battle.c 146 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/ers.h"
  9. #include "../common/strlib.h"
  10. #include "../common/utils.h"
  11. #include "map.h"
  12. #include "path.h"
  13. #include "pc.h"
  14. #include "status.h"
  15. #include "skill.h"
  16. #include "mercenary.h"
  17. #include "mob.h"
  18. #include "itemdb.h"
  19. #include "clif.h"
  20. #include "pet.h"
  21. #include "guild.h"
  22. #include "party.h"
  23. #include "battle.h"
  24. #include <stdio.h>
  25. #include <stdlib.h>
  26. #include <string.h>
  27. #include <math.h>
  28. int attr_fix_table[4][ELE_MAX][ELE_MAX];
  29. struct Battle_Config battle_config;
  30. static struct eri *delay_damage_ers; //For battle delay damage structures.
  31. int battle_getcurrentskill(struct block_list *bl)
  32. { //Returns the current/last skill in use by this bl.
  33. struct unit_data *ud;
  34. if (bl->type == BL_SKILL) {
  35. struct skill_unit * su = (struct skill_unit*)bl;
  36. return su->group?su->group->skill_id:0;
  37. }
  38. ud = unit_bl2ud(bl);
  39. return ud?ud->skillid:0;
  40. }
  41. /*==========================================
  42. * Get random targetting enemy
  43. *------------------------------------------*/
  44. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  45. {
  46. struct block_list **bl_list;
  47. struct unit_data *ud;
  48. int target_id;
  49. int *c;
  50. bl_list = va_arg(ap, struct block_list **);
  51. c = va_arg(ap, int *);
  52. target_id = va_arg(ap, int);
  53. if (bl->id == target_id)
  54. return 0;
  55. if (*c >= 24)
  56. return 0;
  57. ud = unit_bl2ud(bl);
  58. if (!ud) return 0;
  59. if (ud->target == target_id || ud->skilltarget == target_id) {
  60. bl_list[(*c)++] = bl;
  61. return 1;
  62. }
  63. return 0;
  64. }
  65. struct block_list* battle_gettargeted(struct block_list *target)
  66. {
  67. struct block_list *bl_list[24];
  68. int c = 0;
  69. nullpo_retr(NULL, target);
  70. memset(bl_list, 0, sizeof(bl_list));
  71. map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  72. if (c == 0 || c > 24)
  73. return NULL;
  74. return bl_list[rand()%c];
  75. }
  76. //Returns the id of the current targetted character of the passed bl. [Skotlex]
  77. int battle_gettarget(struct block_list* bl)
  78. {
  79. switch (bl->type)
  80. {
  81. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  82. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  83. case BL_PET: return ((struct pet_data*)bl)->target_id;
  84. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  85. }
  86. return 0;
  87. }
  88. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  89. {
  90. struct block_list **bl_list;
  91. struct block_list *target;
  92. int *c;
  93. bl_list = va_arg(ap, struct block_list **);
  94. c = va_arg(ap, int *);
  95. target = va_arg(ap, struct block_list *);
  96. if (bl->id == target->id)
  97. return 0;
  98. if (*c >= 24)
  99. return 0;
  100. if (status_isdead(bl))
  101. return 0;
  102. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  103. bl_list[(*c)++] = bl;
  104. return 1;
  105. }
  106. return 0;
  107. }
  108. // Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex]
  109. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  110. {
  111. struct block_list *bl_list[24];
  112. int c = 0;
  113. memset(bl_list, 0, sizeof(bl_list));
  114. map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  115. if (c == 0 || c > 24)
  116. return NULL;
  117. return bl_list[rand()%c];
  118. }
  119. // ƒ_ƒ??[ƒW‚Ì’x‰„
  120. struct delay_damage {
  121. struct block_list *src;
  122. int target;
  123. int damage;
  124. int delay;
  125. unsigned short distance;
  126. unsigned short skill_lv;
  127. unsigned short skill_id;
  128. enum damage_lv dmg_lv;
  129. unsigned short attack_type;
  130. };
  131. int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr data)
  132. {
  133. struct delay_damage *dat = (struct delay_damage *)data;
  134. struct block_list *target = map_id2bl(dat->target);
  135. if (target && dat && map_id2bl(id) == dat->src && target->prev != NULL && !status_isdead(target) &&
  136. target->m == dat->src->m &&
  137. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == -1) &&
  138. check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex]
  139. {
  140. map_freeblock_lock();
  141. status_fix_damage(dat->src, target, dat->damage, dat->delay);
  142. if (dat->damage > 0 && dat->attack_type)
  143. {
  144. if (!status_isdead(target))
  145. skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  146. skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  147. }
  148. map_freeblock_unlock();
  149. }
  150. ers_free(delay_damage_ers, dat);
  151. return 0;
  152. }
  153. int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, enum damage_lv dmg_lv, int ddelay)
  154. {
  155. struct delay_damage *dat;
  156. nullpo_retr(0, src);
  157. nullpo_retr(0, target);
  158. if (!battle_config.delay_battle_damage) {
  159. map_freeblock_lock();
  160. status_fix_damage(src, target, damage, ddelay);
  161. if (damage > 0 && attack_type)
  162. {
  163. if (!status_isdead(target))
  164. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  165. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  166. }
  167. map_freeblock_unlock();
  168. return 0;
  169. }
  170. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  171. dat->src = src;
  172. dat->target = target->id;
  173. dat->skill_id = skill_id;
  174. dat->skill_lv = skill_lv;
  175. dat->attack_type = attack_type;
  176. dat->damage = damage;
  177. dat->dmg_lv = dmg_lv;
  178. dat->delay = ddelay;
  179. dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
  180. if (src->type != BL_PC && amotion > 1000)
  181. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  182. add_timer(tick+amotion, battle_delay_damage_sub, src->id, (int)dat);
  183. return 0;
  184. }
  185. int battle_attr_ratio(int atk_elem,int def_type, int def_lv)
  186. {
  187. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  188. return 100;
  189. if (def_type < 0 || def_type > ELE_MAX || def_lv < 1 || def_lv > 4)
  190. return 100;
  191. return attr_fix_table[def_lv-1][atk_elem][def_type];
  192. }
  193. /*==========================================
  194. * Does attribute fix modifiers.
  195. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  196. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  197. *------------------------------------------*/
  198. int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv)
  199. {
  200. struct status_change *sc=NULL, *tsc=NULL;
  201. int ratio;
  202. if (src) sc = status_get_sc(src);
  203. if (target) tsc = status_get_sc(target);
  204. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  205. atk_elem = rand()%ELE_MAX;
  206. if (def_type < 0 || def_type > ELE_MAX ||
  207. def_lv < 1 || def_lv > 4) {
  208. ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  209. return damage;
  210. }
  211. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  212. if (sc && sc->count)
  213. {
  214. if(sc->data[SC_VOLCANO] && atk_elem == ELE_FIRE)
  215. ratio += enchant_eff[sc->data[SC_VOLCANO]->val1-1];
  216. if(sc->data[SC_VIOLENTGALE] && atk_elem == ELE_WIND)
  217. ratio += enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1];
  218. if(sc->data[SC_DELUGE] && atk_elem == ELE_WATER)
  219. ratio += enchant_eff[sc->data[SC_DELUGE]->val1-1];
  220. }
  221. if (tsc && tsc->count)
  222. {
  223. if(tsc->data[SC_SPIDERWEB] && atk_elem == ELE_FIRE)
  224. { // [Celest]
  225. damage <<= 1;
  226. status_change_end(target, SC_SPIDERWEB, -1);
  227. }
  228. }
  229. return damage*ratio/100;
  230. }
  231. /*==========================================
  232. * ƒ_ƒ??[ƒW?Å?IŒvŽZ
  233. *------------------------------------------*/
  234. int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
  235. {
  236. struct map_session_data *sd = NULL;
  237. struct status_change *sc;
  238. struct status_change_entry *sce;
  239. nullpo_retr(0, bl);
  240. if (!damage)
  241. return 0;
  242. if( mob_ksprotected(src, bl) )
  243. return 0;
  244. if (bl->type == BL_PC) {
  245. sd=(struct map_session_data *)bl;
  246. //Special no damage states
  247. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  248. damage -= damage*sd->special_state.no_weapon_damage/100;
  249. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  250. damage -= damage*sd->special_state.no_magic_damage/100;
  251. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  252. damage -= damage*sd->special_state.no_misc_damage/100;
  253. if(!damage) return 0;
  254. }
  255. if (skill_num == PA_PRESSURE)
  256. return damage; //This skill bypass everything else.
  257. sc = status_get_sc(bl);
  258. if (sc && sc->count) {
  259. //First, sc_*'s that reduce damage to 0.
  260. if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT )
  261. {
  262. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[SC_SAFETYWALL]->val3;
  263. if (group) {
  264. if (--group->val2<=0)
  265. skill_delunitgroup(NULL,group);
  266. return 0;
  267. }
  268. status_change_end(bl,SC_SAFETYWALL,-1);
  269. }
  270. if( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG )
  271. return 0;
  272. if((sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON &&
  273. !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) &&
  274. rand()%100 < sce->val2)
  275. {
  276. int delay;
  277. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
  278. // different delay depending on skill level [celest]
  279. if (sce->val1 <= 5)
  280. delay = 300;
  281. else if (sce->val1 > 5 && sce->val1 <= 9)
  282. delay = 200;
  283. else
  284. delay = 100;
  285. unit_set_walkdelay(bl, gettick(), delay, 1);
  286. if(sc->data[SC_SHRINK] && rand()%100<5*sce->val1)
  287. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
  288. return 0;
  289. }
  290. if((sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON
  291. && skill_num != WS_CARTTERMINATION
  292. && rand()%100 < sce->val2)
  293. {// attack blocked by Parrying
  294. clif_skill_nodamage(bl,bl,LK_PARRYING,sce->val1,1);
  295. return 0;
  296. }
  297. if(sc->data[SC_DODGE] && !sc->opt1 &&
  298. (flag&BF_LONG || sc->data[SC_SPURT])
  299. && rand()%100 < 20) {
  300. if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
  301. clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
  302. if (!sc->data[SC_COMBO])
  303. sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  304. return 0;
  305. }
  306. if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
  307. return 0;
  308. if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  309. return 0;
  310. if((sce=sc->data[SC_KAUPE]) &&
  311. rand()%100 < sce->val2 &&
  312. (src->type == BL_PC || !skill_num))
  313. { //Kaupe only blocks all skills of players.
  314. clif_specialeffect(bl, 462, AREA);
  315. //Shouldn't end until Breaker's non-weapon part connects.
  316. if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON))
  317. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  318. status_change_end(bl, SC_KAUPE, -1);
  319. return 0;
  320. }
  321. if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU])
  322. &&
  323. flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK))
  324. {
  325. if (sce) {
  326. clif_specialeffect(bl, 462, AREA);
  327. skill_blown(src,bl,sce->val3,-1,0);
  328. }
  329. //Both need to be consumed if they are active.
  330. if (sce && --(sce->val2) <= 0)
  331. status_change_end(bl, SC_UTSUSEMI, -1);
  332. if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  333. status_change_end(bl, SC_BUNSINJYUTSU, -1);
  334. return 0;
  335. }
  336. //Now damage increasing effects
  337. if(sc->data[SC_AETERNA] && skill_num != PF_SOULBURN){
  338. damage<<=1;
  339. //Shouldn't end until Breaker's non-weapon part connects.
  340. if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON))
  341. status_change_end( bl,SC_AETERNA,-1 );
  342. }
  343. //Finally damage reductions....
  344. if(sc->data[SC_ASSUMPTIO]){
  345. if(map_flag_vs(bl->m))
  346. damage=damage*2/3; //Receive 66% damage
  347. else
  348. damage>>=1; //Receive 50% damage
  349. }
  350. if(sc->data[SC_DEFENDER] &&
  351. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  352. damage=damage*(100-sc->data[SC_DEFENDER]->val2)/100;
  353. if(sc->data[SC_ADJUSTMENT] &&
  354. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  355. damage -= 20*damage/100;
  356. if(sc->data[SC_FOGWALL]) {
  357. if(flag&BF_SKILL) //25% reduction
  358. damage -= 25*damage/100;
  359. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  360. damage >>= 2; //75% reduction
  361. }
  362. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  363. sce->val3&flag && sce->val4&flag)
  364. damage -= damage*sc->data[SC_ARMOR]->val2/100;
  365. if(sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON
  366. && skill_num != WS_CARTTERMINATION)
  367. {
  368. struct status_data *status = status_get_status_data(bl);
  369. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  370. per /=20; //Uses 20% SP intervals.
  371. //SP Cost: 1% + 0.5% per every 20% SP
  372. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  373. status_change_end( bl,SC_ENERGYCOAT,-1 );
  374. //Reduction: 6% + 6% every 20%
  375. damage -= damage * 6 * (1+per) / 100;
  376. }
  377. if((sce=sc->data[SC_REJECTSWORD]) && flag&BF_WEAPON &&
  378. // Fixed the condition check [Aalye]
  379. (src->type!=BL_PC || (
  380. ((TBL_PC *)src)->status.weapon == W_DAGGER ||
  381. ((TBL_PC *)src)->status.weapon == W_1HSWORD ||
  382. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  383. )) &&
  384. rand()%100 < sce->val2
  385. ){
  386. damage = damage*50/100;
  387. status_fix_damage(bl,src,damage,clif_damage(bl,src,gettick(),0,0,damage,0,0,0));
  388. clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sce->val1,1);
  389. if(--(sce->val3)<=0)
  390. status_change_end(bl, SC_REJECTSWORD, -1);
  391. }
  392. //Finally Kyrie because it may, or not, reduce damage to 0.
  393. if((sce = sc->data[SC_KYRIE]) && damage > 0){
  394. sce->val2-=damage;
  395. if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){
  396. if(sce->val2>=0)
  397. damage=0;
  398. else
  399. damage=-sce->val2;
  400. }
  401. if((--sce->val3)<=0 || (sce->val2<=0) || skill_num == AL_HOLYLIGHT)
  402. status_change_end(bl, SC_KYRIE, -1);
  403. }
  404. if (!damage) return 0;
  405. //Probably not the most correct place, but it'll do here
  406. //(since battle_drain is strictly for players currently)
  407. if ((sce=sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
  408. rand()%100 < sce->val3)
  409. status_heal(src, damage*sce->val4/100, 0, 3);
  410. }
  411. //SC effects from caster side. Currently none.
  412. /*
  413. sc = status_get_sc(src);
  414. if (sc && sc->count) {
  415. }
  416. */
  417. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage)
  418. {
  419. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  420. if (flag&BF_WEAPON)
  421. damage = damage * battle_config.pk_weapon_damage_rate/100;
  422. if (flag&BF_MAGIC)
  423. damage = damage * battle_config.pk_magic_damage_rate/100;
  424. if (flag&BF_MISC)
  425. damage = damage * battle_config.pk_misc_damage_rate/100;
  426. } else { //Normal attacks get reductions based on range.
  427. if (flag & BF_SHORT)
  428. damage = damage * battle_config.pk_short_damage_rate/100;
  429. if (flag & BF_LONG)
  430. damage = damage * battle_config.pk_long_damage_rate/100;
  431. }
  432. if(!damage) damage = 1;
  433. }
  434. if(battle_config.skill_min_damage && damage > 0 && damage < div_)
  435. {
  436. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  437. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  438. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  439. )
  440. damage = div_;
  441. }
  442. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  443. if (damage > 0 )
  444. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  445. if (skill_num)
  446. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_num<<16));
  447. }
  448. return damage;
  449. }
  450. /*==========================================
  451. * Calculates GVG related damage adjustments.
  452. *------------------------------------------*/
  453. int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
  454. {
  455. struct mob_data *md = NULL;
  456. int class_;
  457. if (!damage) //No reductions to make.
  458. return 0;
  459. class_ = status_get_class(bl);
  460. if (bl->type == BL_MOB)
  461. md=(struct mob_data *)bl;
  462. if(md && md->guardian_data) {
  463. if(class_ == MOBID_EMPERIUM && flag&BF_SKILL)
  464. //Skill immunity.
  465. switch (skill_num) {
  466. case MO_TRIPLEATTACK:
  467. case HW_GRAVITATION:
  468. break;
  469. default:
  470. return 0;
  471. }
  472. if(src->type != BL_MOB) {
  473. struct guild *g=guild_search(status_get_guild_id(src));
  474. if (!g) return 0;
  475. if (class_ == MOBID_EMPERIUM && guild_checkskill(g,GD_APPROVAL) <= 0)
  476. return 0;
  477. if (battle_config.guild_max_castles &&
  478. guild_checkcastles(g)>=battle_config.guild_max_castles)
  479. return 0; // [MouseJstr]
  480. }
  481. }
  482. switch (skill_num) {
  483. //Skills with no damage reduction.
  484. case PA_PRESSURE:
  485. case HW_GRAVITATION:
  486. case NJ_ZENYNAGE:
  487. break;
  488. default:
  489. if (md && md->guardian_data) {
  490. damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
  491. }
  492. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  493. if (flag&BF_WEAPON)
  494. damage = damage * battle_config.gvg_weapon_damage_rate/100;
  495. if (flag&BF_MAGIC)
  496. damage = damage * battle_config.gvg_magic_damage_rate/100;
  497. if (flag&BF_MISC)
  498. damage = damage * battle_config.gvg_misc_damage_rate/100;
  499. } else { //Normal attacks get reductions based on range.
  500. if (flag & BF_SHORT)
  501. damage = damage * battle_config.gvg_short_damage_rate/100;
  502. if (flag & BF_LONG)
  503. damage = damage * battle_config.gvg_long_damage_rate/100;
  504. }
  505. if(!damage) damage = 1;
  506. }
  507. return damage;
  508. }
  509. /*==========================================
  510. * HP/SP‹zŽû‚ÌŒvŽZ
  511. *------------------------------------------*/
  512. static int battle_calc_drain(int damage, int rate, int per)
  513. {
  514. int diff = 0;
  515. if (per && rand()%1000 < rate) {
  516. diff = (damage * per) / 100;
  517. if (diff == 0) {
  518. if (per > 0)
  519. diff = 1;
  520. else
  521. diff = -1;
  522. }
  523. }
  524. return diff;
  525. }
  526. /*==========================================
  527. * ?C—ûƒ_ƒ??[ƒW
  528. *------------------------------------------*/
  529. int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
  530. {
  531. int damage,skill;
  532. struct status_data *status = status_get_status_data(target);
  533. int weapon;
  534. damage = dmg;
  535. nullpo_retr(0, sd);
  536. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  537. target->type == BL_MOB && //This bonus doesnt work against players.
  538. (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
  539. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  540. //damage += (skill * 3);
  541. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
  542. damage += (skill * 4);
  543. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  544. damage += sd->status.str;
  545. }
  546. if(type == 0)
  547. weapon = sd->weapontype1;
  548. else
  549. weapon = sd->weapontype2;
  550. switch(weapon)
  551. {
  552. case W_DAGGER:
  553. case W_1HSWORD:
  554. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  555. damage += (skill * 4);
  556. break;
  557. case W_2HSWORD:
  558. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  559. damage += (skill * 4);
  560. break;
  561. case W_1HSPEAR:
  562. case W_2HSPEAR:
  563. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  564. if(!pc_isriding(sd))
  565. damage += (skill * 4);
  566. else
  567. damage += (skill * 5);
  568. }
  569. break;
  570. case W_1HAXE:
  571. case W_2HAXE:
  572. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  573. damage += (skill * 3);
  574. break;
  575. case W_MACE:
  576. case W_2HMACE:
  577. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  578. damage += (skill * 3);
  579. break;
  580. case W_FIST:
  581. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  582. damage += (skill * 10);
  583. // No break, fallthrough to Knuckles
  584. case W_KNUCKLE:
  585. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  586. damage += (skill * 3);
  587. break;
  588. case W_MUSICAL:
  589. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  590. damage += (skill * 3);
  591. break;
  592. case W_WHIP:
  593. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  594. damage += (skill * 3);
  595. break;
  596. case W_BOOK:
  597. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  598. damage += (skill * 3);
  599. break;
  600. case W_KATAR:
  601. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  602. damage += (skill * 3);
  603. break;
  604. }
  605. return damage;
  606. }
  607. /*==========================================
  608. * Calculates the standard damage of a normal attack assuming it hits,
  609. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  610. *------------------------------------------
  611. * Pass damage2 as NULL to not calc it.
  612. * Flag values:
  613. * &1: Critical hit
  614. * &2: Arrow attack
  615. * &4: Skill is Magic Crasher
  616. * &8: Skip target size adjustment (Extremity Fist?)
  617. *&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)
  618. */
  619. static int battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
  620. {
  621. unsigned short atkmin=0, atkmax=0;
  622. short type = 0;
  623. int damage = 0;
  624. if (!sd)
  625. { //Mobs/Pets
  626. if(flag&4)
  627. {
  628. atkmin = status->matk_min;
  629. atkmax = status->matk_max;
  630. } else {
  631. atkmin = wa->atk;
  632. atkmax = wa->atk2;
  633. }
  634. if (atkmin > atkmax)
  635. atkmin = atkmax;
  636. } else { //PCs
  637. atkmax = wa->atk;
  638. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  639. if (!(flag&1) || (flag&2))
  640. { //Normal attacks
  641. atkmin = status->dex;
  642. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  643. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  644. if (atkmin > atkmax)
  645. atkmin = atkmax;
  646. if(flag&2 && !(flag&16))
  647. { //Bows
  648. atkmin = atkmin*atkmax/100;
  649. if (atkmin > atkmax)
  650. atkmax = atkmin;
  651. }
  652. }
  653. }
  654. if (sc && sc->data[SC_MAXIMIZEPOWER])
  655. atkmin = atkmax;
  656. //Weapon Damage calculation
  657. if (!(flag&1))
  658. damage = (atkmax>atkmin? rand()%(atkmax-atkmin):0)+atkmin;
  659. else
  660. damage = atkmax;
  661. if (sd)
  662. {
  663. //rodatazone says the range is 0~arrow_atk-1 for non crit
  664. if (flag&2 && sd->arrow_atk)
  665. damage += ((flag&1)?sd->arrow_atk:rand()%sd->arrow_atk);
  666. //SizeFix only for players
  667. if (!(sd->special_state.no_sizefix || (flag&8)))
  668. damage = damage*(type==EQI_HAND_L?
  669. sd->left_weapon.atkmods[t_size]:
  670. sd->right_weapon.atkmods[t_size])/100;
  671. }
  672. //Finally, add baseatk
  673. if(flag&4)
  674. damage += status->matk_min;
  675. else
  676. damage += status->batk;
  677. //rodatazone says that Overrefine bonuses are part of baseatk
  678. //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
  679. if(sd) {
  680. if (type == EQI_HAND_L) {
  681. if(sd->left_weapon.overrefine)
  682. damage += rand()%sd->left_weapon.overrefine+1;
  683. if (sd->weapon_atk_rate[sd->weapontype2])
  684. damage += damage*sd->weapon_atk_rate[sd->weapontype2]/100;;
  685. } else { //Right hand
  686. if(sd->right_weapon.overrefine)
  687. damage += rand()%sd->right_weapon.overrefine+1;
  688. if (sd->weapon_atk_rate[sd->weapontype1])
  689. damage += damage*sd->weapon_atk_rate[sd->weapontype1]/100;;
  690. }
  691. }
  692. return damage;
  693. }
  694. /*==========================================
  695. * Consumes ammo for the given skill.
  696. *------------------------------------------*/
  697. void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
  698. {
  699. int qty=1;
  700. if (!battle_config.arrow_decrement)
  701. return;
  702. if (skill)
  703. {
  704. qty = skill_get_ammo_qty(skill, lv);
  705. if (!qty) qty = 1;
  706. }
  707. if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition
  708. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0);
  709. }
  710. static int battle_range_type(
  711. struct block_list *src, struct block_list *target,
  712. int skill_num, int skill_lv)
  713. { //Skill Range Criteria
  714. if (battle_config.skillrange_by_distance &&
  715. (src->type&battle_config.skillrange_by_distance)
  716. ) { //based on distance between src/target [Skotlex]
  717. if (check_distance_bl(src, target, 5))
  718. return BF_SHORT;
  719. return BF_LONG;
  720. }
  721. //based on used skill's range
  722. if (skill_get_range2(src, skill_num, skill_lv) < 5)
  723. return BF_SHORT;
  724. return BF_LONG;
  725. }
  726. static int battle_blewcount_bonus(struct map_session_data *sd, int skill_num)
  727. {
  728. int i;
  729. if (!sd->skillblown[0].id)
  730. return 0;
  731. //Apply the bonus blewcount. [Skotlex]
  732. for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
  733. if (sd->skillblown[i].id == skill_num)
  734. return sd->skillblown[i].val;
  735. }
  736. return 0;
  737. }
  738. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  739. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  740. //For quick div adjustment.
  741. #define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
  742. /*==========================================
  743. * battle_calc_weapon_attack (by Skotlex)
  744. *------------------------------------------*/
  745. static struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
  746. {
  747. unsigned int skillratio = 100; //Skill dmg modifiers.
  748. short skill=0;
  749. short s_ele, s_ele_, t_class;
  750. int i, nk;
  751. struct map_session_data *sd, *tsd;
  752. struct Damage wd;
  753. struct status_change *sc = status_get_sc(src);
  754. struct status_change *tsc = status_get_sc(target);
  755. struct status_data *sstatus = status_get_status_data(src);
  756. struct status_data *tstatus = status_get_status_data(target);
  757. struct {
  758. unsigned hit : 1; //the attack Hit? (not a miss)
  759. unsigned cri : 1; //Critical hit
  760. unsigned idef : 1; //Ignore defense
  761. unsigned idef2 : 1; //Ignore defense (left weapon)
  762. unsigned pdef : 2; //Pierces defense (Investigate/Ice Pick)
  763. unsigned pdef2 : 2; //1: Use def+def2/100, 2: Use def+def2/50
  764. unsigned infdef : 1; //Infinite defense (plants)
  765. unsigned arrow : 1; //Attack is arrow-based
  766. unsigned rh : 1; //Attack considers right hand (wd.damage)
  767. unsigned lh : 1; //Attack considers left hand (wd.damage2)
  768. unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
  769. } flag;
  770. memset(&wd,0,sizeof(wd));
  771. memset(&flag,0,sizeof(flag));
  772. if(src==NULL || target==NULL)
  773. {
  774. nullpo_info(NLP_MARK);
  775. return wd;
  776. }
  777. //Initial flag
  778. flag.rh=1;
  779. flag.weapon=1;
  780. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  781. //Initial Values
  782. wd.type=0; //Normal attack
  783. wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1;
  784. wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  785. if(skill_num == KN_AUTOCOUNTER)
  786. wd.amotion >>= 1;
  787. wd.dmotion=tstatus->dmotion;
  788. wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
  789. wd.flag = BF_WEAPON; //Initial Flag
  790. wd.flag|= skill_num?BF_SKILL:BF_NORMAL;
  791. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  792. nk = skill_get_nk(skill_num);
  793. flag.hit = nk&NK_IGNORE_FLEE?1:0;
  794. flag.idef = flag.idef2 = nk&NK_IGNORE_DEF?1:0;
  795. if (sc && !sc->count)
  796. sc = NULL; //Skip checking as there are no status changes active.
  797. if (tsc && !tsc->count)
  798. tsc = NULL; //Skip checking as there are no status changes active.
  799. sd = BL_CAST(BL_PC, src);
  800. tsd = BL_CAST(BL_PC, target);
  801. if(sd)
  802. wd.blewcount += battle_blewcount_bonus(sd, skill_num);
  803. //Set miscellaneous data that needs be filled regardless of hit/miss
  804. if(
  805. (sd && sd->state.arrow_atk) ||
  806. (!sd && ((skill_num && skill_get_ammotype(skill_num)) || sstatus->rhw.range>3))
  807. )
  808. flag.arrow = 1;
  809. if(skill_num){
  810. wd.flag |= battle_range_type(src, target, skill_num, skill_lv);
  811. switch(skill_num)
  812. {
  813. case MO_FINGEROFFENSIVE:
  814. if(sd) {
  815. if (battle_config.finger_offensive_type)
  816. wd.div_ = 1;
  817. else
  818. wd.div_ = sd->spiritball_old;
  819. }
  820. break;
  821. case HT_PHANTASMIC:
  822. //Since these do not consume ammo, they need to be explicitly set as arrow attacks.
  823. flag.arrow = 1;
  824. break;
  825. case CR_SHIELDBOOMERANG:
  826. case PA_SHIELDCHAIN:
  827. flag.weapon = 0;
  828. break;
  829. case KN_PIERCE:
  830. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  831. break;
  832. case TF_DOUBLE: //For NPC used skill.
  833. case GS_CHAINACTION:
  834. wd.type = 0x08;
  835. break;
  836. case GS_GROUNDDRIFT:
  837. case KN_SPEARSTAB:
  838. case KN_BOWLINGBASH:
  839. case MO_BALKYOUNG:
  840. case TK_TURNKICK:
  841. wd.blewcount=0;
  842. break;
  843. case KN_AUTOCOUNTER:
  844. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  845. break;
  846. case NPC_CRITICALSLASH:
  847. flag.cri = 1; //Always critical skill.
  848. break;
  849. }
  850. } else //Range for normal attacks.
  851. wd.flag |= flag.arrow?BF_LONG:BF_SHORT;
  852. if (!skill_num && tstatus->flee2 && rand()%1000 < tstatus->flee2)
  853. { //Check for Lucky Dodge
  854. wd.type=0x0b;
  855. wd.dmg_lv=ATK_LUCKY;
  856. if (wd.div_ < 0) wd.div_*=-1;
  857. return wd;
  858. }
  859. t_class = status_get_class(target);
  860. s_ele = s_ele_ = skill_get_ele(skill_num, skill_lv);
  861. if (!skill_num || s_ele == -1) { //Take weapon's element
  862. s_ele = sstatus->rhw.ele;
  863. s_ele_ = sstatus->lhw.ele;
  864. if (flag.arrow && sd && sd->arrow_ele)
  865. s_ele = sd->arrow_ele;
  866. } else if (s_ele == -2) { //Use enchantment's element
  867. s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
  868. }
  869. if (skill_num == GS_GROUNDDRIFT)
  870. s_ele = s_ele_ = wflag; //element comes in flag.
  871. if(!skill_num)
  872. { //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  873. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  874. {
  875. flag.rh=0;
  876. flag.lh=1;
  877. }
  878. if (sstatus->lhw.atk)
  879. flag.lh=1;
  880. }
  881. //Check for critical
  882. if(!flag.cri && sstatus->cri &&
  883. (!skill_num ||
  884. skill_num == KN_AUTOCOUNTER ||
  885. skill_num == SN_SHARPSHOOTING ||
  886. skill_num == NJ_KIRIKAGE))
  887. {
  888. short cri = sstatus->cri;
  889. if (sd)
  890. {
  891. cri+= sd->critaddrace[tstatus->race];
  892. if(flag.arrow)
  893. cri += sd->arrow_cri;
  894. if(sd->status.weapon == W_KATAR)
  895. cri <<=1;
  896. }
  897. //The official equation is *2, but that only applies when sd's do critical.
  898. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  899. cri -= tstatus->luk*(!sd&&tsd?3:2);
  900. if(tsc)
  901. {
  902. if (tsc->data[SC_SLEEP])
  903. cri <<=1;
  904. }
  905. switch (skill_num)
  906. {
  907. case KN_AUTOCOUNTER:
  908. if(battle_config.auto_counter_type &&
  909. (battle_config.auto_counter_type&src->type))
  910. flag.cri = 1;
  911. else
  912. cri <<= 1;
  913. break;
  914. case SN_SHARPSHOOTING:
  915. cri += 200;
  916. break;
  917. case NJ_KIRIKAGE:
  918. cri += 250 + 50*skill_lv;
  919. break;
  920. }
  921. if(tsd && tsd->critical_def)
  922. cri = cri*(100-tsd->critical_def)/100;
  923. if (rand()%1000 < cri)
  924. flag.cri= 1;
  925. }
  926. if (flag.cri)
  927. {
  928. wd.type = 0x0a;
  929. flag.idef = flag.idef2 = flag.hit = 1;
  930. } else { //Check for Perfect Hit
  931. if(sd && sd->perfect_hit > 0 && rand()%100 < sd->perfect_hit)
  932. flag.hit = 1;
  933. if (sc && sc->data[SC_FUSION]) {
  934. flag.hit = 1; //SG_FUSION always hit [Komurka]
  935. flag.idef = flag.idef2 = 1; //def ignore [Komurka]
  936. }
  937. if (skill_num && !flag.hit)
  938. switch(skill_num)
  939. {
  940. case AS_SPLASHER:
  941. if (wflag) // Always hits the one exploding.
  942. break;
  943. flag.hit = 1;
  944. break;
  945. case CR_SHIELDBOOMERANG:
  946. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  947. flag.hit = 1;
  948. break;
  949. case 0:
  950. //If flag, this is splash damage from Baphomet Card and it always hits.
  951. if (wflag)
  952. flag.hit = 1;
  953. break;
  954. }
  955. if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT)
  956. flag.hit = 1;
  957. }
  958. if (!flag.hit)
  959. { //Hit/Flee calculation
  960. short
  961. flee = tstatus->flee,
  962. hitrate=80; //Default hitrate
  963. if(battle_config.agi_penalty_type &&
  964. battle_config.agi_penalty_target&target->type)
  965. {
  966. unsigned char attacker_count; //256 max targets should be a sane max
  967. attacker_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
  968. if(attacker_count >= battle_config.agi_penalty_count)
  969. {
  970. if (battle_config.agi_penalty_type == 1)
  971. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  972. else //asume type 2: absolute reduction
  973. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  974. if(flee < 1) flee = 1;
  975. }
  976. }
  977. hitrate+= sstatus->hit - flee;
  978. if(wd.flag&BF_LONG && !skill_num && //Fogwall's hit penalty is only for normal ranged attacks.
  979. tsc && tsc->data[SC_FOGWALL])
  980. hitrate -= 50;
  981. if(sd && flag.arrow)
  982. hitrate += sd->arrow_hit;
  983. if(skill_num)
  984. switch(skill_num)
  985. { //Hit skill modifiers
  986. //It is proven that bonus is applied on final hitrate, not hit.
  987. case SM_BASH:
  988. hitrate += hitrate * 5 * skill_lv / 100;
  989. break;
  990. case SM_MAGNUM:
  991. hitrate += hitrate * 10 * skill_lv / 100;
  992. break;
  993. case KN_AUTOCOUNTER:
  994. case PA_SHIELDCHAIN:
  995. case NPC_WATERATTACK:
  996. case NPC_GROUNDATTACK:
  997. case NPC_FIREATTACK:
  998. case NPC_WINDATTACK:
  999. case NPC_POISONATTACK:
  1000. case NPC_HOLYATTACK:
  1001. case NPC_DARKNESSATTACK:
  1002. case NPC_UNDEADATTACK:
  1003. case NPC_TELEKINESISATTACK:
  1004. case NPC_BLEEDING:
  1005. hitrate += hitrate * 20 / 100;
  1006. break;
  1007. case KN_PIERCE:
  1008. hitrate += hitrate * 5 * skill_lv / 100;
  1009. break;
  1010. case AS_SONICBLOW:
  1011. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1012. hitrate += hitrate * 50 / 100;
  1013. break;
  1014. }
  1015. // Weaponry Research hidden bonus
  1016. if (sd && (skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1017. hitrate += hitrate * ( 2 * skill ) / 100;
  1018. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  1019. if(rand()%100 >= hitrate)
  1020. wd.dmg_lv = ATK_FLEE;
  1021. else
  1022. flag.hit = 1;
  1023. } //End hit/miss calculation
  1024. if (flag.hit && !flag.infdef) //No need to do the math for plants
  1025. { //Hitting attack
  1026. //Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
  1027. //ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  1028. #define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
  1029. #define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
  1030. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  1031. #define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
  1032. #define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
  1033. //Adds an absolute value to damage. 100 = +100 damage
  1034. #define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
  1035. #define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
  1036. switch (skill_num)
  1037. { //Calc base damage according to skill
  1038. case NJ_ISSEN:
  1039. wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
  1040. wd.damage2 = 0;
  1041. status_set_hp(src, 1, 0);
  1042. break;
  1043. case PA_SACRIFICE:
  1044. wd.damage = sstatus->max_hp* 9/100;
  1045. status_zap(src, wd.damage, 0);//Damage to self is always 9%
  1046. wd.damage2 = 0;
  1047. if (sc && sc->data[SC_SACRIFICE])
  1048. {
  1049. if (--sc->data[SC_SACRIFICE]->val2 <= 0)
  1050. status_change_end(src, SC_SACRIFICE,-1);
  1051. }
  1052. break;
  1053. case LK_SPIRALPIERCE:
  1054. if (sd) {
  1055. short index = sd->equip_index[EQI_HAND_R];
  1056. if (index >= 0 &&
  1057. sd->inventory_data[index] &&
  1058. sd->inventory_data[index]->type == IT_WEAPON)
  1059. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  1060. } else
  1061. wd.damage = sstatus->rhw.atk2*8/10; //Else use Atk2
  1062. ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
  1063. i = sstatus->str/10;
  1064. i*=i;
  1065. ATK_ADD(i); //Add str bonus.
  1066. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  1067. case 0: //Small: 125%
  1068. ATK_RATE(125);
  1069. break;
  1070. //case 1: //Medium: 100%
  1071. case 2: //Large: 75%
  1072. ATK_RATE(75);
  1073. break;
  1074. }
  1075. break;
  1076. case CR_SHIELDBOOMERANG:
  1077. case PA_SHIELDCHAIN:
  1078. wd.damage = sstatus->batk;
  1079. if (sd) {
  1080. short index = sd->equip_index[EQI_HAND_L];
  1081. if (index >= 0 &&
  1082. sd->inventory_data[index] &&
  1083. sd->inventory_data[index]->type == IT_ARMOR)
  1084. ATK_ADD(sd->inventory_data[index]->weight/10);
  1085. break;
  1086. } else
  1087. ATK_ADD(sstatus->rhw.atk2); //Else use Atk2
  1088. break;
  1089. case HFLI_SBR44: //[orn]
  1090. if(src->type == BL_HOM) {
  1091. wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  1092. break;
  1093. }
  1094. default:
  1095. {
  1096. i = (flag.cri?1:0)|
  1097. (flag.arrow?2:0)|
  1098. (skill_num == HW_MAGICCRASHER?4:0)|
  1099. (!skill_num && sc && sc->data[SC_CHANGE]?4:0)|
  1100. (skill_num == MO_EXTREMITYFIST?8:0)|
  1101. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  1102. if (flag.arrow && sd)
  1103. switch(sd->status.weapon) {
  1104. case W_BOW:
  1105. case W_REVOLVER:
  1106. case W_GATLING:
  1107. case W_SHOTGUN:
  1108. case W_GRENADE:
  1109. break;
  1110. default:
  1111. i |= 16; // for ex. shuriken must not be influenced by DEX
  1112. }
  1113. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  1114. if (flag.lh)
  1115. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  1116. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  1117. if(wflag>0)
  1118. wd.damage/= wflag;
  1119. else
  1120. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  1121. }
  1122. //Add any bonuses that modify the base baseatk+watk (pre-skills)
  1123. if(sd)
  1124. {
  1125. if (sd->atk_rate != 100)
  1126. ATK_RATE(sd->atk_rate);
  1127. if(flag.cri && sd->crit_atk_rate)
  1128. ATK_ADDRATE(sd->crit_atk_rate);
  1129. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){
  1130. i = party_foreachsamemap(party_sub_count, sd, 0);
  1131. ATK_ADDRATE(2*skill*i);
  1132. }
  1133. }
  1134. break;
  1135. } //End default case
  1136. } //End switch(skill_num)
  1137. //Skill damage modifiers that stack linearly
  1138. if(sc && skill_num != PA_SACRIFICE)
  1139. {
  1140. if(sc->data[SC_OVERTHRUST])
  1141. skillratio += sc->data[SC_OVERTHRUST]->val3;
  1142. if(sc->data[SC_MAXOVERTHRUST])
  1143. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  1144. if(sc->data[SC_BERSERK])
  1145. skillratio += 100;
  1146. }
  1147. if (!skill_num)
  1148. {
  1149. // Random chance to deal multiplied damage - Consider it as part of skill-based-damage
  1150. if(sd &&
  1151. sd->random_attack_increase_add > 0 &&
  1152. sd->random_attack_increase_per &&
  1153. rand()%100 < sd->random_attack_increase_per
  1154. )
  1155. skillratio += sd->random_attack_increase_add;
  1156. ATK_RATE(skillratio);
  1157. } else { //Skills
  1158. switch( skill_num )
  1159. {
  1160. case SM_BASH:
  1161. skillratio += 30*skill_lv;
  1162. break;
  1163. case SM_MAGNUM:
  1164. skillratio += 20*skill_lv;
  1165. break;
  1166. case MC_MAMMONITE:
  1167. skillratio += 50*skill_lv;
  1168. break;
  1169. case HT_POWER: //FIXME: How exactly is the STR based damage supposed to be done? [Skotlex]
  1170. skillratio += 5*sstatus->str;
  1171. break;
  1172. case AC_DOUBLE:
  1173. skillratio += 10*(skill_lv-1);
  1174. break;
  1175. case AC_SHOWER:
  1176. skillratio += 5*skill_lv-25;
  1177. break;
  1178. case AC_CHARGEARROW:
  1179. skillratio += 50;
  1180. break;
  1181. case HT_FREEZINGTRAP:
  1182. skillratio += -50+10*skill_lv;
  1183. break;
  1184. case KN_PIERCE:
  1185. skillratio += 10*skill_lv;
  1186. break;
  1187. case KN_SPEARSTAB:
  1188. skillratio += 15*skill_lv;
  1189. break;
  1190. case KN_SPEARBOOMERANG:
  1191. skillratio += 50*skill_lv;
  1192. break;
  1193. case KN_BRANDISHSPEAR:
  1194. {
  1195. int ratio = 100+20*skill_lv;
  1196. skillratio += ratio-100;
  1197. if(skill_lv>3 && wflag==1) skillratio += ratio/2;
  1198. if(skill_lv>6 && wflag==1) skillratio += ratio/4;
  1199. if(skill_lv>9 && wflag==1) skillratio += ratio/8;
  1200. if(skill_lv>6 && wflag==2) skillratio += ratio/2;
  1201. if(skill_lv>9 && wflag==2) skillratio += ratio/4;
  1202. if(skill_lv>9 && wflag==3) skillratio += ratio/2;
  1203. break;
  1204. }
  1205. case KN_BOWLINGBASH:
  1206. skillratio+= 40*skill_lv;
  1207. break;
  1208. case AS_GRIMTOOTH:
  1209. skillratio += 20*skill_lv;
  1210. break;
  1211. case AS_POISONREACT:
  1212. skillratio += 30*skill_lv;
  1213. break;
  1214. case AS_SONICBLOW:
  1215. skillratio += -50+5*skill_lv;
  1216. break;
  1217. case TF_SPRINKLESAND:
  1218. skillratio += 30;
  1219. break;
  1220. case MC_CARTREVOLUTION:
  1221. skillratio += 50;
  1222. if(sd && sd->cart_weight)
  1223. skillratio += 100*sd->cart_weight/battle_config.max_cart_weight; // +1% every 1% weight
  1224. else if (!sd)
  1225. skillratio += 100; //Max damage for non players.
  1226. break;
  1227. case NPC_RANDOMATTACK:
  1228. skillratio += rand()%150-50;
  1229. break;
  1230. case NPC_WATERATTACK:
  1231. case NPC_GROUNDATTACK:
  1232. case NPC_FIREATTACK:
  1233. case NPC_WINDATTACK:
  1234. case NPC_POISONATTACK:
  1235. case NPC_HOLYATTACK:
  1236. case NPC_DARKNESSATTACK:
  1237. case NPC_UNDEADATTACK:
  1238. case NPC_TELEKINESISATTACK:
  1239. case NPC_BLOODDRAIN:
  1240. case NPC_ACIDBREATH:
  1241. case NPC_DARKNESSBREATH:
  1242. case NPC_FIREBREATH:
  1243. case NPC_ICEBREATH:
  1244. case NPC_THUNDERBREATH:
  1245. case NPC_HELLJUDGEMENT:
  1246. case NPC_PULSESTRIKE:
  1247. skillratio += 100*(skill_lv-1);
  1248. break;
  1249. case RG_BACKSTAP:
  1250. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  1251. skillratio += (200+40*skill_lv)/2;
  1252. else
  1253. skillratio += 200+40*skill_lv;
  1254. break;
  1255. case RG_RAID:
  1256. skillratio += 40*skill_lv;
  1257. break;
  1258. case RG_INTIMIDATE:
  1259. skillratio += 30*skill_lv;
  1260. break;
  1261. case CR_SHIELDCHARGE:
  1262. skillratio += 20*skill_lv;
  1263. break;
  1264. case CR_SHIELDBOOMERANG:
  1265. skillratio += 30*skill_lv;
  1266. break;
  1267. case NPC_DARKCROSS:
  1268. case CR_HOLYCROSS:
  1269. skillratio += 35*skill_lv;
  1270. break;
  1271. case AM_DEMONSTRATION:
  1272. skillratio += 20*skill_lv;
  1273. break;
  1274. case AM_ACIDTERROR:
  1275. skillratio += 40*skill_lv;
  1276. break;
  1277. case MO_FINGEROFFENSIVE:
  1278. skillratio+= 50 * skill_lv;
  1279. break;
  1280. case MO_INVESTIGATE:
  1281. skillratio += 75*skill_lv;
  1282. flag.pdef = flag.pdef2 = 2;
  1283. break;
  1284. case MO_EXTREMITYFIST:
  1285. { //Overflow check. [Skotlex]
  1286. unsigned int ratio = skillratio + 100*(8 + sstatus->sp/10);
  1287. //You'd need something like 6K SP to reach this max, so should be fine for most purposes.
  1288. if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
  1289. skillratio = (unsigned short)ratio;
  1290. status_set_sp(src, 0, 0);
  1291. }
  1292. break;
  1293. case MO_TRIPLEATTACK:
  1294. skillratio += 20*skill_lv;
  1295. break;
  1296. case MO_CHAINCOMBO:
  1297. skillratio += 50+50*skill_lv;
  1298. break;
  1299. case MO_COMBOFINISH:
  1300. skillratio += 140+60*skill_lv;
  1301. break;
  1302. case BA_MUSICALSTRIKE:
  1303. case DC_THROWARROW:
  1304. skillratio += 25+25*skill_lv;
  1305. break;
  1306. case CH_TIGERFIST:
  1307. skillratio += 100*skill_lv-60;
  1308. break;
  1309. case CH_CHAINCRUSH:
  1310. skillratio += 300+100*skill_lv;
  1311. break;
  1312. case CH_PALMSTRIKE:
  1313. skillratio += 100+100*skill_lv;
  1314. break;
  1315. case LK_HEADCRUSH:
  1316. skillratio += 40*skill_lv;
  1317. break;
  1318. case LK_JOINTBEAT:
  1319. i = 10*skill_lv-50;
  1320. // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
  1321. if (wflag&BREAK_NECK) i*=2;
  1322. skillratio += i;
  1323. break;
  1324. case ASC_METEORASSAULT:
  1325. skillratio += 40*skill_lv-60;
  1326. break;
  1327. case SN_SHARPSHOOTING:
  1328. skillratio += 100+50*skill_lv;
  1329. break;
  1330. case CG_ARROWVULCAN:
  1331. skillratio += 100+100*skill_lv;
  1332. break;
  1333. case AS_SPLASHER:
  1334. skillratio += 400+50*skill_lv;
  1335. if(sd)
  1336. skillratio += 30 * pc_checkskill(sd,AS_POISONREACT);
  1337. break;
  1338. case ASC_BREAKER:
  1339. skillratio += 100*skill_lv-100;
  1340. break;
  1341. case PA_SACRIFICE:
  1342. skillratio += 10*skill_lv-10;
  1343. break;
  1344. case PA_SHIELDCHAIN:
  1345. skillratio += 30*skill_lv;
  1346. break;
  1347. case WS_CARTTERMINATION:
  1348. i = 10 * (16 - skill_lv);
  1349. if (i < 1) i = 1;
  1350. //Preserve damage ratio when max cart weight is changed.
  1351. if(sd && sd->cart_weight)
  1352. skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
  1353. else if (!sd)
  1354. skillratio += 80000 / i - 100;
  1355. break;
  1356. case TK_DOWNKICK:
  1357. skillratio += 60 + 20*skill_lv;
  1358. break;
  1359. case TK_STORMKICK:
  1360. skillratio += 60 + 20*skill_lv;
  1361. break;
  1362. case TK_TURNKICK:
  1363. skillratio += 90 + 30*skill_lv;
  1364. break;
  1365. case TK_COUNTER:
  1366. skillratio += 90 + 30*skill_lv;
  1367. break;
  1368. case TK_JUMPKICK:
  1369. skillratio += -70 + 10*skill_lv;
  1370. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_num)
  1371. skillratio += 10*status_get_lv(src)/3; //Tumble bonus
  1372. if (wflag)
  1373. skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
  1374. break;
  1375. case GS_TRIPLEACTION:
  1376. skillratio += 50*skill_lv;
  1377. break;
  1378. case GS_BULLSEYE:
  1379. //Only works well against brute/demihumans non bosses.
  1380. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1381. && !(tstatus->mode&MD_BOSS))
  1382. skillratio += 400;
  1383. break;
  1384. case GS_TRACKING:
  1385. skillratio += 100 *(skill_lv+1);
  1386. break;
  1387. case GS_PIERCINGSHOT:
  1388. skillratio += 20*skill_lv;
  1389. break;
  1390. case GS_RAPIDSHOWER:
  1391. skillratio += 10*skill_lv;
  1392. break;
  1393. case GS_DESPERADO:
  1394. skillratio += 50*(skill_lv-1);
  1395. break;
  1396. case GS_DUST:
  1397. skillratio += 50*skill_lv;
  1398. break;
  1399. case GS_FULLBUSTER:
  1400. skillratio += 100*(skill_lv+2);
  1401. break;
  1402. case GS_SPREADATTACK:
  1403. skillratio += 20*(skill_lv-1);
  1404. break;
  1405. case NJ_HUUMA:
  1406. skillratio += 50 + 150*skill_lv;
  1407. break;
  1408. case NJ_TATAMIGAESHI:
  1409. skillratio += 10*skill_lv;
  1410. break;
  1411. case NJ_KASUMIKIRI:
  1412. skillratio += 10*skill_lv;
  1413. break;
  1414. case NJ_KIRIKAGE:
  1415. skillratio += 100*(skill_lv-1);
  1416. break;
  1417. case KN_CHARGEATK:
  1418. {
  1419. int k = (wflag-1)/3; //+100% every 3 cells of distance
  1420. if( k > 2 ) k = 2; // ...but hard-limited to 300%.
  1421. skillratio += 100 * k;
  1422. }
  1423. break;
  1424. case HT_PHANTASMIC:
  1425. skillratio += 50;
  1426. break;
  1427. case MO_BALKYOUNG:
  1428. skillratio += 200;
  1429. break;
  1430. case HFLI_MOON: //[orn]
  1431. skillratio += 10+110*skill_lv;
  1432. break;
  1433. case HFLI_SBR44: //[orn]
  1434. skillratio += 100 *(skill_lv-1);
  1435. break;
  1436. }
  1437. ATK_RATE(skillratio);
  1438. //Constant/misc additions from skills
  1439. switch (skill_num) {
  1440. case MO_EXTREMITYFIST:
  1441. ATK_ADD(250 + 150*skill_lv);
  1442. break;
  1443. case TK_DOWNKICK:
  1444. case TK_STORMKICK:
  1445. case TK_TURNKICK:
  1446. case TK_COUNTER:
  1447. case TK_JUMPKICK:
  1448. //TK_RUN kick damage bonus.
  1449. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  1450. ATK_ADD(10*pc_checkskill(sd, TK_RUN));
  1451. break;
  1452. case GS_MAGICALBULLET:
  1453. if(sstatus->matk_max>sstatus->matk_min) {
  1454. ATK_ADD(sstatus->matk_min+rand()%(sstatus->matk_max-sstatus->matk_min));
  1455. } else {
  1456. ATK_ADD(sstatus->matk_min);
  1457. }
  1458. break;
  1459. case NJ_SYURIKEN:
  1460. ATK_ADD(4*skill_lv);
  1461. break;
  1462. }
  1463. }
  1464. //Div fix.
  1465. damage_div_fix(wd.damage, wd.div_);
  1466. //The following are applied on top of current damage and are stackable.
  1467. if (sc) {
  1468. if(sc->data[SC_TRUESIGHT])
  1469. ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1);
  1470. if(sc->data[SC_EDP] &&
  1471. skill_num != ASC_BREAKER &&
  1472. skill_num != ASC_METEORASSAULT &&
  1473. skill_num != AS_SPLASHER &&
  1474. skill_num != AS_VENOMKNIFE)
  1475. ATK_ADDRATE(sc->data[SC_EDP]->val3);
  1476. }
  1477. switch (skill_num) {
  1478. case AS_SONICBLOW:
  1479. if (sc && sc->data[SC_SPIRIT] &&
  1480. sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  1481. ATK_ADDRATE(map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
  1482. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1483. ATK_ADDRATE(10);
  1484. break;
  1485. case CR_SHIELDBOOMERANG:
  1486. if(sc && sc->data[SC_SPIRIT] &&
  1487. sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  1488. ATK_ADDRATE(100);
  1489. break;
  1490. }
  1491. if(sd)
  1492. {
  1493. if (skill_num && (i = pc_skillatk_bonus(sd, skill_num)))
  1494. ATK_ADDRATE(i);
  1495. if(skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE &&
  1496. skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS &&
  1497. skill_num != PA_SHIELDCHAIN
  1498. && !flag.cri)
  1499. { //Elemental/Racial adjustments
  1500. if(sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  1501. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  1502. sd->right_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
  1503. )
  1504. flag.pdef = 1;
  1505. if(sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  1506. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  1507. sd->left_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
  1508. ) { //Pass effect onto right hand if configured so. [Skotlex]
  1509. if (battle_config.left_cardfix_to_right && flag.rh)
  1510. flag.pdef = 1;
  1511. else
  1512. flag.pdef2 = 1;
  1513. }
  1514. }
  1515. if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS)
  1516. { //Ignore Defense?
  1517. if (!flag.idef && (
  1518. sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  1519. sd->right_weapon.ignore_def_race & (1<<tstatus->race) ||
  1520. sd->right_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  1521. ))
  1522. flag.idef = 1;
  1523. if (!flag.idef2 && (
  1524. sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  1525. sd->left_weapon.ignore_def_race & (1<<tstatus->race) ||
  1526. sd->left_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  1527. )) {
  1528. if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
  1529. flag.idef = 1;
  1530. else
  1531. flag.idef2 = 1;
  1532. }
  1533. }
  1534. }
  1535. if (!flag.idef || !flag.idef2)
  1536. { //Defense reduction
  1537. short vit_def;
  1538. signed char def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  1539. short def2 = (short)tstatus->def2;
  1540. if(battle_config.vit_penalty_type &&
  1541. battle_config.vit_penalty_target&target->type)
  1542. {
  1543. unsigned char target_count; //256 max targets should be a sane max
  1544. target_count = unit_counttargeted(target,battle_config.vit_penalty_count_lv);
  1545. if(target_count >= battle_config.vit_penalty_count) {
  1546. if(battle_config.vit_penalty_type == 1) {
  1547. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1548. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1549. } else { //Assume type 2
  1550. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1551. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1552. }
  1553. }
  1554. if(skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
  1555. if(def2 < 1) def2 = 1;
  1556. }
  1557. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  1558. if (tsd) //Sd vit-eq
  1559. { //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  1560. vit_def = def2*(def2-15)/150;
  1561. vit_def = def2/2 + (vit_def>0?rand()%vit_def:0);
  1562. if((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesnt work vs players
  1563. src->type == BL_MOB && (skill=pc_checkskill(tsd,AL_DP)) > 0)
  1564. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  1565. } else { //Mob-Pet vit-eq
  1566. //VIT + rnd(0,[VIT/20]^2-1)
  1567. vit_def = (def2/20)*(def2/20);
  1568. vit_def = def2 + (vit_def>0?rand()%vit_def:0);
  1569. }
  1570. if (battle_config.weapon_defense_type) {
  1571. vit_def += def1*battle_config.weapon_defense_type;
  1572. def1 = 0;
  1573. }
  1574. if (def1 > 100) def1 = 100;
  1575. ATK_RATE2(
  1576. flag.idef ?100:
  1577. (flag.pdef ?flag.pdef *(def1 + vit_def):
  1578. 100-def1),
  1579. flag.idef2?100:
  1580. (flag.pdef2?flag.pdef2*(def1 + vit_def):
  1581. 100-def1)
  1582. );
  1583. ATK_ADD2(
  1584. flag.idef ||flag.pdef ?0:-vit_def,
  1585. flag.idef2||flag.pdef2?0:-vit_def
  1586. );
  1587. }
  1588. //Post skill/vit reduction damage increases
  1589. if (sc && skill_num != LK_SPIRALPIERCE)
  1590. { //SC skill damages
  1591. if(sc->data[SC_AURABLADE])
  1592. ATK_ADD(20*sc->data[SC_AURABLADE]->val1);
  1593. }
  1594. //Refine bonus
  1595. if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST) {
  1596. if (skill_num == MO_FINGEROFFENSIVE) //Counts refine bonus multiple times
  1597. {
  1598. ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
  1599. } else {
  1600. ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw.atk2);
  1601. }
  1602. }
  1603. //Set to min of 1
  1604. if (flag.rh && wd.damage < 1) wd.damage = 1;
  1605. if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
  1606. if (sd && flag.weapon &&
  1607. skill_num != MO_INVESTIGATE &&
  1608. skill_num != MO_EXTREMITYFIST &&
  1609. skill_num != CR_GRANDCROSS)
  1610. { //Add mastery damage
  1611. if(skill_num != ASC_BREAKER && sd->status.weapon == W_KATAR &&
  1612. (skill=pc_checkskill(sd,ASC_KATAR)) > 0)
  1613. { //Adv Katar Mastery is does not applies to ASC_BREAKER,
  1614. // but other masteries DO apply >_>
  1615. ATK_ADDRATE(10+ 2*skill);
  1616. }
  1617. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  1618. if (flag.lh)
  1619. wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  1620. if (sc && sc->data[SC_MIRACLE]) i = 2; //Star anger
  1621. else
  1622. ARR_FIND(0, 3, i, t_class == sd->hate_mob[i]);
  1623. if (i < 3 && (skill=pc_checkskill(sd,sg_info[i].anger_id)))
  1624. {
  1625. skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  1626. if (i == 2) skillratio += sstatus->str; //Star Anger
  1627. if (skill<4)
  1628. skillratio /= 12-3*skill;
  1629. ATK_ADDRATE(skillratio);
  1630. }
  1631. if (skill_num == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
  1632. ATK_ADD(3*skill);
  1633. if (skill_num == NJ_KUNAI)
  1634. ATK_ADD(60);
  1635. }
  1636. } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
  1637. else if(wd.div_ < 0) //Since the attack missed...
  1638. wd.div_ *= -1;
  1639. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  1640. return wd; //Enough, rest is not needed.
  1641. if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1642. ATK_ADD(skill*2);
  1643. if(skill_num==TF_POISON)
  1644. ATK_ADD(15*skill_lv);
  1645. if(!(nk&NK_NO_ELEFIX || (s_ele == ELE_NEUTRAL &&
  1646. battle_config.attack_attr_none&src->type)))
  1647. { //Elemental attribute fix
  1648. if (wd.damage > 0)
  1649. {
  1650. wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv);
  1651. if(skill_num==MC_CARTREVOLUTION) //Cart Revolution applies the element fix once more with neutral element
  1652. wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  1653. if(skill_num== GS_GROUNDDRIFT) //Additional 50*lv Neutral damage.
  1654. wd.damage+= battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  1655. }
  1656. if (flag.lh && wd.damage2 > 0)
  1657. wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  1658. if(sc && sc->data[SC_WATK_ELEMENT])
  1659. { //Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  1660. int damage= battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (flag.arrow?2:0));
  1661. damage = damage*sc->data[SC_WATK_ELEMENT]->val2/100;
  1662. damage = battle_attr_fix(src,target,damage,sc->data[SC_WATK_ELEMENT]->val1,tstatus->def_ele, tstatus->ele_lv);
  1663. ATK_ADD(damage);
  1664. }
  1665. }
  1666. if (sd)
  1667. {
  1668. if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  1669. ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
  1670. if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  1671. ATK_ADD(wd.div_*sd->spiritball_old*3);
  1672. } else {
  1673. ATK_ADD(wd.div_*sd->spiritball*3);
  1674. }
  1675. //Card Fix, sd side
  1676. if ((wd.damage || wd.damage2) && !(nk&NK_NO_CARDFIX_ATK))
  1677. {
  1678. int cardfix = 1000, cardfix_ = 1000;
  1679. int t_race2 = status_get_race2(target);
  1680. if(sd->state.arrow_atk)
  1681. {
  1682. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
  1683. if (!(nk&NK_NO_ELEFIX))
  1684. cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele]+sd->arrow_addele[tstatus->def_ele])/100;
  1685. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100;
  1686. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  1687. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1688. } else { //Melee attack
  1689. if(!battle_config.left_cardfix_to_right)
  1690. {
  1691. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
  1692. if (!(nk&NK_NO_ELEFIX))
  1693. cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele])/100;
  1694. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100;
  1695. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  1696. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1697. if (flag.lh)
  1698. {
  1699. cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
  1700. if (!(nk&NK_NO_ELEFIX))
  1701. cardfix_=cardfix_*(100+sd->left_weapon.addele[tstatus->def_ele])/100;
  1702. cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100;
  1703. cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
  1704. cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1705. }
  1706. } else {
  1707. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100;
  1708. cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele]+sd->left_weapon.addele[tstatus->def_ele])/100;
  1709. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100;
  1710. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
  1711. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1712. }
  1713. }
  1714. for(i=0;i<ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate;i++) {
  1715. if(sd->right_weapon.add_dmg[i].class_ == t_class) {
  1716. cardfix=cardfix*(100+sd->right_weapon.add_dmg[i].rate)/100;
  1717. break;
  1718. }
  1719. }
  1720. if (flag.lh)
  1721. {
  1722. for(i=0;i<ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate;i++) {
  1723. if(sd->left_weapon.add_dmg[i].class_ == t_class) {
  1724. cardfix_=cardfix_*(100+sd->left_weapon.add_dmg[i].rate)/100;
  1725. break;
  1726. }
  1727. }
  1728. }
  1729. if(wd.flag&BF_LONG)
  1730. cardfix=cardfix*(100+sd->long_attack_atk_rate)/100;
  1731. if (cardfix != 1000 || cardfix_ != 1000)
  1732. ATK_RATE2(cardfix/10, cardfix_/10); //What happens if you use right-to-left and there's no right weapon, only left?
  1733. }
  1734. if (skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN) { //Refine bonus applies after cards and elements.
  1735. short index= sd->equip_index[EQI_HAND_L];
  1736. if (index >= 0 &&
  1737. sd->inventory_data[index] &&
  1738. sd->inventory_data[index]->type == IT_ARMOR)
  1739. ATK_ADD(10*sd->status.inventory[index].refine);
  1740. }
  1741. } //if (sd)
  1742. //Card Fix, tsd sid
  1743. if (tsd && !(nk&NK_NO_CARDFIX_DEF))
  1744. {
  1745. short s_race2,s_class;
  1746. short cardfix=1000;
  1747. s_race2 = status_get_race2(src);
  1748. s_class = status_get_class(src);
  1749. if (!(nk&NK_NO_ELEFIX))
  1750. {
  1751. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  1752. if (flag.lh && s_ele_ != s_ele)
  1753. cardfix=cardfix*(100-tsd->subele[s_ele_])/100;
  1754. }
  1755. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  1756. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  1757. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  1758. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  1759. for(i=0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++) {
  1760. if(tsd->add_def[i].class_ == s_class) {
  1761. cardfix=cardfix*(100-tsd->add_def[i].rate)/100;
  1762. break;
  1763. }
  1764. }
  1765. if(wd.flag&BF_SHORT)
  1766. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  1767. else // BF_LONG (there's no other choice)
  1768. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  1769. if( tsd->sc.data[SC_DEF_RATE] )
  1770. cardfix=cardfix*(100-tsd->sc.data[SC_DEF_RATE]->val1)/100;
  1771. if (cardfix != 1000)
  1772. ATK_RATE(cardfix/10);
  1773. }
  1774. if(flag.infdef)
  1775. { //Plants receive 1 damage when hit
  1776. if (flag.rh && (flag.hit || wd.damage>0))
  1777. wd.damage = 1;
  1778. if (flag.lh && (flag.hit || wd.damage2>0))
  1779. wd.damage2 = 1;
  1780. if (!(battle_config.skill_min_damage&1))
  1781. //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
  1782. return wd;
  1783. }
  1784. if(sd && !skill_num && !flag.cri)
  1785. { //Check for double attack.
  1786. if(((skill_lv = pc_checkskill(sd,TF_DOUBLE)) > 0 && sd->weapontype1 == W_DAGGER)
  1787. ||(sd->double_rate > 0 && sd->weapontype1 != W_FIST)) //Will fail bare-handed
  1788. { //Success chance is not added, the higher one is used [Skotlex]
  1789. if (rand()%100 < (5*skill_lv>sd->double_rate?5*skill_lv:sd->double_rate))
  1790. {
  1791. wd.div_=skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  1792. damage_div_fix(wd.damage, wd.div_);
  1793. wd.type = 0x08;
  1794. }
  1795. } else
  1796. if (sd->weapontype1 == W_REVOLVER &&
  1797. (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 &&
  1798. (rand()%100 < 5*skill_lv)
  1799. )
  1800. {
  1801. wd.div_=skill_get_num(GS_CHAINACTION,skill_lv);
  1802. damage_div_fix(wd.damage, wd.div_);
  1803. wd.type = 0x08;
  1804. }
  1805. }
  1806. if (sd)
  1807. {
  1808. if (!flag.rh && flag.lh)
  1809. { //Move lh damage to the rh
  1810. wd.damage = wd.damage2;
  1811. wd.damage2 = 0;
  1812. flag.rh=1;
  1813. flag.lh=0;
  1814. } else if(flag.rh && flag.lh)
  1815. { //Dual-wield
  1816. if (wd.damage)
  1817. {
  1818. skill = pc_checkskill(sd,AS_RIGHT);
  1819. wd.damage = wd.damage * (50 + (skill * 10))/100;
  1820. if(wd.damage < 1) wd.damage = 1;
  1821. }
  1822. if (wd.damage2)
  1823. {
  1824. skill = pc_checkskill(sd,AS_LEFT);
  1825. wd.damage2 = wd.damage2 * (30 + (skill * 10))/100;
  1826. if(wd.damage2 < 1) wd.damage2 = 1;
  1827. }
  1828. } else if(sd->status.weapon == W_KATAR && !skill_num)
  1829. { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  1830. skill = pc_checkskill(sd,TF_DOUBLE);
  1831. wd.damage2 = wd.damage * (1 + (skill * 2))/100;
  1832. if(wd.damage && !wd.damage2) wd.damage2 = 1;
  1833. flag.lh = 1;
  1834. }
  1835. }
  1836. if(!flag.rh && wd.damage)
  1837. wd.damage=0;
  1838. if(!flag.lh && wd.damage2)
  1839. wd.damage2=0;
  1840. if(wd.damage + wd.damage2)
  1841. { //There is a total damage value
  1842. if(!wd.damage2) {
  1843. wd.damage=battle_calc_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1844. if (map_flag_gvg2(target->m))
  1845. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1846. } else
  1847. if(!wd.damage) {
  1848. wd.damage2=battle_calc_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  1849. if (map_flag_gvg2(target->m))
  1850. wd.damage2=battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  1851. } else
  1852. {
  1853. int d1=wd.damage+wd.damage2,d2=wd.damage2;
  1854. wd.damage=battle_calc_damage(src,target,d1,wd.div_,skill_num,skill_lv,wd.flag);
  1855. if (map_flag_gvg2(target->m))
  1856. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1857. wd.damage2=(d2*100/d1)*wd.damage/100;
  1858. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2=1;
  1859. wd.damage-=wd.damage2;
  1860. }
  1861. }
  1862. if(skill_num==ASC_BREAKER)
  1863. { //Breaker's int-based damage (a misc attack?)
  1864. struct Damage md = battle_calc_misc_attack(src, target, skill_num, skill_lv, wflag);
  1865. wd.damage += md.damage;
  1866. }
  1867. if (wd.damage || wd.damage2) {
  1868. if (sd && battle_config.equip_self_break_rate)
  1869. { // Self weapon breaking
  1870. int breakrate = battle_config.equip_natural_break_rate;
  1871. if (sc) {
  1872. if(sc->data[SC_OVERTHRUST])
  1873. breakrate += 10;
  1874. if(sc->data[SC_MAXOVERTHRUST])
  1875. breakrate += 10;
  1876. }
  1877. if (breakrate)
  1878. skill_break_equip(src, EQP_WEAPON, breakrate, BCT_SELF);
  1879. }
  1880. //Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1881. if (battle_config.equip_skill_break_rate && skill_num != WS_CARTTERMINATION && skill_num != ITM_TOMAHAWK)
  1882. { // Target equipment breaking
  1883. int breakrate[2] = {0,0}; // weapon = 0, armor = 1
  1884. if (sd) { // Break rate from equipment
  1885. breakrate[0] += sd->break_weapon_rate;
  1886. breakrate[1] += sd->break_armor_rate;
  1887. }
  1888. if (sc) {
  1889. if (sc->data[SC_MELTDOWN]) {
  1890. breakrate[0] += sc->data[SC_MELTDOWN]->val2;
  1891. breakrate[1] += sc->data[SC_MELTDOWN]->val3;
  1892. }
  1893. }
  1894. if (breakrate[0])
  1895. skill_break_equip(target, EQP_WEAPON, breakrate[0], BCT_ENEMY);
  1896. if (breakrate[1])
  1897. skill_break_equip(target, EQP_ARMOR, breakrate[1], BCT_ENEMY);
  1898. }
  1899. }
  1900. //SG_FUSION hp penalty [Komurka]
  1901. if (sc && sc->data[SC_FUSION])
  1902. {
  1903. int hp= sstatus->max_hp;
  1904. if (sd && tsd) {
  1905. hp = 8*hp/100;
  1906. if (100*sstatus->hp <= 20*sstatus->max_hp)
  1907. hp = sstatus->hp;
  1908. } else
  1909. hp = 2*hp/100; //2% hp loss per hit
  1910. status_zap(src, hp, 0);
  1911. }
  1912. return wd;
  1913. }
  1914. /*==========================================
  1915. * battle_calc_magic_attack [DracoRPG]
  1916. *------------------------------------------*/
  1917. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  1918. {
  1919. int i, nk;
  1920. short s_ele;
  1921. unsigned int skillratio = 100; //Skill dmg modifiers.
  1922. struct map_session_data *sd, *tsd;
  1923. struct Damage ad;
  1924. struct status_data *sstatus = status_get_status_data(src);
  1925. struct status_data *tstatus = status_get_status_data(target);
  1926. struct {
  1927. unsigned imdef : 1;
  1928. unsigned infdef : 1;
  1929. } flag;
  1930. memset(&ad,0,sizeof(ad));
  1931. memset(&flag,0,sizeof(flag));
  1932. if(src==NULL || target==NULL)
  1933. {
  1934. nullpo_info(NLP_MARK);
  1935. return ad;
  1936. }
  1937. //Initial Values
  1938. ad.damage = 1;
  1939. ad.div_=skill_get_num(skill_num,skill_lv);
  1940. ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  1941. ad.dmotion=tstatus->dmotion;
  1942. ad.blewcount = skill_get_blewcount(skill_num,skill_lv);
  1943. ad.flag=BF_MAGIC|BF_SKILL;
  1944. ad.dmg_lv=ATK_DEF;
  1945. nk = skill_get_nk(skill_num);
  1946. flag.imdef = nk&NK_IGNORE_DEF?1:0;
  1947. sd = BL_CAST(BL_PC, src);
  1948. tsd = BL_CAST(BL_PC, target);
  1949. //Initialize variables that will be used afterwards
  1950. s_ele = skill_get_ele(skill_num, skill_lv);
  1951. if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
  1952. s_ele = sstatus->rhw.ele;
  1953. else if (s_ele == -2) //Use status element
  1954. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  1955. //Set miscellaneous data that needs be filled
  1956. if(sd) {
  1957. sd->state.arrow_atk = 0;
  1958. ad.blewcount += battle_blewcount_bonus(sd, skill_num);
  1959. }
  1960. //Skill Range Criteria
  1961. ad.flag |= battle_range_type(src, target, skill_num, skill_lv);
  1962. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  1963. switch(skill_num)
  1964. {
  1965. case MG_FIREWALL:
  1966. case NJ_KAENSIN:
  1967. ad.dmotion = 0; //No flinch animation.
  1968. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  1969. ad.blewcount = 0; //No knockback
  1970. break;
  1971. case PR_SANCTUARY:
  1972. ad.dmotion = 0; //No flinch animation.
  1973. break;
  1974. }
  1975. if (!flag.infdef) //No need to do the math for plants
  1976. {
  1977. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  1978. #define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
  1979. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  1980. #define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
  1981. //Adds an absolute value to damage. 100 = +100 damage
  1982. #define MATK_ADD( a ) { ad.damage+= a; }
  1983. switch (skill_num)
  1984. { //Calc base damage according to skill
  1985. case AL_HEAL:
  1986. case PR_BENEDICTIO:
  1987. ad.damage = skill_calc_heal(src, target, skill_lv)/2;
  1988. break;
  1989. case PR_ASPERSIO:
  1990. ad.damage = 40;
  1991. break;
  1992. case PR_SANCTUARY:
  1993. ad.damage = (skill_lv>6)?388:skill_lv*50;
  1994. break;
  1995. case ALL_RESURRECTION:
  1996. case PR_TURNUNDEAD:
  1997. //Undead check is on skill_castend_damageid code.
  1998. i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  1999. + 200 - 200*tstatus->hp/tstatus->max_hp;
  2000. if(i > 700) i = 700;
  2001. if(rand()%1000 < i && !(tstatus->mode&MD_BOSS))
  2002. ad.damage = tstatus->hp;
  2003. else
  2004. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  2005. break;
  2006. case PF_SOULBURN:
  2007. ad.damage = tstatus->sp * 2;
  2008. break;
  2009. default:
  2010. {
  2011. if (sstatus->matk_max > sstatus->matk_min) {
  2012. MATK_ADD(sstatus->matk_min+rand()%(1+sstatus->matk_max-sstatus->matk_min));
  2013. } else {
  2014. MATK_ADD(sstatus->matk_min);
  2015. }
  2016. if(nk&NK_SPLASHSPLIT){ // Divide MATK in case of multiple targets skill
  2017. if(mflag>0)
  2018. ad.damage/= mflag;
  2019. else
  2020. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  2021. }
  2022. switch(skill_num){
  2023. case MG_NAPALMBEAT:
  2024. case MG_FIREBALL:
  2025. skillratio += skill_lv*10-30;
  2026. break;
  2027. case MG_SOULSTRIKE:
  2028. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  2029. skillratio += 5*skill_lv;
  2030. break;
  2031. case MG_FIREWALL:
  2032. skillratio -= 50;
  2033. break;
  2034. case MG_THUNDERSTORM:
  2035. skillratio -= 20;
  2036. break;
  2037. case MG_FROSTDIVER:
  2038. skillratio += 10*skill_lv;
  2039. break;
  2040. case AL_HOLYLIGHT:
  2041. skillratio += 25;
  2042. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  2043. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  2044. break;
  2045. case AL_RUWACH:
  2046. skillratio += 45;
  2047. break;
  2048. case WZ_FROSTNOVA:
  2049. skillratio += (100+skill_lv*10)*2/3-100;
  2050. break;
  2051. case WZ_FIREPILLAR:
  2052. if (skill_lv > 10)
  2053. skillratio += 100;
  2054. else
  2055. skillratio -= 80;
  2056. break;
  2057. case WZ_SIGHTRASHER:
  2058. skillratio += 20*skill_lv;
  2059. break;
  2060. case WZ_VERMILION:
  2061. skillratio += 20*skill_lv-20;
  2062. break;
  2063. case WZ_WATERBALL:
  2064. skillratio += 30*skill_lv;
  2065. break;
  2066. case WZ_STORMGUST:
  2067. skillratio += 40*skill_lv;
  2068. break;
  2069. case HW_NAPALMVULCAN:
  2070. skillratio += 10*skill_lv-30;
  2071. break;
  2072. case SL_STIN:
  2073. skillratio += (tstatus->size?-99:10*skill_lv); //target size must be small (0) for full damage.
  2074. break;
  2075. case SL_STUN:
  2076. skillratio += (tstatus->size!=2?5*skill_lv:-99); //Full damage is dealt on small/medium targets
  2077. break;
  2078. case SL_SMA:
  2079. skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
  2080. break;
  2081. case NJ_KOUENKA:
  2082. skillratio -= 10;
  2083. break;
  2084. case NJ_KAENSIN:
  2085. skillratio -= 50;
  2086. break;
  2087. case NJ_BAKUENRYU:
  2088. skillratio += 50*(skill_lv-1);
  2089. break;
  2090. case NJ_HYOUSYOURAKU:
  2091. skillratio += 50*skill_lv;
  2092. break;
  2093. case NJ_RAIGEKISAI:
  2094. skillratio += 60 + 40*skill_lv;
  2095. break;
  2096. case NJ_KAMAITACHI:
  2097. case NPC_ENERGYDRAIN:
  2098. skillratio += 100*skill_lv;
  2099. break;
  2100. case NPC_EARTHQUAKE:
  2101. skillratio += 100 +100*skill_lv +100*(skill_lv/2);
  2102. break;
  2103. }
  2104. MATK_RATE(skillratio);
  2105. //Constant/misc additions from skills
  2106. if (skill_num == WZ_FIREPILLAR)
  2107. MATK_ADD(50);
  2108. }
  2109. }
  2110. if(sd) {
  2111. //Damage bonuses
  2112. if ((i = pc_skillatk_bonus(sd, skill_num)))
  2113. ad.damage += ad.damage*i/100;
  2114. //Ignore Defense?
  2115. if (!flag.imdef && (
  2116. sd->ignore_mdef_ele & (1<<tstatus->def_ele) ||
  2117. sd->ignore_mdef_race & (1<<tstatus->race) ||
  2118. sd->ignore_mdef_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  2119. ))
  2120. flag.imdef = 1;
  2121. }
  2122. if(!flag.imdef){
  2123. char mdef = tstatus->mdef;
  2124. int mdef2= tstatus->mdef2;
  2125. if(sd) {
  2126. i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS];
  2127. i+= sd->ignore_mdef[tstatus->race];
  2128. if (i)
  2129. {
  2130. if (i > 100) i = 100;
  2131. mdef -= mdef * i/100;
  2132. //mdef2-= mdef2* i/100;
  2133. }
  2134. }
  2135. if(battle_config.magic_defense_type)
  2136. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  2137. else
  2138. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  2139. }
  2140. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  2141. { //Apply the physical part of the skill's damage. [Skotlex]
  2142. struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  2143. ad.damage = (wd.damage + ad.damage) * (100 + 40*skill_lv)/100;
  2144. if(src==target)
  2145. {
  2146. if (src->type == BL_PC)
  2147. ad.damage = ad.damage/2;
  2148. else
  2149. ad.damage = 0;
  2150. }
  2151. }
  2152. if (skill_num == NPC_EARTHQUAKE)
  2153. { //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
  2154. //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
  2155. if(mflag>0)
  2156. ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
  2157. else
  2158. ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  2159. }
  2160. if(ad.damage<1)
  2161. ad.damage=1;
  2162. if (!(nk&NK_NO_ELEFIX))
  2163. ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  2164. if (sd && !(nk&NK_NO_CARDFIX_ATK)) {
  2165. short t_class = status_get_class(target);
  2166. short cardfix=1000;
  2167. cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
  2168. if (!(nk&NK_NO_ELEFIX))
  2169. cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
  2170. cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
  2171. cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2172. for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) {
  2173. if(sd->add_mdmg[i].class_ == t_class) {
  2174. cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
  2175. continue;
  2176. }
  2177. }
  2178. if (cardfix != 1000)
  2179. MATK_RATE(cardfix/10);
  2180. }
  2181. if (tsd && !(nk&NK_NO_CARDFIX_DEF))
  2182. { //Target cards.
  2183. short s_race2=status_get_race2(src);
  2184. short s_class= status_get_class(src);
  2185. int cardfix=1000;
  2186. if (!(nk&NK_NO_ELEFIX))
  2187. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  2188. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  2189. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  2190. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  2191. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  2192. for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
  2193. if(tsd->add_mdef[i].class_ == s_class) {
  2194. cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
  2195. break;
  2196. }
  2197. }
  2198. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  2199. if (ad.flag&BF_SHORT)
  2200. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2201. else
  2202. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2203. cardfix=cardfix*(100-tsd->magic_def_rate)/100;
  2204. if( tsd->sc.data[SC_MDEF_RATE] )
  2205. cardfix=cardfix*(100-tsd->sc.data[SC_MDEF_RATE]->val1)/100;
  2206. if (cardfix != 1000)
  2207. MATK_RATE(cardfix/10);
  2208. }
  2209. }
  2210. damage_div_fix(ad.damage, ad.div_);
  2211. if (flag.infdef && ad.damage)
  2212. ad.damage = ad.damage>0?1:-1;
  2213. ad.damage=battle_calc_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  2214. if (map_flag_gvg2(target->m))
  2215. ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  2216. return ad;
  2217. }
  2218. /*==========================================
  2219. * ‚»‚Ì‘¼ƒ_ƒ??[ƒWŒvŽZ
  2220. *------------------------------------------*/
  2221. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  2222. {
  2223. int skill;
  2224. short i, nk;
  2225. short s_ele;
  2226. struct map_session_data *sd, *tsd;
  2227. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  2228. struct status_data *sstatus = status_get_status_data(src);
  2229. struct status_data *tstatus = status_get_status_data(target);
  2230. memset(&md,0,sizeof(md));
  2231. if( src == NULL || target == NULL ){
  2232. nullpo_info(NLP_MARK);
  2233. return md;
  2234. }
  2235. //Some initial values
  2236. md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion;
  2237. md.dmotion=tstatus->dmotion;
  2238. md.div_=skill_get_num( skill_num,skill_lv );
  2239. md.blewcount=skill_get_blewcount(skill_num,skill_lv);
  2240. md.dmg_lv=ATK_DEF;
  2241. md.flag=BF_MISC|BF_SKILL;
  2242. nk = skill_get_nk(skill_num);
  2243. sd = BL_CAST(BL_PC, src);
  2244. tsd = BL_CAST(BL_PC, target);
  2245. if(sd) {
  2246. sd->state.arrow_atk = 0;
  2247. md.blewcount += battle_blewcount_bonus(sd, skill_num);
  2248. }
  2249. s_ele = skill_get_ele(skill_num, skill_lv);
  2250. if (s_ele < 0) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  2251. s_ele = ELE_NEUTRAL;
  2252. //Skill Range Criteria
  2253. md.flag |= battle_range_type(src, target, skill_num, skill_lv);
  2254. switch(skill_num){
  2255. case HT_LANDMINE:
  2256. md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
  2257. break;
  2258. case HT_BLASTMINE:
  2259. md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
  2260. break;
  2261. case HT_CLAYMORETRAP:
  2262. md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
  2263. break;
  2264. case HT_BLITZBEAT:
  2265. case SN_FALCONASSAULT:
  2266. //Blitz-beat Damage.
  2267. if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  2268. skill=0;
  2269. md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2;
  2270. if(mflag > 1) //Autocasted Blitz.
  2271. nk|=NK_SPLASHSPLIT;
  2272. if (skill_num == SN_FALCONASSAULT)
  2273. {
  2274. //Div fix of Blitzbeat
  2275. skill = skill_get_num(HT_BLITZBEAT, 5);
  2276. damage_div_fix(md.damage, skill);
  2277. //Falcon Assault Modifier
  2278. md.damage=md.damage*(150+70*skill_lv)/100;
  2279. }
  2280. break;
  2281. case TF_THROWSTONE:
  2282. md.damage=50;
  2283. break;
  2284. case BA_DISSONANCE:
  2285. md.damage=30+skill_lv*10;
  2286. if (sd)
  2287. md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
  2288. break;
  2289. case NPC_SELFDESTRUCTION:
  2290. md.damage = sstatus->hp;
  2291. break;
  2292. case NPC_SMOKING:
  2293. md.damage=3;
  2294. break;
  2295. case NPC_DARKBREATH:
  2296. md.damage = 500 + (skill_lv-1)*1000 + rand()%1000;
  2297. if(md.damage > 9999) md.damage = 9999;
  2298. break;
  2299. case PA_PRESSURE:
  2300. md.damage=500+300*skill_lv;
  2301. break;
  2302. case PA_GOSPEL:
  2303. md.damage = 1+rand()%9999;
  2304. break;
  2305. case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen]
  2306. if(tstatus->vit+sstatus->int_) //crash fix
  2307. md.damage = 7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_));
  2308. else
  2309. md.damage = 0;
  2310. if (tsd) md.damage>>=1;
  2311. if (md.damage < 0 || md.damage > INT_MAX>>1)
  2312. //Overflow prevention, will anyone whine if I cap it to a few billion?
  2313. //Not capped to INT_MAX to give some room for further damage increase.
  2314. md.damage = INT_MAX>>1;
  2315. break;
  2316. case NJ_ZENYNAGE:
  2317. md.damage = skill_get_zeny(skill_num ,skill_lv);
  2318. if (!md.damage) md.damage = 2;
  2319. md.damage = md.damage + rand()%md.damage;
  2320. if (is_boss(target))
  2321. md.damage=md.damage/3;
  2322. else if (tsd)
  2323. md.damage=md.damage/2;
  2324. break;
  2325. case GS_FLING:
  2326. md.damage = sd?sd->status.job_level:status_get_lv(src);
  2327. break;
  2328. case HVAN_EXPLOSION: //[orn]
  2329. md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100 ;
  2330. break ;
  2331. case ASC_BREAKER:
  2332. md.damage = 500+rand()%500 + 5*skill_lv * sstatus->int_;
  2333. nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
  2334. break;
  2335. case HW_GRAVITATION:
  2336. md.damage = 200+200*skill_lv;
  2337. md.dmotion = 0; //No flinch animation.
  2338. break;
  2339. case NPC_EVILLAND:
  2340. md.damage = (skill_lv>6)?666:skill_lv*100;
  2341. break;
  2342. }
  2343. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  2344. if(mflag>0)
  2345. md.damage/= mflag;
  2346. else
  2347. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  2348. }
  2349. damage_div_fix(md.damage, md.div_);
  2350. if (!(nk&NK_IGNORE_FLEE))
  2351. {
  2352. struct status_change *sc = status_get_sc(target);
  2353. i = 0; //Temp for "hit or no hit"
  2354. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT)
  2355. i = 1;
  2356. else {
  2357. short
  2358. flee = tstatus->flee,
  2359. hitrate=80; //Default hitrate
  2360. if(battle_config.agi_penalty_type &&
  2361. battle_config.agi_penalty_target&target->type)
  2362. {
  2363. unsigned char attacker_count; //256 max targets should be a sane max
  2364. attacker_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
  2365. if(attacker_count >= battle_config.agi_penalty_count)
  2366. {
  2367. if (battle_config.agi_penalty_type == 1)
  2368. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  2369. else //asume type 2: absolute reduction
  2370. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  2371. if(flee < 1) flee = 1;
  2372. }
  2373. }
  2374. hitrate+= sstatus->hit - flee;
  2375. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2376. if(rand()%100 < hitrate)
  2377. i = 1;
  2378. }
  2379. if (!i) {
  2380. md.damage = 0;
  2381. md.dmg_lv=ATK_FLEE;
  2382. }
  2383. }
  2384. if(md.damage && tsd && !(nk&NK_NO_CARDFIX_DEF)){
  2385. int cardfix = 10000;
  2386. int race2 = status_get_race2(src);
  2387. if (!(nk&NK_NO_ELEFIX))
  2388. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  2389. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  2390. cardfix=cardfix*(100-tsd->subrace2[race2])/100;
  2391. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  2392. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  2393. cardfix=cardfix*(100-tsd->misc_def_rate)/100;
  2394. if(md.flag&BF_SHORT)
  2395. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2396. else // BF_LONG (there's no other choice)
  2397. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2398. if (cardfix != 10000)
  2399. md.damage=md.damage*cardfix/10000;
  2400. }
  2401. if (sd && (i = pc_skillatk_bonus(sd, skill_num)))
  2402. md.damage += md.damage*i/100;
  2403. if(md.damage < 0)
  2404. md.damage = 0;
  2405. else if(md.damage && tstatus->mode&MD_PLANT)
  2406. md.damage = 1;
  2407. if(!(nk&NK_NO_ELEFIX))
  2408. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  2409. md.damage=battle_calc_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  2410. if (map_flag_gvg2(target->m))
  2411. md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  2412. if (skill_num == NJ_ZENYNAGE && sd)
  2413. { //Time to Pay Up.
  2414. if ( md.damage > sd->status.zeny )
  2415. md.damage=sd->status.zeny;
  2416. pc_payzeny(sd, md.damage);
  2417. }
  2418. return md;
  2419. }
  2420. /*==========================================
  2421. * ƒ_ƒ??[ƒWŒvŽZˆêЇ?ˆ—?—p
  2422. *------------------------------------------*/
  2423. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int count)
  2424. {
  2425. struct Damage d;
  2426. switch(attack_type) {
  2427. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,count); break;
  2428. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,count); break;
  2429. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,count); break;
  2430. default:
  2431. ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
  2432. memset(&d,0,sizeof(d));
  2433. break;
  2434. }
  2435. if (d.damage + d.damage2 < 1)
  2436. { //Miss/Absorbed
  2437. //Weapon attacks should go through to cause additional effects.
  2438. if (d.dmg_lv != ATK_LUCKY && attack_type&(BF_MAGIC|BF_MISC))
  2439. d.dmg_lv = ATK_FLEE;
  2440. d.dmotion = 0;
  2441. }
  2442. return d;
  2443. }
  2444. //Calculates BF_WEAPON returned damage.
  2445. int battle_calc_return_damage(struct block_list* bl, int damage, int flag)
  2446. {
  2447. struct map_session_data* sd = NULL;
  2448. int rdamage = 0;
  2449. sd = BL_CAST(BL_PC, bl);
  2450. //Bounces back part of the damage.
  2451. if (flag & BF_SHORT) {
  2452. struct status_change* sc;
  2453. if (sd && sd->short_weapon_damage_return)
  2454. {
  2455. rdamage += damage * sd->short_weapon_damage_return / 100;
  2456. if(rdamage < 1) rdamage = 1;
  2457. }
  2458. sc = status_get_sc(bl);
  2459. if (sc && sc->data[SC_REFLECTSHIELD])
  2460. {
  2461. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  2462. if (rdamage < 1) rdamage = 1;
  2463. }
  2464. } else {
  2465. if (sd && sd->long_weapon_damage_return)
  2466. {
  2467. rdamage += damage * sd->long_weapon_damage_return / 100;
  2468. if (rdamage < 1) rdamage = 1;
  2469. }
  2470. }
  2471. return rdamage;
  2472. }
  2473. void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss)
  2474. {
  2475. struct weapon_data *wd;
  2476. int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage;
  2477. for (i = 0; i < 4; i++) {
  2478. //First two iterations: Right hand
  2479. if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
  2480. else { wd = &sd->left_weapon; damage = &ldamage; }
  2481. if (*damage <= 0) continue;
  2482. //First and Third iterations: race, other two boss/nonboss state
  2483. if (i == 0 || i == 2)
  2484. type = race;
  2485. else
  2486. type = boss?RC_BOSS:RC_NONBOSS;
  2487. hp = wd->hp_drain[type].value;
  2488. if (wd->hp_drain[type].rate)
  2489. hp += battle_calc_drain(*damage, wd->hp_drain[type].rate, wd->hp_drain[type].per);
  2490. sp = wd->sp_drain[type].value;
  2491. if (wd->sp_drain[type].rate)
  2492. sp += battle_calc_drain(*damage, wd->sp_drain[type].rate, wd->sp_drain[type].per);
  2493. if (hp) {
  2494. if (wd->hp_drain[type].type)
  2495. rhp += hp;
  2496. thp += hp;
  2497. }
  2498. if (sp) {
  2499. if (wd->sp_drain[type].type)
  2500. rsp += sp;
  2501. tsp += sp;
  2502. }
  2503. }
  2504. if (sd->sp_vanish_rate && rand()%1000 < sd->sp_vanish_rate)
  2505. status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->sp_vanish_per, false);
  2506. if (!thp && !tsp) return;
  2507. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  2508. if (rhp || rsp)
  2509. status_zap(tbl, rhp, rsp);
  2510. }
  2511. /*==========================================
  2512. * ’Ê?í?UŒ‚?ˆ—?‚܂Ƃß
  2513. *------------------------------------------*/
  2514. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag)
  2515. {
  2516. struct map_session_data *sd = NULL, *tsd = NULL;
  2517. struct status_data *sstatus, *tstatus;
  2518. struct status_change *sc, *tsc;
  2519. int damage,rdamage=0,rdelay=0;
  2520. int skillv;
  2521. struct Damage wd;
  2522. nullpo_retr(ATK_NONE, src);
  2523. nullpo_retr(ATK_NONE, target);
  2524. if (src->prev == NULL || target->prev == NULL)
  2525. return ATK_NONE;
  2526. sd = BL_CAST(BL_PC, src);
  2527. tsd = BL_CAST(BL_PC, target);
  2528. sstatus = status_get_status_data(src);
  2529. tstatus = status_get_status_data(target);
  2530. sc = status_get_sc(src);
  2531. tsc = status_get_sc(target);
  2532. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  2533. sc = NULL;
  2534. if (tsc && !tsc->count)
  2535. tsc = NULL;
  2536. if (sd)
  2537. {
  2538. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  2539. if (sd->state.arrow_atk)
  2540. {
  2541. int index = sd->equip_index[EQI_AMMO];
  2542. if (index<0) {
  2543. clif_arrow_fail(sd,0);
  2544. return ATK_NONE;
  2545. }
  2546. //Ammo check by Ishizu-chan
  2547. if (sd->inventory_data[index])
  2548. switch (sd->status.weapon) {
  2549. case W_BOW:
  2550. if (sd->inventory_data[index]->look != A_ARROW) {
  2551. clif_arrow_fail(sd,0);
  2552. return ATK_NONE;
  2553. }
  2554. break;
  2555. case W_REVOLVER:
  2556. case W_RIFLE:
  2557. case W_GATLING:
  2558. case W_SHOTGUN:
  2559. if (sd->inventory_data[index]->look != A_BULLET) {
  2560. clif_arrow_fail(sd,0);
  2561. return ATK_NONE;
  2562. }
  2563. break;
  2564. case W_GRENADE:
  2565. if (sd->inventory_data[index]->look != A_GRENADE) {
  2566. clif_arrow_fail(sd,0);
  2567. return ATK_NONE;
  2568. }
  2569. break;
  2570. }
  2571. }
  2572. }
  2573. if (sc && sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&2))
  2574. status_change_end(src,SC_CLOAKING,-1);
  2575. //Check for counter attacks that block your attack. [Skotlex]
  2576. if(tsc)
  2577. {
  2578. if(tsc->data[SC_AUTOCOUNTER] &&
  2579. status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)
  2580. ) {
  2581. int dir = map_calc_dir(target,src->x,src->y);
  2582. int t_dir = unit_getdir(target);
  2583. int dist = distance_bl(src, target);
  2584. if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
  2585. {
  2586. int skilllv = tsc->data[SC_AUTOCOUNTER]->val1;
  2587. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  2588. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  2589. status_change_end(target,SC_AUTOCOUNTER,-1);
  2590. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
  2591. return ATK_NONE;
  2592. }
  2593. }
  2594. if (tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src)) {
  2595. int skilllv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  2596. int duration = skill_get_time2(MO_BLADESTOP,skilllv);
  2597. status_change_end(target, SC_BLADESTOP_WAIT, -1);
  2598. if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, (int)target, duration))
  2599. { //Target locked.
  2600. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  2601. clif_bladestop(target,src,1);
  2602. sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0,(int)src, duration);
  2603. return ATK_NONE;
  2604. }
  2605. }
  2606. }
  2607. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0)
  2608. {
  2609. int triple_rate= 30 - skillv; //Base Rate
  2610. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK)
  2611. {
  2612. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  2613. status_change_end(src,SC_SKILLRATE_UP,-1);
  2614. }
  2615. if (rand()%100 < triple_rate)
  2616. //FIXME: invalid return type!
  2617. return (damage_lv)skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0);
  2618. }
  2619. if (sc)
  2620. {
  2621. if (sc->data[SC_SACRIFICE])
  2622. //FIXME: invalid return type!
  2623. return (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,sc->data[SC_SACRIFICE]->val1,tick,0);
  2624. if (sc->data[SC_MAGICALATTACK])
  2625. //FIXME: invalid return type!
  2626. return (damage_lv)skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0);
  2627. }
  2628. wd = battle_calc_weapon_attack(src, target, 0, 0, flag);
  2629. if (sd && sd->state.arrow_atk) //Consume arrow.
  2630. battle_consume_ammo(sd, 0, 0);
  2631. damage = wd.damage + wd.damage2;
  2632. if (damage > 0 && src != target) {
  2633. rdamage = battle_calc_return_damage(target, damage, wd.flag);
  2634. if (rdamage > 0) {
  2635. rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
  2636. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2637. skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,tick);
  2638. }
  2639. }
  2640. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
  2641. if (sd && sd->splash_range > 0 && damage > 0)
  2642. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  2643. map_freeblock_lock();
  2644. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion);
  2645. if (sc && sc->data[SC_AUTOSPELL] && rand()%100 < sc->data[SC_AUTOSPELL]->val4) {
  2646. int sp = 0;
  2647. int skillid = sc->data[SC_AUTOSPELL]->val2;
  2648. int skilllv = sc->data[SC_AUTOSPELL]->val3;
  2649. int i = rand()%100;
  2650. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  2651. i = 0; //Max chance, no skilllv reduction. [Skotlex]
  2652. if (i >= 50) skilllv -= 2;
  2653. else if (i >= 15) skilllv--;
  2654. if (skilllv < 1) skilllv = 1;
  2655. sp = skill_get_sp(skillid,skilllv) * 2 / 3;
  2656. if (status_charge(src, 0, sp)) {
  2657. switch (skill_get_casttype(skillid)) {
  2658. case CAST_GROUND:
  2659. skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag);
  2660. break;
  2661. case CAST_NODAMAGE:
  2662. skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag);
  2663. break;
  2664. case CAST_DAMAGE:
  2665. skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
  2666. break;
  2667. }
  2668. }
  2669. }
  2670. if (sd) {
  2671. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  2672. if (battle_config.left_cardfix_to_right)
  2673. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target));
  2674. else
  2675. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target));
  2676. }
  2677. }
  2678. if (rdamage > 0) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
  2679. if(tsd && src != target)
  2680. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2681. battle_delay_damage(tick, wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, rdelay);
  2682. }
  2683. if (tsc) {
  2684. if (tsc->data[SC_POISONREACT] &&
  2685. (rand()%100 < tsc->data[SC_POISONREACT]->val3
  2686. || sstatus->def_ele == ELE_POISON) &&
  2687. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  2688. status_check_skilluse(target, src, TF_POISON, 0)
  2689. ) { //Poison React
  2690. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  2691. if (sstatus->def_ele == ELE_POISON) {
  2692. sce->val2 = 0;
  2693. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  2694. } else {
  2695. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  2696. --sce->val2;
  2697. }
  2698. if (sce->val2 <= 0)
  2699. status_change_end(target, SC_POISONREACT, -1);
  2700. }
  2701. }
  2702. map_freeblock_unlock();
  2703. return wd.dmg_lv;
  2704. }
  2705. int battle_check_undead(int race,int element)
  2706. {
  2707. if(battle_config.undead_detect_type == 0) {
  2708. if(element == ELE_UNDEAD)
  2709. return 1;
  2710. }
  2711. else if(battle_config.undead_detect_type == 1) {
  2712. if(race == RC_UNDEAD)
  2713. return 1;
  2714. }
  2715. else {
  2716. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  2717. return 1;
  2718. }
  2719. return 0;
  2720. }
  2721. //Returns the upmost level master starting with the given object
  2722. struct block_list* battle_get_master(struct block_list *src)
  2723. {
  2724. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  2725. do {
  2726. prev = src;
  2727. switch (src->type) {
  2728. case BL_PET:
  2729. if (((TBL_PET*)src)->msd)
  2730. src = (struct block_list*)((TBL_PET*)src)->msd;
  2731. break;
  2732. case BL_MOB:
  2733. if (((TBL_MOB*)src)->master_id)
  2734. src = map_id2bl(((TBL_MOB*)src)->master_id);
  2735. break;
  2736. case BL_HOM:
  2737. if (((TBL_HOM*)src)->master)
  2738. src = (struct block_list*)((TBL_HOM*)src)->master;
  2739. break;
  2740. case BL_SKILL:
  2741. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  2742. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  2743. break;
  2744. }
  2745. } while (src && src != prev);
  2746. return prev;
  2747. }
  2748. /*==========================================
  2749. * Checks the state between two targets (rewritten by Skotlex)
  2750. * (enemy, friend, party, guild, etc)
  2751. * See battle.h for possible values/combinations
  2752. * to be used here (BCT_* constants)
  2753. * Return value is:
  2754. * 1: flag holds true (is enemy, party, etc)
  2755. * -1: flag fails
  2756. * 0: Invalid target (non-targetable ever)
  2757. *------------------------------------------*/
  2758. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  2759. {
  2760. int m,state = 0; //Initial state none
  2761. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  2762. struct block_list *s_bl= src, *t_bl= target;
  2763. nullpo_retr(0, src);
  2764. nullpo_retr(0, target);
  2765. m = target->m;
  2766. if (flag&BCT_ENEMY && !map_flag_gvg(m) && !(status_get_mode(src)&MD_BOSS))
  2767. { //No offensive stuff while in Basilica.
  2768. if (map_getcell(m,src->x,src->y,CELL_CHKBASILICA) ||
  2769. map_getcell(m,target->x,target->y,CELL_CHKBASILICA))
  2770. return -1;
  2771. }
  2772. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  2773. //objects involved.
  2774. if ((t_bl = battle_get_master(target)) == NULL)
  2775. t_bl = target;
  2776. if ((s_bl = battle_get_master(src)) == NULL)
  2777. s_bl = src;
  2778. switch (target->type)
  2779. { //Checks on actual target
  2780. case BL_PC:
  2781. if (((TBL_PC*)target)->invincible_timer != -1 || pc_isinvisible((TBL_PC*)target))
  2782. return -1; //Cannot be targeted yet.
  2783. break;
  2784. case BL_MOB:
  2785. if((((TBL_MOB*)target)->special_state.ai == 2 || //Marine Spheres
  2786. (((TBL_MOB*)target)->special_state.ai == 3 && battle_config.summon_flora&1)) && //Floras
  2787. s_bl->type == BL_PC && src->type != BL_MOB)
  2788. { //Targettable by players
  2789. state |= BCT_ENEMY;
  2790. strip_enemy = 0;
  2791. }
  2792. break;
  2793. case BL_SKILL:
  2794. {
  2795. TBL_SKILL *su = (TBL_SKILL*)target;
  2796. if (!su->group)
  2797. return 0;
  2798. if (skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2799. { //Only a few skills can target traps...
  2800. switch (battle_getcurrentskill(src))
  2801. {
  2802. case HT_REMOVETRAP:
  2803. case AC_SHOWER:
  2804. case WZ_SIGHTRASHER:
  2805. case WZ_SIGHTBLASTER:
  2806. case SM_MAGNUM:
  2807. state |= BCT_ENEMY;
  2808. strip_enemy = 0;
  2809. break;
  2810. default:
  2811. return 0;
  2812. }
  2813. } else if (su->group->skill_id==WZ_ICEWALL)
  2814. {
  2815. state |= BCT_ENEMY;
  2816. strip_enemy = 0;
  2817. } else //Excepting traps and icewall, you should not be able to target skills.
  2818. return 0;
  2819. }
  2820. break;
  2821. //Valid targets with no special checks here.
  2822. case BL_HOM:
  2823. break;
  2824. //All else not specified is an invalid target.
  2825. default:
  2826. return 0;
  2827. }
  2828. switch (t_bl->type)
  2829. { //Checks on target master
  2830. case BL_PC:
  2831. {
  2832. TBL_PC *sd = (TBL_PC*)t_bl;
  2833. if (sd->status.karma && t_bl != s_bl && s_bl->type == BL_PC &&
  2834. ((TBL_PC*)s_bl)->status.karma)
  2835. state |= BCT_ENEMY; //Characters with bad karma may fight amongst them.
  2836. if (sd->state.monster_ignore && t_bl != s_bl && flag&BCT_ENEMY)
  2837. return 0; //Global inmunity to attacks.
  2838. if (sd->state.killable && t_bl != s_bl)
  2839. {
  2840. state |= BCT_ENEMY; //Universal Victim
  2841. strip_enemy = 0;
  2842. }
  2843. break;
  2844. }
  2845. case BL_MOB:
  2846. {
  2847. TBL_MOB *md = (TBL_MOB*)t_bl;
  2848. if (!(agit_flag && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id)
  2849. return 0; //Disable guardians/emperiums owned by Guilds on non-woe times.
  2850. if( md->barricade && !md->barricade->killable )
  2851. return 0;
  2852. break;
  2853. }
  2854. }
  2855. switch(src->type)
  2856. { //Checks on actual src type
  2857. case BL_PET:
  2858. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  2859. return 0; //Pet may not attack non-mobs.
  2860. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  2861. return 0; //pet may not attack Guardians/Emperium
  2862. break;
  2863. case BL_SKILL:
  2864. {
  2865. struct skill_unit *su = (struct skill_unit *)src;
  2866. if (!su->group)
  2867. return 0;
  2868. if (su->group->src_id == target->id)
  2869. {
  2870. int inf2;
  2871. inf2 = skill_get_inf2(su->group->skill_id);
  2872. if (inf2&INF2_NO_TARGET_SELF)
  2873. return -1;
  2874. if (inf2&INF2_TARGET_SELF)
  2875. return 1;
  2876. }
  2877. break;
  2878. }
  2879. }
  2880. switch (s_bl->type)
  2881. { //Checks on source master
  2882. case BL_PC:
  2883. {
  2884. TBL_PC *sd = (TBL_PC*) s_bl;
  2885. if( s_bl != t_bl )
  2886. {
  2887. if( sd->state.killer )
  2888. {
  2889. state |= BCT_ENEMY; //Is on a killing rampage :O
  2890. strip_enemy = 0;
  2891. }
  2892. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
  2893. {
  2894. if (t_bl->type == BL_PC &&
  2895. (sd->duel_group == ((TBL_PC*)t_bl)->duel_group))
  2896. //Duel targets can ONLY be your enemy, nothing else.
  2897. return (BCT_ENEMY&flag)?1:-1;
  2898. else // You can't target anything out of your duel
  2899. return 0;
  2900. }
  2901. }
  2902. if (map_flag_gvg(m) && !sd->status.guild_id &&
  2903. t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data)
  2904. return 0; //If you don't belong to a guild, can't target guardians/emperium.
  2905. if (t_bl->type != BL_PC)
  2906. state |= BCT_ENEMY; //Natural enemy.
  2907. break;
  2908. }
  2909. case BL_MOB:
  2910. {
  2911. TBL_MOB*md = (TBL_MOB*)s_bl;
  2912. if (!(agit_flag && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id)
  2913. return 0; //Disable guardians/emperium owned by Guilds on non-woe times.
  2914. if(md->state.killer/* || !(battle_config.mob_ai&0x400)*/)
  2915. state |= BCT_ENEMY; //By default everyone hates mobs.
  2916. else
  2917. { //Smart enemy criteria.
  2918. if (!md->special_state.ai) { //Normal mobs.
  2919. if (t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai)
  2920. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  2921. else
  2922. state |= BCT_ENEMY; //However, all else are enemies.
  2923. } else {
  2924. if (t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai)
  2925. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  2926. }
  2927. }
  2928. break;
  2929. }
  2930. default:
  2931. //Need some sort of default behaviour for unhandled types.
  2932. if (t_bl->type != s_bl->type)
  2933. state |= BCT_ENEMY;
  2934. break;
  2935. }
  2936. if ((flag&BCT_ALL) == BCT_ALL) { //All actually stands for all attackable chars
  2937. if (target->type&BL_CHAR)
  2938. return 1;
  2939. else
  2940. return -1;
  2941. } else
  2942. if (flag == BCT_NOONE) //Why would someone use this? no clue.
  2943. return -1;
  2944. if (t_bl == s_bl)
  2945. { //No need for further testing.
  2946. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  2947. if (state&BCT_ENEMY && strip_enemy)
  2948. state&=~BCT_ENEMY;
  2949. return (flag&state)?1:-1;
  2950. }
  2951. if (map_flag_vs(m)) { //Check rivalry settings.
  2952. if (flag&(BCT_PARTY|BCT_ENEMY)) {
  2953. int s_party = status_get_party_id(s_bl);
  2954. if (
  2955. !(map[m].flag.pvp && map[m].flag.pvp_noparty) &&
  2956. !(map_flag_gvg(m) && map[m].flag.gvg_noparty) &&
  2957. s_party && s_party == status_get_party_id(t_bl)
  2958. )
  2959. state |= BCT_PARTY;
  2960. else
  2961. state |= BCT_ENEMY;
  2962. }
  2963. if (flag&(BCT_GUILD|BCT_ENEMY)) {
  2964. int s_guild = status_get_guild_id(s_bl);
  2965. int t_guild = status_get_guild_id(t_bl);
  2966. if (
  2967. !(map[m].flag.pvp && map[m].flag.pvp_noguild) &&
  2968. s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild))
  2969. )
  2970. state |= BCT_GUILD;
  2971. else
  2972. state |= BCT_ENEMY;
  2973. }
  2974. if (state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) &&
  2975. s_bl->type == BL_PC && t_bl->type == BL_PC)
  2976. { //Prevent novice engagement on pk_mode (feature by Valaris)
  2977. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  2978. if (
  2979. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  2980. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  2981. (int)sd->status.base_level < battle_config.pk_min_level ||
  2982. (int)sd2->status.base_level < battle_config.pk_min_level ||
  2983. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  2984. )
  2985. state&=~BCT_ENEMY;
  2986. }
  2987. } else { //Non pvp/gvg, check party/guild settings.
  2988. if (flag&BCT_PARTY || state&BCT_ENEMY) {
  2989. int s_party = status_get_party_id(s_bl);
  2990. if(s_party && s_party == status_get_party_id(t_bl))
  2991. state |= BCT_PARTY;
  2992. }
  2993. if (flag&BCT_GUILD || state&BCT_ENEMY) {
  2994. int s_guild = status_get_guild_id(s_bl);
  2995. int t_guild = status_get_guild_id(t_bl);
  2996. if(s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)))
  2997. state |= BCT_GUILD;
  2998. }
  2999. }
  3000. if (!state) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  3001. state = BCT_NEUTRAL;
  3002. //Alliance state takes precedence over enemy one.
  3003. else if (state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD))
  3004. state&=~BCT_ENEMY;
  3005. return (flag&state)?1:-1;
  3006. }
  3007. /*==========================================
  3008. * ŽË’ö”»’è
  3009. *------------------------------------------*/
  3010. bool battle_check_range(struct block_list *src,struct block_list *bl,int range)
  3011. {
  3012. int d;
  3013. nullpo_retr(false, src);
  3014. nullpo_retr(false, bl);
  3015. if(src->m != bl->m) // ˆá‚¤ƒ}ƒbƒv
  3016. return false;
  3017. if (!check_distance_bl(src, bl, range))
  3018. return false;
  3019. if((d=distance_bl(src, bl)) < 2) //No need for path checking.
  3020. return true;
  3021. if (d> AREA_SIZE)
  3022. return false; //Avoid targetting objects beyond your range of sight.
  3023. // ?áŠQ•¨”»’è
  3024. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  3025. }
  3026. static const struct _battle_data {
  3027. const char* str;
  3028. int* val;
  3029. int defval;
  3030. int min;
  3031. int max;
  3032. } battle_data[] = {
  3033. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  3034. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  3035. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  3036. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  3037. { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
  3038. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  3039. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  3040. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  3041. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  3042. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  3043. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  3044. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  3045. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  3046. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  3047. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  3048. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, ~BL_PC, BL_NUL, BL_ALL, },
  3049. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  3050. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  3051. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  3052. { "traps_setting", &battle_config.traps_setting, 0, 0, 1, },
  3053. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  3054. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  3055. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  3056. { "random_monster_checklv", &battle_config.random_monster_checklv, 1, 0, 1, },
  3057. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  3058. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  3059. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  3060. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  3061. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  3062. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  3063. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  3064. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  3065. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  3066. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  3067. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  3068. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  3069. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  3070. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  3071. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  3072. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  3073. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  3074. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  3075. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  3076. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  3077. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  3078. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  3079. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  3080. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  3081. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  3082. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  3083. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  3084. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  3085. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  3086. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  3087. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 0, 0, 1, },
  3088. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  3089. { "atcommand_gm_only", &battle_config.atc_gmonly, 0, 0, 1, },
  3090. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  3091. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  3092. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  3093. { "gm_all_skill", &battle_config.gm_allskill, 0, 0, 100, },
  3094. { "gm_all_equipment", &battle_config.gm_allequip, 0, 0, 100, },
  3095. { "gm_skill_unconditional", &battle_config.gm_skilluncond, 0, 0, 100, },
  3096. { "gm_join_chat", &battle_config.gm_join_chat, 0, 0, 100, },
  3097. { "gm_kick_chat", &battle_config.gm_kick_chat, 0, 0, 100, },
  3098. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  3099. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  3100. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  3101. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  3102. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  3103. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  3104. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  3105. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  3106. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  3107. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  3108. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  3109. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  3110. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  3111. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  3112. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  3113. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  3114. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, },
  3115. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  3116. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  3117. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  3118. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  3119. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  3120. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  3121. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  3122. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  3123. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  3124. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  3125. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  3126. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  3127. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  3128. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  3129. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  3130. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  3131. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  3132. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  3133. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  3134. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  3135. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  3136. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  3137. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  3138. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  3139. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  3140. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  3141. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  3142. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  3143. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  3144. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  3145. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  3146. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  3147. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  3148. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  3149. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  3150. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  3151. { "item_check", &battle_config.item_check, 0, 0, 1, },
  3152. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  3153. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  3154. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  3155. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  3156. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  3157. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  3158. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  3159. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  3160. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
  3161. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  3162. { "max_aspd", &battle_config.max_aspd, 199, 100, 199, },
  3163. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  3164. { "max_lv", &battle_config.max_lv, 99, 0, 127, },
  3165. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  3166. { "max_hp", &battle_config.max_hp, 32500, 100, 1000000000, },
  3167. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  3168. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  3169. { "max_parameter", &battle_config.max_parameter, 99, 10, 10000, },
  3170. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, 10000, },
  3171. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  3172. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  3173. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  3174. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  3175. { "save_log", &battle_config.save_log, 0, 0, 1, },
  3176. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  3177. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  3178. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  3179. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  3180. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  3181. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  3182. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  3183. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  3184. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  3185. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  3186. { "agi_penalty_count_lv", &battle_config.agi_penalty_count_lv, ATK_FLEE, 0, INT_MAX, },
  3187. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  3188. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  3189. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  3190. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, },
  3191. { "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv, ATK_DEF, 0, INT_MAX, },
  3192. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  3193. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  3194. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  3195. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  3196. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  3197. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  3198. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  3199. { "gvg_eliminate_time", &battle_config.gvg_eliminate_time, 7000, 0, INT_MAX, },
  3200. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  3201. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  3202. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  3203. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  3204. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  3205. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  3206. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  3207. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  3208. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  3209. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  3210. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  3211. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  3212. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  3213. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  3214. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  3215. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  3216. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  3217. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  3218. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
  3219. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  3220. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  3221. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  3222. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  3223. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  3224. { "show_party_share_picker", &battle_config.party_show_share_picker, 0, 0, 1, },
  3225. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  3226. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  3227. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  3228. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  3229. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  3230. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  3231. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  3232. { "hide_GM_session", &battle_config.hide_GM_session, 0, 0, 1, },
  3233. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  3234. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  3235. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  3236. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  3237. { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
  3238. { "gm_cant_drop_min_lv", &battle_config.gm_cant_drop_min_lv, 1, 0, 100, },
  3239. { "gm_cant_drop_max_lv", &battle_config.gm_cant_drop_max_lv, 0, 0, 100, },
  3240. { "disp_hpmeter", &battle_config.disp_hpmeter, 0, 0, 100, },
  3241. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  3242. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  3243. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  3244. { "cell_stack_limit", &battle_config.cell_stack_limit, 1, 1, 255, },
  3245. // eAthena additions
  3246. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  3247. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, },
  3248. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  3249. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, },
  3250. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  3251. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, },
  3252. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  3253. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, },
  3254. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  3255. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, },
  3256. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  3257. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, },
  3258. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  3259. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, },
  3260. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  3261. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, },
  3262. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  3263. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  3264. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  3265. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  3266. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  3267. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  3268. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  3269. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  3270. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  3271. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  3272. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  3273. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  3274. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  3275. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  3276. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  3277. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  3278. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  3279. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  3280. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  3281. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  3282. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  3283. { "pk_mode", &battle_config.pk_mode, 0, 0, 1, },
  3284. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  3285. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  3286. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  3287. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  3288. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  3289. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  3290. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  3291. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  3292. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  3293. { "hack_info_GM_level", &battle_config.hack_info_GM_level, 60, 0, 100, },
  3294. { "any_warp_GM_min_level", &battle_config.any_warp_GM_min_level, 20, 0, 100, },
  3295. { "who_display_aid", &battle_config.who_display_aid, 40, 0, 100, },
  3296. { "packet_ver_flag", &battle_config.packet_ver_flag, 0xFFFF, 0x0000, 0xFFFF, },
  3297. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  3298. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  3299. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  3300. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  3301. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  3302. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  3303. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  3304. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  3305. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  3306. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  3307. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  3308. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  3309. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  3310. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  3311. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  3312. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  3313. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  3314. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  3315. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  3316. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  3317. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  3318. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  3319. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  3320. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  3321. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  3322. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  3323. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  3324. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  3325. { "display_version", &battle_config.display_version, 1, 0, 1, },
  3326. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  3327. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  3328. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  3329. { "copyskill_restrict", &battle_config.copyskill_restrict, 2, 0, 2, },
  3330. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  3331. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  3332. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, },
  3333. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  3334. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  3335. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  3336. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  3337. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  3338. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  3339. { "mob_clear_delay", &battle_config.mob_clear_delay, 0, 0, INT_MAX, },
  3340. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  3341. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, },
  3342. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  3343. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  3344. { "title_lvl1", &battle_config.title_lvl1, 1, 0, 100, },
  3345. { "title_lvl2", &battle_config.title_lvl2, 10, 0, 100, },
  3346. { "title_lvl3", &battle_config.title_lvl3, 20, 0, 100, },
  3347. { "title_lvl4", &battle_config.title_lvl4, 40, 0, 100, },
  3348. { "title_lvl5", &battle_config.title_lvl5, 50, 0, 100, },
  3349. { "title_lvl6", &battle_config.title_lvl6, 60, 0, 100, },
  3350. { "title_lvl7", &battle_config.title_lvl7, 80, 0, 100, },
  3351. { "title_lvl8", &battle_config.title_lvl8, 99, 0, 100, },
  3352. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  3353. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  3354. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  3355. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  3356. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  3357. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  3358. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  3359. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  3360. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  3361. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  3362. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  3363. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  3364. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  3365. { "pc_luk_status_def", &battle_config.pc_luk_sc_def, 300, 1, INT_MAX, },
  3366. { "mob_luk_status_def", &battle_config.mob_luk_sc_def, 300, 1, INT_MAX, },
  3367. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  3368. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  3369. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  3370. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  3371. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  3372. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  3373. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  3374. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  3375. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  3376. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  3377. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  3378. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  3379. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  3380. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  3381. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  3382. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  3383. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  3384. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  3385. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  3386. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  3387. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  3388. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  3389. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  3390. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  3391. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 1, 3, },
  3392. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  3393. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  3394. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  3395. { "gm_viewequip_min_lv", &battle_config.gm_viewequip_min_lv, 0, 0, 99, },
  3396. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 0, 0, 1, },
  3397. };
  3398. int battle_set_value(const char* w1, const char* w2)
  3399. {
  3400. int val = config_switch(w2);
  3401. int i;
  3402. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  3403. if (i == ARRAYLENGTH(battle_data))
  3404. return 0; // not found
  3405. if (val < battle_data[i].min || val > battle_data[i].max)
  3406. {
  3407. 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);
  3408. val = battle_data[i].defval;
  3409. }
  3410. *battle_data[i].val = val;
  3411. return 1;
  3412. }
  3413. int battle_get_value(const char* w1)
  3414. {
  3415. int i;
  3416. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  3417. if (i == ARRAYLENGTH(battle_data))
  3418. return 0; // not found
  3419. else
  3420. return *battle_data[i].val;
  3421. }
  3422. void battle_set_defaults()
  3423. {
  3424. int i;
  3425. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  3426. *battle_data[i].val = battle_data[i].defval;
  3427. }
  3428. void battle_adjust_conf()
  3429. {
  3430. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
  3431. battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
  3432. battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
  3433. battle_config.max_cart_weight *= 10;
  3434. if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  3435. battle_config.max_def = 100;
  3436. if(battle_config.min_hitrate > battle_config.max_hitrate)
  3437. battle_config.min_hitrate = battle_config.max_hitrate;
  3438. if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  3439. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  3440. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  3441. battle_config.day_duration = 60000;
  3442. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  3443. battle_config.night_duration = 60000;
  3444. #ifndef CELL_NOSTACK
  3445. if (battle_config.cell_stack_limit != 1)
  3446. ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  3447. #endif
  3448. }
  3449. int battle_config_read(const char* cfgName)
  3450. {
  3451. char line[1024], w1[1024], w2[1024];
  3452. FILE* fp;
  3453. static int count = 0;
  3454. if (count == 0)
  3455. battle_set_defaults();
  3456. count++;
  3457. fp = fopen(cfgName,"r");
  3458. if (fp == NULL)
  3459. ShowError("File not found: %s\n", cfgName);
  3460. else
  3461. {
  3462. while(fgets(line, sizeof(line), fp))
  3463. {
  3464. if (line[0] == '/' && line[1] == '/')
  3465. continue;
  3466. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  3467. continue;
  3468. if (strcmpi(w1, "import") == 0)
  3469. battle_config_read(w2);
  3470. else
  3471. if (battle_set_value(w1, w2) == 0)
  3472. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  3473. }
  3474. fclose(fp);
  3475. }
  3476. count--;
  3477. if (count == 0)
  3478. battle_adjust_conf();
  3479. return 0;
  3480. }
  3481. void do_init_battle(void)
  3482. {
  3483. delay_damage_ers = ers_new(sizeof(struct delay_damage));
  3484. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  3485. }
  3486. void do_final_battle(void)
  3487. {
  3488. ers_destroy(delay_damage_ers);
  3489. }