battle.c 161 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include <stdio.h>
  4. #include <stdlib.h>
  5. #include <string.h>
  6. #include <math.h>
  7. #include "battle.h"
  8. #include "../common/timer.h"
  9. #include "../common/nullpo.h"
  10. #include "../common/malloc.h"
  11. #include "../common/showmsg.h"
  12. #include "../common/ers.h"
  13. #include "map.h"
  14. #include "pc.h"
  15. #include "status.h"
  16. #include "skill.h"
  17. #include "mob.h"
  18. #include "itemdb.h"
  19. #include "clif.h"
  20. #include "pet.h"
  21. #include "guild.h"
  22. #include "party.h"
  23. #define is_boss(bl) status_get_mexp(bl) // Can refine later [Aru]
  24. int attr_fix_table[4][10][10];
  25. struct Battle_Config battle_config;
  26. static struct eri *delay_damage_ers; //For battle delay damage structures.
  27. /*==========================================
  28. * 自分を�?ックしているMOBの?を?える(foreachclient)
  29. *------------------------------------------
  30. */
  31. static int battle_counttargeted_sub(struct block_list *bl, va_list ap)
  32. {
  33. int id, target_lv;
  34. struct block_list *src;
  35. nullpo_retr(0, bl);
  36. nullpo_retr(0, ap);
  37. id = va_arg(ap,int);
  38. src = va_arg(ap,struct block_list *);
  39. target_lv = va_arg(ap,int);
  40. if (id == bl->id || (src && id == src->id))
  41. return 0;
  42. if (bl->type == BL_PC) {
  43. struct map_session_data *sd = (struct map_session_data *)bl;
  44. if (sd && sd->attacktarget == id && sd->attacktimer != -1 && sd->attacktarget_lv >= target_lv)
  45. return 1;
  46. }
  47. else if (bl->type == BL_MOB) {
  48. struct mob_data *md = (struct mob_data *)bl;
  49. if (md && md->target_id == id && md->timer != -1 && md->state.state == MS_ATTACK && md->target_lv >= target_lv)
  50. return 1;
  51. //printf("md->target_lv:%d, target_lv:%d\n", md->target_lv, target_lv);
  52. }
  53. else if (bl->type == BL_PET) {
  54. struct pet_data *pd = (struct pet_data *)bl;
  55. if (pd && pd->target_id == id && pd->timer != -1 && pd->state.state == MS_ATTACK && pd->target_lv >= target_lv)
  56. return 1;
  57. }
  58. return 0;
  59. }
  60. /*==========================================
  61. * 自分を�?ックしている対?ロの?狽�ヤす(汎用)
  62. * 戻りは?ョ?狽ナ0以?�
  63. *------------------------------------------
  64. */
  65. int battle_counttargeted(struct block_list *bl,struct block_list *src,int target_lv)
  66. {
  67. nullpo_retr(0, bl);
  68. return (map_foreachinrange(battle_counttargeted_sub, bl, AREA_SIZE, BL_CHAR,
  69. bl->id, src, target_lv));
  70. }
  71. /*==========================================
  72. * Get random targetting enemy
  73. *------------------------------------------
  74. */
  75. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  76. {
  77. struct block_list **bl_list;
  78. struct block_list *target;
  79. int *c;
  80. nullpo_retr(0, bl);
  81. nullpo_retr(0, ap);
  82. bl_list = va_arg(ap, struct block_list **);
  83. nullpo_retr(0, c = va_arg(ap, int *));
  84. nullpo_retr(0, target = va_arg(ap, struct block_list *));
  85. if (bl->id == target->id)
  86. return 0;
  87. if (*c >= 24)
  88. return 0;
  89. if (bl->type == BL_PC) {
  90. struct map_session_data *sd = (struct map_session_data *)bl;
  91. if (!sd || sd->attacktarget != target->id || sd->attacktimer == -1)
  92. return 0;
  93. } else if (bl->type == BL_MOB) {
  94. struct mob_data *md = (struct mob_data *)bl;
  95. if (!md || md->target_id != target->id || md->timer == -1 || md->state.state != MS_ATTACK)
  96. return 0;
  97. } else if (bl->type == BL_PET) {
  98. struct pet_data *pd = (struct pet_data *)bl;
  99. if (!pd || pd->target_id != target->id || pd->timer == -1 || pd->state.state != MS_ATTACK)
  100. return 0;
  101. }
  102. bl_list[(*c)++] = bl;
  103. return 1;
  104. }
  105. int battle_getcurrentskill(struct block_list *bl)
  106. { //Returns the current/last skill in use by this bl.
  107. switch (bl->type)
  108. {
  109. case BL_PC:
  110. return ((struct map_session_data*)bl)->skillid;
  111. case BL_MOB:
  112. return ((struct mob_data*)bl)->skillid;
  113. case BL_PET:
  114. return ((struct pet_data*)bl)->skillid;
  115. case BL_SKILL:
  116. {
  117. struct skill_unit * su = (struct skill_unit*)bl;
  118. if (su->group)
  119. return su->group->skill_id;
  120. }
  121. break;
  122. }
  123. return 0;
  124. }
  125. //Returns the id of the current targetted character of the passed bl. [Skotlex]
  126. int battle_gettarget(struct block_list *bl)
  127. {
  128. switch (bl->type)
  129. {
  130. case BL_PC:
  131. return ((struct map_session_data*)bl)->attacktarget;
  132. case BL_MOB:
  133. return ((struct mob_data*)bl)->target_id;
  134. case BL_PET:
  135. return ((struct pet_data*)bl)->target_id;
  136. }
  137. return 0;
  138. }
  139. struct block_list* battle_gettargeted(struct block_list *target)
  140. {
  141. struct block_list *bl_list[24];
  142. int c = 0;
  143. nullpo_retr(NULL, target);
  144. memset(bl_list, 0, sizeof(bl_list));
  145. map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target);
  146. if (c == 0 || c > 24)
  147. return NULL;
  148. return bl_list[rand()%c];
  149. }
  150. // ダ�??[ジの遅延
  151. struct delay_damage {
  152. struct block_list *src;
  153. int target;
  154. int damage;
  155. unsigned short distance;
  156. unsigned short skill_lv;
  157. unsigned short skill_id;
  158. unsigned short dmg_lv;
  159. unsigned short flag;
  160. unsigned char attack_type;
  161. };
  162. int battle_delay_damage_sub (int tid, unsigned int tick, int id, int data)
  163. {
  164. struct delay_damage *dat = (struct delay_damage *)data;
  165. struct block_list *target = map_id2bl(dat->target);
  166. if (target && dat && map_id2bl(id) == dat->src && target->prev != NULL && !status_isdead(target) &&
  167. target->m == dat->src->m && check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex]
  168. {
  169. battle_damage(dat->src, target, dat->damage, dat->flag);
  170. if (!status_isdead(target) && (dat->dmg_lv == ATK_DEF || dat->damage > 0) && dat->attack_type)
  171. skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type, tick);
  172. }
  173. ers_free(delay_damage_ers, dat);
  174. return 0;
  175. }
  176. int battle_delay_damage (unsigned int tick, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, int dmg_lv, int flag)
  177. {
  178. struct delay_damage *dat;
  179. nullpo_retr(0, src);
  180. nullpo_retr(0, target);
  181. if (!battle_config.delay_battle_damage) {
  182. battle_damage(src, target, damage, flag);
  183. if (!status_isdead(target) && (damage > 0 || dmg_lv == ATK_DEF) && attack_type)
  184. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  185. return 0;
  186. }
  187. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  188. dat->src = src;
  189. dat->target = target->id;
  190. dat->skill_id = skill_id;
  191. dat->skill_lv = skill_lv;
  192. dat->attack_type = attack_type;
  193. dat->damage = damage;
  194. dat->dmg_lv = dmg_lv;
  195. dat->flag = flag;
  196. dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
  197. add_timer(tick, battle_delay_damage_sub, src->id, (int)dat);
  198. return 0;
  199. }
  200. // 実?ロにHPを操?�
  201. int battle_damage(struct block_list *bl,struct block_list *target,int damage, int flag)
  202. {
  203. struct map_session_data *sd = NULL;
  204. struct status_change *sc;
  205. nullpo_retr(0, target); //blはNULLで呼ばれることがあるので他でチェック
  206. sc = status_get_sc(target);
  207. if (damage == 0 ||
  208. target->prev == NULL ||
  209. target->type == BL_PET)
  210. return 0;
  211. if (bl) {
  212. if (bl->prev == NULL)
  213. return 0;
  214. if (bl->type == BL_PC) {
  215. nullpo_retr(0, sd = (struct map_session_data *)bl);
  216. }
  217. }
  218. if (damage < 0)
  219. return battle_heal(bl,target,-damage,0,flag);
  220. if (!flag && sc && sc->count) {
  221. // 凍結?A?ホ化?A?⊥ーを?チ去
  222. if (sc->data[SC_FREEZE].timer != -1)
  223. status_change_end(target,SC_FREEZE,-1);
  224. if (sc->data[SC_STONE].timer!=-1 && sc->data[SC_STONE].val2 == 0)
  225. status_change_end(target,SC_STONE,-1);
  226. if (sc->data[SC_SLEEP].timer != -1)
  227. status_change_end(target,SC_SLEEP,-1);
  228. if (sc->data[SC_WINKCHARM].timer != -1)
  229. status_change_end(target,SC_WINKCHARM,-1);
  230. }
  231. if (target->type == BL_MOB) { // MOB
  232. struct mob_data *md = (struct mob_data *)target;
  233. if (md && md->skilltimer != -1 && md->state.skillcastcancel) // 詠?・妨害
  234. skill_castcancel(target,0);
  235. return mob_damage(bl,md,damage,0);
  236. } else if (target->type == BL_PC) { // PC
  237. struct map_session_data *tsd = (struct map_session_data *)target;
  238. if (!tsd)
  239. return 0;
  240. if (sc->count && sc->data[SC_DEVOTION].val1 && bl && battle_getcurrentskill(bl) != PA_PRESSURE)
  241. { //Devotion only works on attacks from a source (prevent it from absorbing coma) [Skotlex]
  242. struct map_session_data *sd2 = map_id2sd(tsd->sc.data[SC_DEVOTION].val1);
  243. if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id)
  244. {
  245. clif_damage(bl, &sd2->bl, gettick(), 0, 0, damage, 0, 0, 0);
  246. pc_damage(&sd2->bl, sd2, damage);
  247. return 0;
  248. } else
  249. status_change_end(target, SC_DEVOTION, -1);
  250. }
  251. if (tsd->skilltimer != -1) { // 詠?・妨害
  252. // フェンカ?[ドや妨害されないスキルかの検?ク
  253. if ((!tsd->special_state.no_castcancel || map_flag_gvg(target->m)) && tsd->state.skillcastcancel &&
  254. !tsd->special_state.no_castcancel2)
  255. skill_castcancel(target,0);
  256. }
  257. return pc_damage(bl,tsd,damage);
  258. } else if (target->type == BL_SKILL)
  259. return skill_unit_ondamaged((struct skill_unit *)target, bl, damage, gettick());
  260. return 0;
  261. }
  262. int battle_heal(struct block_list *bl,struct block_list *target,int hp,int sp,int flag)
  263. {
  264. nullpo_retr(0, target); //blはNULLで呼ばれることがあるので他でチェック
  265. if (target->type == BL_PET)
  266. return 0;
  267. if (target->type == BL_PC && pc_isdead((struct map_session_data *)target) )
  268. return 0;
  269. if (hp == 0 && sp == 0)
  270. return 0;
  271. if (hp < 0)
  272. return battle_damage(bl,target,-hp,flag);
  273. if (target->type == BL_MOB)
  274. return mob_heal((struct mob_data *)target,hp);
  275. else if (target->type == BL_PC)
  276. return pc_heal((struct map_session_data *)target,hp,sp);
  277. return 0;
  278. }
  279. // ?U撃停止
  280. int battle_stopattack(struct block_list *bl)
  281. {
  282. nullpo_retr(0, bl);
  283. if (bl->type == BL_MOB)
  284. return mob_stopattack((struct mob_data*)bl);
  285. else if (bl->type == BL_PC)
  286. return pc_stopattack((struct map_session_data*)bl);
  287. else if (bl->type == BL_PET)
  288. return pet_stopattack((struct pet_data*)bl);
  289. return 0;
  290. }
  291. // Returns whether the given object is moving or not.
  292. int battle_iswalking(struct block_list *bl) {
  293. switch (bl->type)
  294. {
  295. case BL_PC:
  296. return (((struct map_session_data*)bl)->walktimer != -1);
  297. case BL_MOB:
  298. return (((struct mob_data*)bl)->state.state == MS_WALK);
  299. case BL_PET:
  300. return (((struct pet_data*)bl)->state.state == MS_WALK);
  301. default:
  302. return 0;
  303. }
  304. }
  305. // 移動停止
  306. int battle_stopwalking(struct block_list *bl,int type)
  307. {
  308. nullpo_retr(0, bl);
  309. if (bl->type == BL_MOB)
  310. return mob_stop_walking((struct mob_data*)bl,type);
  311. else if (bl->type == BL_PC)
  312. return pc_stop_walking((struct map_session_data*)bl,type);
  313. else if (bl->type == BL_PET)
  314. return pet_stop_walking((struct pet_data*)bl,type);
  315. return 0;
  316. }
  317. /*==========================================
  318. * Does attribute fix modifiers.
  319. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  320. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  321. *------------------------------------------
  322. */
  323. int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_elem)
  324. {
  325. int def_type = def_elem % 10, def_lv = def_elem / 10 / 2;
  326. struct status_change *sc=NULL, *tsc=NULL;
  327. int ratio;
  328. if (src) sc = status_get_sc(src);
  329. if (target) tsc = status_get_sc(target);
  330. if (atk_elem < 0 || atk_elem > 9)
  331. atk_elem = rand()%9; //�?器属?ォランダムで付加
  332. if (def_type < 0 || def_type > 9 ||
  333. def_lv < 1 || def_lv > 4) { // 属 ?ォ値がおかしいのでとりあえずそのまま返す
  334. if (battle_config.error_log)
  335. ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  336. //TODO: Remove this debug case once the cause is resolved. [Skotlex]
  337. if (src) switch (src->type) {
  338. case BL_MOB:
  339. ShowDebug("src: Mob %s-%d\n", ((struct mob_data*)src)->name, ((struct mob_data*)src)->class_);
  340. break;
  341. case BL_PC:
  342. ShowDebug("src: Player %s-%d\n", ((struct map_session_data*)src)->status.name, ((struct map_session_data*)src)->bl.id);
  343. break;
  344. case BL_PET:
  345. ShowDebug("src: Pet %s-%d\n", ((struct pet_data*)src)->name, ((struct pet_data*)src)->bl.id);
  346. break;
  347. case BL_SKILL:
  348. ShowDebug("src: Ground Skill id: %d\n", ((struct skill_unit*)src)->group->skill_id);
  349. break;
  350. default:
  351. ShowDebug("unknown source type %d.\n", src->type);
  352. }
  353. if (target) switch (target->type) {
  354. case BL_MOB:
  355. ShowDebug("target: Mob %s-%d\n", ((struct mob_data*)target)->name, ((struct mob_data*)target)->class_);
  356. break;
  357. case BL_PC:
  358. ShowDebug("target: Player %s-%d\n", ((struct map_session_data*)target)->status.name, ((struct map_session_data*)target)->bl.id);
  359. break;
  360. case BL_PET:
  361. ShowDebug("target: Pet %s-%d\n", ((struct pet_data*)target)->name, ((struct pet_data*)target)->bl.id);
  362. break;
  363. case BL_SKILL:
  364. ShowDebug("target: Ground Skill id: %d\n", ((struct skill_unit*)target)->group->skill_id);
  365. break;
  366. default:
  367. ShowDebug("unknown target type %d.\n", target->type);
  368. }
  369. return damage;
  370. }
  371. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  372. if (sc && sc->count)
  373. {
  374. if(sc->data[SC_VOLCANO].timer!=-1 && atk_elem == 3)
  375. ratio += enchant_eff[sc->data[SC_VOLCANO].val1-1];
  376. if(sc->data[SC_VIOLENTGALE].timer!=-1 && atk_elem == 4)
  377. ratio += enchant_eff[sc->data[SC_VIOLENTGALE].val1-1];
  378. if(sc->data[SC_DELUGE].timer!=-1 && atk_elem == 1)
  379. ratio += enchant_eff[sc->data[SC_DELUGE].val1-1];
  380. }
  381. if (tsc && tsc->count)
  382. {
  383. if(tsc->data[SC_ARMOR_ELEMENT].timer!=-1)
  384. {
  385. if (tsc->data[SC_ARMOR_ELEMENT].val1 == atk_elem)
  386. ratio -= tsc->data[SC_ARMOR_ELEMENT].val2;
  387. else
  388. if (tsc->data[SC_ARMOR_ELEMENT].val3 == atk_elem)
  389. ratio -= tsc->data[SC_ARMOR_ELEMENT].val4;
  390. }
  391. }
  392. return damage*ratio/100;
  393. }
  394. /*==========================================
  395. * Applies walk delay to character, considering that
  396. * if type is 0, this is a damage induced delay: if previous delay is active, do not change it.
  397. * if type is 1, this is a skill induced delay: walk-delay may only be increased, not decreased.
  398. *------------------------------------------
  399. */
  400. int battle_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type)
  401. {
  402. unsigned int *canmove_tick=NULL;
  403. if (delay <= 0) return 0;
  404. switch (bl->type) {
  405. case BL_PC:
  406. canmove_tick = &((TBL_PC*)bl)->canmove_tick;
  407. break;
  408. case BL_MOB:
  409. canmove_tick = &((TBL_MOB*)bl)->canmove_tick;
  410. break;
  411. case BL_NPC:
  412. canmove_tick = &((TBL_NPC*)bl)->canmove_tick;
  413. break;
  414. }
  415. if (!canmove_tick)
  416. return 0;
  417. if (type) {
  418. if (DIFF_TICK(*canmove_tick, tick+delay) > 0)
  419. return 0;
  420. } else {
  421. if (DIFF_TICK(*canmove_tick, tick) > 0)
  422. return 0;
  423. }
  424. *canmove_tick = tick + delay;
  425. return 1;
  426. }
  427. static int battle_walkdelay_sub(int tid, unsigned int tick, int id, int data)
  428. {
  429. struct block_list *bl = map_id2bl(id);
  430. if (!bl || status_isdead(bl))
  431. return 0;
  432. if (battle_set_walkdelay(bl, tick, data, 0))
  433. battle_stopwalking(bl,3);
  434. return 0;
  435. }
  436. /*==========================================
  437. * Applies walk delay based on attack type. [Skotlex]
  438. *------------------------------------------
  439. */
  440. int battle_walkdelay(struct block_list *bl, unsigned int tick, int adelay, int delay, int div_) {
  441. if (status_isdead(bl))
  442. return 0;
  443. if (bl->type == BL_PC) {
  444. if (battle_config.pc_walk_delay_rate != 100)
  445. delay = delay*battle_config.pc_walk_delay_rate/100;
  446. } else
  447. if (battle_config.walk_delay_rate != 100)
  448. delay = delay*battle_config.walk_delay_rate/100;
  449. if (div_ > 1) //Multi-hit skills mean higher delays.
  450. delay += battle_config.multihit_delay*(div_-1);
  451. if (delay <= 0)
  452. return 0;
  453. if (adelay > 0)
  454. add_timer(tick+adelay, battle_walkdelay_sub, bl->id, delay);
  455. else
  456. battle_set_walkdelay(bl, tick, delay, 0);
  457. return 1;
  458. }
  459. /*==========================================
  460. * ダ�??[ジ?ナ?I計算
  461. *------------------------------------------
  462. */
  463. int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
  464. {
  465. struct map_session_data *sd = NULL;
  466. struct mob_data *md = NULL;
  467. struct status_change *sc;
  468. struct status_change_entry *sci;
  469. int class_;
  470. nullpo_retr(0, bl);
  471. if (damage <= 0)
  472. return 0;
  473. class_ = status_get_class(bl);
  474. if (bl->type == BL_MOB) {
  475. md=(struct mob_data *)bl;
  476. } else if (bl->type == BL_PC) {
  477. sd=(struct map_session_data *)bl;
  478. }
  479. sc = status_get_sc(bl);
  480. if(flag&BF_LONG && map_getcell(bl->m, bl->x, bl->y, CELL_CHKPNEUMA) &&
  481. ((flag&BF_WEAPON && skill_num != NPC_GUIDEDATTACK) ||
  482. (flag&BF_MISC && skill_num != PA_PRESSURE) ||
  483. (flag&BF_MAGIC && skill_num == ASC_BREAKER))){ // It should block only physical part of Breaker! [Lupus], on the contrary, players all over the boards say it completely blocks Breaker x.x' [Skotlex]
  484. return 0;
  485. }
  486. if (sc && sc->count) {
  487. //First, sc_*'s that reduce damage to 0.
  488. if (sc->data[SC_SAFETYWALL].timer!=-1 && flag&BF_SHORT && (skill_num != NPC_GUIDEDATTACK && skill_num != AM_DEMONSTRATION)
  489. ) {
  490. // セ?[フティウォ?[ル
  491. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[SC_SAFETYWALL].val3;
  492. if (group) {
  493. if (--group->val2<=0)
  494. skill_delunitgroup(group);
  495. return 0;
  496. } else {
  497. status_change_end(bl,SC_SAFETYWALL,-1);
  498. }
  499. }
  500. if(sc->data[SC_LANDPROTECTOR].timer!=-1 && flag&BF_MAGIC)
  501. return 0;
  502. if(sc->data[SC_AUTOGUARD].timer != -1 && flag&BF_WEAPON &&
  503. rand()%100 < sc->data[SC_AUTOGUARD].val2) {
  504. int delay;
  505. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sc->data[SC_AUTOGUARD].val1,1);
  506. // different delay depending on skill level [celest]
  507. if (sc->data[SC_AUTOGUARD].val1 <= 5)
  508. delay = 300;
  509. else if (sc->data[SC_AUTOGUARD].val1 > 5 && sc->data[SC_AUTOGUARD].val1 <= 9)
  510. delay = 200;
  511. else
  512. delay = 100;
  513. battle_set_walkdelay(bl, gettick(), delay, 1);
  514. if(sc->data[SC_SHRINK].timer != -1 && rand()%100<5*sc->data[SC_AUTOGUARD].val1)
  515. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1));
  516. return 0;
  517. }
  518. // -- moonsoul (chance to block attacks with new Lord Knight skill parrying)
  519. //
  520. if(sc->data[SC_PARRYING].timer != -1 && flag&BF_WEAPON &&
  521. rand()%100 < sc->data[SC_PARRYING].val2) {
  522. clif_skill_nodamage(bl,bl,LK_PARRYING,sc->data[SC_PARRYING].val1,1);
  523. return 0;
  524. }
  525. if(sc->data[SC_DODGE].timer != -1 && !sc->opt1 &&
  526. (flag&BF_LONG || sc->data[SC_SPURT].timer != -1)
  527. && rand()%100 < 20) {
  528. if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
  529. clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
  530. if (sc->data[SC_COMBO].timer == -1)
  531. sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 0, 0, 2000);
  532. return 0;
  533. }
  534. if(sc->data[SC_FOGWALL].timer != -1 && flag&BF_MAGIC
  535. && rand()%100 < 75 && !(skill_get_inf(skill_num)&INF_GROUND_SKILL))
  536. return 0;
  537. //Now damage increasing effects
  538. if(sc->data[SC_AETERNA].timer!=-1 && skill_num != PA_PRESSURE && skill_num != PF_SOULBURN){
  539. damage<<=1;
  540. if (skill_num != ASC_BREAKER || flag & BF_MAGIC) //Only end it on the second attack of breaker. [Skotlex]
  541. status_change_end( bl,SC_AETERNA,-1 );
  542. }
  543. if(sc->data[SC_SPIDERWEB].timer!=-1) // [Celest]
  544. if ((flag&BF_SKILL && skill_get_pl(skill_num)==3) ||
  545. (!flag&BF_SKILL && status_get_attack_element(src)==3)) {
  546. damage<<=1;
  547. status_change_end(bl, SC_SPIDERWEB, -1);
  548. }
  549. //Finally damage reductions....
  550. if(sc->data[SC_ASSUMPTIO].timer != -1){
  551. if(map_flag_vs(bl->m))
  552. damage=damage*2/3; //Receive 66% damage
  553. else
  554. damage>>=1; //Receive 50% damage
  555. }
  556. if(sc->data[SC_DEFENDER].timer != -1 && flag&BF_LONG && flag&BF_WEAPON)
  557. damage=damage*(100-sc->data[SC_DEFENDER].val2)/100;
  558. if(sc->data[SC_FOGWALL].timer != -1 && flag&BF_LONG && flag&BF_WEAPON)
  559. damage >>=1;
  560. if(sc->data[SC_ENERGYCOAT].timer!=-1 && flag&BF_WEAPON){
  561. if(sd && sd->status.max_sp){
  562. if(sd->status.sp>0){
  563. int per = 100*sd->status.sp / sd->status.max_sp;
  564. per /=20; //Uses 20% SP intervals.
  565. //SP Cost: 1% + 0.5% per every 20% SP
  566. if (pc_damage_sp(sd, (10+5*per)*sd->status.max_sp/10000, 0) <= 0)
  567. status_change_end( bl,SC_ENERGYCOAT,-1 );
  568. //Reduction: 6% + 6% every 20%
  569. damage -= damage * 6 * (1+per) / 100;
  570. }
  571. }
  572. else
  573. damage -= damage * (sc->data[SC_ENERGYCOAT].val1 * 6) / 100;
  574. }
  575. if(sc->data[SC_REJECTSWORD].timer!=-1 && flag&BF_WEAPON &&
  576. // Fixed the condition check [Aalye]
  577. (src->type==BL_MOB || (src->type==BL_PC && (((struct map_session_data *)src)->status.weapon == 1 ||
  578. ((struct map_session_data *)src)->status.weapon == 2 ||
  579. ((struct map_session_data *)src)->status.weapon == 3)))){
  580. if(rand()%100 < (15*sc->data[SC_REJECTSWORD].val1)){
  581. damage = damage*50/100;
  582. clif_damage(bl,src,gettick(),0,0,damage,0,0,0);
  583. battle_damage(bl,src,damage,0);
  584. clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sc->data[SC_REJECTSWORD].val1,1);
  585. if((--sc->data[SC_REJECTSWORD].val2)<=0)
  586. status_change_end(bl, SC_REJECTSWORD, -1);
  587. }
  588. }
  589. //Finally Kyrie because it may, or not, reduce damage to 0.
  590. if(sc->data[SC_KYRIE].timer!=-1){
  591. sci=&sc->data[SC_KYRIE];
  592. sci->val2-=damage;
  593. if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){
  594. if(sci->val2>=0)
  595. damage=0;
  596. else
  597. damage=-sci->val2;
  598. }
  599. if((--sci->val3)<=0 || (sci->val2<=0) || skill_num == AL_HOLYLIGHT)
  600. status_change_end(bl, SC_KYRIE, -1);
  601. }
  602. if (damage <= 0) return 0;
  603. }
  604. //SC effects from caster side.
  605. sc = status_get_sc(src);
  606. if (sc && sc->count) {
  607. if(sc->data[SC_FOGWALL].timer != -1 && flag&(BF_LONG|BF_MAGIC)) {
  608. if (flag&BF_MAGIC) {
  609. if(!(skill_get_inf(skill_num)&INF_GROUND_SKILL) && rand()%100 < 75)
  610. return 0;
  611. } else
  612. damage /=2;
  613. }
  614. }
  615. if(md && md->guardian_data) {
  616. if(class_ == MOBID_EMPERIUM && (flag&BF_SKILL && //Only a few skills can hit the Emperium.
  617. skill_num != PA_PRESSURE && skill_num != MO_TRIPLEATTACK && skill_num != HW_GRAVITATION))
  618. return 0;
  619. if(src->type == BL_PC) {
  620. struct guild *g=guild_search(((struct map_session_data *)src)->status.guild_id);
  621. if (g && class_ == MOBID_EMPERIUM && guild_checkskill(g,GD_APPROVAL) <= 0)
  622. return 0;
  623. if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  624. return 0; // [MouseJstr]
  625. }
  626. }
  627. if (skill_num != PA_PRESSURE) { // Gloria Domini ignores WoE damage reductions
  628. if (map_flag_gvg(bl->m)) { //GvG
  629. if (md && md->guardian_data)
  630. damage -= damage * (md->guardian_data->castle->defense/100) * (battle_config.castle_defense_rate/100);
  631. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  632. if (flag&BF_WEAPON)
  633. damage = damage * battle_config.gvg_weapon_damage_rate/100;
  634. if (flag&BF_MAGIC)
  635. damage = damage * battle_config.gvg_magic_damage_rate/100;
  636. if (flag&BF_MISC)
  637. damage = damage * battle_config.gvg_misc_damage_rate/100;
  638. } else { //Normal attacks get reductions based on range.
  639. if (flag & BF_SHORT)
  640. damage = damage * battle_config.gvg_short_damage_rate/100;
  641. if (flag & BF_LONG)
  642. damage = damage * battle_config.gvg_long_damage_rate/100;
  643. }
  644. } else if (battle_config.pk_mode && bl->type == BL_PC) {
  645. if (flag & BF_WEAPON) {
  646. if (flag & BF_SHORT)
  647. damage = damage * 80/100;
  648. if (flag & BF_LONG)
  649. damage = damage * 70/100;
  650. }
  651. if (flag & BF_MAGIC)
  652. damage = damage * 60/100;
  653. if(flag & BF_MISC)
  654. damage = damage * 60/100;
  655. }
  656. if(damage < 1) damage = 1;
  657. }
  658. if(battle_config.skill_min_damage && damage > 0 && damage < div_)
  659. {
  660. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  661. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  662. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  663. )
  664. damage = div_;
  665. }
  666. if( md && !status_isdead(bl) && src != bl) {
  667. if (damage > 0 )
  668. mobskill_event(md,src,gettick(),flag);
  669. if (skill_num)
  670. mobskill_event(md,src,gettick(),MSC_SKILLUSED|(skill_num<<16));
  671. }
  672. return damage;
  673. }
  674. /*==========================================
  675. * HP/SP吸収の計算
  676. *------------------------------------------
  677. */
  678. int battle_calc_drain(int damage, int rate, int per, int val)
  679. {
  680. int diff = 0;
  681. if (damage <= 0)
  682. return 0;
  683. if (per && rand()%1000 < rate) {
  684. diff = (damage * per) / 100;
  685. if (diff == 0) {
  686. if (per > 0)
  687. diff = 1;
  688. else
  689. diff = -1;
  690. }
  691. }
  692. if (val /*&& rand()%1000 < rate*/) { //Absolute leech/penalties have 100% chance. [Skotlex]
  693. diff += val;
  694. }
  695. return diff;
  696. }
  697. /*==========================================
  698. * ?C練ダ�??[ジ
  699. *------------------------------------------
  700. */
  701. int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
  702. {
  703. int damage,skill;
  704. int race=status_get_race(target);
  705. int weapon;
  706. damage = dmg;
  707. nullpo_retr(0, sd);
  708. // デ?[モンベイン(+3 ?` +30) vs 不死 or 悪魔 (死?lは含めない?H)
  709. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 && (battle_check_undead(race,status_get_elem_type(target)) || race==6) )
  710. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  711. //damage += (skill * 3);
  712. // ビ?[ストベイン(+4 ?` +40) vs 動物 or ?ゥ虫
  713. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (race==2 || race==4) ) {
  714. damage += (skill * 4);
  715. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_HUNTER)
  716. damage += sd->status.str;
  717. }
  718. if(type == 0)
  719. weapon = sd->weapontype1;
  720. else
  721. weapon = sd->weapontype2;
  722. switch(weapon)
  723. {
  724. case 0x01: // Knife
  725. case 0x02: // 1HS
  726. {
  727. // 剣?C練(+4 ?` +40) 片手剣 短剣含む
  728. if((skill = pc_checkskill(sd,SM_SWORD)) > 0) {
  729. damage += (skill * 4);
  730. }
  731. break;
  732. }
  733. case 0x03: // 2HS
  734. {
  735. // 両手剣?C練(+4 ?` +40) 両手剣
  736. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0) {
  737. damage += (skill * 4);
  738. }
  739. break;
  740. }
  741. case 0x04: // 1HL
  742. case 0x05: // 2HL
  743. {
  744. // 槍?C練(+4 ?` +40,+5 ?` +50) 槍
  745. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  746. if(!pc_isriding(sd))
  747. damage += (skill * 4); // ペコに?謔チてない
  748. else
  749. damage += (skill * 5); // ペコに?謔チてる
  750. }
  751. break;
  752. }
  753. case 0x06: // 1H Axe
  754. case 0x07: // 2H Axe by Tato
  755. {
  756. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) {
  757. damage += (skill * 3);
  758. }
  759. break;
  760. }
  761. case 0x08: // Maces
  762. {
  763. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0) {
  764. damage += (skill * 3);
  765. }
  766. break;
  767. }
  768. case 0x09: // なし?
  769. break;
  770. case 0x0a: // Staffs
  771. break;
  772. case 0x0b: // Bows
  773. break;
  774. case 0x00: // Bare Hands
  775. case 0x0c: // Knuckles
  776. {
  777. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0) {
  778. damage += (skill * 3);
  779. }
  780. break;
  781. }
  782. case 0x0d: // Musical Instrument
  783. {
  784. // 楽器の練?K(+3 ?` +30) 楽器
  785. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0) {
  786. damage += (skill * 3);
  787. }
  788. break;
  789. }
  790. case 0x0e: // Whips
  791. {
  792. // Dance Lesson Skill Effect(+3 damage for every lvl = +30) 鞭
  793. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0) {
  794. damage += (skill * 3);
  795. }
  796. break;
  797. }
  798. case 0x0f: // Book
  799. {
  800. // Advance Book Skill Effect(+3 damage for every lvl = +30) {
  801. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0) {
  802. damage += (skill * 3);
  803. }
  804. break;
  805. }
  806. case 0x10: // Katars
  807. {
  808. if((skill = pc_checkskill(sd,ASC_KATAR)) > 0) {
  809. //Advanced Katar Research by zanetheinsane
  810. damage += damage*(10 +skill * 2)/100;
  811. }
  812. // カタ?[ル?C練(+3 ?` +30) カタ?[ル
  813. if((skill = pc_checkskill(sd,AS_KATAR)) > 0) {
  814. //ソニックブ�??[時は別?�??i1撃に付き1/8適応)
  815. damage += (skill * 3);
  816. }
  817. break;
  818. }
  819. }
  820. return (damage);
  821. }
  822. /*==========================================
  823. * Calculates the standard damage of a normal attack assuming it hits,
  824. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  825. *------------------------------------------
  826. * Pass damage2 as NULL to not calc it.
  827. * Flag values:
  828. * &1: Critical hit
  829. * &2: Arrow attack
  830. * &4: Skill is Magic Crasher
  831. * &8: Skip target size adjustment (Extremity Fist?)
  832. */
  833. static void battle_calc_base_damage(struct block_list *src, struct block_list *target, int* damage1, int* damage2, int flag)
  834. {
  835. unsigned short baseatk=0, baseatk_=0, atkmin=0, atkmax=0, atkmin_=0, atkmax_=0;
  836. struct map_session_data *sd;
  837. struct status_change *sc= status_get_sc(src);
  838. int t_size = status_get_size(target);
  839. if (src->type == BL_PC)
  840. sd = (struct map_session_data*)src;
  841. else
  842. sd = NULL;
  843. if (!sd)
  844. { //Mobs/Pets
  845. if ((target->type==BL_MOB && battle_config.enemy_str) ||
  846. (target->type==BL_PET && battle_config.pet_str))
  847. baseatk = status_get_batk(src);
  848. if(flag&4)
  849. {
  850. if (!(flag&1))
  851. atkmin = status_get_matk2(src);
  852. atkmax = status_get_matk1(src);
  853. } else {
  854. if (!(flag&1))
  855. atkmin = status_get_atk(src);
  856. atkmax = status_get_atk2(src);
  857. }
  858. if (atkmin > atkmax)
  859. atkmin = atkmax;
  860. } else { //PCs
  861. if(flag&4)
  862. {
  863. baseatk = status_get_matk2(src);
  864. if (damage2) baseatk_ = baseatk;
  865. } else {
  866. baseatk = status_get_batk(src);
  867. if (damage2) baseatk_ = baseatk;
  868. }
  869. //rodatazone says that Overrefine bonuses are part of baseatk
  870. if(sd->right_weapon.overrefine>0)
  871. baseatk+= rand()%sd->right_weapon.overrefine+1;
  872. if (damage2 && sd->left_weapon.overrefine>0)
  873. baseatk_+= rand()%sd->left_weapon.overrefine+1;
  874. atkmax = status_get_atk(src);
  875. if (damage2)
  876. atkmax_ = status_get_atk(src);
  877. if (!(flag&1) || (flag&2))
  878. { //Normal attacks
  879. atkmin = atkmin_ = status_get_dex(src);
  880. if (sd->equip_index[9] >= 0 && sd->inventory_data[sd->equip_index[9]])
  881. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[9]]->wlv*20)/100;
  882. if (atkmin > atkmax)
  883. atkmin = atkmax;
  884. if(damage2)
  885. {
  886. if (sd->equip_index[8] >= 0 && sd->inventory_data[sd->equip_index[8]])
  887. atkmin_ = atkmin_*(80 + sd->inventory_data[sd->equip_index[8]]->wlv*20)/100;
  888. if (atkmin_ > atkmax_)
  889. atkmin_ = atkmax_;
  890. }
  891. if(flag&2)
  892. { //Bows
  893. atkmin = atkmin*atkmax/100;
  894. if (atkmin > atkmax)
  895. atkmax = atkmin;
  896. }
  897. }
  898. }
  899. if (sc && sc->data[SC_MAXIMIZEPOWER].timer!=-1)
  900. {
  901. atkmin = atkmax;
  902. atkmin_ = atkmax_;
  903. }
  904. //Weapon Damage calculation
  905. if (!(flag&1))
  906. {
  907. (*damage1) += (atkmax>atkmin? rand()%(atkmax-atkmin):0)+atkmin;
  908. if (damage2)
  909. (*damage2) += (atkmax_>atkmin_? rand()%(atkmax_-atkmin_) :0) +atkmin_;
  910. } else {
  911. (*damage1) += atkmax;
  912. if (damage2)
  913. (*damage2) += atkmax_;
  914. }
  915. if (sd)
  916. {
  917. //rodatazone says the range is 0~arrow_atk-1 for non crit
  918. if (flag&2 && sd->arrow_atk)
  919. (*damage1) += ((flag&1)?sd->arrow_atk:rand()%sd->arrow_atk);
  920. //SizeFix only for players
  921. if (!(
  922. sd->special_state.no_sizefix ||
  923. (sc && sc->data[SC_WEAPONPERFECTION].timer!=-1) ||
  924. (pc_isriding(sd) && (sd->status.weapon==4 || sd->status.weapon==5) && t_size==1) ||
  925. (flag&8)
  926. ))
  927. {
  928. (*damage1) = (*damage1)*(sd->right_weapon.atkmods[t_size])/100;
  929. if (damage2)
  930. (*damage2) = (*damage2)*(sd->left_weapon.atkmods[t_size])/100;
  931. }
  932. }
  933. //Finally, add baseatk
  934. (*damage1) += baseatk;
  935. if (damage2)
  936. (*damage2) += baseatk_;
  937. return;
  938. }
  939. /*==========================================
  940. * battle_calc_weapon_attack (by Skotlex)
  941. *------------------------------------------
  942. */
  943. static struct Damage battle_calc_weapon_attack(
  944. struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
  945. {
  946. struct map_session_data *sd=NULL, *tsd=NULL;
  947. struct mob_data *md=NULL, *tmd=NULL;
  948. struct pet_data *pd=NULL;//, *tpd=NULL; (Noone can target pets)
  949. struct Damage wd;
  950. short skill=0;
  951. unsigned short skillratio = 100; //Skill dmg modifiers.
  952. short i;
  953. short t_mode = status_get_mode(target), t_size = status_get_size(target);
  954. short t_race=0, t_ele=0, s_race=0; //Set to 0 because the compiler does not notices they are NOT gonna be used uninitialized
  955. short s_ele, s_ele_;
  956. short def1, def2;
  957. struct status_change *sc = status_get_sc(src);
  958. struct status_change *tsc = status_get_sc(target);
  959. struct {
  960. unsigned hit : 1; //the attack Hit? (not a miss)
  961. unsigned cri : 1; //Critical hit
  962. unsigned idef : 1; //Ignore defense
  963. unsigned idef2 : 1; //Ignore defense (left weapon)
  964. unsigned infdef : 1; //Infinite defense (plants)
  965. unsigned arrow : 1; //Attack is arrow-based
  966. unsigned rh : 1; //Attack considers right hand (wd.damage)
  967. unsigned lh : 1; //Attack considers left hand (wd.damage2)
  968. unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
  969. unsigned cardfix : 1;
  970. } flag;
  971. memset(&wd,0,sizeof(wd));
  972. memset(&flag,0,sizeof(flag));
  973. if(src==NULL || target==NULL)
  974. {
  975. nullpo_info(NLP_MARK);
  976. return wd;
  977. }
  978. //Initial flag
  979. flag.rh=1;
  980. flag.weapon=1;
  981. flag.cardfix=1;
  982. flag.infdef=(t_mode&MD_PLANT?1:0);
  983. //Initial Values
  984. wd.type=0; //Normal attack
  985. wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1;
  986. wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:status_get_amotion(src); //Amotion should be 0 for ground skills.
  987. if(skill_num == KN_AUTOCOUNTER)
  988. wd.amotion >>= 1;
  989. wd.dmotion=status_get_dmotion(target);
  990. wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
  991. wd.flag=BF_SHORT|BF_WEAPON|BF_NORMAL; //Initial Flag
  992. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  993. if (sc && !sc->count)
  994. sc = NULL; //Skip checking as there are no status changes active.
  995. if (tsc && !tsc->count)
  996. tsc = NULL; //Skip checking as there are no status changes active.
  997. switch (src->type)
  998. {
  999. case BL_PC:
  1000. sd=(struct map_session_data *)src;
  1001. break;
  1002. case BL_MOB:
  1003. md=(struct mob_data *)src;
  1004. break;
  1005. case BL_PET:
  1006. pd=(struct pet_data *)src;
  1007. break;
  1008. }
  1009. switch (target->type)
  1010. {
  1011. case BL_PC:
  1012. tsd=(struct map_session_data *)target;
  1013. if (pd) { //Pets can't target players
  1014. memset(&wd,0,sizeof(wd));
  1015. return wd;
  1016. }
  1017. break;
  1018. case BL_MOB:
  1019. tmd=(struct mob_data *)target;
  1020. break;
  1021. case BL_PET://Cannot target pets
  1022. memset(&wd,0,sizeof(wd));
  1023. return wd;
  1024. }
  1025. if(sd) {
  1026. sd->state.attack_type = BF_WEAPON;
  1027. if (sd->skillblown[0].id != 0)
  1028. { //Apply the bonus blewcount. [Skotlex]
  1029. for (i = 0; i < 5 && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
  1030. if (i < 5 && sd->skillblown[i].id == skill_num)
  1031. wd.blewcount += sd->skillblown[i].val;
  1032. }
  1033. }
  1034. //Set miscellaneous data that needs be filled regardless of hit/miss
  1035. if(sd && sd->status.weapon == 11) {
  1036. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  1037. flag.arrow = 1;
  1038. } else if (status_get_range(src) > 3)
  1039. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  1040. if(skill_num){
  1041. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_SKILL;
  1042. switch(skill_num)
  1043. {
  1044. case AC_DOUBLE:
  1045. case AC_SHOWER:
  1046. case AC_CHARGEARROW:
  1047. case BA_MUSICALSTRIKE:
  1048. case DC_THROWARROW:
  1049. case CG_ARROWVULCAN:
  1050. case AS_VENOMKNIFE:
  1051. case HT_POWER:
  1052. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  1053. flag.arrow = 1;
  1054. break;
  1055. case HT_PHANTASMIC:
  1056. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  1057. flag.arrow = 0;
  1058. break;
  1059. case MO_FINGEROFFENSIVE:
  1060. if(sd && battle_config.finger_offensive_type == 0)
  1061. wd.div_ = sd->spiritball_old;
  1062. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  1063. break;
  1064. case CR_SHIELDBOOMERANG:
  1065. case PA_SHIELDCHAIN:
  1066. flag.weapon = 0;
  1067. case AS_GRIMTOOTH:
  1068. case KN_SPEARBOOMERANG:
  1069. case NPC_RANGEATTACK:
  1070. case LK_SPIRALPIERCE:
  1071. case ASC_BREAKER:
  1072. case AM_ACIDTERROR:
  1073. case ITM_TOMAHAWK: //Tomahawk is a ranged attack! [Skotlex]
  1074. case CR_GRANDCROSS:
  1075. case NPC_GRANDDARKNESS:
  1076. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  1077. break;
  1078. case KN_PIERCE:
  1079. wd.div_= t_size+1;
  1080. break;
  1081. case TF_DOUBLE: //For NPC used skill.
  1082. wd.type = 0x08;
  1083. break;
  1084. case KN_SPEARSTAB:
  1085. case KN_BOWLINGBASH:
  1086. case MO_BALKYOUNG:
  1087. case TK_TURNKICK:
  1088. wd.blewcount=0;
  1089. break;
  1090. case CR_SHIELDCHARGE:
  1091. flag.weapon = 0;
  1092. case NPC_PIERCINGATT:
  1093. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT;
  1094. break;
  1095. case KN_AUTOCOUNTER:
  1096. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  1097. break;
  1098. //Until they're at right position - gs_arrow- [Vicious]
  1099. case GS_BULLSEYE:
  1100. case GS_CRACKER:
  1101. case GS_TRACKING:
  1102. case GS_PIERCINGSHOT:
  1103. case GS_RAPIDSHOWER:
  1104. case GS_DUST:
  1105. case GS_SPREADATTACK:
  1106. case NJ_SYURIKEN:
  1107. case NJ_KUNAI:
  1108. case NJ_HUUMA:
  1109. flag.arrow = 1;
  1110. break;
  1111. }
  1112. }
  1113. if (skill_num && battle_config.skillrange_by_distance)
  1114. { //Skill range based on distance between src/target [Skotlex]
  1115. if ((sd && battle_config.skillrange_by_distance&1)
  1116. || (md && battle_config.skillrange_by_distance&2)
  1117. || (pd && battle_config.skillrange_by_distance&4)
  1118. ) {
  1119. if (check_distance_bl(src, target, 3))
  1120. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT;
  1121. else
  1122. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  1123. }
  1124. }
  1125. if(is_boss(target)) //Bosses can't be knocked-back
  1126. wd.blewcount = 0;
  1127. if (sd)
  1128. { //Arrow consumption
  1129. sd->state.arrow_atk = flag.arrow;
  1130. }
  1131. //Check for counter
  1132. if(!skill_num)
  1133. {
  1134. if(tsc && tsc->data[SC_AUTOCOUNTER].timer != -1)
  1135. //If it got here and you had autocounter active, then the direction/range does not matches: critical
  1136. flag.cri = 1;
  1137. } //End counter-check
  1138. if (!skill_num && (tsd || battle_config.enemy_perfect_flee))
  1139. { //Check for Lucky Dodge
  1140. short flee2 = status_get_flee2(target);
  1141. if (rand()%1000 < flee2)
  1142. {
  1143. wd.type=0x0b;
  1144. wd.dmg_lv=ATK_LUCKY;
  1145. return wd;
  1146. }
  1147. }
  1148. //Initialize variables that will be used afterwards
  1149. t_race = status_get_race(target);
  1150. t_ele = status_get_elem_type(target);
  1151. s_race = status_get_race(src);
  1152. s_ele = s_ele_ = skill_get_pl(skill_num);
  1153. if (!skill_num || s_ele == -1) { //Take weapon's element
  1154. s_ele = status_get_attack_element(src);
  1155. s_ele_ = status_get_attack_element2(src);
  1156. if (flag.arrow && sd && sd->arrow_ele)
  1157. s_ele = sd->arrow_ele;
  1158. } else if (s_ele == -2) { //Use enchantment's element
  1159. s_ele = s_ele_ = status_get_attack_sc_element(src);
  1160. }
  1161. if (sd)
  1162. { //Set whether damage1 or damage2 (or both) will be used
  1163. if(sd->weapontype1 == 0 && sd->weapontype2 > 0)
  1164. {
  1165. flag.rh=0;
  1166. flag.lh=1;
  1167. }
  1168. if(sd->status.weapon > 16)
  1169. flag.rh = flag.lh = 1;
  1170. }
  1171. //Check for critical
  1172. if(!flag.cri &&
  1173. (sd || battle_config.enemy_critical_rate) &&
  1174. (!skill_num || skill_num == KN_AUTOCOUNTER || skill_num == SN_SHARPSHOOTING || skill_num == NJ_KIRIKAGE))
  1175. {
  1176. short cri = status_get_critical(src);
  1177. if (sd)
  1178. {
  1179. cri+= sd->critaddrace[t_race];
  1180. if(flag.arrow)
  1181. cri += sd->arrow_cri;
  1182. if(sd->status.weapon == 16)
  1183. cri <<=1;
  1184. }
  1185. //The official equation is *2, but that only applies when sd's do critical.
  1186. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  1187. cri -= status_get_luk(target) * (md&&tsd?3:2);
  1188. if(tsc)
  1189. {
  1190. if (tsc->data[SC_SLEEP].timer!=-1 )
  1191. cri <<=1;
  1192. if(tsc->data[SC_JOINTBEAT].timer != -1 &&
  1193. tsc->data[SC_JOINTBEAT].val2 == 6) // Always take crits with Neck broken by Joint Beat [DracoRPG]
  1194. flag.cri=1;
  1195. }
  1196. switch (skill_num)
  1197. {
  1198. case KN_AUTOCOUNTER:
  1199. if(!(battle_config.pc_auto_counter_type&1))
  1200. flag.cri = 1;
  1201. else
  1202. cri <<= 1;
  1203. break;
  1204. case SN_SHARPSHOOTING:
  1205. cri += 200;
  1206. break;
  1207. case NJ_KIRIKAGE:
  1208. cri += 250 + 50*skill_lv;
  1209. break;
  1210. }
  1211. if(tsd && tsd->critical_def)
  1212. cri = cri*(100-tsd->critical_def)/100;
  1213. if (rand()%1000 < cri)
  1214. flag.cri= 1;
  1215. }
  1216. if (flag.cri)
  1217. {
  1218. wd.type = 0x0a;
  1219. flag.idef = flag.idef2 = flag.hit = 1;
  1220. } else { //Check for Perfect Hit
  1221. if(sd && sd->perfect_hit > 0 && rand()%100 < sd->perfect_hit)
  1222. flag.hit = 1;
  1223. if (sc && sc->data[SC_FUSION].timer != -1) {
  1224. flag.hit = 1; //SG_FUSION always hit [Komurka]
  1225. flag.idef = flag.idef2 = 1; //def ignore [Komurka]
  1226. }
  1227. if (skill_num && !flag.hit)
  1228. switch(skill_num)
  1229. {
  1230. case AS_SPLASHER: //Reports say it always hits?
  1231. if (wflag) //Only if you were the one exploding.
  1232. break;
  1233. case NPC_GUIDEDATTACK:
  1234. case RG_BACKSTAP:
  1235. case AM_ACIDTERROR:
  1236. case MO_INVESTIGATE:
  1237. case MO_EXTREMITYFIST:
  1238. case CR_GRANDCROSS:
  1239. case NPC_GRANDDARKNESS:
  1240. case PA_SACRIFICE:
  1241. case TK_COUNTER:
  1242. case SG_SUN_WARM:
  1243. case SG_MOON_WARM:
  1244. case SG_STAR_WARM:
  1245. flag.hit = 1;
  1246. break;
  1247. case CR_SHIELDBOOMERANG:
  1248. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  1249. flag.hit = 1;
  1250. break;
  1251. }
  1252. if ((tsc && !flag.hit) &&
  1253. (tsc->data[SC_SLEEP].timer!=-1 ||
  1254. tsc->data[SC_STUN].timer!=-1 ||
  1255. tsc->data[SC_FREEZE].timer!=-1 ||
  1256. (tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0))
  1257. )
  1258. flag.hit = 1;
  1259. }
  1260. if (!flag.hit)
  1261. { //Hit/Flee calculation
  1262. short
  1263. flee = status_get_flee(target),
  1264. hitrate=80; //Default hitrate
  1265. if(battle_config.agi_penalty_type)
  1266. {
  1267. unsigned char target_count; //256 max targets should be a sane max
  1268. target_count = 1+battle_counttargeted(target,src,battle_config.agi_penalty_count_lv);
  1269. if(target_count >= battle_config.agi_penalty_count)
  1270. {
  1271. if (battle_config.agi_penalty_type == 1)
  1272. flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  1273. else //asume type 2: absolute reduction
  1274. flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  1275. if(flee < 1) flee = 1;
  1276. }
  1277. }
  1278. hitrate+= status_get_hit(src) - flee;
  1279. if(sd && flag.arrow)
  1280. hitrate += sd->arrow_hit;
  1281. if(skill_num)
  1282. switch(skill_num)
  1283. { //Hit skill modifiers
  1284. case SM_BASH:
  1285. hitrate += 5*skill_lv;
  1286. break;
  1287. case SM_MAGNUM:
  1288. hitrate += 10*skill_lv;
  1289. break;
  1290. case KN_AUTOCOUNTER:
  1291. hitrate += 20;
  1292. break;
  1293. case KN_PIERCE:
  1294. hitrate += hitrate*(5*skill_lv)/100;
  1295. break;
  1296. case PA_SHIELDCHAIN:
  1297. hitrate += 20;
  1298. break;
  1299. case AS_SONICBLOW:
  1300. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1301. hitrate += 50;
  1302. break;
  1303. }
  1304. // Weaponry Research hidden bonus
  1305. if (sd && (skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1306. hitrate += hitrate*(2*skill)/100;
  1307. if (hitrate > battle_config.max_hitrate)
  1308. hitrate = battle_config.max_hitrate;
  1309. else if (hitrate < battle_config.min_hitrate)
  1310. hitrate = battle_config.min_hitrate;
  1311. if(rand()%100 >= hitrate)
  1312. wd.dmg_lv = ATK_FLEE;
  1313. else if (tsc && tsc->data[SC_KAUPE].timer != -1 && rand()%100 < tsc->data[SC_KAUPE].val2) {
  1314. if (--tsc->data[SC_KAUPE].val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  1315. status_change_end(target, SC_KAUPE, -1);
  1316. wd.dmg_lv = ATK_FLEE;
  1317. } else
  1318. flag.hit =1;
  1319. } //End hit/miss calculation
  1320. if(tsd && tsd->special_state.no_weapon_damage)
  1321. return wd;
  1322. if (flag.hit && !flag.infdef) //No need to do the math for plants
  1323. { //Hitting attack
  1324. //Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
  1325. //ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  1326. #define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
  1327. #define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
  1328. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  1329. #define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
  1330. #define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
  1331. //Adds an absolute value to damage. 100 = +100 damage
  1332. #define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
  1333. #define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
  1334. def1 = status_get_def(target);
  1335. def2 = status_get_def2(target);
  1336. switch (skill_num)
  1337. { //Calc base damage according to skill
  1338. case PA_SACRIFICE:
  1339. {
  1340. int hp_dmg = status_get_max_hp(src)* 9/100;
  1341. battle_damage(src, src, hp_dmg, 0); //Damage to self is always 9%
  1342. clif_damage(src,src, gettick(), 0, 0, hp_dmg, 0 , 0, 0);
  1343. wd.damage = hp_dmg;
  1344. wd.damage2 = 0;
  1345. if (sc && sc->data[SC_SACRIFICE].timer != -1)
  1346. {
  1347. if (--sc->data[SC_SACRIFICE].val2 <= 0)
  1348. status_change_end(src, SC_SACRIFICE,-1);
  1349. }
  1350. break;
  1351. }
  1352. case LK_SPIRALPIERCE:
  1353. if (sd) {
  1354. short index = sd->equip_index[9];
  1355. if (index >= 0 &&
  1356. sd->inventory_data[index] &&
  1357. sd->inventory_data[index]->type == 4)
  1358. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  1359. ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
  1360. index = status_get_str(src)/10;
  1361. index = index*index;
  1362. ATK_ADD(index); //Add str bonus.
  1363. switch (t_size) { //Size-fix. Is this modified by weapon perfection?
  1364. case 0: //Small: 125%
  1365. ATK_RATE(125);
  1366. break;
  1367. //case 1: //Medium: 100%
  1368. case 2: //Large: 75%
  1369. ATK_RATE(75);
  1370. break;
  1371. }
  1372. ATK_RATE(wd.div_*100); //Increase overall damage by number of this
  1373. //FIXME: (shouldn't something like this apply to ALL weapon skills?) [Skotlex]
  1374. break;
  1375. }
  1376. case CR_SHIELDBOOMERANG:
  1377. case PA_SHIELDCHAIN:
  1378. if (sd) {
  1379. short index = sd->equip_index[8];
  1380. wd.damage = status_get_batk(src);
  1381. if (flag.lh) wd.damage2 = status_get_batk(src);
  1382. if (index >= 0 &&
  1383. sd->inventory_data[index] &&
  1384. sd->inventory_data[index]->type == 5)
  1385. ATK_ADD(sd->inventory_data[index]->weight/10);
  1386. break;
  1387. }
  1388. default:
  1389. {
  1390. battle_calc_base_damage(src, target, &wd.damage, flag.lh?&wd.damage2:NULL,
  1391. (flag.cri?1:0)|(flag.arrow?2:0)|(skill_num == HW_MAGICCRASHER?4:0)|(skill_num == MO_EXTREMITYFIST?8:0));
  1392. //Add any bonuses that modify the base baseatk+watk (pre-skills)
  1393. if(sd)
  1394. {
  1395. if (sd->status.weapon < 16 && (sd->atk_rate != 100 || sd->weapon_atk_rate[sd->status.weapon] != 0))
  1396. ATK_RATE(sd->atk_rate + sd->weapon_atk_rate[sd->status.weapon]);
  1397. if(flag.cri && sd->crit_atk_rate)
  1398. ATK_ADDRATE(sd->crit_atk_rate);
  1399. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){
  1400. i = party_foreachsamemap(party_sub_count, sd, 0);
  1401. ATK_ADDRATE(2*skill*i);
  1402. }
  1403. }
  1404. break;
  1405. } //End default case
  1406. } //End switch(skill_num)
  1407. //Skill damage modifiers that stack linearly
  1408. if(sc && skill_num != PA_SACRIFICE)
  1409. {
  1410. if(sc->data[SC_OVERTHRUST].timer != -1)
  1411. skillratio += 5*sc->data[SC_OVERTHRUST].val1;
  1412. if(sc->data[SC_MAXOVERTHRUST].timer != -1)
  1413. skillratio += 20*sc->data[SC_MAXOVERTHRUST].val1;
  1414. if(sc->data[SC_BERSERK].timer != -1)
  1415. skillratio += 100;
  1416. }
  1417. if (!skill_num)
  1418. {
  1419. // Random chance to deal multiplied damage - Consider it as part of skill-based-damage
  1420. if(sd &&
  1421. sd->random_attack_increase_add > 0 &&
  1422. sd->random_attack_increase_per &&
  1423. rand()%100 < sd->random_attack_increase_per
  1424. )
  1425. skillratio += sd->random_attack_increase_add;
  1426. ATK_RATE(skillratio);
  1427. } else { //Skills
  1428. switch( skill_num )
  1429. {
  1430. case SM_BASH:
  1431. skillratio += 30*skill_lv;
  1432. break;
  1433. case SM_MAGNUM:
  1434. skillratio += 20*skill_lv;
  1435. break;
  1436. case MC_MAMMONITE:
  1437. skillratio += 50*skill_lv;
  1438. break;
  1439. case HT_POWER: //FIXME: How exactly is the STR based damage supposed to be done? [Skotlex]
  1440. skillratio += 10*status_get_str(src);
  1441. break;
  1442. case TF_DOUBLE: //This is the mob-used Double Attack. [Skotlex]
  1443. skillratio += 100;
  1444. break;
  1445. case AC_DOUBLE:
  1446. skillratio += 80+20*skill_lv;
  1447. break;
  1448. case AC_SHOWER:
  1449. skillratio += 5*skill_lv-25;
  1450. break;
  1451. case AC_CHARGEARROW:
  1452. skillratio += 50;
  1453. break;
  1454. case KN_PIERCE:
  1455. skillratio += wd.div_*(100+10*skill_lv)-100;
  1456. break;
  1457. case KN_SPEARSTAB:
  1458. skillratio += 15*skill_lv;
  1459. break;
  1460. case KN_SPEARBOOMERANG:
  1461. skillratio += 50*skill_lv;
  1462. break;
  1463. case KN_BRANDISHSPEAR:
  1464. {
  1465. int ratio = 100+20*skill_lv;
  1466. skillratio += ratio-100;
  1467. if(skill_lv>3 && wflag==1) skillratio += ratio/2;
  1468. if(skill_lv>6 && wflag==1) skillratio += ratio/4;
  1469. if(skill_lv>9 && wflag==1) skillratio += ratio/8;
  1470. if(skill_lv>6 && wflag==2) skillratio += ratio/2;
  1471. if(skill_lv>9 && wflag==2) skillratio += ratio/4;
  1472. if(skill_lv>9 && wflag==3) skillratio += ratio/2;
  1473. break;
  1474. }
  1475. case KN_BOWLINGBASH:
  1476. skillratio+= 40*skill_lv;
  1477. break;
  1478. case KN_AUTOCOUNTER:
  1479. case LK_SPIRALPIERCE:
  1480. case NPC_CRITICALSLASH:
  1481. flag.idef= flag.idef2= 1;
  1482. break;
  1483. case AS_GRIMTOOTH:
  1484. skillratio += 20*skill_lv;
  1485. break;
  1486. case AS_POISONREACT:
  1487. skillratio += 30*skill_lv;
  1488. break;
  1489. case AS_SONICBLOW:
  1490. skillratio += 300+40*skill_lv;
  1491. break;
  1492. case TF_SPRINKLESAND:
  1493. skillratio += 30;
  1494. break;
  1495. case MC_CARTREVOLUTION:
  1496. skillratio += 50;
  1497. if(sd && sd->cart_max_weight > 0 && sd->cart_weight > 0)
  1498. skillratio += 100*sd->cart_weight/sd->cart_max_weight; // +1% every 1% weight
  1499. else if (!sd)
  1500. skillratio += 150; //Max damage for non players.
  1501. break;
  1502. case NPC_COMBOATTACK:
  1503. skillratio += 100*wd.div_ -100;
  1504. break;
  1505. case NPC_RANDOMATTACK:
  1506. skillratio += rand()%150-50;
  1507. break;
  1508. case NPC_WATERATTACK:
  1509. case NPC_GROUNDATTACK:
  1510. case NPC_FIREATTACK:
  1511. case NPC_WINDATTACK:
  1512. case NPC_POISONATTACK:
  1513. case NPC_HOLYATTACK:
  1514. case NPC_DARKNESSATTACK:
  1515. case NPC_UNDEADATTACK:
  1516. case NPC_TELEKINESISATTACK:
  1517. skillratio += 25*skill_lv;
  1518. break;
  1519. case NPC_GUIDEDATTACK:
  1520. case NPC_RANGEATTACK:
  1521. case NPC_PIERCINGATT:
  1522. break;
  1523. case RG_BACKSTAP:
  1524. if(sd && sd->status.weapon == 11 && battle_config.backstab_bow_penalty)
  1525. skillratio += (200+40*skill_lv)/2;
  1526. else
  1527. skillratio += 200+40*skill_lv;
  1528. break;
  1529. case RG_RAID:
  1530. skillratio += 40*skill_lv;
  1531. break;
  1532. case RG_INTIMIDATE:
  1533. skillratio += 30*skill_lv;
  1534. break;
  1535. case CR_SHIELDCHARGE:
  1536. skillratio += 20*skill_lv;
  1537. break;
  1538. case CR_SHIELDBOOMERANG:
  1539. skillratio += 30*skill_lv;
  1540. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  1541. skillratio += 100;
  1542. break;
  1543. case NPC_DARKCROSS:
  1544. case CR_HOLYCROSS:
  1545. skillratio += 35*skill_lv;
  1546. break;
  1547. case CR_GRANDCROSS:
  1548. case NPC_GRANDDARKNESS:
  1549. flag.cardfix = 0;
  1550. break;
  1551. case AM_DEMONSTRATION:
  1552. skillratio += 20*skill_lv;
  1553. flag.cardfix = 0;
  1554. break;
  1555. case AM_ACIDTERROR:
  1556. skillratio += 40*skill_lv;
  1557. flag.cardfix = 0;
  1558. break;
  1559. case MO_FINGEROFFENSIVE:
  1560. if(battle_config.finger_offensive_type == 0)
  1561. skillratio+= wd.div_ * (100 + 50*skill_lv) -100;
  1562. else
  1563. skillratio+= 50 * skill_lv;
  1564. break;
  1565. case MO_INVESTIGATE:
  1566. skillratio += 75*skill_lv;
  1567. ATK_RATE(2*(def1 + def2));
  1568. flag.idef= flag.idef2= 1;
  1569. break;
  1570. case MO_EXTREMITYFIST:
  1571. if (sd)
  1572. { //Overflow check. [Skotlex]
  1573. unsigned int ratio = skillratio + 100*(8 + ((sd->status.sp)/10));
  1574. //You'd need something like 6K SP to reach this max, so should be fine for most purposes.
  1575. if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
  1576. skillratio = (unsigned short)ratio;
  1577. sd->status.sp = 0;
  1578. clif_updatestatus(sd,SP_SP);
  1579. }
  1580. flag.idef= flag.idef2= 1;
  1581. break;
  1582. case MO_TRIPLEATTACK:
  1583. skillratio += 20*skill_lv;
  1584. break;
  1585. case MO_CHAINCOMBO:
  1586. skillratio += 50+50*skill_lv;
  1587. break;
  1588. case MO_COMBOFINISH:
  1589. skillratio += 140+60*skill_lv;
  1590. break;
  1591. case BA_MUSICALSTRIKE:
  1592. skillratio += 40*skill_lv-40;
  1593. break;
  1594. case DC_THROWARROW:
  1595. skillratio += 50*skill_lv;
  1596. break;
  1597. case CH_TIGERFIST:
  1598. skillratio += 100*skill_lv-60;
  1599. break;
  1600. case CH_CHAINCRUSH:
  1601. skillratio += 300+100*skill_lv;
  1602. break;
  1603. case CH_PALMSTRIKE:
  1604. skillratio += 100+100*skill_lv;
  1605. break;
  1606. case LK_HEADCRUSH:
  1607. skillratio += 40*skill_lv;
  1608. break;
  1609. case LK_JOINTBEAT:
  1610. skillratio += 10*skill_lv-50;
  1611. break;
  1612. case ASC_METEORASSAULT:
  1613. skillratio += 40*skill_lv-60;
  1614. flag.cardfix = 0;
  1615. break;
  1616. case SN_SHARPSHOOTING:
  1617. skillratio += 50*skill_lv;
  1618. break;
  1619. case CG_ARROWVULCAN:
  1620. skillratio += 100+100*skill_lv;
  1621. break;
  1622. case AS_SPLASHER:
  1623. skillratio += 400+50*skill_lv;
  1624. if (sd)
  1625. skillratio += 20*pc_checkskill(sd,AS_POISONREACT);
  1626. if(wflag>1) //FIXME: Splash damage... is this the correct method? [Skotlex]
  1627. skillratio /= wflag;
  1628. flag.cardfix = 0;
  1629. break;
  1630. case ASC_BREAKER:
  1631. skillratio += 100*skill_lv-100;
  1632. flag.cardfix = 0;
  1633. break;
  1634. case PA_SACRIFICE:
  1635. //40% less effective on siege maps. [Skotlex]
  1636. skillratio += 10*skill_lv-10;
  1637. flag.idef = flag.idef2 = 1;
  1638. break;
  1639. case PA_SHIELDCHAIN:
  1640. skillratio += wd.div_*(100+30*skill_lv)-100;
  1641. break;
  1642. case WS_CARTTERMINATION:
  1643. if(sd && sd->cart_weight > 0)
  1644. skillratio += sd->cart_weight / (10 * (16 - skill_lv)) - 100;
  1645. else if (!sd)
  1646. skillratio += battle_config.max_cart_weight / (10 * (16 - skill_lv));
  1647. flag.cardfix = 0;
  1648. break;
  1649. case TK_DOWNKICK:
  1650. skillratio += 60 + 20*skill_lv;
  1651. break;
  1652. case TK_STORMKICK:
  1653. skillratio += 60 + 20*skill_lv;
  1654. break;
  1655. case TK_TURNKICK:
  1656. skillratio += 90 + 30*skill_lv;
  1657. break;
  1658. case TK_COUNTER:
  1659. skillratio += 90 + 30*skill_lv;
  1660. break;
  1661. case TK_JUMPKICK:
  1662. skillratio += -70 + 10*skill_lv;
  1663. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
  1664. skillratio += 10*status_get_lv(src)/3;
  1665. break;
  1666. case GS_TRIPLEACTION:
  1667. skillratio += 200;
  1668. break;
  1669. case GS_BULLSEYE:
  1670. skillratio += 400;
  1671. break;
  1672. case GS_TRACKING:
  1673. skillratio += 60*skill_lv;
  1674. if (skill_lv == 2) skillratio += 20;
  1675. if (skill_lv == 3) skillratio += 80;
  1676. if (skill_lv >= 4) skillratio += 60*(skill_lv-3);
  1677. if (skill_lv == 10) skillratio += 80;
  1678. break;
  1679. case GS_PIERCINGSHOT:
  1680. skillratio += 10*skill_lv;
  1681. break;
  1682. case GS_RAPIDSHOWER:
  1683. skillratio += 400 + 50*skill_lv;
  1684. break;
  1685. case GS_DESPERADO:
  1686. skillratio += 50*skill_lv-50;
  1687. break;
  1688. case GS_DUST:
  1689. skillratio += 50*skill_lv;
  1690. break;
  1691. case GS_FULLBUSTER:
  1692. skillratio += 150 + 250*skill_lv;
  1693. break;
  1694. case GS_SPREADATTACK:
  1695. skillratio += 20*skill_lv-20;
  1696. break;
  1697. case NJ_HUUMA:
  1698. skillratio += 50 + 150*skill_lv;
  1699. break;
  1700. case NJ_TATAMIGAESHI:
  1701. skillratio += 10*skill_lv;
  1702. break;
  1703. case NJ_KASUMIKIRI:
  1704. skillratio += 10*skill_lv;
  1705. break;
  1706. case NJ_KIRIKAGE:
  1707. skillratio += 100*skill_lv-100;
  1708. break;
  1709. case KN_CHARGEATK:
  1710. skillratio += wflag*15; //FIXME: How much is the actual bonus? [Skotlex]
  1711. break;
  1712. case HT_PHANTASMIC:
  1713. skillratio += 50;
  1714. break;
  1715. case MO_BALKYOUNG:
  1716. skillratio += 200;
  1717. break;
  1718. }
  1719. ATK_RATE(skillratio);
  1720. //Constant/misc additions from skills
  1721. switch (skill_num) {
  1722. case MO_EXTREMITYFIST:
  1723. ATK_ADD(250 + 150*skill_lv);
  1724. break;
  1725. case TK_DOWNKICK:
  1726. case TK_STORMKICK:
  1727. case TK_TURNKICK:
  1728. case TK_COUNTER:
  1729. case TK_JUMPKICK:
  1730. //TK_RUN kick damage bonus.
  1731. if(sd && sd->weapontype1 == 0 && sd->weapontype2 == 0)
  1732. ATK_ADD(10*pc_checkskill(sd, TK_RUN));
  1733. break;
  1734. }
  1735. }
  1736. //Here comes a second pass for skills that stack to the previously defined % damage. [Skotlex]
  1737. skillratio = 100;
  1738. //Skill damage modifiers that affect linearly stacked damage.
  1739. if (sc && skill_num != PA_SACRIFICE) {
  1740. if(sc->data[SC_TRUESIGHT].timer != -1)
  1741. skillratio += 2*sc->data[SC_TRUESIGHT].val1;
  1742. // It is still not quite decided whether it works on bosses or not...
  1743. if(sc->data[SC_EDP].timer != -1 /*&& !(t_mode&MD_BOSS)*/ && skill_num != ASC_BREAKER && skill_num != ASC_METEORASSAULT)
  1744. skillratio += 50 +50*sc->data[SC_EDP].val1;
  1745. }
  1746. switch (skill_num) {
  1747. case AS_SONICBLOW:
  1748. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  1749. skillratio += (map_flag_gvg(src->m))?25:100; //+25% dmg on woe/+100% dmg on nonwoe
  1750. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1751. skillratio += 10;
  1752. break;
  1753. }
  1754. if (sd && sd->skillatk[0].id != 0)
  1755. {
  1756. for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++);
  1757. if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
  1758. //May seem wrong as it also applies on top of other modifiers, but adding, say, 10%
  1759. //to 800% dmg -> 810% would make the bonus a little lame. [Skotlex]
  1760. skillratio += sd->skillatk[i].val;
  1761. }
  1762. if (skillratio != 100)
  1763. ATK_RATE(skillratio);
  1764. if(sd)
  1765. {
  1766. if (skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE
  1767. && skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS
  1768. && !flag.cri)
  1769. { //Elemental/Racial adjustments
  1770. char raceele_flag=0, raceele_flag_=0;
  1771. if(sd->right_weapon.def_ratio_atk_ele & (1<<t_ele) ||
  1772. sd->right_weapon.def_ratio_atk_race & (1<<t_race) ||
  1773. sd->right_weapon.def_ratio_atk_race & (is_boss(target)?1<<10:1<<11)
  1774. )
  1775. raceele_flag = flag.idef = 1;
  1776. if(sd->left_weapon.def_ratio_atk_ele & (1<<t_ele) ||
  1777. sd->left_weapon.def_ratio_atk_race & (1<<t_race) ||
  1778. sd->left_weapon.def_ratio_atk_race & (is_boss(target)?1<<10:1<<11)
  1779. ) { //Pass effect onto right hand if configured so. [Skotlex]
  1780. if (battle_config.left_cardfix_to_right && flag.rh)
  1781. raceele_flag = flag.idef = 1;
  1782. else
  1783. raceele_flag_ = flag.idef2 = 1;
  1784. }
  1785. if (raceele_flag || raceele_flag_)
  1786. ATK_RATE2(raceele_flag?(def1 + def2):100, raceele_flag_?(def1 + def2):100);
  1787. }
  1788. if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS)
  1789. { //Ignore Defense?
  1790. if (!flag.idef && (
  1791. (tmd && sd->right_weapon.ignore_def_mob & (is_boss(target)?2:1)) ||
  1792. sd->right_weapon.ignore_def_ele & (1<<t_ele) ||
  1793. sd->right_weapon.ignore_def_race & (1<<t_race) ||
  1794. sd->right_weapon.ignore_def_race & (is_boss(target)?1<<10:1<<11)
  1795. ))
  1796. flag.idef = 1;
  1797. if (!flag.idef2 && (
  1798. (tmd && sd->left_weapon.ignore_def_mob & (is_boss(target)?2:1)) ||
  1799. sd->left_weapon.ignore_def_ele & (1<<t_ele) ||
  1800. sd->left_weapon.ignore_def_race & (1<<t_race) ||
  1801. sd->left_weapon.ignore_def_race & (is_boss(target)?1<<10:1<<11)
  1802. )) {
  1803. if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
  1804. flag.idef = 1;
  1805. else
  1806. flag.idef2 = 1;
  1807. }
  1808. }
  1809. }
  1810. if (!flag.idef || !flag.idef2)
  1811. { //Defense reduction
  1812. short vit_def;
  1813. if(battle_config.vit_penalty_type)
  1814. {
  1815. unsigned char target_count; //256 max targets should be a sane max
  1816. target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penalty_count_lv);
  1817. if(target_count >= battle_config.vit_penalty_count) {
  1818. if(battle_config.vit_penalty_type == 1) {
  1819. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1820. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1821. } else { //Assume type 2
  1822. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1823. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1824. }
  1825. }
  1826. if(def1 < 0 || skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
  1827. if(def2 < 1) def2 = 1;
  1828. }
  1829. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  1830. if (tsd) //Sd vit-eq
  1831. { //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  1832. vit_def = def2*(def2-15)/150;
  1833. vit_def = def2/2 + (vit_def>0?rand()%vit_def:0);
  1834. if((battle_check_undead(s_race,status_get_elem_type(src)) || s_race==6) &&
  1835. (skill=pc_checkskill(tsd,AL_DP)) >0)
  1836. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  1837. } else { //Mob-Pet vit-eq
  1838. //VIT + rnd(0,[VIT/20]^2-1)
  1839. vit_def = (def2/20)*(def2/20);
  1840. vit_def = def2 + (vit_def>0?rand()%vit_def:0);
  1841. }
  1842. if ((sd && battle_config.player_defense_type)
  1843. || (md && battle_config.monster_defense_type)
  1844. || (pd && battle_config.pet_defense_type)
  1845. )
  1846. vit_def += def1*battle_config.player_defense_type;
  1847. else
  1848. ATK_RATE2(flag.idef?100:100-def1, flag.idef2?100:100-def1);
  1849. ATK_ADD2(flag.idef?0:-vit_def, flag.idef2?0:-vit_def);
  1850. }
  1851. //Post skill/vit reduction damage increases
  1852. if (sc && skill_num != LK_SPIRALPIERCE)
  1853. { //SC skill damages
  1854. if(sc->data[SC_AURABLADE].timer!=-1)
  1855. ATK_ADD(20*sc->data[SC_AURABLADE].val1);
  1856. }
  1857. //Refine bonus
  1858. if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST) {
  1859. if (skill_num == MO_FINGEROFFENSIVE) //Counts refine bonus multiple times
  1860. {
  1861. ATK_ADD2(wd.div_*status_get_atk2(src), wd.div_*status_get_atk_2(src));
  1862. } else {
  1863. ATK_ADD2(status_get_atk2(src), status_get_atk_2(src));
  1864. }
  1865. }
  1866. //Set to min of 1
  1867. if (flag.rh && wd.damage < 1) wd.damage = 1;
  1868. if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
  1869. if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST
  1870. && skill_num != CR_GRANDCROSS)
  1871. { //Add mastery damage
  1872. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  1873. if (flag.lh) wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  1874. if (pc_checkskill(sd,SG_SUN_ANGER) || pc_checkskill(sd,SG_MOON_ANGER) || pc_checkskill(sd,SG_STAR_ANGER))
  1875. { //SG Anger bonus - ATK_ADDRATE [Komurka]
  1876. static int type[] = { SG_SUN_ANGER, SG_MOON_ANGER, SG_STAR_ANGER };
  1877. short t_class = status_get_class(target);
  1878. if (sc->data && sc->data[SC_MIRACLE].timer!=-1 && (skill = pc_checkskill(sd,type[2])))
  1879. {
  1880. skillratio = (sd->status.base_level + status_get_str(src) + status_get_dex(src)+ status_get_luk(src))/(skill<4?12-3*skill:1);
  1881. ATK_ADDRATE(skillratio);
  1882. }
  1883. else for (i = 0; i < 3; i++)
  1884. {
  1885. if (t_class == sd->hate_mob[i] && (skill = pc_checkskill(sd,type[i])))
  1886. {
  1887. skillratio = (sd->status.base_level + (i==2?status_get_str(src):0) + status_get_dex(src)+ status_get_luk(src))/(skill<4?12-3*skill:1);
  1888. ATK_ADDRATE(skillratio);
  1889. break;
  1890. }
  1891. }
  1892. }
  1893. }
  1894. } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
  1895. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  1896. return wd; //Enough, rest is not needed.
  1897. if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1898. ATK_ADD(skill*2);
  1899. if(skill_num==TF_POISON)
  1900. ATK_ADD(15*skill_lv);
  1901. if ((sd && (skill_num || !battle_config.pc_attack_attr_none)) ||
  1902. (md && (skill_num || !battle_config.mob_attack_attr_none)) ||
  1903. (pd && (skill_num || !battle_config.pet_attack_attr_none)))
  1904. { //Elemental attribute fix
  1905. short t_element = status_get_element(target);
  1906. if (!(!sd && tsd && battle_config.mob_ghostring_fix && t_ele==8))
  1907. {
  1908. if (wd.damage > 0)
  1909. {
  1910. wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,t_element);
  1911. if(skill_num==MC_CARTREVOLUTION) //Cart Revolution applies the element fix once more with neutral element
  1912. wd.damage = battle_attr_fix(src,target,wd.damage,0,t_element);
  1913. }
  1914. if (flag.lh && wd.damage2 > 0)
  1915. wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,t_element);
  1916. }
  1917. if(sc && sc->data[SC_WATK_ELEMENT].timer != -1)
  1918. { //Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  1919. int damage=0;
  1920. battle_calc_base_damage(src, target, &damage, NULL, (flag.arrow?2:0));
  1921. damage = damage*sc->data[SC_WATK_ELEMENT].val2/100;
  1922. damage = battle_attr_fix(src,target,damage,sc->data[SC_WATK_ELEMENT].val1,t_element);
  1923. ATK_ADD(damage);
  1924. }
  1925. }
  1926. if ((!flag.rh || wd.damage == 0) && (!flag.lh || wd.damage2 == 0))
  1927. flag.cardfix = 0; //When the attack does no damage, avoid doing %bonuses
  1928. if (sd)
  1929. {
  1930. if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  1931. ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
  1932. if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  1933. ATK_ADD(wd.div_*sd->spiritball_old*3);
  1934. } else {
  1935. ATK_ADD(wd.div_*sd->spiritball*3);
  1936. }
  1937. //Card Fix, sd side
  1938. if (flag.cardfix)
  1939. {
  1940. short cardfix = 1000, cardfix_ = 1000;
  1941. short t_class = status_get_class(target);
  1942. short t_race2 = status_get_race2(target);
  1943. if(sd->state.arrow_atk)
  1944. {
  1945. cardfix=cardfix*(100+sd->right_weapon.addrace[t_race]+sd->arrow_addrace[t_race])/100;
  1946. cardfix=cardfix*(100+sd->right_weapon.addele[t_ele]+sd->arrow_addele[t_ele])/100;
  1947. cardfix=cardfix*(100+sd->right_weapon.addsize[t_size]+sd->arrow_addsize[t_size])/100;
  1948. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  1949. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?10:11]+sd->arrow_addrace[is_boss(target)?10:11])/100;
  1950. } else { //Melee attack
  1951. if(!battle_config.left_cardfix_to_right)
  1952. {
  1953. cardfix=cardfix*(100+sd->right_weapon.addrace[t_race])/100;
  1954. cardfix=cardfix*(100+sd->right_weapon.addele[t_ele])/100;
  1955. cardfix=cardfix*(100+sd->right_weapon.addsize[t_size])/100;
  1956. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  1957. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?10:11])/100;
  1958. if (flag.lh)
  1959. {
  1960. cardfix_=cardfix_*(100+sd->left_weapon.addrace[t_race])/100;
  1961. cardfix_=cardfix_*(100+sd->left_weapon.addele[t_ele])/100;
  1962. cardfix_=cardfix_*(100+sd->left_weapon.addsize[t_size])/100;
  1963. cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
  1964. cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?10:11])/100;
  1965. }
  1966. } else {
  1967. cardfix=cardfix*(100+sd->right_weapon.addrace[t_race]+sd->left_weapon.addrace[t_race])/100;
  1968. cardfix=cardfix*(100+sd->right_weapon.addele[t_ele]+sd->left_weapon.addele[t_ele])/100;
  1969. cardfix=cardfix*(100+sd->right_weapon.addsize[t_size]+sd->left_weapon.addsize[t_size])/100;
  1970. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
  1971. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?10:11]+sd->left_weapon.addrace[is_boss(target)?10:11])/100;
  1972. }
  1973. }
  1974. for(i=0;i<sd->right_weapon.add_damage_class_count;i++) {
  1975. if(sd->right_weapon.add_damage_classid[i] == t_class) {
  1976. cardfix=cardfix*(100+sd->right_weapon.add_damage_classrate[i])/100;
  1977. break;
  1978. }
  1979. }
  1980. if (flag.lh)
  1981. {
  1982. for(i=0;i<sd->left_weapon.add_damage_class_count;i++) {
  1983. if(sd->left_weapon.add_damage_classid[i] == t_class) {
  1984. cardfix_=cardfix_*(100+sd->left_weapon.add_damage_classrate[i])/100;
  1985. break;
  1986. }
  1987. }
  1988. }
  1989. if(wd.flag&BF_LONG)
  1990. cardfix=cardfix*(100+sd->long_attack_atk_rate)/100;
  1991. if (cardfix != 1000 || cardfix_ != 1000)
  1992. ATK_RATE2(cardfix/10, cardfix_/10); //What happens if you use right-to-left and there's no right weapon, only left?
  1993. }
  1994. if (skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN) { //Refine bonus applies after cards and elements.
  1995. short index= sd->equip_index[8];
  1996. if (index >= 0 &&
  1997. sd->inventory_data[index] &&
  1998. sd->inventory_data[index]->type == 5)
  1999. ATK_ADD(10*sd->status.inventory[index].refine);
  2000. }
  2001. } //if (sd)
  2002. //Card Fix, tsd side - Cards always apply on the target. [Skotlex]
  2003. if (tsd) {
  2004. short s_size,s_race2,s_class;
  2005. short cardfix=1000;
  2006. s_size = status_get_size(src);
  2007. s_race2 = status_get_race2(src);
  2008. s_class = status_get_class(src);
  2009. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  2010. cardfix=cardfix*(100-tsd->subsize[s_size])/100;
  2011. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  2012. cardfix=cardfix*(100-tsd->subrace[s_race])/100;
  2013. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?10:11])/100;
  2014. for(i=0;i<tsd->add_dmg_count;i++) {
  2015. if(tsd->add_dmg[i].class_ == s_class) {
  2016. cardfix=cardfix*(100+tsd->add_dmg[i].rate)/100;
  2017. break;
  2018. }
  2019. }
  2020. if(wd.flag&BF_SHORT)
  2021. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2022. else // BF_LONG (there's no other choice)
  2023. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2024. if (cardfix != 1000)
  2025. ATK_RATE(cardfix/10);
  2026. }
  2027. if(flag.infdef)
  2028. { //Plants receive 1 damage when hit
  2029. if (flag.rh && (flag.hit || wd.damage>0))
  2030. wd.damage = 1;
  2031. if (flag.lh && (flag.hit || wd.damage2>0))
  2032. wd.damage2 = 1;
  2033. if (!(battle_config.skill_min_damage&1)) //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
  2034. return wd;
  2035. }
  2036. if(sd && !skill_num && !flag.cri)
  2037. { //Check for double attack.
  2038. if(( (skill_lv = 5*pc_checkskill(sd,TF_DOUBLE)) > 0 && sd->weapontype1 == 0x01) ||
  2039. sd->double_rate > 0) //Success chance is not added, the higher one is used? [Skotlex]
  2040. if (rand()%100 < (skill_lv>sd->double_rate?skill_lv:sd->double_rate))
  2041. {
  2042. wd.damage *=2;
  2043. wd.div_=skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  2044. wd.type = 0x08;
  2045. }
  2046. }
  2047. if(!flag.rh || wd.damage<1)
  2048. wd.damage=0;
  2049. if(!flag.lh || wd.damage2<1)
  2050. wd.damage2=0;
  2051. if (sd)
  2052. {
  2053. if (!flag.rh && flag.lh)
  2054. { //Move lh damage to the rh
  2055. wd.damage = wd.damage2;
  2056. wd.damage2 = 0;
  2057. flag.rh=1;
  2058. flag.lh=0;
  2059. } else if(sd->status.weapon > 16)
  2060. { //Dual-wield
  2061. if (wd.damage > 0)
  2062. {
  2063. skill = pc_checkskill(sd,AS_RIGHT);
  2064. wd.damage = wd.damage * (50 + (skill * 10))/100;
  2065. if(wd.damage < 1) wd.damage = 1;
  2066. }
  2067. if (wd.damage2 > 0)
  2068. {
  2069. skill = pc_checkskill(sd,AS_LEFT);
  2070. wd.damage2 = wd.damage2 * (30 + (skill * 10))/100;
  2071. if(wd.damage2 < 1) wd.damage2 = 1;
  2072. }
  2073. } else if(sd->status.weapon == 16)
  2074. { //Katars
  2075. skill = pc_checkskill(sd,TF_DOUBLE);
  2076. wd.damage2 = wd.damage * (1 + (skill * 2))/100;
  2077. if(wd.damage > 0 && wd.damage2 < 1) wd.damage2 = 1;
  2078. flag.lh = 1;
  2079. }
  2080. }
  2081. if(wd.damage > 0 || wd.damage2 > 0)
  2082. {
  2083. if(wd.damage2<1)
  2084. wd.damage=battle_calc_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2085. else if(wd.damage<1)
  2086. wd.damage2=battle_calc_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  2087. else
  2088. {
  2089. int d1=wd.damage+wd.damage2,d2=wd.damage2;
  2090. wd.damage=battle_calc_damage(src,target,d1,wd.div_,skill_num,skill_lv,wd.flag);
  2091. wd.damage2=(d2*100/d1)*wd.damage/100;
  2092. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2=1;
  2093. wd.damage-=wd.damage2;
  2094. }
  2095. }
  2096. if(sd && sd->classchange && tmd && !(t_mode&MD_BOSS) && !tmd->guardian_data && (tmd->class_ < 1324 || tmd->class_ > 1363) && (rand()%10000 < sd->classchange))
  2097. { //Classchange:
  2098. struct mob_db *mob;
  2099. int k, class_;
  2100. i = 0;
  2101. do {
  2102. do {
  2103. class_ = rand() % MAX_MOB_DB;
  2104. } while (!mobdb_checkid(class_));
  2105. k = rand() % 1000000;
  2106. mob = mob_db(class_);
  2107. } while ((mob->mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= k) && (i++) < 2000);
  2108. if (i< 2000)
  2109. mob_class_change(((struct mob_data *)target),class_);
  2110. }
  2111. if (wd.damage > 0 || wd.damage2 > 0) {
  2112. if (sd && battle_config.equip_self_break_rate)
  2113. { // Self weapon breaking
  2114. int breakrate = battle_config.equip_natural_break_rate;
  2115. if (sc) {
  2116. if(sc->data[SC_OVERTHRUST].timer!=-1)
  2117. breakrate += 10;
  2118. if(sc->data[SC_MAXOVERTHRUST].timer!=-1)
  2119. breakrate += 10;
  2120. }
  2121. if (breakrate)
  2122. skill_break_equip(src, EQP_WEAPON, breakrate, BCT_SELF);
  2123. }
  2124. if (battle_config.equip_skill_break_rate)
  2125. { // Target equipment breaking
  2126. int breakrate[2] = {0,0}; // weapon = 0, armor = 1
  2127. if (sd) { // Break rate from equipment
  2128. breakrate[0] += sd->break_weapon_rate;
  2129. breakrate[1] += sd->break_armor_rate;
  2130. }
  2131. if (sc) {
  2132. if (sc->data[SC_MELTDOWN].timer!=-1) {
  2133. breakrate[0] += 100*sc->data[SC_MELTDOWN].val1;
  2134. breakrate[1] += 70*sc->data[SC_MELTDOWN].val1;
  2135. }
  2136. }
  2137. if (breakrate[0])
  2138. skill_break_equip(target, EQP_WEAPON, breakrate[0], BCT_ENEMY);
  2139. if (breakrate[1])
  2140. skill_break_equip(target, EQP_ARMOR, breakrate[1], BCT_ENEMY);
  2141. }
  2142. }
  2143. return wd;
  2144. }
  2145. /*==========================================
  2146. * battle_calc_magic_attack [DracoRPG]
  2147. *------------------------------------------
  2148. */
  2149. struct Damage battle_calc_magic_attack(
  2150. struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  2151. {
  2152. struct map_session_data *sd=NULL, *tsd=NULL;
  2153. struct mob_data *md=NULL, *tmd=NULL;
  2154. struct pet_data *pd=NULL;//, *tpd=NULL; (Noone can target pets)
  2155. struct Damage ad;
  2156. unsigned short skillratio = 100; //Skill dmg modifiers.
  2157. short i;
  2158. short t_mode = status_get_mode(target);
  2159. short t_race, t_size, t_ele, s_race, s_size, s_ele;
  2160. struct {
  2161. unsigned imdef : 1;
  2162. unsigned infdef : 1;
  2163. unsigned elefix : 1;
  2164. unsigned cardfix : 1;
  2165. } flag;
  2166. memset(&ad,0,sizeof(ad));
  2167. memset(&flag,0,sizeof(flag));
  2168. if(src==NULL || target==NULL)
  2169. {
  2170. nullpo_info(NLP_MARK);
  2171. return ad;
  2172. }
  2173. //Initial flag
  2174. flag.elefix=1;
  2175. flag.cardfix=1;
  2176. //Initial Values
  2177. ad.damage = 1;
  2178. ad.div_=skill_get_num(skill_num,skill_lv);
  2179. ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:status_get_amotion(src); //Amotion should be 0 for ground skills.
  2180. ad.dmotion=status_get_dmotion(target);
  2181. ad.blewcount = skill_get_blewcount(skill_num,skill_lv);
  2182. ad.flag=BF_MAGIC|BF_LONG|BF_SKILL;
  2183. ad.dmg_lv=ATK_DEF;
  2184. switch (src->type)
  2185. {
  2186. case BL_PC:
  2187. sd=(struct map_session_data *)src;
  2188. break;
  2189. case BL_MOB:
  2190. md=(struct mob_data *)src;
  2191. break;
  2192. case BL_PET:
  2193. pd=(struct pet_data *)src;
  2194. break;
  2195. }
  2196. switch (target->type)
  2197. {
  2198. case BL_PC:
  2199. tsd=(struct map_session_data *)target;
  2200. if (pd) { //Pets can't target players
  2201. memset(&ad,0,sizeof(ad));
  2202. return ad;
  2203. }
  2204. break;
  2205. case BL_MOB:
  2206. tmd=(struct mob_data *)target;
  2207. break;
  2208. case BL_PET://Cannot target pets
  2209. memset(&ad,0,sizeof(ad));
  2210. return ad;
  2211. }
  2212. //Initialize variables that will be used afterwards
  2213. t_race = status_get_race(target);
  2214. t_size = status_get_size(target);
  2215. t_ele = status_get_elem_type(target);
  2216. s_race = status_get_race(src);
  2217. s_size = status_get_size(src);
  2218. s_ele = skill_get_pl(skill_num);
  2219. if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
  2220. s_ele = status_get_attack_element(src);
  2221. else if (s_ele == -2) //Use status element
  2222. s_ele = status_get_attack_sc_element(src);
  2223. if (skill_num == ASC_BREAKER) // Soul Breaker's magical part is neutral, although pl=-1 for the physical part to take weapon element
  2224. s_ele = 0;
  2225. //Set miscellaneous data that needs be filled
  2226. if(sd) {
  2227. sd->state.attack_type = BF_MAGIC;
  2228. sd->state.arrow_atk = 0;
  2229. if (sd->skillblown[0].id != 0)
  2230. { //Apply the bonus blewcount. [Skotlex]
  2231. for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
  2232. if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num)
  2233. ad.blewcount += sd->skillblown[i].val;
  2234. }
  2235. }
  2236. if (battle_config.skillrange_by_distance)
  2237. { //Skill range based on distance between src/target [Skotlex]
  2238. if ((sd && battle_config.skillrange_by_distance&1)
  2239. || (md && battle_config.skillrange_by_distance&2)
  2240. || (pd && battle_config.skillrange_by_distance&4)
  2241. ) {
  2242. if (check_distance_bl(src, target, 3))
  2243. ad.flag=(ad.flag&~BF_RANGEMASK)|BF_SHORT;
  2244. else
  2245. ad.flag=(ad.flag&~BF_RANGEMASK)|BF_LONG;
  2246. }
  2247. }
  2248. flag.infdef=(t_mode&MD_PLANT?1:0);
  2249. switch(skill_num)
  2250. {
  2251. case MG_FIREWALL:
  2252. if(mflag) { //mflag has a value when it was checked against an undead in skill.c [Skotlex]
  2253. ad.blewcount = 0; //No knockback
  2254. ad.dmotion = 0; //No flinch animation.
  2255. } else
  2256. ad.blewcount |= 0x10000;
  2257. break;
  2258. case WZ_STORMGUST: //Should knockback randomly.
  2259. ad.blewcount|=0x40000;
  2260. break;
  2261. case PR_SANCTUARY:
  2262. ad.blewcount|=0x10000;
  2263. case AL_HEAL:
  2264. case WZ_FIREPILLAR:
  2265. flag.imdef = 1;
  2266. break;
  2267. case PR_ASPERSIO:
  2268. case HW_GRAVITATION:
  2269. case ASC_BREAKER:
  2270. flag.imdef = 1;
  2271. case PF_SOULBURN: //Does not ignores mdef
  2272. flag.elefix = 0;
  2273. flag.cardfix = 0;
  2274. break;
  2275. case PR_TURNUNDEAD:
  2276. flag.imdef = 1;
  2277. flag.cardfix = 0;
  2278. break;
  2279. case NPC_GRANDDARKNESS:
  2280. case CR_GRANDCROSS:
  2281. flag.cardfix = 0;
  2282. break;
  2283. }
  2284. if(is_boss(target)) //Bosses can't be knocked-back
  2285. ad.blewcount = 0;
  2286. if (!flag.infdef) //No need to do the math for plants
  2287. {
  2288. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  2289. #define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
  2290. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2291. #define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
  2292. //Adds an absolute value to damage. 100 = +100 damage
  2293. #define MATK_ADD( a ) { ad.damage+= a; }
  2294. switch (skill_num)
  2295. { //Calc base damage according to skill
  2296. case AL_HEAL:
  2297. case PR_BENEDICTIO:
  2298. ad.damage = skill_calc_heal(src,skill_lv)/2;
  2299. if (sd)
  2300. ad.damage += ad.damage * pc_checkskill(sd, HP_MEDITATIO) * 2 / 100;
  2301. break;
  2302. case PR_ASPERSIO:
  2303. ad.damage = 40;
  2304. break;
  2305. case PR_SANCTUARY:
  2306. ad.damage = (skill_lv>6)?388:skill_lv*50;
  2307. break;
  2308. case ALL_RESURRECTION:
  2309. case PR_TURNUNDEAD:
  2310. if(battle_check_undead(t_race,t_ele)){
  2311. int hp, mhp, thres;
  2312. hp = status_get_hp(target);
  2313. mhp = status_get_max_hp(target);
  2314. thres = (skill_lv * 20) + status_get_luk(src) + status_get_int(src) + status_get_lv(src) + ((200 - hp * 200 / mhp));
  2315. if(thres > 700) thres = 700;
  2316. if(rand()%1000 < thres && !(t_mode&MD_BOSS))
  2317. ad.damage = hp;
  2318. else
  2319. ad.damage = status_get_lv(src) + status_get_int(src) + skill_lv * 10;
  2320. }
  2321. break;
  2322. case PF_SOULBURN:
  2323. if (!tsd) {
  2324. memset(&ad,0,sizeof(ad));
  2325. return ad;
  2326. } else
  2327. ad.damage = tsd->status.sp * 2;
  2328. break;
  2329. case ASC_BREAKER:
  2330. ad.damage = rand()%500 + 500 + skill_lv * status_get_int(src) * 5;
  2331. break;
  2332. case HW_GRAVITATION:
  2333. ad.damage = 200+200*skill_lv;
  2334. break;
  2335. default:
  2336. {
  2337. unsigned short matkmin,matkmax;
  2338. matkmin = status_get_matk2(src);
  2339. matkmax = status_get_matk1(src);
  2340. MATK_ADD(matkmin+(matkmax>matkmin?rand()%(matkmax-matkmin+1):0));
  2341. if(skill_num == MG_NAPALMBEAT || skill_num == HW_NAPALMVULCAN){ // Divide MATK in case of multiple targets skill
  2342. if(mflag>0)
  2343. ad.damage/= mflag;
  2344. else if(battle_config.error_log)
  2345. ShowError("0 enemies targeted by Napalm Beat/Vulcan, divide per 0 avoided!\n");
  2346. }
  2347. switch(skill_num){
  2348. case MG_NAPALMBEAT:
  2349. skillratio += skill_lv*10-30;
  2350. break;
  2351. case MG_SOULSTRIKE:
  2352. if (battle_check_undead(t_race,t_ele))
  2353. skillratio += 5*skill_lv;
  2354. break;
  2355. case MG_FIREBALL:
  2356. if(mflag>2)
  2357. ad.damage = 0;
  2358. else {
  2359. int drate[]={100,90,70};
  2360. MATK_RATE(drate[mflag]);
  2361. skillratio += 70+10*skill_lv;
  2362. }
  2363. break;
  2364. case MG_FIREWALL:
  2365. skillratio -= 50;
  2366. break;
  2367. case MG_THUNDERSTORM:
  2368. skillratio -= 20;
  2369. break;
  2370. case MG_FROSTDIVER:
  2371. skillratio += 10*skill_lv;
  2372. break;
  2373. case AL_HOLYLIGHT:
  2374. skillratio += 25;
  2375. if (sd && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_PRIEST)
  2376. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  2377. break;
  2378. case AL_RUWACH:
  2379. skillratio += 45;
  2380. break;
  2381. case WZ_FROSTNOVA:
  2382. skillratio += (100+skill_lv*10)*2/3-100;
  2383. break;
  2384. case WZ_FIREPILLAR:
  2385. skillratio -= 80;
  2386. break;
  2387. case WZ_SIGHTRASHER:
  2388. skillratio += 20*skill_lv;
  2389. break;
  2390. case WZ_VERMILION:
  2391. skillratio += 20*skill_lv-20;
  2392. break;
  2393. case WZ_WATERBALL:
  2394. skillratio += 30*skill_lv;
  2395. break;
  2396. case WZ_STORMGUST:
  2397. skillratio += 40*skill_lv;
  2398. break;
  2399. case HW_NAPALMVULCAN:
  2400. skillratio += 10*skill_lv-30;
  2401. break;
  2402. case SL_STIN:
  2403. skillratio += (t_size?-99:10*skill_lv); //target size must be small (0) for full damage.
  2404. break;
  2405. case SL_STUN:
  2406. skillratio += (t_size!=2?5*skill_lv:-99); //Full damage is dealt on small/medium targets
  2407. break;
  2408. case SL_SMA:
  2409. skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
  2410. break;
  2411. case NJ_KOUENKA:
  2412. skillratio -= 10;
  2413. break;
  2414. case NJ_BAKUENRYU:
  2415. skillratio += 50 + 150*skill_lv;
  2416. break;
  2417. case NJ_HYOUSYOURAKU:
  2418. skillratio += 50*skill_lv;
  2419. break;
  2420. case NJ_RAIGEKISAI:
  2421. skillratio += 60 + 40*skill_lv;
  2422. break;
  2423. case NJ_KAMAITACHI:
  2424. skillratio += 100*skill_lv;
  2425. break;
  2426. }
  2427. if (sd && sd->skillatk[0].id != 0)
  2428. {
  2429. for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++)
  2430. if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
  2431. //If we apply skillatk[] as ATK_RATE, it will also affect other skills,
  2432. //unfortunately this way ignores a skill's constant modifiers...
  2433. skillratio += sd->skillatk[i].val;
  2434. }
  2435. MATK_RATE(skillratio);
  2436. //Constant/misc additions from skills
  2437. if (skill_num == WZ_FIREPILLAR)
  2438. MATK_ADD(50);
  2439. }
  2440. }
  2441. if(sd) {
  2442. //Ignore Defense?
  2443. if (!flag.imdef && (
  2444. sd->ignore_mdef_ele & (1<<t_ele) ||
  2445. sd->ignore_mdef_race & (1<<t_race) ||
  2446. sd->ignore_mdef_race & (is_boss(target)?1<<10:1<<11)
  2447. ))
  2448. flag.imdef = 1;
  2449. }
  2450. if(!flag.imdef){
  2451. if(battle_config.magic_defense_type)
  2452. ad.damage = ad.damage - (status_get_mdef(target)*battle_config.magic_defense_type) - status_get_mdef2(target);
  2453. else
  2454. ad.damage = ad.damage * (100-status_get_mdef(target))/100 - status_get_mdef2(target);
  2455. }
  2456. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  2457. { //Apply the physical part of the skill's damage. [Skotlex]
  2458. struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  2459. ad.damage = (wd.damage + ad.damage) * (100 + 40*skill_lv)/100;
  2460. if(src==target)
  2461. {
  2462. if (src->type == BL_PC)
  2463. ad.damage = ad.damage/2;
  2464. else
  2465. ad.damage = 0;
  2466. }
  2467. }
  2468. if(ad.damage<1)
  2469. ad.damage=1;
  2470. if (flag.elefix)
  2471. ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, status_get_element(target));
  2472. if (sd && flag.cardfix) {
  2473. short t_class = status_get_class(target);
  2474. short cardfix=100;
  2475. cardfix=cardfix*(100+sd->magic_addrace[t_race])/100;
  2476. cardfix=cardfix*(100+sd->magic_addele[t_ele])/100;
  2477. cardfix=cardfix*(100+sd->magic_addsize[t_size])/100;
  2478. cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?10:11])/100;
  2479. for(i=0;i<sd->add_mdmg_count;i++) {
  2480. if(sd->add_mdmg[i].class_ == t_class) {
  2481. cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
  2482. continue;
  2483. }
  2484. }
  2485. MATK_RATE(cardfix);
  2486. }
  2487. if (tsd && skill_num != HW_GRAVITATION && skill_num != PF_SOULBURN)
  2488. { //Card fixes always apply on the target side. [Skotlex]
  2489. short s_race2=status_get_race2(src);
  2490. short s_class= status_get_class(src);
  2491. short cardfix=100;
  2492. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  2493. cardfix=cardfix*(100-tsd->subsize[s_size])/100;
  2494. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  2495. cardfix=cardfix*(100-tsd->subrace[s_race])/100;
  2496. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?10:11])/100;
  2497. for(i=0;i<tsd->add_mdef_count;i++) {
  2498. if(tsd->add_mdef[i].class_ == s_class) {
  2499. cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
  2500. continue;
  2501. }
  2502. }
  2503. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  2504. if (ad.flag&BF_SHORT)
  2505. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2506. else
  2507. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2508. cardfix=cardfix*(100-tsd->magic_def_rate)/100;
  2509. MATK_RATE(cardfix);
  2510. }
  2511. }
  2512. if(!flag.infdef && ad.div_>1 && skill_num != WZ_VERMILION)
  2513. ad.damage *= ad.div_;
  2514. if (tsd && status_isimmune(target)) {
  2515. if (sd && battle_config.gtb_pvp_only) { // [MouseJstr]
  2516. MATK_RATE(100 - battle_config.gtb_pvp_only);
  2517. } else ad.damage = 0;
  2518. }
  2519. ad.damage=battle_calc_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  2520. if (ad.damage == 0) //Magic attack blocked? Consider it a miss so it doesn't invokes additional effects. [Skotlex]
  2521. ad.dmg_lv = ATK_FLEE;
  2522. return ad;
  2523. }
  2524. /*==========================================
  2525. * その他ダ�??[ジ計算
  2526. *------------------------------------------
  2527. */
  2528. struct Damage battle_calc_misc_attack(
  2529. struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag)
  2530. {
  2531. int int_=status_get_int(bl);
  2532. int dex=status_get_dex(bl);
  2533. int skill,ele,race,size,cardfix,race2,t_mode;
  2534. struct map_session_data *sd=NULL,*tsd=NULL;
  2535. int damage=0,div_=1,blewcount=skill_get_blewcount(skill_num,skill_lv);
  2536. struct Damage md;
  2537. int damagefix=1;
  2538. int aflag=BF_MISC|BF_SHORT|BF_SKILL;
  2539. if( bl == NULL || target == NULL ){
  2540. nullpo_info(NLP_MARK);
  2541. memset(&md,0,sizeof(md));
  2542. return md;
  2543. }
  2544. if(target->type == BL_PET) {
  2545. memset(&md,0,sizeof(md));
  2546. return md;
  2547. }
  2548. //Some initial values
  2549. md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:status_get_amotion(bl);
  2550. md.dmotion=status_get_dmotion(target);
  2551. md.damage2=0;
  2552. md.type=0;
  2553. md.dmg_lv=ATK_DEF;
  2554. if( bl->type == BL_PC && (sd=(struct map_session_data *)bl) ) {
  2555. sd->state.attack_type = BF_MISC;
  2556. sd->state.arrow_atk = 0;
  2557. if (sd->skillblown[0].id != 0)
  2558. { //Apply the bonus blewcount. [Skotlex]
  2559. int i;
  2560. for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
  2561. if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num)
  2562. blewcount += sd->skillblown[i].val;
  2563. }
  2564. }
  2565. if( target->type==BL_PC )
  2566. tsd=(struct map_session_data *)target;
  2567. t_mode = status_get_mode(target);
  2568. ele = skill_get_pl(skill_num);
  2569. if (ele == -1) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  2570. ele = 0;
  2571. race = status_get_race(bl);
  2572. size = status_get_size(bl);
  2573. race2 = status_get_race(bl);
  2574. switch(skill_num){
  2575. case HT_LANDMINE: // ランドマイン
  2576. damage=skill_lv*(dex+75)*(100+int_)/100;
  2577. break;
  2578. case HT_BLASTMINE: // ブラストマイン
  2579. damage=skill_lv*(dex/2+50)*(100+int_)/100;
  2580. break;
  2581. case HT_CLAYMORETRAP: // クレイモア?[トラップ
  2582. damage=skill_lv*(dex/2+75)*(100+int_)/100;
  2583. break;
  2584. case HT_BLITZBEAT: // ブリッツビ?[ト
  2585. if( sd==NULL || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  2586. skill=0;
  2587. damage=(dex/10+int_/2+skill*3+40)*2;
  2588. if(flag > 1)
  2589. damage /= flag;
  2590. aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
  2591. break;
  2592. case TF_THROWSTONE: // ?ホ投げ
  2593. damage=50;
  2594. aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
  2595. break;
  2596. case BA_DISSONANCE: // 不協和音
  2597. damage=30+skill_lv*10+pc_checkskill(sd,BA_MUSICALLESSON)*3;
  2598. break;
  2599. case NPC_SELFDESTRUCTION: // 自爆
  2600. damage = status_get_hp(bl);
  2601. damagefix = 0;
  2602. break;
  2603. case NPC_SMOKING: // タバコを吸う
  2604. damage=3;
  2605. damagefix=0;
  2606. break;
  2607. case NPC_DARKBREATH:
  2608. {
  2609. struct status_change *sc = status_get_sc(target);
  2610. int hitrate=status_get_hit(bl) - status_get_flee(target) + 80;
  2611. hitrate = ( (hitrate>95)?95: ((hitrate<5)?5:hitrate) );
  2612. if(sc && sc->count && (sc->data[SC_SLEEP].timer!=-1 || sc->data[SC_STUN].timer!=-1 ||
  2613. sc->data[SC_FREEZE].timer!=-1 || (sc->data[SC_STONE].timer!=-1 && sc->data[SC_STONE].val2==0) ) )
  2614. hitrate = 1000000;
  2615. if(rand()%100 < hitrate) {
  2616. damage = 500 + (skill_lv-1)*1000 + rand()%1000;
  2617. if(damage > 9999) damage = 9999;
  2618. } else
  2619. md.dmg_lv=ATK_FLEE;
  2620. }
  2621. break;
  2622. case SN_FALCONASSAULT: /* ファルコンアサルト */
  2623. if( sd==NULL || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  2624. skill=0;
  2625. damage=(dex/10+int_/2+skill*3+40)*2*skill_get_num(HT_BLITZBEAT, 5); //Blitz Beat lv5 Damage
  2626. damage=damage*(150+70*skill_lv)/100; //Falcon Assault Modifier
  2627. if(flag > 1)
  2628. damage /= flag;
  2629. aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
  2630. break;
  2631. case PA_PRESSURE:
  2632. damage=500+300*skill_lv;
  2633. damagefix=0;
  2634. aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
  2635. break;
  2636. case PA_GOSPEL:
  2637. damage = 1+rand()%9999;
  2638. aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
  2639. break;
  2640. case CR_ACIDDEMONSTRATION:
  2641. //This equation is not official, but it's the closest to the official one
  2642. //that Viccious Pucca and the other folks at the forums could come up with. [Skotlex]
  2643. damage = int_ * (int)(sqrt(100*status_get_vit(target))) / 3;
  2644. if (tsd) damage/=2;
  2645. aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
  2646. break;
  2647. }
  2648. if(damagefix){
  2649. if(damage<1 && skill_num != NPC_DARKBREATH)
  2650. damage=1;
  2651. if( tsd ){
  2652. cardfix=100;
  2653. cardfix=cardfix*(100-tsd->subele[ele])/100;
  2654. cardfix=cardfix*(100-tsd->subsize[size])/100;
  2655. cardfix=cardfix*(100-tsd->subrace2[race2])/100;
  2656. cardfix=cardfix*(100-tsd->subrace[race])/100;
  2657. cardfix=cardfix*(100-tsd->subrace[is_boss(bl)?10:11])/100;
  2658. cardfix=cardfix*(100-tsd->misc_def_rate)/100;
  2659. if(aflag&BF_SHORT)
  2660. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2661. else // BF_LONG (there's no other choice)
  2662. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2663. damage=damage*cardfix/100;
  2664. }
  2665. if (sd && skill_num > 0 && sd->skillatk[0].id != 0)
  2666. {
  2667. int i;
  2668. for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++);
  2669. if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
  2670. damage += damage*sd->skillatk[i].val/100;
  2671. }
  2672. if(damage < 0) damage = 0;
  2673. damage=battle_attr_fix(bl, target, damage, ele, status_get_element(target) ); // 属?ォ?C?ウ
  2674. }
  2675. div_=skill_get_num( skill_num,skill_lv );
  2676. if(div_>1)
  2677. damage*=div_;
  2678. if(damage > 0 && t_mode&MD_PLANT && skill_num != PA_PRESSURE) //Pressure can vaporize plants.
  2679. damage = 1;
  2680. if(is_boss(target))
  2681. blewcount = 0;
  2682. if (battle_config.skillrange_by_distance)
  2683. { //Skill range based on distance between src/target [Skotlex]
  2684. if ((bl->type == BL_PC && battle_config.skillrange_by_distance&1)
  2685. || (bl->type == BL_MOB && battle_config.skillrange_by_distance&2)
  2686. || (bl->type == BL_PET && battle_config.skillrange_by_distance&4)
  2687. ) {
  2688. if (check_distance_bl(bl, target, 3))
  2689. aflag=(aflag&~BF_RANGEMASK)|BF_SHORT;
  2690. else
  2691. aflag=(aflag&~BF_RANGEMASK)|BF_LONG;
  2692. }
  2693. }
  2694. if (skill_num != PA_PRESSURE) //Pressure ignores all these things...
  2695. damage=battle_calc_damage(bl,target,damage,div_,skill_num,skill_lv,aflag); // 最終修正
  2696. md.damage=damage;
  2697. md.div_=div_;
  2698. md.blewcount=blewcount;
  2699. md.flag=aflag;
  2700. return md;
  2701. }
  2702. /*==========================================
  2703. * ダ�??[ジ計算一括?�?用
  2704. *------------------------------------------
  2705. */
  2706. struct Damage battle_calc_attack( int attack_type,
  2707. struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag)
  2708. {
  2709. struct Damage d;
  2710. switch(attack_type){
  2711. case BF_WEAPON:
  2712. d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,flag);
  2713. break;
  2714. case BF_MAGIC:
  2715. d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,flag);
  2716. break;
  2717. case BF_MISC:
  2718. d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,flag);
  2719. break;
  2720. default:
  2721. if (battle_config.error_log)
  2722. ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
  2723. memset(&d,0,sizeof(d));
  2724. break;
  2725. }
  2726. return d;
  2727. }
  2728. int battle_calc_return_damage(struct block_list *bl, int damage, int flag) {
  2729. struct map_session_data *sd=NULL;
  2730. struct status_change *sc;
  2731. int rdamage = 0;
  2732. if (bl->type == BL_PC) sd = (struct map_session_data*)bl;
  2733. sc = status_get_sc(bl);
  2734. if(flag&BF_WEAPON) {
  2735. if (flag & BF_SHORT) {
  2736. if (sd && sd->short_weapon_damage_return)
  2737. {
  2738. rdamage += damage * sd->short_weapon_damage_return / 100;
  2739. if(rdamage < 1) rdamage = 1;
  2740. }
  2741. if (sc && sc->data[SC_REFLECTSHIELD].timer != -1)
  2742. {
  2743. rdamage += damage * sc->data[SC_REFLECTSHIELD].val2 / 100;
  2744. if (rdamage < 1) rdamage = 1;
  2745. }
  2746. } else if (flag & BF_LONG) {
  2747. if (sd && sd->long_weapon_damage_return)
  2748. {
  2749. rdamage += damage * sd->long_weapon_damage_return / 100;
  2750. if (rdamage < 1) rdamage = 1;
  2751. }
  2752. }
  2753. } else
  2754. // magic_damage_return by [AppleGirl] and [Valaris]
  2755. if(flag&BF_MAGIC)
  2756. {
  2757. if(sd && sd->magic_damage_return > 0 )
  2758. {
  2759. rdamage += damage * sd->magic_damage_return / 100;
  2760. if(rdamage < 1) rdamage = 1;
  2761. }
  2762. }
  2763. return rdamage;
  2764. }
  2765. /*==========================================
  2766. * 通?�?U撃?�?まとめ
  2767. *------------------------------------------
  2768. */
  2769. int battle_weapon_attack( struct block_list *src,struct block_list *target,
  2770. unsigned int tick,int flag)
  2771. {
  2772. struct map_session_data *sd = NULL, *tsd = NULL;
  2773. struct status_change *sc, *tsc;
  2774. int race, ele, damage,rdamage=0;
  2775. struct Damage wd;
  2776. nullpo_retr(0, src);
  2777. nullpo_retr(0, target);
  2778. if (src->prev == NULL || target->prev == NULL)
  2779. return 0;
  2780. if(src->type == BL_PC)
  2781. sd = (struct map_session_data *)src;
  2782. if (target->type == BL_PC)
  2783. tsd = (struct map_session_data *)target;
  2784. sc = status_get_sc(src);
  2785. tsc = status_get_sc(target);
  2786. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  2787. sc = NULL;
  2788. if (tsc && !tsc->count)
  2789. tsc = NULL;
  2790. race = status_get_race(target);
  2791. ele = status_get_elem_type(target);
  2792. if(sd && sd->status.weapon == 11) {
  2793. if(sd->equip_index[10] >= 0) {
  2794. if(battle_config.arrow_decrement)
  2795. pc_delitem(sd,sd->equip_index[10],1,0);
  2796. }
  2797. else {
  2798. clif_arrow_fail(sd,0);
  2799. return 0;
  2800. }
  2801. }
  2802. //Check for counter attacks that block your attack. [Skotlex]
  2803. if(tsc)
  2804. {
  2805. if(tsc->data[SC_AUTOCOUNTER].timer != -1 &&
  2806. (!sc || sc->data[SC_AUTOCOUNTER].timer == -1) &&
  2807. status_check_skilluse(target, src, KN_AUTOCOUNTER, 0)
  2808. ) {
  2809. int dir = map_calc_dir(target,src->x,src->y);
  2810. int t_dir = status_get_dir(target);
  2811. int dist = distance_bl(src, target);
  2812. if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= status_get_range(target)+1))
  2813. {
  2814. int skilllv = tsc->data[SC_AUTOCOUNTER].val1;
  2815. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  2816. clif_damage(src, target, tick, status_get_amotion(src), 1, 0, 1, 0, 0); //Display MISS.
  2817. status_change_end(target,SC_AUTOCOUNTER,-1);
  2818. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
  2819. return 0;
  2820. }
  2821. }
  2822. if (tsc->data[SC_BLADESTOP_WAIT].timer != -1 && !is_boss(src)) {
  2823. int skilllv = tsc->data[SC_BLADESTOP_WAIT].val1;
  2824. int duration = skill_get_time2(MO_BLADESTOP,skilllv);
  2825. status_change_end(target, SC_BLADESTOP_WAIT, -1);
  2826. clif_damage(src, target, tick, status_get_amotion(src), 1, 0, 1, 0, 0); //Display MISS.
  2827. sc_start4(target, SC_BLADESTOP, 100, skilllv, 2, (int)target, (int)src, duration);
  2828. skilllv = sd?pc_checkskill(sd, MO_BLADESTOP):1;
  2829. sc_start4(src, SC_BLADESTOP, 100, skilllv, 1, (int)src, (int)target, duration);
  2830. return 0;
  2831. }
  2832. }
  2833. //Recycled the damage variable rather than use a new one... [Skotlex]
  2834. if(sd && (damage = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0 && sd->status.weapon <= 16) // triple blow works with bows ^^ [celest]
  2835. {
  2836. int triple_rate= 30 - damage; //Base Rate
  2837. if (sc && sc->data[SC_SKILLRATE_UP].timer!=-1 && sc->data[SC_SKILLRATE_UP].val1 == MO_TRIPLEATTACK)
  2838. {
  2839. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP].val2)/100;
  2840. status_change_end(src,SC_SKILLRATE_UP,-1);
  2841. }
  2842. if (rand()%100 < triple_rate) return skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,damage,tick,0);
  2843. }
  2844. else if (sc && sc->data[SC_SACRIFICE].timer != -1)
  2845. return skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,sc->data[SC_SACRIFICE].val1,tick,0);
  2846. wd = battle_calc_weapon_attack(src,target, 0, 0,0);
  2847. damage = wd.damage + wd.damage2;
  2848. if (damage > 0 && src != target) {
  2849. rdamage = battle_calc_return_damage(target, damage, wd.flag);
  2850. if (rdamage > 0)
  2851. clif_damage(src, src, tick, wd.amotion, wd.dmotion, rdamage, 1, 4, 0);
  2852. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2853. skill_additional_effect(target,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  2854. }
  2855. clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
  2856. //二�?流?カ手とカタ?[ル追撃のミス表示(無�?やり?`)
  2857. if(sd && sd->status.weapon >= 16 && wd.damage2 == 0)
  2858. clif_damage(src, target, tick+10, wd.amotion, wd.dmotion,0, 1, 0, 0);
  2859. if (sd && sd->splash_range > 0 && damage > 0)
  2860. skill_castend_damage_id(src, target, 0, -1, tick, 0);
  2861. map_freeblock_lock();
  2862. battle_delay_damage(tick+wd.amotion, src, target, BF_WEAPON, 0, 0, damage, wd.dmg_lv, 0);
  2863. if (wd.dmg_lv == ATK_DEF || damage > 0) //Added counter effect [Skotlex]
  2864. skill_counter_additional_effect(src, target, 0, 0, BF_WEAPON, tick);
  2865. if (!status_isdead(target) && damage > 0) {
  2866. if (sd) {
  2867. int boss = status_get_mode(target)&MD_BOSS;
  2868. int rate = 0;
  2869. if (sd->weapon_coma_ele[ele] > 0)
  2870. rate += sd->weapon_coma_ele[ele];
  2871. if (sd->weapon_coma_race[race] > 0)
  2872. rate += sd->weapon_coma_race[race];
  2873. if (sd->weapon_coma_race[boss?10:11] > 0)
  2874. rate += sd->weapon_coma_race[boss?10:11];
  2875. if (rate)
  2876. status_change_start(target, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  2877. }
  2878. }
  2879. if (sc && sc->data[SC_AUTOSPELL].timer != -1 && rand()%100 < sc->data[SC_AUTOSPELL].val4) {
  2880. int sp = 0, f = 0;
  2881. int skillid = sc->data[SC_AUTOSPELL].val2;
  2882. int skilllv = sc->data[SC_AUTOSPELL].val3;
  2883. int i = rand()%100;
  2884. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_SAGE)
  2885. i = 0; //Max chance, no skilllv reduction. [Skotlex]
  2886. if (i >= 50) skilllv -= 2;
  2887. else if (i >= 15) skilllv--;
  2888. if (skilllv < 1) skilllv = 1;
  2889. if (sd) sp = skill_get_sp(skillid,skilllv) * 2 / 3;
  2890. if ((sd && sd->status.sp >= sp) || !sd) {
  2891. switch (skill_get_casttype(skillid)) {
  2892. case CAST_GROUND:
  2893. f = skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag);
  2894. break;
  2895. case CAST_NODAMAGE:
  2896. f = skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag);
  2897. break;
  2898. case CAST_DAMAGE:
  2899. f = skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
  2900. break;
  2901. }
  2902. if (sd && !f) { pc_heal(sd, 0, -sp); }
  2903. }
  2904. }
  2905. if (sd) {
  2906. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  2907. int hp = 0, sp = 0;
  2908. if (!battle_config.left_cardfix_to_right) { // 二�?流?カ手カ?[ドの吸収系効果を右手に追加しない?�?�
  2909. hp += battle_calc_drain(wd.damage, sd->right_weapon.hp_drain_rate, sd->right_weapon.hp_drain_per, sd->right_weapon.hp_drain_value);
  2910. hp += battle_calc_drain(wd.damage2, sd->left_weapon.hp_drain_rate, sd->left_weapon.hp_drain_per, sd->left_weapon.hp_drain_value);
  2911. sp += battle_calc_drain(wd.damage, sd->right_weapon.sp_drain_rate, sd->right_weapon.sp_drain_per, sd->right_weapon.sp_drain_value);
  2912. sp += battle_calc_drain(wd.damage2, sd->left_weapon.sp_drain_rate, sd->left_weapon.sp_drain_per, sd->left_weapon.sp_drain_value);
  2913. } else { // 二�?流?カ手カ?[ドの吸収系効果を右手に追加する?�?�
  2914. int hp_drain_rate = sd->right_weapon.hp_drain_rate + sd->left_weapon.hp_drain_rate;
  2915. int hp_drain_per = sd->right_weapon.hp_drain_per + sd->left_weapon.hp_drain_per;
  2916. int hp_drain_value = sd->right_weapon.hp_drain_value + sd->left_weapon.hp_drain_value;
  2917. int sp_drain_rate = sd->right_weapon.sp_drain_rate + sd->left_weapon.sp_drain_rate;
  2918. int sp_drain_per = sd->right_weapon.sp_drain_per + sd->left_weapon.sp_drain_per;
  2919. int sp_drain_value = sd->right_weapon.sp_drain_value + sd->left_weapon.sp_drain_value;
  2920. hp += battle_calc_drain(wd.damage, hp_drain_rate, hp_drain_per, hp_drain_value);
  2921. sp += battle_calc_drain(wd.damage, sp_drain_rate, sp_drain_per, sp_drain_value);
  2922. }
  2923. if (hp && hp + sd->status.hp > sd->status.max_hp)
  2924. hp = sd->status.max_hp - sd->status.hp;
  2925. if (sp && sp + sd->status.sp > sd->status.max_sp)
  2926. sp = sd->status.max_sp - sd->status.sp;
  2927. if (hp || sp)
  2928. pc_heal(sd, hp, sp);
  2929. if (battle_config.show_hp_sp_drain)
  2930. { //Display gained values only when they are positive [Skotlex]
  2931. if (hp > 0)
  2932. clif_heal(sd->fd, SP_HP, hp);
  2933. if (sp > 0)
  2934. clif_heal(sd->fd, SP_SP, sp);
  2935. }
  2936. if (tsd && sd->sp_drain_type)
  2937. pc_heal(tsd, 0, -sp);
  2938. if (tsd && rand()%1000 < sd->sp_vanish_rate)
  2939. {
  2940. sp = tsd->status.sp * sd->sp_vanish_per/100;
  2941. if (sp > 0)
  2942. pc_heal(tsd, 0, -sp);
  2943. }
  2944. }
  2945. }
  2946. if (rdamage > 0) //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
  2947. battle_delay_damage(tick+wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, 0);
  2948. if (tsc) {
  2949. if (tsc->data[SC_POISONREACT].timer != -1 &&
  2950. check_distance_bl(src, target, status_get_range(target)+1) &&
  2951. status_check_skilluse(target, src, TF_POISON, 0)
  2952. ) { //Poison React
  2953. if (status_get_elem_type(src) == 5) {
  2954. tsc->data[SC_POISONREACT].val2 = 0;
  2955. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,tsc->data[SC_POISONREACT].val1,tick,0);
  2956. } else {
  2957. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, flag);
  2958. --tsc->data[SC_POISONREACT].val2;
  2959. }
  2960. if (tsc->data[SC_POISONREACT].val2 <= 0)
  2961. status_change_end(target, SC_POISONREACT, -1);
  2962. }
  2963. }
  2964. //SG_FUSION hp penalty [Komurka]
  2965. if (sd && sc && sc->data[SC_FUSION].timer!=-1)
  2966. {
  2967. int hp=0;
  2968. if(target->type == BL_PC)
  2969. {
  2970. hp = sd->status.max_hp * 8 / 100;
  2971. if((sd->status.hp * 100/sd->status.max_hp) <= 20)
  2972. hp = sd->status.hp;
  2973. }else
  2974. hp = sd->status.max_hp * 5 / 1000;
  2975. pc_heal(sd,-hp,0);
  2976. }
  2977. map_freeblock_unlock();
  2978. return wd.dmg_lv;
  2979. }
  2980. int battle_check_undead(int race,int element)
  2981. {
  2982. if(battle_config.undead_detect_type == 0) {
  2983. if(element == 9)
  2984. return 1;
  2985. }
  2986. else if(battle_config.undead_detect_type == 1) {
  2987. if(race == 1)
  2988. return 1;
  2989. }
  2990. else {
  2991. if(element == 9 || race == 1)
  2992. return 1;
  2993. }
  2994. return 0;
  2995. }
  2996. /*==========================================
  2997. * Checks the state between two targets (rewritten by Skotlex)
  2998. * (enemy, friend, party, guild, etc)
  2999. * See battle.h for possible values/combinations
  3000. * to be used here (BCT_* constants)
  3001. * Return value is:
  3002. * 1: flag holds true (is enemy, party, etc)
  3003. * -1: flag fails
  3004. * 0: Invalid target (non-targetable ever)
  3005. *------------------------------------------
  3006. */
  3007. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  3008. {
  3009. int m,state = 0; //Initial state none
  3010. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  3011. struct block_list *s_bl= src, *t_bl= target;
  3012. nullpo_retr(0, src);
  3013. nullpo_retr(0, target);
  3014. m = target->m;
  3015. if (flag&BCT_ENEMY && !map_flag_gvg(m) && !(status_get_mode(src)&MD_BOSS))
  3016. { //No offensive stuff while in Basilica.
  3017. if (map_getcell(m,src->x,src->y,CELL_CHKBASILICA) ||
  3018. map_getcell(m,target->x,target->y,CELL_CHKBASILICA))
  3019. return -1;
  3020. }
  3021. if (target->type == BL_SKILL) //Needed out of the switch in case the ownership needs to be passed skill->mob->master
  3022. {
  3023. struct skill_unit *su = (struct skill_unit *)target;
  3024. if (!su->group)
  3025. return 0;
  3026. if (skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3027. { //Only a few skills can target traps...
  3028. switch (battle_getcurrentskill(src))
  3029. {
  3030. case HT_REMOVETRAP:
  3031. case AC_SHOWER:
  3032. case WZ_HEAVENDRIVE:
  3033. state |= BCT_ENEMY;
  3034. strip_enemy = 0;
  3035. break;
  3036. default:
  3037. return 0;
  3038. }
  3039. } else if (su->group->skill_id==WZ_ICEWALL)
  3040. { //Icewall can be hit by anything except skills.
  3041. if (src->type == BL_SKILL)
  3042. return 0;
  3043. state |= BCT_ENEMY;
  3044. strip_enemy = 0;
  3045. } else //Excepting traps and icewall, you should not be able to target skills.
  3046. return 0;
  3047. if ((t_bl = map_id2bl(su->group->src_id)) == NULL)
  3048. t_bl = target; //Fallback on the trap itself, otherwise consider this a "versus caster" scenario.
  3049. }
  3050. switch (t_bl->type)
  3051. {
  3052. case BL_PC:
  3053. {
  3054. struct map_session_data *sd = (struct map_session_data *)t_bl;
  3055. if (sd->invincible_timer != -1 || pc_isinvisible(sd))
  3056. return -1; //Cannot be targeted yet.
  3057. if (sd->state.monster_ignore && src->type == BL_MOB)
  3058. return 0; //option to have monsters ignore GMs [Valaris]
  3059. if (sd->special_state.killable)
  3060. {
  3061. state |= BCT_ENEMY; //Universal Victim
  3062. strip_enemy = 0;
  3063. }
  3064. break;
  3065. }
  3066. case BL_MOB:
  3067. {
  3068. struct mob_data *md = (struct mob_data *)t_bl;
  3069. if (!agit_flag && md->guardian_data && md->guardian_data->guild_id)
  3070. return 0; //Disable guardians/emperiums owned by Guilds on non-woe times.
  3071. if (md->special_state.ai == 2)
  3072. { //Mines are sort of universal enemies.
  3073. state |= BCT_ENEMY;
  3074. strip_enemy = 0;
  3075. }
  3076. if (md->master_id && (t_bl = map_id2bl(md->master_id)) == NULL)
  3077. t_bl = &md->bl; //Fallback on the mob itself, otherwise consider this a "versus master" scenario.
  3078. break;
  3079. }
  3080. case BL_PET:
  3081. {
  3082. return 0; //Pets cannot be targetted.
  3083. }
  3084. case BL_SKILL: //Skill with no owner? Kinda odd... but.. let it through.
  3085. break;
  3086. default: //Invalid target
  3087. return 0;
  3088. }
  3089. if (src->type == BL_SKILL)
  3090. {
  3091. struct skill_unit *su = (struct skill_unit *)src;
  3092. if (!su->group)
  3093. return 0;
  3094. if (su->group->src_id == target->id)
  3095. {
  3096. int inf2;
  3097. inf2 = skill_get_inf2(su->group->skill_id);
  3098. if (inf2&INF2_NO_TARGET_SELF)
  3099. return -1;
  3100. if (inf2&INF2_TARGET_SELF)
  3101. return 1;
  3102. }
  3103. if ((s_bl = map_id2bl(su->group->src_id)) == NULL)
  3104. s_bl = src; //Fallback on the trap itself, otherwise consider this a "caster versus enemy" scenario.
  3105. }
  3106. switch (s_bl->type)
  3107. {
  3108. case BL_PC:
  3109. {
  3110. struct map_session_data *sd = (struct map_session_data *) s_bl;
  3111. if (sd->special_state.killer)
  3112. {
  3113. state |= BCT_ENEMY; //Is on a killing rampage :O
  3114. strip_enemy = 0;
  3115. } else
  3116. if (sd->duel_group && // Duel [LuzZza]
  3117. !((!battle_config.duel_allow_pvp && map[m].flag.pvp) ||
  3118. (!battle_config.duel_allow_gvg && map_flag_gvg(m)))) {
  3119. if (t_bl->type == BL_PC && t_bl != s_bl &&
  3120. (sd->duel_group == ((struct map_session_data *)t_bl)->duel_group))
  3121. {
  3122. state |= BCT_ENEMY;
  3123. strip_enemy = 0;
  3124. } else if (t_bl != s_bl) {
  3125. // You can't target anything out of your duel
  3126. return 0;
  3127. }
  3128. }
  3129. if (map_flag_gvg(m) && !sd->status.guild_id &&
  3130. t_bl->type == BL_MOB && ((struct mob_data *)t_bl)->guardian_data)
  3131. return 0; //If you don't belong to a guild, can't target guardians/emperium.
  3132. if (t_bl->type != BL_PC)
  3133. state |= BCT_ENEMY; //Natural enemy.
  3134. break;
  3135. }
  3136. case BL_MOB:
  3137. {
  3138. struct mob_data *md = (struct mob_data *)s_bl;
  3139. if (!agit_flag && md->guardian_data && md->guardian_data->guild_id)
  3140. return 0; //Disable guardians/emperium owned by Guilds on non-woe times.
  3141. if (!md->special_state.ai) { //Normal mobs.
  3142. if (t_bl->type == BL_MOB && !((struct mob_data*)t_bl)->special_state.ai)
  3143. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  3144. else
  3145. state |= BCT_ENEMY; //However, all else are enemies.
  3146. } else {
  3147. if (t_bl->type == BL_MOB && !((struct mob_data*)t_bl)->special_state.ai)
  3148. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  3149. }
  3150. if (md->master_id && (s_bl = map_id2bl(md->master_id)) == NULL)
  3151. s_bl = &md->bl; //Fallback on the mob itself, otherwise consider this a "from master" scenario.
  3152. break;
  3153. }
  3154. case BL_PET:
  3155. {
  3156. struct pet_data *pd = (struct pet_data *)s_bl;
  3157. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  3158. return 0; //Pet may not attack non-mobs/items.
  3159. if (t_bl->type == BL_MOB && ((struct mob_data *)t_bl)->guardian_data && flag&BCT_ENEMY)
  3160. return 0; //pet may not attack Guardians/Emperium
  3161. if (t_bl->type != BL_PC)
  3162. state |= BCT_ENEMY; //Stock enemy type.
  3163. if (pd->msd)
  3164. s_bl = &pd->msd->bl; //"My master's enemies are my enemies..."
  3165. break;
  3166. }
  3167. case BL_SKILL: //Skill with no owner? Fishy, but let it through.
  3168. break;
  3169. default: //Invalid source of attack?
  3170. return 0;
  3171. }
  3172. if ((flag&BCT_ALL) == BCT_ALL) { //All actually stands for all players/mobs
  3173. if (target->type == BL_MOB || target->type == BL_PC)
  3174. return 1;
  3175. else
  3176. return -1;
  3177. } else if (flag == BCT_NOONE) //Why would someone use this? no clue.
  3178. return -1;
  3179. if (t_bl == s_bl)
  3180. { //No need for further testing.
  3181. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  3182. if (state&BCT_ENEMY && strip_enemy)
  3183. state&=~BCT_ENEMY;
  3184. return (flag&state)?1:-1;
  3185. }
  3186. if (map_flag_vs(m)) { //Check rivalry settings.
  3187. if (flag&(BCT_PARTY|BCT_ENEMY)) {
  3188. int s_party = status_get_party_id(s_bl);
  3189. if (
  3190. !(map[m].flag.pvp && map[m].flag.pvp_noparty) &&
  3191. !(map_flag_gvg(m) && map[m].flag.gvg_noparty) &&
  3192. s_party && s_party == status_get_party_id(t_bl)
  3193. )
  3194. state |= BCT_PARTY;
  3195. else
  3196. state |= BCT_ENEMY;
  3197. }
  3198. if (flag&(BCT_GUILD|BCT_ENEMY)) {
  3199. int s_guild = status_get_guild_id(s_bl);
  3200. int t_guild = status_get_guild_id(t_bl);
  3201. if (
  3202. !(map[m].flag.pvp && map[m].flag.pvp_noguild) &&
  3203. s_guild && t_guild && (s_guild == t_guild || guild_idisallied(s_guild, t_guild))
  3204. )
  3205. state |= BCT_GUILD;
  3206. else
  3207. state |= BCT_ENEMY;
  3208. }
  3209. if (state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) &&
  3210. s_bl->type == BL_PC && t_bl->type == BL_PC)
  3211. { //Prevent novice engagement on pk_mode (feature by Valaris)
  3212. struct map_session_data* sd = (struct map_session_data*)s_bl,
  3213. *sd2 = (struct map_session_data*)t_bl;
  3214. if (
  3215. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  3216. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  3217. sd->status.base_level < battle_config.pk_min_level ||
  3218. sd2->status.base_level < battle_config.pk_min_level ||
  3219. (battle_config.pk_level_range && (
  3220. sd->status.base_level > sd2->status.base_level ?
  3221. sd->status.base_level - sd2->status.base_level :
  3222. sd2->status.base_level - sd->status.base_level )
  3223. > battle_config.pk_level_range)
  3224. )
  3225. state&=~BCT_ENEMY;
  3226. }
  3227. } else { //Non pvp/gvg, check party/guild settings.
  3228. if (flag&BCT_PARTY || state&BCT_ENEMY) {
  3229. int s_party = status_get_party_id(s_bl);
  3230. if (s_party && s_party ==status_get_party_id(t_bl))
  3231. state |= BCT_PARTY;
  3232. }
  3233. if (flag&BCT_GUILD || state&BCT_ENEMY) {
  3234. int s_guild = status_get_guild_id(s_bl);
  3235. int t_guild = status_get_guild_id(t_bl);
  3236. if (s_guild && t_guild && (s_guild == t_guild || guild_idisallied(s_guild, t_guild)))
  3237. state |= BCT_GUILD;
  3238. }
  3239. }
  3240. if (!state) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  3241. state = BCT_NEUTRAL;
  3242. //Alliance state takes precedence over enemy one.
  3243. else if (state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD))
  3244. state&=~BCT_ENEMY;
  3245. return (flag&state)?1:-1;
  3246. }
  3247. /*==========================================
  3248. * 射程判定
  3249. *------------------------------------------
  3250. */
  3251. int battle_check_range(struct block_list *src,struct block_list *bl,int range)
  3252. {
  3253. nullpo_retr(0, src);
  3254. nullpo_retr(0, bl);
  3255. if(src->m != bl->m) // 違うマップ
  3256. return 0;
  3257. if (!check_distance_bl(src, bl, range))
  3258. return 0;
  3259. if(distance_bl(src, bl) < 3) //No need for path checking.
  3260. return 1;
  3261. // ?瘧Q物判定
  3262. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y);
  3263. }
  3264. /*==========================================
  3265. * Return numerical value of a switch configuration (modified by [Yor])
  3266. * on/off, english, fran軋is, deutsch, espa�l
  3267. *------------------------------------------
  3268. */
  3269. int battle_config_switch(const char *str) {
  3270. if (strcmpi(str, "on") == 0 || strcmpi(str, "yes") == 0 || strcmpi(str, "oui") == 0 || strcmpi(str, "ja") == 0 || strcmpi(str, "si") == 0)
  3271. return 1;
  3272. if (strcmpi(str, "off") == 0 || strcmpi(str, "no") == 0 || strcmpi(str, "non") == 0 || strcmpi(str, "nein") == 0)
  3273. return 0;
  3274. return atoi(str);
  3275. }
  3276. static const struct battle_data_short {
  3277. const char *str;
  3278. unsigned short *val;
  3279. } battle_data_short[] = { //List here battle_athena options which are type unsigned short!
  3280. { "warp_point_debug", &battle_config.warp_point_debug },
  3281. { "enemy_critical_rate", &battle_config.enemy_critical_rate },
  3282. { "enemy_str", &battle_config.enemy_str },
  3283. { "enemy_perfect_flee", &battle_config.enemy_perfect_flee },
  3284. { "casting_rate", &battle_config.cast_rate },
  3285. { "delay_rate", &battle_config.delay_rate },
  3286. { "delay_dependon_dex", &battle_config.delay_dependon_dex },
  3287. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable },
  3288. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right },
  3289. { "player_skill_add_range", &battle_config.pc_skill_add_range },
  3290. { "skill_out_range_consume", &battle_config.skill_out_range_consume },
  3291. { "monster_skill_add_range", &battle_config.mob_skill_add_range },
  3292. { "skillrange_by_distance", &battle_config.skillrange_by_distance },
  3293. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range },
  3294. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate },
  3295. { "defunit_not_enemy", &battle_config.defnotenemy },
  3296. { "gvg_traps_target_all", &battle_config.vs_traps_bctall },
  3297. { "clear_skills_on_death", &battle_config.clear_unit_ondeath },
  3298. { "random_monster_checklv", &battle_config.random_monster_checklv },
  3299. { "attribute_recover", &battle_config.attr_recover },
  3300. { "flooritem_lifetime", &battle_config.flooritem_lifetime },
  3301. { "item_auto_get", &battle_config.item_auto_get },
  3302. { "drop_rate0item", &battle_config.drop_rate0item },
  3303. { "pvp_exp", &battle_config.pvp_exp },
  3304. { "gtb_pvp_only", &battle_config.gtb_pvp_only },
  3305. { "guild_max_castles", &battle_config.guild_max_castles },
  3306. { "death_penalty_type", &battle_config.death_penalty_type },
  3307. { "death_penalty_base", &battle_config.death_penalty_base },
  3308. { "death_penalty_job", &battle_config.death_penalty_job },
  3309. { "restart_hp_rate", &battle_config.restart_hp_rate },
  3310. { "restart_sp_rate", &battle_config.restart_sp_rate },
  3311. { "mvp_hp_rate", &battle_config.mvp_hp_rate },
  3312. { "monster_hp_rate", &battle_config.monster_hp_rate },
  3313. { "monster_max_aspd", &battle_config.monster_max_aspd },
  3314. { "atcommand_gm_only", &battle_config.atc_gmonly },
  3315. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit },
  3316. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit},
  3317. { "gm_all_skill", &battle_config.gm_allskill },
  3318. { "gm_all_skill_add_abra", &battle_config.gm_allskill_addabra },
  3319. { "gm_all_equipment", &battle_config.gm_allequip },
  3320. { "gm_skill_unconditional", &battle_config.gm_skilluncond },
  3321. { "gm_join_chat", &battle_config.gm_join_chat },
  3322. { "gm_kick_chat", &battle_config.gm_kick_chat },
  3323. { "player_skillfree", &battle_config.skillfree },
  3324. { "player_skillup_limit", &battle_config.skillup_limit },
  3325. { "weapon_produce_rate", &battle_config.wp_rate },
  3326. { "potion_produce_rate", &battle_config.pp_rate },
  3327. { "monster_active_enable", &battle_config.monster_active_enable },
  3328. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate},
  3329. { "monster_loot_type", &battle_config.monster_loot_type },
  3330. // { "mob_skill_use", &battle_config.mob_skill_use }, //Deprecated
  3331. { "mob_skill_rate", &battle_config.mob_skill_rate },
  3332. { "mob_skill_delay", &battle_config.mob_skill_delay },
  3333. { "mob_count_rate", &battle_config.mob_count_rate },
  3334. { "mob_spawn_delay", &battle_config.mob_spawn_delay },
  3335. { "no_spawn_on_player", &battle_config.no_spawn_on_player },
  3336. { "plant_spawn_delay", &battle_config.plant_spawn_delay },
  3337. { "boss_spawn_delay", &battle_config.boss_spawn_delay },
  3338. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed },
  3339. { "summons_inherit_effects", &battle_config.summons_inherit_effects },
  3340. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate },
  3341. { "damage_walk_delay_rate", &battle_config.walk_delay_rate },
  3342. { "multihit_delay", &battle_config.multihit_delay },
  3343. { "quest_skill_learn", &battle_config.quest_skill_learn },
  3344. { "quest_skill_reset", &battle_config.quest_skill_reset },
  3345. { "basic_skill_check", &battle_config.basic_skill_check },
  3346. { "guild_emperium_check", &battle_config.guild_emperium_check },
  3347. { "guild_exp_rate", &battle_config.guild_exp_rate },
  3348. { "guild_exp_limit", &battle_config.guild_exp_limit },
  3349. { "player_invincible_time", &battle_config.pc_invincible_time },
  3350. { "pet_catch_rate", &battle_config.pet_catch_rate },
  3351. { "pet_rename", &battle_config.pet_rename },
  3352. { "pet_friendly_rate", &battle_config.pet_friendly_rate },
  3353. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate },
  3354. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease},
  3355. { "pet_str", &battle_config.pet_str },
  3356. { "pet_status_support", &battle_config.pet_status_support },
  3357. { "pet_attack_support", &battle_config.pet_attack_support },
  3358. { "pet_damage_support", &battle_config.pet_damage_support },
  3359. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly },
  3360. { "pet_support_rate", &battle_config.pet_support_rate },
  3361. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master },
  3362. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate },
  3363. { "pet_lv_rate", &battle_config.pet_lv_rate }, //Skotlex
  3364. { "pet_max_stats", &battle_config.pet_max_stats }, //Skotlex
  3365. { "pet_max_atk1", &battle_config.pet_max_atk1 }, //Skotlex
  3366. { "pet_max_atk2", &battle_config.pet_max_atk2 }, //Skotlex
  3367. { "pet_disable_in_gvg", &battle_config.pet_no_gvg }, //Skotlex
  3368. { "skill_min_damage", &battle_config.skill_min_damage },
  3369. { "finger_offensive_type", &battle_config.finger_offensive_type },
  3370. { "heal_exp", &battle_config.heal_exp },
  3371. { "resurrection_exp", &battle_config.resurrection_exp },
  3372. { "shop_exp", &battle_config.shop_exp },
  3373. { "combo_delay_rate", &battle_config.combo_delay_rate },
  3374. { "item_check", &battle_config.item_check },
  3375. { "item_use_interval", &battle_config.item_use_interval },
  3376. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay },
  3377. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette }, //[Skotlex]
  3378. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette }, // [Valaris]
  3379. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate },
  3380. { "item_name_override_grffile", &battle_config.item_name_override_grffile},
  3381. { "item_equip_override_grffile", &battle_config.item_equip_override_grffile}, // [Celest]
  3382. { "item_slots_override_grffile", &battle_config.item_slots_override_grffile}, // [Celest]
  3383. { "indoors_override_grffile", &battle_config.indoors_override_grffile}, // [Celest]
  3384. { "skill_sp_override_grffile", &battle_config.skill_sp_override_grffile}, // [Celest]
  3385. { "cardillust_read_grffile", &battle_config.cardillust_read_grffile}, // [Celest]
  3386. { "arrow_decrement", &battle_config.arrow_decrement },
  3387. { "max_aspd", &battle_config.max_aspd },
  3388. { "max_walk_speed", &battle_config.max_walk_speed },
  3389. { "max_lv", &battle_config.max_lv },
  3390. { "aura_lv", &battle_config.aura_lv },
  3391. { "max_parameter", &battle_config.max_parameter },
  3392. { "max_baby_parameter", &battle_config.max_baby_parameter },
  3393. { "max_def", &battle_config.max_def },
  3394. { "over_def_bonus", &battle_config.over_def_bonus },
  3395. { "player_skill_log", &battle_config.pc_skill_log },
  3396. { "monster_skill_log", &battle_config.mob_skill_log },
  3397. { "battle_log", &battle_config.battle_log },
  3398. { "save_log", &battle_config.save_log },
  3399. { "error_log", &battle_config.error_log },
  3400. { "etc_log", &battle_config.etc_log },
  3401. { "save_clothcolor", &battle_config.save_clothcolor },
  3402. { "undead_detect_type", &battle_config.undead_detect_type },
  3403. { "player_auto_counter_type", &battle_config.pc_auto_counter_type },
  3404. { "monster_auto_counter_type", &battle_config.monster_auto_counter_type},
  3405. { "min_hitrate", &battle_config.min_hitrate },
  3406. { "max_hitrate", &battle_config.max_hitrate },
  3407. { "agi_penalty_type", &battle_config.agi_penalty_type },
  3408. { "agi_penalty_count", &battle_config.agi_penalty_count },
  3409. { "agi_penalty_num", &battle_config.agi_penalty_num },
  3410. { "agi_penalty_count_lv", &battle_config.agi_penalty_count_lv },
  3411. { "vit_penalty_type", &battle_config.vit_penalty_type },
  3412. { "vit_penalty_count", &battle_config.vit_penalty_count },
  3413. { "vit_penalty_num", &battle_config.vit_penalty_num },
  3414. { "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv },
  3415. { "player_defense_type", &battle_config.player_defense_type },
  3416. { "monster_defense_type", &battle_config.monster_defense_type },
  3417. { "pet_defense_type", &battle_config.pet_defense_type },
  3418. { "magic_defense_type", &battle_config.magic_defense_type },
  3419. { "player_skill_reiteration", &battle_config.pc_skill_reiteration },
  3420. { "monster_skill_reiteration", &battle_config.monster_skill_reiteration},
  3421. { "player_skill_nofootset", &battle_config.pc_skill_nofootset },
  3422. { "monster_skill_nofootset", &battle_config.monster_skill_nofootset },
  3423. { "player_cloak_check_type", &battle_config.pc_cloak_check_type },
  3424. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type },
  3425. { "sense_type", &battle_config.estimation_type },
  3426. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate },
  3427. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate },
  3428. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate },
  3429. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate },
  3430. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate },
  3431. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty },
  3432. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill},
  3433. { "player_attack_direction_change", &battle_config.pc_attack_direction_change },
  3434. { "monster_attack_direction_change", &battle_config.monster_attack_direction_change },
  3435. { "player_land_skill_limit", &battle_config.pc_land_skill_limit },
  3436. { "monster_land_skill_limit", &battle_config.monster_land_skill_limit},
  3437. { "party_skill_penalty", &battle_config.party_skill_penalty },
  3438. { "monster_class_change_full_recover", &battle_config.monster_class_change_full_recover },
  3439. { "produce_item_name_input", &battle_config.produce_item_name_input },
  3440. { "produce_potion_name_input", &battle_config.produce_potion_name_input},
  3441. { "making_arrow_name_input", &battle_config.making_arrow_name_input },
  3442. { "holywater_name_input", &battle_config.holywater_name_input },
  3443. { "cdp_name_input", &battle_config.cdp_name_input },
  3444. { "display_delay_skill_fail", &battle_config.display_delay_skill_fail },
  3445. { "display_snatcher_skill_fail", &battle_config.display_snatcher_skill_fail },
  3446. { "chat_warpportal", &battle_config.chat_warpportal },
  3447. { "mob_warpportal", &battle_config.mob_warpportal },
  3448. { "dead_branch_active", &battle_config.dead_branch_active },
  3449. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party },
  3450. { "show_party_share_picker", &battle_config.party_show_share_picker },
  3451. { "party_item_share_type", &battle_config.party_share_type },
  3452. { "pet_attack_attr_none", &battle_config.pet_attack_attr_none },
  3453. { "mob_attack_attr_none", &battle_config.mob_attack_attr_none },
  3454. { "mob_ghostring_fix", &battle_config.mob_ghostring_fix },
  3455. { "pc_attack_attr_none", &battle_config.pc_attack_attr_none },
  3456. { "gx_allhit", &battle_config.gx_allhit },
  3457. { "gx_disptype", &battle_config.gx_disptype },
  3458. { "devotion_level_difference", &battle_config.devotion_level_difference },
  3459. { "player_skill_partner_check", &battle_config.player_skill_partner_check},
  3460. { "hide_GM_session", &battle_config.hide_GM_session },
  3461. { "invite_request_check", &battle_config.invite_request_check },
  3462. { "skill_removetrap_type", &battle_config.skill_removetrap_type },
  3463. { "disp_experience", &battle_config.disp_experience },
  3464. { "disp_zeny", &battle_config.disp_zeny },
  3465. { "castle_defense_rate", &battle_config.castle_defense_rate },
  3466. { "hp_rate", &battle_config.hp_rate },
  3467. { "sp_rate", &battle_config.sp_rate },
  3468. { "gm_cant_drop_min_lv", &battle_config.gm_cant_drop_min_lv },
  3469. { "gm_cant_drop_max_lv", &battle_config.gm_cant_drop_max_lv },
  3470. { "disp_hpmeter", &battle_config.disp_hpmeter },
  3471. { "bone_drop", &battle_config.bone_drop },
  3472. { "buyer_name", &battle_config.buyer_name },
  3473. { "skill_wall_check", &battle_config.skill_wall_check },
  3474. { "cell_stack_limit", &battle_config.cell_stack_limit },
  3475. // eAthena additions
  3476. { "item_logarithmic_drops", &battle_config.logarithmic_drops },
  3477. { "item_drop_common_min", &battle_config.item_drop_common_min }, // Added by TyrNemesis^
  3478. { "item_drop_common_max", &battle_config.item_drop_common_max },
  3479. { "item_drop_equip_min", &battle_config.item_drop_equip_min },
  3480. { "item_drop_equip_max", &battle_config.item_drop_equip_max },
  3481. { "item_drop_card_min", &battle_config.item_drop_card_min },
  3482. { "item_drop_card_max", &battle_config.item_drop_card_max },
  3483. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min },
  3484. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max }, // End Addition
  3485. { "item_drop_heal_min", &battle_config.item_drop_heal_min },
  3486. { "item_drop_heal_max", &battle_config.item_drop_heal_max },
  3487. { "item_drop_use_min", &battle_config.item_drop_use_min },
  3488. { "item_drop_use_max", &battle_config.item_drop_use_max },
  3489. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min },
  3490. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max },
  3491. { "prevent_logout", &battle_config.prevent_logout }, // Added by RoVeRT
  3492. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward }, // [Valaris]
  3493. { "drops_by_luk", &battle_config.drops_by_luk }, // [Valaris]
  3494. { "drops_by_luk2", &battle_config.drops_by_luk2 }, // [Skotlex]
  3495. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate },
  3496. { "equip_self_break_rate", &battle_config.equip_self_break_rate },
  3497. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate },
  3498. { "pk_mode", &battle_config.pk_mode }, // [Valaris]
  3499. { "pk_level_range", &battle_config.pk_level_range },
  3500. { "manner_system", &battle_config.manner_system }, // [Komurka]
  3501. { "pet_equip_required", &battle_config.pet_equip_required }, // [Valaris]
  3502. { "multi_level_up", &battle_config.multi_level_up }, // [Valaris]
  3503. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate }, // [Skotlex]
  3504. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty },
  3505. { "night_at_start", &battle_config.night_at_start }, // added by [Yor]
  3506. { "show_mob_hp", &battle_config.show_mob_hp }, // [Valaris]
  3507. { "ban_spoof_namer", &battle_config.ban_spoof_namer }, // added by [Yor]
  3508. { "hack_info_GM_level", &battle_config.hack_info_GM_level }, // added by [Yor]
  3509. { "any_warp_GM_min_level", &battle_config.any_warp_GM_min_level }, // added by [Yor]
  3510. { "packet_ver_flag", &battle_config.packet_ver_flag }, // added by [Yor]
  3511. { "min_hair_style", &battle_config.min_hair_style }, // added by [MouseJstr]
  3512. { "max_hair_style", &battle_config.max_hair_style }, // added by [MouseJstr]
  3513. { "min_hair_color", &battle_config.min_hair_color }, // added by [MouseJstr]
  3514. { "max_hair_color", &battle_config.max_hair_color }, // added by [MouseJstr]
  3515. { "min_cloth_color", &battle_config.min_cloth_color }, // added by [MouseJstr]
  3516. { "max_cloth_color", &battle_config.max_cloth_color }, // added by [MouseJstr]
  3517. { "pet_hair_style", &battle_config.pet_hair_style }, // added by [Skotlex]
  3518. { "castrate_dex_scale", &battle_config.castrate_dex_scale }, // added by [MouseJstr]
  3519. { "area_size", &battle_config.area_size }, // added by [MouseJstr]
  3520. { "muting_players", &battle_config.muting_players}, // added by [Apple]
  3521. { "zeny_from_mobs", &battle_config.zeny_from_mobs}, // [Valaris]
  3522. { "mobs_level_up", &battle_config.mobs_level_up}, // [Valaris]
  3523. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate}, // [Valaris]
  3524. { "pk_min_level", &battle_config.pk_min_level}, // [celest]
  3525. { "skill_steal_type", &battle_config.skill_steal_type}, // [celest]
  3526. { "skill_steal_rate", &battle_config.skill_steal_rate}, // [celest]
  3527. // { "night_darkness_level", &battle_config.night_darkness_level}, // [celest]
  3528. { "motd_type", &battle_config.motd_type}, // [celest]
  3529. { "allow_atcommand_when_mute", &battle_config.allow_atcommand_when_mute}, // [celest]
  3530. { "finding_ore_rate", &battle_config.finding_ore_rate}, // [celest]
  3531. { "exp_calc_type", &battle_config.exp_calc_type}, // [celest]
  3532. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit}, // [celest]
  3533. { "require_glory_guild", &battle_config.require_glory_guild}, // [celest]
  3534. { "idle_no_share", &battle_config.idle_no_share}, // [celest], for a feature by [MouseJstr]
  3535. { "party_even_share_bonus", &battle_config.party_even_share_bonus},
  3536. { "delay_battle_damage", &battle_config.delay_battle_damage}, // [celest]
  3537. { "display_version", &battle_config.display_version}, // [Ancyker], for a feature by...?
  3538. { "who_display_aid", &battle_config.who_display_aid}, // [Ancyker], for a feature by...?
  3539. { "display_hallucination", &battle_config.display_hallucination}, // [Skotlex]
  3540. { "use_statpoint_table", &battle_config.use_statpoint_table}, // [Skotlex]
  3541. { "ignore_items_gender", &battle_config.ignore_items_gender}, // [Lupus]
  3542. { "copyskill_restrict", &battle_config.copyskill_restrict}, // [Aru]
  3543. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs}, // [Aru]
  3544. { "monster_ai", &battle_config.mob_ai},
  3545. { "dynamic_mobs", &battle_config.dynamic_mobs},
  3546. { "mob_remove_damaged", &battle_config.mob_remove_damaged},
  3547. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain}, // [Skotlex]
  3548. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain}, // [Skotlex]
  3549. { "mob_npc_event_type", &battle_config.mob_npc_event_type},
  3550. { "mob_clear_delay", &battle_config.mob_clear_delay}, // [Valaris]
  3551. { "character_size", &battle_config.character_size}, // [Lupus]
  3552. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl}, // [Lupus]
  3553. { "retaliate_to_master", &battle_config.retaliate_to_master}, // [Skotlex]
  3554. { "rare_drop_announce", &battle_config.rare_drop_announce}, // [Lupus]
  3555. { "firewall_hits_on_undead", &battle_config.firewall_hits_on_undead}, // [Skotlex]
  3556. { "title_lvl1", &battle_config.title_lvl1}, // [Lupus]
  3557. { "title_lvl2", &battle_config.title_lvl2}, // [Lupus]
  3558. { "title_lvl3", &battle_config.title_lvl3}, // [Lupus]
  3559. { "title_lvl4", &battle_config.title_lvl4}, // [Lupus]
  3560. { "title_lvl5", &battle_config.title_lvl5}, // [Lupus]
  3561. { "title_lvl6", &battle_config.title_lvl6}, // [Lupus]
  3562. { "title_lvl7", &battle_config.title_lvl7}, // [Lupus]
  3563. { "title_lvl8", &battle_config.title_lvl8}, // [Lupus]
  3564. { "duel_enable", &battle_config.duel_enable}, // [LuzZza]
  3565. { "duel_allow_pvp", &battle_config.duel_allow_pvp}, // [LuzZza]
  3566. { "duel_allow_gvg", &battle_config.duel_allow_gvg}, // [LuzZza]
  3567. { "duel_allow_teleport", &battle_config.duel_allow_teleport}, // [LuzZza]
  3568. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die}, //[LuzZza]
  3569. { "duel_time_interval", &battle_config.duel_time_interval}, // [LuzZza]
  3570. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu}, // [LuzZza]
  3571. { "allow_skill_without_day", &battle_config.allow_skill_without_day}, // [Komurka]
  3572. { "allow_es_magic_player", &battle_config.allow_es_magic_pc },
  3573. { "skill_caster_check", &battle_config.skill_caster_check },
  3574. { "status_cast_cancel", &battle_config.sc_castcancel },
  3575. { "pc_status_def_rate", &battle_config.pc_sc_def_rate },
  3576. { "mob_status_def_rate", &battle_config.mob_sc_def_rate },
  3577. { "pc_max_status_def", &battle_config.pc_max_sc_def },
  3578. { "mob_max_status_def", &battle_config.mob_max_sc_def },
  3579. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio },
  3580. { "autospell_stacking", &battle_config.autospell_stacking },
  3581. };
  3582. static const struct battle_data_int {
  3583. const char *str;
  3584. int *val;
  3585. } battle_data_int[] = { //List here battle_athena options which are type int!
  3586. { "item_first_get_time", &battle_config.item_first_get_time },
  3587. { "item_second_get_time", &battle_config.item_second_get_time },
  3588. { "item_third_get_time", &battle_config.item_third_get_time },
  3589. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time },
  3590. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time },
  3591. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time },
  3592. { "base_exp_rate", &battle_config.base_exp_rate },
  3593. { "job_exp_rate", &battle_config.job_exp_rate },
  3594. { "zeny_penalty", &battle_config.zeny_penalty },
  3595. { "mvp_exp_rate", &battle_config.mvp_exp_rate },
  3596. { "natural_healhp_interval", &battle_config.natural_healhp_interval },
  3597. { "natural_healsp_interval", &battle_config.natural_healsp_interval },
  3598. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval},
  3599. { "max_hp", &battle_config.max_hp },
  3600. { "max_sp", &battle_config.max_sp },
  3601. { "max_cart_weight", &battle_config.max_cart_weight },
  3602. { "gvg_eliminate_time", &battle_config.gvg_eliminate_time },
  3603. { "vending_max_value", &battle_config.vending_max_value },
  3604. // eAthena additions
  3605. { "item_rate_mvp", &battle_config.item_rate_mvp },
  3606. { "item_rate_common", &battle_config.item_rate_common }, // Added by RoVeRT
  3607. { "item_rate_equip", &battle_config.item_rate_equip },
  3608. { "item_rate_card", &battle_config.item_rate_card }, // End Addition
  3609. { "item_rate_heal", &battle_config.item_rate_heal }, // Added by Valaris
  3610. { "item_rate_use", &battle_config.item_rate_use }, // End
  3611. { "item_rate_treasure", &battle_config.item_rate_treasure }, // End
  3612. { "day_duration", &battle_config.day_duration }, // added by [Yor]
  3613. { "night_duration", &battle_config.night_duration }, // added by [Yor]
  3614. { "mob_remove_delay", &battle_config.mob_remove_delay },
  3615. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration },
  3616. };
  3617. int battle_set_value(char *w1, char *w2) {
  3618. int i;
  3619. for(i = 0; i < sizeof(battle_data_short) / (sizeof(battle_data_short[0])); i++)
  3620. if (strcmpi(w1, battle_data_short[i].str) == 0) {
  3621. * battle_data_short[i].val = battle_config_switch(w2);
  3622. return 1;
  3623. }
  3624. for(i = 0; i < sizeof(battle_data_int) / (sizeof(battle_data_int[0])); i++)
  3625. if (strcmpi(w1, battle_data_int[i].str) == 0) {
  3626. *battle_data_int[i].val = battle_config_switch(w2);
  3627. return 1;
  3628. }
  3629. /*
  3630. int val = battle_config_switch(w2);
  3631. switch(battle_data[i].size) {
  3632. case 1:
  3633. *((unsigned char *) battle_data[i].val) = val;
  3634. break;
  3635. case 2:
  3636. *((unsigned short *) battle_data[i].val) = val;
  3637. break;
  3638. case 4:
  3639. *((unsigned int *) battle_data[i].val) = val;
  3640. break;
  3641. }
  3642. return 1;
  3643. }
  3644. */
  3645. return 0;
  3646. }
  3647. void battle_set_defaults() {
  3648. battle_config.warp_point_debug=0;
  3649. battle_config.enemy_critical_rate=0;
  3650. battle_config.enemy_str=1;
  3651. battle_config.enemy_perfect_flee=0;
  3652. battle_config.cast_rate=100;
  3653. battle_config.delay_rate=100;
  3654. battle_config.delay_dependon_dex=0;
  3655. battle_config.sdelay_attack_enable=0;
  3656. battle_config.left_cardfix_to_right=0;
  3657. battle_config.pc_skill_add_range=0;
  3658. battle_config.skill_out_range_consume=1;
  3659. battle_config.mob_skill_add_range=0;
  3660. battle_config.skillrange_by_distance=6;
  3661. battle_config.use_weapon_skill_range=0;
  3662. battle_config.pc_damage_delay_rate=100;
  3663. battle_config.defnotenemy=0;
  3664. battle_config.vs_traps_bctall=1;
  3665. battle_config.clear_unit_ondeath=1;
  3666. battle_config.random_monster_checklv=1;
  3667. battle_config.attr_recover=1;
  3668. battle_config.flooritem_lifetime=LIFETIME_FLOORITEM*1000;
  3669. battle_config.item_auto_get=0;
  3670. battle_config.item_first_get_time=3000;
  3671. battle_config.item_second_get_time=1000;
  3672. battle_config.item_third_get_time=1000;
  3673. battle_config.mvp_item_first_get_time=10000;
  3674. battle_config.mvp_item_second_get_time=10000;
  3675. battle_config.mvp_item_third_get_time=2000;
  3676. battle_config.drop_rate0item=0;
  3677. battle_config.base_exp_rate=100;
  3678. battle_config.job_exp_rate=100;
  3679. battle_config.pvp_exp=1;
  3680. battle_config.gtb_pvp_only=0;
  3681. battle_config.death_penalty_type=0;
  3682. battle_config.death_penalty_base=0;
  3683. battle_config.death_penalty_job=0;
  3684. battle_config.zeny_penalty=0;
  3685. battle_config.restart_hp_rate=0;
  3686. battle_config.restart_sp_rate=0;
  3687. battle_config.mvp_exp_rate=100;
  3688. battle_config.mvp_hp_rate=100;
  3689. battle_config.monster_hp_rate=100;
  3690. battle_config.monster_max_aspd=199;
  3691. battle_config.atc_gmonly=0;
  3692. battle_config.atc_spawn_quantity_limit=0;
  3693. battle_config.atc_slave_clone_limit=0;
  3694. battle_config.gm_allskill=0;
  3695. battle_config.gm_allequip=0;
  3696. battle_config.gm_skilluncond=0;
  3697. battle_config.gm_join_chat=0;
  3698. battle_config.gm_kick_chat=0;
  3699. battle_config.guild_max_castles=0;
  3700. battle_config.skillfree = 0;
  3701. battle_config.skillup_limit = 0;
  3702. battle_config.wp_rate=100;
  3703. battle_config.pp_rate=100;
  3704. battle_config.monster_active_enable=1;
  3705. battle_config.monster_damage_delay_rate=100;
  3706. battle_config.monster_loot_type=0;
  3707. // battle_config.mob_skill_use=1;
  3708. battle_config.mob_skill_rate=100;
  3709. battle_config.mob_skill_delay=100;
  3710. battle_config.mob_count_rate=100;
  3711. battle_config.mob_spawn_delay=100;
  3712. battle_config.no_spawn_on_player=0;
  3713. battle_config.plant_spawn_delay=100;
  3714. battle_config.boss_spawn_delay=100;
  3715. battle_config.slaves_inherit_speed=1;
  3716. battle_config.summons_inherit_effects=1;
  3717. battle_config.pc_walk_delay_rate=20;
  3718. battle_config.walk_delay_rate=100;
  3719. battle_config.multihit_delay=230;
  3720. battle_config.quest_skill_learn=0;
  3721. battle_config.quest_skill_reset=1;
  3722. battle_config.basic_skill_check=1;
  3723. battle_config.guild_emperium_check=1;
  3724. battle_config.guild_exp_limit=50;
  3725. battle_config.guild_exp_rate=100;
  3726. battle_config.pc_invincible_time = 5000;
  3727. battle_config.pet_catch_rate=100;
  3728. battle_config.pet_rename=0;
  3729. battle_config.pet_friendly_rate=100;
  3730. battle_config.pet_hungry_delay_rate=100;
  3731. battle_config.pet_hungry_friendly_decrease=5;
  3732. battle_config.pet_str=1;
  3733. battle_config.pet_status_support=0;
  3734. battle_config.pet_attack_support=0;
  3735. battle_config.pet_damage_support=0;
  3736. battle_config.pet_support_min_friendly=900;
  3737. battle_config.pet_support_rate=100;
  3738. battle_config.pet_attack_exp_to_master=0;
  3739. battle_config.pet_attack_exp_rate=100;
  3740. battle_config.pet_lv_rate=0; //Skotlex
  3741. battle_config.pet_max_stats=99; //Skotlex
  3742. battle_config.pet_max_atk1=750; //Skotlex
  3743. battle_config.pet_max_atk2=1000; //Skotlex
  3744. battle_config.pet_no_gvg=0; //Skotlex
  3745. battle_config.skill_min_damage=6; //Ishizu claims that magic and misc attacks always do at least div_ damage. [Skotlex]
  3746. battle_config.finger_offensive_type=0;
  3747. battle_config.heal_exp=0;
  3748. battle_config.resurrection_exp=0;
  3749. battle_config.shop_exp=0;
  3750. battle_config.combo_delay_rate=100;
  3751. battle_config.item_check=1;
  3752. battle_config.item_use_interval=500;
  3753. battle_config.wedding_modifydisplay=0;
  3754. battle_config.wedding_ignorepalette=0;
  3755. battle_config.xmas_ignorepalette=0; // [Valaris]
  3756. battle_config.natural_healhp_interval=6000;
  3757. battle_config.natural_healsp_interval=8000;
  3758. battle_config.natural_heal_skill_interval=10000;
  3759. battle_config.natural_heal_weight_rate=50;
  3760. battle_config.item_name_override_grffile=1;
  3761. battle_config.item_equip_override_grffile=0; // [Celest]
  3762. battle_config.item_slots_override_grffile=0; // [Celest]
  3763. battle_config.indoors_override_grffile=0; // [Celest]
  3764. battle_config.skill_sp_override_grffile=0; // [Celest]
  3765. battle_config.cardillust_read_grffile=0; // [Celest]
  3766. battle_config.arrow_decrement=1;
  3767. battle_config.max_aspd = 199;
  3768. battle_config.max_walk_speed = 300;
  3769. battle_config.max_hp = 32500;
  3770. battle_config.max_sp = 32500;
  3771. battle_config.max_lv = 99; // [MouseJstr]
  3772. battle_config.aura_lv = 99; // [Skotlex]
  3773. battle_config.max_parameter = 99;
  3774. battle_config.max_baby_parameter = 80;
  3775. battle_config.max_cart_weight = 8000;
  3776. battle_config.max_def = 99; // [Skotlex]
  3777. battle_config.over_def_bonus = 0; // [Skotlex]
  3778. battle_config.pc_skill_log = 0;
  3779. battle_config.mob_skill_log = 0;
  3780. battle_config.battle_log = 0;
  3781. battle_config.save_log = 0;
  3782. battle_config.error_log = 1;
  3783. battle_config.etc_log = 1;
  3784. battle_config.save_clothcolor = 0;
  3785. battle_config.undead_detect_type = 0;
  3786. battle_config.pc_auto_counter_type = 1;
  3787. battle_config.monster_auto_counter_type = 1;
  3788. battle_config.min_hitrate = 5;
  3789. battle_config.max_hitrate = 95;
  3790. battle_config.agi_penalty_type = 1;
  3791. battle_config.agi_penalty_count = 3;
  3792. battle_config.agi_penalty_num = 10;
  3793. battle_config.agi_penalty_count_lv = ATK_FLEE;
  3794. battle_config.vit_penalty_type = 1;
  3795. battle_config.vit_penalty_count = 3;
  3796. battle_config.vit_penalty_num = 5;
  3797. battle_config.vit_penalty_count_lv = ATK_DEF;
  3798. battle_config.player_defense_type = 0;
  3799. battle_config.monster_defense_type = 0;
  3800. battle_config.pet_defense_type = 0;
  3801. battle_config.magic_defense_type = 0;
  3802. battle_config.pc_skill_reiteration = 0;
  3803. battle_config.monster_skill_reiteration = 0;
  3804. battle_config.pc_skill_nofootset = 0;
  3805. battle_config.monster_skill_nofootset = 0;
  3806. battle_config.pc_cloak_check_type = 1;
  3807. battle_config.monster_cloak_check_type = 0;
  3808. battle_config.estimation_type = 3;
  3809. battle_config.gvg_short_damage_rate = 100;
  3810. battle_config.gvg_long_damage_rate = 75;
  3811. battle_config.gvg_weapon_damage_rate = 60;
  3812. battle_config.gvg_magic_damage_rate = 50;
  3813. battle_config.gvg_misc_damage_rate = 60;
  3814. battle_config.gvg_flee_penalty = 20;
  3815. battle_config.gvg_eliminate_time = 7000;
  3816. battle_config.mob_changetarget_byskill = 0;
  3817. battle_config.pc_attack_direction_change = 1;
  3818. battle_config.monster_attack_direction_change = 1;
  3819. battle_config.pc_land_skill_limit = 1;
  3820. battle_config.monster_land_skill_limit = 1;
  3821. battle_config.party_skill_penalty = 1;
  3822. battle_config.monster_class_change_full_recover = 0;
  3823. battle_config.produce_item_name_input = 1;
  3824. battle_config.produce_potion_name_input = 1;
  3825. battle_config.making_arrow_name_input = 1;
  3826. battle_config.holywater_name_input = 1;
  3827. battle_config.cdp_name_input = 1;
  3828. battle_config.display_delay_skill_fail = 1;
  3829. battle_config.display_snatcher_skill_fail = 1;
  3830. battle_config.chat_warpportal = 0;
  3831. battle_config.mob_warpportal = 0;
  3832. battle_config.dead_branch_active = 0;
  3833. battle_config.vending_max_value = 10000000;
  3834. battle_config.show_steal_in_same_party = 0;
  3835. battle_config.party_share_type = 0;
  3836. battle_config.party_show_share_picker = 0;
  3837. battle_config.pet_attack_attr_none = 0;
  3838. battle_config.pc_attack_attr_none = 0;
  3839. battle_config.mob_attack_attr_none = 0;
  3840. battle_config.mob_ghostring_fix = 1;
  3841. battle_config.gx_allhit = 1;
  3842. battle_config.gx_disptype = 1;
  3843. battle_config.devotion_level_difference = 10;
  3844. battle_config.player_skill_partner_check = 1;
  3845. battle_config.hide_GM_session = 0;
  3846. battle_config.invite_request_check = 1;
  3847. battle_config.skill_removetrap_type = 0;
  3848. battle_config.disp_experience = 0;
  3849. battle_config.disp_zeny = 0;
  3850. battle_config.castle_defense_rate = 100;
  3851. battle_config.hp_rate = 100;
  3852. battle_config.sp_rate = 100;
  3853. battle_config.gm_cant_drop_min_lv = 1;
  3854. battle_config.gm_cant_drop_max_lv = 0;
  3855. battle_config.disp_hpmeter = 60;
  3856. battle_config.skill_wall_check = 0;
  3857. battle_config.cell_stack_limit = 1;
  3858. battle_config.bone_drop = 0;
  3859. battle_config.buyer_name = 1;
  3860. // eAthena additions
  3861. battle_config.item_rate_mvp=100;
  3862. battle_config.item_rate_common = 100;
  3863. battle_config.item_rate_equip = 100;
  3864. battle_config.item_rate_card = 100;
  3865. battle_config.item_rate_heal = 100; // Added by Valaris
  3866. battle_config.item_rate_use = 100; // End
  3867. battle_config.item_rate_treasure = 100;
  3868. battle_config.logarithmic_drops = 0;
  3869. battle_config.item_drop_common_min=1; // Added by TyrNemesis^
  3870. battle_config.item_drop_common_max=10000;
  3871. battle_config.item_drop_equip_min=1;
  3872. battle_config.item_drop_equip_max=10000;
  3873. battle_config.item_drop_card_min=1;
  3874. battle_config.item_drop_card_max=10000;
  3875. battle_config.item_drop_mvp_min=1;
  3876. battle_config.item_drop_mvp_max=10000; // End Addition
  3877. battle_config.item_drop_heal_min=1; // Added by Valaris
  3878. battle_config.item_drop_heal_max=10000;
  3879. battle_config.item_drop_use_min=1;
  3880. battle_config.item_drop_use_max=10000; // End
  3881. battle_config.item_drop_treasure_min=1;
  3882. battle_config.item_drop_treasure_max=10000;
  3883. battle_config.prevent_logout = 10000; // Added by RoVeRT
  3884. battle_config.drops_by_luk = 0; // [Valaris]
  3885. battle_config.drops_by_luk2 = 0;
  3886. battle_config.equip_natural_break_rate = 1;
  3887. battle_config.equip_self_break_rate = 100; // [Valaris], adapted by [Skotlex]
  3888. battle_config.equip_skill_break_rate = 100; // [Valaris], adapted by [Skotlex]
  3889. battle_config.pk_mode = 0; // [Valaris]
  3890. battle_config.pk_level_range = 0; // [Skotlex]
  3891. battle_config.manner_system = 1; // [Valaris]
  3892. battle_config.pet_equip_required = 0; // [Valaris]
  3893. battle_config.multi_level_up = 0; // [Valaris]
  3894. battle_config.max_exp_gain_rate = 0; // [Skotlex]
  3895. battle_config.backstab_bow_penalty = 0; // Akaru
  3896. battle_config.night_at_start = 0; // added by [Yor]
  3897. battle_config.day_duration = 2*60*60*1000; // added by [Yor] (2 hours)
  3898. battle_config.night_duration = 30*60*1000; // added by [Yor] (30 minutes)
  3899. battle_config.show_mob_hp = 0; // [Valaris]
  3900. battle_config.ban_spoof_namer = 5; // added by [Yor] (default: 5 minutes)
  3901. battle_config.hack_info_GM_level = 60; // added by [Yor] (default: 60, GM level)
  3902. battle_config.any_warp_GM_min_level = 20; // added by [Yor]
  3903. battle_config.packet_ver_flag = 1023; // added by [Yor]
  3904. battle_config.min_hair_style = 0;
  3905. battle_config.max_hair_style = 23;
  3906. battle_config.min_hair_color = 0;
  3907. battle_config.max_hair_color = 9;
  3908. battle_config.min_cloth_color = 0;
  3909. battle_config.max_cloth_color = 4;
  3910. battle_config.pet_hair_style = 100;
  3911. battle_config.zeny_from_mobs = 0;
  3912. battle_config.mobs_level_up = 0; // [Valaris]
  3913. battle_config.mobs_level_up_exp_rate = 1; // [Valaris]
  3914. battle_config.pk_min_level = 55;
  3915. battle_config.skill_steal_type = 1;
  3916. battle_config.skill_steal_rate = 100;
  3917. // battle_config.night_darkness_level = 9;
  3918. battle_config.motd_type = 0;
  3919. battle_config.allow_atcommand_when_mute = 0;
  3920. battle_config.finding_ore_rate = 100;
  3921. battle_config.castrate_dex_scale = 150;
  3922. battle_config.area_size = 14;
  3923. battle_config.exp_calc_type = 1;
  3924. battle_config.min_skill_delay_limit = 100;
  3925. battle_config.require_glory_guild = 0;
  3926. battle_config.idle_no_share = 0;
  3927. battle_config.party_even_share_bonus = 0;
  3928. battle_config.delay_battle_damage = 1;
  3929. battle_config.display_version = 1;
  3930. battle_config.who_display_aid = 0;
  3931. battle_config.display_hallucination = 1;
  3932. battle_config.ignore_items_gender = 1;
  3933. battle_config.use_statpoint_table = 1;
  3934. battle_config.mob_ai = 0;
  3935. battle_config.dynamic_mobs = 1; // use Dynamic Mobs [Wizputer]
  3936. battle_config.mob_remove_damaged = 1; // Dynamic Mobs - Remove mobs even if damaged [Wizputer]
  3937. battle_config.mob_remove_delay = 60000;
  3938. battle_config.show_hp_sp_drain = 0; //Display drained hp/sp from attacks
  3939. battle_config.show_hp_sp_gain = 1; //Display gained hp/sp from mob-kills
  3940. battle_config.mob_npc_event_type = 1; //Execute npc-event on player that delivered final blow.
  3941. battle_config.mob_clear_delay = 0;
  3942. battle_config.character_size = 3; //3: Peco riders Size=2, Baby Class Riders Size=1 [Lupus]
  3943. battle_config.mob_max_skilllvl = MAX_SKILL_LEVEL; //max possible level of monsters skills [Lupus]
  3944. battle_config.retaliate_to_master = 1; //Make mobs retaliate against the master rather than the mob that attacked them. [Skotlex]
  3945. battle_config.rare_drop_announce = 1; //show global announces for rare items drops (<= 0.01% chance) [Lupus]
  3946. battle_config.firewall_hits_on_undead = 1;
  3947. battle_config.title_lvl1 = 1; //Players Titles for @who, etc commands [Lupus]
  3948. battle_config.title_lvl2 = 10;
  3949. battle_config.title_lvl3 = 20;
  3950. battle_config.title_lvl4 = 40;
  3951. battle_config.title_lvl5 = 50;
  3952. battle_config.title_lvl6 = 60;
  3953. battle_config.title_lvl7 = 80;
  3954. battle_config.title_lvl8 = 99;
  3955. battle_config.duel_enable = 1;
  3956. battle_config.duel_allow_pvp = 0;
  3957. battle_config.duel_allow_pvp = 0;
  3958. battle_config.duel_allow_teleport = 0;
  3959. battle_config.duel_autoleave_when_die = 1;
  3960. battle_config.duel_time_interval = 60;
  3961. battle_config.skip_teleport_lv1_menu = 0;
  3962. battle_config.allow_skill_without_day = 0;
  3963. battle_config.allow_es_magic_pc = 0;
  3964. battle_config.skill_caster_check = 1;
  3965. battle_config.sc_castcancel = 0;
  3966. battle_config.pc_sc_def_rate = 100;
  3967. battle_config.mob_sc_def_rate = 100;
  3968. battle_config.pc_max_sc_def = 10000;
  3969. battle_config.mob_max_sc_def = 5000;
  3970. battle_config.sg_miracle_skill_ratio=1;
  3971. battle_config.sg_miracle_skill_duration=600000;
  3972. battle_config.autospell_stacking = 0;
  3973. }
  3974. void battle_validate_conf() {
  3975. if(battle_config.flooritem_lifetime < 1000)
  3976. battle_config.flooritem_lifetime = LIFETIME_FLOORITEM*1000;
  3977. /* if(battle_config.restart_hp_rate < 0)
  3978. battle_config.restart_hp_rate = 0;
  3979. else*/ if(battle_config.restart_hp_rate > 100)
  3980. battle_config.restart_hp_rate = 100;
  3981. /* if(battle_config.restart_sp_rate < 0)
  3982. battle_config.restart_sp_rate = 0;
  3983. else*/ if(battle_config.restart_sp_rate > 100)
  3984. battle_config.restart_sp_rate = 100;
  3985. if(battle_config.natural_healhp_interval < NATURAL_HEAL_INTERVAL)
  3986. battle_config.natural_healhp_interval=NATURAL_HEAL_INTERVAL;
  3987. if(battle_config.natural_healsp_interval < NATURAL_HEAL_INTERVAL)
  3988. battle_config.natural_healsp_interval=NATURAL_HEAL_INTERVAL;
  3989. if(battle_config.natural_heal_skill_interval < NATURAL_HEAL_INTERVAL)
  3990. battle_config.natural_heal_skill_interval=NATURAL_HEAL_INTERVAL;
  3991. if(battle_config.natural_heal_weight_rate < 50)
  3992. battle_config.natural_heal_weight_rate = 50;
  3993. if(battle_config.natural_heal_weight_rate > 101)
  3994. battle_config.natural_heal_weight_rate = 101;
  3995. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
  3996. if(battle_config.monster_max_aspd < 10)
  3997. battle_config.monster_max_aspd = 10;
  3998. if(battle_config.monster_max_aspd > 1000)
  3999. battle_config.monster_max_aspd = 1000;
  4000. battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
  4001. if(battle_config.max_aspd < 10)
  4002. battle_config.max_aspd = 10;
  4003. if(battle_config.max_aspd > 1000)
  4004. battle_config.max_aspd = 1000;
  4005. if (battle_config.max_walk_speed < 100)
  4006. battle_config.max_walk_speed = 100;
  4007. battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
  4008. if (battle_config.max_walk_speed < 1)
  4009. battle_config.max_walk_speed = 1;
  4010. if(battle_config.hp_rate < 1)
  4011. battle_config.hp_rate = 1;
  4012. if(battle_config.sp_rate < 1)
  4013. battle_config.sp_rate = 1;
  4014. if(battle_config.max_hp > 1000000000)
  4015. battle_config.max_hp = 1000000000;
  4016. if(battle_config.max_hp < 100)
  4017. battle_config.max_hp = 100;
  4018. if(battle_config.max_sp > 1000000000)
  4019. battle_config.max_sp = 1000000000;
  4020. if(battle_config.max_sp < 100)
  4021. battle_config.max_sp = 100;
  4022. if(battle_config.max_parameter < 10)
  4023. battle_config.max_parameter = 10;
  4024. if(battle_config.max_parameter > 10000)
  4025. battle_config.max_parameter = 10000;
  4026. if(battle_config.max_baby_parameter < 10)
  4027. battle_config.max_baby_parameter = 10;
  4028. if(battle_config.max_baby_parameter > 10000)
  4029. battle_config.max_baby_parameter = 10000;
  4030. if(battle_config.max_cart_weight > 1000000)
  4031. battle_config.max_cart_weight = 1000000;
  4032. if(battle_config.max_cart_weight < 100)
  4033. battle_config.max_cart_weight = 100;
  4034. battle_config.max_cart_weight *= 10;
  4035. if(battle_config.max_def > 100 && !battle_config.player_defense_type) // added by [Skotlex]
  4036. battle_config.max_def = 100;
  4037. if(battle_config.over_def_bonus > 1000)
  4038. battle_config.over_def_bonus = 1000;
  4039. if(battle_config.min_hitrate > battle_config.max_hitrate)
  4040. battle_config.min_hitrate = battle_config.max_hitrate;
  4041. if(battle_config.agi_penalty_count < 2)
  4042. battle_config.agi_penalty_count = 2;
  4043. if(battle_config.vit_penalty_count < 2)
  4044. battle_config.vit_penalty_count = 2;
  4045. if(battle_config.guild_exp_limit > 99)
  4046. battle_config.guild_exp_limit = 99;
  4047. /* if(battle_config.guild_exp_limit < 0)
  4048. battle_config.guild_exp_limit = 0;*/
  4049. if(battle_config.pet_support_min_friendly > 950) //Capped to 950/1000 [Skotlex]
  4050. battle_config.pet_support_min_friendly = 950;
  4051. if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  4052. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  4053. // if(battle_config.castle_defense_rate < 0)
  4054. // battle_config.castle_defense_rate = 0;
  4055. if(battle_config.castle_defense_rate > 100)
  4056. battle_config.castle_defense_rate = 100;
  4057. if(battle_config.item_drop_common_min < 1) // Added by TyrNemesis^
  4058. battle_config.item_drop_common_min = 1;
  4059. if(battle_config.item_drop_common_max > 10000)
  4060. battle_config.item_drop_common_max = 10000;
  4061. if(battle_config.item_drop_equip_min < 1)
  4062. battle_config.item_drop_equip_min = 1;
  4063. if(battle_config.item_drop_equip_max > 10000)
  4064. battle_config.item_drop_equip_max = 10000;
  4065. if(battle_config.item_drop_card_min < 1)
  4066. battle_config.item_drop_card_min = 1;
  4067. if(battle_config.item_drop_card_max > 10000)
  4068. battle_config.item_drop_card_max = 10000;
  4069. if(battle_config.item_drop_mvp_min < 1)
  4070. battle_config.item_drop_mvp_min = 1;
  4071. if(battle_config.item_drop_mvp_max > 10000)
  4072. battle_config.item_drop_mvp_max = 10000; // End Addition
  4073. /* if (battle_config.night_at_start < 0) // added by [Yor]
  4074. battle_config.night_at_start = 0;
  4075. else if (battle_config.night_at_start > 1) // added by [Yor]
  4076. battle_config.night_at_start = 1; */
  4077. if (battle_config.day_duration != 0 && battle_config.day_duration < 60000) // added by [Yor]
  4078. battle_config.day_duration = 60000;
  4079. if (battle_config.night_duration != 0 && battle_config.night_duration < 60000) // added by [Yor]
  4080. battle_config.night_duration = 60000;
  4081. /* if (battle_config.ban_spoof_namer < 0) // added by [Yor]
  4082. battle_config.ban_spoof_namer = 0;
  4083. else*/ if (battle_config.ban_spoof_namer > 32767)
  4084. battle_config.ban_spoof_namer = 32767;
  4085. /* if (battle_config.hack_info_GM_level < 0) // added by [Yor]
  4086. battle_config.hack_info_GM_level = 0;
  4087. else*/ if (battle_config.hack_info_GM_level > 100)
  4088. battle_config.hack_info_GM_level = 100;
  4089. /* if (battle_config.any_warp_GM_min_level < 0) // added by [Yor]
  4090. battle_config.any_warp_GM_min_level = 0;
  4091. else*/ if (battle_config.any_warp_GM_min_level > 100)
  4092. battle_config.any_warp_GM_min_level = 100;
  4093. /* //This is a hassle to keep updated each time there's a new limit to packet_ver_flag.... [Skotlex]
  4094. // at least 1 client must be accepted
  4095. if ((battle_config.packet_ver_flag & 255) == 0) // added by [Yor]
  4096. battle_config.packet_ver_flag = 255; // accept all clients
  4097. */
  4098. /* Deprecated by dynamix's new night system (using SI_NIGHT)
  4099. if (battle_config.night_darkness_level <= 0)
  4100. battle_config.night_darkness_level = 9;
  4101. else if (battle_config.night_darkness_level > 10) // Celest
  4102. battle_config.night_darkness_level = 10;
  4103. */
  4104. /* if (battle_config.motd_type < 0)
  4105. battle_config.motd_type = 0;
  4106. else if (battle_config.motd_type > 1)
  4107. battle_config.motd_type = 1;
  4108. */
  4109. // if (battle_config.finding_ore_rate < 0)
  4110. // battle_config.finding_ore_rate = 0;
  4111. if (battle_config.vending_max_value > MAX_ZENY || battle_config.vending_max_value==0)
  4112. battle_config.vending_max_value = MAX_ZENY;
  4113. if (battle_config.min_skill_delay_limit < 10)
  4114. battle_config.min_skill_delay_limit = 10; // minimum delay of 10ms
  4115. //Spawn delays [Skotlex]
  4116. /* if (battle_config.mob_spawn_delay < 0)
  4117. battle_config.mob_spawn_delay = 0;
  4118. if (battle_config.boss_spawn_delay < 0)
  4119. battle_config.boss_spawn_delay = 0;
  4120. if (battle_config.plant_spawn_delay < 0)
  4121. battle_config.plant_spawn_delay = 0;
  4122. */
  4123. if (battle_config.no_spawn_on_player > 50)
  4124. battle_config.no_spawn_on_player = 50;
  4125. if (battle_config.mob_remove_delay < 15000) //Min 15 sec
  4126. battle_config.mob_remove_delay = 15000;
  4127. if (battle_config.dynamic_mobs > 1)
  4128. battle_config.dynamic_mobs = 1; //The flag will be used in assignations
  4129. if (battle_config.mob_max_skilllvl> 11 || battle_config.mob_max_skilllvl<1 )
  4130. battle_config.mob_max_skilllvl = 11;
  4131. if (battle_config.firewall_hits_on_undead < 1)
  4132. battle_config.firewall_hits_on_undead = 1;
  4133. else if (battle_config.firewall_hits_on_undead > 255) //The flag passed to battle_calc_damage is limited to 0xff
  4134. battle_config.firewall_hits_on_undead = 255;
  4135. if (battle_config.prevent_logout > 60000)
  4136. battle_config.prevent_logout = 60000;
  4137. if (battle_config.mobs_level_up_exp_rate < 1) // [Valaris]
  4138. battle_config.mobs_level_up_exp_rate = 1;
  4139. if (battle_config.pc_max_sc_def > 10000)
  4140. battle_config.pc_max_sc_def = 10000;
  4141. if (battle_config.mob_max_sc_def > 10000)
  4142. battle_config.mob_max_sc_def = 10000;
  4143. if (battle_config.sg_miracle_skill_ratio > 10000)
  4144. battle_config.sg_miracle_skill_ratio = 10000;
  4145. #ifdef CELL_NOSTACK
  4146. if (battle_config.cell_stack_limit < 1)
  4147. battle_config.cell_stack_limit = 1;
  4148. else
  4149. if (battle_config.cell_stack_limit > 255)
  4150. battle_config.cell_stack_limit = 255;
  4151. #else
  4152. if (battle_config.cell_stack_limit != 1)
  4153. ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  4154. #endif
  4155. }
  4156. /*==========================================
  4157. * ?ン定ファイルを読み?桙゙
  4158. *------------------------------------------
  4159. */
  4160. int battle_config_read(const char *cfgName)
  4161. {
  4162. char line[1024], w1[1024], w2[1024];
  4163. FILE *fp;
  4164. static int count = 0;
  4165. if ((count++) == 0)
  4166. battle_set_defaults();
  4167. fp = fopen(cfgName,"r");
  4168. if (fp == NULL) {
  4169. ShowError("File not found: %s\n", cfgName);
  4170. return 1;
  4171. }
  4172. while(fgets(line,1020,fp)){
  4173. if (line[0] == '/' && line[1] == '/')
  4174. continue;
  4175. if (sscanf(line, "%[^:]:%s", w1, w2) != 2)
  4176. continue;
  4177. if (strcmpi(w1, "import") == 0)
  4178. battle_config_read(w2);
  4179. else
  4180. battle_set_value(w1, w2);
  4181. }
  4182. fclose(fp);
  4183. if (--count == 0) {
  4184. battle_validate_conf();
  4185. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  4186. add_timer_func_list(battle_walkdelay_sub, "battle_walkdelay_sub");
  4187. }
  4188. return 0;
  4189. }
  4190. void do_init_battle(void) {
  4191. delay_damage_ers = ers_new((uint32)sizeof(struct delay_damage));
  4192. }
  4193. void do_final_battle(void) {
  4194. ers_destroy(delay_damage_ers);
  4195. }