. if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  5635. s_ele = ELE_NEUTRAL;
  5636. else if (s_ele == -3) { //Use random element
  5637. if (skill_id == SN_FALCONASSAULT) {
  5638. if (sstatus->rhw.ele && !status_get_attack_sc_element(src, status_get_sc(src)))
  5639. s_ele = sstatus->rhw.ele;
  5640. else
  5641. s_ele = status_get_attack_sc_element(src, status_get_sc(src));
  5642. } else
  5643. s_ele = rnd()%ELE_ALL;
  5644. }
  5645. //Skill Range Criteria
  5646. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5647. switch (skill_id) {
  5648. case NC_MAGMA_ERUPTION: // 'Eruption' damage
  5649. md.damage = 800 + 200 * skill_lv;
  5650. break;
  5651. #ifdef RENEWAL
  5652. case HT_LANDMINE:
  5653. case MA_LANDMINE:
  5654. case HT_BLASTMINE:
  5655. case HT_CLAYMORETRAP:
  5656. md.damage = skill_lv * sstatus->dex * (3+status_get_lv(src)/100) * (1+sstatus->int_/35);
  5657. md.damage += md.damage * (rnd()%20-10) / 100;
  5658. md.damage += 40 * ((sd) ? pc_checkskill(sd,RA_RESEARCHTRAP) : skill_get_max(RA_RESEARCHTRAP));
  5659. break;
  5660. #else
  5661. case HT_LANDMINE:
  5662. case MA_LANDMINE:
  5663. md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
  5664. break;
  5665. case HT_BLASTMINE:
  5666. md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
  5667. break;
  5668. case HT_CLAYMORETRAP:
  5669. md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
  5670. break;
  5671. #endif
  5672. case HT_BLITZBEAT:
  5673. case SN_FALCONASSAULT:
  5674. {
  5675. uint8 skill;
  5676. //Blitz-beat Damage.
  5677. if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  5678. skill=0;
  5679. md.damage=(sstatus->dex/10 + sstatus->int_/2 + skill*3+40)*2;
  5680. if(mflag > 1) //Autocasted Blitz.
  5681. nk|=NK_SPLASHSPLIT;
  5682. if (skill_id == SN_FALCONASSAULT) {
  5683. //Div fix of Blitzbeat
  5684. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  5685. //Falcon Assault Modifier
  5686. md.damage=(int64)md.damage*(150+70*skill_lv)/100;
  5687. }
  5688. }
  5689. break;
  5690. case TF_THROWSTONE:
  5691. md.damage=50;
  5692. break;
  5693. case BA_DISSONANCE:
  5694. md.damage=30+skill_lv*10;
  5695. if (sd)
  5696. md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
  5697. break;
  5698. case NPC_SELFDESTRUCTION:
  5699. md.damage = sstatus->hp;
  5700. break;
  5701. case NPC_SMOKING:
  5702. md.damage=3;
  5703. break;
  5704. case NPC_DARKBREATH:
  5705. md.damage = tstatus->max_hp * (skill_lv * 10) / 100;
  5706. break;
  5707. case PA_PRESSURE:
  5708. md.damage=500+300*skill_lv;
  5709. break;
  5710. case PA_GOSPEL:
  5711. md.damage = 1+rnd()%9999;
  5712. break;
  5713. case CR_ACIDDEMONSTRATION:
  5714. #ifdef RENEWAL
  5715. // Official Renewal formula [helvetica]
  5716. // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
  5717. // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
  5718. // is considered "neutral" for purposes of resistances
  5719. {
  5720. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5721. struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  5722. md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
  5723. // AD benefits from endow/element but damage is forced back to neutral
  5724. md.damage = battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5725. }
  5726. #else
  5727. if(tstatus->vit+sstatus->int_) //crash fix
  5728. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  5729. else
  5730. md.damage = 0;
  5731. if (tsd) md.damage>>=1;
  5732. #endif
  5733. break;
  5734. case NJ_ZENYNAGE:
  5735. case KO_MUCHANAGE:
  5736. md.damage = skill_get_zeny(skill_id, skill_lv);
  5737. if (!md.damage) md.damage = (skill_id == NJ_ZENYNAGE ? 2 : 10);
  5738. md.damage = (skill_id == NJ_ZENYNAGE ? rnd()%md.damage + md.damage : md.damage * rnd_value(50,100)) / (skill_id == NJ_ZENYNAGE ? 1 : 100);
  5739. if (is_boss(target))
  5740. md.damage = md.damage / (skill_id == NJ_ZENYNAGE ? 3 : 2);
  5741. if (sd && skill_id == KO_MUCHANAGE && !pc_checkskill(sd, NJ_TOBIDOUGU))
  5742. md.damage = md.damage / 2;
  5743. else if (tsd && skill_id == NJ_ZENYNAGE)
  5744. md.damage = md.damage / 2;
  5745. break;
  5746. #ifdef RENEWAL
  5747. case NJ_ISSEN:
  5748. // Official Renewal formula [helvetica]
  5749. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  5750. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  5751. // modified def formula
  5752. {
  5753. short totaldef;
  5754. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5755. struct status_change *sc = status_get_sc(src);
  5756. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  5757. if (sc && sc->data[SC_BUNSINJYUTSU] && (i=sc->data[SC_BUNSINJYUTSU]->val2) > 0) { // mirror image bonus only occurs if active
  5758. md.div_ = -( i + 2 ); // mirror image count + 2
  5759. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  5760. }
  5761. // modified def reduction, final damage = base damage - (edef + sdef)
  5762. totaldef = tstatus->def2 + (short)status_get_def(target);
  5763. md.damage -= totaldef;
  5764. }
  5765. break;
  5766. #endif
  5767. case GS_FLING:
  5768. md.damage = sd?sd->status.job_level:status_get_lv(src);
  5769. break;
  5770. case GS_GROUNDDRIFT:
  5771. // Official formula [helvetica]
  5772. // damage = 50 * skill level
  5773. // fixed damage, ignores DEF and benefits from weapon +%ATK cards
  5774. md.damage = 50*skill_lv;
  5775. md.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, 0, md.damage, 0, md.flag|NK_NO_CARDFIX_DEF); // ground drift benefits from weapon atk cards, ignore DEF cards so we don't apply twice
  5776. break;
  5777. case HVAN_EXPLOSION: //[orn]
  5778. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  5779. break;
  5780. case ASC_BREAKER:
  5781. #ifdef RENEWAL
  5782. // Official Renewal formula [helvetica]
  5783. // damage = ((atk + matk) * (3 + (.5 * skill level))) - (edef + sdef + emdef + smdef)
  5784. // atk part takes weapon element, matk part is non-elemental
  5785. // modified def formula
  5786. {
  5787. short totaldef, totalmdef;
  5788. struct Damage atk, matk;
  5789. atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5790. nk|=NK_NO_ELEFIX; // atk part takes on weapon element, matk part is non-elemental
  5791. matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  5792. // (atk + matk) * (3 + (.5 * skill level))
  5793. md.damage = ((30 + (5 * skill_lv)) * (atk.damage + matk.damage)) / 10;
  5794. // modified def reduction, final damage = base damage - (edef + sdef + emdef + smdef)
  5795. totaldef = tstatus->def2 + (short)status_get_def(target);
  5796. totalmdef = tstatus->mdef + tstatus->mdef2;
  5797. md.damage -= totaldef + totalmdef;
  5798. }
  5799. #else
  5800. md.damage = 500+rnd()%500 + 5*skill_lv * sstatus->int_;
  5801. nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
  5802. #endif
  5803. break;
  5804. case HW_GRAVITATION:
  5805. #ifdef RENEWAL
  5806. md.damage = 500+100*skill_lv;
  5807. #else
  5808. md.damage = 200+200*skill_lv;
  5809. #endif
  5810. md.dmotion = 0; //No flinch animation.
  5811. break;
  5812. case NPC_EVILLAND:
  5813. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  5814. break;
  5815. case RA_CLUSTERBOMB:
  5816. case RA_FIRINGTRAP:
  5817. case RA_ICEBOUNDTRAP:
  5818. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  5819. RE_LVL_TMDMOD();
  5820. if(sd) {
  5821. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  5822. if(researchskill_lv)
  5823. md.damage = (int64)md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB?50:100);
  5824. else
  5825. md.damage = 0;
  5826. } else
  5827. md.damage = (int64)md.damage * 200 / (skill_id == RA_CLUSTERBOMB?50:100);
  5828. break;
  5829. case GN_THORNS_TRAP:
  5830. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  5831. break;
  5832. case GN_HELLS_PLANT_ATK:
  5833. //[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level ))
  5834. md.damage = ( skill_lv * status_get_lv(src) * 10 ) + ( status_get_int(src) * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - ((sd) ? pc_checkskill(sd,AM_CANNIBALIZE) : skill_get_max(AM_CANNIBALIZE))) );
  5835. break;
  5836. case RL_B_TRAP:
  5837. // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
  5838. md.damage = ((200 + status_get_dex(src)) * skill_lv * 10) + sstatus->hp; // (custom)
  5839. break;
  5840. }
  5841. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  5842. if(mflag>0)
  5843. md.damage/= mflag;
  5844. else
  5845. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5846. }
  5847. if (!(nk&NK_IGNORE_FLEE))
  5848. {
  5849. struct status_change *sc = status_get_sc(target);
  5850. i = 0; //Temp for "hit or no hit"
  5851. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  5852. i = 1;
  5853. else {
  5854. short
  5855. flee = tstatus->flee,
  5856. #ifdef RENEWAL
  5857. hitrate = 0; //Default hitrate
  5858. #else
  5859. hitrate = 80; //Default hitrate
  5860. #endif
  5861. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  5862. unsigned char attacker_count; //256 max targets should be a sane max
  5863. attacker_count = unit_counttargeted(target);
  5864. if(attacker_count >= battle_config.agi_penalty_count)
  5865. {
  5866. if (battle_config.agi_penalty_type == 1)
  5867. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  5868. else //assume type 2: absolute reduction
  5869. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  5870. if(flee < 1) flee = 1;
  5871. }
  5872. }
  5873. hitrate+= sstatus->hit - flee;
  5874. #ifdef RENEWAL
  5875. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  5876. hitrate += pc_checkskill(sd,AC_VULTURE);
  5877. #endif
  5878. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  5879. if(rnd()%100 < hitrate)
  5880. i = 1;
  5881. }
  5882. if (!i) {
  5883. md.damage = 0;
  5884. md.dmg_lv=ATK_FLEE;
  5885. }
  5886. }
  5887. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  5888. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  5889. md.damage += (int64)md.damage*i/100;
  5890. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  5891. md.damage -= (int64)md.damage*i/100;
  5892. if(!(nk&NK_NO_ELEFIX))
  5893. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  5894. //Plant damage
  5895. if(md.damage < 0)
  5896. md.damage = 0;
  5897. else if(md.damage && is_infinite_defense(target, md.flag)) {
  5898. md.damage = 1;
  5899. }
  5900. //Apply DAMAGE_DIV_FIX and check for min damage
  5901. md = battle_apply_div_fix(md);
  5902. md.damage=battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  5903. if( map_flag_gvg2(target->m) )
  5904. md.damage=battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  5905. else if( map[target->m].flag.battleground )
  5906. md.damage=battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  5907. switch( skill_id ) {
  5908. case RA_FIRINGTRAP:
  5909. case RA_ICEBOUNDTRAP:
  5910. if( md.damage == 1 ) break;
  5911. case RA_CLUSTERBOMB:
  5912. {
  5913. struct Damage wd;
  5914. wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  5915. md.damage += wd.damage;
  5916. }
  5917. break;
  5918. case NJ_ZENYNAGE:
  5919. if( sd ) {
  5920. if ( md.damage > sd->status.zeny )
  5921. md.damage = sd->status.zeny;
  5922. pc_payzeny(sd, (int)md.damage,LOG_TYPE_STEAL,NULL);
  5923. }
  5924. break;
  5925. }
  5926. // Skill damage adjustment
  5927. #ifdef ADJUST_SKILL_DAMAGE
  5928. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  5929. md.damage += (int64)md.damage * skill_damage / 100;
  5930. #endif
  5931. battle_absorb_damage(target, &md);
  5932. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  5933. return md;
  5934. }
  5935. /*==========================================
  5936. * Battle main entry, from skill_attack
  5937. *------------------------------------------
  5938. * Credits:
  5939. * Original coder unknown
  5940. * Initial refactoring by Baalberith
  5941. * Refined and optimized by helvetica
  5942. */
  5943. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag)
  5944. {
  5945. struct Damage d;
  5946. switch(attack_type) {
  5947. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  5948. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  5949. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  5950. default:
  5951. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  5952. memset(&d,0,sizeof(d));
  5953. break;
  5954. }
  5955. if( d.damage + d.damage2 < 1 )
  5956. { //Miss/Absorbed
  5957. //Weapon attacks should go through to cause additional effects.
  5958. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  5959. d.dmg_lv = ATK_MISS;
  5960. d.dmotion = 0;
  5961. }
  5962. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  5963. d.dmg_lv = ATK_DEF;
  5964. return d;
  5965. }
  5966. /*==========================================
  5967. * Final damage return function
  5968. *------------------------------------------
  5969. * Credits:
  5970. * Original coder unknown
  5971. * Initial refactoring by Baalberith
  5972. * Refined and optimized by helvetica
  5973. */
  5974. int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  5975. struct map_session_data* sd;
  5976. int64 rdamage = 0, damage = *dmg;
  5977. int max_damage = status_get_max_hp(bl);
  5978. struct status_change *sc, *ssc;
  5979. sd = BL_CAST(BL_PC, bl);
  5980. sc = status_get_sc(bl);
  5981. ssc = status_get_sc(src);
  5982. if (flag & BF_SHORT) {//Bounces back part of the damage.
  5983. if ( !status_reflect && sd && sd->bonus.short_weapon_damage_return ) {
  5984. rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
  5985. rdamage = max(rdamage,1);
  5986. } else if( status_reflect && sc && sc->count ) {
  5987. if( sc->data[SC_REFLECTSHIELD] ) {
  5988. struct status_change_entry *sce_d;
  5989. struct block_list *d_bl = NULL;
  5990. if( (sce_d = sc->data[SC_DEVOTION]) && (d_bl = map_id2bl(sce_d->val1)) &&
  5991. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  5992. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) )
  5993. { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  5994. if( (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4) ||
  5995. !check_distance_bl(bl,d_bl,sce_d->val3) )
  5996. return 0;
  5997. }
  5998. }
  5999. if( sc->data[SC_REFLECTDAMAGE] && !(skill_get_inf2(skill_id)&INF2_TRAP)) {
  6000. if( rnd()%100 <= sc->data[SC_REFLECTDAMAGE]->val1*10 + 30 ){
  6001. max_damage = (int64)max_damage * status_get_lv(bl) / 100;
  6002. rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
  6003. if( --(sc->data[SC_REFLECTDAMAGE]->val3) < 1)
  6004. status_change_end(bl,SC_REFLECTDAMAGE,INVALID_TIMER);
  6005. }
  6006. } else {
  6007. if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
  6008. // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6009. if (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4)
  6010. rdamage = 0;
  6011. else {
  6012. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  6013. if (rdamage < 1)
  6014. rdamage = 1;
  6015. }
  6016. }
  6017. if(sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && !(src->type == BL_MOB && is_boss(src)) ) {
  6018. uint8 dir = map_calc_dir(bl,src->x,src->y),
  6019. t_dir = unit_getdir(bl);
  6020. if( distance_bl(src,bl) <= 0 || !map_check_dir(dir,t_dir) ) {
  6021. int64 rd1 = 0;
  6022. rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  6023. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  6024. clif_skill_damage(src,bl,gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1,6);
  6025. status_change_end(bl,SC_DEATHBOUND,INVALID_TIMER);
  6026. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  6027. }
  6028. }
  6029. if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 && !(src->type == BL_MOB && is_boss(src)) ){
  6030. rdamage += damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100;
  6031. if (rdamage < 1) rdamage = 1;
  6032. }
  6033. }
  6034. }
  6035. } else {
  6036. if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) {
  6037. rdamage += damage * sd->bonus.long_weapon_damage_return / 100;
  6038. if (rdamage < 1) rdamage = 1;
  6039. }
  6040. }
  6041. if (ssc && ssc->data[SC_INSPIRATION]) {
  6042. rdamage += damage / 100;
  6043. #ifdef RENEWAL
  6044. rdamage = cap_value(rdamage, 1, max_damage);
  6045. #else
  6046. rdamage = max(rdamage,1);
  6047. #endif
  6048. }
  6049. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  6050. rdamage = 0;
  6051. return cap_value(min(rdamage,max_damage),INT_MIN,INT_MAX);
  6052. }
  6053. /*===========================================
  6054. * Perform battle drain effects (HP/SP loss)
  6055. *-------------------------------------------*/
  6056. void battle_drain(TBL_PC *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_)
  6057. {
  6058. struct weapon_data *wd;
  6059. int64 *damage;
  6060. int thp = 0, // HP gained by attacked
  6061. tsp = 0, // SP gained by attacked
  6062. rhp = 0, // HP reduced from target
  6063. rsp = 0, // SP reduced from target
  6064. hp = 0, sp = 0;
  6065. uint8 i = 0;
  6066. short vrate_hp = 0, vrate_sp = 0, v_hp = 0, v_sp = 0;
  6067. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  6068. return;
  6069. // Check for vanish HP/SP. !CHECKME: Which first, drain or vanish?
  6070. hp = (sd->bonus.hp_vanish_rate*10) + sd->hp_vanish_race[race].rate + sd->hp_vanish_race[RC_ALL].rate;
  6071. vrate_hp = cap_value(hp, 0, SHRT_MAX);
  6072. hp = sd->bonus.hp_vanish_per + sd->hp_vanish_race[race].per + sd->hp_vanish_race[RC_ALL].per;
  6073. v_hp = cap_value(hp, INT8_MIN, INT8_MAX);
  6074. sp = (sd->bonus.sp_vanish_rate*10) + sd->sp_vanish_race[race].rate + sd->sp_vanish_race[RC_ALL].rate;
  6075. vrate_sp = cap_value(sp, 0, SHRT_MAX);
  6076. sp = sd->bonus.sp_vanish_per + sd->sp_vanish_race[race].per + sd->sp_vanish_race[RC_ALL].per;
  6077. v_sp = cap_value(sp, INT8_MIN, INT8_MAX);
  6078. if (v_hp > 0 && vrate_hp > 0 && (vrate_hp >= 10000 || rnd()%10000 < vrate_hp))
  6079. i |= 1;
  6080. if (v_sp > 0 && vrate_sp > 0 && (vrate_sp >= 10000 || rnd()%10000 < vrate_sp))
  6081. i |= 2;
  6082. if (i)
  6083. status_percent_damage(&sd->bl, tbl, (i&1 ? (int8)v_hp: 0), (i&2 ? (int8)v_sp : 0), false);
  6084. // Check for drain HP/SP
  6085. hp = sp = i = 0;
  6086. for (i = 0; i < 4; i++) {
  6087. //First two iterations: Right hand
  6088. if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
  6089. else { wd = &sd->left_weapon; damage = &ldamage; }
  6090. if (*damage <= 0) continue;
  6091. if( i == 1 || i == 3 ) {
  6092. hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL];
  6093. hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per);
  6094. sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL];
  6095. sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per);
  6096. if( hp ) {
  6097. rhp += hp;
  6098. thp += hp;
  6099. }
  6100. if( sp ) {
  6101. rsp += sp;
  6102. tsp += sp;
  6103. }
  6104. } else {
  6105. hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL];
  6106. sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL];
  6107. if( hp ) {
  6108. rhp += hp;
  6109. thp += hp;
  6110. }
  6111. if( sp ) {
  6112. rsp += sp;
  6113. tsp += sp;
  6114. }
  6115. }
  6116. }
  6117. // Check for gain HP/SP
  6118. if (sd->bonus.hp_gain_attack)
  6119. thp += sd->bonus.hp_gain_attack;
  6120. if (sd->bonus.sp_gain_attack)
  6121. tsp += sd->bonus.sp_gain_attack;
  6122. if (sd->bonus.hp_gain_attack_rate)
  6123. thp += (int)((rdamage+ldamage) * sd->bonus.hp_gain_attack_rate / 100);
  6124. if (sd->bonus.sp_gain_attack_rate)
  6125. tsp += (int)((rdamage+ldamage) * sd->bonus.sp_gain_attack_rate / 100);
  6126. if (sd->hp_gain_attack.rate)
  6127. thp += battle_calc_drain(rdamage+ldamage, sd->hp_gain_attack.rate, sd->hp_gain_attack.per);
  6128. if (sd->sp_gain_attack.rate)
  6129. tsp += battle_calc_drain(rdamage+ldamage, sd->sp_gain_attack.rate, sd->sp_gain_attack.per);
  6130. if( sd->sp_gain_race_attack[race] )
  6131. tsp += sd->sp_gain_race_attack[race];
  6132. if( sd->sp_gain_race_attack[RC_ALL] )
  6133. tsp += sd->sp_gain_race_attack[RC_ALL];
  6134. if( sd->hp_gain_race_attack[race] )
  6135. thp += sd->hp_gain_race_attack[race];
  6136. if( sd->hp_gain_race_attack[RC_ALL] )
  6137. thp += sd->hp_gain_race_attack[RC_ALL];
  6138. if (sd->hp_gain_race_attack_rate[race])
  6139. thp += (int)((rdamage+ldamage) * sd->hp_gain_race_attack_rate[race] / 100);
  6140. if (sd->hp_gain_race_attack_rate[RC_ALL])
  6141. thp += (int)((rdamage+ldamage) * sd->hp_gain_race_attack_rate[RC_ALL] / 100);
  6142. if (sd->sp_gain_race_attack_rate[race])
  6143. tsp += (int)((rdamage+ldamage) * sd->sp_gain_race_attack_rate[race] / 100);
  6144. if (sd->sp_gain_race_attack_rate[RC_ALL])
  6145. tsp += (int)((rdamage+ldamage) * sd->sp_gain_race_attack_rate[RC_ALL] / 100);
  6146. if (!thp && !tsp)
  6147. return;
  6148. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  6149. if (rhp || rsp)
  6150. status_zap(tbl, rhp, rsp);
  6151. }
  6152. /*===========================================
  6153. * Deals the same damage to targets in area.
  6154. *-------------------------------------------
  6155. * Credits:
  6156. * Original coder pakpil
  6157. */
  6158. int battle_damage_area( struct block_list *bl, va_list ap) {
  6159. unsigned int tick;
  6160. int64 damage;
  6161. int amotion, dmotion;
  6162. struct block_list *src;
  6163. nullpo_ret(bl);
  6164. tick=va_arg(ap, unsigned int);
  6165. src=va_arg(ap,struct block_list *);
  6166. amotion=va_arg(ap,int);
  6167. dmotion=va_arg(ap,int);
  6168. damage=va_arg(ap,int);
  6169. if( bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  6170. return 0;
  6171. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  6172. map_freeblock_lock();
  6173. if( src->type == BL_PC )
  6174. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  6175. if( amotion )
  6176. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true);
  6177. else
  6178. status_fix_damage(src,bl,damage,0);
  6179. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0);
  6180. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  6181. map_freeblock_unlock();
  6182. }
  6183. return 0;
  6184. }
  6185. /*==========================================
  6186. * Do a basic physical attack (call through unit_attack_timer)
  6187. *------------------------------------------*/
  6188. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag) {
  6189. struct map_session_data *sd = NULL, *tsd = NULL;
  6190. struct status_data *sstatus, *tstatus;
  6191. struct status_change *sc, *tsc;
  6192. int64 damage;
  6193. int skillv;
  6194. struct Damage wd;
  6195. nullpo_retr(ATK_NONE, src);
  6196. nullpo_retr(ATK_NONE, target);
  6197. if (src->prev == NULL || target->prev == NULL)
  6198. return ATK_NONE;
  6199. sd = BL_CAST(BL_PC, src);
  6200. tsd = BL_CAST(BL_PC, target);
  6201. sstatus = status_get_status_data(src);
  6202. tstatus = status_get_status_data(target);
  6203. sc = status_get_sc(src);
  6204. tsc = status_get_sc(target);
  6205. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  6206. sc = NULL;
  6207. if (tsc && !tsc->count)
  6208. tsc = NULL;
  6209. if (sd)
  6210. {
  6211. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  6212. if (sd->state.arrow_atk)
  6213. {
  6214. short index = sd->equip_index[EQI_AMMO];
  6215. if (index < 0) {
  6216. if (sd->weapontype1 > W_KATAR || sd->weapontype1 < W_HUUMA)
  6217. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6218. else
  6219. clif_arrow_fail(sd,0);
  6220. return ATK_NONE;
  6221. }
  6222. //Ammo check by Ishizu-chan
  6223. if (sd->inventory_data[index]) {
  6224. switch (sd->status.weapon) {
  6225. case W_BOW:
  6226. if (sd->inventory_data[index]->look != A_ARROW) {
  6227. clif_arrow_fail(sd,0);
  6228. return ATK_NONE;
  6229. }
  6230. break;
  6231. case W_REVOLVER:
  6232. case W_RIFLE:
  6233. case W_GATLING:
  6234. case W_SHOTGUN:
  6235. if (sd->inventory_data[index]->look != A_BULLET) {
  6236. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6237. return ATK_NONE;
  6238. }
  6239. break;
  6240. case W_GRENADE:
  6241. if (sd->inventory_data[index]->look != A_GRENADE) {
  6242. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6243. return ATK_NONE;
  6244. }
  6245. break;
  6246. }
  6247. }
  6248. }
  6249. }
  6250. if (sc && sc->count) {
  6251. if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
  6252. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  6253. else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
  6254. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  6255. }
  6256. if (tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  6257. uint8 dir = map_calc_dir(target,src->x,src->y);
  6258. int t_dir = unit_getdir(target);
  6259. int dist = distance_bl(src, target);
  6260. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  6261. uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
  6262. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  6263. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0); //Display MISS.
  6264. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  6265. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  6266. return ATK_BLOCK;
  6267. }
  6268. }
  6269. 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)) )
  6270. {
  6271. uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  6272. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  6273. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  6274. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  6275. { //Target locked.
  6276. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0); //Display MISS.
  6277. clif_bladestop(target, src->id, 1);
  6278. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  6279. return ATK_BLOCK;
  6280. }
  6281. }
  6282. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  6283. int triple_rate= 30 - skillv; //Base Rate
  6284. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
  6285. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  6286. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  6287. }
  6288. if (rnd()%100 < triple_rate) {
  6289. //Need to apply canact_tick here because it doesn't go through skill_castend_id
  6290. sd->ud.canact_tick = tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv);
  6291. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  6292. return ATK_DEF;
  6293. return ATK_MISS;
  6294. }
  6295. }
  6296. if (sc) {
  6297. if (sc->data[SC_SACRIFICE]) {
  6298. uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
  6299. damage_lv ret_val;
  6300. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  6301. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  6302. /**
  6303. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  6304. * For further information: bugreport:4950
  6305. */
  6306. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  6307. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  6308. if( ret_val == ATK_NONE )
  6309. return ATK_MISS;
  6310. return ret_val;
  6311. }
  6312. if (sc->data[SC_MAGICALATTACK]) {
  6313. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
  6314. return ATK_DEF;
  6315. return ATK_MISS;
  6316. }
  6317. if( sc->data[SC_GT_ENERGYGAIN] ) {
  6318. int spheres = 5;
  6319. if( sc->data[SC_RAISINGDRAGON] )
  6320. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  6321. if( sd && rnd()%100 < sc->data[SC_GT_ENERGYGAIN]->val2 )
  6322. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  6323. }
  6324. }
  6325. if( tsc && tsc->data[SC_GT_ENERGYGAIN] ) {
  6326. int spheres = 5;
  6327. if( tsc->data[SC_RAISINGDRAGON] )
  6328. spheres += tsc->data[SC_RAISINGDRAGON]->val1;
  6329. if( tsd && rnd()%100 < tsc->data[SC_GT_ENERGYGAIN]->val2 )
  6330. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  6331. }
  6332. if (tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < tsc->data[SC_MTF_MLEATKED]->val2)
  6333. clif_skill_nodamage(target, target, SM_ENDURE, tsc->data[SC_MTF_MLEATKED]->val1, sc_start(src, target, SC_ENDURE, 100, tsc->data[SC_MTF_MLEATKED]->val1, skill_get_time(SM_ENDURE, tsc->data[SC_MTF_MLEATKED]->val1)));
  6334. if(tsc && tsc->data[SC_KAAHI] && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->data[SC_KAAHI]->val3)) {
  6335. int hp_heal = tstatus->max_hp - tstatus->hp;
  6336. if (hp_heal > tsc->data[SC_KAAHI]->val2)
  6337. hp_heal = tsc->data[SC_KAAHI]->val2;
  6338. if (hp_heal)
  6339. status_heal(target, hp_heal, 0, 2);
  6340. }
  6341. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  6342. if( sc && sc->count ) {
  6343. if( sc->data[SC_SPELLFIST] ) {
  6344. if( --(sc->data[SC_SPELLFIST]->val1) >= 0 ){
  6345. struct Damage ad = battle_calc_attack(BF_MAGIC,src,target,sc->data[SC_SPELLFIST]->val3,sc->data[SC_SPELLFIST]->val4,flag|BF_SHORT);
  6346. wd.damage = ad.damage;
  6347. if (wd.div_ > 1)
  6348. wd.damage *= 2; // Double the damage for multiple hits.
  6349. } else
  6350. status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
  6351. }
  6352. if( sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 )
  6353. wd.damage *= 3; // Triple Damage
  6354. if( sd && battle_config.arrow_decrement && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0) {
  6355. short idx = sd->equip_index[EQI_AMMO];
  6356. if (idx >= 0 && sd->status.inventory[idx].amount >= sc->data[SC_FEARBREEZE]->val4) {
  6357. pc_delitem(sd,idx,sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
  6358. sc->data[SC_FEARBREEZE]->val4 = 0;
  6359. }
  6360. }
  6361. }
  6362. if (sd && sd->state.arrow_atk) //Consume arrow.
  6363. battle_consume_ammo(sd, 0, 0);
  6364. damage = wd.damage + wd.damage2;
  6365. if( damage > 0 && src != target )
  6366. {
  6367. if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
  6368. { // Activates it only from melee damage
  6369. uint16 skill_id;
  6370. if( rnd()%2 == 1 )
  6371. skill_id = AB_DUPLELIGHT_MELEE;
  6372. else
  6373. skill_id = AB_DUPLELIGHT_MAGIC;
  6374. skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
  6375. }
  6376. }
  6377. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , (enum e_damage_type)wd.type, wd.damage2);
  6378. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  6379. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  6380. if ( target->type == BL_SKILL && damage > 0 ) {
  6381. TBL_SKILL *su = (TBL_SKILL*)target;
  6382. if (su && su->group) {
  6383. if (su->group->skill_id == HT_BLASTMINE)
  6384. skill_blown(src, target, 3, -1, 0);
  6385. if (su->group->skill_id == GN_WALLOFTHORN) {
  6386. if (--su->val2 <= 0)
  6387. skill_delunit(su);
  6388. }
  6389. }
  6390. }
  6391. map_freeblock_lock();
  6392. if( skill_check_shadowform(target, damage, wd.div_) ) {
  6393. if( !status_isdead(target) )
  6394. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  6395. if( wd.dmg_lv > ATK_BLOCK )
  6396. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  6397. } else
  6398. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true);
  6399. if( tsc ) {
  6400. if( tsc->data[SC_DEVOTION] ) {
  6401. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  6402. struct block_list *d_bl = map_id2bl(sce->val1);
  6403. if( d_bl && (
  6404. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  6405. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  6406. ) && check_distance_bl(target, d_bl, sce->val3) )
  6407. {
  6408. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  6409. status_fix_damage(NULL, d_bl, damage, 0);
  6410. }
  6411. else
  6412. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  6413. }
  6414. if( target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->data[SC_CIRCLE_OF_FIRE_OPTION] ) {
  6415. struct elemental_data *ed = ((TBL_PC*)target)->ed;
  6416. if( ed ) {
  6417. 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);
  6418. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
  6419. }
  6420. }
  6421. if( tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1 ) {
  6422. struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
  6423. if( e_bl && !status_isdead(e_bl) ) {
  6424. clif_damage(e_bl,e_bl,tick,wd.amotion,wd.dmotion,damage,wd.div_,(enum e_damage_type)wd.type,wd.damage2);
  6425. status_damage(target,e_bl,damage,0,0,0);
  6426. // Just show damage in target.
  6427. clif_damage(src, target, tick, wd.amotion, wd.dmotion, damage, wd.div_, (enum e_damage_type)wd.type, wd.damage2 );
  6428. map_freeblock_unlock();
  6429. return ATK_BLOCK;
  6430. }
  6431. }
  6432. }
  6433. if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
  6434. int sp = 0;
  6435. uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
  6436. uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
  6437. int i = rnd()%100;
  6438. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  6439. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  6440. //reduction only for skill_lv > 1
  6441. if (skill_lv > 1) {
  6442. if (i >= 50) skill_lv /= 2;
  6443. else if (i >= 15) skill_lv--;
  6444. }
  6445. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  6446. if (status_charge(src, 0, sp)) {
  6447. switch (skill_get_casttype(skill_id)) {
  6448. case CAST_GROUND:
  6449. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  6450. break;
  6451. case CAST_NODAMAGE:
  6452. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  6453. break;
  6454. case CAST_DAMAGE:
  6455. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  6456. break;
  6457. }
  6458. }
  6459. }
  6460. if (sd) {
  6461. uint16 r_skill = 0, sk_idx = 0;
  6462. if( wd.flag&BF_SHORT && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
  6463. (r_skill = (uint16)sc->data[SC__AUTOSHADOWSPELL]->val1) && (sk_idx = skill_get_index(r_skill)) &&
  6464. sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED )
  6465. {
  6466. int r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;
  6467. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  6468. int type;
  6469. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  6470. int maxcount = 0;
  6471. if( !(BL_PC&battle_config.skill_reiteration) &&
  6472. skill_get_unit_flag(r_skill)&UF_NOREITERATION )
  6473. type = -1;
  6474. if( BL_PC&battle_config.skill_nofootset &&
  6475. skill_get_unit_flag(r_skill)&UF_NOFOOTSET )
  6476. type = -1;
  6477. if( BL_PC&battle_config.land_skill_limit &&
  6478. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  6479. ) {
  6480. int v;
  6481. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  6482. if(sd->ud.skillunit[v]->skill_id == r_skill)
  6483. maxcount--;
  6484. }
  6485. if( maxcount == 0 )
  6486. type = -1;
  6487. }
  6488. if( type != CAST_GROUND ){
  6489. clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
  6490. map_freeblock_unlock();
  6491. return wd.dmg_lv;
  6492. }
  6493. }
  6494. if (sd->state.autocast == 0) {
  6495. sd->state.autocast = 1;
  6496. skill_consume_requirement(sd, r_skill, r_lv, 3);
  6497. switch (type) {
  6498. case CAST_GROUND:
  6499. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  6500. break;
  6501. case CAST_NODAMAGE:
  6502. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  6503. break;
  6504. case CAST_DAMAGE:
  6505. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  6506. break;
  6507. }
  6508. }
  6509. sd->state.autocast = 0;
  6510. sd->ud.canact_tick = tick + skill_delayfix(src, r_skill, r_lv);
  6511. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  6512. }
  6513. }
  6514. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  6515. if (battle_config.left_cardfix_to_right)
  6516. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  6517. else
  6518. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  6519. }
  6520. }
  6521. if (tsc) {
  6522. if (damage > 0 && tsc->data[SC_POISONREACT] &&
  6523. (rnd()%100 < tsc->data[SC_POISONREACT]->val3
  6524. || sstatus->def_ele == ELE_POISON) &&
  6525. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  6526. status_check_skilluse(target, src, TF_POISON, 0)
  6527. ) { //Poison React
  6528. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  6529. if (sstatus->def_ele == ELE_POISON) {
  6530. sce->val2 = 0;
  6531. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  6532. } else {
  6533. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  6534. --sce->val2;
  6535. }
  6536. if (sce->val2 <= 0)
  6537. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  6538. }
  6539. }
  6540. map_freeblock_unlock();
  6541. return wd.dmg_lv;
  6542. }
  6543. /*=========================
  6544. * Check for undead status
  6545. *-------------------------
  6546. * Credits:
  6547. * Original coder Skotlex
  6548. * Refactored by Baalberith
  6549. */
  6550. int battle_check_undead(int race,int element)
  6551. {
  6552. if(battle_config.undead_detect_type == 0) {
  6553. if(element == ELE_UNDEAD)
  6554. return 1;
  6555. }
  6556. else if(battle_config.undead_detect_type == 1) {
  6557. if(race == RC_UNDEAD)
  6558. return 1;
  6559. }
  6560. else {
  6561. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  6562. return 1;
  6563. }
  6564. return 0;
  6565. }
  6566. /*================================================================
  6567. * Returns the upmost level master starting with the given object
  6568. *----------------------------------------------------------------*/
  6569. struct block_list* battle_get_master(struct block_list *src)
  6570. {
  6571. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  6572. do {
  6573. prev = src;
  6574. switch (src->type) {
  6575. case BL_PET:
  6576. if (((TBL_PET*)src)->master)
  6577. src = (struct block_list*)((TBL_PET*)src)->master;
  6578. break;
  6579. case BL_MOB:
  6580. if (((TBL_MOB*)src)->master_id)
  6581. src = map_id2bl(((TBL_MOB*)src)->master_id);
  6582. break;
  6583. case BL_HOM:
  6584. if (((TBL_HOM*)src)->master)
  6585. src = (struct block_list*)((TBL_HOM*)src)->master;
  6586. break;
  6587. case BL_MER:
  6588. if (((TBL_MER*)src)->master)
  6589. src = (struct block_list*)((TBL_MER*)src)->master;
  6590. break;
  6591. case BL_ELEM:
  6592. if (((TBL_ELEM*)src)->master)
  6593. src = (struct block_list*)((TBL_ELEM*)src)->master;
  6594. break;
  6595. case BL_SKILL:
  6596. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  6597. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  6598. break;
  6599. }
  6600. } while (src && src != prev);
  6601. return prev;
  6602. }
  6603. /*==========================================
  6604. * Checks the state between two targets
  6605. * (enemy, friend, party, guild, etc)
  6606. *------------------------------------------
  6607. * Usage:
  6608. * See battle.h for possible values/combinations
  6609. * to be used here (BCT_* constants)
  6610. * Return value is:
  6611. * 1: flag holds true (is enemy, party, etc)
  6612. * -1: flag fails
  6613. * 0: Invalid target (non-targetable ever)
  6614. *
  6615. * Credits:
  6616. * Original coder unknown
  6617. * Rewritten by Skotlex
  6618. */
  6619. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  6620. {
  6621. int16 m; //map
  6622. int state = 0; //Initial state none
  6623. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  6624. struct block_list *s_bl = src, *t_bl = target;
  6625. struct unit_data *ud = NULL;
  6626. nullpo_ret(src);
  6627. nullpo_ret(target);
  6628. ud = unit_bl2ud(target);
  6629. m = target->m;
  6630. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  6631. //objects involved.
  6632. if( (t_bl = battle_get_master(target)) == NULL )
  6633. t_bl = target;
  6634. if( (s_bl = battle_get_master(src)) == NULL )
  6635. s_bl = src;
  6636. if ( s_bl->type == BL_PC ) {
  6637. switch( t_bl->type ) {
  6638. case BL_MOB: // Source => PC, Target => MOB
  6639. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  6640. return 0;
  6641. break;
  6642. case BL_PC:
  6643. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  6644. return 0;
  6645. break;
  6646. default:/* anything else goes */
  6647. break;
  6648. }
  6649. }
  6650. switch( target->type ) { // Checks on actual target
  6651. case BL_PC: {
  6652. struct status_change* sc = status_get_sc(src);
  6653. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  6654. return -1; //Cannot be targeted yet.
  6655. if( sc && sc->count ) {
  6656. if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
  6657. return -1;
  6658. }
  6659. }
  6660. break;
  6661. case BL_MOB:
  6662. {
  6663. struct mob_data *md = ((TBL_MOB*)target);
  6664. if (ud && ud->immune_attack)
  6665. return 0;
  6666. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  6667. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  6668. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou
  6669. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  6670. ){ //Targettable by players
  6671. state |= BCT_ENEMY;
  6672. strip_enemy = 0;
  6673. }
  6674. break;
  6675. }
  6676. case BL_SKILL:
  6677. {
  6678. TBL_SKILL *su = (TBL_SKILL*)target;
  6679. if( !su || !su->group)
  6680. return 0;
  6681. if( skill_get_inf2(su->group->skill_id)&INF2_TRAP && su->group->unit_id != UNT_USED_TRAPS) { //Only a few skills can target traps...
  6682. switch( battle_getcurrentskill(src) ) {
  6683. case RK_DRAGONBREATH:// it can only hit traps in pvp/gvg maps
  6684. case RK_DRAGONBREATH_WATER:
  6685. if( !map[m].flag.pvp && !map[m].flag.gvg )
  6686. break;
  6687. case 0://you can hit them without skills
  6688. case MA_REMOVETRAP:
  6689. case HT_REMOVETRAP:
  6690. case AC_SHOWER:
  6691. case MA_SHOWER:
  6692. case WZ_SIGHTRASHER:
  6693. case WZ_SIGHTBLASTER:
  6694. case SM_MAGNUM:
  6695. case MS_MAGNUM:
  6696. case RA_DETONATOR:
  6697. case RA_SENSITIVEKEEN:
  6698. case GN_CRAZYWEED_ATK:
  6699. case RK_STORMBLAST:
  6700. case SR_RAMPAGEBLASTER:
  6701. case NC_COLDSLOWER:
  6702. case NC_SELFDESTRUCTION:
  6703. #ifdef RENEWAL
  6704. case KN_BOWLINGBASH:
  6705. case KN_SPEARSTAB:
  6706. case LK_SPIRALPIERCE:
  6707. case ML_SPIRALPIERCE:
  6708. case MO_FINGEROFFENSIVE:
  6709. case MO_INVESTIGATE:
  6710. case MO_TRIPLEATTACK:
  6711. case MO_EXTREMITYFIST:
  6712. case CR_HOLYCROSS:
  6713. case ASC_METEORASSAULT:
  6714. case RG_RAID:
  6715. case MC_CARTREVOLUTION:
  6716. case HT_CLAYMORETRAP:
  6717. case RA_ICEBOUNDTRAP:
  6718. case RA_FIRINGTRAP:
  6719. #endif
  6720. state |= BCT_ENEMY;
  6721. strip_enemy = 0;
  6722. break;
  6723. default:
  6724. if(su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD){
  6725. state |= BCT_ENEMY;
  6726. strip_enemy = 0;
  6727. }else
  6728. return 0;
  6729. }
  6730. } else if (su->group->skill_id == WZ_ICEWALL || su->group->skill_id == GN_WALLOFTHORN) {
  6731. state |= BCT_ENEMY;
  6732. strip_enemy = 0;
  6733. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  6734. return 0;
  6735. }
  6736. break;
  6737. case BL_MER:
  6738. case BL_HOM:
  6739. case BL_ELEM:
  6740. if (ud && ud->immune_attack)
  6741. return 0;
  6742. break;
  6743. //All else not specified is an invalid target.
  6744. default:
  6745. return 0;
  6746. } //end switch actual target
  6747. switch( t_bl->type ) { //Checks on target master
  6748. case BL_PC: {
  6749. struct map_session_data *sd;
  6750. struct status_change *sc = NULL;
  6751. if( t_bl == s_bl )
  6752. break;
  6753. sd = BL_CAST(BL_PC, t_bl);
  6754. sc = status_get_sc(t_bl);
  6755. if( (sd->state.monster_ignore || (sc->data[SC_KINGS_GRACE] && s_bl->type != BL_PC)) && flag&BCT_ENEMY )
  6756. return 0; // Global immunity only to Attacks
  6757. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  6758. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  6759. if( sd->state.killable ) {
  6760. state |= BCT_ENEMY; // Everything can kill it
  6761. strip_enemy = 0;
  6762. }
  6763. break;
  6764. }
  6765. case BL_MOB:
  6766. {
  6767. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  6768. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  6769. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  6770. break;
  6771. }
  6772. default: break; //other type doesn't have slave yet
  6773. } //end switch master target
  6774. switch( src->type ) { //Checks on actual src type
  6775. case BL_PET:
  6776. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  6777. return 0; //Pet may not attack non-mobs.
  6778. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  6779. return 0; //pet may not attack Guardians/Emperium
  6780. break;
  6781. case BL_SKILL: {
  6782. struct skill_unit *su = (struct skill_unit *)src;
  6783. struct status_change* sc = status_get_sc(target);
  6784. if (!su || !su->group)
  6785. return 0;
  6786. if (su->group->src_id == target->id) {
  6787. int inf2 = skill_get_inf2(su->group->skill_id);
  6788. if (inf2&INF2_NO_TARGET_SELF)
  6789. return -1;
  6790. if (inf2&INF2_TARGET_SELF)
  6791. return 1;
  6792. }
  6793. //Status changes that prevent traps from triggering
  6794. if (sc && sc->count && skill_get_inf2(su->group->skill_id)&INF2_TRAP) {
  6795. if( sc->data[SC_SIGHTBLASTER] && sc->data[SC_SIGHTBLASTER]->val2 > 0 && sc->data[SC_SIGHTBLASTER]->val4%2 == 0)
  6796. return -1;
  6797. }
  6798. }
  6799. break;
  6800. case BL_MER:
  6801. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  6802. return 0; //mercenary may not attack Emperium
  6803. break;
  6804. } //end switch actual src
  6805. switch( s_bl->type )
  6806. { //Checks on source master
  6807. case BL_PC:
  6808. {
  6809. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  6810. if( s_bl != t_bl )
  6811. {
  6812. if( sd->state.killer )
  6813. {
  6814. state |= BCT_ENEMY; // Can kill anything
  6815. strip_enemy = 0;
  6816. }
  6817. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
  6818. {
  6819. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  6820. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  6821. else
  6822. return 0; // You can't target anything out of your duel
  6823. }
  6824. }
  6825. if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM )
  6826. return 0; //If you don't belong to a guild, can't target emperium.
  6827. if( t_bl->type != BL_PC )
  6828. state |= BCT_ENEMY; //Natural enemy.
  6829. break;
  6830. }
  6831. case BL_MOB:
  6832. {
  6833. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  6834. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  6835. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  6836. if( !md->special_state.ai )
  6837. { //Normal mobs
  6838. if(
  6839. ( target->type == BL_MOB && t_bl->type == BL_PC && ( ((TBL_MOB*)target)->special_state.ai != AI_ZANZOU && ((TBL_MOB*)target)->special_state.ai != AI_ATTACK ) ) ||
  6840. ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  6841. )
  6842. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  6843. else
  6844. state |= BCT_ENEMY; //However, all else are enemies.
  6845. }
  6846. else
  6847. {
  6848. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  6849. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  6850. }
  6851. break;
  6852. }
  6853. default:
  6854. //Need some sort of default behaviour for unhandled types.
  6855. if (t_bl->type != s_bl->type)
  6856. state |= BCT_ENEMY;
  6857. break;
  6858. } //end switch on src master
  6859. if( (flag&BCT_ALL) == BCT_ALL )
  6860. { //All actually stands for all attackable chars
  6861. if( target->type&BL_CHAR )
  6862. return 1;
  6863. else
  6864. return -1;
  6865. }
  6866. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  6867. return -1;
  6868. if( t_bl == s_bl )
  6869. { //No need for further testing.
  6870. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  6871. if( state&BCT_ENEMY && strip_enemy )
  6872. state&=~BCT_ENEMY;
  6873. return (flag&state)?1:-1;
  6874. }
  6875. if( map_flag_vs(m) )
  6876. { //Check rivalry settings.
  6877. int sbg_id = 0, tbg_id = 0;
  6878. if( map[m].flag.battleground )
  6879. {
  6880. sbg_id = bg_team_get_id(s_bl);
  6881. tbg_id = bg_team_get_id(t_bl);
  6882. }
  6883. if( flag&(BCT_PARTY|BCT_ENEMY) )
  6884. {
  6885. int s_party = status_get_party_id(s_bl);
  6886. 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) )
  6887. state |= BCT_PARTY;
  6888. else
  6889. state |= BCT_ENEMY;
  6890. }
  6891. if( flag&(BCT_GUILD|BCT_ENEMY) )
  6892. {
  6893. int s_guild = status_get_guild_id(s_bl);
  6894. int t_guild = status_get_guild_id(t_bl);
  6895. if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  6896. state |= BCT_GUILD;
  6897. else
  6898. state |= BCT_ENEMY;
  6899. }
  6900. if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id )
  6901. state &= ~BCT_ENEMY;
  6902. if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  6903. { // Prevent novice engagement on pk_mode (feature by Valaris)
  6904. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  6905. if (
  6906. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  6907. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  6908. (int)sd->status.base_level < battle_config.pk_min_level ||
  6909. (int)sd2->status.base_level < battle_config.pk_min_level ||
  6910. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  6911. )
  6912. state &= ~BCT_ENEMY;
  6913. }
  6914. }//end map_flag_vs chk rivality
  6915. else
  6916. { //Non pvp/gvg, check party/guild settings.
  6917. if( flag&BCT_PARTY || state&BCT_ENEMY )
  6918. {
  6919. int s_party = status_get_party_id(s_bl);
  6920. if(s_party && s_party == status_get_party_id(t_bl))
  6921. state |= BCT_PARTY;
  6922. }
  6923. if( flag&BCT_GUILD || state&BCT_ENEMY )
  6924. {
  6925. int s_guild = status_get_guild_id(s_bl);
  6926. int t_guild = status_get_guild_id(t_bl);
  6927. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  6928. state |= BCT_GUILD;
  6929. }
  6930. } //end non pvp/gvg chk rivality
  6931. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  6932. state = BCT_NEUTRAL;
  6933. //Alliance state takes precedence over enemy one.
  6934. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  6935. state&=~BCT_ENEMY;
  6936. return (flag&state)?1:-1;
  6937. }
  6938. /*==========================================
  6939. * Check if can attack from this range
  6940. * Basic check then calling path_search for obstacle etc..
  6941. *------------------------------------------
  6942. */
  6943. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  6944. {
  6945. int d;
  6946. nullpo_retr(false, src);
  6947. nullpo_retr(false, bl);
  6948. if( src->m != bl->m )
  6949. return false;
  6950. #ifndef CIRCULAR_AREA
  6951. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  6952. if ( !check_distance_client_bl(src, bl, range) )
  6953. return false;
  6954. } else
  6955. #endif
  6956. if( !check_distance_bl(src, bl, range) )
  6957. return false;
  6958. if( (d = distance_bl(src, bl)) < 2 )
  6959. return true; // No need for path checking.
  6960. if( d > AREA_SIZE )
  6961. return false; // Avoid targetting objects beyond your range of sight.
  6962. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  6963. }
  6964. /*=============================================
  6965. * Battle.conf settings and default/max values
  6966. *---------------------------------------------
  6967. */
  6968. static const struct _battle_data {
  6969. const char* str;
  6970. int* val;
  6971. int defval;
  6972. int min;
  6973. int max;
  6974. } battle_data[] = {
  6975. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  6976. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  6977. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  6978. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  6979. { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
  6980. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  6981. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  6982. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  6983. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  6984. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  6985. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  6986. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  6987. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  6988. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  6989. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  6990. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  6991. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  6992. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  6993. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  6994. { "traps_setting", &battle_config.traps_setting, 0, 0, 1, },
  6995. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  6996. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  6997. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  6998. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  6999. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  7000. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  7001. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  7002. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  7003. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  7004. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  7005. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  7006. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  7007. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  7008. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  7009. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  7010. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  7011. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  7012. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  7013. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  7014. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  7015. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  7016. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  7017. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  7018. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  7019. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  7020. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  7021. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  7022. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  7023. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  7024. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  7025. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  7026. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  7027. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  7028. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  7029. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  7030. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  7031. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  7032. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  7033. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  7034. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  7035. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  7036. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  7037. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  7038. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  7039. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  7040. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  7041. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  7042. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  7043. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  7044. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  7045. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  7046. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  7047. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  7048. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  7049. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  7050. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, },
  7051. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  7052. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  7053. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  7054. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  7055. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  7056. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  7057. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  7058. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  7059. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  7060. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  7061. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  7062. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  7063. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  7064. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  7065. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  7066. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  7067. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  7068. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  7069. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  7070. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  7071. { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, },
  7072. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  7073. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  7074. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  7075. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  7076. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  7077. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  7078. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  7079. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  7080. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  7081. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  7082. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  7083. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  7084. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  7085. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  7086. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  7087. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  7088. { "item_check", &battle_config.item_check, 0, 0, 7, },
  7089. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  7090. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  7091. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  7092. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  7093. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  7094. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  7095. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  7096. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  7097. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7098. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7099. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7100. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
  7101. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  7102. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  7103. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  7104. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  7105. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  7106. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  7107. { "max_hp", &battle_config.max_hp, 32500, 100, 1000000000, },
  7108. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  7109. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  7110. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  7111. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  7112. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  7113. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  7114. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  7115. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  7116. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  7117. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  7118. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  7119. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  7120. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  7121. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  7122. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7123. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  7124. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  7125. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  7126. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7127. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  7128. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  7129. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, },
  7130. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  7131. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  7132. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  7133. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  7134. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  7135. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  7136. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  7137. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  7138. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  7139. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  7140. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  7141. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  7142. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  7143. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  7144. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  7145. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  7146. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  7147. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  7148. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  7149. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  7150. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  7151. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  7152. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  7153. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  7154. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  7155. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
  7156. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  7157. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  7158. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  7159. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  7160. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  7161. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  7162. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  7163. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  7164. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  7165. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  7166. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  7167. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  7168. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  7169. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  7170. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  7171. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  7172. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  7173. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  7174. { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
  7175. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  7176. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  7177. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  7178. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
  7179. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  7180. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  7181. // eAthena additions
  7182. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  7183. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, },
  7184. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  7185. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, },
  7186. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  7187. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, },
  7188. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  7189. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, },
  7190. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  7191. { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
  7192. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, },
  7193. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  7194. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, },
  7195. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  7196. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, },
  7197. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  7198. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, },
  7199. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  7200. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  7201. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  7202. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  7203. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  7204. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  7205. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  7206. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  7207. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  7208. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  7209. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  7210. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  7211. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  7212. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  7213. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  7214. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  7215. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  7216. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  7217. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  7218. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  7219. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  7220. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  7221. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  7222. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  7223. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  7224. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  7225. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  7226. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  7227. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  7228. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  7229. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  7230. { "packet_ver_flag", &battle_config.packet_ver_flag, 0x7FFFFFFF,0, INT_MAX, },
  7231. { "packet_ver_flag2", &battle_config.packet_ver_flag2, 0x7FFFFFFF,0, INT_MAX, },
  7232. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  7233. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  7234. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  7235. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  7236. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  7237. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  7238. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  7239. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  7240. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  7241. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  7242. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  7243. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  7244. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  7245. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  7246. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  7247. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  7248. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  7249. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  7250. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  7251. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  7252. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  7253. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  7254. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  7255. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  7256. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  7257. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  7258. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  7259. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  7260. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  7261. { "display_version", &battle_config.display_version, 1, 0, 1, },
  7262. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  7263. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  7264. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  7265. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  7266. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  7267. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, },
  7268. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  7269. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  7270. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  7271. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  7272. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  7273. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  7274. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  7275. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, },
  7276. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  7277. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  7278. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  7279. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  7280. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  7281. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  7282. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  7283. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  7284. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  7285. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  7286. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  7287. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  7288. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  7289. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  7290. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  7291. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  7292. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  7293. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  7294. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  7295. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  7296. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  7297. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  7298. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  7299. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  7300. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  7301. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  7302. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  7303. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  7304. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  7305. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  7306. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  7307. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  7308. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  7309. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  7310. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  7311. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  7312. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  7313. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  7314. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  7315. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  7316. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  7317. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  7318. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  7319. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 1, 0, 1, },
  7320. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  7321. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  7322. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  7323. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  7324. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  7325. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  7326. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  7327. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  7328. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  7329. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  7330. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  7331. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  7332. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  7333. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  7334. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  7335. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  7336. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  7337. // BattleGround Settings
  7338. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  7339. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  7340. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  7341. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  7342. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  7343. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  7344. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  7345. // rAthena
  7346. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  7347. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  7348. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  7349. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  7350. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  7351. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 90, 0, 300 },
  7352. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  7353. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  7354. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  7355. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  7356. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  7357. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  7358. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  7359. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
  7360. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  7361. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  7362. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  7363. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  7364. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  7365. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  7366. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  7367. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  7368. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  7369. #ifdef VIP_ENABLE
  7370. { "vip_storage_increase", &battle_config.vip_storage_increase, 0, 0, MAX_STORAGE-MIN_STORAGE, },
  7371. #else
  7372. { "vip_storage_increase", &battle_config.vip_storage_increase, 0, 0, MAX_STORAGE, },
  7373. #endif
  7374. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 0, 0, INT_MAX, },
  7375. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 0, 0, INT_MAX, },
  7376. { "vip_exp_penalty_base_normal", &battle_config.vip_exp_penalty_base_normal, 0, 0, INT_MAX, },
  7377. { "vip_exp_penalty_job_normal", &battle_config.vip_exp_penalty_job_normal, 0, 0, INT_MAX, },
  7378. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 0, 0, INT_MAX, },
  7379. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 0, 0, INT_MAX, },
  7380. { "vip_bm_increase", &battle_config.vip_bm_increase, 0, 0, INT_MAX, },
  7381. { "vip_drop_increase", &battle_config.vip_drop_increase, 0, 0, INT_MAX, },
  7382. { "vip_gemstone", &battle_config.vip_gemstone, 0, 0, 1, },
  7383. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  7384. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  7385. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  7386. { "emblem_woe_change", &battle_config.emblem_woe_change, 0, 0, 1, },
  7387. { "emblem_transparency_limit", &battle_config.emblem_transparency_limit, 80, 0, 100, },
  7388. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  7389. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  7390. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  7391. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  7392. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  7393. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  7394. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  7395. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  7396. { "disp_serverbank_msg", &battle_config.disp_serverbank_msg, 0, 0, 1, },
  7397. { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, },
  7398. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  7399. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  7400. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  7401. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  7402. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  7403. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  7404. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  7405. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  7406. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  7407. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  7408. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  7409. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  7410. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  7411. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  7412. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  7413. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  7414. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  7415. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  7416. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  7417. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  7418. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  7419. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  7420. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  7421. { "idletime_option", &battle_config.idletime_option, 0x25, 1, INT_MAX, },
  7422. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  7423. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  7424. { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
  7425. { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
  7426. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 1, 0, 30, },
  7427. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  7428. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  7429. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  7430. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  7431. { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, },
  7432. { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, },
  7433. { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, },
  7434. { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, },
  7435. { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, },
  7436. { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, },
  7437. };
  7438. #ifndef STATS_OPT_OUT
  7439. // rAthena anonymous statistic usage report -- packet is built here, and sent to char server to report.
  7440. void rAthena_report(char* date, char *time_c) {
  7441. int i, rev = 0, bd_size = ARRAYLENGTH(battle_data);
  7442. unsigned int config = 0;
  7443. const char* rev_str;
  7444. char timestring[25];
  7445. time_t curtime;
  7446. char* buf;
  7447. enum config_table {
  7448. C_CIRCULAR_AREA = 0x0001,
  7449. C_CELLNOSTACK = 0x0002,
  7450. C_BETA_THREAD_TEST = 0x0004,
  7451. C_SCRIPT_CALLFUNC_CHECK = 0x0008,
  7452. C_OFFICIAL_WALKPATH = 0x0010,
  7453. C_RENEWAL = 0x0020,
  7454. C_RENEWAL_CAST = 0x0040,
  7455. C_RENEWAL_DROP = 0x0080,
  7456. C_RENEWAL_EXP = 0x0100,
  7457. C_RENEWAL_LVDMG = 0x0200,
  7458. C_RENEWAL_ASPD = 0x0400,
  7459. C_SECURE_NPCTIMEOUT = 0x0800,
  7460. C_SQL_DBS = 0x1000,
  7461. C_SQL_LOGS = 0x2000,
  7462. };
  7463. if( (rev_str = get_svn_revision()) != 0 )
  7464. rev = atoi(rev_str);
  7465. /* we get the current time */
  7466. time(&curtime);
  7467. strftime(timestring, 24, "%Y-%m-%d %H:%M:%S", localtime(&curtime));
  7468. // Various compile-time options
  7469. #ifdef CIRCULAR_AREA
  7470. config |= C_CIRCULAR_AREA;
  7471. #endif
  7472. #ifdef CELL_NOSTACK
  7473. config |= C_CELLNOSTACK;
  7474. #endif
  7475. #ifdef BETA_THREAD_TEST
  7476. config |= C_BETA_THREAD_TEST;
  7477. #endif
  7478. #ifdef SCRIPT_CALLFUNC_CHECK
  7479. config |= C_SCRIPT_CALLFUNC_CHECK;
  7480. #endif
  7481. #ifdef OFFICIAL_WALKPATH
  7482. config |= C_OFFICIAL_WALKPATH;
  7483. #endif
  7484. #ifdef RENEWAL
  7485. config |= C_RENEWAL;
  7486. #endif
  7487. #ifdef RENEWAL_CAST
  7488. config |= C_RENEWAL_CAST;
  7489. #endif
  7490. #ifdef RENEWAL_DROP
  7491. config |= C_RENEWAL_DROP;
  7492. #endif
  7493. #ifdef RENEWAL_EXP
  7494. config |= C_RENEWAL_EXP;
  7495. #endif
  7496. #ifdef RENEWAL_LVDMG
  7497. config |= C_RENEWAL_LVDMG;
  7498. #endif
  7499. #ifdef RENEWAL_ASPD
  7500. config |= C_RENEWAL_ASPD;
  7501. #endif
  7502. #ifdef SECURE_NPCTIMEOUT
  7503. config |= C_SECURE_NPCTIMEOUT;
  7504. #endif
  7505. /* non-define part */
  7506. if( db_use_sqldbs )
  7507. config |= C_SQL_DBS;
  7508. if( log_config.sql_logs )
  7509. config |= C_SQL_LOGS;
  7510. #define BFLAG_LENGTH 35
  7511. CREATE(buf, char, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) + 1 );
  7512. /* build packet */
  7513. WBUFW(buf,0) = 0x3000;
  7514. WBUFW(buf,2) = 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) );
  7515. WBUFW(buf,4) = 0x9c;
  7516. safestrncpy((char*)WBUFP(buf,6), date, 12);
  7517. safestrncpy((char*)WBUFP(buf,6 + 12), time_c, 9);
  7518. safestrncpy((char*)WBUFP(buf,6 + 12 + 9), timestring, 24);
  7519. WBUFL(buf,6 + 12 + 9 + 24) = rev;
  7520. WBUFL(buf,6 + 12 + 9 + 24 + 4) = map_getusers();
  7521. WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4) = config;
  7522. WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4) = bd_size;
  7523. for( i = 0; i < bd_size; i++ ) {
  7524. safestrncpy((char*)WBUFP(buf,6 + 12 + 9+ 24 + 4 + 4 + 4 + 4 + ( i * ( BFLAG_LENGTH + 4 ) ) ), battle_data[i].str, 35);
  7525. WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + BFLAG_LENGTH + ( i * ( BFLAG_LENGTH + 4 ) ) ) = *battle_data[i].val;
  7526. }
  7527. chrif_send_report(buf, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) );
  7528. aFree(buf);
  7529. #undef BFLAG_LENGTH
  7530. }
  7531. static int rAthena_report_timer(int tid, unsigned int tick, int id, intptr_t data) {
  7532. if( chrif_isconnected() ) { /* char server relays it, so it must be online. */
  7533. rAthena_report(__DATE__,__TIME__);
  7534. }
  7535. return 0;
  7536. }
  7537. #endif
  7538. /*==========================
  7539. * Set battle settings
  7540. *--------------------------*/
  7541. int battle_set_value(const char* w1, const char* w2)
  7542. {
  7543. int val = config_switch(w2);
  7544. int i;
  7545. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  7546. if (i == ARRAYLENGTH(battle_data))
  7547. return 0; // not found
  7548. if (val < battle_data[i].min || val > battle_data[i].max) {
  7549. 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);
  7550. val = battle_data[i].defval;
  7551. }
  7552. *battle_data[i].val = val;
  7553. return 1;
  7554. }
  7555. /*===========================
  7556. * Get battle settings
  7557. *---------------------------*/
  7558. int battle_get_value(const char* w1)
  7559. {
  7560. int i;
  7561. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  7562. if (i == ARRAYLENGTH(battle_data))
  7563. return 0; // not found
  7564. else
  7565. return *battle_data[i].val;
  7566. }
  7567. /*======================
  7568. * Set default settings
  7569. *----------------------*/
  7570. void battle_set_defaults()
  7571. {
  7572. int i;
  7573. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  7574. *battle_data[i].val = battle_data[i].defval;
  7575. }
  7576. /*==================================
  7577. * Cap certain battle.conf settings
  7578. *----------------------------------*/
  7579. void battle_adjust_conf()
  7580. {
  7581. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd * 10;
  7582. battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
  7583. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd * 10;
  7584. battle_config.max_extended_aspd = 2000 - battle_config.max_extended_aspd * 10;
  7585. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  7586. battle_config.max_cart_weight *= 10;
  7587. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  7588. battle_config.max_def = 100;
  7589. if (battle_config.min_hitrate > battle_config.max_hitrate)
  7590. battle_config.min_hitrate = battle_config.max_hitrate;
  7591. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  7592. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  7593. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  7594. battle_config.day_duration = 60000;
  7595. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  7596. battle_config.night_duration = 60000;
  7597. #if PACKETVER < 20100427
  7598. if (battle_config.feature_buying_store) {
  7599. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  7600. battle_config.feature_buying_store = 0;
  7601. }
  7602. #endif
  7603. #if PACKETVER < 20100803
  7604. if (battle_config.feature_search_stores) {
  7605. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  7606. battle_config.feature_search_stores = 0;
  7607. }
  7608. #endif
  7609. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  7610. if (battle_config.feature_auction) {
  7611. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER "EXPAND_AND_QUOTE(PACKETVER)", disabling...\n");
  7612. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  7613. battle_config.feature_auction = 0;
  7614. }
  7615. #endif
  7616. #if PACKETVER < 20130724
  7617. if (battle_config.feature_banking) {
  7618. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  7619. battle_config.feature_banking = 0;
  7620. }
  7621. #endif
  7622. #ifndef CELL_NOSTACK
  7623. if (battle_config.custom_cell_stack_limit != 1)
  7624. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  7625. #endif
  7626. }
  7627. /*=====================================
  7628. * Read battle.conf settings from file
  7629. *-------------------------------------*/
  7630. int battle_config_read(const char* cfgName)
  7631. {
  7632. FILE* fp;
  7633. static int count = 0;
  7634. if (count == 0)
  7635. battle_set_defaults();
  7636. count++;
  7637. fp = fopen(cfgName,"r");
  7638. if (fp == NULL)
  7639. ShowError("File not found: %s\n", cfgName);
  7640. else {
  7641. char line[1024], w1[1024], w2[1024];
  7642. while(fgets(line, sizeof(line), fp)) {
  7643. if (line[0] == '/' && line[1] == '/')
  7644. continue;
  7645. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  7646. continue;
  7647. if (strcmpi(w1, "import") == 0)
  7648. battle_config_read(w2);
  7649. else if
  7650. (battle_set_value(w1, w2) == 0)
  7651. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  7652. }
  7653. fclose(fp);
  7654. }
  7655. count--;
  7656. if (count == 0)
  7657. battle_adjust_conf();
  7658. return 0;
  7659. }
  7660. /*==========================
  7661. * initialize battle timer
  7662. *--------------------------*/
  7663. void do_init_battle(void)
  7664. {
  7665. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.c::delay_damage_ers",ERS_OPT_CLEAR);
  7666. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  7667. #ifndef STATS_OPT_OUT
  7668. add_timer_func_list(rAthena_report_timer, "rAthena_report_timer");
  7669. add_timer_interval(gettick() + 30000, rAthena_report_timer, 0, 0, 60000 * 30);
  7670. #endif
  7671. }
  7672. /*==================
  7673. * end battle timer
  7674. *------------------*/
  7675. void do_final_battle(void)
  7676. {
  7677. ers_destroy(delay_damage_ers);
  7678. }