battle.c 149 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 <limits.h>
  8. #include "battle.h"
  9. #include "../common/timer.h"
  10. #include "../common/nullpo.h"
  11. #include "../common/malloc.h"
  12. #include "../common/showmsg.h"
  13. #include "../common/ers.h"
  14. #include "map.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "mob.h"
  19. #include "itemdb.h"
  20. #include "clif.h"
  21. #include "pet.h"
  22. #include "guild.h"
  23. #include "party.h"
  24. // Recursive master check to prevent custom AIs from messing with each other.
  25. // #define RECURSIVE_MASTER_CHECK
  26. #define is_boss(bl) status_get_mexp(bl) // Can refine later [Aru]
  27. int attr_fix_table[4][ELE_MAX][ELE_MAX];
  28. struct Battle_Config battle_config;
  29. static struct eri *delay_damage_ers; //For battle delay damage structures.
  30. int battle_getcurrentskill(struct block_list *bl)
  31. { //Returns the current/last skill in use by this bl.
  32. struct unit_data *ud;
  33. if (bl->type == BL_SKILL) {
  34. struct skill_unit * su = (struct skill_unit*)bl;
  35. return su->group?su->group->skill_id:0;
  36. }
  37. ud = unit_bl2ud(bl);
  38. return ud?ud->skillid:0;
  39. }
  40. /*==========================================
  41. * Get random targetting enemy
  42. *------------------------------------------
  43. */
  44. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  45. {
  46. struct block_list **bl_list;
  47. struct unit_data *ud;
  48. int target_id;
  49. int *c;
  50. nullpo_retr(0, bl);
  51. nullpo_retr(0, ap);
  52. bl_list = va_arg(ap, struct block_list **);
  53. c = va_arg(ap, int *);
  54. target_id = va_arg(ap, int);
  55. if (bl->id == target_id)
  56. return 0;
  57. if (*c >= 24)
  58. return 0;
  59. ud = unit_bl2ud(bl);
  60. if (!ud) return 0;
  61. if (ud->target == target_id || ud->skilltarget == target_id) {
  62. bl_list[(*c)++] = bl;
  63. return 1;
  64. }
  65. return 0;
  66. }
  67. struct block_list* battle_gettargeted(struct block_list *target)
  68. {
  69. struct block_list *bl_list[24];
  70. int c = 0;
  71. nullpo_retr(NULL, target);
  72. memset(bl_list, 0, sizeof(bl_list));
  73. map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  74. if (c == 0 || c > 24)
  75. return NULL;
  76. return bl_list[rand()%c];
  77. }
  78. //Returns the id of the current targetted character of the passed bl. [Skotlex]
  79. int battle_gettarget(struct block_list *bl)
  80. {
  81. switch (bl->type)
  82. {
  83. case BL_PC:
  84. return ((struct map_session_data*)bl)->ud.target;
  85. case BL_MOB:
  86. return ((struct mob_data*)bl)->target_id;
  87. case BL_PET:
  88. return ((struct pet_data*)bl)->target_id;
  89. }
  90. return 0;
  91. }
  92. // ƒ_ƒ??[ƒW‚Ì’x‰„
  93. struct delay_damage {
  94. struct block_list *src;
  95. int target;
  96. int damage;
  97. int delay;
  98. unsigned short distance;
  99. unsigned short skill_lv;
  100. unsigned short skill_id;
  101. unsigned short dmg_lv;
  102. unsigned char attack_type;
  103. };
  104. int battle_delay_damage_sub (int tid, unsigned int tick, int id, int data)
  105. {
  106. struct delay_damage *dat = (struct delay_damage *)data;
  107. struct block_list *target = map_id2bl(dat->target);
  108. if (target && dat && map_id2bl(id) == dat->src && target->prev != NULL && !status_isdead(target) &&
  109. target->m == dat->src->m && check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex]
  110. {
  111. status_fix_damage(dat->src, target, dat->damage, dat->delay);
  112. if ((dat->dmg_lv == ATK_DEF || dat->damage > 0) && dat->attack_type)
  113. {
  114. if (!status_isdead(target))
  115. skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type, tick);
  116. skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  117. }
  118. }
  119. ers_free(delay_damage_ers, dat);
  120. return 0;
  121. }
  122. int battle_delay_damage (unsigned int tick, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, int dmg_lv, int ddelay)
  123. {
  124. struct delay_damage *dat;
  125. nullpo_retr(0, src);
  126. nullpo_retr(0, target);
  127. if (!battle_config.delay_battle_damage) {
  128. status_fix_damage(src, target, damage, ddelay);
  129. if ((damage > 0 || dmg_lv == ATK_DEF) && attack_type)
  130. {
  131. if (!status_isdead(target))
  132. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  133. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  134. }
  135. return 0;
  136. }
  137. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  138. dat->src = src;
  139. dat->target = target->id;
  140. dat->skill_id = skill_id;
  141. dat->skill_lv = skill_lv;
  142. dat->attack_type = attack_type;
  143. dat->damage = damage;
  144. dat->dmg_lv = dmg_lv;
  145. dat->delay = ddelay;
  146. dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
  147. add_timer(tick, battle_delay_damage_sub, src->id, (int)dat);
  148. return 0;
  149. }
  150. /*==========================================
  151. * Does attribute fix modifiers.
  152. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  153. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  154. *------------------------------------------
  155. */
  156. int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv)
  157. {
  158. struct status_change *sc=NULL, *tsc=NULL;
  159. int ratio;
  160. if (src) sc = status_get_sc(src);
  161. if (target) tsc = status_get_sc(target);
  162. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  163. atk_elem = rand()%ELE_MAX;
  164. if (def_type < 0 || def_type > ELE_MAX ||
  165. def_lv < 1 || def_lv > 4) {
  166. if (battle_config.error_log)
  167. ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  168. return damage;
  169. }
  170. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  171. if (sc && sc->count)
  172. {
  173. if(sc->data[SC_VOLCANO].timer!=-1 && atk_elem == 3)
  174. ratio += enchant_eff[sc->data[SC_VOLCANO].val1-1];
  175. if(sc->data[SC_VIOLENTGALE].timer!=-1 && atk_elem == 4)
  176. ratio += enchant_eff[sc->data[SC_VIOLENTGALE].val1-1];
  177. if(sc->data[SC_DELUGE].timer!=-1 && atk_elem == 1)
  178. ratio += enchant_eff[sc->data[SC_DELUGE].val1-1];
  179. }
  180. if (tsc && tsc->count)
  181. {
  182. if(tsc->data[SC_ARMOR_ELEMENT].timer!=-1)
  183. {
  184. if (tsc->data[SC_ARMOR_ELEMENT].val1 == atk_elem)
  185. ratio -= tsc->data[SC_ARMOR_ELEMENT].val2;
  186. else
  187. if (tsc->data[SC_ARMOR_ELEMENT].val3 == atk_elem)
  188. ratio -= tsc->data[SC_ARMOR_ELEMENT].val4;
  189. }
  190. }
  191. return damage*ratio/100;
  192. }
  193. /*==========================================
  194. * ƒ_ƒ??[ƒW?Å?IŒvŽZ
  195. *------------------------------------------
  196. */
  197. int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
  198. {
  199. struct map_session_data *sd = NULL;
  200. struct mob_data *md = NULL;
  201. struct status_change *sc;
  202. struct status_change_entry *sci;
  203. nullpo_retr(0, bl);
  204. if (!damage)
  205. return 0;
  206. if (bl->type == BL_MOB) {
  207. md=(struct mob_data *)bl;
  208. } else if (bl->type == BL_PC) {
  209. sd=(struct map_session_data *)bl;
  210. }
  211. sc = status_get_sc(bl);
  212. if(flag&BF_LONG && map_getcell(bl->m, bl->x, bl->y, CELL_CHKPNEUMA) &&
  213. ((flag&BF_WEAPON && skill_num != NPC_GUIDEDATTACK) ||
  214. (flag&BF_MISC && skill_num != PA_PRESSURE)
  215. )){
  216. return 0;
  217. }
  218. if (sc && sc->count) {
  219. //First, sc_*'s that reduce damage to 0.
  220. if (sc->data[SC_SAFETYWALL].timer!=-1 && flag&BF_SHORT && (skill_num != NPC_GUIDEDATTACK && skill_num != AM_DEMONSTRATION)
  221. ) {
  222. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[SC_SAFETYWALL].val3;
  223. if (group) {
  224. if (--group->val2<=0)
  225. skill_delunitgroup(NULL,group);
  226. return 0;
  227. }
  228. status_change_end(bl,SC_SAFETYWALL,-1);
  229. }
  230. if(sc->data[SC_LANDPROTECTOR].timer!=-1 && flag&BF_MAGIC)
  231. return 0;
  232. if(sc->data[SC_AUTOGUARD].timer != -1 && flag&BF_WEAPON &&
  233. rand()%100 < sc->data[SC_AUTOGUARD].val2) {
  234. int delay;
  235. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sc->data[SC_AUTOGUARD].val1,1);
  236. // different delay depending on skill level [celest]
  237. if (sc->data[SC_AUTOGUARD].val1 <= 5)
  238. delay = 300;
  239. else if (sc->data[SC_AUTOGUARD].val1 > 5 && sc->data[SC_AUTOGUARD].val1 <= 9)
  240. delay = 200;
  241. else
  242. delay = 100;
  243. unit_set_walkdelay(bl, gettick(), delay, 1);
  244. if(sc->data[SC_SHRINK].timer != -1 && rand()%100<5*sc->data[SC_AUTOGUARD].val1)
  245. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1));
  246. return 0;
  247. }
  248. // -- moonsoul (chance to block attacks with new Lord Knight skill parrying)
  249. //
  250. if(sc->data[SC_PARRYING].timer != -1 && flag&BF_WEAPON &&
  251. rand()%100 < sc->data[SC_PARRYING].val2) {
  252. clif_skill_nodamage(bl,bl,LK_PARRYING,sc->data[SC_PARRYING].val1,1);
  253. return 0;
  254. }
  255. if(sc->data[SC_DODGE].timer != -1 && !sc->opt1 &&
  256. (flag&BF_LONG || sc->data[SC_SPURT].timer != -1)
  257. && rand()%100 < 20) {
  258. clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
  259. if (sc->data[SC_COMBO].timer == -1)
  260. sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 0, 0, 2000);
  261. return 0;
  262. }
  263. if(sc->data[SC_HERMODE].timer != -1 && flag&BF_MAGIC)
  264. return 0;
  265. if(sc->data[SC_FOGWALL].timer != -1 && flag&BF_MAGIC
  266. && rand()%100 < 75 && !(skill_get_inf(skill_num)&INF_GROUND_SKILL))
  267. return 0;
  268. if(sc->data[SC_KAUPE].timer != -1 &&
  269. rand()%100 < sc->data[SC_KAUPE].val2 &&
  270. (src->type == BL_PC || !skill_num))
  271. { //Kaupe only blocks all skills of players.
  272. clif_skill_nodamage(bl,bl,SL_KAUPE,1,1);
  273. if (--sc->data[SC_KAUPE].val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  274. status_change_end(bl, SC_KAUPE, -1);
  275. return 0;
  276. }
  277. //Now damage increasing effects
  278. if(sc->data[SC_AETERNA].timer!=-1 && skill_num != PA_PRESSURE && skill_num != PF_SOULBURN){
  279. damage<<=1;
  280. status_change_end( bl,SC_AETERNA,-1 );
  281. }
  282. if(sc->data[SC_SPIDERWEB].timer!=-1) // [Celest]
  283. if ((flag&BF_SKILL && skill_get_pl(skill_num)==ELE_FIRE) ||
  284. (!flag&BF_SKILL && status_get_attack_element(src)==ELE_FIRE)) {
  285. damage<<=1;
  286. status_change_end(bl, SC_SPIDERWEB, -1);
  287. }
  288. //Finally damage reductions....
  289. if(sc->data[SC_ASSUMPTIO].timer != -1){
  290. if(map_flag_vs(bl->m))
  291. damage=damage*2/3; //Receive 66% damage
  292. else
  293. damage>>=1; //Receive 50% damage
  294. }
  295. if(sc->data[SC_DEFENDER].timer != -1 && flag&BF_LONG && flag&BF_WEAPON)
  296. damage=damage*(100-sc->data[SC_DEFENDER].val2)/100;
  297. if(sc->data[SC_FOGWALL].timer != -1 && flag&BF_LONG && flag&BF_WEAPON)
  298. damage >>=1;
  299. if(sc->data[SC_ENERGYCOAT].timer!=-1 && flag&BF_WEAPON){
  300. struct status_data *status = status_get_status_data(bl);
  301. int per = 100*status->sp / status->max_sp;
  302. per /=20; //Uses 20% SP intervals.
  303. //SP Cost: 1% + 0.5% per every 20% SP
  304. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/10000))
  305. status_change_end( bl,SC_ENERGYCOAT,-1 );
  306. //Reduction: 6% + 6% every 20%
  307. damage -= damage * 6 * (1+per) / 100;
  308. }
  309. if(sc->data[SC_REJECTSWORD].timer!=-1 && flag&BF_WEAPON &&
  310. // Fixed the condition check [Aalye]
  311. (src->type!=BL_PC || (
  312. ((TBL_PC *)src)->status.weapon == W_DAGGER ||
  313. ((TBL_PC *)src)->status.weapon == W_1HSWORD ||
  314. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  315. ))
  316. ){
  317. if(rand()%100 < sc->data[SC_REJECTSWORD].val2){
  318. damage = damage*50/100;
  319. status_fix_damage(bl,src,damage,clif_damage(bl,src,gettick(),0,0,damage,0,0,0));
  320. clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sc->data[SC_REJECTSWORD].val1,1);
  321. if((--sc->data[SC_REJECTSWORD].val3)<=0)
  322. status_change_end(bl, SC_REJECTSWORD, -1);
  323. }
  324. }
  325. //Finally Kyrie because it may, or not, reduce damage to 0.
  326. if(sc->data[SC_KYRIE].timer!=-1 && damage > 0){
  327. sci=&sc->data[SC_KYRIE];
  328. sci->val2-=damage;
  329. if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){
  330. if(sci->val2>=0)
  331. damage=0;
  332. else
  333. damage=-sci->val2;
  334. }
  335. if((--sci->val3)<=0 || (sci->val2<=0) || skill_num == AL_HOLYLIGHT)
  336. status_change_end(bl, SC_KYRIE, -1);
  337. }
  338. //Special no damage states
  339. if(flag&BF_WEAPON && sd && sd->special_state.no_weapon_damage)
  340. damage -= damage*sd->special_state.no_weapon_damage/100;
  341. if(flag&BF_MAGIC && sd && sd->special_state.no_magic_damage)
  342. damage -= damage*sd->special_state.no_magic_damage/100;
  343. if (!damage) return 0;
  344. }
  345. //SC effects from caster side.
  346. sc = status_get_sc(src);
  347. if (sc && sc->count) {
  348. if(sc->data[SC_FOGWALL].timer != -1 && flag&(BF_LONG|BF_MAGIC)) {
  349. if (flag&BF_MAGIC) {
  350. if(!(skill_get_inf(skill_num)&INF_GROUND_SKILL) && rand()%100 < 75)
  351. return 0;
  352. } else if (flag&BF_WEAPON)
  353. damage >>=1;
  354. }
  355. }
  356. if (battle_config.pk_mode && sd && damage)
  357. {
  358. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  359. if (flag&BF_WEAPON)
  360. damage = damage * battle_config.pk_weapon_damage_rate/100;
  361. if (flag&BF_MAGIC)
  362. damage = damage * battle_config.pk_magic_damage_rate/100;
  363. if (flag&BF_MISC)
  364. damage = damage * battle_config.pk_misc_damage_rate/100;
  365. } else { //Normal attacks get reductions based on range.
  366. if (flag & BF_SHORT)
  367. damage = damage * battle_config.pk_short_damage_rate/100;
  368. if (flag & BF_LONG)
  369. damage = damage * battle_config.pk_long_damage_rate/100;
  370. }
  371. if(!damage) damage = 1;
  372. }
  373. if(battle_config.skill_min_damage && damage > 0 && damage < div_)
  374. {
  375. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  376. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  377. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  378. )
  379. damage = div_;
  380. }
  381. if( md && !status_isdead(bl) && src != bl) {
  382. if (damage > 0 )
  383. mobskill_event(md,src,gettick(),flag);
  384. if (skill_num)
  385. mobskill_event(md,src,gettick(),MSC_SKILLUSED|(skill_num<<16));
  386. }
  387. return damage;
  388. }
  389. /*==========================================
  390. * Calculates GVG related damage adjustments.
  391. *------------------------------------------
  392. */
  393. int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
  394. {
  395. struct mob_data *md = NULL;
  396. int class_;
  397. if (!damage) //No reductions to make.
  398. return 0;
  399. class_ = status_get_class(bl);
  400. if (bl->type == BL_MOB)
  401. md=(struct mob_data *)bl;
  402. if(md && md->guardian_data) {
  403. if(class_ == MOBID_EMPERIUM && flag&BF_SKILL)
  404. //SKill inmunity.
  405. switch (skill_num) {
  406. case PA_PRESSURE:
  407. case MO_TRIPLEATTACK:
  408. case HW_GRAVITATION:
  409. break;
  410. default:
  411. return 0;
  412. }
  413. if(src->type != BL_MOB) {
  414. struct guild *g=guild_search(status_get_guild_id(src));
  415. if (!g) return 0;
  416. if (class_ == MOBID_EMPERIUM && guild_checkskill(g,GD_APPROVAL) <= 0)
  417. return 0;
  418. if (battle_config.guild_max_castles &&
  419. guild_checkcastles(g)>=battle_config.guild_max_castles)
  420. return 0; // [MouseJstr]
  421. }
  422. }
  423. switch (skill_num) {
  424. //Skills with no damage reduction.
  425. case PA_PRESSURE:
  426. case HW_GRAVITATION:
  427. break;
  428. default:
  429. if (md && md->guardian_data) {
  430. damage -= damage
  431. * (md->guardian_data->castle->defense/100)
  432. * (battle_config.castle_defense_rate/100);
  433. }
  434. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  435. if (flag&BF_WEAPON)
  436. damage = damage * battle_config.gvg_weapon_damage_rate/100;
  437. if (flag&BF_MAGIC)
  438. damage = damage * battle_config.gvg_magic_damage_rate/100;
  439. if (flag&BF_MISC)
  440. damage = damage * battle_config.gvg_misc_damage_rate/100;
  441. } else { //Normal attacks get reductions based on range.
  442. if (flag & BF_SHORT)
  443. damage = damage * battle_config.gvg_short_damage_rate/100;
  444. if (flag & BF_LONG)
  445. damage = damage * battle_config.gvg_long_damage_rate/100;
  446. }
  447. if(!damage) damage = 1;
  448. }
  449. return damage;
  450. }
  451. /*==========================================
  452. * HP/SP‹zŽû‚ÌŒvŽZ
  453. *------------------------------------------
  454. */
  455. static int battle_calc_drain(int damage, int rate, int per)
  456. {
  457. int diff = 0;
  458. if (per && rand()%1000 < rate) {
  459. diff = (damage * per) / 100;
  460. if (diff == 0) {
  461. if (per > 0)
  462. diff = 1;
  463. else
  464. diff = -1;
  465. }
  466. }
  467. return diff;
  468. }
  469. /*==========================================
  470. * ?C—ûƒ_ƒ??[ƒW
  471. *------------------------------------------
  472. */
  473. int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
  474. {
  475. int damage,skill;
  476. struct status_data *status = status_get_status_data(target);
  477. int weapon;
  478. damage = dmg;
  479. nullpo_retr(0, sd);
  480. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  481. (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
  482. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  483. //damage += (skill * 3);
  484. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
  485. damage += (skill * 4);
  486. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_HUNTER)
  487. damage += sd->status.str;
  488. }
  489. if(type == 0)
  490. weapon = sd->weapontype1;
  491. else
  492. weapon = sd->weapontype2;
  493. switch(weapon)
  494. {
  495. case W_DAGGER:
  496. case W_1HSWORD:
  497. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  498. damage += (skill * 4);
  499. break;
  500. case W_2HSWORD:
  501. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  502. damage += (skill * 4);
  503. break;
  504. case W_1HSPEAR:
  505. case W_2HSPEAR:
  506. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  507. if(!pc_isriding(sd))
  508. damage += (skill * 4);
  509. else
  510. damage += (skill * 5);
  511. }
  512. break;
  513. case W_1HAXE:
  514. case W_2HAXE:
  515. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  516. damage += (skill * 3);
  517. break;
  518. case W_MACE:
  519. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  520. damage += (skill * 3);
  521. break;
  522. case W_FIST:
  523. case W_KNUCKLE:
  524. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  525. damage += (skill * 3);
  526. break;
  527. case W_MUSICAL:
  528. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  529. damage += (skill * 3);
  530. break;
  531. case W_WHIP:
  532. // Dance Lesson Skill Effect(+3 damage for every lvl = +30)
  533. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  534. damage += (skill * 3);
  535. break;
  536. case W_BOOK:
  537. // Advance Book Skill Effect(+3 damage for every lvl = +30)
  538. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  539. damage += (skill * 3);
  540. break;
  541. case W_KATAR:
  542. if((skill = pc_checkskill(sd,ASC_KATAR)) > 0)
  543. //Advanced Katar Research by zanetheinsane
  544. damage += damage*(10 +skill * 2)/100;
  545. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  546. damage += (skill * 3);
  547. break;
  548. }
  549. /*//need to add this on shuriken skills.
  550. if((skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) {
  551. damage += (skill * 3);
  552. }
  553. */
  554. return damage;
  555. }
  556. /*==========================================
  557. * Calculates the standard damage of a normal attack assuming it hits,
  558. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  559. *------------------------------------------
  560. * Pass damage2 as NULL to not calc it.
  561. * Flag values:
  562. * &1: Critical hit
  563. * &2: Arrow attack
  564. * &4: Skill is Magic Crasher
  565. * &8: Skip target size adjustment (Extremity Fist?)
  566. */
  567. static int battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
  568. {
  569. unsigned short atkmin=0, atkmax=0;
  570. short type;
  571. int damage = 0;
  572. if (!sd)
  573. { //Mobs/Pets
  574. if(flag&4)
  575. {
  576. atkmin = status->matk_min;
  577. atkmax = status->matk_max;
  578. } else {
  579. atkmin = wa->atk;
  580. atkmax = wa->atk2;
  581. }
  582. if (atkmin > atkmax)
  583. atkmin = atkmax;
  584. } else { //PCs
  585. atkmax = wa->atk;
  586. if (!(flag&1) || (flag&2))
  587. { //Normal attacks
  588. atkmin = status->dex;
  589. type = (wa == status->lhw)?8:9;
  590. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  591. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  592. if (atkmin > atkmax)
  593. atkmin = atkmax;
  594. if(flag&2)
  595. { //Bows
  596. atkmin = atkmin*atkmax/100;
  597. if (atkmin > atkmax)
  598. atkmax = atkmin;
  599. }
  600. }
  601. }
  602. if (sc && sc->data[SC_MAXIMIZEPOWER].timer!=-1)
  603. atkmin = atkmax;
  604. //Weapon Damage calculation
  605. if (!(flag&1))
  606. damage = (atkmax>atkmin? rand()%(atkmax-atkmin):0)+atkmin;
  607. else
  608. damage = atkmax;
  609. if (sd)
  610. {
  611. //rodatazone says the range is 0~arrow_atk-1 for non crit
  612. if (flag&2 && sd->arrow_atk)
  613. damage += ((flag&1)?sd->arrow_atk:rand()%sd->arrow_atk);
  614. //SizeFix only for players
  615. if (!(
  616. sd->special_state.no_sizefix ||
  617. (sc && sc->data[SC_WEAPONPERFECTION].timer!=-1) ||
  618. (pc_isriding(sd) && (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR) && t_size==1) ||
  619. (flag&8)
  620. ))
  621. damage = damage*(sd->right_weapon.atkmods[t_size])/100;
  622. }
  623. //Finally, add baseatk
  624. if(flag&4)
  625. damage += status->matk_min;
  626. else
  627. damage += status->batk;
  628. //rodatazone says that Overrefine bonuses are part of baseatk
  629. if(sd) {
  630. type = (wa == status->lhw)?sd->left_weapon.overrefine:sd->right_weapon.overrefine;
  631. if (type > 0)
  632. damage += rand()%type+1;
  633. }
  634. return damage;
  635. }
  636. /*==========================================
  637. * Consumes ammo for the given skill.
  638. *------------------------------------------
  639. */
  640. void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
  641. {
  642. int qty=1;
  643. if (!battle_config.arrow_decrement)
  644. return;
  645. if (skill)
  646. {
  647. qty = skill_get_ammo_qty(skill, lv);
  648. if (!qty) { //Generic skill that consumes ammo?
  649. qty = skill_get_num(skill, lv);
  650. if (qty < 0) qty *= -1;
  651. else
  652. if (qty == 0) qty = 1;
  653. }
  654. }
  655. if(sd->equip_index[10]>=0) //Qty check should have been done in skill_check_condition
  656. pc_delitem(sd,sd->equip_index[10],qty,0);
  657. }
  658. //For quick div adjustment.
  659. #define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
  660. /*==========================================
  661. * battle_calc_weapon_attack (by Skotlex)
  662. *------------------------------------------
  663. */
  664. static struct Damage battle_calc_weapon_attack(
  665. struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
  666. {
  667. unsigned short skillratio = 100; //Skill dmg modifiers.
  668. short skill=0;
  669. short s_ele, s_ele_, t_class;
  670. short i;
  671. struct map_session_data *sd, *tsd;
  672. struct Damage wd;
  673. struct status_change *sc = status_get_sc(src);
  674. struct status_change *tsc = status_get_sc(target);
  675. struct status_data *sstatus = status_get_status_data(src);
  676. struct status_data *tstatus = status_get_status_data(target);
  677. struct {
  678. unsigned hit : 1; //the attack Hit? (not a miss)
  679. unsigned cri : 1; //Critical hit
  680. unsigned idef : 1; //Ignore defense
  681. unsigned idef2 : 1; //Ignore defense (left weapon)
  682. unsigned pdef : 2; //Pierces defense (Investigate/Ice Pick)
  683. unsigned pdef2 : 2; //1: Use def+def2/100, 2: Use def+def2/50
  684. unsigned infdef : 1; //Infinite defense (plants)
  685. unsigned arrow : 1; //Attack is arrow-based
  686. unsigned rh : 1; //Attack considers right hand (wd.damage)
  687. unsigned lh : 1; //Attack considers left hand (wd.damage2)
  688. unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
  689. unsigned cardfix : 1;
  690. } flag;
  691. memset(&wd,0,sizeof(wd));
  692. memset(&flag,0,sizeof(flag));
  693. if(src==NULL || target==NULL)
  694. {
  695. nullpo_info(NLP_MARK);
  696. return wd;
  697. }
  698. //Initial flag
  699. flag.rh=1;
  700. flag.weapon=1;
  701. flag.cardfix=1;
  702. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  703. //Initial Values
  704. wd.type=0; //Normal attack
  705. wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1;
  706. wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  707. if(skill_num == KN_AUTOCOUNTER)
  708. wd.amotion >>= 1;
  709. wd.dmotion=tstatus->dmotion;
  710. wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
  711. wd.flag=BF_SHORT|BF_WEAPON|BF_NORMAL; //Initial Flag
  712. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  713. if (sc && !sc->count)
  714. sc = NULL; //Skip checking as there are no status changes active.
  715. if (tsc && !tsc->count)
  716. tsc = NULL; //Skip checking as there are no status changes active.
  717. BL_CAST(BL_PC, src, sd);
  718. BL_CAST(BL_PC, target, tsd);
  719. if(sd) {
  720. if (sd->skillblown[0].id != 0)
  721. { //Apply the bonus blewcount. [Skotlex]
  722. for (i = 0; i < 5 && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
  723. if (i < 5 && sd->skillblown[i].id == skill_num)
  724. wd.blewcount += sd->skillblown[i].val;
  725. }
  726. }
  727. //Set miscellaneous data that needs be filled regardless of hit/miss
  728. if(
  729. (sd && sd->state.arrow_atk) ||
  730. (!sd && ((skill_num && skill_get_ammotype(skill_num)) || status_get_range(src)>3))
  731. ) {
  732. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  733. flag.arrow = 1;
  734. }
  735. if(skill_num){
  736. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_SKILL;
  737. switch(skill_num)
  738. {
  739. case MO_FINGEROFFENSIVE:
  740. if(sd) {
  741. if (battle_config.finger_offensive_type)
  742. wd.div_ = 1;
  743. else
  744. wd.div_ = sd->spiritball_old;
  745. }
  746. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  747. break;
  748. case CR_SHIELDBOOMERANG:
  749. case PA_SHIELDCHAIN:
  750. flag.weapon = 0;
  751. case AS_GRIMTOOTH:
  752. case KN_SPEARBOOMERANG:
  753. case NPC_RANGEATTACK:
  754. case LK_SPIRALPIERCE:
  755. case ASC_BREAKER:
  756. case AM_ACIDTERROR:
  757. case ITM_TOMAHAWK: //Tomahawk is a ranged attack! [Skotlex]
  758. case CR_GRANDCROSS:
  759. case NPC_GRANDDARKNESS:
  760. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  761. break;
  762. case KN_PIERCE:
  763. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  764. break;
  765. case TF_DOUBLE: //For NPC used skill.
  766. wd.type = 0x08;
  767. break;
  768. case KN_SPEARSTAB:
  769. case KN_BOWLINGBASH:
  770. case MO_BALKYOUNG:
  771. case TK_TURNKICK:
  772. wd.blewcount=0;
  773. break;
  774. case CR_SHIELDCHARGE:
  775. // flag.weapon = 0;
  776. case NPC_PIERCINGATT:
  777. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT;
  778. break;
  779. case KN_AUTOCOUNTER:
  780. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  781. break;
  782. }
  783. }
  784. if (skill_num && battle_config.skillrange_by_distance &&
  785. (src->type&battle_config.skillrange_by_distance)
  786. ) { //Skill range based on distance between src/target [Skotlex]
  787. if (check_distance_bl(src, target, 3))
  788. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT;
  789. else
  790. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  791. }
  792. if(is_boss(target)) //Bosses can't be knocked-back
  793. wd.blewcount = 0;
  794. /* Apparently counter attack no longer causes you to be critical'ed by mobs. [Skotlex]
  795. //Check for counter
  796. if(!skill_num)
  797. {
  798. if(tsc && tsc->data[SC_AUTOCOUNTER].timer != -1)
  799. //If it got here and you had autocounter active, then the direction/range does not matches: critical
  800. flag.cri = 1;
  801. } //End counter-check
  802. */
  803. if (!skill_num && tstatus->flee2 && rand()%1000 < tstatus->flee2)
  804. { //Check for Lucky Dodge
  805. wd.type=0x0b;
  806. wd.dmg_lv=ATK_LUCKY;
  807. if (wd.div_ < 0) wd.div_*=-1;
  808. return wd;
  809. }
  810. t_class = status_get_class(target);
  811. s_ele = s_ele_ = skill_get_pl(skill_num);
  812. if (!skill_num || s_ele == -1) { //Take weapon's element
  813. s_ele = sstatus->rhw.ele;
  814. s_ele_ = sstatus->lhw?sstatus->lhw->ele:0;
  815. if (flag.arrow && sd && sd->arrow_ele)
  816. s_ele = sd->arrow_ele;
  817. } else if (s_ele == -2) { //Use enchantment's element
  818. s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
  819. }
  820. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  821. {
  822. flag.rh=0;
  823. flag.lh=1;
  824. }
  825. if (sstatus->lhw && sstatus->lhw->atk)
  826. flag.lh=1;
  827. if (skill_num == ASC_BREAKER)
  828. { //Soul Breaker disregards dual-wielding.
  829. flag.rh = 1; flag.lh = 0;
  830. }
  831. //Check for critical
  832. if(!flag.cri && sstatus->cri &&
  833. (!skill_num || skill_num == KN_AUTOCOUNTER || skill_num == SN_SHARPSHOOTING || skill_num == NJ_KIRIKAGE))
  834. {
  835. short cri = sstatus->cri;
  836. if (sd)
  837. {
  838. cri+= sd->critaddrace[tstatus->race];
  839. if(flag.arrow)
  840. cri += sd->arrow_cri;
  841. if(sd->status.weapon == W_KATAR)
  842. cri <<=1;
  843. }
  844. //The official equation is *2, but that only applies when sd's do critical.
  845. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  846. cri -= tstatus->luk*(!sd&&tsd?3:2);
  847. if(tsc)
  848. {
  849. if (tsc->data[SC_SLEEP].timer!=-1 )
  850. cri <<=1;
  851. if(tsc->data[SC_JOINTBEAT].timer != -1 &&
  852. tsc->data[SC_JOINTBEAT].val2 == 6) // Always take crits with Neck broken by Joint Beat [DracoRPG]
  853. flag.cri=1;
  854. }
  855. switch (skill_num)
  856. {
  857. case KN_AUTOCOUNTER:
  858. if(battle_config.auto_counter_type &&
  859. (battle_config.auto_counter_type&src->type))
  860. flag.cri = 1;
  861. else
  862. cri <<= 1;
  863. break;
  864. case SN_SHARPSHOOTING:
  865. cri += 200;
  866. break;
  867. case NJ_KIRIKAGE:
  868. cri += 250 + 50*skill_lv;
  869. break;
  870. }
  871. if(tsd && tsd->critical_def)
  872. cri = cri*(100-tsd->critical_def)/100;
  873. if (rand()%1000 < cri)
  874. flag.cri= 1;
  875. }
  876. if (flag.cri)
  877. {
  878. wd.type = 0x0a;
  879. flag.idef = flag.idef2 = flag.hit = 1;
  880. } else { //Check for Perfect Hit
  881. if(sd && sd->perfect_hit > 0 && rand()%100 < sd->perfect_hit)
  882. flag.hit = 1;
  883. if (sc && sc->data[SC_FUSION].timer != -1) {
  884. flag.hit = 1; //SG_FUSION always hit [Komurka]
  885. flag.idef = flag.idef2 = 1; //def ignore [Komurka]
  886. }
  887. if (skill_num && !flag.hit)
  888. switch(skill_num)
  889. {
  890. case AS_SPLASHER: //Reports say it always hits?
  891. if (wflag) //Only if you were the one exploding.
  892. break;
  893. case NPC_GUIDEDATTACK:
  894. case RG_BACKSTAP:
  895. case HT_FREEZINGTRAP:
  896. case AM_ACIDTERROR:
  897. case MO_INVESTIGATE:
  898. case MO_EXTREMITYFIST:
  899. case CR_GRANDCROSS:
  900. case NPC_GRANDDARKNESS:
  901. case PA_SACRIFICE:
  902. case TK_COUNTER:
  903. case SG_SUN_WARM:
  904. case SG_MOON_WARM:
  905. case SG_STAR_WARM:
  906. case NPC_BLOODDRAIN:
  907. case NPC_ENERGYDRAIN:
  908. case NPC_MENTALBREAKER:
  909. flag.hit = 1;
  910. break;
  911. case CR_SHIELDBOOMERANG:
  912. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  913. flag.hit = 1;
  914. break;
  915. }
  916. if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT)
  917. flag.hit = 1;
  918. }
  919. if (!flag.hit)
  920. { //Hit/Flee calculation
  921. short
  922. flee = tstatus->flee,
  923. hitrate=80; //Default hitrate
  924. if(battle_config.agi_penalty_type)
  925. {
  926. unsigned char target_count; //256 max targets should be a sane max
  927. target_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
  928. if(target_count >= battle_config.agi_penalty_count)
  929. {
  930. if (battle_config.agi_penalty_type == 1)
  931. flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  932. else //asume type 2: absolute reduction
  933. flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  934. if(flee < 1) flee = 1;
  935. }
  936. }
  937. hitrate+= sstatus->hit - flee;
  938. if(wd.flag&BF_LONG && (
  939. (sc && sc->data[SC_FOGWALL].timer!=-1) ||
  940. (tsc && tsc->data[SC_FOGWALL].timer!=-1)))
  941. hitrate-=50;
  942. if(sd && flag.arrow)
  943. hitrate += sd->arrow_hit;
  944. if(skill_num)
  945. switch(skill_num)
  946. { //Hit skill modifiers
  947. case SM_BASH:
  948. hitrate += 5*skill_lv;
  949. break;
  950. case SM_MAGNUM:
  951. hitrate += 10*skill_lv;
  952. break;
  953. case KN_AUTOCOUNTER:
  954. hitrate += 20;
  955. break;
  956. case KN_PIERCE:
  957. hitrate += hitrate*(5*skill_lv)/100;
  958. break;
  959. case PA_SHIELDCHAIN:
  960. hitrate += 20;
  961. break;
  962. case AS_SONICBLOW:
  963. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  964. hitrate += 50;
  965. break;
  966. }
  967. // Weaponry Research hidden bonus
  968. if (sd && (skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  969. hitrate += hitrate*(2*skill)/100;
  970. if (hitrate > battle_config.max_hitrate)
  971. hitrate = battle_config.max_hitrate;
  972. else if (hitrate < battle_config.min_hitrate)
  973. hitrate = battle_config.min_hitrate;
  974. if(rand()%100 >= hitrate)
  975. wd.dmg_lv = ATK_FLEE;
  976. else
  977. flag.hit =1;
  978. } //End hit/miss calculation
  979. if (flag.hit && !flag.infdef) //No need to do the math for plants
  980. { //Hitting attack
  981. //Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
  982. //ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  983. #define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
  984. #define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
  985. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  986. #define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
  987. #define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
  988. //Adds an absolute value to damage. 100 = +100 damage
  989. #define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
  990. #define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
  991. switch (skill_num)
  992. { //Calc base damage according to skill
  993. case PA_SACRIFICE:
  994. skill = sstatus->max_hp* 9/100;
  995. status_zap(src, skill, 0);//Damage to self is always 9%
  996. clif_damage(src,src, gettick(), 0, 0, skill, 0 , 0, 0);
  997. wd.damage = skill;
  998. wd.damage2 = 0;
  999. if (sc && sc->data[SC_SACRIFICE].timer != -1)
  1000. {
  1001. if (--sc->data[SC_SACRIFICE].val2 <= 0)
  1002. status_change_end(src, SC_SACRIFICE,-1);
  1003. }
  1004. break;
  1005. case LK_SPIRALPIERCE:
  1006. if (sd) {
  1007. short index = sd->equip_index[9];
  1008. if (index >= 0 &&
  1009. sd->inventory_data[index] &&
  1010. sd->inventory_data[index]->type == 4)
  1011. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  1012. ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
  1013. index = sstatus->str/10;
  1014. index = index*index;
  1015. ATK_ADD(index); //Add str bonus.
  1016. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  1017. case 0: //Small: 125%
  1018. ATK_RATE(125);
  1019. break;
  1020. //case 1: //Medium: 100%
  1021. case 2: //Large: 75%
  1022. ATK_RATE(75);
  1023. break;
  1024. }
  1025. break;
  1026. }
  1027. case CR_SHIELDBOOMERANG:
  1028. case PA_SHIELDCHAIN:
  1029. if (sd) {
  1030. short index = sd->equip_index[8];
  1031. wd.damage = sstatus->batk;
  1032. if (flag.lh) wd.damage2 = wd.damage;
  1033. if (index >= 0 &&
  1034. sd->inventory_data[index] &&
  1035. sd->inventory_data[index]->type == 5)
  1036. ATK_ADD(sd->inventory_data[index]->weight/10);
  1037. break;
  1038. }
  1039. default:
  1040. {
  1041. i = (flag.cri?1:0)|(flag.arrow?2:0)|(skill_num == HW_MAGICCRASHER?4:0)|(skill_num == MO_EXTREMITYFIST?8:0);
  1042. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  1043. if (sstatus->lhw)
  1044. wd.damage2 = battle_calc_base_damage(sstatus, sstatus->lhw, sc, tstatus->size, sd, i);
  1045. //Add any bonuses that modify the base baseatk+watk (pre-skills)
  1046. if(sd)
  1047. {
  1048. if (sd->status.weapon < MAX_WEAPON_TYPE && (sd->atk_rate != 100 || sd->weapon_atk_rate[sd->status.weapon] != 0))
  1049. ATK_RATE(sd->atk_rate + sd->weapon_atk_rate[sd->status.weapon]);
  1050. if(flag.cri && sd->crit_atk_rate)
  1051. ATK_ADDRATE(sd->crit_atk_rate);
  1052. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){
  1053. i = party_foreachsamemap(party_sub_count, sd, 0);
  1054. ATK_ADDRATE(2*skill*i);
  1055. }
  1056. }
  1057. break;
  1058. } //End default case
  1059. } //End switch(skill_num)
  1060. //Skill damage modifiers that stack linearly
  1061. if(sc && skill_num != PA_SACRIFICE)
  1062. {
  1063. if(sc->data[SC_OVERTHRUST].timer != -1)
  1064. skillratio += 5*sc->data[SC_OVERTHRUST].val1;
  1065. if(sc->data[SC_MAXOVERTHRUST].timer != -1)
  1066. skillratio += 20*sc->data[SC_MAXOVERTHRUST].val1;
  1067. if(sc->data[SC_BERSERK].timer != -1)
  1068. skillratio += 100;
  1069. }
  1070. if (!skill_num)
  1071. {
  1072. // Random chance to deal multiplied damage - Consider it as part of skill-based-damage
  1073. if(sd &&
  1074. sd->random_attack_increase_add > 0 &&
  1075. sd->random_attack_increase_per &&
  1076. rand()%100 < sd->random_attack_increase_per
  1077. )
  1078. skillratio += sd->random_attack_increase_add;
  1079. ATK_RATE(skillratio);
  1080. } else { //Skills
  1081. switch( skill_num )
  1082. {
  1083. case SM_BASH:
  1084. skillratio += 30*skill_lv;
  1085. break;
  1086. case SM_MAGNUM:
  1087. skillratio += 20*skill_lv;
  1088. break;
  1089. case MC_MAMMONITE:
  1090. skillratio += 50*skill_lv;
  1091. break;
  1092. case HT_POWER: //FIXME: How exactly is the STR based damage supposed to be done? [Skotlex]
  1093. skillratio += 5*sstatus->str;
  1094. break;
  1095. case AC_DOUBLE:
  1096. skillratio += 10*(skill_lv-1);
  1097. break;
  1098. case AC_SHOWER:
  1099. skillratio += 5*skill_lv-25;
  1100. break;
  1101. case AC_CHARGEARROW:
  1102. skillratio += 50;
  1103. break;
  1104. case HT_FREEZINGTRAP:
  1105. skillratio += -50+10*skill_lv;
  1106. break;
  1107. case KN_PIERCE:
  1108. skillratio += 10*skill_lv;
  1109. break;
  1110. case KN_SPEARSTAB:
  1111. skillratio += 15*skill_lv;
  1112. break;
  1113. case KN_SPEARBOOMERANG:
  1114. skillratio += 50*skill_lv;
  1115. break;
  1116. case KN_BRANDISHSPEAR:
  1117. {
  1118. int ratio = 100+20*skill_lv;
  1119. skillratio += ratio-100;
  1120. if(skill_lv>3 && wflag==1) skillratio += ratio/2;
  1121. if(skill_lv>6 && wflag==1) skillratio += ratio/4;
  1122. if(skill_lv>9 && wflag==1) skillratio += ratio/8;
  1123. if(skill_lv>6 && wflag==2) skillratio += ratio/2;
  1124. if(skill_lv>9 && wflag==2) skillratio += ratio/4;
  1125. if(skill_lv>9 && wflag==3) skillratio += ratio/2;
  1126. break;
  1127. }
  1128. case KN_BOWLINGBASH:
  1129. skillratio+= 40*skill_lv;
  1130. break;
  1131. case KN_AUTOCOUNTER:
  1132. case LK_SPIRALPIERCE:
  1133. case NPC_CRITICALSLASH:
  1134. flag.idef= flag.idef2= 1;
  1135. break;
  1136. case AS_GRIMTOOTH:
  1137. skillratio += 20*skill_lv;
  1138. break;
  1139. case AS_POISONREACT:
  1140. skillratio += 30*skill_lv;
  1141. break;
  1142. case AS_SONICBLOW:
  1143. skillratio += -50+5*skill_lv;
  1144. break;
  1145. case TF_SPRINKLESAND:
  1146. skillratio += 30;
  1147. break;
  1148. case MC_CARTREVOLUTION:
  1149. skillratio += 50;
  1150. if(sd && sd->cart_max_weight > 0 && sd->cart_weight > 0)
  1151. skillratio += 100*sd->cart_weight/sd->cart_max_weight; // +1% every 1% weight
  1152. else if (!sd)
  1153. skillratio += 150; //Max damage for non players.
  1154. break;
  1155. case NPC_RANDOMATTACK:
  1156. skillratio += rand()%150-50;
  1157. break;
  1158. case NPC_WATERATTACK:
  1159. case NPC_GROUNDATTACK:
  1160. case NPC_FIREATTACK:
  1161. case NPC_WINDATTACK:
  1162. case NPC_POISONATTACK:
  1163. case NPC_HOLYATTACK:
  1164. case NPC_DARKNESSATTACK:
  1165. case NPC_UNDEADATTACK:
  1166. case NPC_TELEKINESISATTACK:
  1167. skillratio += 25*skill_lv;
  1168. break;
  1169. case RG_BACKSTAP:
  1170. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  1171. skillratio += (200+40*skill_lv)/2;
  1172. else
  1173. skillratio += 200+40*skill_lv;
  1174. break;
  1175. case RG_RAID:
  1176. skillratio += 40*skill_lv;
  1177. break;
  1178. case RG_INTIMIDATE:
  1179. skillratio += 30*skill_lv;
  1180. break;
  1181. case CR_SHIELDCHARGE:
  1182. skillratio += 20*skill_lv;
  1183. break;
  1184. case CR_SHIELDBOOMERANG:
  1185. skillratio += 30*skill_lv;
  1186. break;
  1187. case NPC_DARKCROSS:
  1188. case CR_HOLYCROSS:
  1189. skillratio += 35*skill_lv;
  1190. break;
  1191. case CR_GRANDCROSS:
  1192. case NPC_GRANDDARKNESS:
  1193. flag.cardfix = 0;
  1194. break;
  1195. case AM_DEMONSTRATION:
  1196. skillratio += 20*skill_lv;
  1197. flag.cardfix = 0;
  1198. break;
  1199. case AM_ACIDTERROR:
  1200. skillratio += 40*skill_lv;
  1201. flag.cardfix = 0;
  1202. break;
  1203. case MO_FINGEROFFENSIVE:
  1204. skillratio+= 50 * skill_lv;
  1205. break;
  1206. case MO_INVESTIGATE:
  1207. skillratio += 75*skill_lv;
  1208. flag.pdef = flag.pdef2 = 2;
  1209. break;
  1210. case MO_EXTREMITYFIST:
  1211. { //Overflow check. [Skotlex]
  1212. unsigned int ratio = skillratio + 100*(8 + sstatus->sp/10);
  1213. //You'd need something like 6K SP to reach this max, so should be fine for most purposes.
  1214. if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
  1215. skillratio = (unsigned short)ratio;
  1216. status_zap(src, 0, sstatus->sp);
  1217. flag.idef= flag.idef2= 1;
  1218. }
  1219. break;
  1220. case MO_TRIPLEATTACK:
  1221. skillratio += 20*skill_lv;
  1222. break;
  1223. case MO_CHAINCOMBO:
  1224. skillratio += 50+50*skill_lv;
  1225. break;
  1226. case MO_COMBOFINISH:
  1227. skillratio += 140+60*skill_lv;
  1228. break;
  1229. case BA_MUSICALSTRIKE:
  1230. skillratio += 40*skill_lv-40;
  1231. break;
  1232. case DC_THROWARROW:
  1233. skillratio += 50*skill_lv;
  1234. break;
  1235. case CH_TIGERFIST:
  1236. skillratio += 100*skill_lv-60;
  1237. break;
  1238. case CH_CHAINCRUSH:
  1239. skillratio += 300+100*skill_lv;
  1240. break;
  1241. case CH_PALMSTRIKE:
  1242. skillratio += 100+100*skill_lv;
  1243. break;
  1244. case LK_HEADCRUSH:
  1245. skillratio += 40*skill_lv;
  1246. break;
  1247. case LK_JOINTBEAT:
  1248. skillratio += 10*skill_lv-50;
  1249. break;
  1250. case ASC_METEORASSAULT:
  1251. skillratio += 40*skill_lv-60;
  1252. flag.cardfix = 0;
  1253. break;
  1254. case SN_SHARPSHOOTING:
  1255. skillratio += 50*skill_lv;
  1256. break;
  1257. case CG_ARROWVULCAN:
  1258. skillratio += 100+100*skill_lv;
  1259. break;
  1260. case AS_SPLASHER:
  1261. skillratio += 400+50*skill_lv;
  1262. if (sd)
  1263. skillratio += 20*pc_checkskill(sd,AS_POISONREACT);
  1264. if(wflag>1) //FIXME: Splash damage... is this the correct method? [Skotlex]
  1265. skillratio /= wflag;
  1266. flag.cardfix = 0;
  1267. break;
  1268. case ASC_BREAKER:
  1269. skillratio += 100*skill_lv-100;
  1270. flag.cardfix = 0;
  1271. break;
  1272. case PA_SACRIFICE:
  1273. //40% less effective on siege maps. [Skotlex]
  1274. skillratio += 10*skill_lv-10;
  1275. flag.idef = flag.idef2 = 1;
  1276. break;
  1277. case PA_SHIELDCHAIN:
  1278. skillratio += 30*skill_lv;
  1279. break;
  1280. case WS_CARTTERMINATION:
  1281. if(sd && sd->cart_weight > 0)
  1282. skillratio += sd->cart_weight / (10 * (16 - skill_lv)) - 100;
  1283. else if (!sd)
  1284. skillratio += battle_config.max_cart_weight / (10 * (16 - skill_lv));
  1285. flag.cardfix = 0;
  1286. break;
  1287. case TK_DOWNKICK:
  1288. skillratio += 60 + 20*skill_lv;
  1289. break;
  1290. case TK_STORMKICK:
  1291. skillratio += 60 + 20*skill_lv;
  1292. break;
  1293. case TK_TURNKICK:
  1294. skillratio += 90 + 30*skill_lv;
  1295. break;
  1296. case TK_COUNTER:
  1297. skillratio += 90 + 30*skill_lv;
  1298. break;
  1299. case TK_JUMPKICK:
  1300. skillratio += -70 + 10*skill_lv;
  1301. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
  1302. skillratio += 10*status_get_lv(src)/3;
  1303. break;
  1304. case GS_BULLSEYE:
  1305. skillratio += 400;
  1306. break;
  1307. case GS_TRACKING:
  1308. skillratio += 60*skill_lv;
  1309. if (skill_lv == 2) skillratio += 20;
  1310. if (skill_lv == 3) skillratio += 80;
  1311. if (skill_lv >= 4) skillratio += 60*(skill_lv-3);
  1312. if (skill_lv == 10) skillratio += 80;
  1313. break;
  1314. case GS_PIERCINGSHOT:
  1315. skillratio += 20*skill_lv;
  1316. break;
  1317. case GS_RAPIDSHOWER:
  1318. skillratio += 10*skill_lv;
  1319. break;
  1320. case GS_DESPERADO:
  1321. skillratio += 50*skill_lv - 50;
  1322. break;
  1323. case GS_DUST:
  1324. skillratio += 50*skill_lv;
  1325. break;
  1326. case GS_FULLBUSTER:
  1327. skillratio += 200 + 100*skill_lv;
  1328. break;
  1329. case GS_SPREADATTACK:
  1330. skillratio += 20*skill_lv-20;
  1331. break;
  1332. case NJ_HUUMA:
  1333. skillratio += 50 + 150*skill_lv;
  1334. break;
  1335. case NJ_TATAMIGAESHI:
  1336. skillratio += 10*skill_lv;
  1337. break;
  1338. case NJ_KASUMIKIRI:
  1339. skillratio += 10*skill_lv;
  1340. break;
  1341. case NJ_KIRIKAGE:
  1342. skillratio += 100*skill_lv-100;
  1343. break;
  1344. case KN_CHARGEATK:
  1345. skillratio += wflag*15; //FIXME: How much is the actual bonus? [Skotlex]
  1346. break;
  1347. case HT_PHANTASMIC:
  1348. skillratio += 50;
  1349. break;
  1350. case MO_BALKYOUNG:
  1351. skillratio += 200;
  1352. break;
  1353. }
  1354. ATK_RATE(skillratio);
  1355. //Constant/misc additions from skills
  1356. switch (skill_num) {
  1357. case MO_EXTREMITYFIST:
  1358. ATK_ADD(250 + 150*skill_lv);
  1359. break;
  1360. case TK_DOWNKICK:
  1361. case TK_STORMKICK:
  1362. case TK_TURNKICK:
  1363. case TK_COUNTER:
  1364. case TK_JUMPKICK:
  1365. //TK_RUN kick damage bonus.
  1366. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  1367. ATK_ADD(10*pc_checkskill(sd, TK_RUN));
  1368. break;
  1369. case GS_MAGICALBULLET:
  1370. if(sstatus->matk_max>sstatus->matk_min) {
  1371. ATK_ADD(sstatus->matk_min+rand()%(sstatus->matk_max-sstatus->matk_min));
  1372. } else {
  1373. ATK_ADD(sstatus->matk_min);
  1374. }
  1375. break;
  1376. }
  1377. }
  1378. //Div fix.
  1379. damage_div_fix(wd.damage, wd.div_);
  1380. //Here comes a second pass for skills that stack to the previously defined % damage. [Skotlex]
  1381. skillratio = 100;
  1382. //Skill damage modifiers that affect linearly stacked damage.
  1383. if (sc && skill_num != PA_SACRIFICE) {
  1384. if(sc->data[SC_TRUESIGHT].timer != -1)
  1385. skillratio += 2*sc->data[SC_TRUESIGHT].val1;
  1386. // It is still not quite decided whether it works on bosses or not...
  1387. if(sc->data[SC_EDP].timer != -1 /*&& !(t_mode&MD_BOSS)*/ && skill_num != ASC_BREAKER && skill_num != ASC_METEORASSAULT)
  1388. skillratio += 50 +50*sc->data[SC_EDP].val1;
  1389. }
  1390. switch (skill_num) {
  1391. case AS_SONICBLOW:
  1392. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  1393. skillratio += (map_flag_gvg(src->m))?25:100; //+25% dmg on woe/+100% dmg on nonwoe
  1394. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1395. skillratio += 10;
  1396. break;
  1397. case CR_SHIELDBOOMERANG:
  1398. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  1399. skillratio += 100;
  1400. break;
  1401. }
  1402. if (sd && sd->skillatk[0].id != 0)
  1403. {
  1404. for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++);
  1405. if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
  1406. //May seem wrong as it also applies on top of other modifiers, but adding, say, 10%
  1407. //to 800% dmg -> 810% would make the bonus a little lame. [Skotlex]
  1408. skillratio += sd->skillatk[i].val;
  1409. }
  1410. if (skillratio != 100)
  1411. ATK_RATE(skillratio);
  1412. if(sd)
  1413. {
  1414. if (skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE
  1415. && skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS
  1416. && !flag.cri)
  1417. { //Elemental/Racial adjustments
  1418. if(sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  1419. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  1420. sd->right_weapon.def_ratio_atk_race & (is_boss(target)?1<<10:1<<11)
  1421. )
  1422. flag.pdef = 1;
  1423. if(sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  1424. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  1425. sd->left_weapon.def_ratio_atk_race & (is_boss(target)?1<<10:1<<11)
  1426. ) { //Pass effect onto right hand if configured so. [Skotlex]
  1427. if (battle_config.left_cardfix_to_right && flag.rh)
  1428. flag.pdef = 1;
  1429. else
  1430. flag.pdef2 = 1;
  1431. }
  1432. }
  1433. if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS)
  1434. { //Ignore Defense?
  1435. if (!flag.idef && (
  1436. (target->type == BL_MOB && sd->right_weapon.ignore_def_mob & (is_boss(target)?2:1)) ||
  1437. sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  1438. sd->right_weapon.ignore_def_race & (1<<tstatus->race) ||
  1439. sd->right_weapon.ignore_def_race & (is_boss(target)?1<<10:1<<11)
  1440. ))
  1441. flag.idef = 1;
  1442. if (!flag.idef2 && (
  1443. (target->type == BL_MOB && sd->left_weapon.ignore_def_mob & (is_boss(target)?2:1)) ||
  1444. sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  1445. sd->left_weapon.ignore_def_race & (1<<tstatus->race) ||
  1446. sd->left_weapon.ignore_def_race & (is_boss(target)?1<<10:1<<11)
  1447. )) {
  1448. if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
  1449. flag.idef = 1;
  1450. else
  1451. flag.idef2 = 1;
  1452. }
  1453. }
  1454. }
  1455. if (!flag.idef || !flag.idef2)
  1456. { //Defense reduction
  1457. short vit_def;
  1458. signed char def1 = (signed char)status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  1459. short def2 = (short)tstatus->def2;
  1460. if(battle_config.vit_penalty_type)
  1461. {
  1462. unsigned char target_count; //256 max targets should be a sane max
  1463. target_count = unit_counttargeted(target,battle_config.vit_penalty_count_lv);
  1464. if(target_count >= battle_config.vit_penalty_count) {
  1465. if(battle_config.vit_penalty_type == 1) {
  1466. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1467. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1468. } else { //Assume type 2
  1469. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1470. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1471. }
  1472. }
  1473. if(def1 < 0 || skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
  1474. if(def2 < 1) def2 = 1;
  1475. }
  1476. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  1477. if (tsd) //Sd vit-eq
  1478. { //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  1479. vit_def = def2*(def2-15)/150;
  1480. vit_def = def2/2 + (vit_def>0?rand()%vit_def:0);
  1481. if((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) &&
  1482. (skill=pc_checkskill(tsd,AL_DP)) >0)
  1483. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  1484. } else { //Mob-Pet vit-eq
  1485. //VIT + rnd(0,[VIT/20]^2-1)
  1486. vit_def = (def2/20)*(def2/20);
  1487. vit_def = def2 + (vit_def>0?rand()%vit_def:0);
  1488. }
  1489. if (battle_config.weapon_defense_type) {
  1490. vit_def += def1*battle_config.weapon_defense_type;
  1491. def1 = 0;
  1492. }
  1493. if (def1 > 100) def1 = 100;
  1494. ATK_RATE2(
  1495. flag.idef ?100:
  1496. (flag.pdef ?flag.pdef *(def1 + vit_def):
  1497. 100-def1),
  1498. flag.idef2?100:
  1499. (flag.pdef2?flag.pdef2*(def1 + vit_def):
  1500. 100-def1)
  1501. );
  1502. ATK_ADD2(
  1503. flag.idef ||flag.pdef ?0:-vit_def,
  1504. flag.idef2||flag.pdef2?0:-vit_def
  1505. );
  1506. }
  1507. //Post skill/vit reduction damage increases
  1508. if (sc && skill_num != LK_SPIRALPIERCE)
  1509. { //SC skill damages
  1510. if(sc->data[SC_AURABLADE].timer!=-1)
  1511. ATK_ADD(20*sc->data[SC_AURABLADE].val1);
  1512. }
  1513. //Refine bonus
  1514. if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST) {
  1515. if (skill_num == MO_FINGEROFFENSIVE) //Counts refine bonus multiple times
  1516. {
  1517. ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw->atk2);
  1518. } else {
  1519. ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw->atk2);
  1520. }
  1521. }
  1522. //Set to min of 1
  1523. if (flag.rh && wd.damage < 1) wd.damage = 1;
  1524. if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
  1525. if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST
  1526. && skill_num != CR_GRANDCROSS)
  1527. { //Add mastery damage
  1528. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  1529. if (flag.lh) wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  1530. if((skill=pc_checkskill(sd,SG_STAR_ANGER)) >0 && (t_class == sd->hate_mob[2] || (sc && sc->data[SC_MIRACLE].timer!=-1)))
  1531. {
  1532. skillratio = (sd->status.base_level + sstatus->str + sstatus->dex + sstatus->luk)/(skill<4?12-3*skill:1);
  1533. ATK_ADDRATE(skillratio);
  1534. } else
  1535. if(
  1536. ((skill=pc_checkskill(sd,SG_SUN_ANGER)) >0 && t_class == sd->hate_mob[0]) ||
  1537. ((skill=pc_checkskill(sd,SG_MOON_ANGER)) >0 && t_class == sd->hate_mob[1])
  1538. ) {
  1539. skillratio = (sd->status.base_level + sstatus->dex+ sstatus->luk)/(skill<4?12-3*skill:1);
  1540. ATK_ADDRATE(skillratio);
  1541. }
  1542. }
  1543. } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
  1544. else if(wd.div_ < 0) //Since the attack missed...
  1545. wd.div_ *= -1;
  1546. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  1547. return wd; //Enough, rest is not needed.
  1548. if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1549. ATK_ADD(skill*2);
  1550. if(skill_num==TF_POISON)
  1551. ATK_ADD(15*skill_lv);
  1552. if (skill_num || !(battle_config.attack_attr_none&src->type))
  1553. { //Elemental attribute fix
  1554. if (!(!sd && tsd && battle_config.mob_ghostring_fix && tstatus->def_ele==ELE_GHOST))
  1555. {
  1556. if (wd.damage > 0)
  1557. {
  1558. wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv);
  1559. if(skill_num==MC_CARTREVOLUTION) //Cart Revolution applies the element fix once more with neutral element
  1560. wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  1561. }
  1562. if (flag.lh && wd.damage2 > 0)
  1563. wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  1564. }
  1565. if(sc && sc->data[SC_WATK_ELEMENT].timer != -1)
  1566. { //Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  1567. int damage= battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (flag.arrow?2:0));
  1568. damage = damage*sc->data[SC_WATK_ELEMENT].val2/100;
  1569. damage = battle_attr_fix(src,target,damage,sc->data[SC_WATK_ELEMENT].val1,tstatus->def_ele, tstatus->ele_lv);
  1570. ATK_ADD(damage);
  1571. }
  1572. }
  1573. //Breaker's int-based damage (applies after attribute modifiers)
  1574. if(skill_num==ASC_BREAKER)
  1575. ATK_ADD(rand()%500 + 500 + skill_lv * sstatus->int_ * 5);
  1576. if ((!flag.rh || !wd.damage) && (!flag.lh || !wd.damage2))
  1577. flag.cardfix = 0; //When the attack does no damage, avoid doing %bonuses
  1578. if (sd)
  1579. {
  1580. if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  1581. ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
  1582. if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  1583. ATK_ADD(wd.div_*sd->spiritball_old*3);
  1584. } else {
  1585. ATK_ADD(wd.div_*sd->spiritball*3);
  1586. }
  1587. //Card Fix, sd side
  1588. if (flag.cardfix)
  1589. {
  1590. short cardfix = 1000, cardfix_ = 1000;
  1591. short t_race2 = status_get_race2(target);
  1592. if(sd->state.arrow_atk)
  1593. {
  1594. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
  1595. cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele]+sd->arrow_addele[tstatus->def_ele])/100;
  1596. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100;
  1597. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  1598. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1599. } else { //Melee attack
  1600. if(!battle_config.left_cardfix_to_right)
  1601. {
  1602. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
  1603. cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele])/100;
  1604. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100;
  1605. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  1606. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1607. if (flag.lh)
  1608. {
  1609. cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
  1610. cardfix_=cardfix_*(100+sd->left_weapon.addele[tstatus->def_ele])/100;
  1611. cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100;
  1612. cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
  1613. cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1614. }
  1615. } else {
  1616. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100;
  1617. cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele]+sd->left_weapon.addele[tstatus->def_ele])/100;
  1618. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100;
  1619. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
  1620. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1621. }
  1622. }
  1623. for(i=0;i<sd->right_weapon.add_damage_class_count;i++) {
  1624. if(sd->right_weapon.add_damage_classid[i] == t_class) {
  1625. cardfix=cardfix*(100+sd->right_weapon.add_damage_classrate[i])/100;
  1626. break;
  1627. }
  1628. }
  1629. if (flag.lh)
  1630. {
  1631. for(i=0;i<sd->left_weapon.add_damage_class_count;i++) {
  1632. if(sd->left_weapon.add_damage_classid[i] == t_class) {
  1633. cardfix_=cardfix_*(100+sd->left_weapon.add_damage_classrate[i])/100;
  1634. break;
  1635. }
  1636. }
  1637. }
  1638. if(wd.flag&BF_LONG)
  1639. cardfix=cardfix*(100+sd->long_attack_atk_rate)/100;
  1640. if (cardfix != 1000 || cardfix_ != 1000)
  1641. ATK_RATE2(cardfix/10, cardfix_/10); //What happens if you use right-to-left and there's no right weapon, only left?
  1642. }
  1643. if (skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN) { //Refine bonus applies after cards and elements.
  1644. short index= sd->equip_index[8];
  1645. if (index >= 0 &&
  1646. sd->inventory_data[index] &&
  1647. sd->inventory_data[index]->type == 5)
  1648. ATK_ADD(10*sd->status.inventory[index].refine);
  1649. }
  1650. } //if (sd)
  1651. //Card Fix, tsd side - Cards always apply on the target. [Skotlex]
  1652. if (tsd) {
  1653. short s_race2,s_class;
  1654. short cardfix=1000;
  1655. s_race2 = status_get_race2(src);
  1656. s_class = status_get_class(src);
  1657. cardfix=cardfix*(100-tsd->subele[sstatus->def_ele])/100;
  1658. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  1659. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  1660. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  1661. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  1662. for(i=0;i<tsd->add_dmg_count;i++) {
  1663. if(tsd->add_dmg[i].class_ == s_class) {
  1664. cardfix=cardfix*(100+tsd->add_dmg[i].rate)/100;
  1665. break;
  1666. }
  1667. }
  1668. if(wd.flag&BF_SHORT)
  1669. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  1670. else // BF_LONG (there's no other choice)
  1671. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  1672. if (cardfix != 1000)
  1673. ATK_RATE(cardfix/10);
  1674. }
  1675. if(flag.infdef)
  1676. { //Plants receive 1 damage when hit
  1677. if (flag.rh && (flag.hit || wd.damage>0))
  1678. wd.damage = 1;
  1679. if (flag.lh && (flag.hit || wd.damage2>0))
  1680. wd.damage2 = 1;
  1681. if (!(battle_config.skill_min_damage&1))
  1682. //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
  1683. return wd;
  1684. }
  1685. if(sd && !skill_num && !flag.cri)
  1686. { //Check for double attack.
  1687. if(( (skill_lv = 5*pc_checkskill(sd,TF_DOUBLE)) > 0 && sd->weapontype1 == W_DAGGER) ||
  1688. sd->double_rate > 0) //Success chance is not added, the higher one is used? [Skotlex]
  1689. {
  1690. if (rand()%100 < (skill_lv>sd->double_rate?skill_lv:sd->double_rate))
  1691. {
  1692. wd.div_=skill_get_num(TF_DOUBLE,skill_lv?skill_lv/5:1);
  1693. damage_div_fix(wd.damage, wd.div_);
  1694. wd.type = 0x08;
  1695. }
  1696. } else if ((skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 && sd->weapontype1 == W_REVOLVER)
  1697. {
  1698. if (rand()%100 < 5*skill_lv)
  1699. {
  1700. wd.div_=skill_get_num(GS_CHAINACTION,skill_lv);
  1701. damage_div_fix(wd.damage, wd.div_);
  1702. wd.type = 0x08;
  1703. }
  1704. }
  1705. }
  1706. if (sd)
  1707. {
  1708. if (!flag.rh && flag.lh)
  1709. { //Move lh damage to the rh
  1710. wd.damage = wd.damage2;
  1711. wd.damage2 = 0;
  1712. flag.rh=1;
  1713. flag.lh=0;
  1714. } else if(flag.rh && flag.lh)
  1715. { //Dual-wield
  1716. if (wd.damage)
  1717. {
  1718. skill = pc_checkskill(sd,AS_RIGHT);
  1719. wd.damage = wd.damage * (50 + (skill * 10))/100;
  1720. if(wd.damage < 1) wd.damage = 1;
  1721. }
  1722. if (wd.damage2)
  1723. {
  1724. skill = pc_checkskill(sd,AS_LEFT);
  1725. wd.damage2 = wd.damage2 * (30 + (skill * 10))/100;
  1726. if(wd.damage2 < 1) wd.damage2 = 1;
  1727. }
  1728. } else if(sd->status.weapon == W_KATAR)
  1729. { //Katars
  1730. skill = pc_checkskill(sd,TF_DOUBLE);
  1731. wd.damage2 = wd.damage * (1 + (skill * 2))/100;
  1732. if(wd.damage && !wd.damage2) wd.damage2 = 1;
  1733. flag.lh = 1;
  1734. }
  1735. }
  1736. if(!flag.rh && wd.damage)
  1737. wd.damage=0;
  1738. if(!flag.lh && wd.damage2)
  1739. wd.damage2=0;
  1740. if(wd.damage > 0 || wd.damage2 > 0)
  1741. {
  1742. if(!wd.damage2) {
  1743. wd.damage=battle_calc_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1744. if (map_flag_gvg(target->m))
  1745. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1746. } else
  1747. if(!wd.damage) {
  1748. wd.damage2=battle_calc_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  1749. if (map_flag_gvg(target->m))
  1750. wd.damage2=battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  1751. }
  1752. else
  1753. {
  1754. int d1=wd.damage+wd.damage2,d2=wd.damage2;
  1755. wd.damage=battle_calc_damage(src,target,d1,wd.div_,skill_num,skill_lv,wd.flag);
  1756. if (map_flag_gvg(target->m))
  1757. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1758. wd.damage2=(d2*100/d1)*wd.damage/100;
  1759. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2=1;
  1760. wd.damage-=wd.damage2;
  1761. }
  1762. }
  1763. if(sd && sd->classchange && target->type == BL_MOB && !(tstatus->mode&MD_BOSS) && (rand()%10000 < sd->classchange))
  1764. {
  1765. struct mob_data *tmd = (TBL_MOB*)target;
  1766. if (!tmd->guardian_data && (tmd->class_ < 1324 || tmd->class_ > 1363) && !mob_is_clone(tmd->class_))
  1767. { //Classchange:
  1768. struct mob_db *mob;
  1769. int k, class_;
  1770. i = 0;
  1771. do {
  1772. do {
  1773. class_ = rand() % MAX_MOB_DB;
  1774. } while (!mobdb_checkid(class_));
  1775. k = rand() % 1000000;
  1776. mob = mob_db(class_);
  1777. } while ((mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= k) && (i++) < 2000);
  1778. if (i< 2000)
  1779. mob_class_change(tmd,class_);
  1780. }
  1781. }
  1782. if (wd.damage || wd.damage2) {
  1783. if (sd && battle_config.equip_self_break_rate)
  1784. { // Self weapon breaking
  1785. int breakrate = battle_config.equip_natural_break_rate;
  1786. if (sc) {
  1787. if(sc->data[SC_OVERTHRUST].timer!=-1)
  1788. breakrate += 10;
  1789. if(sc->data[SC_MAXOVERTHRUST].timer!=-1)
  1790. breakrate += 10;
  1791. }
  1792. if (breakrate)
  1793. skill_break_equip(src, EQP_WEAPON, breakrate, BCT_SELF);
  1794. }
  1795. if (battle_config.equip_skill_break_rate)
  1796. { // Target equipment breaking
  1797. int breakrate[2] = {0,0}; // weapon = 0, armor = 1
  1798. if (sd) { // Break rate from equipment
  1799. breakrate[0] += sd->break_weapon_rate;
  1800. breakrate[1] += sd->break_armor_rate;
  1801. }
  1802. if (sc) {
  1803. if (sc->data[SC_MELTDOWN].timer!=-1) {
  1804. breakrate[0] += sc->data[SC_MELTDOWN].val2;
  1805. breakrate[1] += sc->data[SC_MELTDOWN].val3;
  1806. }
  1807. }
  1808. if (breakrate[0])
  1809. skill_break_equip(target, EQP_WEAPON, breakrate[0], BCT_ENEMY);
  1810. if (breakrate[1])
  1811. skill_break_equip(target, EQP_ARMOR, breakrate[1], BCT_ENEMY);
  1812. }
  1813. }
  1814. //SG_FUSION hp penalty [Komurka]
  1815. if (sc && sc->data[SC_FUSION].timer!=-1)
  1816. {
  1817. int hp= sstatus->max_hp;
  1818. if (sd && tsd) {
  1819. hp = 8*hp/100;
  1820. if (100*sstatus->hp <= 20*sstatus->max_hp)
  1821. hp = sstatus->hp;
  1822. } else
  1823. hp = 5*hp/1000;
  1824. status_zap(src, hp, 0);
  1825. }
  1826. return wd;
  1827. }
  1828. /*==========================================
  1829. * battle_calc_magic_attack [DracoRPG]
  1830. *------------------------------------------
  1831. */
  1832. struct Damage battle_calc_magic_attack(
  1833. struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  1834. {
  1835. short i;
  1836. short s_ele;
  1837. unsigned short skillratio = 100; //Skill dmg modifiers.
  1838. struct map_session_data *sd, *tsd;
  1839. struct Damage ad;
  1840. struct status_data *sstatus = status_get_status_data(src);
  1841. struct status_data *tstatus = status_get_status_data(target);
  1842. struct {
  1843. unsigned imdef : 1;
  1844. unsigned infdef : 1;
  1845. unsigned elefix : 1;
  1846. unsigned cardfix : 1;
  1847. } flag;
  1848. memset(&ad,0,sizeof(ad));
  1849. memset(&flag,0,sizeof(flag));
  1850. if(src==NULL || target==NULL)
  1851. {
  1852. nullpo_info(NLP_MARK);
  1853. return ad;
  1854. }
  1855. //Initial flag
  1856. flag.elefix=1;
  1857. flag.cardfix=1;
  1858. //Initial Values
  1859. ad.damage = 1;
  1860. ad.div_=skill_get_num(skill_num,skill_lv);
  1861. ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:status_get_amotion(src); //Amotion should be 0 for ground skills.
  1862. ad.dmotion=tstatus->dmotion;
  1863. ad.blewcount = skill_get_blewcount(skill_num,skill_lv);
  1864. ad.flag=BF_MAGIC|BF_LONG|BF_SKILL;
  1865. ad.dmg_lv=ATK_DEF;
  1866. BL_CAST(BL_PC, src, sd);
  1867. BL_CAST(BL_PC, target, tsd);
  1868. //Initialize variables that will be used afterwards
  1869. s_ele = skill_get_pl(skill_num);
  1870. if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
  1871. s_ele = sstatus->rhw.ele;
  1872. else if (s_ele == -2) //Use status element
  1873. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  1874. //Set miscellaneous data that needs be filled
  1875. if(sd) {
  1876. sd->state.arrow_atk = 0;
  1877. if (sd->skillblown[0].id != 0)
  1878. { //Apply the bonus blewcount. [Skotlex]
  1879. for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
  1880. if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num)
  1881. ad.blewcount += sd->skillblown[i].val;
  1882. }
  1883. }
  1884. if (battle_config.skillrange_by_distance &&
  1885. (src->type&battle_config.skillrange_by_distance)
  1886. ) { //Skill range based on distance between src/target [Skotlex]
  1887. if (check_distance_bl(src, target, 3))
  1888. ad.flag=(ad.flag&~BF_RANGEMASK)|BF_SHORT;
  1889. else
  1890. ad.flag=(ad.flag&~BF_RANGEMASK)|BF_LONG;
  1891. }
  1892. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  1893. switch(skill_num)
  1894. {
  1895. case MG_FIREWALL:
  1896. if(mflag) //mflag has a value when it was checked against an undead in skill.c [Skotlex]
  1897. ad.blewcount = 0; //No knockback
  1898. else
  1899. ad.blewcount |= 0x10000;
  1900. ad.dmotion = 0; //No flinch animation.
  1901. break;
  1902. case WZ_STORMGUST: //Should knockback randomly.
  1903. ad.blewcount|=0x40000;
  1904. break;
  1905. case PR_SANCTUARY:
  1906. ad.blewcount|=0x10000;
  1907. ad.dmotion = 0; //No flinch animation.
  1908. case AL_HEAL:
  1909. case PR_BENEDICTIO:
  1910. case WZ_FIREPILLAR:
  1911. flag.imdef = 1;
  1912. break;
  1913. case HW_GRAVITATION:
  1914. flag.imdef = 1;
  1915. flag.elefix = 0;
  1916. break;
  1917. case PR_ASPERSIO:
  1918. flag.imdef = 1;
  1919. case PF_SOULBURN: //Does not ignores mdef
  1920. flag.elefix = 0;
  1921. flag.cardfix = 0;
  1922. break;
  1923. case PR_TURNUNDEAD:
  1924. flag.imdef = 1;
  1925. flag.cardfix = 0;
  1926. break;
  1927. case NPC_GRANDDARKNESS:
  1928. case CR_GRANDCROSS:
  1929. flag.cardfix = 0;
  1930. break;
  1931. }
  1932. if(is_boss(target)) //Bosses can't be knocked-back
  1933. ad.blewcount = 0;
  1934. if (!flag.infdef) //No need to do the math for plants
  1935. {
  1936. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  1937. #define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
  1938. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  1939. #define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
  1940. //Adds an absolute value to damage. 100 = +100 damage
  1941. #define MATK_ADD( a ) { ad.damage+= a; }
  1942. switch (skill_num)
  1943. { //Calc base damage according to skill
  1944. case AL_HEAL:
  1945. case PR_BENEDICTIO:
  1946. ad.damage = skill_calc_heal(src,skill_lv)/2;
  1947. break;
  1948. case PR_ASPERSIO:
  1949. ad.damage = 40;
  1950. break;
  1951. case PR_SANCTUARY:
  1952. ad.damage = (skill_lv>6)?388:skill_lv*50;
  1953. break;
  1954. case ALL_RESURRECTION:
  1955. case PR_TURNUNDEAD:
  1956. if(battle_check_undead(tstatus->race,tstatus->def_ele)){
  1957. int thres;
  1958. thres = (skill_lv * 20) + sstatus->luk + sstatus->int_ + status_get_lv(src) + ((200 - tstatus->hp * 200 / tstatus->max_hp));
  1959. if(thres > 700) thres = 700;
  1960. if(rand()%1000 < thres && !(tstatus->mode&MD_BOSS))
  1961. ad.damage = tstatus->hp;
  1962. else
  1963. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  1964. }
  1965. break;
  1966. case PF_SOULBURN:
  1967. ad.damage = tstatus->sp * 2;
  1968. break;
  1969. case HW_GRAVITATION:
  1970. ad.damage = 200+200*skill_lv;
  1971. break;
  1972. default:
  1973. {
  1974. if (sstatus->matk_max > sstatus->matk_min) {
  1975. MATK_ADD(sstatus->matk_min+rand()%(1+sstatus->matk_max-sstatus->matk_min));
  1976. } else {
  1977. MATK_ADD(sstatus->matk_min);
  1978. }
  1979. if(skill_num == MG_NAPALMBEAT || skill_num == HW_NAPALMVULCAN){ // Divide MATK in case of multiple targets skill
  1980. if(mflag>0)
  1981. ad.damage/= mflag;
  1982. else if(battle_config.error_log)
  1983. ShowError("0 enemies targeted by Napalm Beat/Vulcan, divide per 0 avoided!\n");
  1984. }
  1985. switch(skill_num){
  1986. case MG_NAPALMBEAT:
  1987. skillratio += skill_lv*10-30;
  1988. break;
  1989. case MG_SOULSTRIKE:
  1990. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  1991. skillratio += 5*skill_lv;
  1992. break;
  1993. case MG_FIREBALL:
  1994. if(mflag>2)
  1995. ad.damage = 0;
  1996. else {
  1997. int drate[]={100,90,70};
  1998. MATK_RATE(drate[mflag]);
  1999. skillratio += 70+10*skill_lv;
  2000. }
  2001. break;
  2002. case MG_FIREWALL:
  2003. skillratio -= 50;
  2004. break;
  2005. case MG_THUNDERSTORM:
  2006. skillratio -= 20;
  2007. break;
  2008. case MG_FROSTDIVER:
  2009. skillratio += 10*skill_lv;
  2010. break;
  2011. case AL_HOLYLIGHT:
  2012. skillratio += 25;
  2013. if (sd && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_PRIEST)
  2014. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  2015. break;
  2016. case AL_RUWACH:
  2017. skillratio += 45;
  2018. break;
  2019. case WZ_FROSTNOVA:
  2020. skillratio += (100+skill_lv*10)*2/3-100;
  2021. break;
  2022. case WZ_FIREPILLAR:
  2023. if (skill_lv > 10)
  2024. skillratio += 100;
  2025. else
  2026. skillratio -= 80;
  2027. break;
  2028. case WZ_SIGHTRASHER:
  2029. skillratio += 20*skill_lv;
  2030. break;
  2031. case WZ_VERMILION:
  2032. skillratio += 20*skill_lv-20;
  2033. break;
  2034. case WZ_WATERBALL:
  2035. skillratio += 30*skill_lv;
  2036. break;
  2037. case WZ_STORMGUST:
  2038. skillratio += 40*skill_lv;
  2039. break;
  2040. case HW_NAPALMVULCAN:
  2041. skillratio += 10*skill_lv-30;
  2042. break;
  2043. case SL_STIN:
  2044. skillratio += (tstatus->size?-99:10*skill_lv); //target size must be small (0) for full damage.
  2045. break;
  2046. case SL_STUN:
  2047. skillratio += (tstatus->size!=2?5*skill_lv:-99); //Full damage is dealt on small/medium targets
  2048. break;
  2049. case SL_SMA:
  2050. skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
  2051. break;
  2052. case NJ_KOUENKA:
  2053. skillratio -= 10;
  2054. break;
  2055. case NJ_BAKUENRYU:
  2056. skillratio += 50 + 150*skill_lv;
  2057. break;
  2058. case NJ_HYOUSYOURAKU:
  2059. skillratio += 50*skill_lv;
  2060. break;
  2061. case NJ_RAIGEKISAI:
  2062. skillratio += 60 + 40*skill_lv;
  2063. break;
  2064. case NJ_KAMAITACHI:
  2065. skillratio += 100*skill_lv;
  2066. break;
  2067. }
  2068. if (sd && sd->skillatk[0].id != 0)
  2069. {
  2070. for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++)
  2071. if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
  2072. //If we apply skillatk[] as ATK_RATE, it will also affect other skills,
  2073. //unfortunately this way ignores a skill's constant modifiers...
  2074. skillratio += sd->skillatk[i].val;
  2075. }
  2076. MATK_RATE(skillratio);
  2077. //Constant/misc additions from skills
  2078. if (skill_num == WZ_FIREPILLAR)
  2079. MATK_ADD(50);
  2080. }
  2081. }
  2082. if(sd) {
  2083. //Ignore Defense?
  2084. if (!flag.imdef && (
  2085. sd->ignore_mdef_ele & (1<<tstatus->def_ele) ||
  2086. sd->ignore_mdef_race & (1<<tstatus->race) ||
  2087. sd->ignore_mdef_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  2088. ))
  2089. flag.imdef = 1;
  2090. }
  2091. if(!flag.imdef){
  2092. if(battle_config.magic_defense_type)
  2093. ad.damage = ad.damage - tstatus->mdef*battle_config.magic_defense_type - tstatus->mdef2;
  2094. else
  2095. ad.damage = ad.damage * (100-tstatus->mdef)/100 - tstatus->mdef2;
  2096. }
  2097. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  2098. { //Apply the physical part of the skill's damage. [Skotlex]
  2099. struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  2100. ad.damage = (wd.damage + ad.damage) * (100 + 40*skill_lv)/100;
  2101. if(src==target)
  2102. {
  2103. if (src->type == BL_PC)
  2104. ad.damage = ad.damage/2;
  2105. else
  2106. ad.damage = 0;
  2107. }
  2108. }
  2109. if(ad.damage<1)
  2110. ad.damage=1;
  2111. if (flag.elefix)
  2112. ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  2113. if (sd && flag.cardfix) {
  2114. short cardfix=100;
  2115. short t_class = status_get_class(target);
  2116. cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
  2117. if (flag.elefix)
  2118. cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
  2119. cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
  2120. cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2121. for(i=0;i<sd->add_mdmg_count;i++) {
  2122. if(sd->add_mdmg[i].class_ == t_class) {
  2123. cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
  2124. continue;
  2125. }
  2126. }
  2127. MATK_RATE(cardfix);
  2128. }
  2129. if (tsd && skill_num != HW_GRAVITATION && skill_num != PF_SOULBURN)
  2130. { //Card fixes always apply on the target side. [Skotlex]
  2131. short s_race2=status_get_race2(src);
  2132. short s_class= status_get_class(src);
  2133. short cardfix=100;
  2134. if (flag.elefix)
  2135. cardfix=cardfix*(100-tsd->subele[sstatus->def_ele])/100;
  2136. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  2137. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  2138. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  2139. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  2140. for(i=0;i<tsd->add_mdef_count;i++) {
  2141. if(tsd->add_mdef[i].class_ == s_class) {
  2142. cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
  2143. continue;
  2144. }
  2145. }
  2146. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  2147. if (ad.flag&BF_SHORT)
  2148. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2149. else
  2150. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2151. cardfix=cardfix*(100-tsd->magic_def_rate)/100;
  2152. MATK_RATE(cardfix);
  2153. }
  2154. }
  2155. damage_div_fix(ad.damage, ad.div_);
  2156. if (flag.infdef && ad.damage)
  2157. ad.damage/= ad.damage; //Why this? Because, well, if damage is absorbed, it should heal 1, not do 1 dmg.
  2158. ad.damage=battle_calc_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  2159. if (map_flag_gvg(target->m))
  2160. ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  2161. return ad;
  2162. }
  2163. /*==========================================
  2164. * ‚»‚Ì‘¼ƒ_ƒ??[ƒWŒvŽZ
  2165. *------------------------------------------
  2166. */
  2167. struct Damage battle_calc_misc_attack(
  2168. struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  2169. {
  2170. int skill;
  2171. short i;
  2172. short s_ele;
  2173. struct map_session_data *sd, *tsd;
  2174. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  2175. struct status_data *sstatus = status_get_status_data(src);
  2176. struct status_data *tstatus = status_get_status_data(target);
  2177. struct {
  2178. unsigned hit : 1;
  2179. unsigned idef : 1;
  2180. unsigned elefix : 1;
  2181. unsigned cardfix : 1;
  2182. } flag;
  2183. memset(&md,0,sizeof(md));
  2184. memset(&flag,0,sizeof(flag));
  2185. if( src == NULL || target == NULL ){
  2186. nullpo_info(NLP_MARK);
  2187. return md;
  2188. }
  2189. //Some initial values
  2190. md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion;
  2191. md.dmotion=tstatus->dmotion;
  2192. md.div_=skill_get_num( skill_num,skill_lv );
  2193. md.blewcount=skill_get_blewcount(skill_num,skill_lv);
  2194. md.dmg_lv=ATK_DEF;
  2195. md.flag=BF_MISC|BF_SHORT|BF_SKILL;
  2196. flag.cardfix = flag.elefix = flag.hit = 1;
  2197. BL_CAST(BL_PC, src, sd);
  2198. BL_CAST(BL_PC, target, tsd);
  2199. if(sd) {
  2200. sd->state.arrow_atk = 0;
  2201. if (sd->skillblown[0].id != 0)
  2202. { //Apply the bonus blewcount. [Skotlex]
  2203. for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
  2204. if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num)
  2205. md.blewcount += sd->skillblown[i].val;
  2206. }
  2207. }
  2208. if(is_boss(target))
  2209. md.blewcount = 0;
  2210. s_ele = skill_get_pl(skill_num);
  2211. if (s_ele < 0) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  2212. s_ele = ELE_NEUTRAL;
  2213. //Misc Settings
  2214. switch(skill_num){
  2215. case PA_PRESSURE:
  2216. case GS_FLING:
  2217. flag.elefix = flag.cardfix = 0;
  2218. case HT_BLITZBEAT:
  2219. case TF_THROWSTONE:
  2220. case SN_FALCONASSAULT:
  2221. case PA_GOSPEL:
  2222. case CR_ACIDDEMONSTRATION:
  2223. md.flag = (md.flag&~BF_RANGEMASK)|BF_LONG;
  2224. break;
  2225. case NPC_SELFDESTRUCTION:
  2226. case NPC_SMOKING:
  2227. flag.elefix = flag.cardfix = 0;
  2228. break;
  2229. case NPC_DARKBREATH:
  2230. flag.hit = 0;
  2231. break;
  2232. }
  2233. if (battle_config.skillrange_by_distance &&
  2234. (src->type&battle_config.skillrange_by_distance)
  2235. ) { //Skill range based on distance between src/target [Skotlex]
  2236. if (check_distance_bl(src, target, 3))
  2237. md.flag=(md.flag&~BF_RANGEMASK)|BF_SHORT;
  2238. else
  2239. md.flag=(md.flag&~BF_RANGEMASK)|BF_LONG;
  2240. }
  2241. switch(skill_num){
  2242. case HT_LANDMINE:
  2243. md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
  2244. break;
  2245. case HT_BLASTMINE:
  2246. md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
  2247. break;
  2248. case HT_CLAYMORETRAP:
  2249. md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
  2250. break;
  2251. case HT_BLITZBEAT:
  2252. case SN_FALCONASSAULT:
  2253. //Blitz-beat Damage.
  2254. if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  2255. skill=0;
  2256. md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2;
  2257. if(mflag > 1)
  2258. md.damage /= mflag;
  2259. if (skill_num == HT_BLITZBEAT)
  2260. break;
  2261. //Div fix of Blitzbeat
  2262. skill = skill_get_num(HT_BLITZBEAT, 5);
  2263. damage_div_fix(md.damage, skill);
  2264. //Falcon Assault Modifier
  2265. md.damage=md.damage*(150+70*skill_lv)/100;
  2266. break;
  2267. case TF_THROWSTONE:
  2268. md.damage=50;
  2269. break;
  2270. case BA_DISSONANCE:
  2271. md.damage=30+skill_lv*10;
  2272. if (sd)
  2273. md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
  2274. break;
  2275. case NPC_SELFDESTRUCTION:
  2276. md.damage = sstatus->hp;
  2277. break;
  2278. case NPC_SMOKING:
  2279. md.damage=3;
  2280. break;
  2281. case NPC_DARKBREATH:
  2282. md.damage = 500 + (skill_lv-1)*1000 + rand()%1000;
  2283. if(md.damage > 9999) md.damage = 9999;
  2284. break;
  2285. case PA_PRESSURE:
  2286. md.damage=500+300*skill_lv;
  2287. break;
  2288. case PA_GOSPEL:
  2289. md.damage = 1+rand()%9999;
  2290. break;
  2291. case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen]
  2292. md.damage = 7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_));
  2293. if (tsd) md.damage>>=1;
  2294. break;
  2295. case NJ_ZENYNAGE:
  2296. md.damage = skill_get_zeny(skill_num ,skill_lv);
  2297. if (!md.damage) md.damage = 2;
  2298. md.damage = md.damage/2 + rand()%md.damage;
  2299. if (sd) pc_payzeny(sd, md.damage);
  2300. if(map_flag_vs(target->m) || is_boss(target))
  2301. md.damage>>=1; //temp value
  2302. break;
  2303. case GS_FLING:
  2304. md.damage = sd?sd->status.job_level:status_get_lv(src);
  2305. break;
  2306. }
  2307. damage_div_fix(md.damage, md.div_);
  2308. if (!flag.hit)
  2309. {
  2310. struct status_change *sc = status_get_sc(target);
  2311. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT)
  2312. flag.hit = 1;
  2313. else {
  2314. short
  2315. flee = tstatus->flee,
  2316. hitrate=80; //Default hitrate
  2317. if(battle_config.agi_penalty_type)
  2318. {
  2319. unsigned char target_count; //256 max targets should be a sane max
  2320. target_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
  2321. if(target_count >= battle_config.agi_penalty_count)
  2322. {
  2323. if (battle_config.agi_penalty_type == 1)
  2324. flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  2325. else //asume type 2: absolute reduction
  2326. flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  2327. if(flee < 1) flee = 1;
  2328. }
  2329. }
  2330. hitrate+= sstatus->hit - flee;
  2331. if (hitrate > battle_config.max_hitrate)
  2332. hitrate = battle_config.max_hitrate;
  2333. else if (hitrate < battle_config.min_hitrate)
  2334. hitrate = battle_config.min_hitrate;
  2335. if(rand()%100 >= hitrate)
  2336. flag.hit = 1;
  2337. }
  2338. if (!flag.hit) {
  2339. md.damage = 0;
  2340. md.dmg_lv=ATK_FLEE;
  2341. }
  2342. }
  2343. if(md.damage && flag.cardfix && tsd){
  2344. int cardfix = 10000;
  2345. int race2 = status_get_race(src);
  2346. cardfix=cardfix*(100-tsd->subele[sstatus->def_ele])/100;
  2347. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  2348. cardfix=cardfix*(100-tsd->subrace2[race2])/100;
  2349. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  2350. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  2351. cardfix=cardfix*(100-tsd->misc_def_rate)/100;
  2352. if(md.flag&BF_SHORT)
  2353. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2354. else // BF_LONG (there's no other choice)
  2355. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2356. if (cardfix != 10000)
  2357. md.damage=md.damage*cardfix/10000;
  2358. }
  2359. if (sd && skill_num > 0 && sd->skillatk[0].id != 0)
  2360. {
  2361. for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++);
  2362. if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
  2363. md.damage += md.damage*sd->skillatk[i].val/100;
  2364. }
  2365. if(md.damage < 0)
  2366. md.damage = 0;
  2367. else if(md.damage && tstatus->mode&MD_PLANT && skill_num != PA_PRESSURE) //Pressure can vaporize plants.
  2368. md.damage = 1;
  2369. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  2370. if (skill_num != PA_PRESSURE) //Pressure ignores all these things...
  2371. md.damage=battle_calc_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  2372. if (map_flag_gvg(target->m))
  2373. md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  2374. return md;
  2375. }
  2376. /*==========================================
  2377. * ƒ_ƒ??[ƒWŒvŽZˆêЇ?ˆ—?—p
  2378. *------------------------------------------
  2379. */
  2380. struct Damage battle_calc_attack( int attack_type,
  2381. struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag)
  2382. {
  2383. struct Damage d;
  2384. switch(attack_type){
  2385. case BF_WEAPON:
  2386. d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,flag);
  2387. break;
  2388. case BF_MAGIC:
  2389. d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,flag);
  2390. break;
  2391. case BF_MISC:
  2392. d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,flag);
  2393. break;
  2394. default:
  2395. if (battle_config.error_log)
  2396. ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
  2397. memset(&d,0,sizeof(d));
  2398. break;
  2399. }
  2400. if (d.damage + d.damage2 < 1 && d.dmg_lv != ATK_LUCKY)
  2401. { //Miss/Absorbed
  2402. d.dmg_lv = ATK_FLEE;
  2403. d.dmotion = 0;
  2404. }
  2405. return d;
  2406. }
  2407. int battle_calc_return_damage(struct block_list *bl, int *damage, int flag) {
  2408. struct map_session_data *sd=NULL;
  2409. struct status_change *sc;
  2410. int rdamage = 0;
  2411. if (bl->type == BL_PC) sd = (struct map_session_data*)bl;
  2412. sc = status_get_sc(bl);
  2413. if(flag&BF_WEAPON) {
  2414. //Bounces back part of the damage.
  2415. if (flag & BF_SHORT) {
  2416. if (sd && sd->short_weapon_damage_return)
  2417. {
  2418. rdamage += *damage * sd->short_weapon_damage_return / 100;
  2419. if(rdamage < 1) rdamage = 1;
  2420. }
  2421. if (sc && sc->data[SC_REFLECTSHIELD].timer != -1)
  2422. {
  2423. rdamage += *damage * sc->data[SC_REFLECTSHIELD].val2 / 100;
  2424. if (rdamage < 1) rdamage = 1;
  2425. }
  2426. } else if (flag & BF_LONG) {
  2427. if (sd && sd->long_weapon_damage_return)
  2428. {
  2429. rdamage += *damage * sd->long_weapon_damage_return / 100;
  2430. if (rdamage < 1) rdamage = 1;
  2431. }
  2432. }
  2433. } else
  2434. // magic_damage_return by [AppleGirl] and [Valaris]
  2435. if(flag&BF_MAGIC)
  2436. {
  2437. if(sd && sd->magic_damage_return && rand()%100 < sd->magic_damage_return)
  2438. { //Bounces back full damage, you take none.
  2439. rdamage = *damage;
  2440. *damage = 0;
  2441. }
  2442. }
  2443. return rdamage;
  2444. }
  2445. void battle_drain(TBL_PC *sd, TBL_PC* tsd, int rdamage, int ldamage, int race, int boss)
  2446. {
  2447. struct weapon_data *wd;
  2448. int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage;
  2449. for (i = 0; i < 4; i++) {
  2450. //First two iterations: Right hand
  2451. if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
  2452. else { wd = &sd->left_weapon; damage = &ldamage; }
  2453. if (*damage <= 0) continue;
  2454. //First and Third iterations: race, other two boss/nonboss state
  2455. if (i == 0 || i == 2)
  2456. type = race;
  2457. else
  2458. type = boss?RC_BOSS:RC_NONBOSS;
  2459. hp = wd->hp_drain[type].value;
  2460. if (wd->hp_drain[type].rate)
  2461. hp += battle_calc_drain(*damage,
  2462. wd->hp_drain[type].rate,
  2463. wd->hp_drain[type].per);
  2464. sp = wd->sp_drain[type].value;
  2465. if (wd->sp_drain[type].rate)
  2466. sp += battle_calc_drain(*damage,
  2467. wd->sp_drain[type].rate,
  2468. wd->sp_drain[type].per);
  2469. if (hp) {
  2470. if (wd->hp_drain[type].type)
  2471. rhp += hp;
  2472. thp += hp;
  2473. }
  2474. if (sp) {
  2475. if (wd->sp_drain[type].type)
  2476. rsp += sp;
  2477. tsp += sp;
  2478. }
  2479. }
  2480. if (!thp && !tsp) return;
  2481. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  2482. if (tsd) {
  2483. if (rhp || rsp)
  2484. status_zap(&tsd->bl, rhp, rsp);
  2485. if (rand()%1000 < sd->sp_vanish_rate)
  2486. status_percent_damage(&sd->bl, &tsd->bl, 0, (unsigned char)sd->sp_vanish_per);
  2487. }
  2488. }
  2489. /*==========================================
  2490. * ’Ê?í?UŒ‚?ˆ—?‚܂Ƃß
  2491. *------------------------------------------
  2492. */
  2493. int battle_weapon_attack( struct block_list *src,struct block_list *target,
  2494. unsigned int tick,int flag)
  2495. {
  2496. struct map_session_data *sd = NULL, *tsd = NULL;
  2497. struct status_data *sstatus, *tstatus;
  2498. struct status_change *sc, *tsc;
  2499. int damage,rdamage=0,rdelay=0;
  2500. struct Damage wd;
  2501. nullpo_retr(0, src);
  2502. nullpo_retr(0, target);
  2503. if (src->prev == NULL || target->prev == NULL)
  2504. return 0;
  2505. BL_CAST(BL_PC, src, sd);
  2506. BL_CAST(BL_PC, target, tsd);
  2507. sstatus = status_get_status_data(src);
  2508. tstatus = status_get_status_data(target);
  2509. sc = status_get_sc(src);
  2510. tsc = status_get_sc(target);
  2511. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  2512. sc = NULL;
  2513. if (tsc && !tsc->count)
  2514. tsc = NULL;
  2515. if (sd)
  2516. {
  2517. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  2518. if (sd->state.arrow_atk && sd->equip_index[10]<0) {
  2519. clif_arrow_fail(sd,0);
  2520. return 0;
  2521. }
  2522. }
  2523. if (sc && sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&1))
  2524. status_change_end(src,SC_CLOAKING,-1);
  2525. //Check for counter attacks that block your attack. [Skotlex]
  2526. if(tsc)
  2527. {
  2528. if(tsc->data[SC_AUTOCOUNTER].timer != -1 &&
  2529. (!sc || sc->data[SC_AUTOCOUNTER].timer == -1) &&
  2530. status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)
  2531. ) {
  2532. int dir = map_calc_dir(target,src->x,src->y);
  2533. int t_dir = unit_getdir(target);
  2534. int dist = distance_bl(src, target);
  2535. if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
  2536. {
  2537. int skilllv = tsc->data[SC_AUTOCOUNTER].val1;
  2538. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  2539. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  2540. status_change_end(target,SC_AUTOCOUNTER,-1);
  2541. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
  2542. return 0;
  2543. }
  2544. }
  2545. if (tsc->data[SC_BLADESTOP_WAIT].timer != -1 && !is_boss(src)) {
  2546. int skilllv = tsc->data[SC_BLADESTOP_WAIT].val1;
  2547. int duration = skill_get_time2(MO_BLADESTOP,skilllv);
  2548. status_change_end(target, SC_BLADESTOP_WAIT, -1);
  2549. if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, (int)target, duration))
  2550. { //Target locked.
  2551. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  2552. clif_bladestop(target,src,1);
  2553. sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0,(int)src, duration);
  2554. return 0;
  2555. }
  2556. }
  2557. }
  2558. //Recycled the damage variable rather than use a new one... [Skotlex]
  2559. if(sd && (damage = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0)
  2560. {
  2561. int triple_rate= 30 - damage; //Base Rate
  2562. if (sc && sc->data[SC_SKILLRATE_UP].timer!=-1 && sc->data[SC_SKILLRATE_UP].val1 == MO_TRIPLEATTACK)
  2563. {
  2564. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP].val2)/100;
  2565. status_change_end(src,SC_SKILLRATE_UP,-1);
  2566. }
  2567. if (rand()%100 < triple_rate)
  2568. return skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,damage,tick,0);
  2569. }
  2570. else if (sc && sc->data[SC_SACRIFICE].timer != -1)
  2571. return skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,sc->data[SC_SACRIFICE].val1,tick,0);
  2572. wd = battle_calc_weapon_attack(src,target, 0, 0,0);
  2573. if (sd && sd->state.arrow_atk) //Consume arrow.
  2574. battle_consume_ammo(sd, 0, 0);
  2575. damage = wd.damage + wd.damage2;
  2576. if (damage > 0 && src != target) {
  2577. rdamage = battle_calc_return_damage(target, &damage, wd.flag);
  2578. if (rdamage > 0) {
  2579. rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
  2580. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2581. skill_additional_effect(target,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  2582. }
  2583. }
  2584. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
  2585. // Eh, battle_calc_damage should take care of not making the off-hand dmg miss.
  2586. // if(sd && sd->status.weapon > MAX_WEAPON_TYPE && wd.damage2 == 0)
  2587. // clif_damage(src, target, tick+10, wd.amotion, wd.dmotion,0, 1, 0, 0);
  2588. if (sd && sd->splash_range > 0 && damage > 0)
  2589. skill_castend_damage_id(src, target, 0, -1, tick, 0);
  2590. map_freeblock_lock();
  2591. battle_delay_damage(tick+wd.amotion, src, target, BF_WEAPON, 0, 0, damage, wd.dmg_lv, wd.dmotion);
  2592. if (!status_isdead(target) && damage > 0) {
  2593. if (sd) {
  2594. int rate = 0;
  2595. if (sd->weapon_coma_ele[tstatus->def_ele] > 0)
  2596. rate += sd->weapon_coma_ele[tstatus->def_ele];
  2597. if (sd->weapon_coma_race[tstatus->race] > 0)
  2598. rate += sd->weapon_coma_race[tstatus->race];
  2599. if (sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS] > 0)
  2600. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  2601. if (rate)
  2602. status_change_start(target, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  2603. }
  2604. }
  2605. if (sc && sc->data[SC_AUTOSPELL].timer != -1 && rand()%100 < sc->data[SC_AUTOSPELL].val4) {
  2606. int sp = 0;
  2607. int skillid = sc->data[SC_AUTOSPELL].val2;
  2608. int skilllv = sc->data[SC_AUTOSPELL].val3;
  2609. int i = rand()%100;
  2610. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_SAGE)
  2611. i = 0; //Max chance, no skilllv reduction. [Skotlex]
  2612. if (i >= 50) skilllv -= 2;
  2613. else if (i >= 15) skilllv--;
  2614. if (skilllv < 1) skilllv = 1;
  2615. sp = skill_get_sp(skillid,skilllv) * 2 / 3;
  2616. if (status_charge(src, 0, sp)) {
  2617. switch (skill_get_casttype(skillid)) {
  2618. case CAST_GROUND:
  2619. skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag);
  2620. break;
  2621. case CAST_NODAMAGE:
  2622. skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag);
  2623. break;
  2624. case CAST_DAMAGE:
  2625. skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
  2626. break;
  2627. }
  2628. }
  2629. }
  2630. if (sd) {
  2631. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  2632. if (battle_config.left_cardfix_to_right)
  2633. battle_drain(sd, tsd, wd.damage, wd.damage, tstatus->race, is_boss(target));
  2634. else
  2635. battle_drain(sd, tsd, wd.damage, wd.damage2, tstatus->race, is_boss(target));
  2636. }
  2637. }
  2638. if (rdamage > 0) //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
  2639. battle_delay_damage(tick+wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, rdelay);
  2640. if (tsc) {
  2641. if (tsc->data[SC_POISONREACT].timer != -1 &&
  2642. check_distance_bl(src, target, tstatus->rhw.range+1) &&
  2643. status_check_skilluse(target, src, TF_POISON, 0)
  2644. ) { //Poison React
  2645. if (sstatus->def_ele == ELE_POISON) {
  2646. tsc->data[SC_POISONREACT].val2 = 0;
  2647. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,tsc->data[SC_POISONREACT].val1,tick,0);
  2648. } else {
  2649. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, flag);
  2650. --tsc->data[SC_POISONREACT].val2;
  2651. }
  2652. if (tsc->data[SC_POISONREACT].val2 <= 0)
  2653. status_change_end(target, SC_POISONREACT, -1);
  2654. }
  2655. }
  2656. map_freeblock_unlock();
  2657. return wd.dmg_lv;
  2658. }
  2659. int battle_check_undead(int race,int element)
  2660. {
  2661. if(battle_config.undead_detect_type == 0) {
  2662. if(element == ELE_UNDEAD)
  2663. return 1;
  2664. }
  2665. else if(battle_config.undead_detect_type == 1) {
  2666. if(race == RC_UNDEAD)
  2667. return 1;
  2668. }
  2669. else {
  2670. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  2671. return 1;
  2672. }
  2673. return 0;
  2674. }
  2675. /*==========================================
  2676. * Checks the state between two targets (rewritten by Skotlex)
  2677. * (enemy, friend, party, guild, etc)
  2678. * See battle.h for possible values/combinations
  2679. * to be used here (BCT_* constants)
  2680. * Return value is:
  2681. * 1: flag holds true (is enemy, party, etc)
  2682. * -1: flag fails
  2683. * 0: Invalid target (non-targetable ever)
  2684. *------------------------------------------
  2685. */
  2686. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  2687. {
  2688. int m,state = 0; //Initial state none
  2689. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  2690. struct block_list *s_bl= src, *t_bl= target;
  2691. nullpo_retr(0, src);
  2692. nullpo_retr(0, target);
  2693. m = target->m;
  2694. if (flag&BCT_ENEMY && !map_flag_gvg(m) && !(status_get_mode(src)&MD_BOSS))
  2695. { //No offensive stuff while in Basilica.
  2696. if (map_getcell(m,src->x,src->y,CELL_CHKBASILICA) ||
  2697. map_getcell(m,target->x,target->y,CELL_CHKBASILICA))
  2698. return -1;
  2699. }
  2700. if (target->type == BL_SKILL) //Needed out of the switch in case the ownership needs to be passed skill->mob->master
  2701. {
  2702. struct skill_unit *su = (struct skill_unit *)target;
  2703. if (!su->group)
  2704. return 0;
  2705. if (skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2706. { //Only a few skills can target traps...
  2707. switch (battle_getcurrentskill(src))
  2708. {
  2709. case HT_REMOVETRAP:
  2710. case AC_SHOWER:
  2711. case WZ_HEAVENDRIVE:
  2712. state |= BCT_ENEMY;
  2713. strip_enemy = 0;
  2714. break;
  2715. default:
  2716. return 0;
  2717. }
  2718. } else if (su->group->skill_id==WZ_ICEWALL)
  2719. { //Icewall can be hit by anything except skills.
  2720. if (src->type == BL_SKILL)
  2721. return 0;
  2722. state |= BCT_ENEMY;
  2723. strip_enemy = 0;
  2724. } else //Excepting traps and icewall, you should not be able to target skills.
  2725. return 0;
  2726. if ((t_bl = map_id2bl(su->group->src_id)) == NULL)
  2727. t_bl = target; //Fallback on the trap itself, otherwise consider this a "versus caster" scenario.
  2728. }
  2729. switch (t_bl->type)
  2730. {
  2731. case BL_PC:
  2732. {
  2733. TBL_PC *sd = (TBL_PC*)t_bl;
  2734. if (sd->invincible_timer != -1 || pc_isinvisible(sd))
  2735. return -1; //Cannot be targeted yet.
  2736. if (sd->state.monster_ignore && src->type == BL_MOB)
  2737. return 0; //option to have monsters ignore GMs [Valaris]
  2738. if (sd->special_state.killable && t_bl != s_bl)
  2739. {
  2740. state |= BCT_ENEMY; //Universal Victim
  2741. strip_enemy = 0;
  2742. }
  2743. break;
  2744. }
  2745. case BL_MOB:
  2746. {
  2747. TBL_MOB *md = (TBL_MOB*)t_bl;
  2748. if(md->state.killer) //Enable retaliation
  2749. state |= BCT_ENEMY;
  2750. if (!agit_flag && md->guardian_data && md->guardian_data->guild_id)
  2751. return 0; //Disable guardians/emperiums owned by Guilds on non-woe times.
  2752. if (md->special_state.ai == 2)
  2753. { //Mines are sort of universal enemies.
  2754. state |= BCT_ENEMY;
  2755. strip_enemy = 0;
  2756. }
  2757. if (md->master_id && (t_bl = map_id2bl(md->master_id)) == NULL)
  2758. t_bl = &md->bl; //Fallback on the mob itself, otherwise consider this a "versus master" scenario.
  2759. break;
  2760. }
  2761. case BL_PET:
  2762. {
  2763. return 0; //Pets cannot be targetted.
  2764. }
  2765. case BL_HOMUNCULUS:
  2766. { //Just fallback on master.
  2767. t_bl=(struct block_list *)((TBL_HOMUNCULUS*)target)->master;
  2768. break;
  2769. }
  2770. case BL_SKILL: //Skill with no owner? Kinda odd... but.. let it through.
  2771. break;
  2772. default: //Invalid target
  2773. return 0;
  2774. }
  2775. if (src->type == BL_SKILL)
  2776. {
  2777. struct skill_unit *su = (struct skill_unit *)src;
  2778. if (!su->group)
  2779. return 0;
  2780. if (su->group->src_id == target->id)
  2781. {
  2782. int inf2;
  2783. inf2 = skill_get_inf2(su->group->skill_id);
  2784. if (inf2&INF2_NO_TARGET_SELF)
  2785. return -1;
  2786. if (inf2&INF2_TARGET_SELF)
  2787. return 1;
  2788. }
  2789. if ((s_bl = map_id2bl(su->group->src_id)) == NULL)
  2790. s_bl = src; //Fallback on the trap itself, otherwise consider this a "caster versus enemy" scenario.
  2791. }
  2792. switch (s_bl->type)
  2793. {
  2794. case BL_PC:
  2795. {
  2796. TBL_PC *sd = (TBL_PC*) s_bl;
  2797. if (sd->special_state.killer && s_bl != t_bl)
  2798. {
  2799. state |= BCT_ENEMY; //Is on a killing rampage :O
  2800. strip_enemy = 0;
  2801. } else
  2802. if (sd->duel_group && t_bl != s_bl && // Duel [LuzZza]
  2803. !(
  2804. (!battle_config.duel_allow_pvp && map[m].flag.pvp) ||
  2805. (!battle_config.duel_allow_gvg && map_flag_gvg(m))
  2806. ))
  2807. {
  2808. if (t_bl->type == BL_PC &&
  2809. (sd->duel_group == ((TBL_PC*)t_bl)->duel_group))
  2810. //Duel targets can ONLY be your enemy, nothing else.
  2811. return (BCT_ENEMY&flag)?1:-1;
  2812. else // You can't target anything out of your duel
  2813. return 0;
  2814. }
  2815. if (map_flag_gvg(m) && !sd->status.guild_id &&
  2816. t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data)
  2817. return 0; //If you don't belong to a guild, can't target guardians/emperium.
  2818. if (t_bl->type != BL_PC)
  2819. state |= BCT_ENEMY; //Natural enemy.
  2820. break;
  2821. }
  2822. case BL_MOB:
  2823. {
  2824. TBL_MOB*md = (TBL_MOB*)s_bl;
  2825. #ifdef RECURSIVE_MASTER_CHECK
  2826. struct block_list *tmp_bl = NULL;
  2827. TBL_MOB *tmp_md = NULL;
  2828. #endif
  2829. if (!agit_flag && md->guardian_data && md->guardian_data->guild_id)
  2830. return 0; //Disable guardians/emperium owned by Guilds on non-woe times.
  2831. #ifdef RECURSIVE_MASTER_CHECK
  2832. tmp_md = md;
  2833. while(tmp_md->master_id && (tmp_bl = map_id2bl(tmp_md->master_id))){
  2834. if(t_bl->id == tmp_bl->id){
  2835. state |= BCT_PARTY;
  2836. break;
  2837. }
  2838. if(tmp_bl->type != BL_MOB)
  2839. break;
  2840. tmp_md = (TBL_MOB *)tmp_bl;
  2841. }
  2842. #endif
  2843. if(md->state.killer) // Is on a rampage too :D
  2844. state |= BCT_ENEMY;
  2845. else if (!md->special_state.ai) { //Normal mobs.
  2846. if (t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai)
  2847. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  2848. else
  2849. state |= BCT_ENEMY; //However, all else are enemies.
  2850. } else {
  2851. if (t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai)
  2852. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  2853. }
  2854. if (md->master_id && (s_bl = map_id2bl(md->master_id)) == NULL)
  2855. s_bl = &md->bl; //Fallback on the mob itself, otherwise consider this a "from master" scenario.
  2856. break;
  2857. }
  2858. case BL_HOMUNCULUS:
  2859. {
  2860. //[blackhole89] -- check homunculus' targeting by their masters.
  2861. if (t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai)
  2862. state |= BCT_ENEMY; //Default enemy. Normal mobs.
  2863. //Pass on to master.
  2864. s_bl=(struct block_list *)((struct homun_data*)src)->master;
  2865. break;
  2866. }
  2867. case BL_PET:
  2868. {
  2869. TBL_PET *pd = (TBL_PET*)s_bl;
  2870. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  2871. return 0; //Pet may not attack non-mobs.
  2872. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  2873. return 0; //pet may not attack Guardians/Emperium
  2874. if (t_bl->type != BL_PC)
  2875. state |= BCT_ENEMY; //Stock enemy type.
  2876. if (pd->msd)
  2877. s_bl = &pd->msd->bl; //"My master's enemies are my enemies..."
  2878. break;
  2879. }
  2880. case BL_SKILL: //Skill with no owner? Fishy, but let it through.
  2881. break;
  2882. default: //Invalid source of attack?
  2883. return 0;
  2884. }
  2885. if ((flag&BCT_ALL) == BCT_ALL) { //All actually stands for all attackable chars
  2886. if (target->type&BL_CHAR)
  2887. return 1;
  2888. else
  2889. return -1;
  2890. } else if (flag == BCT_NOONE) //Why would someone use this? no clue.
  2891. return -1;
  2892. if (t_bl == s_bl)
  2893. { //No need for further testing.
  2894. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  2895. if (state&BCT_ENEMY && strip_enemy)
  2896. state&=~BCT_ENEMY;
  2897. return (flag&state)?1:-1;
  2898. }
  2899. if (map_flag_vs(m)) { //Check rivalry settings.
  2900. if (flag&(BCT_PARTY|BCT_ENEMY)) {
  2901. int s_party = status_get_party_id(s_bl);
  2902. if (
  2903. !(map[m].flag.pvp && map[m].flag.pvp_noparty) &&
  2904. !(map_flag_gvg(m) && map[m].flag.gvg_noparty) &&
  2905. s_party && s_party == status_get_party_id(t_bl)
  2906. )
  2907. state |= BCT_PARTY;
  2908. else
  2909. state |= BCT_ENEMY;
  2910. }
  2911. if (flag&(BCT_GUILD|BCT_ENEMY)) {
  2912. int s_guild = status_get_guild_id(s_bl);
  2913. int t_guild = status_get_guild_id(t_bl);
  2914. if (
  2915. !(map[m].flag.pvp && map[m].flag.pvp_noguild) &&
  2916. s_guild && t_guild && (s_guild == t_guild || guild_idisallied(s_guild, t_guild))
  2917. )
  2918. state |= BCT_GUILD;
  2919. else
  2920. state |= BCT_ENEMY;
  2921. }
  2922. if (state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) &&
  2923. s_bl->type == BL_PC && t_bl->type == BL_PC)
  2924. { //Prevent novice engagement on pk_mode (feature by Valaris)
  2925. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  2926. if (
  2927. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  2928. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  2929. sd->status.base_level < battle_config.pk_min_level ||
  2930. sd2->status.base_level < battle_config.pk_min_level ||
  2931. (battle_config.pk_level_range && (
  2932. sd->status.base_level > sd2->status.base_level ?
  2933. sd->status.base_level - sd2->status.base_level :
  2934. sd2->status.base_level - sd->status.base_level )
  2935. > battle_config.pk_level_range)
  2936. )
  2937. state&=~BCT_ENEMY;
  2938. }
  2939. } else { //Non pvp/gvg, check party/guild settings.
  2940. if (flag&BCT_PARTY || state&BCT_ENEMY) {
  2941. int s_party = status_get_party_id(s_bl);
  2942. if(s_party && s_party == status_get_party_id(t_bl))
  2943. state |= BCT_PARTY;
  2944. }
  2945. if (flag&BCT_GUILD || state&BCT_ENEMY) {
  2946. int s_guild = status_get_guild_id(s_bl);
  2947. int t_guild = status_get_guild_id(t_bl);
  2948. if(s_guild && t_guild && (s_guild == t_guild || guild_idisallied(s_guild, t_guild)))
  2949. state |= BCT_GUILD;
  2950. }
  2951. }
  2952. if (!state) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  2953. state = BCT_NEUTRAL;
  2954. //Alliance state takes precedence over enemy one.
  2955. else if (state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD))
  2956. state&=~BCT_ENEMY;
  2957. return (flag&state)?1:-1;
  2958. }
  2959. /*==========================================
  2960. * ŽË’ö”»’è
  2961. *------------------------------------------
  2962. */
  2963. int battle_check_range(struct block_list *src,struct block_list *bl,int range)
  2964. {
  2965. nullpo_retr(0, src);
  2966. nullpo_retr(0, bl);
  2967. if(src->m != bl->m) // ˆá‚¤ƒ}ƒbƒv
  2968. return 0;
  2969. if (!check_distance_bl(src, bl, range))
  2970. return 0;
  2971. if(distance_bl(src, bl) < 2) //No need for path checking.
  2972. return 1;
  2973. // ?áŠQ•¨”»’è
  2974. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y);
  2975. }
  2976. /*==========================================
  2977. * Return numerical value of a switch configuration (modified by [Yor])
  2978. * on/off, english, français, deutsch, español
  2979. *------------------------------------------
  2980. */
  2981. int battle_config_switch(const char *str) {
  2982. if (strcmpi(str, "on") == 0 || strcmpi(str, "yes") == 0 || strcmpi(str, "oui") == 0 || strcmpi(str, "ja") == 0 || strcmpi(str, "si") == 0)
  2983. return 1;
  2984. if (strcmpi(str, "off") == 0 || strcmpi(str, "no") == 0 || strcmpi(str, "non") == 0 || strcmpi(str, "nein") == 0)
  2985. return 0;
  2986. return atoi(str);
  2987. }
  2988. static const struct battle_data_short {
  2989. const char *str;
  2990. unsigned short *val;
  2991. } battle_data_short[] = { //List here battle_athena options which are type unsigned short!
  2992. { "warp_point_debug", &battle_config.warp_point_debug },
  2993. { "enemy_critical_rate", &battle_config.enemy_critical_rate },
  2994. { "enemy_str", &battle_config.enemy_str },
  2995. { "enemy_perfect_flee", &battle_config.enemy_perfect_flee },
  2996. { "casting_rate", &battle_config.cast_rate },
  2997. { "delay_rate", &battle_config.delay_rate },
  2998. { "delay_dependon_dex", &battle_config.delay_dependon_dex },
  2999. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable },
  3000. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right },
  3001. { "skill_add_range", &battle_config.skill_add_range },
  3002. { "skill_out_range_consume", &battle_config.skill_out_range_consume },
  3003. { "skillrange_by_distance", &battle_config.skillrange_by_distance },
  3004. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range },
  3005. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate },
  3006. { "defunit_not_enemy", &battle_config.defnotenemy },
  3007. { "gvg_traps_target_all", &battle_config.vs_traps_bctall },
  3008. { "traps_setting", &battle_config.traps_setting },
  3009. { "clear_skills_on_death", &battle_config.clear_unit_ondeath },
  3010. { "random_monster_checklv", &battle_config.random_monster_checklv },
  3011. { "attribute_recover", &battle_config.attr_recover },
  3012. { "flooritem_lifetime", &battle_config.flooritem_lifetime },
  3013. { "item_auto_get", &battle_config.item_auto_get },
  3014. { "drop_rate0item", &battle_config.drop_rate0item },
  3015. { "pvp_exp", &battle_config.pvp_exp },
  3016. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity},
  3017. { "guild_max_castles", &battle_config.guild_max_castles },
  3018. { "death_penalty_type", &battle_config.death_penalty_type },
  3019. { "death_penalty_base", &battle_config.death_penalty_base },
  3020. { "death_penalty_job", &battle_config.death_penalty_job },
  3021. { "restart_hp_rate", &battle_config.restart_hp_rate },
  3022. { "restart_sp_rate", &battle_config.restart_sp_rate },
  3023. { "mvp_hp_rate", &battle_config.mvp_hp_rate },
  3024. { "monster_hp_rate", &battle_config.monster_hp_rate },
  3025. { "monster_max_aspd", &battle_config.monster_max_aspd },
  3026. { "view_range_rate", &battle_config.view_range_rate },
  3027. { "chase_range_rate", &battle_config.chase_range_rate },
  3028. { "atcommand_gm_only", &battle_config.atc_gmonly },
  3029. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit },
  3030. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit},
  3031. { "gm_all_skill", &battle_config.gm_allskill },
  3032. { "gm_all_skill_add_abra", &battle_config.gm_allskill_addabra },
  3033. { "gm_all_equipment", &battle_config.gm_allequip },
  3034. { "gm_skill_unconditional", &battle_config.gm_skilluncond },
  3035. { "gm_join_chat", &battle_config.gm_join_chat },
  3036. { "gm_kick_chat", &battle_config.gm_kick_chat },
  3037. { "player_skillfree", &battle_config.skillfree },
  3038. { "player_skillup_limit", &battle_config.skillup_limit },
  3039. { "weapon_produce_rate", &battle_config.wp_rate },
  3040. { "potion_produce_rate", &battle_config.pp_rate },
  3041. { "monster_active_enable", &battle_config.monster_active_enable },
  3042. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate},
  3043. { "monster_loot_type", &battle_config.monster_loot_type },
  3044. // { "mob_skill_use", &battle_config.mob_skill_use }, //Deprecated
  3045. { "mob_skill_rate", &battle_config.mob_skill_rate },
  3046. { "mob_skill_delay", &battle_config.mob_skill_delay },
  3047. { "mob_count_rate", &battle_config.mob_count_rate },
  3048. { "mob_spawn_delay", &battle_config.mob_spawn_delay },
  3049. { "no_spawn_on_player", &battle_config.no_spawn_on_player },
  3050. { "plant_spawn_delay", &battle_config.plant_spawn_delay },
  3051. { "boss_spawn_delay", &battle_config.boss_spawn_delay },
  3052. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode },
  3053. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed },
  3054. { "summons_inherit_effects", &battle_config.summons_inherit_effects },
  3055. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate },
  3056. { "damage_walk_delay_rate", &battle_config.walk_delay_rate },
  3057. { "multihit_delay", &battle_config.multihit_delay },
  3058. { "quest_skill_learn", &battle_config.quest_skill_learn },
  3059. { "quest_skill_reset", &battle_config.quest_skill_reset },
  3060. { "basic_skill_check", &battle_config.basic_skill_check },
  3061. { "guild_emperium_check", &battle_config.guild_emperium_check },
  3062. { "guild_exp_limit", &battle_config.guild_exp_limit },
  3063. { "player_invincible_time", &battle_config.pc_invincible_time },
  3064. { "pet_catch_rate", &battle_config.pet_catch_rate },
  3065. { "pet_rename", &battle_config.pet_rename },
  3066. { "pet_friendly_rate", &battle_config.pet_friendly_rate },
  3067. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate },
  3068. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease},
  3069. { "pet_str", &battle_config.pet_str },
  3070. { "pet_status_support", &battle_config.pet_status_support },
  3071. { "pet_attack_support", &battle_config.pet_attack_support },
  3072. { "pet_damage_support", &battle_config.pet_damage_support },
  3073. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly },
  3074. { "pet_support_rate", &battle_config.pet_support_rate },
  3075. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master },
  3076. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate },
  3077. { "pet_lv_rate", &battle_config.pet_lv_rate }, //Skotlex
  3078. { "pet_max_stats", &battle_config.pet_max_stats }, //Skotlex
  3079. { "pet_max_atk1", &battle_config.pet_max_atk1 }, //Skotlex
  3080. { "pet_max_atk2", &battle_config.pet_max_atk2 }, //Skotlex
  3081. { "pet_disable_in_gvg", &battle_config.pet_no_gvg }, //Skotlex
  3082. { "skill_min_damage", &battle_config.skill_min_damage },
  3083. { "finger_offensive_type", &battle_config.finger_offensive_type },
  3084. { "heal_exp", &battle_config.heal_exp },
  3085. { "max_heal_lv", &battle_config.max_heal_lv },
  3086. { "resurrection_exp", &battle_config.resurrection_exp },
  3087. { "shop_exp", &battle_config.shop_exp },
  3088. { "combo_delay_rate", &battle_config.combo_delay_rate },
  3089. { "item_check", &battle_config.item_check },
  3090. { "item_use_interval", &battle_config.item_use_interval },
  3091. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay },
  3092. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette }, //[Skotlex]
  3093. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette }, // [Valaris]
  3094. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate },
  3095. { "item_name_override_grffile", &battle_config.item_name_override_grffile},
  3096. { "item_equip_override_grffile", &battle_config.item_equip_override_grffile}, // [Celest]
  3097. { "item_slots_override_grffile", &battle_config.item_slots_override_grffile}, // [Celest]
  3098. { "indoors_override_grffile", &battle_config.indoors_override_grffile}, // [Celest]
  3099. { "skill_sp_override_grffile", &battle_config.skill_sp_override_grffile}, // [Celest]
  3100. { "cardillust_read_grffile", &battle_config.cardillust_read_grffile}, // [Celest]
  3101. { "arrow_decrement", &battle_config.arrow_decrement },
  3102. { "max_aspd", &battle_config.max_aspd },
  3103. { "max_walk_speed", &battle_config.max_walk_speed },
  3104. { "max_lv", &battle_config.max_lv },
  3105. { "aura_lv", &battle_config.aura_lv },
  3106. { "max_parameter", &battle_config.max_parameter },
  3107. { "max_baby_parameter", &battle_config.max_baby_parameter },
  3108. { "max_def", &battle_config.max_def },
  3109. { "over_def_bonus", &battle_config.over_def_bonus },
  3110. { "skill_log", &battle_config.skill_log },
  3111. { "battle_log", &battle_config.battle_log },
  3112. { "save_log", &battle_config.save_log },
  3113. { "error_log", &battle_config.error_log },
  3114. { "etc_log", &battle_config.etc_log },
  3115. { "save_clothcolor", &battle_config.save_clothcolor },
  3116. { "undead_detect_type", &battle_config.undead_detect_type },
  3117. { "auto_counter_type", &battle_config.auto_counter_type },
  3118. { "min_hitrate", &battle_config.min_hitrate },
  3119. { "max_hitrate", &battle_config.max_hitrate },
  3120. { "agi_penalty_type", &battle_config.agi_penalty_type },
  3121. { "agi_penalty_count", &battle_config.agi_penalty_count },
  3122. { "agi_penalty_num", &battle_config.agi_penalty_num },
  3123. { "agi_penalty_count_lv", &battle_config.agi_penalty_count_lv },
  3124. { "vit_penalty_type", &battle_config.vit_penalty_type },
  3125. { "vit_penalty_count", &battle_config.vit_penalty_count },
  3126. { "vit_penalty_num", &battle_config.vit_penalty_num },
  3127. { "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv },
  3128. { "weapon_defense_type", &battle_config.weapon_defense_type },
  3129. { "magic_defense_type", &battle_config.magic_defense_type },
  3130. { "skill_reiteration", &battle_config.skill_reiteration },
  3131. { "skill_nofootset", &battle_config.skill_nofootset },
  3132. { "player_cloak_check_type", &battle_config.pc_cloak_check_type },
  3133. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type },
  3134. { "sense_type", &battle_config.estimation_type },
  3135. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate },
  3136. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate },
  3137. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate },
  3138. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate },
  3139. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate },
  3140. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty },
  3141. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate },
  3142. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate },
  3143. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate },
  3144. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate },
  3145. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate },
  3146. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill},
  3147. { "attack_direction_change", &battle_config.attack_direction_change },
  3148. { "land_skill_limit", &battle_config.land_skill_limit },
  3149. { "party_skill_penalty", &battle_config.party_skill_penalty },
  3150. { "monster_class_change_full_recover", &battle_config.monster_class_change_full_recover },
  3151. { "produce_item_name_input", &battle_config.produce_item_name_input },
  3152. { "produce_potion_name_input", &battle_config.produce_potion_name_input},
  3153. { "making_arrow_name_input", &battle_config.making_arrow_name_input },
  3154. { "holywater_name_input", &battle_config.holywater_name_input },
  3155. { "cdp_name_input", &battle_config.cdp_name_input },
  3156. { "display_delay_skill_fail", &battle_config.display_delay_skill_fail },
  3157. { "display_snatcher_skill_fail", &battle_config.display_snatcher_skill_fail },
  3158. { "chat_warpportal", &battle_config.chat_warpportal },
  3159. { "mob_warpportal", &battle_config.mob_warpportal },
  3160. { "mob_npc_warp", &battle_config.mob_npc_warp },
  3161. { "dead_branch_active", &battle_config.dead_branch_active },
  3162. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party },
  3163. { "show_party_share_picker", &battle_config.party_show_share_picker },
  3164. { "party_item_share_type", &battle_config.party_share_type },
  3165. { "mob_ghostring_fix", &battle_config.mob_ghostring_fix },
  3166. { "attack_attr_none", &battle_config.attack_attr_none },
  3167. { "gx_allhit", &battle_config.gx_allhit },
  3168. { "gx_disptype", &battle_config.gx_disptype },
  3169. { "devotion_level_difference", &battle_config.devotion_level_difference },
  3170. { "player_skill_partner_check", &battle_config.player_skill_partner_check},
  3171. { "hide_GM_session", &battle_config.hide_GM_session },
  3172. { "invite_request_check", &battle_config.invite_request_check },
  3173. { "skill_removetrap_type", &battle_config.skill_removetrap_type },
  3174. { "disp_experience", &battle_config.disp_experience },
  3175. { "disp_zeny", &battle_config.disp_zeny },
  3176. { "castle_defense_rate", &battle_config.castle_defense_rate },
  3177. { "hp_rate", &battle_config.hp_rate },
  3178. { "sp_rate", &battle_config.sp_rate },
  3179. { "gm_cant_drop_min_lv", &battle_config.gm_cant_drop_min_lv },
  3180. { "gm_cant_drop_max_lv", &battle_config.gm_cant_drop_max_lv },
  3181. { "disp_hpmeter", &battle_config.disp_hpmeter },
  3182. { "bone_drop", &battle_config.bone_drop },
  3183. { "buyer_name", &battle_config.buyer_name },
  3184. { "skill_wall_check", &battle_config.skill_wall_check },
  3185. { "cell_stack_limit", &battle_config.cell_stack_limit },
  3186. // eAthena additions
  3187. { "item_logarithmic_drops", &battle_config.logarithmic_drops },
  3188. { "item_drop_common_min", &battle_config.item_drop_common_min }, // Added by TyrNemesis^
  3189. { "item_drop_common_max", &battle_config.item_drop_common_max },
  3190. { "item_drop_equip_min", &battle_config.item_drop_equip_min },
  3191. { "item_drop_equip_max", &battle_config.item_drop_equip_max },
  3192. { "item_drop_card_min", &battle_config.item_drop_card_min },
  3193. { "item_drop_card_max", &battle_config.item_drop_card_max },
  3194. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min },
  3195. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max }, // End Addition
  3196. { "item_drop_heal_min", &battle_config.item_drop_heal_min },
  3197. { "item_drop_heal_max", &battle_config.item_drop_heal_max },
  3198. { "item_drop_use_min", &battle_config.item_drop_use_min },
  3199. { "item_drop_use_max", &battle_config.item_drop_use_max },
  3200. { "item_drop_add_min", &battle_config.item_drop_adddrop_min },
  3201. { "item_drop_add_max", &battle_config.item_drop_adddrop_max },
  3202. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min },
  3203. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max },
  3204. { "prevent_logout", &battle_config.prevent_logout }, // Added by RoVeRT
  3205. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward }, // [Valaris]
  3206. { "drops_by_luk", &battle_config.drops_by_luk }, // [Valaris]
  3207. { "drops_by_luk2", &battle_config.drops_by_luk2 }, // [Skotlex]
  3208. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate },
  3209. { "equip_self_break_rate", &battle_config.equip_self_break_rate },
  3210. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate },
  3211. { "pk_mode", &battle_config.pk_mode }, // [Valaris]
  3212. { "pk_level_range", &battle_config.pk_level_range },
  3213. { "manner_system", &battle_config.manner_system }, // [Komurka]
  3214. { "pet_equip_required", &battle_config.pet_equip_required }, // [Valaris]
  3215. { "multi_level_up", &battle_config.multi_level_up }, // [Valaris]
  3216. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate }, // [Skotlex]
  3217. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty },
  3218. { "night_at_start", &battle_config.night_at_start }, // added by [Yor]
  3219. { "show_mob_hp", &battle_config.show_mob_hp }, // [Valaris]
  3220. { "ban_spoof_namer", &battle_config.ban_spoof_namer }, // added by [Yor]
  3221. { "hack_info_GM_level", &battle_config.hack_info_GM_level }, // added by [Yor]
  3222. { "any_warp_GM_min_level", &battle_config.any_warp_GM_min_level }, // added by [Yor]
  3223. { "packet_ver_flag", &battle_config.packet_ver_flag }, // added by [Yor]
  3224. { "min_hair_style", &battle_config.min_hair_style }, // added by [MouseJstr]
  3225. { "max_hair_style", &battle_config.max_hair_style }, // added by [MouseJstr]
  3226. { "min_hair_color", &battle_config.min_hair_color }, // added by [MouseJstr]
  3227. { "max_hair_color", &battle_config.max_hair_color }, // added by [MouseJstr]
  3228. { "min_cloth_color", &battle_config.min_cloth_color }, // added by [MouseJstr]
  3229. { "max_cloth_color", &battle_config.max_cloth_color }, // added by [MouseJstr]
  3230. { "pet_hair_style", &battle_config.pet_hair_style }, // added by [Skotlex]
  3231. { "castrate_dex_scale", &battle_config.castrate_dex_scale }, // added by [MouseJstr]
  3232. { "area_size", &battle_config.area_size }, // added by [MouseJstr]
  3233. { "muting_players", &battle_config.muting_players}, // added by [Apple]
  3234. { "zeny_from_mobs", &battle_config.zeny_from_mobs}, // [Valaris]
  3235. { "mobs_level_up", &battle_config.mobs_level_up}, // [Valaris]
  3236. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate}, // [Valaris]
  3237. { "pk_min_level", &battle_config.pk_min_level}, // [celest]
  3238. { "skill_steal_type", &battle_config.skill_steal_type}, // [celest]
  3239. { "skill_steal_rate", &battle_config.skill_steal_rate}, // [celest]
  3240. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries}, // [Lupus]
  3241. // { "night_darkness_level", &battle_config.night_darkness_level}, // [celest]
  3242. { "motd_type", &battle_config.motd_type}, // [celest]
  3243. { "allow_atcommand_when_mute", &battle_config.allow_atcommand_when_mute}, // [celest]
  3244. { "finding_ore_rate", &battle_config.finding_ore_rate}, // [celest]
  3245. { "exp_calc_type", &battle_config.exp_calc_type}, // [celest]
  3246. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit}, // [celest]
  3247. { "default_skill_delay", &battle_config.default_skill_delay}, // [Skotlex]
  3248. { "require_glory_guild", &battle_config.require_glory_guild}, // [celest]
  3249. { "idle_no_share", &battle_config.idle_no_share}, // [celest], for a feature by [MouseJstr]
  3250. { "party_even_share_bonus", &battle_config.party_even_share_bonus},
  3251. { "delay_battle_damage", &battle_config.delay_battle_damage}, // [celest]
  3252. { "hide_woe_damage", &battle_config.hide_woe_damage}, // [Skotlex]
  3253. { "display_version", &battle_config.display_version}, // [Ancyker], for a feature by...?
  3254. { "who_display_aid", &battle_config.who_display_aid}, // [Ancyker], for a feature by...?
  3255. { "display_hallucination", &battle_config.display_hallucination}, // [Skotlex]
  3256. { "use_statpoint_table", &battle_config.use_statpoint_table}, // [Skotlex]
  3257. { "ignore_items_gender", &battle_config.ignore_items_gender}, // [Lupus]
  3258. { "copyskill_restrict", &battle_config.copyskill_restrict}, // [Aru]
  3259. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs}, // [Aru]
  3260. { "debuff_on_logout", &battle_config.debuff_on_logout},
  3261. { "monster_ai", &battle_config.mob_ai},
  3262. { "dynamic_mobs", &battle_config.dynamic_mobs},
  3263. { "mob_remove_damaged", &battle_config.mob_remove_damaged},
  3264. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain}, // [Skotlex]
  3265. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain}, // [Skotlex]
  3266. { "mob_npc_event_type", &battle_config.mob_npc_event_type},
  3267. { "mob_clear_delay", &battle_config.mob_clear_delay}, // [Valaris]
  3268. { "character_size", &battle_config.character_size}, // [Lupus]
  3269. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl}, // [Lupus]
  3270. { "retaliate_to_master", &battle_config.retaliate_to_master}, // [Skotlex]
  3271. { "rare_drop_announce", &battle_config.rare_drop_announce}, // [Lupus]
  3272. { "firewall_hits_on_undead", &battle_config.firewall_hits_on_undead}, // [Skotlex]
  3273. { "title_lvl1", &battle_config.title_lvl1}, // [Lupus]
  3274. { "title_lvl2", &battle_config.title_lvl2}, // [Lupus]
  3275. { "title_lvl3", &battle_config.title_lvl3}, // [Lupus]
  3276. { "title_lvl4", &battle_config.title_lvl4}, // [Lupus]
  3277. { "title_lvl5", &battle_config.title_lvl5}, // [Lupus]
  3278. { "title_lvl6", &battle_config.title_lvl6}, // [Lupus]
  3279. { "title_lvl7", &battle_config.title_lvl7}, // [Lupus]
  3280. { "title_lvl8", &battle_config.title_lvl8}, // [Lupus]
  3281. { "duel_enable", &battle_config.duel_enable}, // [LuzZza]
  3282. { "duel_allow_pvp", &battle_config.duel_allow_pvp}, // [LuzZza]
  3283. { "duel_allow_gvg", &battle_config.duel_allow_gvg}, // [LuzZza]
  3284. { "duel_allow_teleport", &battle_config.duel_allow_teleport}, // [LuzZza]
  3285. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die}, //[LuzZza]
  3286. { "duel_time_interval", &battle_config.duel_time_interval}, // [LuzZza]
  3287. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu}, // [LuzZza]
  3288. { "allow_skill_without_day", &battle_config.allow_skill_without_day}, // [Komurka]
  3289. { "allow_es_magic_player", &battle_config.allow_es_magic_pc },
  3290. { "skill_caster_check", &battle_config.skill_caster_check },
  3291. { "status_cast_cancel", &battle_config.sc_castcancel },
  3292. { "pc_status_def_rate", &battle_config.pc_sc_def_rate },
  3293. { "mob_status_def_rate", &battle_config.mob_sc_def_rate },
  3294. { "pc_luk_status_def", &battle_config.pc_luk_sc_def },
  3295. { "mob_luk_status_def", &battle_config.mob_luk_sc_def },
  3296. { "pc_max_status_def", &battle_config.pc_max_sc_def },
  3297. { "mob_max_status_def", &battle_config.mob_max_sc_def },
  3298. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio },
  3299. { "autospell_stacking", &battle_config.autospell_stacking },
  3300. { "override_mob_names", &battle_config.override_mob_names },
  3301. { "min_chat_delay", &battle_config.min_chat_delay },
  3302. };
  3303. static const struct battle_data_int {
  3304. const char *str;
  3305. int *val;
  3306. } battle_data_int[] = { //List here battle_athena options which are type int!
  3307. { "item_first_get_time", &battle_config.item_first_get_time },
  3308. { "item_second_get_time", &battle_config.item_second_get_time },
  3309. { "item_third_get_time", &battle_config.item_third_get_time },
  3310. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time },
  3311. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time },
  3312. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time },
  3313. { "base_exp_rate", &battle_config.base_exp_rate },
  3314. { "job_exp_rate", &battle_config.job_exp_rate },
  3315. { "zeny_penalty", &battle_config.zeny_penalty },
  3316. { "mvp_exp_rate", &battle_config.mvp_exp_rate },
  3317. { "natural_healhp_interval", &battle_config.natural_healhp_interval },
  3318. { "natural_healsp_interval", &battle_config.natural_healsp_interval },
  3319. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval},
  3320. { "max_hp", &battle_config.max_hp },
  3321. { "max_sp", &battle_config.max_sp },
  3322. { "max_cart_weight", &battle_config.max_cart_weight },
  3323. { "gvg_eliminate_time", &battle_config.gvg_eliminate_time },
  3324. { "vending_max_value", &battle_config.vending_max_value },
  3325. // eAthena additions
  3326. { "item_rate_mvp", &battle_config.item_rate_mvp },
  3327. { "item_rate_common", &battle_config.item_rate_common }, // Added by RoVeRT
  3328. { "item_rate_common_boss", &battle_config.item_rate_common_boss }, // [Reddozen]
  3329. { "item_rate_equip", &battle_config.item_rate_equip },
  3330. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss }, // [Reddozen]
  3331. { "item_rate_card", &battle_config.item_rate_card }, // End Addition
  3332. { "item_rate_card_boss", &battle_config.item_rate_card_boss }, // [Reddozen]
  3333. { "item_rate_heal", &battle_config.item_rate_heal }, // Added by Valaris
  3334. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss }, // [Reddozen]
  3335. { "item_rate_use", &battle_config.item_rate_use }, // End
  3336. { "item_rate_use_boss", &battle_config.item_rate_use_boss }, // [Reddozen]
  3337. { "item_rate_adddrop", &battle_config.item_rate_adddrop }, // End
  3338. { "item_rate_treasure", &battle_config.item_rate_treasure }, // End
  3339. { "day_duration", &battle_config.day_duration }, // added by [Yor]
  3340. { "night_duration", &battle_config.night_duration }, // added by [Yor]
  3341. { "max_heal", &battle_config.max_heal },
  3342. { "mob_remove_delay", &battle_config.mob_remove_delay },
  3343. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration },
  3344. };
  3345. int battle_set_value(char *w1, char *w2) {
  3346. int i;
  3347. for(i = 0; i < sizeof(battle_data_short) / (sizeof(battle_data_short[0])); i++)
  3348. if (strcmpi(w1, battle_data_short[i].str) == 0) {
  3349. * battle_data_short[i].val = battle_config_switch(w2);
  3350. return 1;
  3351. }
  3352. for(i = 0; i < sizeof(battle_data_int) / (sizeof(battle_data_int[0])); i++)
  3353. if (strcmpi(w1, battle_data_int[i].str) == 0) {
  3354. *battle_data_int[i].val = battle_config_switch(w2);
  3355. return 1;
  3356. }
  3357. return 0;
  3358. }
  3359. int battle_get_value(char *w1) {
  3360. int i;
  3361. for(i = 0; i < sizeof(battle_data_short) / (sizeof(battle_data_short[0])); i++)
  3362. if (strcmpi(w1, battle_data_short[i].str) == 0) {
  3363. return * battle_data_short[i].val;
  3364. }
  3365. for(i = 0; i < sizeof(battle_data_int) / (sizeof(battle_data_int[0])); i++)
  3366. if (strcmpi(w1, battle_data_int[i].str) == 0) {
  3367. return *battle_data_int[i].val;
  3368. }
  3369. return 0;
  3370. }
  3371. void battle_set_defaults() {
  3372. battle_config.warp_point_debug=0;
  3373. battle_config.enemy_critical_rate=0;
  3374. battle_config.enemy_str=1;
  3375. battle_config.enemy_perfect_flee=0;
  3376. battle_config.cast_rate=100;
  3377. battle_config.delay_rate=100;
  3378. battle_config.delay_dependon_dex=0;
  3379. battle_config.sdelay_attack_enable=0;
  3380. battle_config.left_cardfix_to_right=0;
  3381. battle_config.skill_add_range=0;
  3382. battle_config.skill_out_range_consume=1;
  3383. battle_config.skillrange_by_distance=BL_MOB|BL_PET;
  3384. battle_config.use_weapon_skill_range=0;
  3385. battle_config.pc_damage_delay_rate=100;
  3386. battle_config.defnotenemy=0;
  3387. battle_config.vs_traps_bctall=BL_PC;
  3388. battle_config.traps_setting=0;
  3389. battle_config.clear_unit_ondeath=BL_ALL;
  3390. battle_config.random_monster_checklv=1;
  3391. battle_config.attr_recover=1;
  3392. battle_config.flooritem_lifetime=LIFETIME_FLOORITEM*1000;
  3393. battle_config.item_auto_get=0;
  3394. battle_config.item_first_get_time=3000;
  3395. battle_config.item_second_get_time=1000;
  3396. battle_config.item_third_get_time=1000;
  3397. battle_config.mvp_item_first_get_time=10000;
  3398. battle_config.mvp_item_second_get_time=10000;
  3399. battle_config.mvp_item_third_get_time=2000;
  3400. battle_config.drop_rate0item=0;
  3401. battle_config.base_exp_rate=100;
  3402. battle_config.job_exp_rate=100;
  3403. battle_config.pvp_exp=1;
  3404. battle_config.gtb_sc_immunity=50;
  3405. battle_config.death_penalty_type=0;
  3406. battle_config.death_penalty_base=0;
  3407. battle_config.death_penalty_job=0;
  3408. battle_config.zeny_penalty=0;
  3409. battle_config.restart_hp_rate=0;
  3410. battle_config.restart_sp_rate=0;
  3411. battle_config.mvp_exp_rate=100;
  3412. battle_config.mvp_hp_rate=100;
  3413. battle_config.monster_hp_rate=100;
  3414. battle_config.monster_max_aspd=199;
  3415. battle_config.view_range_rate=100;
  3416. battle_config.chase_range_rate=100;
  3417. battle_config.atc_gmonly=0;
  3418. battle_config.atc_spawn_quantity_limit=0;
  3419. battle_config.atc_slave_clone_limit=0;
  3420. battle_config.gm_allskill=0;
  3421. battle_config.gm_allequip=0;
  3422. battle_config.gm_skilluncond=0;
  3423. battle_config.gm_join_chat=0;
  3424. battle_config.gm_kick_chat=0;
  3425. battle_config.guild_max_castles=0;
  3426. battle_config.skillfree = 0;
  3427. battle_config.skillup_limit = 0;
  3428. battle_config.wp_rate=100;
  3429. battle_config.pp_rate=100;
  3430. battle_config.monster_active_enable=1;
  3431. battle_config.monster_damage_delay_rate=100;
  3432. battle_config.monster_loot_type=0;
  3433. battle_config.mob_skill_rate=100;
  3434. battle_config.mob_skill_delay=100;
  3435. battle_config.mob_count_rate=100;
  3436. battle_config.mob_spawn_delay=100;
  3437. battle_config.no_spawn_on_player=0;
  3438. battle_config.plant_spawn_delay=100;
  3439. battle_config.boss_spawn_delay=100;
  3440. battle_config.slaves_inherit_mode=1;
  3441. battle_config.slaves_inherit_speed=1;
  3442. battle_config.summons_inherit_effects=1;
  3443. battle_config.pc_walk_delay_rate=20;
  3444. battle_config.walk_delay_rate=100;
  3445. battle_config.multihit_delay=80;
  3446. battle_config.quest_skill_learn=0;
  3447. battle_config.quest_skill_reset=1;
  3448. battle_config.basic_skill_check=1;
  3449. battle_config.guild_emperium_check=1;
  3450. battle_config.guild_exp_limit=50;
  3451. battle_config.pc_invincible_time = 5000;
  3452. battle_config.pet_catch_rate=100;
  3453. battle_config.pet_rename=0;
  3454. battle_config.pet_friendly_rate=100;
  3455. battle_config.pet_hungry_delay_rate=100;
  3456. battle_config.pet_hungry_friendly_decrease=5;
  3457. battle_config.pet_str=0;
  3458. battle_config.pet_status_support=0;
  3459. battle_config.pet_attack_support=0;
  3460. battle_config.pet_damage_support=0;
  3461. battle_config.pet_support_min_friendly=900;
  3462. battle_config.pet_support_rate=100;
  3463. battle_config.pet_attack_exp_to_master=0;
  3464. battle_config.pet_attack_exp_rate=100;
  3465. battle_config.pet_lv_rate=0; //Skotlex
  3466. battle_config.pet_max_stats=99; //Skotlex
  3467. battle_config.pet_max_atk1=750; //Skotlex
  3468. battle_config.pet_max_atk2=1000; //Skotlex
  3469. battle_config.pet_no_gvg=0; //Skotlex
  3470. battle_config.skill_min_damage=6; //Ishizu claims that magic and misc attacks always do at least div_ damage. [Skotlex]
  3471. battle_config.finger_offensive_type=0;
  3472. battle_config.heal_exp=0;
  3473. battle_config.max_heal=9999;
  3474. battle_config.max_heal_lv=11;
  3475. battle_config.resurrection_exp=0;
  3476. battle_config.shop_exp=0;
  3477. battle_config.combo_delay_rate=100;
  3478. battle_config.item_check=1;
  3479. battle_config.item_use_interval=100; //Use some very low value that won't bother players, but should cap bots.
  3480. battle_config.wedding_modifydisplay=0;
  3481. battle_config.wedding_ignorepalette=0;
  3482. battle_config.xmas_ignorepalette=0; // [Valaris]
  3483. battle_config.natural_healhp_interval=6000;
  3484. battle_config.natural_healsp_interval=8000;
  3485. battle_config.natural_heal_skill_interval=10000;
  3486. battle_config.natural_heal_weight_rate=50;
  3487. battle_config.item_name_override_grffile=1;
  3488. battle_config.item_equip_override_grffile=0; // [Celest]
  3489. battle_config.item_slots_override_grffile=0; // [Celest]
  3490. battle_config.indoors_override_grffile=0; // [Celest]
  3491. battle_config.skill_sp_override_grffile=0; // [Celest]
  3492. battle_config.cardillust_read_grffile=0; // [Celest]
  3493. battle_config.arrow_decrement=1;
  3494. battle_config.max_aspd = 199;
  3495. battle_config.max_walk_speed = 300;
  3496. battle_config.max_hp = 32500;
  3497. battle_config.max_sp = 32500;
  3498. battle_config.max_lv = 99; // [MouseJstr]
  3499. battle_config.aura_lv = 99; // [Skotlex]
  3500. battle_config.max_parameter = 99;
  3501. battle_config.max_baby_parameter = 80;
  3502. battle_config.max_cart_weight = 8000;
  3503. battle_config.max_def = 99; // [Skotlex]
  3504. battle_config.over_def_bonus = 0; // [Skotlex]
  3505. battle_config.skill_log = 0;
  3506. battle_config.battle_log = 0;
  3507. battle_config.save_log = 0;
  3508. battle_config.error_log = 1;
  3509. battle_config.etc_log = 1;
  3510. battle_config.save_clothcolor = 0;
  3511. battle_config.undead_detect_type = 0;
  3512. battle_config.auto_counter_type = BL_ALL;
  3513. battle_config.min_hitrate = 5;
  3514. battle_config.max_hitrate = 100;
  3515. battle_config.agi_penalty_type = 1;
  3516. battle_config.agi_penalty_count = 3;
  3517. battle_config.agi_penalty_num = 10;
  3518. battle_config.agi_penalty_count_lv = ATK_FLEE;
  3519. battle_config.vit_penalty_type = 1;
  3520. battle_config.vit_penalty_count = 3;
  3521. battle_config.vit_penalty_num = 5;
  3522. battle_config.vit_penalty_count_lv = ATK_DEF;
  3523. battle_config.weapon_defense_type = 0;
  3524. battle_config.magic_defense_type = 0;
  3525. battle_config.skill_reiteration = 0;
  3526. battle_config.skill_nofootset = BL_PC;
  3527. battle_config.pc_cloak_check_type = 1;
  3528. battle_config.monster_cloak_check_type = 0;
  3529. battle_config.estimation_type = 3;
  3530. battle_config.gvg_short_damage_rate = 100;
  3531. battle_config.gvg_long_damage_rate = 75;
  3532. battle_config.gvg_weapon_damage_rate = 60;
  3533. battle_config.gvg_magic_damage_rate = 50;
  3534. battle_config.gvg_misc_damage_rate = 60;
  3535. battle_config.gvg_flee_penalty = 20;
  3536. battle_config.gvg_eliminate_time = 7000;
  3537. battle_config.pk_short_damage_rate = 80;
  3538. battle_config.pk_long_damage_rate = 70;
  3539. battle_config.pk_weapon_damage_rate = 60;
  3540. battle_config.pk_magic_damage_rate = 60;
  3541. battle_config.pk_misc_damage_rate = 60;
  3542. battle_config.mob_changetarget_byskill = 0;
  3543. battle_config.attack_direction_change = BL_ALL;
  3544. battle_config.land_skill_limit = BL_ALL;
  3545. battle_config.party_skill_penalty = 1;
  3546. battle_config.monster_class_change_full_recover = 0;
  3547. battle_config.produce_item_name_input = 1;
  3548. battle_config.produce_potion_name_input = 1;
  3549. battle_config.making_arrow_name_input = 1;
  3550. battle_config.holywater_name_input = 1;
  3551. battle_config.cdp_name_input = 1;
  3552. battle_config.display_delay_skill_fail = 1;
  3553. battle_config.display_snatcher_skill_fail = 1;
  3554. battle_config.chat_warpportal = 0;
  3555. battle_config.mob_warpportal = 0;
  3556. battle_config.mob_npc_warp = 0;
  3557. battle_config.dead_branch_active = 0;
  3558. battle_config.vending_max_value = 10000000;
  3559. battle_config.show_steal_in_same_party = 0;
  3560. battle_config.party_share_type = 0;
  3561. battle_config.party_show_share_picker = 0;
  3562. battle_config.attack_attr_none = 0;
  3563. battle_config.mob_ghostring_fix = 1;
  3564. battle_config.gx_allhit = 1;
  3565. battle_config.gx_disptype = 1;
  3566. battle_config.devotion_level_difference = 10;
  3567. battle_config.player_skill_partner_check = 1;
  3568. battle_config.hide_GM_session = 0;
  3569. battle_config.invite_request_check = 1;
  3570. battle_config.skill_removetrap_type = 0;
  3571. battle_config.disp_experience = 0;
  3572. battle_config.disp_zeny = 0;
  3573. battle_config.castle_defense_rate = 100;
  3574. battle_config.hp_rate = 100;
  3575. battle_config.sp_rate = 100;
  3576. battle_config.gm_cant_drop_min_lv = 1;
  3577. battle_config.gm_cant_drop_max_lv = 0;
  3578. battle_config.disp_hpmeter = 60;
  3579. battle_config.skill_wall_check = 1;
  3580. battle_config.cell_stack_limit = 1;
  3581. battle_config.bone_drop = 0;
  3582. battle_config.buyer_name = 1;
  3583. // eAthena additions
  3584. battle_config.item_rate_mvp=100;
  3585. battle_config.item_rate_common = 100;
  3586. battle_config.item_rate_common_boss = 100; // [Reddozen]
  3587. battle_config.item_rate_equip = 100;
  3588. battle_config.item_rate_equip_boss = 100; // [Reddozen]
  3589. battle_config.item_rate_card = 100;
  3590. battle_config.item_rate_card_boss = 100; // [Reddozen]
  3591. battle_config.item_rate_heal = 100; // Added by Valaris
  3592. battle_config.item_rate_heal_boss = 100; // [Reddozen]
  3593. battle_config.item_rate_use = 100; // End
  3594. battle_config.item_rate_use_boss = 100; // [Reddozen]
  3595. battle_config.item_rate_adddrop = 100;
  3596. battle_config.item_rate_treasure = 100;
  3597. battle_config.logarithmic_drops = 0;
  3598. battle_config.item_drop_common_min=1; // Added by TyrNemesis^
  3599. battle_config.item_drop_common_max=10000;
  3600. battle_config.item_drop_equip_min=1;
  3601. battle_config.item_drop_equip_max=10000;
  3602. battle_config.item_drop_card_min=1;
  3603. battle_config.item_drop_card_max=10000;
  3604. battle_config.item_drop_mvp_min=1;
  3605. battle_config.item_drop_mvp_max=10000; // End Addition
  3606. battle_config.item_drop_heal_min=1; // Added by Valaris
  3607. battle_config.item_drop_heal_max=10000;
  3608. battle_config.item_drop_use_min=1;
  3609. battle_config.item_drop_use_max=10000; // End
  3610. battle_config.item_drop_adddrop_min=1;
  3611. battle_config.item_drop_adddrop_max=10000;
  3612. battle_config.item_drop_treasure_min=1;
  3613. battle_config.item_drop_treasure_max=10000;
  3614. battle_config.prevent_logout = 10000; // Added by RoVeRT
  3615. battle_config.drops_by_luk = 0; // [Valaris]
  3616. battle_config.drops_by_luk2 = 0;
  3617. battle_config.equip_natural_break_rate = 1;
  3618. battle_config.equip_self_break_rate = 100; // [Valaris], adapted by [Skotlex]
  3619. battle_config.equip_skill_break_rate = 100; // [Valaris], adapted by [Skotlex]
  3620. battle_config.pk_mode = 0; // [Valaris]
  3621. battle_config.pk_level_range = 0; // [Skotlex]
  3622. battle_config.manner_system = 1; // [Valaris]
  3623. battle_config.pet_equip_required = 0; // [Valaris]
  3624. battle_config.multi_level_up = 0; // [Valaris]
  3625. battle_config.max_exp_gain_rate = 0; // [Skotlex]
  3626. battle_config.backstab_bow_penalty = 0; // Akaru
  3627. battle_config.night_at_start = 0; // added by [Yor]
  3628. battle_config.day_duration = 2*60*60*1000; // added by [Yor] (2 hours)
  3629. battle_config.night_duration = 30*60*1000; // added by [Yor] (30 minutes)
  3630. battle_config.show_mob_hp = 0; // [Valaris]
  3631. battle_config.ban_spoof_namer = 5; // added by [Yor] (default: 5 minutes)
  3632. battle_config.hack_info_GM_level = 60; // added by [Yor] (default: 60, GM level)
  3633. battle_config.any_warp_GM_min_level = 20; // added by [Yor]
  3634. battle_config.packet_ver_flag = 1023; // added by [Yor]
  3635. battle_config.min_hair_style = 0;
  3636. battle_config.max_hair_style = 23;
  3637. battle_config.min_hair_color = 0;
  3638. battle_config.max_hair_color = 9;
  3639. battle_config.min_cloth_color = 0;
  3640. battle_config.max_cloth_color = 4;
  3641. battle_config.pet_hair_style = 100;
  3642. battle_config.zeny_from_mobs = 0;
  3643. battle_config.mobs_level_up = 0; // [Valaris]
  3644. battle_config.mobs_level_up_exp_rate = 1; // [Valaris]
  3645. battle_config.pk_min_level = 55;
  3646. battle_config.skill_steal_type = 1;
  3647. battle_config.skill_steal_rate = 100;
  3648. battle_config.skill_steal_max_tries = 15; //=16 tries
  3649. // battle_config.night_darkness_level = 9;
  3650. battle_config.motd_type = 0;
  3651. battle_config.allow_atcommand_when_mute = 0;
  3652. battle_config.finding_ore_rate = 100;
  3653. battle_config.castrate_dex_scale = 150;
  3654. battle_config.area_size = 14;
  3655. battle_config.exp_calc_type = 1;
  3656. battle_config.min_skill_delay_limit = 100;
  3657. battle_config.default_skill_delay = 300; //Default skill delay according to official servers.
  3658. battle_config.require_glory_guild = 0;
  3659. battle_config.idle_no_share = 0;
  3660. battle_config.party_even_share_bonus = 0;
  3661. battle_config.delay_battle_damage = 1;
  3662. battle_config.hide_woe_damage = 0;
  3663. battle_config.display_version = 1;
  3664. battle_config.who_display_aid = 0;
  3665. battle_config.display_hallucination = 1;
  3666. battle_config.ignore_items_gender = 1;
  3667. battle_config.copyskill_restrict = 2;
  3668. battle_config.berserk_cancels_buffs = 1;
  3669. battle_config.debuff_on_logout = 1;
  3670. battle_config.use_statpoint_table = 1;
  3671. battle_config.mob_ai = 0;
  3672. battle_config.dynamic_mobs = 1; // use Dynamic Mobs [Wizputer]
  3673. battle_config.mob_remove_damaged = 1; // Dynamic Mobs - Remove mobs even if damaged [Wizputer]
  3674. battle_config.mob_remove_delay = 60000;
  3675. battle_config.show_hp_sp_drain = 0; //Display drained hp/sp from attacks
  3676. battle_config.show_hp_sp_gain = 1; //Display gained hp/sp from mob-kills
  3677. battle_config.mob_npc_event_type = 1; //Execute npc-event on player that delivered final blow.
  3678. battle_config.mob_clear_delay = 0;
  3679. battle_config.character_size = 3; //3: Peco riders Size=2, Baby Class Riders Size=1 [Lupus]
  3680. battle_config.mob_max_skilllvl = MAX_SKILL_LEVEL; //max possible level of monsters skills [Lupus]
  3681. battle_config.retaliate_to_master = 1; //Make mobs retaliate against the master rather than the mob that attacked them. [Skotlex]
  3682. battle_config.rare_drop_announce = 1; //show global announces for rare items drops (<= 0.01% chance) [Lupus]
  3683. battle_config.firewall_hits_on_undead = 1;
  3684. battle_config.title_lvl1 = 1; //Players Titles for @who, etc commands [Lupus]
  3685. battle_config.title_lvl2 = 10;
  3686. battle_config.title_lvl3 = 20;
  3687. battle_config.title_lvl4 = 40;
  3688. battle_config.title_lvl5 = 50;
  3689. battle_config.title_lvl6 = 60;
  3690. battle_config.title_lvl7 = 80;
  3691. battle_config.title_lvl8 = 99;
  3692. battle_config.duel_enable = 1;
  3693. battle_config.duel_allow_pvp = 0;
  3694. battle_config.duel_allow_pvp = 0;
  3695. battle_config.duel_allow_teleport = 0;
  3696. battle_config.duel_autoleave_when_die = 1;
  3697. battle_config.duel_time_interval = 60;
  3698. battle_config.skip_teleport_lv1_menu = 0;
  3699. battle_config.allow_skill_without_day = 0;
  3700. battle_config.allow_es_magic_pc = 0;
  3701. battle_config.skill_caster_check = 1;
  3702. battle_config.sc_castcancel = 0;
  3703. battle_config.pc_sc_def_rate = 100;
  3704. battle_config.mob_sc_def_rate = 100;
  3705. battle_config.pc_luk_sc_def = 300;
  3706. battle_config.mob_luk_sc_def = 300;
  3707. battle_config.pc_max_sc_def = 10000;
  3708. battle_config.mob_max_sc_def = 5000;
  3709. battle_config.sg_miracle_skill_ratio=1;
  3710. battle_config.sg_miracle_skill_duration=600000;
  3711. battle_config.autospell_stacking = 0;
  3712. battle_config.override_mob_names = 0;
  3713. battle_config.min_chat_delay = 0;
  3714. }
  3715. void battle_validate_conf() {
  3716. if(battle_config.flooritem_lifetime < 1000)
  3717. battle_config.flooritem_lifetime = LIFETIME_FLOORITEM*1000;
  3718. /* if(battle_config.restart_hp_rate < 0)
  3719. battle_config.restart_hp_rate = 0;
  3720. else*/ if(battle_config.restart_hp_rate > 100)
  3721. battle_config.restart_hp_rate = 100;
  3722. /* if(battle_config.restart_sp_rate < 0)
  3723. battle_config.restart_sp_rate = 0;
  3724. else*/ if(battle_config.restart_sp_rate > 100)
  3725. battle_config.restart_sp_rate = 100;
  3726. if(battle_config.natural_healhp_interval < NATURAL_HEAL_INTERVAL)
  3727. battle_config.natural_healhp_interval=NATURAL_HEAL_INTERVAL;
  3728. if(battle_config.natural_healsp_interval < NATURAL_HEAL_INTERVAL)
  3729. battle_config.natural_healsp_interval=NATURAL_HEAL_INTERVAL;
  3730. if(battle_config.natural_heal_skill_interval < NATURAL_HEAL_INTERVAL)
  3731. battle_config.natural_heal_skill_interval=NATURAL_HEAL_INTERVAL;
  3732. if(battle_config.natural_heal_weight_rate < 50)
  3733. battle_config.natural_heal_weight_rate = 50;
  3734. if(battle_config.natural_heal_weight_rate > 101)
  3735. battle_config.natural_heal_weight_rate = 101;
  3736. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
  3737. if(battle_config.monster_max_aspd < 10)
  3738. battle_config.monster_max_aspd = 10;
  3739. if(battle_config.monster_max_aspd > 1000)
  3740. battle_config.monster_max_aspd = 1000;
  3741. battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
  3742. if(battle_config.max_aspd < 10)
  3743. battle_config.max_aspd = 10;
  3744. if(battle_config.max_aspd > 1000)
  3745. battle_config.max_aspd = 1000;
  3746. if (battle_config.max_walk_speed < 100)
  3747. battle_config.max_walk_speed = 100;
  3748. battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
  3749. if (battle_config.max_walk_speed < 1)
  3750. battle_config.max_walk_speed = 1;
  3751. if(battle_config.hp_rate < 1)
  3752. battle_config.hp_rate = 1;
  3753. if(battle_config.sp_rate < 1)
  3754. battle_config.sp_rate = 1;
  3755. if(battle_config.max_hp > 1000000000)
  3756. battle_config.max_hp = 1000000000;
  3757. if(battle_config.max_hp < 100)
  3758. battle_config.max_hp = 100;
  3759. if(battle_config.max_sp > 1000000000)
  3760. battle_config.max_sp = 1000000000;
  3761. if(battle_config.max_sp < 100)
  3762. battle_config.max_sp = 100;
  3763. if(battle_config.max_parameter < 10)
  3764. battle_config.max_parameter = 10;
  3765. if(battle_config.max_parameter > 10000)
  3766. battle_config.max_parameter = 10000;
  3767. if(battle_config.max_baby_parameter < 10)
  3768. battle_config.max_baby_parameter = 10;
  3769. if(battle_config.max_baby_parameter > 10000)
  3770. battle_config.max_baby_parameter = 10000;
  3771. if(battle_config.max_cart_weight > 1000000)
  3772. battle_config.max_cart_weight = 1000000;
  3773. if(battle_config.max_cart_weight < 100)
  3774. battle_config.max_cart_weight = 100;
  3775. battle_config.max_cart_weight *= 10;
  3776. if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  3777. battle_config.max_def = 100;
  3778. if(battle_config.over_def_bonus > 1000)
  3779. battle_config.over_def_bonus = 1000;
  3780. if(battle_config.min_hitrate > battle_config.max_hitrate)
  3781. battle_config.min_hitrate = battle_config.max_hitrate;
  3782. if(battle_config.agi_penalty_count < 2)
  3783. battle_config.agi_penalty_count = 2;
  3784. if(battle_config.vit_penalty_count < 2)
  3785. battle_config.vit_penalty_count = 2;
  3786. if(battle_config.guild_exp_limit > 99)
  3787. battle_config.guild_exp_limit = 99;
  3788. /* if(battle_config.guild_exp_limit < 0)
  3789. battle_config.guild_exp_limit = 0;*/
  3790. if(battle_config.pet_support_min_friendly > 950) //Capped to 950/1000 [Skotlex]
  3791. battle_config.pet_support_min_friendly = 950;
  3792. if(battle_config.pet_hungry_delay_rate < 10)
  3793. battle_config.pet_hungry_delay_rate=10;
  3794. if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  3795. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  3796. // if(battle_config.castle_defense_rate < 0)
  3797. // battle_config.castle_defense_rate = 0;
  3798. if(battle_config.castle_defense_rate > 100)
  3799. battle_config.castle_defense_rate = 100;
  3800. if(battle_config.item_drop_common_min < 1) // Added by TyrNemesis^
  3801. battle_config.item_drop_common_min = 1;
  3802. if(battle_config.item_drop_common_max > 10000)
  3803. battle_config.item_drop_common_max = 10000;
  3804. if(battle_config.item_drop_equip_min < 1)
  3805. battle_config.item_drop_equip_min = 1;
  3806. if(battle_config.item_drop_equip_max > 10000)
  3807. battle_config.item_drop_equip_max = 10000;
  3808. if(battle_config.item_drop_card_min < 1)
  3809. battle_config.item_drop_card_min = 1;
  3810. if(battle_config.item_drop_card_max > 10000)
  3811. battle_config.item_drop_card_max = 10000;
  3812. if(battle_config.item_drop_mvp_min < 1)
  3813. battle_config.item_drop_mvp_min = 1;
  3814. if(battle_config.item_drop_mvp_max > 10000)
  3815. battle_config.item_drop_mvp_max = 10000; // End Addition
  3816. /* if (battle_config.night_at_start < 0) // added by [Yor]
  3817. battle_config.night_at_start = 0;
  3818. else if (battle_config.night_at_start > 1) // added by [Yor]
  3819. battle_config.night_at_start = 1; */
  3820. if (battle_config.day_duration != 0 && battle_config.day_duration < 60000) // added by [Yor]
  3821. battle_config.day_duration = 60000;
  3822. if (battle_config.night_duration != 0 && battle_config.night_duration < 60000) // added by [Yor]
  3823. battle_config.night_duration = 60000;
  3824. /* if (battle_config.ban_spoof_namer < 0) // added by [Yor]
  3825. battle_config.ban_spoof_namer = 0;
  3826. else*/ if (battle_config.ban_spoof_namer > 32767)
  3827. battle_config.ban_spoof_namer = 32767;
  3828. /* if (battle_config.hack_info_GM_level < 0) // added by [Yor]
  3829. battle_config.hack_info_GM_level = 0;
  3830. else*/ if (battle_config.hack_info_GM_level > 100)
  3831. battle_config.hack_info_GM_level = 100;
  3832. /* if (battle_config.any_warp_GM_min_level < 0) // added by [Yor]
  3833. battle_config.any_warp_GM_min_level = 0;
  3834. else*/ if (battle_config.any_warp_GM_min_level > 100)
  3835. battle_config.any_warp_GM_min_level = 100;
  3836. /* //This is a hassle to keep updated each time there's a new limit to packet_ver_flag.... [Skotlex]
  3837. // at least 1 client must be accepted
  3838. if ((battle_config.packet_ver_flag & 255) == 0) // added by [Yor]
  3839. battle_config.packet_ver_flag = 255; // accept all clients
  3840. */
  3841. /* Deprecated by dynamix's new night system (using SI_NIGHT)
  3842. if (battle_config.night_darkness_level <= 0)
  3843. battle_config.night_darkness_level = 9;
  3844. else if (battle_config.night_darkness_level > 10) // Celest
  3845. battle_config.night_darkness_level = 10;
  3846. */
  3847. /* if (battle_config.motd_type < 0)
  3848. battle_config.motd_type = 0;
  3849. else if (battle_config.motd_type > 1)
  3850. battle_config.motd_type = 1;
  3851. */
  3852. // if (battle_config.finding_ore_rate < 0)
  3853. // battle_config.finding_ore_rate = 0;
  3854. if (battle_config.vending_max_value > MAX_ZENY || battle_config.vending_max_value==0)
  3855. battle_config.vending_max_value = MAX_ZENY;
  3856. if (battle_config.min_skill_delay_limit < 10)
  3857. battle_config.min_skill_delay_limit = 10; // minimum delay of 10ms
  3858. //Spawn delays [Skotlex]
  3859. /* if (battle_config.mob_spawn_delay < 0)
  3860. battle_config.mob_spawn_delay = 0;
  3861. if (battle_config.boss_spawn_delay < 0)
  3862. battle_config.boss_spawn_delay = 0;
  3863. if (battle_config.plant_spawn_delay < 0)
  3864. battle_config.plant_spawn_delay = 0;
  3865. */
  3866. if (battle_config.no_spawn_on_player > 50)
  3867. battle_config.no_spawn_on_player = 50;
  3868. if (battle_config.mob_remove_delay < 15000) //Min 15 sec
  3869. battle_config.mob_remove_delay = 15000;
  3870. if (battle_config.dynamic_mobs > 1)
  3871. battle_config.dynamic_mobs = 1; //The flag will be used in assignations
  3872. if (battle_config.mob_max_skilllvl> MAX_SKILL_LEVEL || battle_config.mob_max_skilllvl<1 )
  3873. battle_config.mob_max_skilllvl = MAX_SKILL_LEVEL;
  3874. if (battle_config.firewall_hits_on_undead < 1)
  3875. battle_config.firewall_hits_on_undead = 1;
  3876. else if (battle_config.firewall_hits_on_undead > 255) //The flag passed to battle_calc_damage is limited to 0xff
  3877. battle_config.firewall_hits_on_undead = 255;
  3878. if (battle_config.prevent_logout > 60000)
  3879. battle_config.prevent_logout = 60000;
  3880. if (battle_config.mobs_level_up_exp_rate < 1) // [Valaris]
  3881. battle_config.mobs_level_up_exp_rate = 1;
  3882. if (battle_config.pc_luk_sc_def < 1)
  3883. battle_config.pc_luk_sc_def = 1;
  3884. if (battle_config.mob_luk_sc_def < 1)
  3885. battle_config.mob_luk_sc_def = 1;
  3886. if (battle_config.sg_miracle_skill_ratio > 10000)
  3887. battle_config.sg_miracle_skill_ratio = 10000;
  3888. if (battle_config.skill_steal_max_tries > UCHAR_MAX)
  3889. battle_config.skill_steal_max_tries = UCHAR_MAX;
  3890. #ifdef CELL_NOSTACK
  3891. if (battle_config.cell_stack_limit < 1)
  3892. battle_config.cell_stack_limit = 1;
  3893. else
  3894. if (battle_config.cell_stack_limit > 255)
  3895. battle_config.cell_stack_limit = 255;
  3896. #else
  3897. if (battle_config.cell_stack_limit != 1)
  3898. ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  3899. #endif
  3900. }
  3901. /*==========================================
  3902. * ?Ý’èƒtƒ@ƒCƒ‹‚ð“Ç‚Ý?ž‚Þ
  3903. *------------------------------------------
  3904. */
  3905. int battle_config_read(const char *cfgName)
  3906. {
  3907. char line[1024], w1[1024], w2[1024];
  3908. FILE *fp;
  3909. static int count = 0;
  3910. if ((count++) == 0)
  3911. battle_set_defaults();
  3912. fp = fopen(cfgName,"r");
  3913. if (fp == NULL) {
  3914. ShowError("File not found: %s\n", cfgName);
  3915. return 1;
  3916. }
  3917. while(fgets(line,1020,fp)){
  3918. if (line[0] == '/' && line[1] == '/')
  3919. continue;
  3920. if (sscanf(line, "%[^:]:%s", w1, w2) != 2)
  3921. continue;
  3922. if (strcmpi(w1, "import") == 0)
  3923. battle_config_read(w2);
  3924. else
  3925. battle_set_value(w1, w2);
  3926. }
  3927. fclose(fp);
  3928. if (--count == 0) {
  3929. battle_validate_conf();
  3930. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  3931. }
  3932. return 0;
  3933. }
  3934. void do_init_battle(void) {
  3935. delay_damage_ers = ers_new((uint32)sizeof(struct delay_damage));
  3936. }
  3937. void do_final_battle(void) {
  3938. ers_destroy(delay_damage_ers);
  3939. }