battle.cpp 354 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "battle.hpp"
  4. #include <math.h>
  5. #include <stdlib.h>
  6. #include "../common/cbasetypes.hpp"
  7. #include "../common/ers.hpp"
  8. #include "../common/malloc.hpp"
  9. #include "../common/nullpo.hpp"
  10. #include "../common/random.hpp"
  11. #include "../common/showmsg.hpp"
  12. #include "../common/socket.hpp"
  13. #include "../common/strlib.hpp"
  14. #include "../common/timer.hpp"
  15. #include "../common/utils.hpp"
  16. #include "atcommand.hpp"
  17. #include "battleground.hpp"
  18. #include "chrif.hpp"
  19. #include "clif.hpp"
  20. #include "elemental.hpp"
  21. #include "guild.hpp"
  22. #include "homunculus.hpp"
  23. #include "log.hpp"
  24. #include "map.hpp"
  25. #include "mercenary.hpp"
  26. #include "mob.hpp"
  27. #include "party.hpp"
  28. #include "path.hpp"
  29. #include "pc.hpp"
  30. #include "pc_groups.hpp"
  31. #include "pet.hpp"
  32. int attr_fix_table[MAX_ELE_LEVEL][ELE_MAX][ELE_MAX];
  33. struct Battle_Config battle_config;
  34. static struct eri *delay_damage_ers; //For battle delay damage structures.
  35. /**
  36. * Returns the current/list skill used by the bl
  37. * @param bl
  38. * @return skill_id
  39. */
  40. uint16 battle_getcurrentskill(struct block_list *bl)
  41. {
  42. struct unit_data *ud;
  43. if( bl->type == BL_SKILL ) {
  44. struct skill_unit *su = (struct skill_unit*)bl;
  45. return (su && su->group?su->group->skill_id:0);
  46. }
  47. ud = unit_bl2ud(bl);
  48. return (ud?ud->skill_id:0);
  49. }
  50. /**
  51. * Get random targeting enemy
  52. * @param bl
  53. * @param ap
  54. * @return Found target (1) or not found (0)
  55. */
  56. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  57. {
  58. struct block_list **bl_list;
  59. struct unit_data *ud;
  60. int target_id;
  61. int *c;
  62. bl_list = va_arg(ap, struct block_list **);
  63. c = va_arg(ap, int *);
  64. target_id = va_arg(ap, int);
  65. if (bl->id == target_id)
  66. return 0;
  67. if (*c >= 24)
  68. return 0;
  69. if ( !(ud = unit_bl2ud(bl)) )
  70. return 0;
  71. if (ud->target == target_id || ud->skilltarget == target_id) {
  72. bl_list[(*c)++] = bl;
  73. return 1;
  74. }
  75. return 0;
  76. }
  77. /**
  78. * Returns list of targets
  79. * @param target
  80. * @return Target list
  81. */
  82. struct block_list* battle_gettargeted(struct block_list *target)
  83. {
  84. struct block_list *bl_list[24];
  85. int c = 0;
  86. nullpo_retr(NULL, target);
  87. memset(bl_list, 0, sizeof(bl_list));
  88. map_foreachinallrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  89. if ( c == 0 )
  90. return NULL;
  91. if( c > 24 )
  92. c = 24;
  93. return bl_list[rnd()%c];
  94. }
  95. /**
  96. * Returns the ID of the current targeted character of the passed bl
  97. * @param bl
  98. * @return Target Unit ID
  99. * @author [Skotlex]
  100. */
  101. int battle_gettarget(struct block_list* bl)
  102. {
  103. switch (bl->type) {
  104. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  105. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  106. case BL_PET: return ((struct pet_data*)bl)->target_id;
  107. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  108. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  109. case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
  110. }
  111. return 0;
  112. }
  113. /**
  114. * Get random enemy
  115. * @param bl
  116. * @param ap
  117. * @return Found target (1) or not found (0)
  118. */
  119. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  120. {
  121. struct block_list **bl_list;
  122. struct block_list *target;
  123. int *c;
  124. bl_list = va_arg(ap, struct block_list **);
  125. c = va_arg(ap, int *);
  126. target = va_arg(ap, struct block_list *);
  127. if (bl->id == target->id)
  128. return 0;
  129. if (*c >= 24)
  130. return 0;
  131. if (status_isdead(bl))
  132. return 0;
  133. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  134. bl_list[(*c)++] = bl;
  135. return 1;
  136. }
  137. return 0;
  138. }
  139. /**
  140. * Returns list of enemies within given range
  141. * @param target
  142. * @param type
  143. * @param range
  144. * @return Target list
  145. * @author [Skotlex]
  146. */
  147. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  148. {
  149. struct block_list *bl_list[24];
  150. int c = 0;
  151. memset(bl_list, 0, sizeof(bl_list));
  152. map_foreachinallrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  153. if ( c == 0 )
  154. return NULL;
  155. if( c > 24 )
  156. c = 24;
  157. return bl_list[rnd()%c];
  158. }
  159. /**
  160. * Get random enemy within area
  161. * @param bl
  162. * @param ap
  163. * @return Found target (1) or not found (0)
  164. */
  165. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  166. {
  167. struct block_list **bl_list, *src;
  168. int *c, ignore_id;
  169. bl_list = va_arg(ap, struct block_list **);
  170. c = va_arg(ap, int *);
  171. src = va_arg(ap, struct block_list *);
  172. ignore_id = va_arg(ap, int);
  173. if( bl->id == src->id || bl->id == ignore_id )
  174. return 0; // Ignores Caster and a possible pre-target
  175. if( *c >= 23 )
  176. return 0;
  177. if( status_isdead(bl) )
  178. return 0;
  179. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  180. bl_list[(*c)++] = bl;
  181. return 1;
  182. }
  183. return 0;
  184. }
  185. /**
  186. * Returns list of enemies within an area
  187. * @param src
  188. * @param x
  189. * @param y
  190. * @param range
  191. * @param type
  192. * @param ignore_id
  193. * @return Target list
  194. */
  195. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  196. {
  197. struct block_list *bl_list[24];
  198. int c = 0;
  199. memset(bl_list, 0, sizeof(bl_list));
  200. map_foreachinallarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  201. if( c == 0 )
  202. return NULL;
  203. if( c >= 24 )
  204. c = 23;
  205. return bl_list[rnd()%c];
  206. }
  207. /*========================================== [Playtester]
  208. * Deals damage without delay, applies additional effects and triggers monster events
  209. * This function is called from battle_delay_damage or battle_delay_damage_sub
  210. * @param src: Source of damage
  211. * @param target: Target of damage
  212. * @param damage: Damage to be dealt
  213. * @param delay: Damage delay
  214. * @param skill_lv: Level of skill used
  215. * @param skill_id: ID o skill used
  216. * @param dmg_lv: State of the attack (miss, etc.)
  217. * @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC)
  218. * @param additional_effects: Whether additional effect should be applied
  219. * @param isspdamage: If the damage is done to SP
  220. * @param tick: Current tick
  221. *------------------------------------------*/
  222. void battle_damage(struct block_list *src, struct block_list *target, int64 damage, t_tick delay, uint16 skill_lv, uint16 skill_id, enum damage_lv dmg_lv, unsigned short attack_type, bool additional_effects, t_tick tick, bool isspdamage) {
  223. map_freeblock_lock();
  224. if (isspdamage)
  225. status_fix_spdamage(src, target, damage, delay, skill_id);
  226. else
  227. status_fix_damage(src, target, damage, delay, skill_id); // We have to separate here between reflect damage and others [icescope]
  228. if (attack_type && !status_isdead(target) && additional_effects)
  229. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick);
  230. if (dmg_lv > ATK_BLOCK && attack_type)
  231. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick);
  232. // This is the last place where we have access to the actual damage type, so any monster events depending on type must be placed here
  233. if (target->type == BL_MOB) {
  234. struct mob_data* md = BL_CAST(BL_MOB, target);
  235. if (!status_isdead(target) && src != target) {
  236. if (damage > 0 )
  237. mobskill_event(md, src, tick, attack_type);
  238. if (skill_id)
  239. mobskill_event(md, src, tick, MSC_SKILLUSED|(skill_id<<16));
  240. }
  241. if (damage && (attack_type&BF_NORMAL)) // Monsters differentiate whether they have been attacked by a skill or a normal attack
  242. md->norm_attacked_id = md->attacked_id;
  243. }
  244. map_freeblock_unlock();
  245. }
  246. /// Damage Delayed Structure
  247. struct delay_damage {
  248. int src_id;
  249. int target_id;
  250. int64 damage;
  251. t_tick delay;
  252. unsigned short distance;
  253. uint16 skill_lv;
  254. uint16 skill_id;
  255. enum damage_lv dmg_lv;
  256. unsigned short attack_type;
  257. bool additional_effects;
  258. enum bl_type src_type;
  259. bool isspdamage;
  260. };
  261. TIMER_FUNC(battle_delay_damage_sub){
  262. struct delay_damage *dat = (struct delay_damage *)data;
  263. if ( dat ) {
  264. struct block_list* src = map_id2bl(dat->src_id);
  265. struct block_list* target = map_id2bl(dat->target_id);
  266. if (target && !status_isdead(target)) {
  267. if( src && target->m == src->m &&
  268. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  269. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  270. {
  271. //Deal damage
  272. battle_damage(src, target, dat->damage, dat->delay, dat->skill_lv, dat->skill_id, dat->dmg_lv, dat->attack_type, dat->additional_effects, tick, dat->isspdamage);
  273. } else if( !src && dat->skill_id == CR_REFLECTSHIELD ) { // it was monster reflected damage, and the monster died, we pass the damage to the character as expected
  274. map_freeblock_lock();
  275. status_fix_damage(target, target, dat->damage, dat->delay, dat->skill_id);
  276. map_freeblock_unlock();
  277. }
  278. }
  279. struct map_session_data *sd = BL_CAST(BL_PC, src);
  280. if (sd && --sd->delayed_damage == 0 && sd->state.hold_recalc) {
  281. sd->state.hold_recalc = false;
  282. status_calc_pc(sd, SCO_FORCE);
  283. }
  284. }
  285. ers_free(delay_damage_ers, dat);
  286. return 0;
  287. }
  288. int battle_delay_damage(t_tick tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, t_tick ddelay, bool additional_effects, bool isspdamage)
  289. {
  290. struct delay_damage *dat;
  291. struct status_change *sc;
  292. struct block_list *d_tbl = NULL;
  293. struct block_list *e_tbl = NULL;
  294. nullpo_ret(src);
  295. nullpo_ret(target);
  296. sc = status_get_sc(target);
  297. if (sc) {
  298. if (sc->data[SC_DEVOTION] && sc->data[SC_DEVOTION]->val1)
  299. d_tbl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  300. if (sc->data[SC_WATER_SCREEN_OPTION] && sc->data[SC_WATER_SCREEN_OPTION]->val1)
  301. e_tbl = map_id2bl(sc->data[SC_WATER_SCREEN_OPTION]->val1);
  302. }
  303. if( ((d_tbl && check_distance_bl(target, d_tbl, sc->data[SC_DEVOTION]->val3)) || e_tbl) &&
  304. damage > 0 && skill_id != CR_REFLECTSHIELD
  305. #ifndef RENEWAL
  306. && skill_id != PA_PRESSURE
  307. #endif
  308. ) {
  309. struct map_session_data* tsd = BL_CAST( BL_PC, target );
  310. if( tsd && pc_issit( tsd ) && battle_config.devotion_standup_fix ){
  311. pc_setstand( tsd, true );
  312. skill_sit( tsd, 0 );
  313. }
  314. damage = 0;
  315. }
  316. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  317. //Deal damage
  318. battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage);
  319. return 0;
  320. }
  321. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  322. dat->src_id = src->id;
  323. dat->target_id = target->id;
  324. dat->skill_id = skill_id;
  325. dat->skill_lv = skill_lv;
  326. dat->attack_type = attack_type;
  327. dat->damage = damage;
  328. dat->dmg_lv = dmg_lv;
  329. dat->delay = ddelay;
  330. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
  331. dat->additional_effects = additional_effects;
  332. dat->src_type = src->type;
  333. dat->isspdamage = isspdamage;
  334. if (src->type != BL_PC && amotion > 1000)
  335. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  336. if( src->type == BL_PC )
  337. ((TBL_PC*)src)->delayed_damage++;
  338. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  339. return 0;
  340. }
  341. /**
  342. * Get attribute ratio
  343. * @param atk_elem Attack element enum e_element
  344. * @param def_type Defense element enum e_element
  345. * @param def_lv Element level 1 ~ MAX_ELE_LEVEL
  346. */
  347. int battle_attr_ratio(int atk_elem, int def_type, int def_lv)
  348. {
  349. if (!CHK_ELEMENT(atk_elem) || !CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv))
  350. return 100;
  351. return attr_fix_table[def_lv-1][atk_elem][def_type];
  352. }
  353. /**
  354. * Does attribute fix modifiers.
  355. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  356. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  357. * @param src
  358. * @param target
  359. * @param damage
  360. * @param atk_elem
  361. * @param def_type
  362. * @param def_lv
  363. * @param flag
  364. * @return damage
  365. */
  366. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
  367. {
  368. struct status_change *sc = NULL, *tsc = NULL;
  369. int ratio;
  370. if (src) sc = status_get_sc(src);
  371. if (target) tsc = status_get_sc(target);
  372. if (!CHK_ELEMENT(atk_elem))
  373. atk_elem = rnd()%ELE_ALL;
  374. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  375. ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  376. return damage;
  377. }
  378. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  379. if (sc && sc->count) { //increase dmg by src status
  380. switch(atk_elem){
  381. case ELE_FIRE:
  382. if (sc->data[SC_VOLCANO])
  383. #ifdef RENEWAL
  384. ratio += sc->data[SC_VOLCANO]->val3;
  385. #else
  386. damage += (int64)((damage*sc->data[SC_VOLCANO]->val3) / 100);
  387. #endif
  388. break;
  389. case ELE_WIND:
  390. if (sc->data[SC_VIOLENTGALE])
  391. #ifdef RENEWAL
  392. ratio += sc->data[SC_VIOLENTGALE]->val3;
  393. #else
  394. damage += (int64)((damage*sc->data[SC_VIOLENTGALE]->val3) / 100);
  395. #endif
  396. break;
  397. case ELE_WATER:
  398. if (sc->data[SC_DELUGE])
  399. #ifdef RENEWAL
  400. ratio += sc->data[SC_DELUGE]->val3;
  401. #else
  402. damage += (int64)((damage*sc->data[SC_DELUGE]->val3) / 100);
  403. #endif
  404. break;
  405. case ELE_GHOST:
  406. if (sc->data[SC_TELEKINESIS_INTENSE])
  407. ratio += sc->data[SC_TELEKINESIS_INTENSE]->val3;
  408. break;
  409. }
  410. }
  411. if( target && target->type == BL_SKILL ) {
  412. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  413. struct skill_unit *su = (struct skill_unit*)target;
  414. struct skill_unit_group *sg;
  415. struct block_list *src2;
  416. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  417. (src2 = map_id2bl(sg->src_id)) == NULL || status_isdead(src2) )
  418. return 0;
  419. if( sg->unit_id != UNT_FIREWALL ) {
  420. int x,y;
  421. x = sg->val3 >> 16;
  422. y = sg->val3 & 0xffff;
  423. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  424. sg->val3 = -1;
  425. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  426. }
  427. }
  428. }
  429. if (tsc && tsc->count) { //increase dmg by target status
  430. switch(atk_elem) {
  431. case ELE_FIRE:
  432. if (tsc->data[SC_SPIDERWEB]) { //Double damage
  433. #ifdef RENEWAL
  434. ratio += 100;
  435. #else
  436. damage *= 2;
  437. #endif
  438. //Remove a unit group or end whole status change
  439. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  440. }
  441. if (tsc->data[SC_THORNSTRAP] && battle_getcurrentskill(src) != GN_CARTCANNON)
  442. status_change_end(target, SC_THORNSTRAP, INVALID_TIMER);
  443. if (tsc->data[SC_CRYSTALIZE])
  444. status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
  445. if (tsc->data[SC_EARTH_INSIGNIA])
  446. #ifdef RENEWAL
  447. ratio += 50;
  448. #else
  449. damage += (int64)(damage * 50 / 100);
  450. #endif
  451. break;
  452. case ELE_HOLY:
  453. if (tsc->data[SC_ORATIO])
  454. #ifdef RENEWAL
  455. ratio += tsc->data[SC_ORATIO]->val1 * 2;
  456. #else
  457. damage += (int64)(damage * (tsc->data[SC_ORATIO]->val1 * 2) / 100);
  458. #endif
  459. break;
  460. case ELE_POISON:
  461. if (tsc->data[SC_VENOMIMPRESS])
  462. #ifdef RENEWAL
  463. ratio += tsc->data[SC_VENOMIMPRESS]->val2;
  464. #else
  465. damage += (int64)(damage * tsc->data[SC_VENOMIMPRESS]->val2 / 100);
  466. #endif
  467. break;
  468. case ELE_WIND:
  469. if (tsc->data[SC_WATER_INSIGNIA])
  470. #ifdef RENEWAL
  471. ratio += 50;
  472. #else
  473. damage += (int64)(damage * 50 / 100);
  474. #endif
  475. if (tsc->data[SC_CRYSTALIZE]) {
  476. uint16 skill_id = battle_getcurrentskill(src);
  477. if (skill_get_type(skill_id)&BF_MAGIC)
  478. #ifdef RENEWAL
  479. ratio += 50;
  480. #else
  481. damage += (int64)(damage * 50 / 100);
  482. #endif
  483. }
  484. break;
  485. case ELE_WATER:
  486. if (tsc->data[SC_FIRE_INSIGNIA])
  487. #ifdef RENEWAL
  488. ratio += 50;
  489. #else
  490. damage += (int64)(damage * 50 / 100);
  491. #endif
  492. break;
  493. case ELE_EARTH:
  494. if (tsc->data[SC_WIND_INSIGNIA])
  495. #ifdef RENEWAL
  496. ratio += 50;
  497. #else
  498. damage += (int64)(damage * 50 / 100);
  499. #endif
  500. status_change_end(target, SC_MAGNETICFIELD, INVALID_TIMER); //freed if received earth dmg
  501. break;
  502. case ELE_NEUTRAL:
  503. if (tsc->data[SC_ANTI_M_BLAST])
  504. #ifdef RENEWAL
  505. ratio += tsc->data[SC_ANTI_M_BLAST]->val2;
  506. #else
  507. damage += (int64)(damage * tsc->data[SC_ANTI_M_BLAST]->val2 / 100);
  508. #endif
  509. break;
  510. case ELE_DARK:
  511. if (tsc->data[SC_SOULCURSE]) {
  512. if (status_get_class_(target) == CLASS_BOSS)
  513. #ifdef RENEWAL
  514. ratio += 20;
  515. #else
  516. damage += (int64)(damage * 20 / 100);
  517. #endif
  518. else
  519. #ifdef RENEWAL
  520. ratio += 100;
  521. #else
  522. damage *= 2;
  523. #endif
  524. }
  525. break;
  526. }
  527. if (tsc->data[SC_MAGIC_POISON])
  528. #ifdef RENEWAL
  529. ratio += 50;
  530. #else
  531. damage += (int64)(damage * 50 / 100);
  532. #endif
  533. }
  534. if (battle_config.attr_recover == 0 && ratio < 0)
  535. ratio = 0;
  536. #ifdef RENEWAL
  537. //In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0
  538. damage = damage - (int64)((damage * (100 - ratio)) / 100);
  539. #else
  540. damage = (int64)((damage*ratio)/100);
  541. #endif
  542. //Damage can be negative, see battle_config.attr_recover
  543. return damage;
  544. }
  545. /**
  546. * Calculates card bonuses damage adjustments.
  547. * @param attack_type @see enum e_battle_flag
  548. * @param src Attacker
  549. * @param target Target
  550. * @param nk Skill's nk @see enum e_skill_nk [NK_IGNOREATKCARD|NK_IGNOREELEMENT|NK_IGNOREDEFCARD]
  551. * @param rh_ele Right-hand weapon element
  552. * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
  553. * @param damage Original damage
  554. * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
  555. * 3: Calculates attacker bonuses in both hands.
  556. * 2: Calculates attacker bonuses in right-hand only.
  557. * 0 or 1: Only calculates target bonuses.
  558. * @param flag Misc value of skill & damage flags
  559. * @return damage Damage diff between original damage and after calculation
  560. */
  561. int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, std::bitset<NK_MAX> nk, int rh_ele, int lh_ele, int64 damage, int left, int flag){
  562. struct map_session_data *sd, ///< Attacker session data if BL_PC
  563. *tsd; ///< Target session data if BL_PC
  564. short cardfix = 1000;
  565. int s_class, ///< Attacker class
  566. t_class; ///< Target class
  567. enum e_race2 s_race2, /// Attacker Race2
  568. t_race2; ///< Target Race2
  569. enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
  570. struct status_data *sstatus, ///< Attacker status data
  571. *tstatus; ///< Target status data
  572. int64 original_damage;
  573. if( !damage )
  574. return 0;
  575. original_damage = damage;
  576. sd = BL_CAST(BL_PC, src);
  577. tsd = BL_CAST(BL_PC, target);
  578. t_class = status_get_class(target);
  579. s_class = status_get_class(src);
  580. sstatus = status_get_status_data(src);
  581. tstatus = status_get_status_data(target);
  582. s_race2 = status_get_race2(src);
  583. t_race2 = status_get_race2(target);
  584. s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
  585. //Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase
  586. #define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - (fix))) / 1000); }
  587. switch( attack_type ) {
  588. case BF_MAGIC:
  589. // Affected by attacker ATK bonuses
  590. if( sd && !nk[NK_IGNOREATKCARD] ) {
  591. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addrace[tstatus->race] + sd->indexed_bonus.magic_addrace[RC_ALL] + sd->indexed_bonus.magic_addrace2[t_race2]) / 100;
  592. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  593. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addele[tstatus->def_ele] + sd->indexed_bonus.magic_addele[ELE_ALL] +
  594. sd->indexed_bonus.magic_addele_script[tstatus->def_ele] + sd->indexed_bonus.magic_addele_script[ELE_ALL]) / 100;
  595. cardfix = cardfix * (100 + sd->indexed_bonus.magic_atk_ele[rh_ele] + sd->indexed_bonus.magic_atk_ele[ELE_ALL]) / 100;
  596. }
  597. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addsize[tstatus->size] + sd->indexed_bonus.magic_addsize[SZ_ALL]) / 100;
  598. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addclass[tstatus->class_] + sd->indexed_bonus.magic_addclass[CLASS_ALL]) / 100;
  599. for (const auto &it : sd->add_mdmg) {
  600. if (it.id == t_class) {
  601. cardfix = cardfix * (100 + it.val) / 100;
  602. break;
  603. }
  604. }
  605. APPLY_CARDFIX(damage, cardfix);
  606. }
  607. // Affected by target DEF bonuses
  608. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  609. cardfix = 1000; // reset var for target
  610. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  611. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  612. for (const auto &it : tsd->subele2) {
  613. if (it.ele != rh_ele)
  614. continue;
  615. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  616. ((it.flag)&flag)&BF_RANGEMASK &&
  617. ((it.flag)&flag)&BF_SKILLMASK))
  618. continue;
  619. ele_fix += it.rate;
  620. }
  621. if (s_defele != ELE_NONE)
  622. ele_fix += tsd->indexed_bonus.magic_subdefele[s_defele] + tsd->indexed_bonus.magic_subdefele[ELE_ALL];
  623. cardfix = cardfix * (100 - ele_fix) / 100;
  624. }
  625. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  626. cardfix = cardfix * (100 - tsd->indexed_bonus.magic_subsize[sstatus->size] - tsd->indexed_bonus.magic_subsize[SZ_ALL]) / 100;
  627. cardfix = cardfix * (100 - tsd->indexed_bonus.subrace2[s_race2]) / 100;
  628. int race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  629. for (const auto &it : tsd->subrace3) {
  630. if (it.race != sstatus->race)
  631. continue;
  632. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  633. ((it.flag)&flag)&BF_RANGEMASK &&
  634. ((it.flag)&flag)&BF_SKILLMASK))
  635. continue;
  636. race_fix += it.rate;
  637. }
  638. cardfix = cardfix * (100 - race_fix) / 100;
  639. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  640. for (const auto &it : tsd->add_mdef) {
  641. if (it.id == s_class) {
  642. cardfix = cardfix * (100 - it.val) / 100;
  643. break;
  644. }
  645. }
  646. #ifndef RENEWAL
  647. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  648. if( flag&BF_SHORT )
  649. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  650. else
  651. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  652. #endif
  653. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  654. if( tsd->sc.data[SC_MDEF_RATE] )
  655. cardfix = cardfix * (100 - tsd->sc.data[SC_MDEF_RATE]->val1) / 100;
  656. APPLY_CARDFIX(damage, cardfix);
  657. }
  658. break;
  659. case BF_WEAPON:
  660. // Affected by attacker ATK bonuses
  661. if( sd && !nk[NK_IGNOREATKCARD] && (left&2) ) {
  662. short cardfix_ = 1000;
  663. if( sd->state.arrow_atk ) { // Ranged attack
  664. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->indexed_bonus.arrow_addrace[tstatus->race] +
  665. sd->right_weapon.addrace[RC_ALL] + sd->indexed_bonus.arrow_addrace[RC_ALL]) / 100;
  666. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  667. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->indexed_bonus.arrow_addele[tstatus->def_ele] +
  668. sd->right_weapon.addele[ELE_ALL] + sd->indexed_bonus.arrow_addele[ELE_ALL];
  669. for (const auto &it : sd->right_weapon.addele2) {
  670. if (it.ele != tstatus->def_ele)
  671. continue;
  672. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  673. ((it.flag)&flag)&BF_RANGEMASK &&
  674. ((it.flag)&flag)&BF_SKILLMASK))
  675. continue;
  676. ele_fix += it.rate;
  677. }
  678. cardfix = cardfix * (100 + ele_fix) / 100;
  679. }
  680. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->indexed_bonus.arrow_addsize[tstatus->size] +
  681. sd->right_weapon.addsize[SZ_ALL] + sd->indexed_bonus.arrow_addsize[SZ_ALL]) / 100;
  682. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  683. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->indexed_bonus.arrow_addclass[tstatus->class_] +
  684. sd->right_weapon.addclass[CLASS_ALL] + sd->indexed_bonus.arrow_addclass[CLASS_ALL]) / 100;
  685. } else { // Melee attack
  686. int skill = 0;
  687. // Calculates each right & left hand weapon bonuses separatedly
  688. if( !battle_config.left_cardfix_to_right ) {
  689. // Right-handed weapon
  690. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  691. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  692. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  693. for (const auto &it : sd->right_weapon.addele2) {
  694. if (it.ele != tstatus->def_ele)
  695. continue;
  696. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  697. ((it.flag)&flag)&BF_RANGEMASK &&
  698. ((it.flag)&flag)&BF_SKILLMASK))
  699. continue;
  700. ele_fix += it.rate;
  701. }
  702. cardfix = cardfix * (100 + ele_fix) / 100;
  703. }
  704. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  705. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  706. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  707. if( left&1 ) { // Left-handed weapon
  708. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  709. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  710. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  711. for (const auto &it : sd->left_weapon.addele2) {
  712. if (it.ele != tstatus->def_ele)
  713. continue;
  714. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  715. ((it.flag)&flag)&BF_RANGEMASK &&
  716. ((it.flag)&flag)&BF_SKILLMASK))
  717. continue;
  718. ele_fix_lh += it.rate;
  719. }
  720. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  721. }
  722. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  723. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[t_race2]) / 100;
  724. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  725. }
  726. }
  727. // Calculates right & left hand weapon as unity
  728. else {
  729. //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_IGNOREELEMENT?
  730. //if( !nk[&]K_IGNOREELEMENT) ) { // Affected by Element modifier bonuses
  731. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  732. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  733. for (const auto &it : sd->right_weapon.addele2) {
  734. if (it.ele != tstatus->def_ele)
  735. continue;
  736. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  737. ((it.flag)&flag)&BF_RANGEMASK &&
  738. ((it.flag)&flag)&BF_SKILLMASK))
  739. continue;
  740. ele_fix += it.rate;
  741. }
  742. for (const auto &it : sd->left_weapon.addele2) {
  743. if (it.ele != tstatus->def_ele)
  744. continue;
  745. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  746. ((it.flag)&flag)&BF_RANGEMASK &&
  747. ((it.flag)&flag)&BF_SKILLMASK))
  748. continue;
  749. ele_fix += it.rate;
  750. }
  751. cardfix = cardfix * (100 + ele_fix) / 100;
  752. //}
  753. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  754. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  755. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  756. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  757. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2] + sd->left_weapon.addrace2[t_race2]) / 100;
  758. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  759. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  760. }
  761. if( sd->status.weapon == W_KATAR && (skill = pc_checkskill(sd,ASC_KATAR)) > 0 ) // Adv. Katar Mastery functions similar to a +%ATK card on official [helvetica]
  762. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  763. }
  764. //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
  765. for (const auto &it : sd->right_weapon.add_dmg) {
  766. if (it.id == t_class) {
  767. cardfix = cardfix * (100 + it.val) / 100;
  768. break;
  769. }
  770. }
  771. if( left&1 ) {
  772. for (const auto &it : sd->left_weapon.add_dmg) {
  773. if (it.id == t_class) {
  774. cardfix_ = cardfix_ * (100 + it.val) / 100;
  775. break;
  776. }
  777. }
  778. }
  779. #ifndef RENEWAL
  780. if (flag & BF_SHORT)
  781. cardfix = cardfix * (100 + sd->bonus.short_attack_atk_rate) / 100;
  782. if( flag&BF_LONG )
  783. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  784. #endif
  785. if (left&1) {
  786. APPLY_CARDFIX(damage, cardfix_);
  787. } else {
  788. APPLY_CARDFIX(damage, cardfix);
  789. }
  790. }
  791. // Affected by target DEF bonuses
  792. else if( tsd && !nk[NK_IGNOREDEFCARD] && !(left&2) ) {
  793. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  794. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  795. for (const auto &it : tsd->subele2) {
  796. if (it.ele != rh_ele)
  797. continue;
  798. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  799. ((it.flag)&flag)&BF_RANGEMASK &&
  800. ((it.flag)&flag)&BF_SKILLMASK))
  801. continue;
  802. ele_fix += it.rate;
  803. }
  804. cardfix = cardfix * (100 - ele_fix) / 100;
  805. if( left&1 && lh_ele != rh_ele ) {
  806. int ele_fix_lh = tsd->indexed_bonus.subele[lh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[lh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  807. for (const auto &it : tsd->subele2) {
  808. if (it.ele != lh_ele)
  809. continue;
  810. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  811. ((it.flag)&flag)&BF_RANGEMASK &&
  812. ((it.flag)&flag)&BF_SKILLMASK))
  813. continue;
  814. ele_fix_lh += it.rate;
  815. }
  816. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  817. }
  818. cardfix = cardfix * (100 - tsd->indexed_bonus.subdefele[s_defele] - tsd->indexed_bonus.subdefele[ELE_ALL]) / 100;
  819. }
  820. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  821. cardfix = cardfix * (100 - tsd->indexed_bonus.subrace2[s_race2]) / 100;
  822. int race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  823. for (const auto &it : tsd->subrace3) {
  824. if (it.race != sstatus->race)
  825. continue;
  826. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  827. ((it.flag)&flag)&BF_RANGEMASK &&
  828. ((it.flag)&flag)&BF_SKILLMASK))
  829. continue;
  830. race_fix += it.rate;
  831. }
  832. cardfix = cardfix * (100 - race_fix) / 100;
  833. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  834. for (const auto &it : tsd->add_def) {
  835. if (it.id == s_class) {
  836. cardfix = cardfix * (100 - it.val) / 100;
  837. break;
  838. }
  839. }
  840. if( flag&BF_SHORT )
  841. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  842. else // BF_LONG (there's no other choice)
  843. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  844. if( tsd->sc.data[SC_DEF_RATE] )
  845. cardfix = cardfix * (100 - tsd->sc.data[SC_DEF_RATE]->val1) / 100;
  846. APPLY_CARDFIX(damage, cardfix);
  847. }
  848. break;
  849. case BF_MISC:
  850. // Affected by target DEF bonuses
  851. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  852. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  853. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  854. for (const auto &it : tsd->subele2) {
  855. if (it.ele != rh_ele)
  856. continue;
  857. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  858. ((it.flag)&flag)&BF_RANGEMASK &&
  859. ((it.flag)&flag)&BF_SKILLMASK))
  860. continue;
  861. ele_fix += it.rate;
  862. }
  863. if (s_defele != ELE_NONE)
  864. ele_fix += tsd->indexed_bonus.subdefele[s_defele] + tsd->indexed_bonus.subdefele[ELE_ALL];
  865. cardfix = cardfix * (100 - ele_fix) / 100;
  866. }
  867. int race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  868. for (const auto &it : tsd->subrace3) {
  869. if (it.race != sstatus->race)
  870. continue;
  871. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  872. ((it.flag)&flag)&BF_RANGEMASK &&
  873. ((it.flag)&flag)&BF_SKILLMASK))
  874. continue;
  875. race_fix += it.rate;
  876. }
  877. cardfix = cardfix * (100 - race_fix) / 100;
  878. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  879. cardfix = cardfix * (100 - tsd->indexed_bonus.subrace2[s_race2]) / 100;
  880. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  881. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  882. if( flag&BF_SHORT )
  883. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  884. else // BF_LONG (there's no other choice)
  885. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  886. APPLY_CARDFIX(damage, cardfix);
  887. }
  888. break;
  889. }
  890. #undef APPLY_CARDFIX
  891. return (int)cap_value(damage - original_damage, INT_MIN, INT_MAX);
  892. }
  893. /**
  894. * Absorb damage based on criteria
  895. * @param bl
  896. * @param d Damage
  897. **/
  898. static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
  899. int64 dmg_ori = 0, dmg_new = 0;
  900. nullpo_retv(bl);
  901. nullpo_retv(d);
  902. if (!d->damage && !d->damage2)
  903. return;
  904. switch (bl->type) {
  905. case BL_PC:
  906. {
  907. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  908. if (!sd)
  909. return;
  910. if (sd->bonus.absorb_dmg_maxhp) {
  911. int hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
  912. dmg_ori = dmg_new = d->damage + d->damage2;
  913. if (dmg_ori > hp)
  914. dmg_new = dmg_ori - hp;
  915. }
  916. }
  917. break;
  918. }
  919. if (dmg_ori == dmg_new)
  920. return;
  921. if (!d->damage2)
  922. d->damage = dmg_new;
  923. else if (!d->damage)
  924. d->damage2 = dmg_new;
  925. else {
  926. d->damage = dmg_new;
  927. d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
  928. if (d->damage2 < 1)
  929. d->damage2 = 1;
  930. d->damage = d->damage - d->damage2;
  931. }
  932. }
  933. /**
  934. * Check for active statuses that block damage
  935. * @param src: Attacker
  936. * @param target: Target of attack
  937. * @param sc: Status Change data
  938. * @param d: Damage data
  939. * @param damage: Damage received as a reference
  940. * @param skill_id: Skill ID
  941. * @param skill_lv: Skill level
  942. * @return True: Damage inflicted, False: Missed
  943. **/
  944. bool battle_status_block_damage(struct block_list *src, struct block_list *target, struct status_change *sc, struct Damage *d, int64 &damage, uint16 skill_id, uint16 skill_lv) {
  945. if (!src || !target || !sc || !d)
  946. return true;
  947. status_change_entry *sce;
  948. int flag = d->flag;
  949. // SC Types that must be first because they may or may not block damage
  950. if ((sce = sc->data[SC_KYRIE]) && damage > 0) {
  951. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  952. if (flag & BF_WEAPON || skill_id == TF_THROWSTONE) {
  953. if (sce->val2 >= 0)
  954. damage = 0;
  955. else
  956. damage = -sce->val2;
  957. }
  958. if ((--sce->val3) <= 0 || (sce->val2 <= 0) || skill_id == AL_HOLYLIGHT)
  959. status_change_end(target, SC_KYRIE, INVALID_TIMER);
  960. }
  961. if ((sce = sc->data[SC_P_ALTER]) && damage > 0) {
  962. clif_specialeffect(target, EF_GUARD, AREA);
  963. sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  964. if (sce->val3 >= 0)
  965. damage = 0;
  966. else
  967. damage = -sce->val3;
  968. if (sce->val3 <= 0)
  969. status_change_end(target, SC_P_ALTER, INVALID_TIMER);
  970. }
  971. if ((sce = sc->data[SC_TUNAPARTY]) && damage > 0) {
  972. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  973. if (sce->val2 >= 0)
  974. damage = 0;
  975. else
  976. damage = -sce->val2;
  977. if (sce->val2 <= 0)
  978. status_change_end(target, SC_TUNAPARTY, INVALID_TIMER);
  979. }
  980. if ((sce = sc->data[SC_DIMENSION1]) && damage > 0) {
  981. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  982. if (sce->val2 <= 0)
  983. status_change_end(target, SC_DIMENSION1, INVALID_TIMER);
  984. return false;
  985. }
  986. if ((sce = sc->data[SC_DIMENSION2]) && damage > 0) {
  987. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  988. if (sce->val2 <= 0)
  989. status_change_end(target, SC_DIMENSION2, INVALID_TIMER);
  990. return false;
  991. }
  992. if (damage == 0)
  993. return false;
  994. // ATK_BLOCK Type
  995. if ((sce = sc->data[SC_SAFETYWALL]) && (flag&(BF_SHORT | BF_MAGIC)) == BF_SHORT) {
  996. skill_unit_group *group = skill_id2group(sce->val3);
  997. if (group) {
  998. d->dmg_lv = ATK_BLOCK;
  999. switch (sce->val2) {
  1000. case MG_SAFETYWALL:
  1001. if (--group->val2 <= 0) {
  1002. skill_delunitgroup(group);
  1003. break;
  1004. }
  1005. #ifdef RENEWAL
  1006. if (group->val3 - damage > 0)
  1007. group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1008. else
  1009. skill_delunitgroup(group);
  1010. #endif
  1011. break;
  1012. case MH_STEINWAND:
  1013. if (--group->val2 <= 0) {
  1014. skill_delunitgroup(group);
  1015. break;
  1016. }
  1017. if (group->val3 - damage > 0)
  1018. group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1019. else
  1020. skill_delunitgroup(group);
  1021. break;
  1022. }
  1023. return false;
  1024. }
  1025. status_change_end(target, SC_SAFETYWALL, INVALID_TIMER);
  1026. }
  1027. if ((sc->data[SC_PNEUMA] && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1028. #ifdef RENEWAL
  1029. (sc->data[SC_BASILICA_CELL]
  1030. #else
  1031. (sc->data[SC_BASILICA]
  1032. #endif
  1033. && !status_bl_has_mode(src, MD_STATUS_IMMUNE) && skill_id != SP_SOULEXPLOSION) ||
  1034. (sc->data[SC_ZEPHYR] && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL | INF_SELF_SKILL))) ||
  1035. sc->data[SC__MANHOLE] ||
  1036. sc->data[SC_KINGS_GRACE] ||
  1037. sc->data[SC_GRAVITYCONTROL]
  1038. )
  1039. {
  1040. d->dmg_lv = ATK_BLOCK;
  1041. return false;
  1042. }
  1043. if (sc->data[SC_WHITEIMPRISON]) { // Gravitation and Pressure do damage without removing the effect
  1044. if (skill_id == MG_NAPALMBEAT ||
  1045. skill_id == MG_SOULSTRIKE ||
  1046. skill_id == WL_SOULEXPANSION ||
  1047. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  1048. (skill_id == 0 && (status_get_status_data(src))->rhw.ele == ELE_GHOST))
  1049. {
  1050. if (skill_id == WL_SOULEXPANSION)
  1051. damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
  1052. status_change_end(target, SC_WHITEIMPRISON, INVALID_TIMER); // Those skills do damage and removes effect
  1053. } else {
  1054. d->dmg_lv = ATK_BLOCK;
  1055. return false;
  1056. }
  1057. }
  1058. if ((sce = sc->data[SC_WEAPONBLOCKING]) && flag&(BF_SHORT | BF_WEAPON) && rnd() % 100 < sce->val2) {
  1059. clif_skill_nodamage(target, src, GC_WEAPONBLOCKING, sce->val1, 1);
  1060. sc_start(src, target, SC_WEAPONBLOCK_ON, 100, src->id, skill_get_time2(GC_WEAPONBLOCKING, sce->val1));
  1061. d->dmg_lv = ATK_BLOCK;
  1062. return false;
  1063. }
  1064. if ((sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0) {
  1065. sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX)); // absorb damage
  1066. d->dmg_lv = ATK_BLOCK;
  1067. if (sce->val3 <= 0) { // Shield Down
  1068. sce->val2--;
  1069. if (sce->val2 > 0) {
  1070. clif_millenniumshield(target, sce->val2);
  1071. sce->val3 = 1000; // Next shield
  1072. } else
  1073. status_change_end(target, SC_MILLENNIUMSHIELD, INVALID_TIMER); // All shields down
  1074. status_change_start(src, target, SC_STUN, 10000, 0, 0, 0, 0, 1000, SCSTART_NOTICKDEF);
  1075. }
  1076. return false;
  1077. }
  1078. // ATK_MISS Type
  1079. if ((sce = sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && rnd() % 100 < sce->val2 && !skill_get_inf2(skill_id, INF2_IGNOREAUTOGUARD)) {
  1080. status_change_entry *sce_d = sc->data[SC_DEVOTION];
  1081. block_list *d_bl;
  1082. int delay;
  1083. // different delay depending on skill level [celest]
  1084. if (sce->val1 <= 5)
  1085. delay = 300;
  1086. else if (sce->val1 > 5 && sce->val1 <= 9)
  1087. delay = 200;
  1088. else
  1089. delay = 100;
  1090. map_session_data *sd = map_id2sd(target->id);
  1091. if (sd && pc_issit(sd))
  1092. pc_setstand(sd, true);
  1093. if (sce_d && (d_bl = map_id2bl(sce_d->val1)) &&
  1094. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  1095. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == target->id)) &&
  1096. check_distance_bl(target, d_bl, sce_d->val3))
  1097. { //If player is target of devotion, show guard effect on the devotion caster rather than the target
  1098. clif_skill_nodamage(d_bl, d_bl, CR_AUTOGUARD, sce->val1, 1);
  1099. unit_set_walkdelay(d_bl, gettick(), delay, 1);
  1100. d->dmg_lv = ATK_MISS;
  1101. return false;
  1102. } else {
  1103. clif_skill_nodamage(target, target, CR_AUTOGUARD, sce->val1, 1);
  1104. unit_set_walkdelay(target, gettick(), delay, 1);
  1105. if (sc->data[SC_SHRINK] && rnd() % 100 < 5 * sce->val1)
  1106. skill_blown(target, src, skill_get_blewcount(CR_SHRINK, 1), -1, BLOWN_NONE);
  1107. d->dmg_lv = ATK_MISS;
  1108. return false;
  1109. }
  1110. }
  1111. if (sc->data[SC_NEUTRALBARRIER] && ((flag&(BF_LONG|BF_MAGIC)) == BF_LONG
  1112. #ifndef RENEWAL
  1113. || skill_id == CR_ACIDDEMONSTRATION
  1114. #endif
  1115. )) {
  1116. d->dmg_lv = ATK_MISS;
  1117. return false;
  1118. }
  1119. // ATK_DEF Type
  1120. if ((sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd() % 100 < sce->val1) {
  1121. const int dx[8] = { 0,-1,-1,-1,0,1,1,1 };
  1122. const int dy[8] = { 1,1,0,-1,-1,-1,0,1 };
  1123. uint8 dir = map_calc_dir(target, src->x, src->y);
  1124. if (unit_movepos(target, src->x - dx[dir], src->y - dy[dir], 1, 1)) {
  1125. clif_blown(target);
  1126. unit_setdir(target, dir);
  1127. }
  1128. d->dmg_lv = ATK_DEF;
  1129. status_change_end(target, SC_LIGHTNINGWALK, INVALID_TIMER);
  1130. return false;
  1131. }
  1132. // Other
  1133. if ((sc->data[SC_HERMODE] && flag&BF_MAGIC) ||
  1134. (sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1135. (sc->data[SC_MEIKYOUSISUI] && rnd() % 100 < 40)) // custom value
  1136. return false;
  1137. if ((sce = sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd() % 100 < sce->val2) {
  1138. clif_skill_nodamage(target, target, LK_PARRYING, sce->val1, 1);
  1139. if (skill_id == LK_PARRYING) {
  1140. unit_data *ud = unit_bl2ud(target);
  1141. if (ud != nullptr) // Delay the next attack
  1142. ud->attackabletime = gettick() + status_get_adelay(target);
  1143. }
  1144. return false;
  1145. }
  1146. if (sc->data[SC_DODGE] && (flag&BF_LONG || sc->data[SC_SPURT]) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < 20) {
  1147. map_session_data *sd = map_id2sd(target->id);
  1148. if (sd && pc_issit(sd))
  1149. pc_setstand(sd, true); //Stand it to dodge.
  1150. clif_skill_nodamage(target, target, TK_DODGE, 1, 1);
  1151. sc_start4(src, target, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  1152. return false;
  1153. }
  1154. if ((sce = sc->data[SC_KAUPE]) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < sce->val2) { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  1155. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1156. //Shouldn't end until Breaker's non-weapon part connects.
  1157. #ifndef RENEWAL
  1158. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  1159. #endif
  1160. if (--sce->val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  1161. status_change_end(target, SC_KAUPE, INVALID_TIMER);
  1162. return false;
  1163. }
  1164. if (flag&BF_MAGIC && (sce = sc->data[SC_PRESTIGE]) && rnd() % 100 < sce->val2) {
  1165. clif_specialeffect(target, EF_STORMKICK4, AREA); // Still need confirm it.
  1166. return false;
  1167. }
  1168. if (((sce = sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU]) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNORECICADA)) {
  1169. skill_additional_effect(src, target, skill_id, skill_lv, flag, ATK_BLOCK, gettick());
  1170. if (!status_isdead(src))
  1171. skill_counter_additional_effect(src, target, skill_id, skill_lv, flag, gettick());
  1172. if (sce) {
  1173. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1174. skill_blown(src, target, sce->val3, -1, BLOWN_NONE);
  1175. }
  1176. //Both need to be consumed if they are active.
  1177. if (sce && --sce->val2 <= 0)
  1178. status_change_end(target, SC_UTSUSEMI, INVALID_TIMER);
  1179. if ((sce = sc->data[SC_BUNSINJYUTSU]) && --sce->val2 <= 0)
  1180. status_change_end(target, SC_BUNSINJYUTSU, INVALID_TIMER);
  1181. return false;
  1182. }
  1183. return true;
  1184. }
  1185. /**
  1186. * Check damage through status.
  1187. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
  1188. * After this we apply bg/gvg reduction
  1189. * @param src
  1190. * @param bl
  1191. * @param d
  1192. * @param damage
  1193. * @param skill_id
  1194. * @param skill_lv
  1195. * @return damage
  1196. */
  1197. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  1198. {
  1199. struct map_session_data *sd = NULL, *tsd = BL_CAST(BL_PC, src);
  1200. struct status_change *sc;
  1201. struct status_change_entry *sce;
  1202. int div_ = d->div_, flag = d->flag;
  1203. nullpo_ret(bl);
  1204. if( !damage )
  1205. return 0;
  1206. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  1207. return 0;
  1208. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_id && skill_get_type(skill_id) != BF_MISC
  1209. && skill_get_casttype(skill_id) == CAST_GROUND )
  1210. return 0;
  1211. if (bl->type == BL_PC) {
  1212. sd=(struct map_session_data *)bl;
  1213. //Special no damage states
  1214. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  1215. damage -= damage * sd->special_state.no_weapon_damage / 100;
  1216. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  1217. damage -= damage * sd->special_state.no_magic_damage / 100;
  1218. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  1219. damage -= damage * sd->special_state.no_misc_damage / 100;
  1220. if(!damage)
  1221. return 0;
  1222. }
  1223. sc = status_get_sc(bl); //check target status
  1224. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1225. return 1;
  1226. if (sc && sc->data[SC_MAXPAIN])
  1227. return 0;
  1228. switch (skill_id) {
  1229. #ifndef RENEWAL
  1230. case PA_PRESSURE:
  1231. case HW_GRAVITATION:
  1232. #endif
  1233. case SP_SOULEXPLOSION:
  1234. return damage; //These skills bypass everything else.
  1235. }
  1236. // Nothing can reduce the damage, but Safety Wall and Millennium Shield can block it completely.
  1237. // So can defense sphere's but what the heck is that??? [Rytech]
  1238. if (skill_id == SJ_NOVAEXPLOSING && !(sc && (sc->data[SC_SAFETYWALL] || sc->data[SC_MILLENNIUMSHIELD])))
  1239. return damage;
  1240. if( sc && sc->count ) {
  1241. if (!battle_status_block_damage(src, bl, sc, d, damage, skill_id, skill_lv)) // Statuses that reduce damage to 0.
  1242. return 0;
  1243. // Damage increasing effects
  1244. #ifdef RENEWAL // Flat +400% damage from melee
  1245. if (sc->data[SC_KAITE] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  1246. damage <<= 2;
  1247. #endif
  1248. if (sc->data[SC_AETERNA] && skill_id != PF_SOULBURN) {
  1249. if (src->type != BL_MER || !skill_id)
  1250. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  1251. #ifndef RENEWAL
  1252. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  1253. #endif
  1254. status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  1255. }
  1256. #ifdef RENEWAL
  1257. if( sc->data[SC_RAID] ) {
  1258. if (status_get_class_(bl) == CLASS_BOSS)
  1259. damage += damage * 15 / 100;
  1260. else
  1261. damage += damage * 30 / 100;
  1262. }
  1263. #endif
  1264. if( damage ) {
  1265. if( sc->data[SC_DEEPSLEEP] ) {
  1266. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  1267. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  1268. }
  1269. if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ) {
  1270. switch(tsd->status.weapon) {
  1271. case W_MACE:
  1272. case W_2HMACE:
  1273. case W_1HAXE:
  1274. case W_2HAXE:
  1275. damage += damage / 2;
  1276. break;
  1277. case W_MUSICAL:
  1278. case W_WHIP:
  1279. if(!tsd->state.arrow_atk)
  1280. break;
  1281. case W_BOW:
  1282. case W_REVOLVER:
  1283. case W_RIFLE:
  1284. case W_GATLING:
  1285. case W_SHOTGUN:
  1286. case W_GRENADE:
  1287. case W_DAGGER:
  1288. case W_1HSWORD:
  1289. case W_2HSWORD:
  1290. damage -= damage / 2;
  1291. break;
  1292. }
  1293. }
  1294. if( sc->data[SC_VOICEOFSIREN] )
  1295. status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
  1296. }
  1297. if (sc->data[SC_SOUNDOFDESTRUCTION])
  1298. damage <<= 1;
  1299. if (sc->data[SC_DARKCROW] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  1300. damage += damage * sc->data[SC_DARKCROW]->val2 / 100;
  1301. // Damage reductions
  1302. // Assumptio increases DEF on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  1303. #ifndef RENEWAL
  1304. if( sc->data[SC_ASSUMPTIO] ) {
  1305. if( map_flag_vs(bl->m) )
  1306. damage = (int64)damage*2/3; //Receive 66% damage
  1307. else
  1308. damage >>= 1; //Receive 50% damage
  1309. }
  1310. #endif
  1311. if (sc->data[SC_DEFENDER] && skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1312. damage -= damage * sc->data[SC_DEFENDER]->val2 / 100;
  1313. if(sc->data[SC_ADJUSTMENT] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1314. damage -= damage * 20 / 100;
  1315. if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) {
  1316. if(flag&BF_SKILL) //25% reduction
  1317. damage -= damage * 25 / 100;
  1318. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1319. damage >>= 2; //75% reduction
  1320. }
  1321. if(sc->data[SC_ARMORCHANGE]) {
  1322. //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
  1323. if(flag&BF_WEAPON)
  1324. damage -= damage * sc->data[SC_ARMORCHANGE]->val2 / 100;
  1325. else if(flag&BF_MAGIC)
  1326. damage -= damage * sc->data[SC_ARMORCHANGE]->val3 / 100;
  1327. }
  1328. if(sc->data[SC_SMOKEPOWDER]) {
  1329. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  1330. damage -= damage * 15 / 100; // 15% reduction to physical melee attacks
  1331. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  1332. damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks
  1333. }
  1334. if (sc->data[SC_WATER_BARRIER])
  1335. damage = damage * 80 / 100; // 20% reduction to all type attacks
  1336. if (sc->data[SC_SU_STOOP])
  1337. damage -= damage * 90 / 100;
  1338. // Compressed code, fixed by map.hpp [Epoque]
  1339. if (src->type == BL_MOB) {
  1340. enum e_race2 race2 = status_get_race2(src);
  1341. if (race2 == RC2_MANUK && (sce = sc->data[SC_MANU_DEF]))
  1342. damage -= damage * sce->val1 / 100;
  1343. if (race2 == RC2_SPLENDIDE && (sce = sc->data[SC_SPL_DEF]))
  1344. damage -= damage * sce->val1 / 100;
  1345. if (race2 == RC2_OGH_ATK_DEF && sc->data[SC_GLASTHEIM_DEF])
  1346. return 0;
  1347. if (race2 == RC2_OGH_HIDDEN && (sce = sc->data[SC_GLASTHEIM_HIDDEN]))
  1348. damage -= damage * sce->val1 / 100;
  1349. if (race2 == RC2_BIO5_ACOLYTE_MERCHANT && (sce = sc->data[SC_LHZ_DUN_N1]))
  1350. damage -= damage * sce->val2 / 100;
  1351. if (race2 == RC2_BIO5_MAGE_ARCHER && (sce = sc->data[SC_LHZ_DUN_N2]))
  1352. damage -= damage * sce->val2 / 100;
  1353. if (race2 == RC2_BIO5_SWORDMAN_THIEF && (sce = sc->data[SC_LHZ_DUN_N3]))
  1354. damage -= damage * sce->val2 / 100;
  1355. if (race2 == RC2_BIO5_MVP && (sce = sc->data[SC_LHZ_DUN_N4]))
  1356. damage -= damage * sce->val2 / 100;
  1357. }
  1358. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  1359. sce->val3&flag && sce->val4&flag)
  1360. damage -= damage * sc->data[SC_ARMOR]->val2 / 100;
  1361. if( sc->data[SC_ENERGYCOAT] && (skill_id == GN_HELLS_PLANT_ATK ||
  1362. #ifdef RENEWAL
  1363. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  1364. #else
  1365. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  1366. #endif
  1367. ) )
  1368. {
  1369. struct status_data *status = status_get_status_data(bl);
  1370. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  1371. per /=20; //Uses 20% SP intervals.
  1372. //SP Cost: 1% + 0.5% per every 20% SP
  1373. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  1374. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  1375. damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20%
  1376. }
  1377. if(sc->data[SC_GRANITIC_ARMOR])
  1378. damage -= damage * sc->data[SC_GRANITIC_ARMOR]->val2 / 100;
  1379. if(sc->data[SC_PAIN_KILLER]) {
  1380. damage -= sc->data[SC_PAIN_KILLER]->val3;
  1381. damage = i64max(damage, 1);
  1382. }
  1383. if( (sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) )
  1384. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  1385. if( damage > 0 && (sce = sc->data[SC_STONEHARDSKIN]) ) {
  1386. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  1387. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  1388. else if (flag&(BF_WEAPON|BF_SHORT))
  1389. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  1390. }
  1391. if (src->type == BL_PC && sc->data[SC_GVG_GOLEM]) {
  1392. if (flag&BF_WEAPON)
  1393. damage -= damage * sc->data[SC_GVG_GOLEM]->val3 / 100;
  1394. if (flag&BF_MAGIC)
  1395. damage -= damage * sc->data[SC_GVG_GOLEM]->val4 / 100;
  1396. }
  1397. #ifdef RENEWAL
  1398. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  1399. if( sc->data[SC_STEELBODY] )
  1400. damage = damage > 10 ? damage / 10 : 1;
  1401. #endif
  1402. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  1403. if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) {
  1404. status_change_end(bl, SC_BITE, INVALID_TIMER);
  1405. status_change_end(bl, SC_ANKLE, INVALID_TIMER);
  1406. status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
  1407. }
  1408. if (!damage)
  1409. return 0;
  1410. if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1411. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1412. if( sd && (sce = sc->data[SC_GT_ENERGYGAIN]) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
  1413. int spheres = 5;
  1414. if( sc->data[SC_RAISINGDRAGON] )
  1415. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  1416. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1417. }
  1418. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING) {
  1419. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1420. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1421. hom_addspiritball(hd, 10);
  1422. }
  1423. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1424. status_change_spread(bl, src, 1); // Deadly infect attacked side
  1425. } //End of target SC_ check
  1426. //SC effects from caster side.
  1427. sc = status_get_sc(src);
  1428. if (sc && sc->count) {
  1429. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1430. damage += damage * 75 / 100;
  1431. if ((sce = sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3)
  1432. status_heal(src, damage * sce->val4 / 100, 0, 3);
  1433. if (flag&BF_MAGIC && bl->type == BL_PC && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val4)
  1434. damage += damage * sc->data[SC_GVG_GIANT]->val4 / 100;
  1435. // [Epoque]
  1436. if (bl->type == BL_MOB) {
  1437. if ((flag&BF_WEAPON) || (flag&BF_MAGIC)) {
  1438. enum e_race2 race2 = status_get_race2(bl);
  1439. if (race2 == RC2_MANUK && (sce = sc->data[SC_MANU_ATK]))
  1440. damage += damage * sce->val1 / 100;
  1441. if (race2 == RC2_SPLENDIDE && (sce = sc->data[SC_SPL_ATK]))
  1442. damage += damage * sce->val1 / 100;
  1443. if (race2 == RC2_OGH_ATK_DEF && sc->data[SC_GLASTHEIM_ATK])
  1444. damage <<= 1;
  1445. if (race2 == RC2_BIO5_SWORDMAN_THIEF && (sce = sc->data[SC_LHZ_DUN_N1]))
  1446. damage += damage * sce->val1 / 100;
  1447. if (race2 == RC2_BIO5_ACOLYTE_MERCHANT && (sce = sc->data[SC_LHZ_DUN_N2]))
  1448. damage += damage * sce->val1 / 100;
  1449. if (race2 == RC2_BIO5_MAGE_ARCHER && (sce = sc->data[SC_LHZ_DUN_N3]))
  1450. damage += damage * sce->val1 / 100;
  1451. if (race2 == RC2_BIO5_MVP && (sce = sc->data[SC_LHZ_DUN_N4]))
  1452. damage += damage * sce->val1 / 100;
  1453. }
  1454. }
  1455. /* Self Buff that destroys the armor of any target hit with melee or ranged physical attacks */
  1456. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 && flag&BF_WEAPON ) {
  1457. skill_break_equip(src,bl, EQP_ARMOR, 10000, BCT_ENEMY); // 100% chance (http://irowiki.org/wiki/Shield_Spell#Level_3_spells_.28refine_based.29)
  1458. status_change_end(src,SC_SHIELDSPELL_REF,INVALID_TIMER);
  1459. }
  1460. if (sc->data[SC_POISONINGWEAPON] && flag&BF_SHORT && (skill_id == 0 || skill_id == GC_VENOMPRESSURE) && damage > 0) {
  1461. damage += damage * 10 / 100;
  1462. if (rnd() % 100 < sc->data[SC_POISONINGWEAPON]->val3)
  1463. sc_start4(src, bl, (sc_type)sc->data[SC_POISONINGWEAPON]->val2, 100, sc->data[SC_POISONINGWEAPON]->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  1464. }
  1465. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1466. status_change_spread(src, bl, 0);
  1467. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING) {
  1468. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1469. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1470. }
  1471. if (flag & BF_WEAPON && (sce = sc->data[SC_ADD_ATK_DAMAGE]))
  1472. damage += damage * sce->val1 / 100;
  1473. if (flag & BF_MAGIC && (sce = sc->data[SC_ADD_MATK_DAMAGE]))
  1474. damage += damage * sce->val1 / 100;
  1475. if (sc->data[SC_DANCEWITHWUG] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1476. damage += damage * sc->data[SC_DANCEWITHWUG]->val1 / 100;
  1477. if (sc->data[SC_UNLIMITEDHUMMINGVOICE] && flag&BF_MAGIC)
  1478. damage += damage * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  1479. if (tsd && (sce = sc->data[SC_SOULREAPER])) {
  1480. if (rnd()%100 < sce->val2 && tsd->soulball < MAX_SOUL_BALL) {
  1481. clif_specialeffect(src, 1208, AREA);
  1482. pc_addsoulball(tsd, 5 + 3 * pc_checkskill(tsd, SP_SOULENERGY));
  1483. }
  1484. }
  1485. } //End of caster SC_ check
  1486. //PK damage rates
  1487. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map_getmapflag(bl->m, MF_PVP)) {
  1488. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1489. if (flag&BF_WEAPON)
  1490. damage = damage * battle_config.pk_weapon_damage_rate / 100;
  1491. if (flag&BF_MAGIC)
  1492. damage = damage * battle_config.pk_magic_damage_rate / 100;
  1493. if (flag&BF_MISC)
  1494. damage = damage * battle_config.pk_misc_damage_rate / 100;
  1495. } else { //Normal attacks get reductions based on range.
  1496. if (flag & BF_SHORT)
  1497. damage = damage * battle_config.pk_short_damage_rate / 100;
  1498. if (flag & BF_LONG)
  1499. damage = damage * battle_config.pk_long_damage_rate / 100;
  1500. }
  1501. damage = i64max(damage,1);
  1502. }
  1503. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1504. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1505. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1506. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1507. )
  1508. damage = div_;
  1509. }
  1510. if (tsd && pc_ismadogear(tsd)) {
  1511. short element = skill_get_ele(skill_id, skill_lv);
  1512. if( !skill_id || element == ELE_WEAPON ) { //Take weapon's element
  1513. struct status_data *sstatus = NULL;
  1514. if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
  1515. element = ((TBL_PC*)src)->bonus.arrow_ele;
  1516. else if( (sstatus = status_get_status_data(src)) ) {
  1517. element = sstatus->rhw.ele;
  1518. }
  1519. } else if( element == ELE_ENDOWED ) //Use enchantment's element
  1520. element = status_get_attack_sc_element(src,status_get_sc(src));
  1521. else if( element == ELE_RANDOM ) //Use random element
  1522. element = rnd()%ELE_ALL;
  1523. pc_overheat(tsd, (element == ELE_FIRE ? 3 : 1));
  1524. }
  1525. return damage;
  1526. }
  1527. /**
  1528. * Determines whether battleground target can be hit
  1529. * @param src: Source of attack
  1530. * @param bl: Target of attack
  1531. * @param skill_id: Skill ID used
  1532. * @param flag: Special flags
  1533. * @return Can be hit (true) or can't be hit (false)
  1534. */
  1535. bool battle_can_hit_bg_target(struct block_list *src, struct block_list *bl, uint16 skill_id, int flag)
  1536. {
  1537. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1538. struct unit_data *ud = unit_bl2ud(bl);
  1539. if (ud && ud->immune_attack)
  1540. return false;
  1541. if (md && md->bg_id) {
  1542. if (status_bl_has_mode(bl, MD_SKILL_IMMUNE) && flag&BF_SKILL) //Skill immunity.
  1543. return false;
  1544. if (src->type == BL_PC) {
  1545. struct map_session_data *sd = map_id2sd(src->id);
  1546. if (sd && sd->bg_id == md->bg_id)
  1547. return false;
  1548. }
  1549. }
  1550. return true;
  1551. }
  1552. /**
  1553. * Calculates BG related damage adjustments.
  1554. * @param src
  1555. * @param bl
  1556. * @param damage
  1557. * @param skill_id
  1558. * @param flag
  1559. * @return damage
  1560. * Credits:
  1561. * Original coder Skotlex
  1562. * Initial refactoring by Baalberith
  1563. * Refined and optimized by helvetica
  1564. */
  1565. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int flag)
  1566. {
  1567. if( !damage )
  1568. return 0;
  1569. if (!battle_can_hit_bg_target(src, bl, skill_id, flag))
  1570. return 0;
  1571. if(skill_get_inf2(skill_id, INF2_IGNOREBGREDUCTION))
  1572. return damage; //skill that ignore bg map reduction
  1573. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1574. if( flag&BF_WEAPON )
  1575. damage = damage * battle_config.bg_weapon_damage_rate / 100;
  1576. if( flag&BF_MAGIC )
  1577. damage = damage * battle_config.bg_magic_damage_rate / 100;
  1578. if( flag&BF_MISC )
  1579. damage = damage * battle_config.bg_misc_damage_rate / 100;
  1580. } else { //Normal attacks get reductions based on range.
  1581. if( flag&BF_SHORT )
  1582. damage = damage * battle_config.bg_short_damage_rate / 100;
  1583. if( flag&BF_LONG )
  1584. damage = damage * battle_config.bg_long_damage_rate / 100;
  1585. }
  1586. damage = i64max(damage,1); //min 1 damage
  1587. return damage;
  1588. }
  1589. /**
  1590. * Determines whether target can be hit
  1591. * @param src
  1592. * @param bl
  1593. * @param skill_id
  1594. * @param flag
  1595. * @return Can be hit (true) or can't be hit (false)
  1596. */
  1597. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1598. {
  1599. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1600. struct unit_data *ud = unit_bl2ud(bl);
  1601. int class_ = status_get_class(bl);
  1602. if (ud && ud->immune_attack)
  1603. return false;
  1604. if(md && (md->guardian_data || md->special_state.ai == AI_GUILD)) {
  1605. if ((status_bl_has_mode(bl,MD_SKILL_IMMUNE) || (class_ == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM))) && flag&BF_SKILL) //Skill immunity.
  1606. return false;
  1607. if( src->type != BL_MOB || mob_is_clone( ((struct mob_data*)src)->mob_id ) ){
  1608. struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1609. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
  1610. return false;
  1611. if (g != nullptr) {
  1612. if (battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  1613. return false; // [MouseJstr]
  1614. if (md->special_state.ai == AI_GUILD && g->guild_id == md->master_id)
  1615. return false;
  1616. }
  1617. }
  1618. }
  1619. return true;
  1620. }
  1621. /**
  1622. * Calculates GVG related damage adjustments.
  1623. * @param src
  1624. * @param bl
  1625. * @param damage
  1626. * @param skill_id
  1627. * @param flag
  1628. * @return damage
  1629. */
  1630. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag)
  1631. {
  1632. if (!damage) //No reductions to make.
  1633. return 0;
  1634. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1635. return 0;
  1636. if (skill_get_inf2(skill_id, INF2_IGNOREGVGREDUCTION)) //Skills with no gvg damage reduction.
  1637. return damage;
  1638. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1639. if (flag&BF_WEAPON)
  1640. damage = damage * battle_config.gvg_weapon_damage_rate / 100;
  1641. if (flag&BF_MAGIC)
  1642. damage = damage * battle_config.gvg_magic_damage_rate / 100;
  1643. if (flag&BF_MISC)
  1644. damage = damage * battle_config.gvg_misc_damage_rate / 100;
  1645. } else { //Normal attacks get reductions based on range.
  1646. if (flag & BF_SHORT)
  1647. damage = damage * battle_config.gvg_short_damage_rate / 100;
  1648. if (flag & BF_LONG)
  1649. damage = damage * battle_config.gvg_long_damage_rate / 100;
  1650. }
  1651. damage = i64max(damage,1);
  1652. return damage;
  1653. }
  1654. /**
  1655. * HP/SP drain calculation
  1656. * @param damage Damage inflicted to the enemy
  1657. * @param rate Success chance 1000 = 100%
  1658. * @param per HP/SP drained
  1659. * @return diff
  1660. */
  1661. static int battle_calc_drain(int64 damage, int rate, int per)
  1662. {
  1663. int64 diff = 0;
  1664. if (per && (rate > 1000 || rnd()%1000 < rate)) {
  1665. diff = (damage * per) / 100;
  1666. if (diff == 0) {
  1667. if (per > 0)
  1668. diff = 1;
  1669. else
  1670. diff = -1;
  1671. }
  1672. }
  1673. return (int)cap_value(diff, INT_MIN, INT_MAX);
  1674. }
  1675. /**
  1676. * Passive skill damage increases
  1677. * @param sd
  1678. * @param target
  1679. * @param dmg
  1680. * @param type
  1681. * @return damage
  1682. */
  1683. int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1684. {
  1685. int64 damage;
  1686. struct status_data *status = status_get_status_data(target);
  1687. int weapon, skill;
  1688. #ifdef RENEWAL
  1689. damage = 0;
  1690. #else
  1691. damage = dmg;
  1692. #endif
  1693. nullpo_ret(sd);
  1694. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1695. target->type == BL_MOB && //This bonus doesn't work against players.
  1696. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) )
  1697. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1698. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM || status->race == RC_PLANT || status->race == RC_FISH) )
  1699. damage += (skill * 5);
  1700. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1701. damage += (skill * 10);
  1702. damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear
  1703. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_INSECT || status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM) ) {
  1704. damage += (skill * 4);
  1705. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  1706. damage += sd->status.str;
  1707. }
  1708. #ifdef RENEWAL
  1709. //Weapon Research bonus applies to all weapons
  1710. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1711. damage += (skill * 2);
  1712. #endif
  1713. // Kagerou/Oboro Spirit Charm bonus
  1714. if (sd->spiritcharm >= MAX_SPIRITCHARM) {
  1715. if ((sd->spiritcharm_type == CHARM_TYPE_FIRE && status->def_ele == ELE_EARTH) ||
  1716. (sd->spiritcharm_type == CHARM_TYPE_WATER && status->def_ele == ELE_FIRE) ||
  1717. (sd->spiritcharm_type == CHARM_TYPE_LAND && status->def_ele == ELE_WIND) ||
  1718. (sd->spiritcharm_type == CHARM_TYPE_WIND && status->def_ele == ELE_WATER))
  1719. damage += damage * 30 / 100;
  1720. }
  1721. if(type == 0)
  1722. weapon = sd->weapontype1;
  1723. else
  1724. weapon = sd->weapontype2;
  1725. switch(weapon) {
  1726. case W_1HSWORD:
  1727. #ifdef RENEWAL
  1728. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1729. damage += (skill * 3);
  1730. #endif
  1731. case W_DAGGER:
  1732. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  1733. damage += (skill * 4);
  1734. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  1735. damage += skill * 10;
  1736. break;
  1737. case W_2HSWORD:
  1738. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  1739. damage += (skill * 4);
  1740. break;
  1741. case W_1HSPEAR:
  1742. case W_2HSPEAR:
  1743. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  1744. if(!pc_isriding(sd) && !pc_isridingdragon(sd))
  1745. damage += (skill * 4);
  1746. else
  1747. damage += (skill * 5);
  1748. // Increase damage by level of KN_SPEARMASTERY * 10
  1749. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  1750. damage += (skill * 10);
  1751. }
  1752. break;
  1753. case W_1HAXE:
  1754. case W_2HAXE:
  1755. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1756. damage += (skill * 3);
  1757. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1758. damage += (skill * 5);
  1759. break;
  1760. case W_MACE:
  1761. case W_2HMACE:
  1762. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  1763. damage += (skill * 3);
  1764. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1765. damage += (skill * 4);
  1766. break;
  1767. case W_FIST:
  1768. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  1769. damage += (skill * 10);
  1770. // No break, fallthrough to Knuckles
  1771. case W_KNUCKLE:
  1772. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  1773. damage += (skill * 3);
  1774. break;
  1775. case W_MUSICAL:
  1776. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  1777. damage += (skill * 3);
  1778. break;
  1779. case W_WHIP:
  1780. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  1781. damage += (skill * 3);
  1782. break;
  1783. case W_BOOK:
  1784. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  1785. damage += (skill * 3);
  1786. break;
  1787. case W_KATAR:
  1788. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  1789. damage += (skill * 3);
  1790. break;
  1791. }
  1792. return damage;
  1793. }
  1794. /** Calculates overrefine damage bonus and weapon related bonuses (unofficial)
  1795. * @param sd Player
  1796. * @param damage Current damage
  1797. * @param lr_type EQI_HAND_L:left-hand weapon, EQI_HAND_R:right-hand weapon
  1798. */
  1799. static void battle_add_weapon_damage(struct map_session_data *sd, int64 *damage, int lr_type) {
  1800. if (!sd)
  1801. return;
  1802. //rodatazone says that Overrefine bonuses are part of baseatk
  1803. //Here we also apply the weapon_damage_rate bonus so it is correctly applied on left/right hands.
  1804. if (lr_type == EQI_HAND_L) {
  1805. if (sd->left_weapon.overrefine)
  1806. (*damage) = (*damage) + rnd() % sd->left_weapon.overrefine + 1;
  1807. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype2])
  1808. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype2] / 100;
  1809. }
  1810. else if (lr_type == EQI_HAND_R) {
  1811. if (sd->right_weapon.overrefine)
  1812. (*damage) = (*damage) + rnd() % sd->right_weapon.overrefine + 1;
  1813. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype1])
  1814. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype1] / 100;
  1815. }
  1816. }
  1817. #ifdef RENEWAL
  1818. static int battle_calc_sizefix(int64 damage, struct map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  1819. {
  1820. if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players
  1821. damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  1822. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1823. }
  1824. static int battle_calc_status_attack(struct status_data *status, short hand)
  1825. {
  1826. //left-hand penalty on sATK is always 50% [Baalberith]
  1827. if (hand == EQI_HAND_L)
  1828. return status->batk;
  1829. else
  1830. return 2 * status->batk;
  1831. }
  1832. /**
  1833. * Calculates renewal Variance, OverUpgradeBonus, and SizePenaltyMultiplier of weapon damage parts for player
  1834. * @param src Block list of attacker
  1835. * @param tstatus Target's status data
  1836. * @param wa Weapon attack data
  1837. * @param sd Player
  1838. * @return Base weapon damage
  1839. */
  1840. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, struct map_session_data *sd)
  1841. {
  1842. struct status_data *status = status_get_status_data(src);
  1843. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1844. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  1845. uint16 atkmax = atkmin;
  1846. int64 damage = atkmin;
  1847. uint16 weapon_perfection = 0;
  1848. struct status_change *sc = status_get_sc(src);
  1849. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  1850. int variance = wa->atk * (sd->inventory_data[sd->equip_index[type]]->wlv*5)/100;
  1851. atkmin = max(0, (int)(atkmin - variance));
  1852. atkmax = min(UINT16_MAX, (int)(atkmax + variance));
  1853. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1854. damage = atkmax;
  1855. else
  1856. damage = rnd_value(atkmin, atkmax);
  1857. }
  1858. if (sc && sc->data[SC_WEAPONPERFECTION])
  1859. weapon_perfection = 1;
  1860. battle_add_weapon_damage(sd, &damage, type);
  1861. damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  1862. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1863. }
  1864. #endif
  1865. /*==========================================
  1866. * Calculates the standard damage of a normal attack assuming it hits,
  1867. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  1868. * This applies to pre-renewal and non-sd in renewal
  1869. *------------------------------------------
  1870. * Pass damage2 as NULL to not calc it.
  1871. * Flag values:
  1872. * &1 : Critical hit
  1873. * &2 : Arrow attack
  1874. * &4 : Skill is Magic Crasher
  1875. * &8 : Skip target size adjustment (Extremity Fist?)
  1876. * &16: Arrow attack but BOW, REVOLVER, RIFLE, SHOTGUN, GATLING or GRENADE type weapon not equipped (i.e. shuriken, kunai and venom knives not affected by DEX)
  1877. *
  1878. * Credits:
  1879. * Original coder Skotlex
  1880. * Initial refactoring by Baalberith
  1881. * Refined and optimized by helvetica
  1882. */
  1883. static int64 battle_calc_base_damage(struct block_list *src, struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, int flag)
  1884. {
  1885. unsigned int atkmin = 0, atkmax = 0;
  1886. short type = 0;
  1887. int64 damage = 0;
  1888. struct map_session_data *sd = NULL;
  1889. nullpo_retr(damage, src);
  1890. sd = BL_CAST(BL_PC, src);
  1891. if (!sd) { //Mobs/Pets
  1892. if(flag&4) {
  1893. atkmin = status->matk_min;
  1894. atkmax = status->matk_max;
  1895. } else {
  1896. atkmin = wa->atk;
  1897. atkmax = wa->atk2;
  1898. }
  1899. if (atkmin > atkmax)
  1900. atkmin = atkmax;
  1901. } else { //PCs
  1902. atkmax = wa->atk;
  1903. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1904. if (!(flag&1) || (flag&2)) { //Normal attacks
  1905. atkmin = status->dex;
  1906. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  1907. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  1908. if (atkmin > atkmax)
  1909. atkmin = atkmax;
  1910. if(flag&2 && !(flag&16)) { //Bows
  1911. atkmin = atkmin*atkmax/100;
  1912. if (atkmin > atkmax)
  1913. atkmax = atkmin;
  1914. }
  1915. }
  1916. }
  1917. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1918. atkmin = atkmax;
  1919. //Weapon Damage calculation
  1920. if (!(flag&1))
  1921. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  1922. else
  1923. damage = atkmax;
  1924. if (sd) {
  1925. //rodatazone says the range is 0~arrow_atk-1 for non crit
  1926. if (flag&2 && sd->bonus.arrow_atk)
  1927. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  1928. // Size fix only for players
  1929. if (!(sd->special_state.no_sizefix || (flag&8)))
  1930. damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  1931. } else if (src->type == BL_ELEM) {
  1932. struct status_change *ele_sc = status_get_sc(src);
  1933. int ele_class = status_get_class(src);
  1934. if (ele_sc) {
  1935. switch (ele_class) {
  1936. case ELEMENTALID_AGNI_S:
  1937. case ELEMENTALID_AGNI_M:
  1938. case ELEMENTALID_AGNI_L:
  1939. if (ele_sc->data[SC_FIRE_INSIGNIA] && ele_sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  1940. damage += damage * 20 / 100;
  1941. break;
  1942. case ELEMENTALID_AQUA_S:
  1943. case ELEMENTALID_AQUA_M:
  1944. case ELEMENTALID_AQUA_L:
  1945. if (ele_sc->data[SC_WATER_INSIGNIA] && ele_sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  1946. damage += damage * 20 / 100;
  1947. break;
  1948. case ELEMENTALID_VENTUS_S:
  1949. case ELEMENTALID_VENTUS_M:
  1950. case ELEMENTALID_VENTUS_L:
  1951. if (ele_sc->data[SC_WIND_INSIGNIA] && ele_sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  1952. damage += damage * 20 / 100;
  1953. break;
  1954. case ELEMENTALID_TERA_S:
  1955. case ELEMENTALID_TERA_M:
  1956. case ELEMENTALID_TERA_L:
  1957. if (ele_sc->data[SC_EARTH_INSIGNIA] && ele_sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  1958. damage += damage * 20 / 100;
  1959. break;
  1960. }
  1961. }
  1962. }
  1963. //Finally, add baseatk
  1964. if(flag&4)
  1965. damage += status->matk_min;
  1966. else
  1967. damage += status->batk;
  1968. if (sd)
  1969. battle_add_weapon_damage(sd, &damage, type);
  1970. #ifdef RENEWAL
  1971. if (flag&1)
  1972. damage = (damage * 14) / 10;
  1973. #endif
  1974. return damage;
  1975. }
  1976. /*==========================================
  1977. * Consumes ammo for the given skill.
  1978. *------------------------------------------
  1979. * Credits:
  1980. * Original coder Skotlex
  1981. * Initial refactoring by Baalberith
  1982. * Refined and optimized by helvetica
  1983. */
  1984. void battle_consume_ammo(struct map_session_data*sd, int skill, int lv)
  1985. {
  1986. int qty = 1;
  1987. if (!battle_config.arrow_decrement)
  1988. return;
  1989. if (skill) {
  1990. qty = skill_get_ammo_qty(skill, lv);
  1991. if (!qty) qty = 1;
  1992. }
  1993. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  1994. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  1995. sd->state.arrow_atk = 0;
  1996. }
  1997. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  1998. {
  1999. // [Akinari] , [Xynvaroth]: Traps are always short range.
  2000. if (skill_get_inf2(skill_id, INF2_ISTRAP))
  2001. return BF_SHORT;
  2002. switch (skill_id) {
  2003. case AC_SHOWER:
  2004. case AM_DEMONSTRATION:
  2005. // When monsters use Arrow Shower or Bomb, it is always short range
  2006. if (src->type == BL_MOB)
  2007. return BF_SHORT;
  2008. break;
  2009. #ifdef RENEWAL
  2010. case KN_BRANDISHSPEAR:
  2011. // Renewal changes to ranged physical damage
  2012. return BF_LONG;
  2013. #endif
  2014. case GC_CROSSIMPACT:
  2015. // Cast range is 7 cells and player jumps to target but skill is considered melee
  2016. return BF_SHORT;
  2017. }
  2018. //Skill Range Criteria
  2019. if (battle_config.skillrange_by_distance &&
  2020. (src->type&battle_config.skillrange_by_distance)
  2021. ) { //based on distance between src/target [Skotlex]
  2022. if (check_distance_bl(src, target, 3))
  2023. return BF_SHORT;
  2024. return BF_LONG;
  2025. }
  2026. //based on used skill's range
  2027. if (skill_get_range2(src, skill_id, skill_lv, true) < 4)
  2028. return BF_SHORT;
  2029. return BF_LONG;
  2030. }
  2031. static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id)
  2032. {
  2033. if (sd->skillblown.empty())
  2034. return 0;
  2035. //Apply the bonus blewcount. [Skotlex]
  2036. for (const auto &it : sd->skillblown) {
  2037. if (it.id == skill_id)
  2038. return it.val;
  2039. }
  2040. return 0;
  2041. }
  2042. static enum e_skill_damage_type battle_skill_damage_type( struct block_list* bl ){
  2043. switch( bl->type ){
  2044. case BL_PC:
  2045. return SKILLDMG_PC;
  2046. case BL_MOB:
  2047. if( status_get_class_(bl) == CLASS_BOSS ){
  2048. return SKILLDMG_BOSS;
  2049. }else{
  2050. return SKILLDMG_MOB;
  2051. }
  2052. default:
  2053. return SKILLDMG_OTHER;
  2054. }
  2055. }
  2056. /**
  2057. * Gets skill damage rate from a skill (based on skill_damage_db.txt)
  2058. * @param src
  2059. * @param target
  2060. * @param skill_id
  2061. * @return Skill damage rate
  2062. */
  2063. static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2064. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  2065. if (!skill || !skill->damage.map)
  2066. return 0;
  2067. s_skill_damage *damage = &skill->damage;
  2068. //check the adjustment works for specified type
  2069. if (!(damage->caster&src->type))
  2070. return 0;
  2071. map_data *mapdata = map_getmapdata(src->m);
  2072. if ((damage->map&1 && (!mapdata->flag[MF_PVP] && !mapdata_flag_gvg2(mapdata) && !mapdata->flag[MF_BATTLEGROUND] && !mapdata->flag[MF_SKILL_DAMAGE] && !mapdata->flag[MF_RESTRICTED])) ||
  2073. (damage->map&2 && mapdata->flag[MF_PVP]) ||
  2074. (damage->map&4 && mapdata_flag_gvg2(mapdata)) ||
  2075. (damage->map&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  2076. (damage->map&16 && mapdata->flag[MF_SKILL_DAMAGE]) ||
  2077. (damage->map&mapdata->zone && mapdata->flag[MF_RESTRICTED]))
  2078. {
  2079. return damage->rate[battle_skill_damage_type(target)];
  2080. }
  2081. return 0;
  2082. }
  2083. /**
  2084. * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  2085. * @param src
  2086. * @param target
  2087. * @param skill_id
  2088. * @return Skill damage rate
  2089. */
  2090. static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2091. map_data *mapdata = map_getmapdata(src->m);
  2092. if (!mapdata || !mapdata->flag[MF_SKILL_DAMAGE])
  2093. return 0;
  2094. int rate = 0;
  2095. // Damage rate for all skills at this map
  2096. if (mapdata->damage_adjust.caster&src->type)
  2097. rate = mapdata->damage_adjust.rate[battle_skill_damage_type(target)];
  2098. if (mapdata->skill_damage.empty())
  2099. return rate;
  2100. // Damage rate for specified skill at this map
  2101. if (mapdata->skill_damage.find(skill_id) != mapdata->skill_damage.end() && mapdata->skill_damage[skill_id].caster&src->type) {
  2102. rate += mapdata->skill_damage[skill_id].rate[battle_skill_damage_type(target)];
  2103. }
  2104. return rate;
  2105. }
  2106. /**
  2107. * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  2108. * @param src
  2109. * @param target
  2110. * @param skill_id
  2111. * @return Total damage rate
  2112. */
  2113. static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2114. nullpo_ret(src);
  2115. if (!target || !skill_id)
  2116. return 0;
  2117. skill_id = skill_dummy2skill_id(skill_id);
  2118. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  2119. }
  2120. /**
  2121. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  2122. * @param sd: Player who has Chorus skill active
  2123. * @return Bonus value based on party count
  2124. */
  2125. int battle_calc_chorusbonus(struct map_session_data *sd) {
  2126. #ifdef RENEWAL // No bonus in renewal
  2127. return 0;
  2128. #endif
  2129. int members = 0;
  2130. if (!sd || !sd->status.party_id)
  2131. return 0;
  2132. members = party_foreachsamemap(party_sub_count_class, sd, 0, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  2133. if (members < 3)
  2134. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  2135. if (members > 7)
  2136. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  2137. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  2138. }
  2139. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2140. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2141. /*=======================================================
  2142. * Should infinite defense be applied on target? (plant)
  2143. *-------------------------------------------------------
  2144. * Credits:
  2145. * Original coder Skotlex
  2146. * Initial refactoring by Baalberith
  2147. * Refined and optimized by helvetica
  2148. * flag - see e_battle_flag
  2149. */
  2150. bool is_infinite_defense(struct block_list *target, int flag)
  2151. {
  2152. struct status_data *tstatus = status_get_status_data(target);
  2153. if(target->type == BL_SKILL) {
  2154. TBL_SKILL *su = ((TBL_SKILL*)target);
  2155. if (su && su->group && (su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  2156. return true;
  2157. }
  2158. if(status_has_mode(tstatus,MD_IGNOREMELEE) && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
  2159. return true;
  2160. if(status_has_mode(tstatus,MD_IGNOREMAGIC) && flag&(BF_MAGIC) )
  2161. return true;
  2162. if(status_has_mode(tstatus,MD_IGNORERANGED) && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
  2163. return true;
  2164. if(status_has_mode(tstatus,MD_IGNOREMISC) && flag&(BF_MISC) )
  2165. return true;
  2166. return false;
  2167. }
  2168. /*========================
  2169. * Is attack arrow based?
  2170. *------------------------
  2171. * Credits:
  2172. * Original coder Skotlex
  2173. * Initial refactoring by Baalberith
  2174. * Refined and optimized by helvetica
  2175. */
  2176. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  2177. {
  2178. if(src != NULL) {
  2179. struct status_data *sstatus = status_get_status_data(src);
  2180. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2181. return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3)) || (skill_id == HT_PHANTASMIC) || (skill_id == GS_GROUNDDRIFT));
  2182. } else
  2183. return false;
  2184. }
  2185. /*=========================================
  2186. * Is attack right handed? By default yes.
  2187. *-----------------------------------------
  2188. * Credits:
  2189. * Original coder Skotlex
  2190. * Initial refactoring by Baalberith
  2191. * Refined and optimized by helvetica
  2192. */
  2193. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  2194. {
  2195. if(src != NULL) {
  2196. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2197. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2198. if(!skill_id && sd && sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2199. return false;
  2200. }
  2201. return true;
  2202. }
  2203. /*=======================================
  2204. * Is attack left handed? By default no.
  2205. *---------------------------------------
  2206. * Credits:
  2207. * Original coder Skotlex
  2208. * Initial refactoring by Baalberith
  2209. * Refined and optimized by helvetica
  2210. */
  2211. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  2212. {
  2213. if(src != NULL) {
  2214. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2215. if(!skill_id) {
  2216. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2217. if (sd) {
  2218. if (sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2219. return true;
  2220. if (sd->status.weapon == W_KATAR)
  2221. return true;
  2222. }
  2223. struct status_data *sstatus = status_get_status_data(src);
  2224. if (sstatus->lhw.atk)
  2225. return true;
  2226. }
  2227. }
  2228. return false;
  2229. }
  2230. /*=============================
  2231. * Do we score a critical hit?
  2232. *-----------------------------
  2233. * Credits:
  2234. * Original coder Skotlex
  2235. * Initial refactoring by Baalberith
  2236. * Refined and optimized by helvetica
  2237. */
  2238. static bool is_attack_critical(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  2239. {
  2240. if (!first_call)
  2241. return (wd->type == DMG_CRITICAL || wd->type == DMG_MULTI_HIT_CRITICAL);
  2242. #ifdef RENEWAL
  2243. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  2244. return true;
  2245. #endif
  2246. if( skill_id && !skill_get_nk(skill_id,NK_CRITICAL) )
  2247. return false;
  2248. struct status_data *sstatus = status_get_status_data(src);
  2249. if( sstatus->cri )
  2250. {
  2251. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2252. if(wd->type == DMG_MULTI_HIT){ //Multiple Hit Attack Skills.
  2253. if(pc_checkskill(sd,GS_CHAINACTION) && !skill_get_nk(GS_CHAINACTION,NK_CRITICAL)) //Chain Action
  2254. return false;
  2255. if(pc_checkskill(sd,TF_DOUBLE) && !skill_get_nk(TF_DOUBLE,NK_CRITICAL)) //Double Attack
  2256. return false;
  2257. }
  2258. struct status_data *tstatus = status_get_status_data(target);
  2259. struct status_change *sc = status_get_sc(src);
  2260. struct status_change *tsc = status_get_sc(target);
  2261. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  2262. short cri = sstatus->cri;
  2263. if (sd) {
  2264. cri += sd->indexed_bonus.critaddrace[tstatus->race] + sd->indexed_bonus.critaddrace[RC_ALL];
  2265. if(!skill_id && is_skill_using_arrow(src, skill_id)) {
  2266. cri += sd->bonus.arrow_cri;
  2267. cri += sd->bonus.critical_rangeatk;
  2268. }
  2269. }
  2270. if(sc && sc->data[SC_CAMOUFLAGE])
  2271. cri += 100 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max 100% (1K)
  2272. //The official equation is *2, but that only applies when sd's do critical.
  2273. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  2274. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  2275. if( tsc && tsc->data[SC_SLEEP] )
  2276. cri <<= 1;
  2277. switch(skill_id) {
  2278. case 0:
  2279. if(sc && !sc->data[SC_AUTOCOUNTER])
  2280. break;
  2281. clif_specialeffect(src, EF_AUTOCOUNTER, AREA);
  2282. status_change_end(src, SC_AUTOCOUNTER, INVALID_TIMER);
  2283. case KN_AUTOCOUNTER:
  2284. if(battle_config.auto_counter_type &&
  2285. (battle_config.auto_counter_type&src->type))
  2286. return true;
  2287. else
  2288. cri <<= 1;
  2289. break;
  2290. case SN_SHARPSHOOTING:
  2291. case MA_SHARPSHOOTING:
  2292. #ifdef RENEWAL
  2293. cri += 300; // !TODO: Confirm new bonus
  2294. #else
  2295. cri += 200;
  2296. #endif
  2297. break;
  2298. case NJ_KIRIKAGE:
  2299. cri += 250 + 50*skill_lv;
  2300. break;
  2301. #ifdef RENEWAL
  2302. case ASC_BREAKER:
  2303. #endif
  2304. case RK_IGNITIONBREAK:
  2305. case GC_CROSSIMPACT:
  2306. cri /= 2;
  2307. break;
  2308. }
  2309. if(tsd && tsd->bonus.critical_def)
  2310. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  2311. return (rnd()%1000 < cri);
  2312. }
  2313. return false;
  2314. }
  2315. /*==========================================================
  2316. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  2317. *----------------------------------------------------------
  2318. * Credits:
  2319. * Original coder Skotlex
  2320. * Initial refactoring by Baalberith
  2321. * Refined and optimized by helvetica
  2322. */
  2323. static int is_attack_piercing(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, short weapon_position)
  2324. {
  2325. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  2326. return 2;
  2327. if(src != NULL) {
  2328. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2329. struct status_data *tstatus = status_get_status_data(target);
  2330. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI
  2331. #ifndef RENEWAL
  2332. && !is_attack_critical(wd, src, target, skill_id, skill_lv, false)
  2333. #endif
  2334. )
  2335. { //Elemental/Racial adjustments
  2336. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2337. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2338. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2339. )
  2340. if (weapon_position == EQI_HAND_R)
  2341. return 1;
  2342. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2343. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2344. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2345. )
  2346. { //Pass effect onto right hand if configured so. [Skotlex]
  2347. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  2348. if (weapon_position == EQI_HAND_R)
  2349. return 1;
  2350. }
  2351. else if (weapon_position == EQI_HAND_L)
  2352. return 1;
  2353. }
  2354. }
  2355. }
  2356. return 0;
  2357. }
  2358. static std::bitset<NK_MAX> battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  2359. {
  2360. if (skill_id == 0) {
  2361. if (is_splash) {
  2362. std::bitset<NK_MAX> tmp_nk;
  2363. tmp_nk.set(NK_IGNOREATKCARD);
  2364. tmp_nk.set(NK_IGNOREFLEE);
  2365. return tmp_nk;
  2366. } else
  2367. return 0;
  2368. } else
  2369. return skill_db.find(skill_id)->nk;
  2370. }
  2371. /*=============================
  2372. * Checks if attack is hitting
  2373. *-----------------------------
  2374. * Credits:
  2375. * Original coder Skotlex
  2376. * Initial refactoring by Baalberith
  2377. * Refined and optimized by helvetica
  2378. */
  2379. static bool is_attack_hitting(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  2380. {
  2381. struct status_data *sstatus = status_get_status_data(src);
  2382. struct status_data *tstatus = status_get_status_data(target);
  2383. struct status_change *sc = status_get_sc(src);
  2384. struct status_change *tsc = status_get_sc(target);
  2385. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2386. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2387. short flee, hitrate;
  2388. if (!first_call)
  2389. return (wd->dmg_lv != ATK_FLEE);
  2390. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2391. return true;
  2392. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  2393. return true;
  2394. else if (sc && sc->data[SC_FUSION])
  2395. return true;
  2396. else if ((skill_id == AS_SPLASHER || skill_id == GN_SPORE_EXPLOSION) && !wd->miscflag)
  2397. return true;
  2398. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  2399. return true;
  2400. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  2401. return true;
  2402. else if (nk[NK_IGNOREFLEE])
  2403. return true;
  2404. if( tsc && tsc->data[SC_NEUTRALBARRIER] && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
  2405. return false;
  2406. flee = tstatus->flee;
  2407. #ifdef RENEWAL
  2408. hitrate = 0; //Default hitrate
  2409. #else
  2410. hitrate = 80; //Default hitrate
  2411. #endif
  2412. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  2413. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  2414. if(attacker_count >= battle_config.agi_penalty_count) {
  2415. if (battle_config.agi_penalty_type == 1)
  2416. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  2417. else //assume type 2: absolute reduction
  2418. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  2419. if(flee < 1)
  2420. flee = 1;
  2421. }
  2422. }
  2423. hitrate += sstatus->hit - flee;
  2424. //Fogwall's hit penalty is only for normal ranged attacks.
  2425. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->data[SC_FOGWALL])
  2426. hitrate -= 50;
  2427. if(sd && is_skill_using_arrow(src, skill_id))
  2428. hitrate += sd->bonus.arrow_hit;
  2429. #ifdef RENEWAL
  2430. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  2431. hitrate += pc_checkskill(sd,AC_VULTURE);
  2432. #endif
  2433. if(skill_id) {
  2434. switch(skill_id) { //Hit skill modifiers
  2435. //It is proven that bonus is applied on final hitrate, not hit.
  2436. case SM_BASH:
  2437. case MS_BASH:
  2438. hitrate += hitrate * 5 * skill_lv / 100;
  2439. break;
  2440. case MS_MAGNUM:
  2441. case SM_MAGNUM:
  2442. hitrate += hitrate * 10 * skill_lv / 100;
  2443. break;
  2444. case KN_AUTOCOUNTER:
  2445. case PA_SHIELDCHAIN:
  2446. case NPC_WATERATTACK:
  2447. case NPC_GROUNDATTACK:
  2448. case NPC_FIREATTACK:
  2449. case NPC_WINDATTACK:
  2450. case NPC_POISONATTACK:
  2451. case NPC_HOLYATTACK:
  2452. case NPC_DARKNESSATTACK:
  2453. case NPC_UNDEADATTACK:
  2454. case NPC_TELEKINESISATTACK:
  2455. case NPC_EARTHQUAKE:
  2456. case NPC_BLEEDING:
  2457. hitrate += hitrate * 20 / 100;
  2458. break;
  2459. case NPC_FIREBREATH:
  2460. case NPC_ICEBREATH:
  2461. case NPC_THUNDERBREATH:
  2462. case NPC_ACIDBREATH:
  2463. case NPC_DARKNESSBREATH:
  2464. hitrate *= 2;
  2465. break;
  2466. case KN_PIERCE:
  2467. case ML_PIERCE:
  2468. hitrate += hitrate * 5 * skill_lv / 100;
  2469. break;
  2470. case AS_SONICBLOW:
  2471. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  2472. hitrate += hitrate * 50 / 100;
  2473. break;
  2474. #ifdef RENEWAL
  2475. case RG_BACKSTAP:
  2476. hitrate += skill_lv; // !TODO: What's the rate increase?
  2477. break;
  2478. #endif
  2479. case RK_SONICWAVE:
  2480. hitrate += hitrate * 3 * skill_lv / 100; // !TODO: Confirm the hitrate bonus
  2481. break;
  2482. case MC_CARTREVOLUTION:
  2483. case GN_CART_TORNADO:
  2484. case GN_CARTCANNON:
  2485. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  2486. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  2487. break;
  2488. case LG_BANISHINGPOINT:
  2489. hitrate += 3 * skill_lv;
  2490. break;
  2491. case GC_VENOMPRESSURE:
  2492. hitrate += 10 + 4 * skill_lv;
  2493. break;
  2494. case SC_FATALMENACE:
  2495. if (skill_lv < 6)
  2496. hitrate -= 35 - 5 * skill_lv;
  2497. else if (skill_lv > 6)
  2498. hitrate += 5 * skill_lv - 30;
  2499. break;
  2500. case RL_SLUGSHOT:
  2501. {
  2502. int8 dist = distance_bl(src, target);
  2503. if (dist > 3) {
  2504. // Reduce n hitrate for each cell after initial 3 cells. Different each level
  2505. // -10:-9:-8:-7:-6
  2506. dist -= 3;
  2507. hitrate -= ((11 - skill_lv) * dist);
  2508. }
  2509. }
  2510. break;
  2511. }
  2512. } else if (sd && wd->type&DMG_MULTI_HIT && wd->div_ == 2) // +1 hit per level of Double Attack on a successful double attack (making sure other multi attack skills do not trigger this) [helvetica]
  2513. hitrate += pc_checkskill(sd,TF_DOUBLE);
  2514. if (sd) {
  2515. int skill = 0;
  2516. // Weaponry Research hidden bonus
  2517. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2518. hitrate += hitrate * ( 2 * skill ) / 100;
  2519. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  2520. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  2521. hitrate += 3 * skill;
  2522. }
  2523. if (sc) {
  2524. if (sc->data[SC_MTF_ASPD])
  2525. hitrate += sc->data[SC_MTF_ASPD]->val2;
  2526. if (sc->data[SC_MTF_ASPD2])
  2527. hitrate += sc->data[SC_MTF_ASPD2]->val2;
  2528. }
  2529. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2530. return (rnd()%100 < hitrate);
  2531. }
  2532. /*==========================================
  2533. * If attack ignores def.
  2534. *------------------------------------------
  2535. * Credits:
  2536. * Original coder Skotlex
  2537. * Initial refactoring by Baalberith
  2538. * Refined and optimized by helvetica
  2539. */
  2540. static bool attack_ignores_def(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position)
  2541. {
  2542. struct status_data *tstatus = status_get_status_data(target);
  2543. struct status_change *sc = status_get_sc(src);
  2544. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2545. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2546. #ifndef RENEWAL
  2547. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2548. return true;
  2549. else
  2550. #endif
  2551. if (sc && sc->data[SC_FUSION])
  2552. return true;
  2553. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2554. { //Ignore Defense?
  2555. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2556. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2557. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2558. if (weapon_position == EQI_HAND_R)
  2559. return true;
  2560. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2561. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2562. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2563. {
  2564. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2565. if (weapon_position == EQI_HAND_R)
  2566. return true;
  2567. } else if (weapon_position == EQI_HAND_L)
  2568. return true;
  2569. }
  2570. } else if (skill_id == RK_WINDCUTTER && sd && sd->status.weapon == W_2HSWORD)
  2571. return true;
  2572. return nk[NK_IGNOREDEFENSE] != 0;
  2573. }
  2574. /*================================================
  2575. * Should skill attack consider VVS and masteries?
  2576. *------------------------------------------------
  2577. * Credits:
  2578. * Original coder Skotlex
  2579. * Initial refactoring by Baalberith
  2580. * Refined and optimized by helvetica
  2581. */
  2582. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
  2583. {
  2584. if (
  2585. #ifndef RENEWAL
  2586. skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
  2587. #endif
  2588. skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER || skill_id == NC_SELFDESTRUCTION ||
  2589. skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE)
  2590. return false;
  2591. return true;
  2592. }
  2593. #ifdef RENEWAL
  2594. /*========================================
  2595. * Calculate equipment ATK for renewal ATK
  2596. *----------------------------------------
  2597. * Credits:
  2598. * Original coder Skotlex
  2599. * Initial refactoring by Baalberith
  2600. * Refined and optimized by helvetica
  2601. */
  2602. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  2603. {
  2604. if(src != NULL) {
  2605. int eatk = 0;
  2606. struct status_data *status = status_get_status_data(src);
  2607. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2608. if (sd) // add arrow atk if using an applicable skill
  2609. eatk += (is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0);
  2610. return eatk + status->eatk;
  2611. }
  2612. return 0; // shouldn't happen but just in case
  2613. }
  2614. #endif
  2615. /*========================================
  2616. * Returns the element type of attack
  2617. *----------------------------------------
  2618. * Credits:
  2619. * Original coder Skotlex
  2620. * Initial refactoring by Baalberith
  2621. * Refined and optimized by helvetica
  2622. */
  2623. static int battle_get_weapon_element(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only)
  2624. {
  2625. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2626. struct status_change *sc = status_get_sc(src);
  2627. struct status_data *sstatus = status_get_status_data(src);
  2628. int element = skill_get_ele(skill_id, skill_lv);
  2629. //Take weapon's element
  2630. if( !skill_id || element == ELE_WEAPON ) {
  2631. if (weapon_position == EQI_HAND_R)
  2632. element = sstatus->rhw.ele;
  2633. else
  2634. element = sstatus->lhw.ele;
  2635. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  2636. element = sd->bonus.arrow_ele;
  2637. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  2638. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  2639. // on official endows override all other elements [helvetica]
  2640. if(sc && sc->data[SC_ENCHANTARMS]) // Check for endows
  2641. element = sc->data[SC_ENCHANTARMS]->val1;
  2642. } else if( element == ELE_ENDOWED ) //Use enchantment's element
  2643. element = status_get_attack_sc_element(src,sc);
  2644. else if( element == ELE_RANDOM ) //Use random element
  2645. element = rnd()%ELE_ALL;
  2646. switch( skill_id ) {
  2647. case GS_GROUNDDRIFT:
  2648. element = wd->miscflag; //element comes in flag.
  2649. break;
  2650. case LK_SPIRALPIERCE:
  2651. if (!sd)
  2652. element = ELE_NEUTRAL; //forced neutral for monsters
  2653. break;
  2654. case RK_DRAGONBREATH:
  2655. if (sc) {
  2656. if (sc->data[SC_LUXANIMA]) // Lux Anima has priority over Giant Growth
  2657. element = ELE_DARK;
  2658. else if (sc->data[SC_GIANTGROWTH])
  2659. element = ELE_HOLY;
  2660. }
  2661. break;
  2662. case RK_DRAGONBREATH_WATER:
  2663. if (sc) {
  2664. if (sc->data[SC_LUXANIMA]) // Lux Anima has priority over Fighting Spirit
  2665. element = ELE_NEUTRAL;
  2666. else if (sc->data[SC_FIGHTINGSPIRIT])
  2667. element = ELE_GHOST;
  2668. }
  2669. break;
  2670. case LG_HESPERUSLIT:
  2671. if (sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 4)
  2672. element = ELE_HOLY;
  2673. break;
  2674. case GN_CARTCANNON:
  2675. case NC_ARMSCANNON:
  2676. if (sd && sd->state.arrow_atk > 0)
  2677. element = sd->bonus.arrow_ele;
  2678. break;
  2679. case SJ_PROMINENCEKICK:
  2680. element = ELE_FIRE;
  2681. break;
  2682. case RL_H_MINE:
  2683. if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  2684. element = ELE_FIRE;
  2685. break;
  2686. }
  2687. if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN))
  2688. element = ELE_HOLY;
  2689. // calc_flag means the element should be calculated for damage only
  2690. if (calc_for_damage_only)
  2691. return element;
  2692. #ifdef RENEWAL
  2693. if (skill_id == CR_SHIELDBOOMERANG)
  2694. element = ELE_NEUTRAL;
  2695. #endif
  2696. return element;
  2697. }
  2698. /*========================================
  2699. * Do element damage modifier calculation
  2700. *----------------------------------------
  2701. * Credits:
  2702. * Original coder Skotlex
  2703. * Initial refactoring by Baalberith
  2704. * Refined and optimized by helvetica
  2705. */
  2706. static void battle_calc_element_damage(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2707. {
  2708. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2709. // Elemental attribute fix
  2710. if(!nk[NK_IGNOREELEMENT] && (wd->damage > 0 || wd->damage2 > 0)) {
  2711. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2712. struct status_change *sc = status_get_sc(src);
  2713. struct status_data *sstatus = status_get_status_data(src);
  2714. struct status_data *tstatus = status_get_status_data(target);
  2715. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  2716. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  2717. switch (skill_id) {
  2718. case PA_SACRIFICE:
  2719. case RK_DRAGONBREATH:
  2720. case RK_DRAGONBREATH_WATER:
  2721. case NC_SELFDESTRUCTION:
  2722. case HFLI_SBR44:
  2723. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2724. if (is_attack_left_handed(src, skill_id))
  2725. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2726. break;
  2727. default:
  2728. if (skill_id == 0 && (battle_config.attack_attr_none & src->type))
  2729. return; // Non-player basic attacks are non-elemental, they deal 100% against all defense elements
  2730. #ifdef RENEWAL
  2731. if (sd == nullptr) { // Renewal player's elemental damage calculation is already done before this point, only calculate for everything else
  2732. #endif
  2733. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2734. if (is_attack_left_handed(src, skill_id))
  2735. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2736. #ifdef RENEWAL
  2737. }
  2738. #endif
  2739. break;
  2740. }
  2741. // Forced to neutral skills [helvetica]
  2742. // Skills forced to neutral gain benefits from weapon element but final damage is considered "neutral" and resistances are applied again
  2743. switch (skill_id) {
  2744. #ifdef RENEWAL
  2745. case MO_INVESTIGATE:
  2746. case CR_SHIELDBOOMERANG:
  2747. case PA_SHIELDCHAIN:
  2748. #endif
  2749. case MC_CARTREVOLUTION:
  2750. case HW_MAGICCRASHER:
  2751. case SR_FALLENEMPIRE:
  2752. case SR_TIGERCANNON:
  2753. case SR_CRESCENTELBOW_AUTOSPELL:
  2754. case SR_GATEOFHELL:
  2755. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2756. if (is_attack_left_handed(src, skill_id))
  2757. wd->damage2 = battle_attr_fix(src, target, wd->damage2, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2758. break;
  2759. }
  2760. #ifdef RENEWAL
  2761. if (sd == nullptr) { // Only monsters have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica]
  2762. #endif
  2763. if (sc && sc->data[SC_WATK_ELEMENT]) { // Descriptions indicate this means adding a percent of a normal attack in another element [Skotlex]
  2764. int64 damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id) ? 2 : 0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2765. wd->damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2766. if (is_attack_left_handed(src, skill_id)) {
  2767. damage = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id) ? 2 : 0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2768. wd->damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2769. }
  2770. }
  2771. #ifdef RENEWAL
  2772. }
  2773. #endif
  2774. }
  2775. }
  2776. #define ATK_RATE(damage, damage2, a) do { int64 rate_ = (a); (damage) = (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate_ / 100; } while(0);
  2777. #define ATK_RATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) = (damage) *rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate2_ / 100; } while(0);
  2778. #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; }
  2779. #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; }
  2780. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2781. #define ATK_ADDRATE(damage, damage2, a) do { int64 rate_ = (a); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) *rate_ / 100; } while(0);
  2782. #define ATK_ADDRATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) * rate2_ / 100; } while(0);
  2783. //Adds an absolute value to damage. 100 = +100 damage
  2784. #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0);
  2785. #define ATK_ADD2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate2_; } while(0);
  2786. #ifdef RENEWAL
  2787. #define RE_ALLATK_ADD(wd, a) do { int64 a_ = (a); ATK_ADD((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_ADD((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_ADD((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_ADD((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  2788. #define RE_ALLATK_RATE(wd, a) do { int64 a_ = (a); ATK_RATE((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_RATE((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_RATE((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_RATE((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  2789. #define RE_ALLATK_ADDRATE(wd, a) do { int64 a_ = (a); ATK_ADDRATE((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_ADDRATE((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_ADDRATE((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_ADDRATE((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  2790. #else
  2791. #define RE_ALLATK_ADD(wd, a) {;}
  2792. #define RE_ALLATK_RATE(wd, a) {;}
  2793. #define RE_ALLATK_ADDRATE(wd, a) {;}
  2794. #endif
  2795. /*==================================
  2796. * Calculate weapon mastery damages
  2797. *----------------------------------
  2798. * Credits:
  2799. * Original coder Skotlex
  2800. * Initial refactoring by Baalberith
  2801. * Refined and optimized by helvetica
  2802. */
  2803. static void battle_calc_attack_masteries(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2804. {
  2805. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2806. struct status_change *sc = status_get_sc(src);
  2807. struct status_data *sstatus = status_get_status_data(src);
  2808. int t_class = status_get_class(target);
  2809. if (sd && battle_skill_stacks_masteries_vvs(skill_id) &&
  2810. skill_id != MO_INVESTIGATE &&
  2811. skill_id != MO_EXTREMITYFIST &&
  2812. skill_id != CR_GRANDCROSS)
  2813. { //Add mastery damage
  2814. uint16 skill;
  2815. wd->damage = battle_addmastery(sd,target,wd->damage,0);
  2816. #ifdef RENEWAL
  2817. wd->masteryAtk = battle_addmastery(sd,target,wd->weaponAtk,0);
  2818. #endif
  2819. if (is_attack_left_handed(src, skill_id)) {
  2820. wd->damage2 = battle_addmastery(sd,target,wd->damage2,1);
  2821. #ifdef RENEWAL
  2822. wd->masteryAtk2 = battle_addmastery(sd,target,wd->weaponAtk2,1);
  2823. #endif
  2824. }
  2825. #ifdef RENEWAL
  2826. //General skill masteries
  2827. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  2828. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv);
  2829. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  2830. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 4);
  2831. if (skill_id != CR_SHIELDBOOMERANG)
  2832. ATK_ADD2(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->right_weapon.star, ((wd->div_ < 1) ? 1 : wd->div_) * sd->left_weapon.star);
  2833. if (skill_id == MO_FINGEROFFENSIVE) {
  2834. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->spiritball_old * 3);
  2835. } else
  2836. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->spiritball * 3);
  2837. #endif
  2838. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) { // !TODO: Confirm new mastery formula
  2839. ATK_ADD(wd->damage, wd->damage2, 3 * skill);
  2840. #ifdef RENEWAL
  2841. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 3 * skill);
  2842. #endif
  2843. }
  2844. if (skill_id == NV_BREAKTHROUGH) {
  2845. ATK_ADD(wd->damage, wd->damage2, 15 * skill_lv + (skill_lv > 4 ? 25 : 0));
  2846. #ifdef RENEWAL
  2847. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv + (skill_lv > 4 ? 25 : 0));
  2848. #endif
  2849. }
  2850. switch(skill_id) {
  2851. case RA_WUGDASH:
  2852. case RA_WUGSTRIKE:
  2853. case RA_WUGBITE:
  2854. if (sd) {
  2855. skill = pc_checkskill(sd, RA_TOOTHOFWUG);
  2856. ATK_ADD(wd->damage, wd->damage2, 30 * skill);
  2857. #ifdef RENEWAL
  2858. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * skill);
  2859. #endif
  2860. }
  2861. break;
  2862. }
  2863. if (sc) { // Status change considered as masteries
  2864. #ifdef RENEWAL
  2865. if (sc->data[SC_NIBELUNGEN]) // With renewal, the level 4 weapon limitation has been removed
  2866. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->data[SC_NIBELUNGEN]->val2);
  2867. #endif
  2868. if(sc->data[SC_CAMOUFLAGE]) {
  2869. ATK_ADD(wd->damage, wd->damage2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2870. #ifdef RENEWAL
  2871. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2872. #endif
  2873. }
  2874. if(sc->data[SC_GN_CARTBOOST]) {
  2875. ATK_ADD(wd->damage, wd->damage2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2876. #ifdef RENEWAL
  2877. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2878. #endif
  2879. }
  2880. if (sc->data[SC_P_ALTER]) {
  2881. ATK_ADD(wd->damage, wd->damage2, sc->data[SC_P_ALTER]->val2);
  2882. #ifdef RENEWAL
  2883. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->data[SC_P_ALTER]->val2);
  2884. #endif
  2885. }
  2886. }
  2887. }
  2888. }
  2889. #ifdef RENEWAL
  2890. /*=========================================
  2891. * Calculate the various Renewal ATK parts
  2892. *-----------------------------------------
  2893. * Credits:
  2894. * Original coder Skotlex
  2895. * Initial refactoring by Baalberith
  2896. * Refined and optimized by helvetica
  2897. */
  2898. static void battle_calc_damage_parts(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2899. {
  2900. struct status_data *sstatus = status_get_status_data(src);
  2901. struct status_data *tstatus = status_get_status_data(target);
  2902. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2903. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  2904. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  2905. wd->statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
  2906. wd->statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
  2907. if (sd && sd->sc.data[SC_SEVENWIND]) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  2908. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2909. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv);
  2910. } else { // status atk is considered neutral on normal attacks [helvetica]
  2911. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2912. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2913. }
  2914. wd->weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd);
  2915. wd->weaponAtk = battle_attr_fix(src, target, wd->weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2916. wd->weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd);
  2917. wd->weaponAtk2 = battle_attr_fix(src, target, wd->weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2918. wd->equipAtk += battle_calc_equip_attack(src, skill_id);
  2919. wd->equipAtk = battle_attr_fix(src, target, wd->equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2920. wd->equipAtk2 += battle_calc_equip_attack(src, skill_id);
  2921. wd->equipAtk2 = battle_attr_fix(src, target, wd->equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2922. //Mastery ATK is a special kind of ATK that has no elemental properties
  2923. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  2924. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  2925. wd->damage = 0;
  2926. wd->damage2 = 0;
  2927. }
  2928. #endif
  2929. /*==========================================================
  2930. * Calculate basic ATK that goes into the skill ATK formula
  2931. *----------------------------------------------------------
  2932. * Credits:
  2933. * Original coder Skotlex
  2934. * Initial refactoring by Baalberith
  2935. * Refined and optimized by helvetica
  2936. */
  2937. static void battle_calc_skill_base_damage(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2938. {
  2939. struct status_change *sc = status_get_sc(src);
  2940. struct status_data *sstatus = status_get_status_data(src);
  2941. struct status_data *tstatus = status_get_status_data(target);
  2942. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2943. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  2944. uint16 i;
  2945. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2946. switch (skill_id) { //Calc base damage according to skill
  2947. case PA_SACRIFICE:
  2948. wd->damage = sstatus->max_hp* 9/100;
  2949. wd->damage2 = 0;
  2950. #ifdef RENEWAL
  2951. wd->weaponAtk = wd->damage;
  2952. wd->weaponAtk2 = wd->damage2;
  2953. #endif
  2954. break;
  2955. #ifdef RENEWAL
  2956. case LK_SPIRALPIERCE:
  2957. case ML_SPIRALPIERCE:
  2958. if (sd) {
  2959. short index = sd->equip_index[EQI_HAND_R];
  2960. if (index >= 0 &&
  2961. sd->inventory_data[index] &&
  2962. sd->inventory_data[index]->type == IT_WEAPON)
  2963. wd->equipAtk += sd->inventory_data[index]->weight*7/100; // weight from spear is treated as equipment ATK on official [helvetica]
  2964. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2965. wd->masteryAtk = 0; // weapon mastery is ignored for spiral
  2966. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2967. case SZ_SMALL: //Small: 115%
  2968. ATK_RATE(wd->damage, wd->damage2, 115);
  2969. RE_ALLATK_RATE(wd, 115);
  2970. break;
  2971. //case SZ_MEDIUM: //Medium: 100%
  2972. case SZ_BIG: //Large: 85%
  2973. ATK_RATE(wd->damage, wd->damage2, 85);
  2974. RE_ALLATK_RATE(wd, 85);
  2975. break;
  2976. }
  2977. } else {
  2978. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  2979. }
  2980. #else
  2981. case NJ_ISSEN:
  2982. wd->damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100;
  2983. wd->damage2 = 0;
  2984. break;
  2985. case LK_SPIRALPIERCE:
  2986. case ML_SPIRALPIERCE:
  2987. if (sd) {
  2988. short index = sd->equip_index[EQI_HAND_R];
  2989. if (index >= 0 &&
  2990. sd->inventory_data[index] &&
  2991. sd->inventory_data[index]->type == IT_WEAPON)
  2992. wd->damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  2993. ATK_ADDRATE(wd->damage, wd->damage2, 50*skill_lv); //Skill modifier applies to weight only.
  2994. } else {
  2995. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  2996. }
  2997. i = sstatus->str/10;
  2998. i*=i;
  2999. ATK_ADD(wd->damage, wd->damage2, i); //Add str bonus.
  3000. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  3001. case SZ_SMALL: //Small: 125%
  3002. ATK_RATE(wd->damage, wd->damage2, 125);
  3003. break;
  3004. //case SZ_MEDIUM: //Medium: 100%
  3005. case SZ_BIG: //Large: 75%
  3006. ATK_RATE(wd->damage, wd->damage2, 75);
  3007. break;
  3008. }
  3009. #endif
  3010. break;
  3011. case CR_SHIELDBOOMERANG:
  3012. case PA_SHIELDCHAIN:
  3013. wd->damage = sstatus->batk;
  3014. if (sd) {
  3015. short index = sd->equip_index[EQI_HAND_L];
  3016. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  3017. ATK_ADD(wd->damage, wd->damage2, sd->inventory_data[index]->weight / 10);
  3018. #ifdef RENEWAL
  3019. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, sd->inventory_data[index]->weight / 10);
  3020. #endif
  3021. }
  3022. } else
  3023. ATK_ADD(wd->damage, wd->damage2, sstatus->rhw.atk2); //Else use Atk2
  3024. break;
  3025. case RK_DRAGONBREATH:
  3026. case RK_DRAGONBREATH_WATER:
  3027. {
  3028. int damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
  3029. if(status_get_lv(src) > 100)
  3030. damagevalue = damagevalue * status_get_lv(src) / 150;
  3031. if(sd)
  3032. damagevalue = damagevalue * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
  3033. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3034. #ifdef RENEWAL
  3035. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3036. #endif
  3037. wd->flag |= BF_LONG;
  3038. }
  3039. break;
  3040. case NC_SELFDESTRUCTION: {
  3041. int damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  3042. if(status_get_lv(src) > 100)
  3043. damagevalue = damagevalue * status_get_lv(src) / 100;
  3044. damagevalue = damagevalue + sstatus->hp;
  3045. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3046. #ifdef RENEWAL
  3047. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3048. #endif
  3049. }
  3050. break;
  3051. case KO_HAPPOKUNAI:
  3052. if(sd) {
  3053. short index = sd->equip_index[EQI_AMMO];
  3054. int damagevalue = 3 * (
  3055. #ifdef RENEWAL
  3056. 2 *
  3057. #endif
  3058. sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ?
  3059. sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5;
  3060. if (sc && sc->data[SC_KAGEMUSYA])
  3061. damagevalue += damagevalue * sc->data[SC_KAGEMUSYA]->val2 / 100;
  3062. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3063. #ifdef RENEWAL
  3064. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3065. #endif
  3066. } else
  3067. ATK_ADD(wd->damage, wd->damage2, 5000);
  3068. break;
  3069. case HFLI_SBR44: //[orn]
  3070. if(src->type == BL_HOM)
  3071. wd->damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  3072. break;
  3073. default:
  3074. #ifdef RENEWAL
  3075. if (sd)
  3076. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3077. else {
  3078. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  3079. (!skill_id && sc && sc->data[SC_CHANGE]?4:0);
  3080. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  3081. if (is_attack_left_handed(src, skill_id))
  3082. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  3083. }
  3084. #else
  3085. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  3086. (is_skill_using_arrow(src, skill_id)?2:0)|
  3087. (skill_id == HW_MAGICCRASHER?4:0)|
  3088. (!skill_id && sc && sc->data[SC_CHANGE]?4:0)|
  3089. (skill_id == MO_EXTREMITYFIST?8:0)|
  3090. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  3091. if (is_skill_using_arrow(src, skill_id) && sd) {
  3092. switch(sd->status.weapon) {
  3093. case W_BOW:
  3094. case W_REVOLVER:
  3095. case W_GATLING:
  3096. case W_SHOTGUN:
  3097. case W_GRENADE:
  3098. break;
  3099. default:
  3100. i |= 16; // for ex. shuriken must not be influenced by DEX
  3101. break;
  3102. }
  3103. }
  3104. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  3105. if (is_attack_left_handed(src, skill_id))
  3106. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  3107. #endif
  3108. if (nk[NK_SPLASHSPLIT]){ // Divide ATK among targets
  3109. if(wd->miscflag > 0) {
  3110. wd->damage /= wd->miscflag;
  3111. #ifdef RENEWAL
  3112. wd->statusAtk /= wd->miscflag;
  3113. wd->weaponAtk /= wd->miscflag;
  3114. wd->equipAtk /= wd->miscflag;
  3115. wd->masteryAtk /= wd->miscflag;
  3116. #endif
  3117. } else
  3118. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  3119. }
  3120. //Add any bonuses that modify the base atk (pre-skills)
  3121. if(sd) {
  3122. int skill;
  3123. if (sd->bonus.atk_rate) {
  3124. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.atk_rate);
  3125. RE_ALLATK_ADDRATE(wd, sd->bonus.atk_rate);
  3126. }
  3127. #ifndef RENEWAL
  3128. if(sd->bonus.crit_atk_rate && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) { // add +crit damage bonuses here in pre-renewal mode [helvetica]
  3129. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.crit_atk_rate);
  3130. }
  3131. #endif
  3132. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  3133. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  3134. ATK_ADDRATE(wd->damage, wd->damage2, 2*skill*i);
  3135. RE_ALLATK_ADDRATE(wd, 2*skill*i);
  3136. }
  3137. }
  3138. }
  3139. #ifndef RENEWAL
  3140. if(tsd != nullptr && tsd->bonus.crit_def_rate != 0 && !skill_id && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
  3141. ATK_ADDRATE(wd->damage, wd->damage2, -tsd->bonus.crit_def_rate);
  3142. }
  3143. #endif
  3144. break;
  3145. } //End switch(skill_id)
  3146. }
  3147. //For quick div adjustment.
  3148. #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); }
  3149. #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; }
  3150. /*================================================= [Playtester]
  3151. * Applies DAMAGE_DIV_FIX and checks for min damage
  3152. * @param d: Damage struct to apply DAMAGE_DIV_FIX to
  3153. * @param skill_id: ID of the skill that deals damage
  3154. * @return Modified damage struct
  3155. *------------------------------------------------*/
  3156. static void battle_apply_div_fix(struct Damage* d, uint16 skill_id)
  3157. {
  3158. if(d->damage) {
  3159. DAMAGE_DIV_FIX(d->damage, d->div_);
  3160. //Min damage
  3161. if(d->damage < d->div_ && (skill_id == SU_LUNATICCARROTBEAT || skill_id == SU_LUNATICCARROTBEAT2 || skill_id == SU_CN_METEOR || skill_id == SU_CN_METEOR2 || (battle_config.skill_min_damage&d->flag)))
  3162. d->damage = d->div_;
  3163. } else if (d->div_ < 0) {
  3164. d->div_ *= -1;
  3165. }
  3166. }
  3167. /*=======================================
  3168. * Check for and calculate multi attacks
  3169. *---------------------------------------
  3170. * Credits:
  3171. * Original coder Skotlex
  3172. * Initial refactoring by Baalberith
  3173. * Refined and optimized by helvetica
  3174. */
  3175. static void battle_calc_multi_attack(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3176. {
  3177. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3178. struct status_change *sc = status_get_sc(src);
  3179. struct status_change *tsc = status_get_sc(target);
  3180. struct status_data *tstatus = status_get_status_data(target);
  3181. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  3182. short i;
  3183. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  3184. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) // Will fail bare-handed
  3185. || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Will fail bare-handed
  3186. { //Success chance is not added, the higher one is used [Skotlex]
  3187. int max_rate = 0;
  3188. if (sc && sc->data[SC_KAGEMUSYA])
  3189. max_rate = sc->data[SC_KAGEMUSYA]->val1 * 10; // Same rate as even levels of TF_DOUBLE
  3190. else
  3191. #ifdef RENEWAL
  3192. max_rate = max(7 * skill_lv, sd->bonus.double_rate);
  3193. #else
  3194. max_rate = max(5 * skill_lv, sd->bonus.double_rate);
  3195. #endif
  3196. if( rnd()%100 < max_rate ) {
  3197. wd->div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  3198. wd->type = DMG_MULTI_HIT;
  3199. }
  3200. }
  3201. else if( ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  3202. || (sc && sc->count && sc->data[SC_E_CHAIN] && (skill_lv = sc->data[SC_E_CHAIN]->val1) > 0)) //Chain Action of ETERNAL_CHAIN
  3203. && rnd()%100 < 5*skill_lv ) //Success rate
  3204. {
  3205. wd->div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  3206. wd->type = DMG_MULTI_HIT;
  3207. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  3208. }
  3209. else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
  3210. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->inventory.u.items_inventory[i].amount > 1)
  3211. {
  3212. int chance = rnd()%100;
  3213. switch(sc->data[SC_FEARBREEZE]->val1) {
  3214. case 5: if( chance < 4) { wd->div_ = 5; break; } // 3 % chance to attack 5 times.
  3215. case 4: if( chance < 7) { wd->div_ = 4; break; } // 6 % chance to attack 4 times.
  3216. case 3: if( chance < 10) { wd->div_ = 3; break; } // 9 % chance to attack 3 times.
  3217. case 2:
  3218. case 1: if( chance < 13) { wd->div_ = 2; break; } // 12 % chance to attack 2 times.
  3219. }
  3220. wd->div_ = min(wd->div_,sd->inventory.u.items_inventory[i].amount);
  3221. sc->data[SC_FEARBREEZE]->val4 = wd->div_-1;
  3222. if (wd->div_ > 1)
  3223. wd->type = DMG_MULTI_HIT;
  3224. }
  3225. }
  3226. switch (skill_id) {
  3227. case RK_WINDCUTTER:
  3228. if (sd && sd->weapontype1 == W_2HSWORD)
  3229. wd->div_ = 2;
  3230. break;
  3231. case RA_AIMEDBOLT:
  3232. wd->div_ = 2 + tstatus->size + rnd()%2;
  3233. break;
  3234. case SC_FATALMENACE:
  3235. if (sd && sd->weapontype1 == W_DAGGER)
  3236. wd->div_++;
  3237. break;
  3238. case SR_RIDEINLIGHTNING:
  3239. wd->div_ = (sd ? max(1, sd->spiritball_old) : 1);
  3240. break;
  3241. case RL_QD_SHOT:
  3242. wd->div_ = 1 + (sd ? sd->status.job_level : 1) / 20 + (tsc && tsc->data[SC_C_MARKER] ? 2 : 0);
  3243. break;
  3244. case KO_JYUMONJIKIRI:
  3245. if( tsc && tsc->data[SC_JYUMONJIKIRI] )
  3246. wd->div_ = wd->div_ * -1;// needs more info
  3247. break;
  3248. }
  3249. }
  3250. /*======================================================
  3251. * Calculate skill level ratios for weapon-based skills
  3252. *------------------------------------------------------
  3253. * Credits:
  3254. * Original coder Skotlex
  3255. * Initial refactoring by Baalberith
  3256. * Refined and optimized by helvetica
  3257. */
  3258. static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3259. {
  3260. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3261. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3262. struct status_change *sc = status_get_sc(src);
  3263. struct status_change *tsc = status_get_sc(target);
  3264. struct status_data *sstatus = status_get_status_data(src);
  3265. struct status_data *tstatus = status_get_status_data(target);
  3266. int skillratio = 100;
  3267. int i;
  3268. //Skill damage modifiers that stack linearly
  3269. if(sc && skill_id != PA_SACRIFICE) {
  3270. if(sc->data[SC_OVERTHRUST])
  3271. skillratio += sc->data[SC_OVERTHRUST]->val3;
  3272. if(sc->data[SC_MAXOVERTHRUST])
  3273. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  3274. if(sc->data[SC_BERSERK])
  3275. #ifndef RENEWAL
  3276. skillratio += 100;
  3277. #else
  3278. skillratio += 200;
  3279. if (sc && sc->data[SC_TRUESIGHT])
  3280. skillratio += 2 * sc->data[SC_TRUESIGHT]->val1;
  3281. if (sc->data[SC_CONCENTRATION] && (skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER))
  3282. skillratio += sc->data[SC_CONCENTRATION]->val2;
  3283. #endif
  3284. if (!skill_id || skill_id == KN_AUTOCOUNTER) {
  3285. if (sc->data[SC_CRUSHSTRIKE]) {
  3286. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  3287. short index = sd->equip_index[EQI_HAND_R];
  3288. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3289. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sd->inventory_data[index]->atk +
  3290. 100 * sd->inventory_data[index]->wlv * (sd->inventory.u.items_inventory[index].refine + 6);
  3291. }
  3292. status_change_end(src,SC_CRUSHSTRIKE,INVALID_TIMER);
  3293. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  3294. } else {
  3295. if (sc->data[SC_GIANTGROWTH] && (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) { // Increase damage again if Crush Strike is not active
  3296. if (map_flag_vs(src->m)) // Only half of the 2.5x increase on versus-type maps
  3297. skillratio += 125;
  3298. else
  3299. skillratio += 250;
  3300. }
  3301. }
  3302. }
  3303. }
  3304. switch(skill_id) {
  3305. case SM_BASH:
  3306. case MS_BASH:
  3307. skillratio += 30 * skill_lv;
  3308. break;
  3309. case SM_MAGNUM:
  3310. case MS_MAGNUM:
  3311. if(wd->miscflag == 1)
  3312. skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester]
  3313. else
  3314. skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester]
  3315. break;
  3316. case MC_MAMMONITE:
  3317. skillratio += 50 * skill_lv;
  3318. break;
  3319. case HT_POWER:
  3320. skillratio += -50 + 8 * sstatus->str;
  3321. break;
  3322. case AC_DOUBLE:
  3323. case MA_DOUBLE:
  3324. skillratio += 10 * (skill_lv - 1);
  3325. break;
  3326. case AC_SHOWER:
  3327. case MA_SHOWER:
  3328. #ifdef RENEWAL
  3329. skillratio += 50 + 10 * skill_lv;
  3330. #else
  3331. skillratio += -25 + 5 * skill_lv;
  3332. #endif
  3333. break;
  3334. case AC_CHARGEARROW:
  3335. case MA_CHARGEARROW:
  3336. skillratio += 50;
  3337. break;
  3338. #ifndef RENEWAL
  3339. case HT_FREEZINGTRAP:
  3340. case MA_FREEZINGTRAP:
  3341. skillratio += -50 + 10 * skill_lv;
  3342. break;
  3343. #endif
  3344. case KN_PIERCE:
  3345. case ML_PIERCE:
  3346. skillratio += 10 * skill_lv;
  3347. break;
  3348. case MER_CRASH:
  3349. skillratio += 10 * skill_lv;
  3350. break;
  3351. case KN_SPEARSTAB:
  3352. skillratio += 20 * skill_lv;
  3353. break;
  3354. case KN_SPEARBOOMERANG:
  3355. skillratio += 50 * skill_lv;
  3356. break;
  3357. #ifdef RENEWAL
  3358. case KN_BRANDISHSPEAR:
  3359. skillratio += -100 + 400 + 100 * skill_lv + sstatus->str * 3;
  3360. break;
  3361. #else
  3362. case KN_BRANDISHSPEAR:
  3363. #endif
  3364. case ML_BRANDISH:
  3365. {
  3366. int ratio = 100 + 20 * skill_lv;
  3367. skillratio += -100 + ratio;
  3368. if(skill_lv > 3 && wd->miscflag == 0)
  3369. skillratio += ratio / 2;
  3370. if(skill_lv > 6 && wd->miscflag == 0)
  3371. skillratio += ratio / 4;
  3372. if(skill_lv > 9 && wd->miscflag == 0)
  3373. skillratio += ratio / 8;
  3374. if(skill_lv > 6 && wd->miscflag == 1)
  3375. skillratio += ratio / 2;
  3376. if(skill_lv > 9 && wd->miscflag == 1)
  3377. skillratio += ratio / 4;
  3378. if(skill_lv > 9 && wd->miscflag == 2)
  3379. skillratio += ratio / 2;
  3380. }
  3381. break;
  3382. case KN_BOWLINGBASH:
  3383. case MS_BOWLINGBASH:
  3384. skillratio += 40 * skill_lv;
  3385. break;
  3386. case AS_GRIMTOOTH:
  3387. skillratio += 20 * skill_lv;
  3388. break;
  3389. case AS_POISONREACT:
  3390. skillratio += 30 * skill_lv;
  3391. break;
  3392. case AS_SONICBLOW:
  3393. #ifdef RENEWAL
  3394. skillratio += 100 + 100 * skill_lv;
  3395. if (tstatus->hp < tstatus->max_hp >> 1)
  3396. skillratio += skillratio / 2;
  3397. #else
  3398. skillratio += 300 + 40 * skill_lv;
  3399. #endif
  3400. break;
  3401. case TF_SPRINKLESAND:
  3402. skillratio += 30;
  3403. break;
  3404. case MC_CARTREVOLUTION:
  3405. skillratio += 50;
  3406. if(sd && sd->cart_weight)
  3407. skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
  3408. else if (!sd)
  3409. skillratio += 100; //Max damage for non players.
  3410. break;
  3411. case NPC_PIERCINGATT:
  3412. skillratio += -25; //75% base damage
  3413. break;
  3414. case NPC_COMBOATTACK:
  3415. skillratio += 25 * skill_lv;
  3416. break;
  3417. case NPC_RANDOMATTACK:
  3418. case NPC_WATERATTACK:
  3419. case NPC_GROUNDATTACK:
  3420. case NPC_FIREATTACK:
  3421. case NPC_WINDATTACK:
  3422. case NPC_POISONATTACK:
  3423. case NPC_HOLYATTACK:
  3424. case NPC_DARKNESSATTACK:
  3425. case NPC_UNDEADATTACK:
  3426. case NPC_TELEKINESISATTACK:
  3427. case NPC_BLOODDRAIN:
  3428. case NPC_ACIDBREATH:
  3429. case NPC_DARKNESSBREATH:
  3430. case NPC_FIREBREATH:
  3431. case NPC_ICEBREATH:
  3432. case NPC_THUNDERBREATH:
  3433. case NPC_HELLJUDGEMENT:
  3434. case NPC_PULSESTRIKE:
  3435. skillratio += 100 * (skill_lv - 1);
  3436. break;
  3437. case NPC_REVERBERATION_ATK:
  3438. skillratio += 400 + 200 * skill_lv;
  3439. break;
  3440. case RG_BACKSTAP:
  3441. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  3442. skillratio += (200 + 40 * skill_lv) / 2;
  3443. else
  3444. skillratio += 200 + 40 * skill_lv;
  3445. break;
  3446. case RG_RAID:
  3447. #ifdef RENEWAL
  3448. skillratio += -100 + 50 + skill_lv * 150;
  3449. #else
  3450. skillratio += 40 * skill_lv;
  3451. #endif
  3452. break;
  3453. case RG_INTIMIDATE:
  3454. skillratio += 30 * skill_lv;
  3455. break;
  3456. case CR_SHIELDCHARGE:
  3457. skillratio += 20 * skill_lv;
  3458. break;
  3459. case CR_SHIELDBOOMERANG:
  3460. #ifdef RENEWAL
  3461. skillratio += -100 + skill_lv * 80;
  3462. #else
  3463. skillratio += 30 * skill_lv;
  3464. #endif
  3465. break;
  3466. case NPC_DARKCROSS:
  3467. case CR_HOLYCROSS:
  3468. #ifdef RENEWAL
  3469. if(sd && sd->status.weapon == W_2HSPEAR)
  3470. skillratio += 70 * skill_lv;
  3471. else
  3472. #endif
  3473. skillratio += 35 * skill_lv;
  3474. break;
  3475. case AM_DEMONSTRATION:
  3476. skillratio += 20 * skill_lv;
  3477. break;
  3478. case AM_ACIDTERROR:
  3479. #ifdef RENEWAL
  3480. skillratio += -100 + 200 * skill_lv;
  3481. if (sd && pc_checkskill(sd, AM_LEARNINGPOTION))
  3482. skillratio += 100; // !TODO: What's this bonus increase?
  3483. #else
  3484. skillratio += 40 * skill_lv;
  3485. #endif
  3486. break;
  3487. case MO_FINGEROFFENSIVE:
  3488. #ifdef RENEWAL
  3489. skillratio += 500 + skill_lv * 200;
  3490. if (tsc && tsc->data[SC_BLADESTOP])
  3491. skillratio += skillratio / 2;
  3492. #else
  3493. skillratio += 50 * skill_lv;
  3494. #endif
  3495. break;
  3496. case MO_INVESTIGATE:
  3497. #ifdef RENEWAL
  3498. skillratio += -100 + 100 * skill_lv;
  3499. if (tsc && tsc->data[SC_BLADESTOP])
  3500. skillratio += skillratio / 2;
  3501. #else
  3502. skillratio += 75 * skill_lv;
  3503. #endif
  3504. break;
  3505. case MO_EXTREMITYFIST:
  3506. skillratio += 100 * (7 + sstatus->sp / 10);
  3507. #ifdef RENEWAL
  3508. if (wd->miscflag&1)
  3509. skillratio *= 2; // More than 5 spirit balls active
  3510. #endif
  3511. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  3512. break;
  3513. case MO_TRIPLEATTACK:
  3514. skillratio += 20 * skill_lv;
  3515. break;
  3516. case MO_CHAINCOMBO:
  3517. #ifdef RENEWAL
  3518. skillratio += 150 + 50 * skill_lv;
  3519. #else
  3520. skillratio += 50 + 50 * skill_lv;
  3521. #endif
  3522. break;
  3523. case MO_COMBOFINISH:
  3524. #ifdef RENEWAL
  3525. skillratio += 450 + 50 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  3526. #else
  3527. skillratio += 140 + 60 * skill_lv;
  3528. #endif
  3529. if (sc->data[SC_GT_ENERGYGAIN])
  3530. skillratio += skillratio * 50 / 100;
  3531. break;
  3532. case BA_MUSICALSTRIKE:
  3533. case DC_THROWARROW:
  3534. #ifdef RENEWAL
  3535. skillratio += 10 + 40 * skill_lv;
  3536. #else
  3537. skillratio += 25 + 25 * skill_lv;
  3538. #endif
  3539. break;
  3540. case CH_TIGERFIST:
  3541. #ifdef RENEWAL
  3542. skillratio += 400 + 150 * skill_lv;
  3543. RE_LVL_DMOD(100);
  3544. #else
  3545. skillratio += -60 + 100 * skill_lv;
  3546. #endif
  3547. if (sc->data[SC_GT_ENERGYGAIN])
  3548. skillratio += skillratio * 50 / 100;
  3549. break;
  3550. case CH_CHAINCRUSH:
  3551. #ifdef RENEWAL
  3552. skillratio += -100 + 200 * skill_lv;
  3553. RE_LVL_DMOD(100);
  3554. #else
  3555. skillratio += 300 + 100 * skill_lv;
  3556. #endif
  3557. if (sc->data[SC_GT_ENERGYGAIN])
  3558. skillratio += skillratio * 50 / 100;
  3559. break;
  3560. case CH_PALMSTRIKE:
  3561. #ifdef RENEWAL
  3562. skillratio += 100 + 100 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  3563. RE_LVL_DMOD(100);
  3564. #else
  3565. skillratio += 100 + 100 * skill_lv;
  3566. #endif
  3567. break;
  3568. case LK_HEADCRUSH:
  3569. skillratio += 40 * skill_lv;
  3570. break;
  3571. case LK_JOINTBEAT:
  3572. skillratio += 10 * skill_lv - 50;
  3573. if (wd->miscflag & BREAK_NECK || (tsc && tsc->data[SC_JOINTBEAT] && tsc->data[SC_JOINTBEAT]->val2 & BREAK_NECK)) // The 2x damage is only for the BREAK_NECK ailment.
  3574. skillratio <<= 1;
  3575. break;
  3576. #ifdef RENEWAL
  3577. // Renewal: skill ratio applies to entire damage [helvetica]
  3578. case LK_SPIRALPIERCE:
  3579. case ML_SPIRALPIERCE:
  3580. skillratio += 50 + 50 * skill_lv;
  3581. RE_LVL_DMOD(100);
  3582. break;
  3583. #endif
  3584. case ASC_METEORASSAULT:
  3585. #ifdef RENEWAL
  3586. skillratio += 100 + 120 * skill_lv;
  3587. RE_LVL_DMOD(100);
  3588. #else
  3589. skillratio += -60 + 40 * skill_lv;
  3590. #endif
  3591. break;
  3592. case SN_SHARPSHOOTING:
  3593. case MA_SHARPSHOOTING:
  3594. #ifdef RENEWAL
  3595. skillratio += 50 + 200 * skill_lv;
  3596. RE_LVL_DMOD(100);
  3597. #else
  3598. skillratio += 100 + 50 * skill_lv;
  3599. #endif
  3600. break;
  3601. case GN_FIRE_EXPANSION_ACID:
  3602. #ifdef RENEWAL
  3603. case CR_ACIDDEMONSTRATION:
  3604. skillratio += -100 + 200 * skill_lv + sstatus->int_ + tstatus->vit; // !TODO: Confirm status bonus
  3605. if (target->type == BL_PC)
  3606. skillratio /= 2;
  3607. break;
  3608. #endif
  3609. case CG_ARROWVULCAN:
  3610. #ifdef RENEWAL
  3611. skillratio += 400 + 100 * skill_lv;
  3612. RE_LVL_DMOD(100);
  3613. #else
  3614. skillratio += 100 + 100 * skill_lv;
  3615. #endif
  3616. break;
  3617. case AS_SPLASHER:
  3618. #ifdef RENEWAL
  3619. skillratio += -100 + 400 + 100 * skill_lv;
  3620. #else
  3621. skillratio += 400 + 50 * skill_lv;
  3622. #endif
  3623. if(sd)
  3624. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  3625. break;
  3626. case ASC_BREAKER:
  3627. #ifdef RENEWAL
  3628. skillratio += -100 + 140 * skill_lv + sstatus->str + sstatus->int_; // !TODO: Confirm stat modifier
  3629. RE_LVL_DMOD(100);
  3630. #else
  3631. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  3632. skillratio += -100 + 100 * skill_lv;
  3633. #endif
  3634. break;
  3635. case PA_SACRIFICE:
  3636. skillratio += -10 + 10 * skill_lv;
  3637. break;
  3638. case PA_SHIELDCHAIN:
  3639. #ifdef RENEWAL
  3640. skillratio = 60 + 40 * skill_lv;
  3641. RE_LVL_DMOD(100);
  3642. #else
  3643. skillratio += 30 * skill_lv;
  3644. #endif
  3645. break;
  3646. case WS_CARTTERMINATION:
  3647. i = 10 * (16 - skill_lv);
  3648. if (i < 1) i = 1;
  3649. //Preserve damage ratio when max cart weight is changed.
  3650. if (sd && sd->cart_weight)
  3651. skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100;
  3652. else if (!sd)
  3653. skillratio += 80000 / i - 100;
  3654. break;
  3655. case TK_DOWNKICK:
  3656. case TK_STORMKICK:
  3657. skillratio += 60 + 20 * skill_lv;
  3658. break;
  3659. case TK_TURNKICK:
  3660. case TK_COUNTER:
  3661. skillratio += 90 + 30 * skill_lv;
  3662. break;
  3663. case TK_JUMPKICK:
  3664. //Different damage formulas depending on damage trigger
  3665. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  3666. skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
  3667. else if (wd->miscflag) {
  3668. skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
  3669. if (sc && sc->data[SC_SPURT]) //Spurt formula [8%*baselevel]
  3670. skillratio *= 2;
  3671. }
  3672. else
  3673. skillratio += -70 + 10 * skill_lv;
  3674. break;
  3675. case GS_TRIPLEACTION:
  3676. skillratio += 50 * skill_lv;
  3677. break;
  3678. case GS_BULLSEYE:
  3679. //Only works well against brute/demihumans non bosses.
  3680. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM) && !status_has_mode(tstatus,MD_STATUS_IMMUNE))
  3681. skillratio += 400;
  3682. break;
  3683. case GS_TRACKING:
  3684. skillratio += 100 * (skill_lv + 1);
  3685. break;
  3686. case GS_PIERCINGSHOT:
  3687. #ifdef RENEWAL
  3688. if (sd && sd->weapontype1 == W_RIFLE)
  3689. skillratio += 150 + 30 * skill_lv;
  3690. else
  3691. skillratio += 100 + 20 * skill_lv;
  3692. #else
  3693. skillratio += 20 * skill_lv;
  3694. #endif
  3695. break;
  3696. case GS_RAPIDSHOWER:
  3697. skillratio += 400 + 50 * skill_lv;
  3698. break;
  3699. case GS_DESPERADO:
  3700. skillratio += 50 * (skill_lv - 1);
  3701. if (sc && sc->data[SC_FALLEN_ANGEL])
  3702. skillratio *= 2;
  3703. break;
  3704. case GS_DUST:
  3705. skillratio += 50 * skill_lv;
  3706. break;
  3707. case GS_FULLBUSTER:
  3708. skillratio += 100 * (skill_lv + 2);
  3709. break;
  3710. case GS_SPREADATTACK:
  3711. #ifdef RENEWAL
  3712. skillratio += 30 * skill_lv;
  3713. #else
  3714. skillratio += 20 * (skill_lv - 1);
  3715. #endif
  3716. break;
  3717. #ifdef RENEWAL
  3718. case GS_GROUNDDRIFT:
  3719. skillratio += 100 + 20 * skill_lv;
  3720. break;
  3721. #endif
  3722. case NJ_HUUMA:
  3723. #ifdef RENEWAL
  3724. skillratio += -150 + 250 * skill_lv;
  3725. #else
  3726. skillratio += 50 + 150 * skill_lv;
  3727. #endif
  3728. break;
  3729. case NJ_TATAMIGAESHI:
  3730. skillratio += 10 * skill_lv;
  3731. #ifdef RENEWAL
  3732. skillratio *= 2;
  3733. #endif
  3734. break;
  3735. case NJ_KASUMIKIRI:
  3736. #ifdef RENEWAL
  3737. skillratio += 20 * skill_lv;
  3738. #else
  3739. skillratio += 10 * skill_lv;
  3740. #endif
  3741. break;
  3742. case NJ_KIRIKAGE:
  3743. #ifdef RENEWAL
  3744. skillratio += -50 + 150 * skill_lv;
  3745. #else
  3746. skillratio += 100 * (skill_lv - 1);
  3747. #endif
  3748. break;
  3749. #ifdef RENEWAL
  3750. case NJ_SYURIKEN:
  3751. skillratio += 5 * skill_lv;
  3752. break;
  3753. case NJ_KUNAI:
  3754. skillratio += -100 + 100 * skill_lv;
  3755. break;
  3756. #endif
  3757. case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500%
  3758. int k = (wd->miscflag-1)/3;
  3759. if (k < 0)
  3760. k = 0;
  3761. else if (k > 4)
  3762. k = 4;
  3763. skillratio += 100 * k;
  3764. }
  3765. break;
  3766. case HT_PHANTASMIC:
  3767. skillratio += 50;
  3768. break;
  3769. case MO_BALKYOUNG:
  3770. skillratio += 200;
  3771. break;
  3772. case HFLI_MOON: //[orn]
  3773. skillratio += 10 + 110 * skill_lv;
  3774. break;
  3775. case HFLI_SBR44: //[orn]
  3776. skillratio += 100 * (skill_lv - 1);
  3777. break;
  3778. case NPC_VAMPIRE_GIFT:
  3779. skillratio += ((skill_lv - 1) % 5 + 1) * 100;
  3780. break;
  3781. case RK_SONICWAVE:
  3782. skillratio += -100 + 500 + 100 * skill_lv;
  3783. RE_LVL_DMOD(100);
  3784. break;
  3785. case RK_HUNDREDSPEAR:
  3786. skillratio += -100 + 600 + 200 * skill_lv;
  3787. if (sd)
  3788. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  3789. RE_LVL_DMOD(100);
  3790. break;
  3791. case RK_WINDCUTTER:
  3792. if (sd) {
  3793. if (sd->weapontype1 == W_2HSWORD)
  3794. skillratio += -100 + 250 * skill_lv;
  3795. else if (sd->weapontype1 == W_1HSPEAR || sd->weapontype1 == W_2HSPEAR)
  3796. skillratio += -100 + 400 * skill_lv;
  3797. else
  3798. skillratio += -100 + 300 * skill_lv;
  3799. } else
  3800. skillratio += -100 + 300 * skill_lv;
  3801. RE_LVL_DMOD(100);
  3802. break;
  3803. case RK_IGNITIONBREAK:
  3804. skillratio += -100 + 400 * skill_lv;
  3805. RE_LVL_DMOD(100);
  3806. break;
  3807. case RK_STORMBLAST:
  3808. skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + status_get_str(src) / 8) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's STR / 8)} x 100] %
  3809. RE_LVL_DMOD(100);
  3810. break;
  3811. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  3812. skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  3813. RE_LVL_DMOD(150); // Base level bonus.
  3814. break;
  3815. case GC_CROSSIMPACT:
  3816. skillratio += -100 + 1000 + 150 * skill_lv;
  3817. RE_LVL_DMOD(100);
  3818. break;
  3819. case GC_COUNTERSLASH:
  3820. //ATK [{(Skill Level x 150) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  3821. skillratio += -100 + 300 + 150 * skill_lv;
  3822. RE_LVL_DMOD(120);
  3823. break;
  3824. case GC_VENOMPRESSURE:
  3825. skillratio += 900;
  3826. break;
  3827. case GC_PHANTOMMENACE:
  3828. skillratio += 200;
  3829. break;
  3830. case GC_ROLLINGCUTTER:
  3831. skillratio += -100 + 50 + 80 * skill_lv;
  3832. RE_LVL_DMOD(100);
  3833. break;
  3834. case GC_CROSSRIPPERSLASHER:
  3835. skillratio += -100 + 80 * skill_lv + (sstatus->agi * 3);
  3836. RE_LVL_DMOD(100);
  3837. if (sc && sc->data[SC_ROLLINGCUTTER])
  3838. skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * 200;
  3839. break;
  3840. case GC_DARKCROW:
  3841. skillratio += 100 * (skill_lv - 1);
  3842. break;
  3843. case AB_DUPLELIGHT_MELEE:
  3844. skillratio += 50 + 15 * skill_lv;
  3845. break;
  3846. case RA_ARROWSTORM:
  3847. case NPC_ARROWSTORM:
  3848. skillratio += 900 + 80 * skill_lv;
  3849. RE_LVL_DMOD(100);
  3850. break;
  3851. case RA_AIMEDBOLT:
  3852. skillratio += 100 + 20 * skill_lv + 500;
  3853. RE_LVL_DMOD(100);
  3854. break;
  3855. case RA_CLUSTERBOMB:
  3856. skillratio += 100 + 100 * skill_lv;
  3857. break;
  3858. case RA_WUGDASH:// ATK 300%
  3859. skillratio += 200;
  3860. break;
  3861. case RA_WUGSTRIKE:
  3862. skillratio += -100 + 200 * skill_lv;
  3863. break;
  3864. case RA_WUGBITE:
  3865. skillratio += 300 + 200 * skill_lv;
  3866. if (skill_lv == 5)
  3867. skillratio += 100;
  3868. break;
  3869. case RA_SENSITIVEKEEN:
  3870. skillratio += 50 * skill_lv;
  3871. break;
  3872. case NC_BOOSTKNUCKLE:
  3873. skillratio += 100 + 100 * skill_lv + status_get_dex(src);
  3874. RE_LVL_DMOD(120);
  3875. break;
  3876. case NC_PILEBUNKER:
  3877. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  3878. RE_LVL_DMOD(100);
  3879. break;
  3880. case NC_VULCANARM:
  3881. skillratio += -100 + 70 * skill_lv + status_get_dex(src);
  3882. RE_LVL_DMOD(120);
  3883. break;
  3884. case NC_FLAMELAUNCHER:
  3885. case NC_COLDSLOWER:
  3886. skillratio += 200 + 300 * skill_lv;
  3887. RE_LVL_DMOD(150);
  3888. break;
  3889. case NC_ARMSCANNON:
  3890. switch( tstatus->size ) {
  3891. case SZ_SMALL: skillratio += 200 + 400 * skill_lv; break;// Small
  3892. case SZ_MEDIUM: skillratio += 200 + 350 * skill_lv; break;// Medium
  3893. case SZ_BIG: skillratio += 200 + 300 * skill_lv; break;// Large
  3894. }
  3895. RE_LVL_DMOD(120);
  3896. break;
  3897. case NC_AXEBOOMERANG:
  3898. skillratio += 150 + 50 * skill_lv;
  3899. if (sd) {
  3900. short index = sd->equip_index[EQI_HAND_R];
  3901. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3902. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  3903. }
  3904. RE_LVL_DMOD(100);
  3905. break;
  3906. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  3907. skillratio += -100 + status_get_str(src) + status_get_dex(src);
  3908. RE_LVL_DMOD(100);
  3909. skillratio += 300 + 100 * skill_lv;
  3910. break;
  3911. case NC_MAGMA_ERUPTION: // 'Slam' damage
  3912. skillratio += 350 + 50 * skill_lv;
  3913. break;
  3914. case NC_AXETORNADO:
  3915. skillratio += 100 + 100 * skill_lv + status_get_vit(src);
  3916. RE_LVL_DMOD(100);
  3917. if (distance_bl(src, target) > 2) // Will deal 75% damage outside of 5x5 area.
  3918. skillratio = skillratio * 75 / 100;
  3919. break;
  3920. case SC_FATALMENACE:
  3921. skillratio += 100 * skill_lv;
  3922. RE_LVL_DMOD(100);
  3923. break;
  3924. case SC_TRIANGLESHOT:
  3925. skillratio += 200 + (skill_lv - 1) * status_get_agi(src) / 2;
  3926. RE_LVL_DMOD(120);
  3927. break;
  3928. case SC_FEINTBOMB:
  3929. skillratio += -100 + (skill_lv + 1) * status_get_dex(src) / 2 * ((sd) ? sd->status.job_level / 10 : 1);
  3930. RE_LVL_DMOD(120);
  3931. break;
  3932. case LG_CANNONSPEAR:
  3933. skillratio += -100 + skill_lv * (50 + status_get_str(src));
  3934. RE_LVL_DMOD(100);
  3935. break;
  3936. case LG_BANISHINGPOINT:
  3937. skillratio += -100 + (50 * skill_lv) + ((sd) ? pc_checkskill(sd,SM_BASH) * 30 : 0);
  3938. RE_LVL_DMOD(100);
  3939. break;
  3940. case LG_SHIELDPRESS:
  3941. skillratio += -100 + 200 * skill_lv + sstatus->str;
  3942. if (sd) {
  3943. short index = sd->equip_index[EQI_HAND_L];
  3944. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3945. skillratio += sd->inventory_data[index]->weight / 10;
  3946. }
  3947. RE_LVL_DMOD(100);
  3948. break;
  3949. case LG_PINPOINTATTACK:
  3950. skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src);
  3951. RE_LVL_DMOD(120);
  3952. break;
  3953. case LG_RAGEBURST:
  3954. if (sd && sd->spiritball_old)
  3955. skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  3956. else
  3957. skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src));
  3958. RE_LVL_DMOD(100);
  3959. break;
  3960. case LG_SHIELDSPELL:
  3961. if (sd && skill_lv == 1) { // [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
  3962. short index = sd->equip_index[EQI_HAND_L];
  3963. skillratio += -100 + status_get_lv(src) * 4 + status_get_vit(src) * 2;
  3964. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3965. skillratio += sd->inventory_data[index]->def * 10;
  3966. } else
  3967. skillratio = 0; // Prevent damage since level 2 is MATK. [Aleos]
  3968. break;
  3969. case LG_MOONSLASHER:
  3970. skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0);
  3971. RE_LVL_DMOD(100);
  3972. break;
  3973. case LG_OVERBRAND:
  3974. skillratio += -100 + 400 * skill_lv + ((sd) ? pc_checkskill(sd,CR_SPEARQUICKEN) * 50 : 0);
  3975. RE_LVL_DMOD(100);
  3976. break;
  3977. case LG_OVERBRAND_BRANDISH:
  3978. skillratio += -100 + 300 * skill_lv + status_get_str(src) + status_get_dex(src);
  3979. RE_LVL_DMOD(100);
  3980. break;
  3981. case LG_OVERBRAND_PLUSATK: // Only Piercing and Swing damage get RE_LVL_DMOD bonus damage
  3982. skillratio += -100 + 200 * skill_lv + rnd()%90 + 10;
  3983. break;
  3984. case LG_EARTHDRIVE:
  3985. if (sd) {
  3986. short index = sd->equip_index[EQI_HAND_L];
  3987. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3988. skillratio += -100 + (skill_lv + 1) * sd->inventory_data[index]->weight / 10;
  3989. }
  3990. RE_LVL_DMOD(100);
  3991. break;
  3992. case LG_HESPERUSLIT:
  3993. if (sc) {
  3994. if (sc->data[SC_INSPIRATION])
  3995. skillratio += 1100;
  3996. if (sc->data[SC_BANDING]) {
  3997. skillratio += -100 + 120 * skill_lv + 200 * sc->data[SC_BANDING]->val2;
  3998. if (sc->data[SC_BANDING]->val2 > 5)
  3999. skillratio = skillratio * 150 / 100;
  4000. }
  4001. RE_LVL_DMOD(100);
  4002. }
  4003. break;
  4004. case SR_EARTHSHAKER:
  4005. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM])) {
  4006. //[(Skill Level x 300) x (Caster Base Level / 100) + (Caster STR x 3)] %
  4007. skillratio += -100 + 300 * skill_lv;
  4008. RE_LVL_DMOD(100);
  4009. skillratio += status_get_str(src) * 3;
  4010. } else { //[(Skill Level x 400) x (Caster Base Level / 100) + (Caster STR x 2)] %
  4011. skillratio += -100 + 400 * skill_lv;
  4012. RE_LVL_DMOD(100);
  4013. skillratio += status_get_str(src) * 2;
  4014. }
  4015. break;
  4016. case SR_DRAGONCOMBO:
  4017. skillratio += 40 * skill_lv;
  4018. RE_LVL_DMOD(100);
  4019. break;
  4020. case SR_FALLENEMPIRE:
  4021. // ATK [(Skill Level x 250 + 100) x Caster Base Level / 150] %
  4022. skillratio += -100 + 250 * skill_lv + 100;
  4023. RE_LVL_DMOD(150);
  4024. break;
  4025. case SR_TIGERCANNON:
  4026. {
  4027. unsigned int hp = sstatus->max_hp * (12 + (skill_lv * 2)) / 100,
  4028. sp = sstatus->max_sp * (5 + skill_lv) / 100;
  4029. if (wd->miscflag&8)
  4030. // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  4031. skillratio += -100 + (hp + sp) / 2;
  4032. else
  4033. // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  4034. skillratio += -100 + (hp + sp) / 4;
  4035. RE_LVL_DMOD(100);
  4036. }
  4037. if (sc->data[SC_GT_REVITALIZE])
  4038. skillratio += skillratio * 30 / 100;
  4039. break;
  4040. case SR_SKYNETBLOW:
  4041. //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] %
  4042. skillratio += -100 + 80 * skill_lv + sstatus->agi;
  4043. RE_LVL_DMOD(100);
  4044. break;
  4045. case SR_RAMPAGEBLASTER:
  4046. if (tsc && tsc->data[SC_EARTHSHAKER]) {
  4047. skillratio += 1400 + 550 * skill_lv;
  4048. RE_LVL_DMOD(120);
  4049. } else {
  4050. skillratio += 900 + 350 * skill_lv;
  4051. RE_LVL_DMOD(150);
  4052. }
  4053. if (sc->data[SC_GT_CHANGE])
  4054. skillratio += skillratio * 30 / 100;
  4055. break;
  4056. case SR_KNUCKLEARROW:
  4057. if (wd->miscflag&4) { // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
  4058. skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5;
  4059. if (tsd && tsd->weight)
  4060. skillratio += 100 * tsd->weight / tsd->max_weight;
  4061. RE_LVL_DMOD(150);
  4062. } else {
  4063. if (status_get_class_(target) == CLASS_BOSS)
  4064. skillratio += 400 + 200 * skill_lv;
  4065. else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  4066. skillratio += 400 + 100 * skill_lv;
  4067. RE_LVL_DMOD(100);
  4068. }
  4069. if (sc->data[SC_GT_CHANGE])
  4070. skillratio += skillratio * 30 / 100;
  4071. break;
  4072. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  4073. skillratio += -100 + status_get_lv(src) + status_get_dex(src);
  4074. RE_LVL_DMOD(100);
  4075. break;
  4076. case SR_GATEOFHELL:
  4077. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE)
  4078. skillratio += -100 + 800 * skill_lv;
  4079. else
  4080. skillratio += -100 + 500 * skill_lv;
  4081. RE_LVL_DMOD(100);
  4082. if (sc->data[SC_GT_REVITALIZE])
  4083. skillratio += skillratio * 30 / 100;
  4084. break;
  4085. case SR_GENTLETOUCH_QUIET:
  4086. skillratio += -100 + 100 * skill_lv + status_get_dex(src);
  4087. RE_LVL_DMOD(100);
  4088. break;
  4089. case SR_HOWLINGOFLION:
  4090. skillratio += -100 + 300 * skill_lv;
  4091. RE_LVL_DMOD(150);
  4092. break;
  4093. case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 40) + Additional Damage} x Caster Base Level / 100] %
  4094. skillratio += -100 + 40 * skill_lv;
  4095. if (sd && sd->status.weapon == W_KNUCKLE)
  4096. skillratio += skillratio * 25 / 100;
  4097. RE_LVL_DMOD(100);
  4098. break;
  4099. case WM_SEVERE_RAINSTORM_MELEE:
  4100. //ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] %
  4101. skillratio = (status_get_dex(src) + status_get_agi(src)) * skill_lv / 5;
  4102. if (wd->miscflag&4) // Whip/Instrument equipped
  4103. skillratio += 100; // !TODO: What's the weapon bonus?
  4104. RE_LVL_DMOD(100);
  4105. break;
  4106. case WM_GREAT_ECHO:
  4107. skillratio += -100 + 250 + 500 * skill_lv;
  4108. if (sd) {
  4109. skillratio += pc_checkskill(sd, WM_LESSON) * 50; // !TODO: Confirm bonus
  4110. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  4111. skillratio <<= 1;
  4112. }
  4113. RE_LVL_DMOD(100);
  4114. break;
  4115. case GN_CART_TORNADO: { // ATK [( Skill Level x 100 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  4116. skillratio += -100 + 100 * skill_lv;
  4117. if(sd && sd->cart_weight)
  4118. skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  4119. }
  4120. break;
  4121. case GN_CARTCANNON:
  4122. // ATK [{( INT / (6 - ( Cart Remodeling Skill Level ) )} + ( Cart Cannon Skill Level x 350 )] %
  4123. skillratio += -100 + 350 * skill_lv + sstatus->int_ / (6 - (sd ? pc_checkskill(sd, GN_REMODELING_CART) : 1));
  4124. RE_LVL_DMOD(100);
  4125. break;
  4126. case GN_SPORE_EXPLOSION:
  4127. skillratio += -100 + 180 * skill_lv;
  4128. if (wd->miscflag & 8)
  4129. skillratio += 200 + sstatus->int_; // Target receives extra damage
  4130. RE_LVL_DMOD(100);
  4131. break;
  4132. case GN_WALLOFTHORN:
  4133. skillratio += 10 * skill_lv;
  4134. break;
  4135. case GN_CRAZYWEED_ATK:
  4136. skillratio += -100 + 700 + 100 * skill_lv;
  4137. RE_LVL_DMOD(100);
  4138. break;
  4139. case GN_SLINGITEM_RANGEMELEEATK:
  4140. if( sd ) {
  4141. switch( sd->itemid ) {
  4142. case ITEMID_APPLE_BOMB:
  4143. skillratio += 200 + status_get_str(src) + status_get_dex(src);
  4144. break;
  4145. case ITEMID_COCONUT_BOMB:
  4146. case ITEMID_PINEAPPLE_BOMB:
  4147. skillratio += 700 + status_get_str(src) + status_get_dex(src);
  4148. break;
  4149. case ITEMID_MELON_BOMB:
  4150. skillratio += 400 + status_get_str(src) + status_get_dex(src);
  4151. break;
  4152. case ITEMID_BANANA_BOMB:
  4153. skillratio += 777 + status_get_str(src) + status_get_dex(src);
  4154. break;
  4155. case ITEMID_BLACK_LUMP:
  4156. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
  4157. break;
  4158. case ITEMID_BLACK_HARD_LUMP:
  4159. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
  4160. break;
  4161. case ITEMID_VERY_HARD_LUMP:
  4162. skillratio += -100 + status_get_str(src) + status_get_agi(src) + status_get_dex(src);
  4163. break;
  4164. }
  4165. RE_LVL_DMOD(100);
  4166. }
  4167. break;
  4168. case GN_HELLS_PLANT_ATK:
  4169. skillratio += -100 + 100 * skill_lv + sstatus->int_ * (sd ? pc_checkskill(sd, AM_CANNIBALIZE) : 5); // !TODO: Confirm INT and Cannibalize bonus
  4170. RE_LVL_DMOD(100);
  4171. break;
  4172. // Physical Elemantal Spirits Attack Skills
  4173. case EL_CIRCLE_OF_FIRE:
  4174. case EL_FIRE_BOMB_ATK:
  4175. case EL_STONE_RAIN:
  4176. skillratio += 200;
  4177. break;
  4178. case EL_FIRE_WAVE_ATK:
  4179. skillratio += 500;
  4180. break;
  4181. case EL_TIDAL_WEAPON:
  4182. skillratio += 1400;
  4183. break;
  4184. case EL_WIND_SLASH:
  4185. skillratio += 100;
  4186. break;
  4187. case EL_HURRICANE:
  4188. skillratio += 600;
  4189. break;
  4190. case EL_TYPOON_MIS:
  4191. case EL_WATER_SCREW_ATK:
  4192. skillratio += 900;
  4193. break;
  4194. case EL_STONE_HAMMER:
  4195. skillratio += 400;
  4196. break;
  4197. case EL_ROCK_CRUSHER:
  4198. skillratio += 700;
  4199. break;
  4200. case KO_JYUMONJIKIRI:
  4201. skillratio += -100 + 200 * skill_lv;
  4202. RE_LVL_DMOD(120);
  4203. if(tsc && tsc->data[SC_JYUMONJIKIRI])
  4204. skillratio += skill_lv * status_get_lv(src);
  4205. if (sc && sc->data[SC_KAGEMUSYA])
  4206. skillratio += skillratio * sc->data[SC_KAGEMUSYA]->val2 / 100;
  4207. break;
  4208. case KO_HUUMARANKA:
  4209. skillratio += -100 + 150 * skill_lv + sstatus->str + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  4210. RE_LVL_DMOD(100);
  4211. if (sc && sc->data[SC_KAGEMUSYA])
  4212. skillratio += skillratio * sc->data[SC_KAGEMUSYA]->val2 / 100;
  4213. break;
  4214. case KO_SETSUDAN:
  4215. skillratio += 100 * (skill_lv - 1);
  4216. RE_LVL_DMOD(100);
  4217. if (tsc) {
  4218. struct status_change_entry *sce;
  4219. if ((sce = tsc->data[SC_SPIRIT]) || (sce = tsc->data[SC_SOULGOLEM]) || (sce = tsc->data[SC_SOULSHADOW]) || (sce = tsc->data[SC_SOULFALCON]) || (sce = tsc->data[SC_SOULFAIRY])) // Bonus damage added when target is soul linked.
  4220. skillratio += 200 * sce->val1;
  4221. }
  4222. break;
  4223. case KO_BAKURETSU:
  4224. skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  4225. RE_LVL_DMOD(120);
  4226. skillratio += 10 * (sd ? sd->status.job_level : 1);
  4227. if (sc && sc->data[SC_KAGEMUSYA])
  4228. skillratio += skillratio * sc->data[SC_KAGEMUSYA]->val2 / 100;
  4229. break;
  4230. case KO_MAKIBISHI:
  4231. skillratio += -100 + 20 * skill_lv;
  4232. break;
  4233. case MH_NEEDLE_OF_PARALYZE:
  4234. skillratio += -100 + 300 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  4235. break;
  4236. case MH_STAHL_HORN:
  4237. skillratio += 900 + 100 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
  4238. break;
  4239. case MH_LAVA_SLIDE:
  4240. skillratio += -100 + 70 * skill_lv;
  4241. break;
  4242. case MH_SONIC_CRAW:
  4243. skillratio += -100 + 60 * skill_lv * status_get_lv(src) / 150;
  4244. break;
  4245. case MH_SILVERVEIN_RUSH:
  4246. skillratio += -100 + 250 * skill_lv * status_get_lv(src) / 100 + sstatus->str; // !TODO: Confirm STR bonus
  4247. break;
  4248. case MH_MIDNIGHT_FRENZY:
  4249. skillratio += -100 + 350 * skill_lv * status_get_lv(src) / 150 + sstatus->str; // !TODO: Confirm STR bonus
  4250. break;
  4251. case MH_MAGMA_FLOW:
  4252. skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120;
  4253. break;
  4254. case RL_MASS_SPIRAL:
  4255. skillratio += -100 + 200 * skill_lv;
  4256. break;
  4257. case RL_FIREDANCE:
  4258. skillratio += 100 + 100 * skill_lv;
  4259. skillratio += (sd ? pc_checkskill(sd, GS_DESPERADO) * 20 : 0);
  4260. RE_LVL_DMOD(100);
  4261. break;
  4262. case RL_BANISHING_BUSTER:
  4263. skillratio += -100 + 1000 + 200 * skill_lv;
  4264. RE_LVL_DMOD(100);
  4265. break;
  4266. case RL_S_STORM:
  4267. skillratio += -100 + 1700 + 200 * skill_lv;
  4268. break;
  4269. case RL_SLUGSHOT:
  4270. if (target->type == BL_MOB)
  4271. skillratio += -100 + 1200 * skill_lv;
  4272. else
  4273. skillratio += -100 + 2000 * skill_lv;
  4274. skillratio *= 2 + tstatus->size;
  4275. break;
  4276. case RL_D_TAIL:
  4277. skillratio += -100 + 500 + 200 * skill_lv;
  4278. if (sd && (wd->miscflag & 8))
  4279. skillratio *= 2;
  4280. RE_LVL_DMOD(100);
  4281. break;
  4282. case RL_R_TRIP:
  4283. skillratio += -100 + 350 * skill_lv;
  4284. RE_LVL_DMOD(100);
  4285. break;
  4286. case RL_R_TRIP_PLUSATK:
  4287. skillratio += -100 + 300 + 300 * skill_lv;
  4288. break;
  4289. case RL_H_MINE:
  4290. if (sd && sd->flicker) // Flicker explosion damage: 500 + 300 * SkillLv
  4291. skillratio += -100 + 500 + 300 * skill_lv;
  4292. else // 200 + 200 * SkillLv
  4293. skillratio += -100 + 200 + 200 * skill_lv;
  4294. break;
  4295. case RL_HAMMER_OF_GOD:
  4296. skillratio += -100 + 100 * skill_lv;
  4297. if (sd) {
  4298. if (wd->miscflag & 8)
  4299. skillratio += 400 * sd->spiritball_old;
  4300. else
  4301. skillratio += 150 * sd->spiritball_old;
  4302. }
  4303. RE_LVL_DMOD(100);
  4304. break;
  4305. case RL_FIRE_RAIN:
  4306. case RL_AM_BLAST:
  4307. skillratio += -100 + 3500 + 300 * skill_lv;
  4308. break;
  4309. case SU_BITE:
  4310. skillratio += 100;
  4311. break;
  4312. case SU_SCRATCH:
  4313. skillratio += -50 + 50 * skill_lv;
  4314. break;
  4315. case SU_SCAROFTAROU:
  4316. skillratio += -100 + 100 * skill_lv;
  4317. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4318. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4319. break;
  4320. case SU_PICKYPECK:
  4321. case SU_PICKYPECK_DOUBLE_ATK:
  4322. skillratio += 100 + 100 * skill_lv;
  4323. if (status_get_hp(target) < status_get_max_hp(target) >> 1)
  4324. skillratio *= 2;
  4325. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4326. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4327. break;
  4328. case SU_LUNATICCARROTBEAT:
  4329. case SU_LUNATICCARROTBEAT2:
  4330. skillratio += 100 + 100 * skill_lv;
  4331. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4332. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4333. break;
  4334. case SU_SVG_SPIRIT:
  4335. skillratio += 150 + 150 * skill_lv;
  4336. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4337. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4338. break;
  4339. case SJ_FULLMOONKICK:
  4340. skillratio += 1000 + 100 * skill_lv;
  4341. RE_LVL_DMOD(100);
  4342. if (sc && sc->data[SC_LIGHTOFMOON])
  4343. skillratio += skillratio * sc->data[SC_LIGHTOFMOON]->val2 / 100;
  4344. break;
  4345. case SJ_NEWMOONKICK:
  4346. skillratio += 600 + 100 * skill_lv;
  4347. break;
  4348. case SJ_STAREMPEROR:
  4349. skillratio += 700 + 200 * skill_lv;
  4350. break;
  4351. case SJ_SOLARBURST:
  4352. skillratio += 900 + 220 * skill_lv;
  4353. RE_LVL_DMOD(100);
  4354. if (sc && sc->data[SC_LIGHTOFSUN])
  4355. skillratio += skillratio * sc->data[SC_LIGHTOFSUN]->val2 / 100;
  4356. break;
  4357. case SJ_PROMINENCEKICK:
  4358. skillratio += 50 + 50 * skill_lv;
  4359. break;
  4360. case SJ_FALLINGSTAR_ATK:
  4361. case SJ_FALLINGSTAR_ATK2:
  4362. skillratio += 100 * skill_lv;
  4363. RE_LVL_DMOD(100);
  4364. if (sc && sc->data[SC_LIGHTOFSTAR])
  4365. skillratio += skillratio * sc->data[SC_LIGHTOFSTAR]->val2 / 100;
  4366. break;
  4367. }
  4368. return skillratio;
  4369. }
  4370. /*==================================================================================================
  4371. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  4372. *--------------------------------------------------------------------------------------------------*
  4373. * Credits:
  4374. * Original coder Skotlex
  4375. * Initial refactoring by Baalberith
  4376. * Refined and optimized by helvetica
  4377. */
  4378. static int64 battle_calc_skill_constant_addition(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4379. {
  4380. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4381. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4382. struct status_data *sstatus = status_get_status_data(src);
  4383. struct status_data *tstatus = status_get_status_data(target);
  4384. int64 atk = 0;
  4385. //Constant/misc additions from skills
  4386. switch (skill_id) {
  4387. case MO_EXTREMITYFIST:
  4388. atk = 250 + 150 * skill_lv;
  4389. break;
  4390. #ifndef RENEWAL
  4391. case GS_MAGICALBULLET:
  4392. if (sstatus->matk_max > sstatus->matk_min)
  4393. atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min);
  4394. else
  4395. atk = sstatus->matk_min;
  4396. break;
  4397. case NJ_SYURIKEN:
  4398. atk = 4 * skill_lv;
  4399. break;
  4400. #endif
  4401. #ifdef RENEWAL
  4402. case HT_FREEZINGTRAP:
  4403. if(sd)
  4404. atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP);
  4405. break;
  4406. #endif
  4407. case GC_COUNTERSLASH:
  4408. atk = sstatus->agi * 2 + (sd ? sd->status.job_level * 4 : 0);
  4409. break;
  4410. case LG_SHIELDPRESS:
  4411. if (sd) {
  4412. int damagevalue = 0;
  4413. short index = sd->equip_index[EQI_HAND_L];
  4414. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4415. damagevalue = sstatus->vit * sd->inventory.u.items_inventory[index].refine;
  4416. atk = damagevalue;
  4417. }
  4418. break;
  4419. case SR_FALLENEMPIRE:
  4420. // [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
  4421. atk = ( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
  4422. if( tsd && tsd->weight )
  4423. atk += ( (tsd->weight/10) * sstatus->dex / 120 );
  4424. else
  4425. atk += ( status_get_lv(target) * 50 ); //mobs
  4426. break;
  4427. }
  4428. return atk;
  4429. }
  4430. /*==============================================================
  4431. * Stackable SC bonuses added on top of calculated skill damage
  4432. *--------------------------------------------------------------
  4433. * Credits:
  4434. * Original coder Skotlex
  4435. * Initial refactoring by Baalberith
  4436. * Refined and optimized by helvetica
  4437. */
  4438. static void battle_attack_sc_bonus(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4439. {
  4440. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4441. struct status_change *sc = status_get_sc(src);
  4442. struct status_data *sstatus = status_get_status_data(src);
  4443. struct status_data *tstatus = status_get_status_data(target);
  4444. uint8 anger_id = 0; // SLS Anger
  4445. // Kagerou/Oboro Earth Charm effect +15% wATK
  4446. if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4447. ATK_ADDRATE(wd->damage, wd->damage2, 15 * sd->spiritcharm);
  4448. #ifdef RENEWAL
  4449. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, 15 * sd->spiritcharm);
  4450. #endif
  4451. }
  4452. //The following are applied on top of current damage and are stackable.
  4453. if (sc) {
  4454. #ifdef RENEWAL
  4455. if (sc->data[SC_WATK_ELEMENT] && skill_id != ASC_METEORASSAULT)
  4456. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, sc->data[SC_WATK_ELEMENT]->val2);
  4457. if (sc->data[SC_DRUMBATTLE])
  4458. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->data[SC_DRUMBATTLE]->val2);
  4459. if (sc->data[SC_MADNESSCANCEL])
  4460. ATK_ADD(wd->equipAtk, wd->equipAtk2, 100);
  4461. if (sc->data[SC_MAGICALBULLET]) {
  4462. short tmdef = tstatus->mdef + tstatus->mdef2;
  4463. if (sstatus->matk_min > tmdef && sstatus->matk_max > sstatus->matk_min) {
  4464. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max((sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min)) - tmdef, 0));
  4465. } else {
  4466. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max(sstatus->matk_min - tmdef, 0));
  4467. }
  4468. }
  4469. if (sc->data[SC_GATLINGFEVER])
  4470. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->data[SC_GATLINGFEVER]->val3);
  4471. #else
  4472. if (sc->data[SC_TRUESIGHT])
  4473. ATK_ADDRATE(wd->damage, wd->damage2, 2 * sc->data[SC_TRUESIGHT]->val1);
  4474. #endif
  4475. if (sc->data[SC_SPIRIT]) {
  4476. if (skill_id == AS_SONICBLOW && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN) {
  4477. ATK_ADDRATE(wd->damage, wd->damage2, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  4478. RE_ALLATK_ADDRATE(wd, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  4479. } else if (skill_id == CR_SHIELDBOOMERANG && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) {
  4480. ATK_ADDRATE(wd->damage, wd->damage2, 100);
  4481. RE_ALLATK_ADDRATE(wd, 100);
  4482. }
  4483. }
  4484. if (sc->data[SC_GT_CHANGE])
  4485. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_GT_CHANGE]->val1);
  4486. if (sc->data[SC_EDP]) {
  4487. switch(skill_id) {
  4488. case AS_SPLASHER:
  4489. case ASC_METEORASSAULT:
  4490. // Pre-Renewal only: Soul Breaker ignores EDP
  4491. // Renewal only: Grimtooth and Venom Knife ignore EDP
  4492. // Both: Venom Splasher and Meteor Assault ignore EDP [helvetica]
  4493. #ifndef RENEWAL
  4494. case ASC_BREAKER:
  4495. #else
  4496. case AS_GRIMTOOTH:
  4497. case AS_VENOMKNIFE:
  4498. #endif
  4499. break; // skills above have no effect with EDP
  4500. #ifdef RENEWAL
  4501. default: // fall through to apply EDP bonuses
  4502. // Renewal EDP formula [helvetica]
  4503. // weapon atk * (1 + (edp level * .8))
  4504. // equip atk * (1 + (edp level * .6))
  4505. ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80));
  4506. ATK_RATE(wd->equipAtk, wd->equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60));
  4507. break;
  4508. #else
  4509. default:
  4510. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_EDP]->val3);
  4511. #endif
  4512. }
  4513. }
  4514. if (sc->data[SC_DANCEWITHWUG]) {
  4515. if (skill_get_inf2(skill_id, INF2_INCREASEDANCEWITHWUGDAMAGE)) {
  4516. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  4517. RE_ALLATK_ADDRATE(wd, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  4518. }
  4519. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  4520. #ifdef RENEWAL
  4521. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  4522. #endif
  4523. }
  4524. if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2) {
  4525. ATK_ADD(wd->damage, wd->damage2, 200);
  4526. #ifdef RENEWAL
  4527. ATK_ADD(wd->equipAtk, wd->equipAtk2, 200);
  4528. #endif
  4529. }
  4530. if (sc->data[SC_EQC]) {
  4531. ATK_ADDRATE(wd->damage, wd->damage2, -sc->data[SC_EQC]->val2);
  4532. #ifdef RENEWAL
  4533. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, -sc->data[SC_EQC]->val2);
  4534. #endif
  4535. }
  4536. if(sc->data[SC_STYLE_CHANGE]) {
  4537. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4538. if(hd) {
  4539. ATK_ADD(wd->damage, wd->damage2, hd->homunculus.spiritball * 3);
  4540. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  4541. }
  4542. }
  4543. if(sc->data[SC_UNLIMIT] && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4544. switch(skill_id) {
  4545. case RA_WUGDASH:
  4546. case RA_WUGSTRIKE:
  4547. case RA_WUGBITE:
  4548. break;
  4549. default:
  4550. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_UNLIMIT]->val2);
  4551. RE_ALLATK_ADDRATE(wd, sc->data[SC_UNLIMIT]->val2);
  4552. break;
  4553. }
  4554. }
  4555. if (sc->data[SC_HEAT_BARREL]) {
  4556. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_HEAT_BARREL]->val3);
  4557. RE_ALLATK_ADDRATE(wd, sc->data[SC_HEAT_BARREL]->val3);
  4558. }
  4559. if((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4560. if (sc->data[SC_MTF_RANGEATK]) { // Monster Transformation bonus
  4561. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_MTF_RANGEATK]->val1);
  4562. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK]->val1);
  4563. }
  4564. if (sc->data[SC_MTF_RANGEATK2]) { // Monster Transformation bonus
  4565. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_MTF_RANGEATK2]->val1);
  4566. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK2]->val1);
  4567. }
  4568. if (sc->data[SC_ARCLOUSEDASH] && sc->data[SC_ARCLOUSEDASH]->val4) {
  4569. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_ARCLOUSEDASH]->val4);
  4570. RE_ALLATK_ADDRATE(wd, sc->data[SC_ARCLOUSEDASH]->val4);
  4571. }
  4572. }
  4573. if (sd && wd->flag&BF_WEAPON && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val3) {
  4574. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_GVG_GIANT]->val3);
  4575. RE_ALLATK_ADDRATE(wd, sc->data[SC_GVG_GIANT]->val3);
  4576. }
  4577. if (skill_id == 0 && sc->data[SC_EXEEDBREAK]) {
  4578. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_EXEEDBREAK]->val2);
  4579. RE_ALLATK_ADDRATE(wd, sc->data[SC_EXEEDBREAK]->val2);
  4580. }
  4581. if (sc->data[SC_PYREXIA] && sc->data[SC_PYREXIA]->val3 == 0) {
  4582. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_PYREXIA]->val2);
  4583. RE_ALLATK_ADDRATE(wd, sc->data[SC_PYREXIA]->val2);
  4584. }
  4585. if (sc->data[SC_MIRACLE])
  4586. anger_id = 2; // Always treat all monsters as star flagged monster when in miracle state
  4587. }
  4588. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4589. if (sd && pc_checkskill(sd, SU_POWEROFLIFE) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LIFE) >= 20) {
  4590. ATK_ADDRATE(wd->damage, wd->damage2, 20);
  4591. RE_ALLATK_ADDRATE(wd, 20);
  4592. }
  4593. }
  4594. if (sd != nullptr && !anger_id)
  4595. ARR_FIND(0, MAX_PC_FEELHATE, anger_id, status_get_class(target) == sd->hate_mob[anger_id]);
  4596. uint16 anger_level;
  4597. if (sd != nullptr && anger_id < MAX_PC_FEELHATE && (anger_level = pc_checkskill(sd, sg_info[anger_id].anger_id))) {
  4598. int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  4599. if (anger_id == 2)
  4600. skillratio += sstatus->str; // SG_STAR_ANGER additionally has STR added in its formula.
  4601. if (anger_level < 4)
  4602. skillratio /= 12 - 3 * anger_level;
  4603. ATK_ADDRATE(wd->damage, wd->damage2, skillratio);
  4604. #ifdef RENEWAL
  4605. RE_ALLATK_ADDRATE(wd, skillratio);
  4606. #endif
  4607. }
  4608. }
  4609. /*====================================
  4610. * Calc defense damage reduction
  4611. *------------------------------------
  4612. * Credits:
  4613. * Original coder Skotlex
  4614. * Initial refactoring by Baalberith
  4615. * Refined and optimized by helvetica
  4616. */
  4617. static void battle_calc_defense_reduction(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4618. {
  4619. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4620. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4621. struct status_change *sc = status_get_sc(src);
  4622. struct status_change *tsc = status_get_sc(target);
  4623. struct status_data *sstatus = status_get_status_data(src);
  4624. struct status_data *tstatus = status_get_status_data(target);
  4625. //Defense reduction
  4626. short vit_def;
  4627. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  4628. short def2 = tstatus->def2;
  4629. if (sd) {
  4630. int i = sd->indexed_bonus.ignore_def_by_race[tstatus->race] + sd->indexed_bonus.ignore_def_by_race[RC_ALL];
  4631. i += sd->indexed_bonus.ignore_def_by_class[tstatus->class_] + sd->indexed_bonus.ignore_def_by_class[CLASS_ALL];
  4632. if (i) {
  4633. i = min(i,100); //cap it to 100 for 0 def min
  4634. def1 -= def1 * i / 100;
  4635. def2 -= def2 * i / 100;
  4636. }
  4637. //Kagerou/Oboro Earth Charm effect +10% eDEF
  4638. if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4639. short si = 10 * sd->spiritcharm;
  4640. def1 = (def1 * (100 + si)) / 100;
  4641. }
  4642. }
  4643. if (sc && sc->data[SC_EXPIATIO]) {
  4644. short i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  4645. i = min(i,100); //cap it to 100 for 0 def min
  4646. def1 = (def1*(100-i))/100;
  4647. def2 = (def2*(100-i))/100;
  4648. }
  4649. if (tsc) {
  4650. if (tsc->data[SC_FORCEOFVANGUARD]) {
  4651. short i = 2 * tsc->data[SC_FORCEOFVANGUARD]->val1;
  4652. def1 = (def1 * (100 + i)) / 100;
  4653. }
  4654. if( tsc->data[SC_CAMOUFLAGE] ){
  4655. short i = 5 * tsc->data[SC_CAMOUFLAGE]->val3; //5% per second
  4656. i = min(i,100); //cap it to 100 for 0 def min
  4657. def1 = (def1*(100-i))/100;
  4658. def2 = (def2*(100-i))/100;
  4659. }
  4660. if (tsc->data[SC_GT_REVITALIZE])
  4661. def1 += tsc->data[SC_GT_REVITALIZE]->val4;
  4662. if (tsc->data[SC_OVERED_BOOST] && target->type == BL_PC)
  4663. def1 = (def1 * tsc->data[SC_OVERED_BOOST]->val4) / 100;
  4664. }
  4665. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  4666. unsigned char target_count; //256 max targets should be a sane max
  4667. //Official servers limit the count to 22 targets
  4668. target_count = min(unit_counttargeted(target), (100 / battle_config.vit_penalty_num) + (battle_config.vit_penalty_count - 1));
  4669. if(target_count >= battle_config.vit_penalty_count) {
  4670. if(battle_config.vit_penalty_type == 1) {
  4671. if( !tsc || !tsc->data[SC_STEELBODY] )
  4672. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4673. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4674. } else { //Assume type 2
  4675. if( !tsc || !tsc->data[SC_STEELBODY] )
  4676. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4677. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4678. }
  4679. }
  4680. if (skill_id == AM_ACIDTERROR)
  4681. #ifdef RENEWAL
  4682. def2 = 0; //Ignore only status defense. [FatalEror]
  4683. #else
  4684. def1 = 0; //Ignores only armor defense. [Skotlex]
  4685. #endif
  4686. if(def2 < 1)
  4687. def2 = 1;
  4688. }
  4689. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  4690. if (tsd) { //Sd vit-eq
  4691. int skill;
  4692. #ifndef RENEWAL
  4693. //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  4694. vit_def = def2*(def2-15)/150;
  4695. vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
  4696. #else
  4697. vit_def = def2;
  4698. #endif
  4699. if( src->type == BL_MOB && (battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesn't work vs players
  4700. (skill=pc_checkskill(tsd,AL_DP)) > 0 )
  4701. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  4702. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  4703. (sstatus->race == RC_BRUTE || sstatus->race == RC_PLAYER_DORAM || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  4704. vit_def += skill*5;
  4705. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  4706. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  4707. vit_def += skill * 10;
  4708. } else { //Mob-Pet vit-eq
  4709. #ifndef RENEWAL
  4710. //VIT + rnd(0,[VIT/20]^2-1)
  4711. vit_def = (def2/20)*(def2/20);
  4712. if (tsc && tsc->data[SC_SKA])
  4713. vit_def += 100; //Eska increases the random part of the formula by 100
  4714. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  4715. #else
  4716. //SoftDEF of monsters is floor((BaseLevel+Vit)/2)
  4717. vit_def = def2;
  4718. #endif
  4719. }
  4720. if (battle_config.weapon_defense_type) {
  4721. vit_def += def1*battle_config.weapon_defense_type;
  4722. def1 = 0;
  4723. }
  4724. #ifdef RENEWAL
  4725. /**
  4726. * RE DEF Reduction
  4727. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  4728. * Pierce defence gains 1 atk per def/2
  4729. */
  4730. if( def1 == -400 ) /* -400 creates a division by 0 and subsequently crashes */
  4731. def1 = -399;
  4732. ATK_ADD2(wd->damage, wd->damage2,
  4733. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0,
  4734. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0
  4735. );
  4736. if( !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) )
  4737. wd->damage = wd->damage * (4000+def1) / (4000+10*def1) - vit_def;
  4738. if( is_attack_left_handed(src, skill_id) && !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) )
  4739. wd->damage2 = wd->damage2 * (4000+def1) / (4000+10*def1) - vit_def;
  4740. #else
  4741. if (def1 > 100) def1 = 100;
  4742. ATK_RATE2(wd->damage, wd->damage2,
  4743. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R)*(def1+vit_def) : (100-def1)),
  4744. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L)*(def1+vit_def) : (100-def1))
  4745. );
  4746. ATK_ADD2(wd->damage, wd->damage2,
  4747. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?0:-vit_def,
  4748. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?0:-vit_def
  4749. );
  4750. #endif
  4751. }
  4752. /*====================================
  4753. * Modifiers ignoring DEF
  4754. *------------------------------------
  4755. * Credits:
  4756. * Original coder Skotlex
  4757. * Initial refactoring by Baalberith
  4758. * Refined and optimized by helvetica
  4759. */
  4760. static void battle_calc_attack_post_defense(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4761. {
  4762. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4763. struct status_change *sc = status_get_sc(src);
  4764. struct status_data *sstatus = status_get_status_data(src);
  4765. // Post skill/vit reduction damage increases
  4766. if( sc ) { // SC skill damages
  4767. if(sc->data[SC_AURABLADE]
  4768. #ifndef RENEWAL
  4769. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  4770. #endif
  4771. ) {
  4772. #ifdef RENEWAL
  4773. ATK_ADD(wd->damage, wd->damage2, (3 + sc->data[SC_AURABLADE]->val1) * status_get_lv(src)); // !TODO: Confirm formula
  4774. #else
  4775. ATK_ADD(wd->damage, wd->damage2, 20 * sc->data[SC_AURABLADE]->val1);
  4776. #endif
  4777. }
  4778. }
  4779. #ifndef RENEWAL
  4780. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  4781. //Refine bonus
  4782. if (sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST) { // Counts refine bonus multiple times
  4783. if (skill_id == MO_FINGEROFFENSIVE) {
  4784. ATK_ADD2(wd->damage, wd->damage2, wd->div_*sstatus->rhw.atk2, wd->div_*sstatus->lhw.atk2);
  4785. } else {
  4786. ATK_ADD2(wd->damage, wd->damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  4787. }
  4788. }
  4789. #endif
  4790. //Set to min of 1
  4791. if (is_attack_right_handed(src, skill_id) && wd->damage < 1) wd->damage = 1;
  4792. if (is_attack_left_handed(src, skill_id) && wd->damage2 < 1) wd->damage2 = 1;
  4793. switch (skill_id) {
  4794. case AS_SONICBLOW:
  4795. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  4796. ATK_ADDRATE(wd->damage, wd->damage2, 10);
  4797. break;
  4798. case NC_AXETORNADO:
  4799. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  4800. ATK_ADDRATE(wd->damage, wd->damage2, 25);
  4801. break;
  4802. }
  4803. }
  4804. /*=================================================================================
  4805. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  4806. *---------------------------------------------------------------------------------
  4807. * Credits:
  4808. * Original coder Skotlex
  4809. * Initial refactoring by Baalberith
  4810. * Refined and optimized by helvetica
  4811. */
  4812. static void battle_calc_attack_plant(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4813. {
  4814. struct status_data *tstatus = status_get_status_data(target);
  4815. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  4816. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  4817. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4818. //Plants receive 1 damage when hit
  4819. if( attack_hits || wd->damage > 0 )
  4820. wd->damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
  4821. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd->damage2 > 0) ) {
  4822. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4823. if (sd && sd->status.weapon == W_KATAR)
  4824. wd->damage2 = 0; //No backhand damage against plants
  4825. else
  4826. wd->damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
  4827. }
  4828. if (attack_hits && target->type == BL_MOB) {
  4829. struct status_change *sc = status_get_sc(target);
  4830. int64 damage_dummy = 1;
  4831. if (sc && !battle_status_block_damage(src, target, sc, wd, damage_dummy, skill_id, skill_lv)) { // Statuses that reduce damage to 0.
  4832. wd->damage = wd->damage2 = 0;
  4833. return;
  4834. }
  4835. }
  4836. if( attack_hits && status_get_class(target) == MOBID_EMPERIUM ) {
  4837. if(target && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0) && map_flag_gvg2(target->m)) {
  4838. wd->damage = wd->damage2 = 0;
  4839. return;
  4840. }
  4841. const int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4842. const int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4843. if (wd->damage > 0) {
  4844. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  4845. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  4846. } else if (wd->damage2 > 0) {
  4847. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  4848. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  4849. }
  4850. return;
  4851. }
  4852. //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
  4853. battle_apply_div_fix(wd, skill_id);
  4854. //If there is left hand damage, total damage can never exceed 2, even on multiple hits
  4855. if(wd->damage > 1 && wd->damage2 > 0) {
  4856. wd->damage = 1;
  4857. wd->damage2 = 1;
  4858. }
  4859. }
  4860. /*========================================================================================
  4861. * Perform left/right hand weapon damage calculation based on previously calculated damage
  4862. *----------------------------------------------------------------------------------------
  4863. * Credits:
  4864. * Original coder Skotlex
  4865. * Initial refactoring by Baalberith
  4866. * Refined and optimized by helvetica
  4867. */
  4868. static void battle_calc_attack_left_right_hands(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4869. {
  4870. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4871. if (sd) {
  4872. int skill;
  4873. if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {
  4874. wd->damage = wd->damage2;
  4875. wd->damage2 = 0;
  4876. } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  4877. skill = pc_checkskill(sd,TF_DOUBLE);
  4878. wd->damage2 = (int64)wd->damage * (1 + (skill * 2))/100;
  4879. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
  4880. if (wd->damage) {
  4881. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  4882. skill = pc_checkskill(sd,AS_RIGHT);
  4883. ATK_RATER(wd->damage, 50 + (skill * 10))
  4884. }
  4885. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4886. skill = pc_checkskill(sd,KO_RIGHT);
  4887. ATK_RATER(wd->damage, 70 + (skill * 10))
  4888. }
  4889. if(wd->damage < 1)
  4890. wd->damage = 1;
  4891. }
  4892. if (wd->damage2) {
  4893. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  4894. skill = pc_checkskill(sd,AS_LEFT);
  4895. ATK_RATEL(wd->damage2, 30 + (skill * 10))
  4896. }
  4897. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4898. skill = pc_checkskill(sd,KO_LEFT);
  4899. ATK_RATEL(wd->damage2, 50 + (skill * 10))
  4900. }
  4901. if(wd->damage2 < 1)
  4902. wd->damage2 = 1;
  4903. }
  4904. }
  4905. }
  4906. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd->damage)
  4907. wd->damage=0;
  4908. if(!is_attack_left_handed(src, skill_id) && wd->damage2)
  4909. wd->damage2=0;
  4910. }
  4911. /**
  4912. * Check if bl is devoted by someone
  4913. * @param bl
  4914. * @return 'd_bl' if devoted or NULL if not devoted
  4915. */
  4916. struct block_list *battle_check_devotion(struct block_list *bl) {
  4917. struct block_list *d_bl = NULL;
  4918. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) {
  4919. struct status_change *sc = status_get_sc(bl);
  4920. if (sc && sc->data[SC_DEVOTION])
  4921. d_bl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  4922. }
  4923. return d_bl;
  4924. }
  4925. /*==========================================
  4926. * BG/GvG attack modifiers
  4927. *------------------------------------------
  4928. * Credits:
  4929. * Original coder Skotlex
  4930. * Initial refactoring by Baalberith
  4931. * Refined and optimized by helvetica
  4932. */
  4933. static void battle_calc_attack_gvg_bg(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4934. {
  4935. if( wd->damage + wd->damage2 ) { //There is a total damage value
  4936. if( src != target && //Don't reflect your own damage (Grand Cross)
  4937. (!skill_id || skill_id ||
  4938. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
  4939. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  4940. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4941. struct status_data *sstatus = status_get_status_data(src);
  4942. t_tick tick = gettick(), rdelay = 0;
  4943. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, false);
  4944. if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
  4945. struct block_list *d_bl = battle_check_devotion(src);
  4946. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  4947. if( tsd )
  4948. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  4949. //Use Reflect Shield to signal this kind of skill trigger [Skotlex]
  4950. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true, false);
  4951. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  4952. }
  4953. }
  4954. struct map_data *mapdata = map_getmapdata(target->m);
  4955. if(!wd->damage2) {
  4956. wd->damage = battle_calc_damage(src,target,wd,wd->damage,skill_id,skill_lv);
  4957. if( mapdata_flag_gvg2(mapdata) )
  4958. wd->damage=battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  4959. else if( mapdata->flag[MF_BATTLEGROUND] )
  4960. wd->damage=battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  4961. }
  4962. else if(!wd->damage) {
  4963. wd->damage2 = battle_calc_damage(src,target,wd,wd->damage2,skill_id,skill_lv);
  4964. if( mapdata_flag_gvg2(mapdata) )
  4965. wd->damage2 = battle_calc_gvg_damage(src,target,wd->damage2,skill_id,wd->flag);
  4966. else if( mapdata->flag[MF_BATTLEGROUND] )
  4967. wd->damage2 = battle_calc_bg_damage(src,target,wd->damage2,skill_id,wd->flag);
  4968. }
  4969. else {
  4970. int64 d1 = wd->damage + wd->damage2,d2 = wd->damage2;
  4971. wd->damage = battle_calc_damage(src,target,wd,d1,skill_id,skill_lv);
  4972. if( mapdata_flag_gvg2(mapdata) )
  4973. wd->damage = battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  4974. else if( mapdata->flag[MF_BATTLEGROUND] )
  4975. wd->damage = battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  4976. wd->damage2 = (int64)d2*100/d1 * wd->damage/100;
  4977. if(wd->damage > 1 && wd->damage2 < 1) wd->damage2 = 1;
  4978. wd->damage-=wd->damage2;
  4979. }
  4980. }
  4981. }
  4982. /*==========================================
  4983. * final ATK modifiers - after BG/GvG calc
  4984. *------------------------------------------
  4985. * Credits:
  4986. * Original coder Skotlex
  4987. * Initial refactoring by Baalberith
  4988. * Refined and optimized by helvetica
  4989. */
  4990. static void battle_calc_weapon_final_atk_modifiers(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4991. {
  4992. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4993. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4994. struct status_change *sc = status_get_sc(src);
  4995. struct status_change *tsc = status_get_sc(target);
  4996. struct status_data *sstatus = status_get_status_data(src);
  4997. struct status_data *tstatus = status_get_status_data(target);
  4998. int skill_damage = 0;
  4999. //Reject Sword bugreport:4493 by Daegaladh
  5000. if(wd->damage && tsc && tsc->data[SC_REJECTSWORD] &&
  5001. (src->type!=BL_PC || (
  5002. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  5003. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  5004. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  5005. )) &&
  5006. rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
  5007. )
  5008. {
  5009. ATK_RATER(wd->damage, 50)
  5010. status_fix_damage(target,src,wd->damage,clif_damage(target,src,gettick(),0,0,wd->damage,0,DMG_NORMAL,0,false),ST_REJECTSWORD);
  5011. clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
  5012. if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
  5013. status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
  5014. }
  5015. if( tsc && tsc->data[SC_CRESCENTELBOW] && wd->flag&BF_SHORT && rnd()%100 < tsc->data[SC_CRESCENTELBOW]->val2 ) {
  5016. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  5017. int64 rdamage = 0;
  5018. int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125;
  5019. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  5020. rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0);
  5021. rdamage = (int64)rdamage * ratio / 100 + wd->damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
  5022. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), BLOWN_NONE);
  5023. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  5024. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1, DMG_SINGLE); // This is how official does
  5025. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false);
  5026. status_damage(target, src, rdamage, 0, 0, 0, 0);
  5027. status_damage(src, target, rdamage/10, 0, 0, 1, 0);
  5028. status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
  5029. }
  5030. if( sc ) {
  5031. //SC_FUSION hp penalty [Komurka]
  5032. if (sc->data[SC_FUSION]) {
  5033. unsigned int hp = sstatus->max_hp;
  5034. if (sd && tsd) {
  5035. hp = hp / 13;
  5036. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  5037. hp = sstatus->hp;
  5038. } else
  5039. hp = 2*hp/100; //2% hp loss per hit
  5040. status_zap(src, hp, 0);
  5041. }
  5042. // Only affecting non-skills
  5043. if (!skill_id && wd->dmg_lv > ATK_BLOCK) {
  5044. if (sc->data[SC_ENCHANTBLADE]) {
  5045. //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2
  5046. int64 enchant_dmg = sc->data[SC_ENCHANTBLADE]->val2;
  5047. if (sstatus->matk_max > sstatus->matk_min)
  5048. enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min);
  5049. else
  5050. enchant_dmg = enchant_dmg + sstatus->matk_min;
  5051. enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2);
  5052. if (enchant_dmg > 0)
  5053. ATK_ADD(wd->damage, wd->damage2, enchant_dmg);
  5054. }
  5055. }
  5056. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  5057. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  5058. }
  5059. #ifndef RENEWAL
  5060. if (skill_id == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
  5061. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd->miscflag);
  5062. wd->damage += md.damage;
  5063. }
  5064. #endif
  5065. // Skill damage adjustment
  5066. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  5067. ATK_ADDRATE(wd->damage, wd->damage2, skill_damage);
  5068. }
  5069. /*====================================================
  5070. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  5071. *----------------------------------------------------
  5072. * Credits:
  5073. * Original coder Skotlex
  5074. * Initial refactoring by Baalberith
  5075. * Refined and optimized by helvetica
  5076. */
  5077. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  5078. {
  5079. struct status_data *sstatus = status_get_status_data(src);
  5080. struct status_data *tstatus = status_get_status_data(target);
  5081. struct status_change *sc = status_get_sc(src);
  5082. struct map_session_data *sd = BL_CAST(BL_PC, src);
  5083. struct Damage wd;
  5084. wd.type = DMG_NORMAL; //Normal attack
  5085. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  5086. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  5087. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  5088. /*if(skill_id == KN_AUTOCOUNTER)
  5089. wd.amotion >>= 1; */
  5090. wd.dmotion = tstatus->dmotion;
  5091. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  5092. wd.miscflag = wflag;
  5093. wd.flag = BF_WEAPON; //Initial Flag
  5094. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  5095. wd.isspdamage = false;
  5096. wd.damage = wd.damage2 =
  5097. #ifdef RENEWAL
  5098. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  5099. #endif
  5100. 0;
  5101. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  5102. if(sd)
  5103. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  5104. if (skill_id) {
  5105. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5106. switch(skill_id)
  5107. {
  5108. #ifdef RENEWAL
  5109. case RG_BACKSTAP:
  5110. if (sd && sd->status.weapon == W_DAGGER)
  5111. wd.div_ = 2;
  5112. break;
  5113. #endif
  5114. case MH_SONIC_CRAW:{
  5115. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5116. wd.div_ = hd->homunculus.spiritball;
  5117. }
  5118. break;
  5119. case MO_FINGEROFFENSIVE:
  5120. if (sd) {
  5121. if (battle_config.finger_offensive_type)
  5122. wd.div_ = 1;
  5123. else if ((sd->spiritball + sd->spiritball_old) < wd.div_)
  5124. wd.div_ = sd->spiritball + sd->spiritball_old;
  5125. }
  5126. break;
  5127. case KN_PIERCE:
  5128. case ML_PIERCE:
  5129. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  5130. break;
  5131. case TF_DOUBLE: //For NPC used skill.
  5132. case GS_CHAINACTION:
  5133. wd.type = DMG_MULTI_HIT;
  5134. break;
  5135. case GS_GROUNDDRIFT:
  5136. wd.amotion = sstatus->amotion;
  5137. //Fall through
  5138. case KN_SPEARSTAB:
  5139. case KN_BOWLINGBASH:
  5140. #ifdef RENEWAL
  5141. if (skill_id == KN_BOWLINGBASH && sd && sd->status.weapon == W_2HSWORD)
  5142. wd.div_ = cap_value(wd.miscflag, 2, 4);
  5143. #endif
  5144. case MS_BOWLINGBASH:
  5145. case MO_BALKYOUNG:
  5146. case TK_TURNKICK:
  5147. wd.blewcount = 0;
  5148. break;
  5149. case KN_AUTOCOUNTER:
  5150. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  5151. break;
  5152. case LK_SPIRALPIERCE:
  5153. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  5154. break;
  5155. case RK_WINDCUTTER:
  5156. if (sd && (sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR))
  5157. wd.flag |= BF_LONG;
  5158. // The number of hits is set to 3 by default for use in Inspiration status.
  5159. // When in Banding, the number of hits is equal to the number of Royal Guards in Banding.
  5160. case LG_HESPERUSLIT:
  5161. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  5162. wd.div_ = sc->data[SC_BANDING]->val2;
  5163. break;
  5164. }
  5165. } else {
  5166. wd.flag |= is_skill_using_arrow(src, skill_id)?BF_LONG:BF_SHORT;
  5167. }
  5168. return wd;
  5169. }
  5170. /**
  5171. * Check if we should reflect the damage and calculate it if so
  5172. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  5173. * @param wd : weapon damage
  5174. * @param src : bl who did the attack
  5175. * @param target : target of the attack
  5176. * @param skill_id : id of casted skill, 0 = basic atk
  5177. * @param skill_lv : lvl of skill casted
  5178. */
  5179. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv)
  5180. {
  5181. // Don't reflect your own damage (Grand Cross)
  5182. if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL ||
  5183. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ))))
  5184. {
  5185. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  5186. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  5187. struct status_change *tsc = status_get_sc(target);
  5188. struct status_data *sstatus = status_get_status_data(src);
  5189. struct unit_data *ud = unit_bl2ud(target);
  5190. t_tick tick = gettick(), rdelay = 0;
  5191. if (!tsc)
  5192. return;
  5193. // Calculate skill reflect damage separately
  5194. if ((ud && !ud->immune_attack) || !status_bl_has_mode(target, MD_SKILL_IMMUNE))
  5195. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
  5196. if( rdamage > 0 ) {
  5197. struct block_list *d_bl = battle_check_devotion(src);
  5198. status_change *sc = status_get_sc(src);
  5199. if (sc && sc->data[SC_VITALITYACTIVATION])
  5200. rdamage /= 2;
  5201. if (tsc->data[SC_MAXPAIN]) {
  5202. tsc->data[SC_MAXPAIN]->val2 = (int)rdamage;
  5203. skill_castend_damage_id(target, src, NPC_MAXPAIN_ATK, tsc->data[SC_MAXPAIN]->val1, tick, wd->flag);
  5204. tsc->data[SC_MAXPAIN]->val2 = 0;
  5205. }
  5206. else if( attack_type == BF_WEAPON && tsc->data[SC_REFLECTDAMAGE] ) // Don't reflect your own damage (Grand Cross)
  5207. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag);
  5208. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  5209. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  5210. if( tsd )
  5211. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  5212. // It appears that official servers give skill reflect damage a longer delay
  5213. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true, false);
  5214. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  5215. }
  5216. }
  5217. }
  5218. }
  5219. /*============================================
  5220. * Calculate "weapon"-type attacks and skills
  5221. *--------------------------------------------
  5222. * Credits:
  5223. * Original coder Skotlex
  5224. * Initial refactoring by Baalberith
  5225. * Refined and optimized by helvetica
  5226. */
  5227. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  5228. {
  5229. struct map_session_data *sd, *tsd;
  5230. struct Damage wd;
  5231. struct status_change *sc = status_get_sc(src);
  5232. struct status_change *tsc = status_get_sc(target);
  5233. struct status_data *tstatus = status_get_status_data(target);
  5234. int right_element, left_element;
  5235. bool infdef = false;
  5236. memset(&wd,0,sizeof(wd));
  5237. if (src == NULL || target == NULL) {
  5238. nullpo_info(NLP_MARK);
  5239. return wd;
  5240. }
  5241. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  5242. right_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  5243. left_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  5244. if (sc && !sc->count)
  5245. sc = NULL; //Skip checking as there are no status changes active.
  5246. if (tsc && !tsc->count)
  5247. tsc = NULL; //Skip checking as there are no status changes active.
  5248. sd = BL_CAST(BL_PC, src);
  5249. tsd = BL_CAST(BL_PC, target);
  5250. //Check for Lucky Dodge
  5251. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  5252. wd.type = DMG_LUCY_DODGE;
  5253. wd.dmg_lv = ATK_LUCKY;
  5254. if(wd.div_ < 0)
  5255. wd.div_ *= -1;
  5256. return wd;
  5257. }
  5258. // on official check for multi hit first so we can override crit on double attack [helvetica]
  5259. battle_calc_multi_attack(&wd, src, target, skill_id, skill_lv);
  5260. // crit check is next since crits always hit on official [helvetica]
  5261. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, true)) {
  5262. #if PACKETVER >= 20161207
  5263. if (wd.type&DMG_MULTI_HIT)
  5264. wd.type = DMG_MULTI_HIT_CRITICAL;
  5265. else
  5266. wd.type = DMG_CRITICAL;
  5267. #else
  5268. wd.type = DMG_CRITICAL;
  5269. #endif
  5270. }
  5271. // check if we're landing a hit
  5272. if(!is_attack_hitting(&wd, src, target, skill_id, skill_lv, true))
  5273. wd.dmg_lv = ATK_FLEE;
  5274. else if(!(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants
  5275. int64 ratio = 0;
  5276. int i = 0;
  5277. battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv); // base skill damage
  5278. ratio = battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv); // skill level ratios
  5279. ATK_RATE(wd.damage, wd.damage2, ratio);
  5280. RE_ALLATK_RATE(&wd, ratio);
  5281. int64 bonus_damage = battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv); // other skill bonuses
  5282. ATK_ADD(wd.damage, wd.damage2, bonus_damage);
  5283. #ifdef RENEWAL
  5284. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  5285. struct status_data *sstatus = status_get_status_data(src);
  5286. if (sstatus->matk_max > sstatus->matk_min) {
  5287. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5288. } else
  5289. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  5290. }
  5291. #endif
  5292. // add any miscellaneous player ATK bonuses
  5293. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  5294. ATK_ADDRATE(wd.damage, wd.damage2, i);
  5295. RE_ALLATK_ADDRATE(&wd, i);
  5296. }
  5297. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) {
  5298. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  5299. RE_ALLATK_ADDRATE(&wd, -i);
  5300. }
  5301. #ifdef RENEWAL
  5302. // In Renewal we only cardfix to the weapon and equip ATK
  5303. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  5304. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk, 2, wd.flag);
  5305. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk, 2, wd.flag);
  5306. if (is_attack_left_handed(src, skill_id)) {
  5307. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  5308. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk2, 3, wd.flag);
  5309. }
  5310. // final attack bonuses that aren't affected by cards
  5311. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  5312. if (sd) { //monsters, homuns and pets have their damage computed directly
  5313. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.masteryAtk + bonus_damage;
  5314. wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.masteryAtk2 + bonus_damage;
  5315. if (wd.flag & BF_SHORT)
  5316. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.short_attack_atk_rate);
  5317. if(wd.flag&BF_LONG && (skill_id != RA_WUGBITE && skill_id != RA_WUGSTRIKE)) //Long damage rate addition doesn't use weapon + equip attack
  5318. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  5319. }
  5320. #else
  5321. // final attack bonuses that aren't affected by cards
  5322. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  5323. #endif
  5324. if (wd.damage + wd.damage2) { //Check if attack ignores DEF
  5325. if(!attack_ignores_def(&wd, src, target, skill_id, skill_lv, EQI_HAND_L) || !attack_ignores_def(&wd, src, target, skill_id, skill_lv, EQI_HAND_R))
  5326. battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv);
  5327. battle_calc_attack_post_defense(&wd, src, target, skill_id, skill_lv);
  5328. }
  5329. }
  5330. battle_calc_element_damage(&wd, src, target, skill_id, skill_lv);
  5331. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  5332. return wd; //Enough, rest is not needed.
  5333. #ifdef RENEWAL
  5334. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, false)) {
  5335. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  5336. wd.damage = (int64)floor((float)((wd.damage * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  5337. if (is_attack_left_handed(src, skill_id))
  5338. wd.damage2 = (int64)floor((float)((wd.damage2 * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  5339. } else
  5340. wd.damage = (int64)floor((float)(wd.damage * 140) / 100);
  5341. if (tsd && tsd->bonus.crit_def_rate != 0) {
  5342. ATK_ADDRATE(wd.damage, wd.damage2, -tsd->bonus.crit_def_rate);
  5343. }
  5344. }
  5345. #endif
  5346. switch (skill_id) {
  5347. #ifndef RENEWAL
  5348. case NJ_KUNAI:
  5349. ATK_ADD(wd.damage, wd.damage2, 90);
  5350. break;
  5351. #endif
  5352. case TK_DOWNKICK:
  5353. case TK_STORMKICK:
  5354. case TK_TURNKICK:
  5355. case TK_COUNTER:
  5356. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  5357. ATK_ADD(wd.damage, wd.damage2, 10 * pc_checkskill(sd, TK_RUN));
  5358. break;
  5359. case SR_TIGERCANNON:
  5360. // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  5361. if (wd.miscflag&8) {
  5362. ATK_ADD(wd.damage, wd.damage2, skill_lv * 500 + status_get_lv(target) * 40);
  5363. } else
  5364. ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40);
  5365. break;
  5366. case SR_GATEOFHELL: {
  5367. struct status_data *sstatus = status_get_status_data(src);
  5368. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - status_get_hp(src));
  5369. if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) {
  5370. ATK_ADD(wd.damage, wd.damage2, (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src));
  5371. } else
  5372. ATK_ADD(wd.damage, wd.damage2, (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src));
  5373. }
  5374. break;
  5375. case MH_TINDER_BREAKER:
  5376. ATK_ADD(wd.damage, wd.damage2, 2500 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  5377. break;
  5378. case MH_CBC:
  5379. ATK_ADD(wd.damage, wd.damage2, 4000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  5380. break;
  5381. case MH_EQC:
  5382. ATK_ADD(wd.damage, wd.damage2, 6000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  5383. break;
  5384. }
  5385. if(sd) {
  5386. #ifndef RENEWAL
  5387. uint16 skill;
  5388. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  5389. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  5390. if (skill_id == TF_POISON)
  5391. ATK_ADD(wd.damage, wd.damage2, 15 * skill_lv);
  5392. if (skill_id == GS_GROUNDDRIFT)
  5393. ATK_ADD(wd.damage, wd.damage2, 50 * skill_lv);
  5394. if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  5395. ATK_ADD2(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->right_weapon.star, ((wd.div_ < 1) ? 1 : wd.div_) * sd->left_weapon.star);
  5396. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  5397. ATK_ADD(wd.damage, wd.damage2, 4);
  5398. if (skill_id == MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  5399. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  5400. } else
  5401. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  5402. #endif
  5403. if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements.
  5404. short index = sd->equip_index[EQI_HAND_L];
  5405. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  5406. ATK_ADD(wd.damage, wd.damage2, 10*sd->inventory.u.items_inventory[index].refine);
  5407. }
  5408. #ifndef RENEWAL
  5409. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  5410. switch(skill_id) {
  5411. case RK_DRAGONBREATH:
  5412. case RK_DRAGONBREATH_WATER:
  5413. if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
  5414. wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
  5415. if(is_attack_left_handed(src, skill_id))
  5416. wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
  5417. }
  5418. break;
  5419. default:
  5420. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 2, wd.flag);
  5421. if( is_attack_left_handed(src, skill_id ))
  5422. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 3, wd.flag);
  5423. break;
  5424. }
  5425. #endif
  5426. }
  5427. if(tsd) { // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  5428. #ifdef RENEWAL
  5429. switch(skill_id) {
  5430. case NJ_ISSEN:
  5431. break; //These skills will do a card fix later
  5432. default:
  5433. #endif
  5434. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 0, wd.flag);
  5435. if(is_attack_left_handed(src, skill_id))
  5436. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 1, wd.flag);
  5437. #ifdef RENEWAL
  5438. break;
  5439. }
  5440. #endif
  5441. }
  5442. // only do 1 dmg to plant, no need to calculate rest
  5443. if(infdef){
  5444. battle_calc_attack_plant(&wd, src, target, skill_id, skill_lv);
  5445. return wd;
  5446. }
  5447. //Apply DAMAGE_DIV_FIX and check for min damage
  5448. battle_apply_div_fix(&wd, skill_id);
  5449. battle_calc_attack_left_right_hands(&wd, src, target, skill_id, skill_lv);
  5450. #ifdef RENEWAL
  5451. switch (skill_id) {
  5452. case NJ_ISSEN:
  5453. return wd; //These skills will do a GVG fix later
  5454. default:
  5455. #endif
  5456. battle_calc_attack_gvg_bg(&wd, src, target, skill_id, skill_lv);
  5457. #ifdef RENEWAL
  5458. break;
  5459. }
  5460. #endif
  5461. battle_calc_weapon_final_atk_modifiers(&wd, src, target, skill_id, skill_lv);
  5462. battle_absorb_damage(target, &wd);
  5463. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  5464. return wd;
  5465. }
  5466. /*==========================================
  5467. * Calculate "magic"-type attacks and skills
  5468. *------------------------------------------
  5469. * Credits:
  5470. * Original coder DracoRPG
  5471. * Refined and optimized by helvetica
  5472. */
  5473. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  5474. {
  5475. int i, skill_damage = 0;
  5476. short s_ele = 0;
  5477. TBL_PC *sd;
  5478. TBL_PC *tsd;
  5479. struct status_change *sc, *tsc;
  5480. struct Damage ad;
  5481. struct status_data *sstatus = status_get_status_data(src);
  5482. struct status_data *tstatus = status_get_status_data(target);
  5483. struct {
  5484. unsigned imdef : 1;
  5485. unsigned infdef : 1;
  5486. } flag;
  5487. memset(&ad,0,sizeof(ad));
  5488. memset(&flag,0,sizeof(flag));
  5489. if (src == NULL || target == NULL) {
  5490. nullpo_info(NLP_MARK);
  5491. return ad;
  5492. }
  5493. //Initial Values
  5494. ad.damage = 1;
  5495. ad.div_ = skill_get_num(skill_id,skill_lv);
  5496. ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills.
  5497. ad.dmotion = tstatus->dmotion;
  5498. ad.blewcount = skill_get_blewcount(skill_id, skill_lv);
  5499. ad.flag = BF_MAGIC|BF_SKILL;
  5500. ad.dmg_lv = ATK_DEF;
  5501. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  5502. std::bitset<NK_MAX> nk;
  5503. if (skill)
  5504. nk = skill->nk;
  5505. flag.imdef = nk[NK_IGNOREDEFENSE] ? 1 : 0;
  5506. sd = BL_CAST(BL_PC, src);
  5507. tsd = BL_CAST(BL_PC, target);
  5508. sc = status_get_sc(src);
  5509. tsc = status_get_sc(target);
  5510. //Initialize variables that will be used afterwards
  5511. s_ele = skill_get_ele(skill_id, skill_lv);
  5512. if (s_ele == ELE_WEAPON) { // pl=-1 : the skill takes the weapon's element
  5513. s_ele = sstatus->rhw.ele;
  5514. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  5515. s_ele = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  5516. } else if (s_ele == ELE_ENDOWED) //Use status element
  5517. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  5518. else if (s_ele == ELE_RANDOM) //Use random element
  5519. s_ele = rnd()%ELE_ALL;
  5520. switch(skill_id) {
  5521. case NPC_EARTHQUAKE:
  5522. s_ele = ELE_NEUTRAL;
  5523. break;
  5524. case LG_SHIELDSPELL:
  5525. if (skill_lv == 2)
  5526. s_ele = ELE_HOLY;
  5527. break;
  5528. case WL_HELLINFERNO:
  5529. if (mflag & 2) { // ELE_DARK
  5530. s_ele = ELE_DARK;
  5531. ad.div_ = 3;
  5532. }
  5533. break;
  5534. case WM_REVERBERATION:
  5535. if (sd)
  5536. s_ele = sd->bonus.arrow_ele;
  5537. break;
  5538. case SO_PSYCHIC_WAVE:
  5539. if( sc && sc->count ) {
  5540. if( sc->data[SC_HEATER_OPTION] )
  5541. s_ele = sc->data[SC_HEATER_OPTION]->val3;
  5542. else if( sc->data[SC_COOLER_OPTION] )
  5543. s_ele = sc->data[SC_COOLER_OPTION]->val3;
  5544. else if( sc->data[SC_BLAST_OPTION] )
  5545. s_ele = sc->data[SC_BLAST_OPTION]->val3;
  5546. else if( sc->data[SC_CURSED_SOIL_OPTION] )
  5547. s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val3;
  5548. }
  5549. break;
  5550. case KO_KAIHOU:
  5551. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
  5552. s_ele = sd->spiritcharm_type;
  5553. break;
  5554. }
  5555. //Set miscellaneous data that needs be filled
  5556. if(sd) {
  5557. sd->state.arrow_atk = 0;
  5558. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  5559. }
  5560. //Skill Range Criteria
  5561. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5562. //Infinite defense (plant mode)
  5563. flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
  5564. switch(skill_id) {
  5565. case MG_FIREWALL:
  5566. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  5567. ad.blewcount = 0; //No knockback
  5568. //Fall through
  5569. case NJ_KAENSIN:
  5570. case PR_SANCTUARY:
  5571. ad.dmotion = 1; //No flinch animation.
  5572. break;
  5573. }
  5574. if (!flag.infdef) { //No need to do the math for plants
  5575. unsigned int skillratio = 100; //Skill dmg modifiers.
  5576. #ifdef RENEWAL
  5577. ad.damage = 0; //reinitialize..
  5578. #endif
  5579. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  5580. #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; }
  5581. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  5582. #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; }
  5583. //Adds an absolute value to damage. 100 = +100 damage
  5584. #define MATK_ADD(a) { ad.damage += a; }
  5585. //Calc base damage according to skill
  5586. switch (skill_id) {
  5587. case AL_HEAL:
  5588. case PR_BENEDICTIO:
  5589. case PR_SANCTUARY:
  5590. case AB_HIGHNESSHEAL:
  5591. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  5592. break;
  5593. case PR_ASPERSIO:
  5594. ad.damage = 40;
  5595. break;
  5596. case ALL_RESURRECTION:
  5597. case PR_TURNUNDEAD:
  5598. //Undead check is on skill_castend_damageid code.
  5599. #ifdef RENEWAL
  5600. i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5601. + 300 - 300 * tstatus->hp / tstatus->max_hp;
  5602. #else
  5603. i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5604. + 200 - 200 * tstatus->hp / tstatus->max_hp;
  5605. #endif
  5606. if(i > 700)
  5607. i = 700;
  5608. if(rnd()%1000 < i && !status_has_mode(tstatus,MD_STATUS_IMMUNE))
  5609. ad.damage = tstatus->hp;
  5610. else {
  5611. #ifdef RENEWAL
  5612. if (sstatus->matk_max > sstatus->matk_min) {
  5613. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5614. } else {
  5615. MATK_ADD(sstatus->matk_min);
  5616. }
  5617. MATK_RATE(skill_lv);
  5618. #else
  5619. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  5620. #endif
  5621. }
  5622. break;
  5623. case NPC_DARKBREATH:
  5624. ad.damage = tstatus->hp * (skill_lv <= 5 ? 100 / (2 * 6 - skill_lv) : 50) / 100;
  5625. break;
  5626. case PF_SOULBURN:
  5627. ad.damage = tstatus->sp * 2;
  5628. break;
  5629. case AB_RENOVATIO:
  5630. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  5631. break;
  5632. case NPC_EARTHQUAKE:
  5633. if (mflag & NPC_EARTHQUAKE_FLAG) {
  5634. ad.flag |= NPC_EARTHQUAKE_FLAG; // Pass flag to battle_calc_damage
  5635. mflag &= ~NPC_EARTHQUAKE_FLAG; // Remove before NK_SPLASHSPLIT check
  5636. }
  5637. if (src->type == BL_PC)
  5638. ad.damage = sstatus->str * 2 + battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag).damage;
  5639. else
  5640. ad.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0);
  5641. MATK_RATE(200 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0));
  5642. if (nk[NK_SPLASHSPLIT] && mflag > 1)
  5643. ad.damage /= mflag;
  5644. break;
  5645. case NPC_ICEMINE:
  5646. case NPC_FLAMECROSS:
  5647. ad.damage = sstatus->rhw.atk * 20 * skill_lv;
  5648. break;
  5649. default: {
  5650. if (sstatus->matk_max > sstatus->matk_min) {
  5651. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5652. } else {
  5653. MATK_ADD(sstatus->matk_min);
  5654. }
  5655. if (sd) { // Soul energy spheres adds MATK.
  5656. MATK_ADD(3*sd->soulball);
  5657. }
  5658. if (nk[NK_SPLASHSPLIT]) { // Divide MATK in case of multiple targets skill
  5659. if (mflag>0)
  5660. ad.damage /= mflag;
  5661. else
  5662. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5663. }
  5664. switch(skill_id) {
  5665. case MG_NAPALMBEAT:
  5666. skillratio += -30 + 10 * skill_lv;
  5667. break;
  5668. case MG_FIREBALL:
  5669. #ifdef RENEWAL
  5670. skillratio += 40 + 20 * skill_lv;
  5671. if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage
  5672. skillratio = skillratio * 3 / 4;
  5673. #else
  5674. skillratio += -30 + 10 * skill_lv;
  5675. #endif
  5676. break;
  5677. case MG_SOULSTRIKE:
  5678. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  5679. skillratio += 5 * skill_lv;
  5680. break;
  5681. case MG_FIREWALL:
  5682. skillratio -= 50;
  5683. break;
  5684. case MG_FIREBOLT:
  5685. case MG_COLDBOLT:
  5686. case MG_LIGHTNINGBOLT:
  5687. if (sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT) {
  5688. skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
  5689. ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
  5690. ad.flag = BF_WEAPON|BF_SHORT;
  5691. ad.type = DMG_NORMAL;
  5692. }
  5693. break;
  5694. case MG_THUNDERSTORM:
  5695. // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  5696. #ifndef RENEWAL
  5697. skillratio -= 20;
  5698. #endif
  5699. break;
  5700. case MG_FROSTDIVER:
  5701. skillratio += 10 * skill_lv;
  5702. break;
  5703. case AL_HOLYLIGHT:
  5704. skillratio += 25;
  5705. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  5706. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  5707. break;
  5708. case AL_RUWACH:
  5709. skillratio += 45;
  5710. break;
  5711. case WZ_FROSTNOVA:
  5712. skillratio += -100 + (100 + skill_lv * 10) * 2 / 3;
  5713. break;
  5714. case WZ_FIREPILLAR:
  5715. if (sd && ad.div_ > 0)
  5716. ad.div_ *= -1; //For players, damage is divided by number of hits
  5717. skillratio += -60 + 20 * skill_lv; //20% MATK each hit
  5718. break;
  5719. case WZ_SIGHTRASHER:
  5720. skillratio += 20 * skill_lv;
  5721. break;
  5722. case WZ_WATERBALL:
  5723. skillratio += 30 * skill_lv;
  5724. break;
  5725. case WZ_STORMGUST:
  5726. #ifdef RENEWAL
  5727. skillratio -= 30; // Offset only once
  5728. skillratio += 50 * skill_lv;
  5729. #else
  5730. skillratio += 40 * skill_lv;
  5731. #endif
  5732. break;
  5733. #ifdef RENEWAL
  5734. case WZ_EARTHSPIKE:
  5735. skillratio += 100;
  5736. break;
  5737. #endif
  5738. case HW_NAPALMVULCAN:
  5739. #ifdef RENEWAL
  5740. skillratio += -100 + 70 * skill_lv;
  5741. RE_LVL_DMOD(100);
  5742. #else
  5743. skillratio += 25;
  5744. #endif
  5745. break;
  5746. case SL_STIN: //Target size must be small (0) for full damage
  5747. skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv);
  5748. break;
  5749. case SL_STUN:
  5750. skillratio += 5 * skill_lv;
  5751. break;
  5752. case SL_SMA: //Base damage is 40% + lv%
  5753. skillratio += -60 + status_get_lv(src);
  5754. break;
  5755. case NJ_KOUENKA:
  5756. skillratio -= 10;
  5757. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5758. skillratio += 10 * sd->spiritcharm;
  5759. break;
  5760. case NJ_KAENSIN:
  5761. skillratio -= 50;
  5762. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5763. skillratio += 20 * sd->spiritcharm;
  5764. break;
  5765. case NJ_BAKUENRYU:
  5766. skillratio += 50 + 150 * skill_lv;
  5767. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5768. skillratio += 100 * sd->spiritcharm;
  5769. break;
  5770. case NJ_HYOUSENSOU:
  5771. #ifdef RENEWAL
  5772. skillratio -= 30;
  5773. if (sc && sc->data[SC_SUITON])
  5774. skillratio += 2 * skill_lv;
  5775. #endif
  5776. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5777. skillratio += 20 * sd->spiritcharm;
  5778. break;
  5779. case NJ_HYOUSYOURAKU:
  5780. skillratio += 50 * skill_lv;
  5781. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5782. skillratio += 100 * sd->spiritcharm;
  5783. break;
  5784. case NJ_RAIGEKISAI:
  5785. #ifdef RENEWAL
  5786. skillratio += 100 * skill_lv;
  5787. #else
  5788. skillratio += 60 + 40 * skill_lv;
  5789. #endif
  5790. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5791. skillratio += 20 * sd->spiritcharm;
  5792. break;
  5793. case NJ_KAMAITACHI:
  5794. skillratio += 100 * skill_lv;
  5795. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5796. skillratio += 100 * sd->spiritcharm;
  5797. break;
  5798. case NJ_HUUJIN:
  5799. #ifdef RENEWAL
  5800. skillratio += 50;
  5801. #endif
  5802. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5803. skillratio += 10 * sd->spiritcharm;
  5804. break;
  5805. case NPC_ENERGYDRAIN:
  5806. skillratio += 100 * skill_lv;
  5807. break;
  5808. #ifdef RENEWAL
  5809. case WZ_HEAVENDRIVE:
  5810. skillratio += 25;
  5811. break;
  5812. case WZ_METEOR:
  5813. skillratio += 25;
  5814. break;
  5815. case WZ_VERMILION:
  5816. if(sd)
  5817. skillratio += 300 + skill_lv * 100;
  5818. else
  5819. skillratio += 20 * skill_lv - 20; //Monsters use old formula
  5820. break;
  5821. case PR_MAGNUS:
  5822. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5823. skillratio += 30;
  5824. break;
  5825. case BA_DISSONANCE:
  5826. skillratio += skill_lv * 10;
  5827. if (sd)
  5828. skillratio += 3 * pc_checkskill(sd, BA_MUSICALLESSON);
  5829. break;
  5830. case HW_GRAVITATION:
  5831. skillratio += -100 + 50 * skill_lv;
  5832. RE_LVL_DMOD(100);
  5833. break;
  5834. case PA_PRESSURE:
  5835. skillratio += -100 + 500 + 150 * skill_lv;
  5836. RE_LVL_DMOD(100);
  5837. break;
  5838. #else
  5839. case WZ_VERMILION:
  5840. skillratio += 20 * skill_lv - 20;
  5841. break;
  5842. #endif
  5843. case AB_JUDEX:
  5844. skillratio += -100 + 300 + 40 * skill_lv;
  5845. RE_LVL_DMOD(100);
  5846. break;
  5847. case AB_ADORAMUS:
  5848. skillratio += 230 + 70 * skill_lv;
  5849. RE_LVL_DMOD(100);
  5850. break;
  5851. case AB_DUPLELIGHT_MAGIC:
  5852. skillratio += 300 + 40 * skill_lv;
  5853. break;
  5854. case WL_SOULEXPANSION:
  5855. skillratio += -100 + 750 + skill_lv * 150 + sstatus->int_;
  5856. RE_LVL_DMOD(100);
  5857. break;
  5858. case WL_FROSTMISTY:
  5859. skillratio += -100 + 200 + 100 * skill_lv;
  5860. RE_LVL_DMOD(100);
  5861. break;
  5862. case NPC_JACKFROST:
  5863. if (tsc && tsc->data[SC_FREEZING]) {
  5864. skillratio += 900 + 300 * skill_lv;
  5865. RE_LVL_DMOD(100);
  5866. } else {
  5867. skillratio += 400 + 100 * skill_lv;
  5868. RE_LVL_DMOD(150);
  5869. }
  5870. break;
  5871. case WL_JACKFROST:
  5872. if (tsc && tsc->data[SC_MISTY_FROST])
  5873. skillratio += -100 + 1200 + 600 * skill_lv;
  5874. else
  5875. skillratio += -100 + 1000 + 300 * skill_lv;
  5876. RE_LVL_DMOD(100);
  5877. break;
  5878. case WL_DRAINLIFE:
  5879. skillratio += -100 + 200 * skill_lv + sstatus->int_;
  5880. RE_LVL_DMOD(100);
  5881. break;
  5882. case WL_CRIMSONROCK:
  5883. skillratio += -100 + 700 + 600 * skill_lv;
  5884. RE_LVL_DMOD(100);
  5885. break;
  5886. case WL_HELLINFERNO:
  5887. skillratio += -100 + 400 * skill_lv;
  5888. if (mflag & 2) // ELE_DARK
  5889. skillratio += 200;
  5890. RE_LVL_DMOD(100);
  5891. break;
  5892. case WL_COMET:
  5893. skillratio += -100 + 2500 + 500 * skill_lv;
  5894. RE_LVL_DMOD(100);
  5895. break;
  5896. case WL_CHAINLIGHTNING_ATK:
  5897. skillratio += 400 + 100 * skill_lv;
  5898. RE_LVL_DMOD(100);
  5899. if (mflag > 0)
  5900. skillratio += 100 * mflag;
  5901. break;
  5902. case WL_EARTHSTRAIN:
  5903. skillratio += -100 + 1000 + 600 * skill_lv;
  5904. RE_LVL_DMOD(100);
  5905. break;
  5906. case WL_TETRAVORTEX_FIRE:
  5907. case WL_TETRAVORTEX_WATER:
  5908. case WL_TETRAVORTEX_WIND:
  5909. case WL_TETRAVORTEX_GROUND:
  5910. if (skill_lv < 6)
  5911. skillratio += -100 + 500 + 500 * skill_lv;
  5912. else
  5913. skillratio += -100 + 3000 + 200 * (skill_lv - 5);
  5914. break;
  5915. case WL_SUMMON_ATK_FIRE:
  5916. case WL_SUMMON_ATK_WATER:
  5917. case WL_SUMMON_ATK_WIND:
  5918. case WL_SUMMON_ATK_GROUND:
  5919. skillratio += -100 + (1 + skill_lv) / 2 * (status_get_lv(src) + (sd ? sd->status.job_level : 0));
  5920. RE_LVL_DMOD(100); // ! TODO: Confirm new formula
  5921. break;
  5922. case LG_RAYOFGENESIS:
  5923. skillratio += -100 + 200 * skill_lv;
  5924. if(sc && sc->data[SC_INSPIRATION])
  5925. skillratio += 1400;
  5926. RE_LVL_DMOD(100);
  5927. break;
  5928. case LG_SHIELDSPELL: // [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
  5929. if (sd && skill_lv == 2)
  5930. skillratio += -100 + status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
  5931. else
  5932. skillratio = 0;
  5933. break;
  5934. case WM_METALICSOUND:
  5935. skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1);
  5936. if (tsc && tsc->data[SC_SLEEP])
  5937. skillratio += 100; // !TODO: Confirm target sleeping bonus
  5938. RE_LVL_DMOD(100);
  5939. break;
  5940. case WM_REVERBERATION:
  5941. // MATK [{(Skill Level x 300) + 400} x Casters Base Level / 100] %
  5942. skillratio += -100 + 700 + 300 * skill_lv;
  5943. RE_LVL_DMOD(100);
  5944. break;
  5945. case SO_FIREWALK:
  5946. skillratio += -100 + 60 * skill_lv;
  5947. RE_LVL_DMOD(100);
  5948. if( sc && sc->data[SC_HEATER_OPTION] )
  5949. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5950. break;
  5951. case SO_ELECTRICWALK:
  5952. skillratio += -100 + 60 * skill_lv;
  5953. RE_LVL_DMOD(100);
  5954. if( sc && sc->data[SC_BLAST_OPTION] )
  5955. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5956. break;
  5957. case SO_EARTHGRAVE:
  5958. skillratio += -100 + sstatus->int_ * skill_lv + ((sd) ? pc_checkskill(sd, SA_SEISMICWEAPON) * 200 : 0);
  5959. RE_LVL_DMOD(100);
  5960. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5961. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5962. break;
  5963. case SO_DIAMONDDUST:
  5964. skillratio = ( 200 * ((sd) ? pc_checkskill(sd, SA_FROSTWEAPON) : 0) + sstatus->int_ * skill_lv );
  5965. RE_LVL_DMOD(100);
  5966. if( sc && sc->data[SC_COOLER_OPTION] )
  5967. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5968. break;
  5969. case SO_POISON_BUSTER:
  5970. skillratio += 900 + 300 * skill_lv;
  5971. RE_LVL_DMOD(120);
  5972. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5973. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5974. break;
  5975. case SO_PSYCHIC_WAVE:
  5976. skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_;
  5977. RE_LVL_DMOD(100);
  5978. if (sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] ||
  5979. sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION]))
  5980. skillratio += 20;
  5981. break;
  5982. case SO_CLOUD_KILL:
  5983. skillratio += -100 + 40 * skill_lv;
  5984. RE_LVL_DMOD(100);
  5985. if (sc && sc->data[SC_CURSED_SOIL_OPTION])
  5986. skillratio += (sd ? sd->status.job_level : 0);
  5987. break;
  5988. case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
  5989. skillratio += -100 + status_get_int(src) * skill_lv + ((sd) ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0);
  5990. RE_LVL_DMOD(100);
  5991. if (sc && sc->data[SC_BLAST_OPTION])
  5992. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5993. break;
  5994. case GN_DEMONIC_FIRE:
  5995. if (skill_lv > 20) // Fire expansion Lv.2
  5996. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  5997. else if (skill_lv > 10) { // Fire expansion Lv.1
  5998. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  5999. RE_LVL_DMOD(100);
  6000. } else
  6001. skillratio += 10 + 20 * skill_lv;
  6002. break;
  6003. case KO_KAIHOU:
  6004. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  6005. skillratio += -100 + 200 * sd->spiritcharm;
  6006. RE_LVL_DMOD(100);
  6007. pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
  6008. }
  6009. break;
  6010. // Magical Elemental Spirits Attack Skills
  6011. case EL_FIRE_MANTLE:
  6012. case EL_WATER_SCREW:
  6013. skillratio += 900;
  6014. break;
  6015. case EL_FIRE_ARROW:
  6016. case EL_ROCK_CRUSHER_ATK:
  6017. skillratio += 200;
  6018. break;
  6019. case EL_FIRE_BOMB:
  6020. case EL_ICE_NEEDLE:
  6021. case EL_HURRICANE_ATK:
  6022. skillratio += 400;
  6023. break;
  6024. case EL_FIRE_WAVE:
  6025. case EL_TYPOON_MIS_ATK:
  6026. skillratio += 1100;
  6027. break;
  6028. case MH_ERASER_CUTTER:
  6029. case MH_XENO_SLASHER:
  6030. skillratio += -100 + 350 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  6031. break;
  6032. case MH_HEILIGE_STANGE:
  6033. skillratio += -100 + 1000 + 250 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
  6034. break;
  6035. case MH_POISON_MIST:
  6036. skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 100;
  6037. break;
  6038. case SU_SV_STEMSPEAR:
  6039. skillratio += 600;
  6040. break;
  6041. case SU_CN_METEOR:
  6042. case SU_CN_METEOR2:
  6043. skillratio += 100 + 100 * skill_lv;
  6044. break;
  6045. case NPC_VENOMFOG:
  6046. skillratio += 600 + 100 * skill_lv;
  6047. break;
  6048. case NPC_COMET:
  6049. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8) / 2;
  6050. i = cap_value(i, 1, 4);
  6051. skillratio = 2500 + ((skill_lv - i + 1) * 500);
  6052. break;
  6053. case NPC_HELLBURNING:
  6054. skillratio += 900;
  6055. break;
  6056. case SP_CURSEEXPLOSION:
  6057. if (tsc && tsc->data[SC_SOULCURSE])
  6058. skillratio += 1400 + 200 * skill_lv;
  6059. else
  6060. skillratio += 300 + 100 * skill_lv;
  6061. break;
  6062. case SP_SPA:
  6063. skillratio += 400 + 250 * skill_lv;
  6064. RE_LVL_DMOD(100);
  6065. break;
  6066. case SP_SHA:
  6067. skillratio += -100 + 5 * skill_lv;
  6068. break;
  6069. case SP_SWHOO:
  6070. skillratio += 1000 + 200 * skill_lv;
  6071. RE_LVL_DMOD(100);
  6072. break;
  6073. }
  6074. if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element.
  6075. if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 && s_ele == ELE_FIRE) ||
  6076. (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && s_ele == ELE_WATER) ||
  6077. (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && s_ele == ELE_WIND) ||
  6078. (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 && s_ele == ELE_EARTH))
  6079. skillratio += 25;
  6080. }
  6081. MATK_RATE(skillratio);
  6082. //Constant/misc additions from skills
  6083. if (skill_id == WZ_FIREPILLAR)
  6084. MATK_ADD(100 + 50 * skill_lv);
  6085. break;
  6086. }
  6087. }
  6088. #ifdef RENEWAL
  6089. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  6090. #endif
  6091. if(sd) {
  6092. //Damage bonuses
  6093. if ((i = pc_skillatk_bonus(sd, skill_id)))
  6094. ad.damage += (int64)ad.damage*i/100;
  6095. //Ignore Defense?
  6096. if (!flag.imdef && (
  6097. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  6098. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  6099. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  6100. ))
  6101. flag.imdef = 1;
  6102. }
  6103. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  6104. ad.damage -= (int64)ad.damage*i/100;
  6105. if(!flag.imdef){
  6106. defType mdef = tstatus->mdef;
  6107. int mdef2= tstatus->mdef2;
  6108. if (sc && sc->data[SC_EXPIATIO]) {
  6109. i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  6110. i = min(i, 100); //cap it to 100 for 5 mdef min
  6111. mdef -= mdef * i / 100;
  6112. //mdef2 -= mdef2 * i / 100;
  6113. }
  6114. if(sd) {
  6115. i = sd->indexed_bonus.ignore_mdef_by_race[tstatus->race] + sd->indexed_bonus.ignore_mdef_by_race[RC_ALL];
  6116. i += sd->indexed_bonus.ignore_mdef_by_class[tstatus->class_] + sd->indexed_bonus.ignore_mdef_by_class[CLASS_ALL];
  6117. i += sd->indexed_bonus.ignore_mdef_by_race2[status_get_race2(target)];
  6118. if (i)
  6119. {
  6120. if (i > 100) i = 100;
  6121. mdef -= mdef * i/100;
  6122. //mdef2-= mdef2* i/100;
  6123. }
  6124. }
  6125. #ifdef RENEWAL
  6126. /**
  6127. * RE MDEF Reduction
  6128. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  6129. */
  6130. if (mdef < 0)
  6131. mdef = 0; // Negative eMDEF is treated as 0 on official
  6132. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  6133. #else
  6134. if(battle_config.magic_defense_type)
  6135. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  6136. else
  6137. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  6138. #endif
  6139. }
  6140. if(ad.damage<1)
  6141. ad.damage=1;
  6142. else if(sc) { //only applies when hit
  6143. switch(skill_id) {
  6144. case MG_LIGHTNINGBOLT:
  6145. case MG_THUNDERSTORM:
  6146. if(sc->data[SC_GUST_OPTION])
  6147. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6148. break;
  6149. case MG_FIREBOLT:
  6150. case MG_FIREWALL:
  6151. if(sc->data[SC_PYROTECHNIC_OPTION])
  6152. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6153. break;
  6154. case MG_COLDBOLT:
  6155. case MG_FROSTDIVER:
  6156. if(sc->data[SC_AQUAPLAY_OPTION])
  6157. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6158. break;
  6159. case WZ_EARTHSPIKE:
  6160. case WZ_HEAVENDRIVE:
  6161. if(sc->data[SC_PETROLOGY_OPTION])
  6162. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6163. break;
  6164. }
  6165. }
  6166. if (!nk[NK_IGNOREELEMENT])
  6167. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  6168. //Apply the physical part of the skill's damage. [Skotlex]
  6169. switch(skill_id) {
  6170. case CR_GRANDCROSS:
  6171. case NPC_GRANDDARKNESS: {
  6172. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  6173. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40 * skill_lv) / 100;
  6174. #ifdef RENEWAL
  6175. if (src == target)
  6176. ad.damage = 0;
  6177. #else
  6178. if(src == target) {
  6179. if(src->type == BL_PC)
  6180. ad.damage = ad.damage / 2;
  6181. else
  6182. ad.damage = 0;
  6183. }
  6184. #endif
  6185. }
  6186. break;
  6187. }
  6188. #ifndef RENEWAL
  6189. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  6190. #endif
  6191. } //Hint: Against plants damage will still be 1 at this point
  6192. //Apply DAMAGE_DIV_FIX and check for min damage
  6193. battle_apply_div_fix(&ad, skill_id);
  6194. struct map_data *mapdata = map_getmapdata(target->m);
  6195. ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  6196. if (mapdata_flag_gvg2(mapdata))
  6197. ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  6198. else if (mapdata->flag[MF_BATTLEGROUND])
  6199. ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  6200. // Skill damage adjustment
  6201. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  6202. MATK_ADDRATE(skill_damage);
  6203. battle_absorb_damage(target, &ad);
  6204. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  6205. return ad;
  6206. }
  6207. /*==========================================
  6208. * Calculate "misc"-type attacks and skills
  6209. *------------------------------------------
  6210. * Credits:
  6211. * Original coder Skotlex
  6212. * Refined and optimized by helvetica
  6213. */
  6214. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  6215. {
  6216. int skill_damage = 0;
  6217. short i, s_ele;
  6218. struct map_session_data *sd, *tsd;
  6219. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  6220. struct status_data *sstatus = status_get_status_data(src);
  6221. struct status_data *tstatus = status_get_status_data(target);
  6222. struct status_change *ssc = status_get_sc(src);
  6223. memset(&md,0,sizeof(md));
  6224. if (src == NULL || target == NULL) {
  6225. nullpo_info(NLP_MARK);
  6226. return md;
  6227. }
  6228. //Some initial values
  6229. md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion);
  6230. md.dmotion = tstatus->dmotion;
  6231. md.div_ = skill_get_num(skill_id,skill_lv);
  6232. md.blewcount = skill_get_blewcount(skill_id,skill_lv);
  6233. md.dmg_lv = ATK_DEF;
  6234. md.flag = BF_MISC|BF_SKILL;
  6235. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  6236. std::bitset<NK_MAX> nk;
  6237. if (skill)
  6238. nk = skill->nk;
  6239. sd = BL_CAST(BL_PC, src);
  6240. tsd = BL_CAST(BL_PC, target);
  6241. if(sd) {
  6242. sd->state.arrow_atk = 0;
  6243. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  6244. }
  6245. s_ele = skill_get_ele(skill_id, skill_lv);
  6246. if (s_ele == ELE_WEAPON || s_ele == ELE_ENDOWED) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  6247. s_ele = ELE_NEUTRAL;
  6248. else if (s_ele == ELE_RANDOM) //Use random element
  6249. s_ele = rnd()%ELE_ALL;
  6250. //Skill Range Criteria
  6251. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  6252. switch (skill_id) {
  6253. case TF_THROWSTONE:
  6254. md.damage = 50;
  6255. md.flag |= BF_WEAPON;
  6256. break;
  6257. #ifdef RENEWAL
  6258. case HT_LANDMINE:
  6259. case MA_LANDMINE:
  6260. case HT_BLASTMINE:
  6261. case HT_CLAYMORETRAP:
  6262. md.damage = (int64)(skill_lv * sstatus->dex * (3.0 + (float)status_get_lv(src) / 100.0) * (1.0 + (float)sstatus->int_ / 35.0));
  6263. md.damage += md.damage * (rnd()%20 - 10) / 100;
  6264. md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0);
  6265. break;
  6266. #else
  6267. case HT_LANDMINE:
  6268. case MA_LANDMINE:
  6269. md.damage = skill_lv * (sstatus->dex + 75) * (100 + sstatus->int_) / 100;
  6270. break;
  6271. case HT_BLASTMINE:
  6272. md.damage = skill_lv * (sstatus->dex / 2 + 50) * (100 + sstatus->int_) / 100;
  6273. break;
  6274. case HT_CLAYMORETRAP:
  6275. md.damage = skill_lv * (sstatus->dex / 2 + 75) * (100 + sstatus->int_) / 100;
  6276. break;
  6277. #endif
  6278. case HT_BLITZBEAT:
  6279. case SN_FALCONASSAULT:
  6280. {
  6281. uint16 skill;
  6282. //Blitz-beat Damage
  6283. if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW)))
  6284. skill = 0;
  6285. #ifdef RENEWAL
  6286. md.damage = (sstatus->dex / 10 + sstatus->agi / 2 + skill * 3 + 40) * 2;
  6287. RE_LVL_MDMOD(100);
  6288. #else
  6289. md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2;
  6290. if(mflag > 1) //Autocasted Blitz
  6291. nk.set(NK_SPLASHSPLIT);
  6292. #endif
  6293. if (skill_id == SN_FALCONASSAULT) {
  6294. //Div fix of Blitzbeat
  6295. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  6296. //Falcon Assault Modifier
  6297. md.damage = md.damage * (150 + 70 * skill_lv) / 100;
  6298. }
  6299. }
  6300. break;
  6301. #ifndef RENEWAL
  6302. case BA_DISSONANCE:
  6303. md.damage = 30 + skill_lv * 10;
  6304. if (sd)
  6305. md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON);
  6306. break;
  6307. #endif
  6308. case NPC_SELFDESTRUCTION:
  6309. md.damage = sstatus->hp;
  6310. break;
  6311. case NPC_SMOKING:
  6312. md.damage = 3;
  6313. break;
  6314. case NPC_EVILLAND:
  6315. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  6316. break;
  6317. #ifndef RENEWAL
  6318. case ASC_BREAKER:
  6319. md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_;
  6320. nk.set(NK_IGNOREFLEE);
  6321. nk.set(NK_IGNOREELEMENT); //These two are not properties of the weapon based part.
  6322. break;
  6323. case HW_GRAVITATION:
  6324. md.damage = 200 + 200 * skill_lv;
  6325. md.dmotion = 0; //No flinch animation
  6326. break;
  6327. case PA_PRESSURE:
  6328. md.damage = 500 + 300 * skill_lv;
  6329. break;
  6330. #endif
  6331. case PA_GOSPEL:
  6332. if (mflag > 0)
  6333. md.damage = (rnd() % 4000) + 1500;
  6334. else {
  6335. md.damage = (rnd() % 5000) + 3000;
  6336. #ifdef RENEWAL
  6337. md.damage -= (int64)status_get_def(target);
  6338. #else
  6339. md.damage -= (md.damage * (int64)status_get_def(target)) / 100;
  6340. #endif
  6341. md.damage -= tstatus->def2;
  6342. if (md.damage < 0)
  6343. md.damage = 0;
  6344. }
  6345. break;
  6346. #ifndef RENEWAL
  6347. case CR_ACIDDEMONSTRATION:
  6348. if(tstatus->vit+sstatus->int_) //crash fix
  6349. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  6350. else
  6351. md.damage = 0;
  6352. if (tsd) md.damage>>=1;
  6353. break;
  6354. #endif
  6355. case NJ_ZENYNAGE:
  6356. case KO_MUCHANAGE:
  6357. md.damage = skill_get_zeny(skill_id, skill_lv);
  6358. if (!md.damage)
  6359. md.damage = (skill_id == NJ_ZENYNAGE ? 2 : 10);
  6360. md.damage = (skill_id == NJ_ZENYNAGE ? rnd()%md.damage + md.damage : md.damage * rnd_value(50,100)) / (skill_id == NJ_ZENYNAGE ? 1 : 100);
  6361. if (sd && skill_id == KO_MUCHANAGE && !pc_checkskill(sd, NJ_TOBIDOUGU))
  6362. md.damage = md.damage / 2;
  6363. if (status_get_class_(target) == CLASS_BOSS) // Specific to Boss Class
  6364. md.damage = md.damage / (skill_id == NJ_ZENYNAGE ? 3 : 2);
  6365. else if (tsd && skill_id == NJ_ZENYNAGE)
  6366. md.damage = md.damage / 2;
  6367. break;
  6368. #ifdef RENEWAL
  6369. case NJ_ISSEN:
  6370. // Official Renewal formula [helvetica]
  6371. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  6372. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  6373. // modified def formula
  6374. {
  6375. short totaldef;
  6376. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  6377. struct status_change *sc = status_get_sc(src);
  6378. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  6379. if (sc && sc->data[SC_BUNSINJYUTSU] && (i = sc->data[SC_BUNSINJYUTSU]->val2) > 0) { // mirror image bonus only occurs if active
  6380. md.div_ = -(i + 2); // mirror image count + 2
  6381. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  6382. }
  6383. // modified def reduction, final damage = base damage - (edef + sdef)
  6384. totaldef = tstatus->def2 + (short)status_get_def(target);
  6385. md.damage -= totaldef;
  6386. md.flag |= BF_WEAPON;
  6387. }
  6388. break;
  6389. #endif
  6390. case GS_FLING:
  6391. md.damage = (sd ? sd->status.job_level : status_get_lv(src));
  6392. break;
  6393. case HVAN_EXPLOSION: //[orn]
  6394. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  6395. break;
  6396. case RA_CLUSTERBOMB:
  6397. case RA_FIRINGTRAP:
  6398. case RA_ICEBOUNDTRAP:
  6399. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  6400. RE_LVL_TMDMOD();
  6401. if(sd) {
  6402. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  6403. if(researchskill_lv)
  6404. md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  6405. else
  6406. md.damage = 0;
  6407. } else
  6408. md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  6409. nk.set(NK_IGNOREELEMENT);
  6410. nk.set(NK_IGNOREFLEE);
  6411. nk.set(NK_IGNOREDEFCARD);
  6412. break;
  6413. case NC_MAGMA_ERUPTION_DOTDAMAGE: // 'Eruption' damage
  6414. md.damage = 800 + 200 * skill_lv;
  6415. break;
  6416. case GN_THORNS_TRAP:
  6417. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  6418. break;
  6419. case RL_B_TRAP:
  6420. // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
  6421. md.damage = status_get_dex(src) * 10 + (skill_lv * 3 * status_get_hp(target)) / 100;
  6422. if (status_bl_has_mode(target, MD_STATUS_IMMUNE))
  6423. md.damage /= 10;
  6424. break;
  6425. case NPC_MAXPAIN_ATK:
  6426. if (ssc && ssc->data[SC_MAXPAIN])
  6427. md.damage = ssc->data[SC_MAXPAIN]->val2;
  6428. else
  6429. md.damage = 0;
  6430. break;
  6431. case SU_SV_ROOTTWIST_ATK:
  6432. md.damage = 100;
  6433. break;
  6434. case SP_SOULEXPLOSION:
  6435. md.damage = tstatus->hp * (20 + 10 * skill_lv) / 100;
  6436. break;
  6437. case SJ_NOVAEXPLOSING:
  6438. // (Base ATK + Weapon ATK) * Ratio
  6439. md.damage = (sstatus->batk + sstatus->rhw.atk) * (200 + 100 * skill_lv) / 100;
  6440. // Additional Damage
  6441. md.damage += sstatus->max_hp / (6 - min(5, skill_lv)) + status_get_max_sp(src) * (2 * skill_lv);
  6442. break;
  6443. }
  6444. if (nk[NK_SPLASHSPLIT]) { // Divide ATK among targets
  6445. if(mflag > 0)
  6446. md.damage /= mflag;
  6447. else
  6448. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  6449. }
  6450. if (!nk[NK_IGNOREFLEE]) {
  6451. struct status_change *sc = status_get_sc(target);
  6452. i = 0; //Temp for "hit or no hit"
  6453. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  6454. i = 1;
  6455. else {
  6456. short
  6457. flee = tstatus->flee,
  6458. #ifdef RENEWAL
  6459. hitrate = 0; //Default hitrate
  6460. #else
  6461. hitrate = 80; //Default hitrate
  6462. #endif
  6463. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  6464. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  6465. if(attacker_count >= battle_config.agi_penalty_count) {
  6466. if (battle_config.agi_penalty_type == 1)
  6467. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  6468. else //assume type 2: absolute reduction
  6469. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  6470. if(flee < 1)
  6471. flee = 1;
  6472. }
  6473. }
  6474. hitrate += sstatus->hit - flee;
  6475. #ifdef RENEWAL
  6476. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  6477. hitrate += pc_checkskill(sd,AC_VULTURE);
  6478. #endif
  6479. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  6480. if(rnd()%100 < hitrate)
  6481. i = 1;
  6482. }
  6483. if (!i) {
  6484. md.damage = 0;
  6485. md.dmg_lv = ATK_FLEE;
  6486. }
  6487. }
  6488. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  6489. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  6490. md.damage += (int64)md.damage*i/100;
  6491. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  6492. md.damage -= (int64)md.damage*i/100;
  6493. if(!nk[NK_IGNOREELEMENT])
  6494. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  6495. //Plant damage
  6496. if(md.damage < 0)
  6497. md.damage = 0;
  6498. else if(md.damage && is_infinite_defense(target, md.flag)) {
  6499. md.damage = 1;
  6500. }
  6501. //Apply DAMAGE_DIV_FIX and check for min damage
  6502. battle_apply_div_fix(&md, skill_id);
  6503. switch(skill_id) {
  6504. case RA_FIRINGTRAP:
  6505. case RA_ICEBOUNDTRAP:
  6506. if (md.damage == 1)
  6507. break;
  6508. case RA_CLUSTERBOMB:
  6509. {
  6510. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  6511. md.damage += wd.damage;
  6512. }
  6513. break;
  6514. case NJ_ZENYNAGE:
  6515. if (sd) {
  6516. if (md.damage > sd->status.zeny)
  6517. md.damage = sd->status.zeny;
  6518. pc_payzeny(sd,(int)cap_value(md.damage, INT_MIN, INT_MAX),LOG_TYPE_STEAL,NULL);
  6519. }
  6520. break;
  6521. }
  6522. struct map_data *mapdata = map_getmapdata(target->m);
  6523. md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  6524. if(mapdata_flag_gvg2(mapdata))
  6525. md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  6526. else if(mapdata->flag[MF_BATTLEGROUND])
  6527. md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  6528. // Skill damage adjustment
  6529. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  6530. md.damage += (int64)md.damage * skill_damage / 100;
  6531. battle_absorb_damage(target, &md);
  6532. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  6533. return md;
  6534. }
  6535. /**
  6536. * Calculate vanish damage on a target
  6537. * @param sd: Player with vanish item
  6538. * @param target: Target to vanish HP/SP
  6539. * @param flag: Damage struct battle flag
  6540. */
  6541. void battle_vanish_damage(struct map_session_data *sd, struct block_list *target, int flag)
  6542. {
  6543. nullpo_retv(sd);
  6544. nullpo_retv(target);
  6545. // bHPVanishRate
  6546. int16 vanish_hp = 0;
  6547. if (!sd->hp_vanish.empty()) {
  6548. for (auto &it : sd->hp_vanish) {
  6549. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  6550. ((it.flag)&flag)&BF_RANGEMASK &&
  6551. ((it.flag)&flag)&BF_SKILLMASK))
  6552. continue;
  6553. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  6554. vanish_hp += it.per;
  6555. }
  6556. }
  6557. // bSPVanishRate
  6558. int16 vanish_sp = 0;
  6559. if (!sd->sp_vanish.empty()) {
  6560. for (auto &it : sd->sp_vanish) {
  6561. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  6562. ((it.flag)&flag)&BF_RANGEMASK &&
  6563. ((it.flag)&flag)&BF_SKILLMASK))
  6564. continue;
  6565. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  6566. vanish_sp += it.per;
  6567. }
  6568. }
  6569. if (vanish_hp > 0 || vanish_sp > 0)
  6570. status_percent_damage(&sd->bl, target, -vanish_hp, -vanish_sp, false); // Damage HP/SP applied once
  6571. }
  6572. /*==========================================
  6573. * Battle main entry, from skill_attack
  6574. *------------------------------------------
  6575. * Credits:
  6576. * Original coder unknown
  6577. * Initial refactoring by Baalberith
  6578. * Refined and optimized by helvetica
  6579. */
  6580. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag)
  6581. {
  6582. struct Damage d;
  6583. switch(attack_type) {
  6584. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  6585. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  6586. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  6587. default:
  6588. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  6589. memset(&d,0,sizeof(d));
  6590. break;
  6591. }
  6592. if( d.damage + d.damage2 < 1 )
  6593. { //Miss/Absorbed
  6594. //Weapon attacks should go through to cause additional effects.
  6595. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  6596. d.dmg_lv = ATK_MISS;
  6597. d.dmotion = 0;
  6598. }
  6599. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  6600. d.dmg_lv = ATK_DEF;
  6601. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  6602. if (sd && d.damage + d.damage2 > 1)
  6603. battle_vanish_damage(sd, target, d.flag);
  6604. return d;
  6605. }
  6606. /*==========================================
  6607. * Final damage return function
  6608. *------------------------------------------
  6609. * Credits:
  6610. * Original coder unknown
  6611. * Initial refactoring by Baalberith
  6612. * Refined and optimized by helvetica
  6613. */
  6614. int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  6615. struct map_session_data* sd;
  6616. int64 rdamage = 0, damage = *dmg;
  6617. int max_damage = status_get_max_hp(bl);
  6618. struct status_change *sc, *ssc;
  6619. sd = BL_CAST(BL_PC, bl);
  6620. sc = status_get_sc(bl);
  6621. ssc = status_get_sc(src);
  6622. if (sc) { // These statuses do not reflect any damage (off the target)
  6623. if (sc->data[SC_WHITEIMPRISON] || sc->data[SC_DARKCROW] ||
  6624. (sc->data[SC_KYOMU] && (!ssc || !ssc->data[SC_SHIELDSPELL_DEF]))) // Nullify reflecting ability except for Shield Spell - Def
  6625. return 0;
  6626. }
  6627. if (ssc) {
  6628. if (ssc->data[SC_HELLS_PLANT])
  6629. return 0;
  6630. if (ssc->data[SC_REF_T_POTION])
  6631. return 1; // Returns 1 damage
  6632. }
  6633. if (flag & BF_SHORT) {//Bounces back part of the damage.
  6634. if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && sd && sd->bonus.short_weapon_damage_return ) {
  6635. rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
  6636. rdamage = i64max(rdamage,1);
  6637. } else if( status_reflect && sc && sc->count ) {
  6638. if( sc->data[SC_REFLECTSHIELD] ) {
  6639. struct status_change_entry *sce_d;
  6640. struct block_list *d_bl = NULL;
  6641. if( (sce_d = sc->data[SC_DEVOTION]) && (d_bl = map_id2bl(sce_d->val1)) &&
  6642. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  6643. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) )
  6644. { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6645. if( (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4) ||
  6646. !check_distance_bl(bl,d_bl,sce_d->val3) )
  6647. return 0;
  6648. }
  6649. }
  6650. if( sc->data[SC_REFLECTDAMAGE] && !skill_get_inf2(skill_id, INF2_ISTRAP)) {
  6651. if( rnd()%100 <= sc->data[SC_REFLECTDAMAGE]->val1*10 + 30 ){
  6652. max_damage = (int64)max_damage * status_get_lv(bl) / 100;
  6653. rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
  6654. if( --(sc->data[SC_REFLECTDAMAGE]->val3) < 1)
  6655. status_change_end(bl,SC_REFLECTDAMAGE,INVALID_TIMER);
  6656. }
  6657. } else {
  6658. if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
  6659. // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6660. if (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4)
  6661. rdamage = 0;
  6662. else {
  6663. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  6664. if (rdamage < 1)
  6665. rdamage = 1;
  6666. }
  6667. }
  6668. if (sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUS_IMMUNE)) {
  6669. if (distance_bl(src,bl) <= 0 || !map_check_dir(map_calc_dir(bl,src->x,src->y), unit_getdir(bl))) {
  6670. int64 rd1 = 0;
  6671. rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  6672. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  6673. clif_skill_damage(src, bl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, DMG_SINGLE);
  6674. skill_blown(bl, src, skill_get_blewcount(RK_DEATHBOUND, 1), unit_getdir(src), BLOWN_NONE);
  6675. status_change_end(bl, SC_DEATHBOUND, INVALID_TIMER);
  6676. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  6677. }
  6678. }
  6679. if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 && !status_bl_has_mode(src,MD_STATUS_IMMUNE) ){
  6680. rdamage += damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100;
  6681. if (rdamage < 1) rdamage = 1;
  6682. }
  6683. }
  6684. }
  6685. } else {
  6686. if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) {
  6687. rdamage += damage * sd->bonus.long_weapon_damage_return / 100;
  6688. if (rdamage < 1) rdamage = 1;
  6689. }
  6690. }
  6691. if (ssc) {
  6692. if (ssc->data[SC_INSPIRATION]) {
  6693. rdamage += damage / 100;
  6694. #ifdef RENEWAL
  6695. rdamage = cap_value(rdamage, 1, max_damage);
  6696. #else
  6697. rdamage = i64max(rdamage, 1);
  6698. #endif
  6699. }
  6700. if (ssc->data[SC_VENOMBLEED] && ssc->data[SC_VENOMBLEED]->val3 == 0)
  6701. rdamage -= damage * ssc->data[SC_VENOMBLEED]->val2 / 100;
  6702. }
  6703. if (sc) {
  6704. if (sc->data[SC_MAXPAIN])
  6705. rdamage = damage * sc->data[SC_MAXPAIN]->val1 * 10 / 100;
  6706. }
  6707. return cap_value(min(rdamage,max_damage),INT_MIN,INT_MAX);
  6708. }
  6709. /**
  6710. * Calculate Vellum damage on a target
  6711. * @param sd: Player with vanish item
  6712. * @param target: Target to vanish HP/SP
  6713. * @param wd: Damage struct reference
  6714. * @return True on damage done or false if not
  6715. */
  6716. bool battle_vellum_damage(struct map_session_data *sd, struct block_list *target, struct Damage *wd)
  6717. {
  6718. nullpo_retr(false, sd);
  6719. nullpo_retr(false, target);
  6720. nullpo_retr(false, wd);
  6721. struct status_data *tstatus = status_get_status_data(target);
  6722. // bHPVanishRaceRate
  6723. int16 vellum_rate_hp = cap_value(sd->hp_vanish_race[tstatus->race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  6724. int8 vellum_hp = cap_value(sd->hp_vanish_race[tstatus->race].per + sd->hp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  6725. // bSPVanishRaceRate
  6726. int16 vellum_rate_sp = cap_value(sd->sp_vanish_race[tstatus->race].rate + sd->sp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  6727. int8 vellum_sp = cap_value(sd->sp_vanish_race[tstatus->race].per + sd->sp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  6728. // The HP and SP damage bonus from these items don't stack because of the special damage display for SP.
  6729. // Vellum damage overrides any other damage done as well.
  6730. if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 1000 || rnd() % 1000 < vellum_rate_hp)) {
  6731. wd->damage = apply_rate(tstatus->max_hp, vellum_hp);
  6732. wd->damage2 = 0;
  6733. } else if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 1000 || rnd() % 1000 < vellum_rate_sp)) {
  6734. wd->damage = apply_rate(tstatus->max_sp, vellum_sp);
  6735. wd->damage2 = 0;
  6736. wd->isspdamage = true;
  6737. } else
  6738. return false;
  6739. return true;
  6740. }
  6741. /*===========================================
  6742. * Perform battle drain effects (HP/SP loss)
  6743. *-------------------------------------------*/
  6744. void battle_drain(struct map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_)
  6745. {
  6746. struct weapon_data *wd;
  6747. int64 *damage;
  6748. int thp = 0, // HP gained
  6749. tsp = 0, // SP gained
  6750. //rhp = 0, // HP reduced from target
  6751. //rsp = 0, // SP reduced from target
  6752. hp = 0, sp = 0;
  6753. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  6754. return;
  6755. for (int i = 0; i < 4; i++) {
  6756. //First two iterations: Right hand
  6757. if (i < 2) {
  6758. wd = &sd->right_weapon;
  6759. damage = &rdamage;
  6760. } else {
  6761. wd = &sd->left_weapon;
  6762. damage = &ldamage;
  6763. }
  6764. if (*damage <= 0)
  6765. continue;
  6766. if (i == 1 || i == 3) {
  6767. hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL];
  6768. hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per);
  6769. sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL];
  6770. sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per);
  6771. if( hp ) {
  6772. //rhp += hp;
  6773. thp += hp;
  6774. }
  6775. if( sp ) {
  6776. //rsp += sp;
  6777. tsp += sp;
  6778. }
  6779. } else {
  6780. hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL];
  6781. sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL];
  6782. if( hp ) {
  6783. //rhp += hp;
  6784. thp += hp;
  6785. }
  6786. if( sp ) {
  6787. //rsp += sp;
  6788. tsp += sp;
  6789. }
  6790. }
  6791. }
  6792. if (!thp && !tsp)
  6793. return;
  6794. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  6795. //if (rhp || rsp)
  6796. // status_zap(tbl, rhp, rsp);
  6797. }
  6798. /*===========================================
  6799. * Deals the same damage to targets in area.
  6800. *-------------------------------------------
  6801. * Credits:
  6802. * Original coder pakpil
  6803. */
  6804. int battle_damage_area(struct block_list *bl, va_list ap) {
  6805. t_tick tick;
  6806. int64 damage;
  6807. int amotion, dmotion;
  6808. struct block_list *src;
  6809. nullpo_ret(bl);
  6810. tick = va_arg(ap, t_tick);
  6811. src = va_arg(ap,struct block_list *);
  6812. amotion = va_arg(ap,int);
  6813. dmotion = va_arg(ap,int);
  6814. damage = va_arg(ap,int);
  6815. if (status_bl_has_mode(bl, MD_SKILL_IMMUNE) || status_get_class(bl) == MOBID_EMPERIUM)
  6816. return 0;
  6817. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  6818. map_freeblock_lock();
  6819. if( src->type == BL_PC )
  6820. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  6821. if( amotion )
  6822. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false);
  6823. else
  6824. status_fix_damage(src,bl,damage,0,LG_REFLECTDAMAGE);
  6825. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false);
  6826. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  6827. map_freeblock_unlock();
  6828. }
  6829. return 0;
  6830. }
  6831. /*==========================================
  6832. * Do a basic physical attack (call through unit_attack_timer)
  6833. *------------------------------------------*/
  6834. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, t_tick tick, int flag) {
  6835. struct map_session_data *sd = NULL, *tsd = NULL;
  6836. struct status_data *sstatus, *tstatus;
  6837. struct status_change *sc, *tsc;
  6838. int64 damage;
  6839. int skillv;
  6840. struct Damage wd;
  6841. bool vellum_damage = false;
  6842. nullpo_retr(ATK_NONE, src);
  6843. nullpo_retr(ATK_NONE, target);
  6844. if (src->prev == NULL || target->prev == NULL)
  6845. return ATK_NONE;
  6846. sd = BL_CAST(BL_PC, src);
  6847. tsd = BL_CAST(BL_PC, target);
  6848. sstatus = status_get_status_data(src);
  6849. tstatus = status_get_status_data(target);
  6850. sc = status_get_sc(src);
  6851. tsc = status_get_sc(target);
  6852. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  6853. sc = NULL;
  6854. if (tsc && !tsc->count)
  6855. tsc = NULL;
  6856. if (sd)
  6857. {
  6858. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  6859. if (sd->state.arrow_atk)
  6860. {
  6861. short index = sd->equip_index[EQI_AMMO];
  6862. if (index < 0) {
  6863. if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA)
  6864. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6865. else
  6866. clif_arrow_fail(sd,0);
  6867. return ATK_NONE;
  6868. }
  6869. //Ammo check by Ishizu-chan
  6870. if (sd->inventory_data[index]) {
  6871. switch (sd->status.weapon) {
  6872. case W_BOW:
  6873. if (sd->inventory_data[index]->subtype != AMMO_ARROW) {
  6874. clif_arrow_fail(sd,0);
  6875. return ATK_NONE;
  6876. }
  6877. break;
  6878. case W_REVOLVER:
  6879. case W_RIFLE:
  6880. case W_GATLING:
  6881. case W_SHOTGUN:
  6882. if (sd->inventory_data[index]->subtype != AMMO_BULLET) {
  6883. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6884. return ATK_NONE;
  6885. }
  6886. break;
  6887. case W_GRENADE:
  6888. if (sd->inventory_data[index]->subtype !=
  6889. #ifdef RENEWAL
  6890. AMMO_BULLET) {
  6891. #else
  6892. AMMO_GRENADE) {
  6893. #endif
  6894. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6895. return ATK_NONE;
  6896. }
  6897. break;
  6898. }
  6899. }
  6900. }
  6901. }
  6902. if (sc && sc->count) {
  6903. if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
  6904. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  6905. else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
  6906. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  6907. else if (sc->data[SC_NEWMOON] && --(sc->data[SC_NEWMOON]->val2) <= 0)
  6908. status_change_end(src, SC_NEWMOON, INVALID_TIMER);
  6909. }
  6910. if (tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  6911. uint8 dir = map_calc_dir(target,src->x,src->y);
  6912. int t_dir = unit_getdir(target);
  6913. int dist = distance_bl(src, target);
  6914. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  6915. uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
  6916. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  6917. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  6918. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  6919. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  6920. return ATK_BLOCK;
  6921. }
  6922. }
  6923. if( tsc && tsc->data[SC_BLADESTOP_WAIT] &&
  6924. #ifndef RENEWAL
  6925. status_get_class_(src) != CLASS_BOSS &&
  6926. #endif
  6927. (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  6928. {
  6929. uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  6930. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  6931. #ifdef RENEWAL
  6932. if (status_get_class_(src) == CLASS_BOSS)
  6933. duration = 2000; // Only lasts 2 seconds for Boss monsters
  6934. #endif
  6935. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  6936. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  6937. { //Target locked.
  6938. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  6939. clif_bladestop(target, src->id, 1);
  6940. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  6941. return ATK_BLOCK;
  6942. }
  6943. }
  6944. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  6945. #ifdef RENEWAL
  6946. int triple_rate = 30; //Base Rate
  6947. #else
  6948. int triple_rate = 30 - skillv; //Base Rate
  6949. #endif
  6950. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
  6951. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  6952. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  6953. }
  6954. if (rnd()%100 < triple_rate) {
  6955. //Need to apply canact_tick here because it doesn't go through skill_castend_id
  6956. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv), sd->ud.canact_tick);
  6957. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  6958. return ATK_DEF;
  6959. return ATK_MISS;
  6960. }
  6961. }
  6962. if (sc) {
  6963. if (sc->data[SC_SACRIFICE]) {
  6964. uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
  6965. damage_lv ret_val;
  6966. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  6967. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  6968. /**
  6969. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  6970. * For further information: bugreport:4950
  6971. */
  6972. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  6973. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  6974. if( ret_val == ATK_NONE )
  6975. return ATK_MISS;
  6976. return ret_val;
  6977. }
  6978. if (sc->data[SC_MAGICALATTACK]) {
  6979. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
  6980. return ATK_DEF;
  6981. return ATK_MISS;
  6982. }
  6983. if( sc->data[SC_GT_ENERGYGAIN] ) {
  6984. int spheres = 5;
  6985. if( sc->data[SC_RAISINGDRAGON] )
  6986. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  6987. if( sd && rnd()%100 < sc->data[SC_GT_ENERGYGAIN]->val2 )
  6988. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  6989. }
  6990. }
  6991. if( tsc && tsc->data[SC_GT_ENERGYGAIN] ) {
  6992. int spheres = 5;
  6993. if( tsc->data[SC_RAISINGDRAGON] )
  6994. spheres += tsc->data[SC_RAISINGDRAGON]->val1;
  6995. if( tsd && rnd()%100 < tsc->data[SC_GT_ENERGYGAIN]->val2 )
  6996. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  6997. }
  6998. if (tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < tsc->data[SC_MTF_MLEATKED]->val2)
  6999. clif_skill_nodamage(target, target, SM_ENDURE, tsc->data[SC_MTF_MLEATKED]->val1, sc_start(src, target, SC_ENDURE, 100, tsc->data[SC_MTF_MLEATKED]->val1, skill_get_time(SM_ENDURE, tsc->data[SC_MTF_MLEATKED]->val1)));
  7000. if(tsc && tsc->data[SC_KAAHI] && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->data[SC_KAAHI]->val3)) {
  7001. int hp_heal = tstatus->max_hp - tstatus->hp;
  7002. if (hp_heal > tsc->data[SC_KAAHI]->val2)
  7003. hp_heal = tsc->data[SC_KAAHI]->val2;
  7004. if (hp_heal)
  7005. status_heal(target, hp_heal, 0, 2);
  7006. }
  7007. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  7008. if (sd && wd.damage + wd.damage2 > 0 && battle_vellum_damage(sd, target, &wd))
  7009. vellum_damage = true;
  7010. if( sc && sc->count ) {
  7011. if (sc->data[SC_EXEEDBREAK])
  7012. status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
  7013. if( sc->data[SC_SPELLFIST] ) {
  7014. if( --(sc->data[SC_SPELLFIST]->val1) >= 0 && !vellum_damage ){
  7015. if (!is_infinite_defense(target, wd.flag)) {
  7016. struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->data[SC_SPELLFIST]->val3, sc->data[SC_SPELLFIST]->val4, flag | BF_SHORT);
  7017. wd.damage = ad.damage;
  7018. DAMAGE_DIV_FIX(wd.damage, wd.div_); // Double the damage for multiple hits.
  7019. } else {
  7020. wd.damage = 1;
  7021. DAMAGE_DIV_FIX(wd.damage, wd.div_);
  7022. }
  7023. } else
  7024. status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
  7025. }
  7026. if (sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 && !is_infinite_defense(target, wd.flag) && !vellum_damage)
  7027. wd.damage += wd.damage * 150 / 100; // 2.5 times damage
  7028. if( sd && battle_config.arrow_decrement && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0) {
  7029. short idx = sd->equip_index[EQI_AMMO];
  7030. if (idx >= 0 && sd->inventory.u.items_inventory[idx].amount >= sc->data[SC_FEARBREEZE]->val4) {
  7031. pc_delitem(sd,idx,sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
  7032. sc->data[SC_FEARBREEZE]->val4 = 0;
  7033. }
  7034. }
  7035. }
  7036. if (sd && sd->state.arrow_atk) //Consume arrow.
  7037. battle_consume_ammo(sd, 0, 0);
  7038. damage = wd.damage + wd.damage2;
  7039. if( damage > 0 && src != target )
  7040. {
  7041. if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
  7042. { // Activates it only from melee damage
  7043. uint16 skill_id;
  7044. if( rnd()%2 == 1 )
  7045. skill_id = AB_DUPLELIGHT_MELEE;
  7046. else
  7047. skill_id = AB_DUPLELIGHT_MAGIC;
  7048. skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
  7049. }
  7050. }
  7051. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
  7052. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  7053. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  7054. if ( target->type == BL_SKILL && damage > 0 ) {
  7055. TBL_SKILL *su = (TBL_SKILL*)target;
  7056. if (su && su->group) {
  7057. if (su->group->skill_id == HT_BLASTMINE)
  7058. skill_blown(src, target, 3, -1, BLOWN_NONE);
  7059. if (su->group->skill_id == GN_WALLOFTHORN) {
  7060. if (--su->val2 <= 0)
  7061. skill_delunit(su);
  7062. }
  7063. }
  7064. }
  7065. map_freeblock_lock();
  7066. if( !(tsc && tsc->data[SC_DEVOTION]) && !vellum_damage && skill_check_shadowform(target, damage, wd.div_) ) {
  7067. if( !status_isdead(target) )
  7068. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  7069. if( wd.dmg_lv > ATK_BLOCK )
  7070. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  7071. } else
  7072. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true, wd.isspdamage);
  7073. if( tsc ) {
  7074. if( tsc->data[SC_DEVOTION] ) {
  7075. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  7076. struct block_list *d_bl = map_id2bl(sce->val1);
  7077. if( d_bl && (
  7078. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  7079. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  7080. ) && check_distance_bl(target, d_bl, sce->val3) )
  7081. {
  7082. // Only trigger if the devoted player was hit
  7083. if( damage > 0 ){
  7084. struct map_session_data* dsd = BL_CAST( BL_PC, d_bl );
  7085. // The devoting player needs to stand up
  7086. if( dsd && pc_issit( dsd ) ){
  7087. pc_setstand( dsd, true );
  7088. skill_sit( dsd, 0 );
  7089. }
  7090. clif_damage(d_bl, d_bl, gettick(), wd.amotion, wd.dmotion, damage, 1, DMG_NORMAL, 0, false);
  7091. status_fix_damage(NULL, d_bl, damage, 0, CR_DEVOTION);
  7092. }
  7093. }
  7094. else
  7095. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  7096. }
  7097. if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->data[SC_CIRCLE_OF_FIRE_OPTION]) {
  7098. struct elemental_data *ed = ((TBL_PC*)target)->ed;
  7099. if (ed) {
  7100. clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, DMG_SINGLE);
  7101. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
  7102. }
  7103. }
  7104. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  7105. struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
  7106. if (e_bl && !status_isdead(e_bl)) {
  7107. clif_damage(e_bl, e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false);
  7108. status_fix_damage(NULL, e_bl, damage, 0, EL_WATER_SCREEN);
  7109. }
  7110. }
  7111. }
  7112. if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
  7113. int sp = 0;
  7114. uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
  7115. uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
  7116. int i = rnd()%100;
  7117. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  7118. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  7119. //reduction only for skill_lv > 1
  7120. if (skill_lv > 1) {
  7121. if (i >= 50) skill_lv /= 2;
  7122. else if (i >= 15) skill_lv--;
  7123. }
  7124. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  7125. if (status_charge(src, 0, sp)) {
  7126. struct unit_data *ud = unit_bl2ud(src);
  7127. switch (skill_get_casttype(skill_id)) {
  7128. case CAST_GROUND:
  7129. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  7130. break;
  7131. case CAST_NODAMAGE:
  7132. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  7133. break;
  7134. case CAST_DAMAGE:
  7135. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  7136. break;
  7137. }
  7138. if (ud) {
  7139. int autospell_tick = skill_delayfix(src, skill_id, skill_lv);
  7140. if (DIFF_TICK(ud->canact_tick, tick + autospell_tick) < 0) {
  7141. ud->canact_tick = i64max(tick + autospell_tick, ud->canact_tick);
  7142. if (battle_config.display_status_timers && sd)
  7143. clif_status_change(src, EFST_POSTDELAY, 1, autospell_tick, 0, 0, 0);
  7144. }
  7145. }
  7146. }
  7147. }
  7148. if (sd) {
  7149. uint16 r_skill = 0, sk_idx = 0;
  7150. if( wd.flag&BF_WEAPON && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
  7151. (r_skill = (uint16)sc->data[SC__AUTOSHADOWSPELL]->val1) && (sk_idx = skill_get_index(r_skill)) &&
  7152. sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED )
  7153. {
  7154. int r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;
  7155. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  7156. int type;
  7157. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  7158. int maxcount = 0;
  7159. std::shared_ptr<s_skill_db> skill = skill_db.find(r_skill);
  7160. if( !(BL_PC&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] )
  7161. type = -1;
  7162. if( BL_PC&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] )
  7163. type = -1;
  7164. if( BL_PC&battle_config.land_skill_limit &&
  7165. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  7166. ) {
  7167. int v;
  7168. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  7169. if(sd->ud.skillunit[v]->skill_id == r_skill)
  7170. maxcount--;
  7171. }
  7172. if( maxcount == 0 )
  7173. type = -1;
  7174. }
  7175. if( type != CAST_GROUND ){
  7176. clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
  7177. map_freeblock_unlock();
  7178. return wd.dmg_lv;
  7179. }
  7180. }
  7181. if (sd->state.autocast == 0) {
  7182. sd->state.autocast = 1;
  7183. skill_consume_requirement(sd, r_skill, r_lv, 3);
  7184. switch (type) {
  7185. case CAST_GROUND:
  7186. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  7187. break;
  7188. case CAST_NODAMAGE:
  7189. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  7190. break;
  7191. case CAST_DAMAGE:
  7192. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  7193. break;
  7194. }
  7195. }
  7196. sd->state.autocast = 0;
  7197. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, r_skill, r_lv), sd->ud.canact_tick);
  7198. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  7199. }
  7200. }
  7201. if (wd.flag&BF_WEAPON && sc && sc->data[SC_FALLINGSTAR] && rand()%100 < sc->data[SC_FALLINGSTAR]->val2) {
  7202. if (sd)
  7203. sd->state.autocast = 1;
  7204. if (status_charge(src, 0, skill_get_sp(SJ_FALLINGSTAR_ATK, sc->data[SC_FALLINGSTAR]->val1)))
  7205. skill_castend_nodamage_id(src, src, SJ_FALLINGSTAR_ATK, sc->data[SC_FALLINGSTAR]->val1, tick, flag);
  7206. if (sd)
  7207. sd->state.autocast = 0;
  7208. }
  7209. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  7210. if (battle_config.left_cardfix_to_right)
  7211. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  7212. else
  7213. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  7214. }
  7215. }
  7216. if (tsc) {
  7217. if (damage > 0 && tsc->data[SC_POISONREACT] &&
  7218. (rnd()%100 < tsc->data[SC_POISONREACT]->val3
  7219. || sstatus->def_ele == ELE_POISON) &&
  7220. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  7221. status_check_skilluse(target, src, TF_POISON, 0)
  7222. ) { //Poison React
  7223. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  7224. if (sstatus->def_ele == ELE_POISON) {
  7225. sce->val2 = 0;
  7226. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  7227. } else {
  7228. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  7229. --sce->val2;
  7230. }
  7231. if (sce->val2 <= 0)
  7232. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  7233. }
  7234. }
  7235. map_freeblock_unlock();
  7236. return wd.dmg_lv;
  7237. }
  7238. /*=========================
  7239. * Check for undead status
  7240. *-------------------------
  7241. * Credits:
  7242. * Original coder Skotlex
  7243. * Refactored by Baalberith
  7244. */
  7245. int battle_check_undead(int race,int element)
  7246. {
  7247. if(battle_config.undead_detect_type == 0) {
  7248. if(element == ELE_UNDEAD)
  7249. return 1;
  7250. }
  7251. else if(battle_config.undead_detect_type == 1) {
  7252. if(race == RC_UNDEAD)
  7253. return 1;
  7254. }
  7255. else {
  7256. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  7257. return 1;
  7258. }
  7259. return 0;
  7260. }
  7261. /*================================================================
  7262. * Returns the upmost level master starting with the given object
  7263. *----------------------------------------------------------------*/
  7264. struct block_list* battle_get_master(struct block_list *src)
  7265. {
  7266. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  7267. do {
  7268. prev = src;
  7269. switch (src->type) {
  7270. case BL_PET:
  7271. if (((TBL_PET*)src)->master)
  7272. src = (struct block_list*)((TBL_PET*)src)->master;
  7273. break;
  7274. case BL_MOB:
  7275. if (((TBL_MOB*)src)->master_id)
  7276. src = map_id2bl(((TBL_MOB*)src)->master_id);
  7277. break;
  7278. case BL_HOM:
  7279. if (((TBL_HOM*)src)->master)
  7280. src = (struct block_list*)((TBL_HOM*)src)->master;
  7281. break;
  7282. case BL_MER:
  7283. if (((TBL_MER*)src)->master)
  7284. src = (struct block_list*)((TBL_MER*)src)->master;
  7285. break;
  7286. case BL_ELEM:
  7287. if (((TBL_ELEM*)src)->master)
  7288. src = (struct block_list*)((TBL_ELEM*)src)->master;
  7289. break;
  7290. case BL_SKILL:
  7291. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  7292. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  7293. break;
  7294. }
  7295. } while (src && src != prev);
  7296. return prev;
  7297. }
  7298. /*==========================================
  7299. * Checks the state between two targets
  7300. * (enemy, friend, party, guild, etc)
  7301. *------------------------------------------
  7302. * Usage:
  7303. * See battle.hpp for possible values/combinations
  7304. * to be used here (BCT_* constants)
  7305. * Return value is:
  7306. * 1: flag holds true (is enemy, party, etc)
  7307. * -1: flag fails
  7308. * 0: Invalid target (non-targetable ever)
  7309. *
  7310. * Credits:
  7311. * Original coder unknown
  7312. * Rewritten by Skotlex
  7313. */
  7314. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  7315. {
  7316. int16 m; //map
  7317. int state = 0; //Initial state none
  7318. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  7319. struct block_list *s_bl = src, *t_bl = target;
  7320. struct unit_data *ud = NULL;
  7321. nullpo_ret(src);
  7322. nullpo_ret(target);
  7323. ud = unit_bl2ud(target);
  7324. m = target->m;
  7325. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  7326. //objects involved.
  7327. if( (t_bl = battle_get_master(target)) == NULL )
  7328. t_bl = target;
  7329. if( (s_bl = battle_get_master(src)) == NULL )
  7330. s_bl = src;
  7331. if ( s_bl->type == BL_PC ) {
  7332. switch( t_bl->type ) {
  7333. case BL_MOB: // Source => PC, Target => MOB
  7334. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  7335. return 0;
  7336. break;
  7337. case BL_PC:
  7338. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  7339. return 0;
  7340. break;
  7341. default:/* anything else goes */
  7342. break;
  7343. }
  7344. }
  7345. struct map_data *mapdata = map_getmapdata(m);
  7346. switch( target->type ) { // Checks on actual target
  7347. case BL_PC: {
  7348. struct status_change* sc = status_get_sc(src);
  7349. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  7350. return -1; //Cannot be targeted yet.
  7351. if( sc && sc->count ) {
  7352. if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
  7353. return -1;
  7354. }
  7355. }
  7356. break;
  7357. case BL_MOB:
  7358. {
  7359. struct mob_data *md = ((TBL_MOB*)target);
  7360. if (ud && ud->immune_attack)
  7361. return 0;
  7362. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  7363. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  7364. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou
  7365. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  7366. ){ //Targettable by players
  7367. state |= BCT_ENEMY;
  7368. strip_enemy = 0;
  7369. }
  7370. break;
  7371. }
  7372. case BL_SKILL:
  7373. {
  7374. TBL_SKILL *su = (TBL_SKILL*)target;
  7375. uint16 skill_id = battle_getcurrentskill(src);
  7376. if( !su || !su->group)
  7377. return 0;
  7378. if( skill_get_inf2(su->group->skill_id, INF2_ISTRAP) && su->group->unit_id != UNT_USED_TRAPS) {
  7379. if (!skill_id || su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) {
  7380. ;
  7381. }
  7382. else if (skill_get_inf2(skill_id, INF2_TARGETTRAP)) { // Only a few skills can target traps
  7383. switch (skill_id) {
  7384. case RK_DRAGONBREATH:
  7385. case RK_DRAGONBREATH_WATER:
  7386. case NC_SELFDESTRUCTION:
  7387. case NC_AXETORNADO:
  7388. case SR_SKYNETBLOW:
  7389. // Can only hit traps in PVP/GVG maps
  7390. if (!mapdata->flag[MF_PVP] && !mapdata->flag[MF_GVG])
  7391. return 0;
  7392. break;
  7393. }
  7394. }
  7395. else
  7396. return 0;
  7397. state |= BCT_ENEMY;
  7398. strip_enemy = 0;
  7399. } else if (su->group->skill_id == WZ_ICEWALL || (su->group->skill_id == GN_WALLOFTHORN && skill_id != GN_CARTCANNON)) {
  7400. switch (skill_id) {
  7401. case RK_DRAGONBREATH:
  7402. case RK_DRAGONBREATH_WATER:
  7403. case NC_SELFDESTRUCTION:
  7404. case NC_AXETORNADO:
  7405. case SR_SKYNETBLOW:
  7406. // Can only hit icewall in PVP/GVG maps
  7407. if (!mapdata->flag[MF_PVP] && !mapdata->flag[MF_GVG])
  7408. return 0;
  7409. break;
  7410. case HT_CLAYMORETRAP:
  7411. // Can't hit icewall
  7412. return 0;
  7413. default:
  7414. // Usually BCT_ALL stands for only hitting chars, but skills specifically set to hit traps also hit icewall
  7415. if ((flag&BCT_ALL) == BCT_ALL && !skill_get_inf2(skill_id, INF2_TARGETTRAP))
  7416. return -1;
  7417. }
  7418. state |= BCT_ENEMY;
  7419. strip_enemy = 0;
  7420. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  7421. return 0;
  7422. }
  7423. break;
  7424. case BL_MER:
  7425. case BL_HOM:
  7426. case BL_ELEM:
  7427. if (ud && ud->immune_attack)
  7428. return 0;
  7429. break;
  7430. //All else not specified is an invalid target.
  7431. default:
  7432. return 0;
  7433. } //end switch actual target
  7434. switch( t_bl->type ) { //Checks on target master
  7435. case BL_PC: {
  7436. struct map_session_data *sd;
  7437. struct status_change *sc = NULL;
  7438. if( t_bl == s_bl )
  7439. break;
  7440. sd = BL_CAST(BL_PC, t_bl);
  7441. sc = status_get_sc(t_bl);
  7442. if( ((sd->state.block_action & PCBLOCK_IMMUNE) || (sc->data[SC_KINGS_GRACE] && s_bl->type != BL_PC)) && flag&BCT_ENEMY )
  7443. return 0; // Global immunity only to Attacks
  7444. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  7445. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  7446. if( sd->state.killable ) {
  7447. state |= BCT_ENEMY; // Everything can kill it
  7448. strip_enemy = 0;
  7449. }
  7450. break;
  7451. }
  7452. case BL_MOB:
  7453. {
  7454. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  7455. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  7456. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  7457. break;
  7458. }
  7459. default: break; //other type doesn't have slave yet
  7460. } //end switch master target
  7461. switch( src->type ) { //Checks on actual src type
  7462. case BL_PET:
  7463. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  7464. return 0; //Pet may not attack non-mobs.
  7465. if (t_bl->type == BL_MOB && flag & BCT_ENEMY) {
  7466. mob_data *md = BL_CAST(BL_MOB, t_bl);
  7467. if (md->guardian_data || md->special_state.ai == AI_GUILD)
  7468. return 0; //pet may not attack Guardians/Emperium
  7469. }
  7470. break;
  7471. case BL_SKILL: {
  7472. struct skill_unit *su = (struct skill_unit *)src;
  7473. struct status_change* sc = status_get_sc(target);
  7474. if (!su || !su->group)
  7475. return 0;
  7476. std::bitset<INF2_MAX> inf2 = skill_db.find(su->group->skill_id)->inf2;
  7477. if (su->group->src_id == target->id) {
  7478. if (inf2[INF2_NOTARGETSELF])
  7479. return -1;
  7480. if (inf2[INF2_TARGETSELF])
  7481. return 1;
  7482. }
  7483. //Status changes that prevent traps from triggering
  7484. if (sc && sc->count && inf2[INF2_ISTRAP]) {
  7485. if( sc->data[SC_SIGHTBLASTER] && sc->data[SC_SIGHTBLASTER]->val2 > 0 && sc->data[SC_SIGHTBLASTER]->val4%2 == 0)
  7486. return -1;
  7487. }
  7488. }
  7489. break;
  7490. case BL_MER:
  7491. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  7492. return 0; //mercenary may not attack Emperium
  7493. break;
  7494. } //end switch actual src
  7495. switch( s_bl->type )
  7496. { //Checks on source master
  7497. case BL_PC:
  7498. {
  7499. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  7500. if( s_bl != t_bl )
  7501. {
  7502. if( sd->state.killer )
  7503. {
  7504. state |= BCT_ENEMY; // Can kill anything
  7505. strip_enemy = 0;
  7506. }
  7507. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && mapdata->flag[MF_PVP]) || (!battle_config.duel_allow_gvg && mapdata_flag_gvg(mapdata))) )
  7508. {
  7509. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  7510. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  7511. else
  7512. return 0; // You can't target anything out of your duel
  7513. }
  7514. }
  7515. if( !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && mapdata_flag_gvg(mapdata) )
  7516. return 0; //If you don't belong to a guild, can't target emperium.
  7517. if( t_bl->type != BL_PC )
  7518. state |= BCT_ENEMY; //Natural enemy.
  7519. break;
  7520. }
  7521. case BL_MOB:
  7522. {
  7523. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  7524. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  7525. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  7526. if( !md->special_state.ai )
  7527. { //Normal mobs
  7528. if(
  7529. ( target->type == BL_MOB && t_bl->type == BL_PC && ( ((TBL_MOB*)target)->special_state.ai != AI_ZANZOU && ((TBL_MOB*)target)->special_state.ai != AI_ATTACK ) ) ||
  7530. ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  7531. )
  7532. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  7533. else
  7534. state |= BCT_ENEMY; //However, all else are enemies.
  7535. }
  7536. else
  7537. {
  7538. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  7539. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  7540. }
  7541. break;
  7542. }
  7543. default:
  7544. //Need some sort of default behaviour for unhandled types.
  7545. if (t_bl->type != s_bl->type)
  7546. state |= BCT_ENEMY;
  7547. break;
  7548. } //end switch on src master
  7549. if( (flag&BCT_ALL) == BCT_ALL )
  7550. { //All actually stands for all attackable chars, icewall and traps
  7551. if(target->type&(BL_CHAR|BL_SKILL))
  7552. return 1;
  7553. else
  7554. return -1;
  7555. }
  7556. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  7557. return -1;
  7558. if( t_bl == s_bl )
  7559. { //No need for further testing.
  7560. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  7561. if( state&BCT_ENEMY && strip_enemy )
  7562. state&=~BCT_ENEMY;
  7563. return (flag&state)?1:-1;
  7564. }
  7565. if( mapdata_flag_vs(mapdata) )
  7566. { //Check rivalry settings.
  7567. int sbg_id = 0, tbg_id = 0;
  7568. if(mapdata->flag[MF_BATTLEGROUND] )
  7569. {
  7570. sbg_id = bg_team_get_id(s_bl);
  7571. tbg_id = bg_team_get_id(t_bl);
  7572. }
  7573. if( flag&(BCT_PARTY|BCT_ENEMY) )
  7574. {
  7575. int s_party = status_get_party_id(s_bl);
  7576. if( s_party && s_party == status_get_party_id(t_bl) && !(mapdata->flag[MF_PVP] && mapdata->flag[MF_PVP_NOPARTY]) && !(mapdata_flag_gvg(mapdata) && mapdata->flag[MF_GVG_NOPARTY]) && (!mapdata->flag[MF_BATTLEGROUND] || sbg_id == tbg_id) )
  7577. state |= BCT_PARTY;
  7578. else
  7579. state |= BCT_ENEMY;
  7580. }
  7581. if( flag&(BCT_GUILD|BCT_ENEMY) )
  7582. {
  7583. int s_guild = status_get_guild_id(s_bl);
  7584. int t_guild = status_get_guild_id(t_bl);
  7585. if( !(mapdata->flag[MF_PVP] && mapdata->flag[MF_PVP_NOGUILD]) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!mapdata->flag[MF_BATTLEGROUND] || sbg_id == tbg_id) )
  7586. state |= BCT_GUILD;
  7587. else
  7588. state |= BCT_ENEMY;
  7589. }
  7590. if( state&BCT_ENEMY && mapdata->flag[MF_BATTLEGROUND] && sbg_id && sbg_id == tbg_id )
  7591. state &= ~BCT_ENEMY;
  7592. if( state&BCT_ENEMY && battle_config.pk_mode && !mapdata_flag_gvg(mapdata) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  7593. { // Prevent novice engagement on pk_mode (feature by Valaris)
  7594. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  7595. if (
  7596. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  7597. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  7598. (int)sd->status.base_level < battle_config.pk_min_level ||
  7599. (int)sd2->status.base_level < battle_config.pk_min_level ||
  7600. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  7601. )
  7602. state &= ~BCT_ENEMY;
  7603. }
  7604. }//end map_flag_vs chk rivality
  7605. else
  7606. { //Non pvp/gvg, check party/guild settings.
  7607. if( flag&BCT_PARTY || state&BCT_ENEMY )
  7608. {
  7609. int s_party = status_get_party_id(s_bl);
  7610. if(s_party && s_party == status_get_party_id(t_bl))
  7611. state |= BCT_PARTY;
  7612. }
  7613. if( flag&BCT_GUILD || state&BCT_ENEMY )
  7614. {
  7615. int s_guild = status_get_guild_id(s_bl);
  7616. int t_guild = status_get_guild_id(t_bl);
  7617. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  7618. state |= BCT_GUILD;
  7619. }
  7620. } //end non pvp/gvg chk rivality
  7621. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  7622. state = BCT_NEUTRAL;
  7623. //Alliance state takes precedence over enemy one.
  7624. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  7625. state&=~BCT_ENEMY;
  7626. return (flag&state)?1:-1;
  7627. }
  7628. /*==========================================
  7629. * Check if can attack from this range
  7630. * Basic check then calling path_search for obstacle etc..
  7631. *------------------------------------------
  7632. */
  7633. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  7634. {
  7635. int d;
  7636. nullpo_retr(false, src);
  7637. nullpo_retr(false, bl);
  7638. if( src->m != bl->m )
  7639. return false;
  7640. #ifndef CIRCULAR_AREA
  7641. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  7642. if ( !check_distance_client_bl(src, bl, range) )
  7643. return false;
  7644. } else
  7645. #endif
  7646. if( !check_distance_bl(src, bl, range) )
  7647. return false;
  7648. if( (d = distance_bl(src, bl)) < 2 )
  7649. return true; // No need for path checking.
  7650. if( d > AREA_SIZE )
  7651. return false; // Avoid targetting objects beyond your range of sight.
  7652. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  7653. }
  7654. /*=============================================
  7655. * Battle.conf settings and default/max values
  7656. *---------------------------------------------
  7657. */
  7658. static const struct _battle_data {
  7659. const char* str;
  7660. int* val;
  7661. int defval;
  7662. int min;
  7663. int max;
  7664. } battle_data[] = {
  7665. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  7666. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  7667. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  7668. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  7669. { "enable_baseatk", &battle_config.enable_baseatk, BL_CHAR|BL_HOM, BL_NUL, BL_ALL, },
  7670. { "enable_baseatk_renewal", &battle_config.enable_baseatk_renewal, BL_ALL, BL_NUL, BL_ALL, },
  7671. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  7672. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  7673. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  7674. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  7675. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  7676. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  7677. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  7678. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  7679. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  7680. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  7681. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  7682. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  7683. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  7684. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  7685. #ifdef RENEWAL
  7686. { "traps_setting", &battle_config.traps_setting, 2, 0, 2, },
  7687. #else
  7688. { "traps_setting", &battle_config.traps_setting, 0, 0, 2, },
  7689. #endif
  7690. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  7691. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  7692. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  7693. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  7694. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  7695. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  7696. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  7697. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  7698. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  7699. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  7700. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  7701. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  7702. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  7703. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  7704. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  7705. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  7706. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  7707. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  7708. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  7709. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  7710. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  7711. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  7712. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  7713. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  7714. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  7715. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  7716. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  7717. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  7718. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  7719. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  7720. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  7721. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  7722. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  7723. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  7724. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  7725. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  7726. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  7727. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  7728. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  7729. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  7730. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  7731. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  7732. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  7733. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  7734. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  7735. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  7736. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  7737. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  7738. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  7739. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  7740. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  7741. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  7742. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  7743. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  7744. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  7745. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 4, 0, 4, },
  7746. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  7747. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  7748. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  7749. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  7750. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  7751. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  7752. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  7753. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  7754. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  7755. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  7756. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  7757. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  7758. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  7759. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  7760. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  7761. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  7762. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  7763. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  7764. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  7765. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  7766. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  7767. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  7768. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  7769. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  7770. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  7771. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  7772. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  7773. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  7774. { "pet_master_dead", &battle_config.pet_master_dead, 0, 0, 1, },
  7775. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  7776. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  7777. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  7778. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  7779. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  7780. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  7781. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  7782. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  7783. { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, },
  7784. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  7785. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  7786. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  7787. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  7788. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  7789. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  7790. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  7791. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  7792. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7793. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7794. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7795. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 0, 100 },
  7796. { "natural_heal_weight_rate_renewal", &battle_config.natural_heal_weight_rate_renewal,70, 0, 100 },
  7797. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  7798. { "ammo_unequip", &battle_config.ammo_unequip, 1, 0, 1, },
  7799. { "ammo_check_weapon", &battle_config.ammo_check_weapon, 1, 0, 1, },
  7800. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  7801. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  7802. { "max_summoner_aspd", &battle_config.max_summoner_aspd, 193, 100, 199, },
  7803. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  7804. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  7805. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  7806. { "max_hp_lv99", &battle_config.max_hp_lv99, 330000, 100, 1000000000, },
  7807. { "max_hp_lv150", &battle_config.max_hp_lv150, 660000, 100, 1000000000, },
  7808. { "max_hp", &battle_config.max_hp, 1100000, 100, 1000000000, },
  7809. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  7810. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  7811. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  7812. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  7813. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  7814. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  7815. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  7816. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  7817. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  7818. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  7819. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  7820. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  7821. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  7822. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  7823. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7824. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  7825. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  7826. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  7827. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7828. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  7829. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  7830. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 1, INT_MAX, },
  7831. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  7832. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  7833. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  7834. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  7835. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  7836. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  7837. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  7838. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  7839. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  7840. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  7841. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  7842. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  7843. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  7844. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  7845. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  7846. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  7847. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  7848. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  7849. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  7850. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  7851. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  7852. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  7853. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  7854. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  7855. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  7856. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4|8, },
  7857. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  7858. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  7859. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  7860. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  7861. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  7862. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  7863. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  7864. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  7865. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  7866. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  7867. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  7868. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  7869. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  7870. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  7871. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  7872. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  7873. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  7874. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  7875. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  7876. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  7877. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  7878. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
  7879. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  7880. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  7881. // eAthena additions
  7882. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  7883. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 0, 10000, },
  7884. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  7885. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 0, 10000, },
  7886. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  7887. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 0, 10000, },
  7888. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  7889. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 0, 10000, },
  7890. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  7891. { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
  7892. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 0, 10000, },
  7893. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  7894. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 0, 10000, },
  7895. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  7896. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 0, 10000, },
  7897. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  7898. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 0, 10000, },
  7899. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  7900. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  7901. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  7902. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  7903. { "item_rate_common_mvp", &battle_config.item_rate_common_mvp, 100, 0, 1000000, },
  7904. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  7905. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  7906. { "item_rate_equip_mvp", &battle_config.item_rate_equip_mvp, 100, 0, 1000000, },
  7907. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  7908. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  7909. { "item_rate_card_mvp", &battle_config.item_rate_card_mvp, 100, 0, 1000000, },
  7910. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  7911. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  7912. { "item_rate_heal_mvp", &battle_config.item_rate_heal_mvp, 100, 0, 1000000, },
  7913. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  7914. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  7915. { "item_rate_use_mvp", &battle_config.item_rate_use_mvp, 100, 0, 1000000, },
  7916. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  7917. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  7918. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  7919. { "prevent_logout_trigger", &battle_config.prevent_logout_trigger, 0xE, 0, 0xF, },
  7920. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  7921. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  7922. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  7923. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  7924. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  7925. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  7926. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  7927. { "pk_mode_mes", &battle_config.pk_mode_mes, 1, 0, 1, },
  7928. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  7929. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  7930. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  7931. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  7932. { "multi_level_up_base", &battle_config.multi_level_up_base, 0, 0, MAX_LEVEL, },
  7933. { "multi_level_up_job", &battle_config.multi_level_up_job, 0, 0, MAX_LEVEL, },
  7934. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  7935. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  7936. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  7937. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  7938. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  7939. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  7940. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  7941. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  7942. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  7943. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  7944. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  7945. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  7946. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  7947. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  7948. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  7949. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  7950. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  7951. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  7952. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  7953. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  7954. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  7955. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  7956. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  7957. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  7958. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  7959. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  7960. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  7961. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  7962. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  7963. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  7964. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  7965. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  7966. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  7967. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  7968. { "display_version", &battle_config.display_version, 1, 0, 1, },
  7969. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  7970. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  7971. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  7972. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  7973. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  7974. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0xFFF, },
  7975. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  7976. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  7977. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  7978. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  7979. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  7980. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  7981. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  7982. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, },
  7983. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  7984. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  7985. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  7986. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  7987. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  7988. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  7989. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  7990. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  7991. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  7992. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  7993. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  7994. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  7995. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  7996. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  7997. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  7998. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  7999. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  8000. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  8001. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  8002. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  8003. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  8004. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  8005. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  8006. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  8007. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  8008. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  8009. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  8010. { "vending_tax_min", &battle_config.vending_tax_min, 0, 0, MAX_ZENY, },
  8011. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  8012. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  8013. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  8014. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  8015. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  8016. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  8017. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  8018. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  8019. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  8020. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  8021. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  8022. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  8023. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  8024. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  8025. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  8026. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  8027. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 80, 0, 100, },
  8028. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  8029. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  8030. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  8031. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  8032. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  8033. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  8034. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  8035. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  8036. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  8037. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  8038. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  8039. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  8040. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  8041. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  8042. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  8043. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  8044. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  8045. { "land_protector_behavior", &battle_config.land_protector_behavior, 0, 0, 1, },
  8046. { "npc_emotion_behavior", &battle_config.npc_emotion_behavior, 0, 0, 1, },
  8047. // BattleGround Settings
  8048. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  8049. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  8050. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  8051. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  8052. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  8053. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  8054. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  8055. // rAthena
  8056. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  8057. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  8058. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  8059. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  8060. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  8061. { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, SHRT_MAX, },
  8062. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 0, 0, 300 },
  8063. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  8064. { "mvp_tomb_delay", &battle_config.mvp_tomb_delay, 9000, 0, INT_MAX, },
  8065. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  8066. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  8067. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  8068. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  8069. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  8070. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  8071. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
  8072. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  8073. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  8074. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  8075. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  8076. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  8077. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  8078. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  8079. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  8080. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  8081. #ifdef VIP_ENABLE
  8082. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE-MIN_STORAGE, },
  8083. #else
  8084. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE, },
  8085. #endif
  8086. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 50, 0, INT_MAX, },
  8087. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 50, 0, INT_MAX, },
  8088. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 100, 0, INT_MAX, },
  8089. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 100, 0, INT_MAX, },
  8090. { "vip_zeny_penalty", &battle_config.vip_zeny_penalty, 0, 0, INT_MAX, },
  8091. { "vip_bm_increase", &battle_config.vip_bm_increase, 2, 0, INT_MAX, },
  8092. { "vip_drop_increase", &battle_config.vip_drop_increase, 50, 0, INT_MAX, },
  8093. { "vip_gemstone", &battle_config.vip_gemstone, 2, 0, 2, },
  8094. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  8095. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  8096. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  8097. { "emblem_woe_change", &battle_config.emblem_woe_change, 0, 0, 1, },
  8098. { "emblem_transparency_limit", &battle_config.emblem_transparency_limit, 80, 0, 100, },
  8099. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  8100. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  8101. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  8102. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  8103. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  8104. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  8105. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  8106. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  8107. { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, },
  8108. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  8109. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  8110. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  8111. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  8112. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  8113. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  8114. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  8115. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  8116. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  8117. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  8118. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  8119. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  8120. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  8121. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  8122. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  8123. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  8124. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  8125. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  8126. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  8127. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  8128. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  8129. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  8130. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  8131. { "idletime_option", &battle_config.idletime_option, 0x7C1F, 1, 0xFFFF, },
  8132. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  8133. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  8134. { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
  8135. { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
  8136. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 3, 0, 30, },
  8137. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  8138. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  8139. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  8140. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  8141. { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, },
  8142. { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, },
  8143. { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, },
  8144. { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, },
  8145. { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, },
  8146. { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, },
  8147. { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
  8148. { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, },
  8149. { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
  8150. { "max_body_style", &battle_config.max_body_style, 1, 0, SHRT_MAX, },
  8151. { "save_body_style", &battle_config.save_body_style, 1, 0, 1, },
  8152. { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, },
  8153. { "monster_stuck_warning", &battle_config.mob_stuck_warning, 0, 0, 1, },
  8154. { "skill_eightpath_algorithm", &battle_config.skill_eightpath_algorithm, 1, 0, 1, },
  8155. { "skill_eightpath_same_cell", &battle_config.skill_eightpath_same_cell, 1, 0, 1, },
  8156. { "death_penalty_maxlv", &battle_config.death_penalty_maxlv, 0, 0, 3, },
  8157. { "exp_cost_redemptio", &battle_config.exp_cost_redemptio, 1, 0, 100, },
  8158. { "exp_cost_redemptio_limit", &battle_config.exp_cost_redemptio_limit, 5, 0, MAX_PARTY, },
  8159. { "exp_cost_inspiration", &battle_config.exp_cost_inspiration, 1, 0, 100, },
  8160. { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, },
  8161. { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, },
  8162. { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, },
  8163. { "atcommand_disable_npc", &battle_config.atcommand_disable_npc, 1, 0, 1, },
  8164. { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, },
  8165. { "tarotcard_equal_chance", &battle_config.tarotcard_equal_chance, 0, 0, 1, },
  8166. { "change_party_leader_samemap", &battle_config.change_party_leader_samemap, 1, 0, 1, },
  8167. { "dispel_song", &battle_config.dispel_song, 0, 0, 1, },
  8168. { "guild_maprespawn_clones", &battle_config.guild_maprespawn_clones, 0, 0, 1, },
  8169. { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, },
  8170. { "mail_daily_count", &battle_config.mail_daily_count, 100, 0, INT32_MAX, },
  8171. { "mail_zeny_fee", &battle_config.mail_zeny_fee, 2, 0, 100, },
  8172. { "mail_attachment_price", &battle_config.mail_attachment_price, 2500, 0, INT32_MAX, },
  8173. { "mail_attachment_weight", &battle_config.mail_attachment_weight, 2000, 0, INT32_MAX, },
  8174. { "banana_bomb_duration", &battle_config.banana_bomb_duration, 0, 0, UINT16_MAX, },
  8175. { "guild_leaderchange_delay", &battle_config.guild_leaderchange_delay, 1440, 0, INT32_MAX, },
  8176. { "guild_leaderchange_woe", &battle_config.guild_leaderchange_woe, 0, 0, 1, },
  8177. { "guild_alliance_onlygm", &battle_config.guild_alliance_onlygm, 0, 0, 1, },
  8178. { "feature.achievement", &battle_config.feature_achievement, 1, 0, 1, },
  8179. { "allow_bound_sell", &battle_config.allow_bound_sell, 0, 0, 0xF, },
  8180. { "event_refine_chance", &battle_config.event_refine_chance, 0, 0, 1, },
  8181. { "autoloot_adjust", &battle_config.autoloot_adjust, 0, 0, 1, },
  8182. { "feature.petevolution", &battle_config.feature_petevolution, 1, 0, 1, },
  8183. { "feature.petautofeed", &battle_config.feature_pet_autofeed, 1, 0, 1, },
  8184. { "feature.pet_autofeed_rate", &battle_config.feature_pet_autofeed_rate, 89, 0, 100, },
  8185. { "pet_autofeed_always", &battle_config.pet_autofeed_always, 1, 0, 1, },
  8186. { "broadcast_hide_name", &battle_config.broadcast_hide_name, 2, 0, NAME_LENGTH, },
  8187. { "skill_drop_items_full", &battle_config.skill_drop_items_full, 0, 0, 1, },
  8188. { "switch_remove_edp", &battle_config.switch_remove_edp, 2, 0, 3, },
  8189. { "feature.homunculus_autofeed", &battle_config.feature_homunculus_autofeed, 1, 0, 1, },
  8190. { "feature.homunculus_autofeed_rate", &battle_config.feature_homunculus_autofeed_rate,30, 0, 100, },
  8191. { "summoner_race", &battle_config.summoner_race, RC_PLAYER_DORAM, RC_FORMLESS, RC_PLAYER_DORAM, },
  8192. { "summoner_size", &battle_config.summoner_size, SZ_SMALL, SZ_SMALL, SZ_BIG, },
  8193. { "homunculus_autofeed_always", &battle_config.homunculus_autofeed_always, 1, 0, 1, },
  8194. { "feature.attendance", &battle_config.feature_attendance, 1, 0, 1, },
  8195. { "feature.privateairship", &battle_config.feature_privateairship, 1, 0, 1, },
  8196. { "rental_transaction", &battle_config.rental_transaction, 1, 0, 1, },
  8197. { "min_shop_buy", &battle_config.min_shop_buy, 1, 0, INT_MAX, },
  8198. { "min_shop_sell", &battle_config.min_shop_sell, 0, 0, INT_MAX, },
  8199. { "feature.equipswitch", &battle_config.feature_equipswitch, 1, 0, 1, },
  8200. { "pet_walk_speed", &battle_config.pet_walk_speed, 1, 1, 3, },
  8201. { "blacksmith_fame_refine_threshold", &battle_config.blacksmith_fame_refine_threshold,10, 1, MAX_REFINE, },
  8202. { "mob_nopc_idleskill_rate", &battle_config.mob_nopc_idleskill_rate, 100, 0, 100, },
  8203. { "mob_nopc_move_rate", &battle_config.mob_nopc_move_rate, 100, 0, 100, },
  8204. { "boss_nopc_idleskill_rate", &battle_config.boss_nopc_idleskill_rate, 100, 0, 100, },
  8205. { "boss_nopc_move_rate", &battle_config.boss_nopc_move_rate, 100, 0, 100, },
  8206. { "hom_idle_no_share", &battle_config.hom_idle_no_share, 0, 0, INT_MAX, },
  8207. { "idletime_hom_option", &battle_config.idletime_hom_option, 0x1F, 0x1, 0xFFF, },
  8208. { "devotion_standup_fix", &battle_config.devotion_standup_fix, 1, 0, 1, },
  8209. { "feature.bgqueue", &battle_config.feature_bgqueue, 1, 0, 1, },
  8210. { "bgqueue_nowarp_mapflag", &battle_config.bgqueue_nowarp_mapflag, 0, 0, 1, },
  8211. { "homunculus_exp_gain", &battle_config.homunculus_exp_gain, 10, 0, 100, },
  8212. { "rental_item_novalue", &battle_config.rental_item_novalue, 1, 0, 1, },
  8213. { "ping_timer_inverval", &battle_config.ping_timer_interval, 30, 0, 99999999, },
  8214. { "ping_time", &battle_config.ping_time, 20, 0, 99999999, },
  8215. { "show_skill_scale", &battle_config.show_skill_scale, 1, 0, 1, },
  8216. { "achievement_mob_share", &battle_config.achievement_mob_share, 0, 0, 1, },
  8217. { "slave_stick_with_master", &battle_config.slave_stick_with_master, 0, 0, 1, },
  8218. { "at_logout_event", &battle_config.at_logout_event, 1, 0, 1, },
  8219. { "homunculus_starving_rate", &battle_config.homunculus_starving_rate, 10, 0, 100, },
  8220. { "homunculus_starving_delay", &battle_config.homunculus_starving_delay, 20000, 0, INT_MAX, },
  8221. { "drop_connection_on_quit", &battle_config.drop_connection_on_quit, 0, 0, 1, },
  8222. #include "../custom/battle_config_init.inc"
  8223. };
  8224. /*==========================
  8225. * Set battle settings
  8226. *--------------------------*/
  8227. int battle_set_value(const char* w1, const char* w2)
  8228. {
  8229. int val = config_switch(w2);
  8230. int i;
  8231. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  8232. if (i == ARRAYLENGTH(battle_data))
  8233. return 0; // not found
  8234. if (val < battle_data[i].min || val > battle_data[i].max) {
  8235. ShowWarning("Value for setting '%s': %s is invalid (min:%i max:%i)! Defaulting to %i...\n", w1, w2, battle_data[i].min, battle_data[i].max, battle_data[i].defval);
  8236. val = battle_data[i].defval;
  8237. }
  8238. *battle_data[i].val = val;
  8239. return 1;
  8240. }
  8241. /*===========================
  8242. * Get battle settings
  8243. *---------------------------*/
  8244. int battle_get_value(const char* w1)
  8245. {
  8246. int i;
  8247. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  8248. if (i == ARRAYLENGTH(battle_data))
  8249. return 0; // not found
  8250. else
  8251. return *battle_data[i].val;
  8252. }
  8253. /*======================
  8254. * Set default settings
  8255. *----------------------*/
  8256. void battle_set_defaults()
  8257. {
  8258. int i;
  8259. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  8260. *battle_data[i].val = battle_data[i].defval;
  8261. }
  8262. /*==================================
  8263. * Cap certain battle.conf settings
  8264. *----------------------------------*/
  8265. void battle_adjust_conf()
  8266. {
  8267. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd * 10;
  8268. battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
  8269. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd * 10;
  8270. battle_config.max_summoner_aspd = 2000 - battle_config.max_summoner_aspd * 10;
  8271. battle_config.max_extended_aspd = 2000 - battle_config.max_extended_aspd * 10;
  8272. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  8273. battle_config.max_cart_weight *= 10;
  8274. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  8275. battle_config.max_def = 100;
  8276. if (battle_config.min_hitrate > battle_config.max_hitrate)
  8277. battle_config.min_hitrate = battle_config.max_hitrate;
  8278. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  8279. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  8280. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  8281. battle_config.day_duration = 60000;
  8282. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  8283. battle_config.night_duration = 60000;
  8284. #if PACKETVER < 20100427
  8285. if (battle_config.feature_buying_store) {
  8286. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  8287. battle_config.feature_buying_store = 0;
  8288. }
  8289. #endif
  8290. #if PACKETVER < 20100803
  8291. if (battle_config.feature_search_stores) {
  8292. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  8293. battle_config.feature_search_stores = 0;
  8294. }
  8295. #endif
  8296. #if PACKETVER < 20120101
  8297. if (battle_config.feature_bgqueue) {
  8298. ShowWarning("conf/battle/feature.conf:bgqueue is enabled but it requires PACKETVER 2012-01-01 or newer, disabling...\n");
  8299. battle_config.feature_bgqueue = 0;
  8300. }
  8301. #endif
  8302. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  8303. if (battle_config.feature_auction) {
  8304. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER " EXPAND_AND_QUOTE(PACKETVER) ", disabling...\n");
  8305. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  8306. battle_config.feature_auction = 0;
  8307. }
  8308. #elif PACKETVER >= 20141112
  8309. if (battle_config.feature_auction) {
  8310. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n");
  8311. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  8312. battle_config.feature_auction = 0;
  8313. }
  8314. #endif
  8315. #if PACKETVER < 20130724
  8316. if (battle_config.feature_banking) {
  8317. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  8318. battle_config.feature_banking = 0;
  8319. }
  8320. #endif
  8321. #if PACKETVER < 20131223
  8322. if (battle_config.mvp_exp_reward_message) {
  8323. ShowWarning("conf/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n");
  8324. battle_config.mvp_exp_reward_message = 0;
  8325. }
  8326. #endif
  8327. #if PACKETVER < 20141022
  8328. if (battle_config.feature_roulette) {
  8329. ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
  8330. battle_config.feature_roulette = 0;
  8331. }
  8332. #endif
  8333. #if PACKETVER < 20150513
  8334. if (battle_config.feature_achievement) {
  8335. ShowWarning("conf/battle/feature.conf achievement is enabled but it requires PACKETVER 2015-05-13 or newer, disabling...\n");
  8336. battle_config.feature_achievement = 0;
  8337. }
  8338. #endif
  8339. #if PACKETVER < 20141008
  8340. if (battle_config.feature_petevolution) {
  8341. ShowWarning("conf/battle/feature.conf petevolution is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  8342. battle_config.feature_petevolution = 0;
  8343. }
  8344. if (battle_config.feature_pet_autofeed) {
  8345. ShowWarning("conf/battle/feature.conf pet auto feed is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  8346. battle_config.feature_pet_autofeed = 0;
  8347. }
  8348. #endif
  8349. #if PACKETVER < 20170208
  8350. if (battle_config.feature_equipswitch) {
  8351. ShowWarning("conf/battle/feature.conf equip switch is enabled but it requires PACKETVER 2017-02-08 or newer, disabling...\n");
  8352. battle_config.feature_equipswitch = 0;
  8353. }
  8354. #endif
  8355. #if PACKETVER < 20170920
  8356. if( battle_config.feature_homunculus_autofeed ){
  8357. ShowWarning("conf/battle/feature.conf homunculus autofeeding is enabled but it requires PACKETVER 2017-09-20 or newer, disabling...\n");
  8358. battle_config.feature_homunculus_autofeed = 0;
  8359. }
  8360. #endif
  8361. #if PACKETVER < 20180307
  8362. if( battle_config.feature_attendance ){
  8363. ShowWarning("conf/battle/feature.conf attendance system is enabled but it requires PACKETVER 2018-03-07 or newer, disabling...\n");
  8364. battle_config.feature_attendance = 0;
  8365. }
  8366. #endif
  8367. #if PACKETVER < 20180321
  8368. if( battle_config.feature_privateairship ){
  8369. ShowWarning("conf/battle/feature.conf private airship system is enabled but it requires PACKETVER 2018-03-21 or newer, disabling...\n");
  8370. battle_config.feature_privateairship = 0;
  8371. }
  8372. #endif
  8373. #ifndef CELL_NOSTACK
  8374. if (battle_config.custom_cell_stack_limit != 1)
  8375. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  8376. #endif
  8377. }
  8378. /*=====================================
  8379. * Read battle.conf settings from file
  8380. *-------------------------------------*/
  8381. int battle_config_read(const char* cfgName)
  8382. {
  8383. FILE* fp;
  8384. static int count = 0;
  8385. if (count == 0)
  8386. battle_set_defaults();
  8387. count++;
  8388. fp = fopen(cfgName,"r");
  8389. if (fp == NULL)
  8390. ShowError("File not found: %s\n", cfgName);
  8391. else {
  8392. char line[1024], w1[1024], w2[1024];
  8393. while(fgets(line, sizeof(line), fp)) {
  8394. if (line[0] == '/' && line[1] == '/')
  8395. continue;
  8396. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  8397. continue;
  8398. if (strcmpi(w1, "import") == 0)
  8399. battle_config_read(w2);
  8400. else if( strcmpi( w1, "atcommand_symbol" ) == 0 ){
  8401. const char* symbol = &w2[0];
  8402. if (ISPRINT(*symbol) && // no control characters
  8403. *symbol != '/' && // symbol of client commands
  8404. *symbol != '%' && // symbol of party chat
  8405. *symbol != '$' && // symbol of guild chat
  8406. *symbol != charcommand_symbol)
  8407. atcommand_symbol = *symbol;
  8408. }else if( strcmpi( w1, "charcommand_symbol" ) == 0 ){
  8409. const char* symbol = &w2[0];
  8410. if (ISPRINT(*symbol) && // no control characters
  8411. *symbol != '/' && // symbol of client commands
  8412. *symbol != '%' && // symbol of party chat
  8413. *symbol != '$' && // symbol of guild chat
  8414. *symbol != atcommand_symbol)
  8415. charcommand_symbol = *symbol;
  8416. }else if( battle_set_value(w1, w2) == 0 )
  8417. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  8418. }
  8419. fclose(fp);
  8420. }
  8421. count--;
  8422. if (count == 0)
  8423. battle_adjust_conf();
  8424. return 0;
  8425. }
  8426. /*==========================
  8427. * initialize battle timer
  8428. *--------------------------*/
  8429. void do_init_battle(void)
  8430. {
  8431. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.cpp::delay_damage_ers",ERS_OPT_CLEAR);
  8432. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  8433. }
  8434. /*==================
  8435. * end battle timer
  8436. *------------------*/
  8437. void do_final_battle(void)
  8438. {
  8439. ers_destroy(delay_damage_ers);
  8440. }