battle.c 279 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/ers.h"
  9. #include "../common/random.h"
  10. #include "../common/socket.h"
  11. #include "../common/strlib.h"
  12. #include "../common/utils.h"
  13. #include "map.h"
  14. #include "path.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "homunculus.h"
  19. #include "mercenary.h"
  20. #include "elemental.h"
  21. #include "mob.h"
  22. #include "itemdb.h"
  23. #include "clif.h"
  24. #include "pet.h"
  25. #include "guild.h"
  26. #include "party.h"
  27. #include "battle.h"
  28. #include "battleground.h"
  29. #include "chrif.h"
  30. #include <stdio.h>
  31. #include <stdlib.h>
  32. #include <string.h>
  33. #include <math.h>
  34. int attr_fix_table[4][ELE_MAX][ELE_MAX];
  35. struct Battle_Config battle_config;
  36. static struct eri *delay_damage_ers; //For battle delay damage structures.
  37. int battle_getcurrentskill(struct block_list *bl) //Returns the current/last skill in use by this bl.
  38. {
  39. struct unit_data *ud;
  40. if (bl->type == BL_SKILL) {
  41. struct skill_unit *su = (struct skill_unit *)bl;
  42. return su->group?su->group->skill_id:0;
  43. }
  44. ud = unit_bl2ud(bl);
  45. return ud?ud->skillid:0;
  46. }
  47. /*==========================================
  48. * Get random targetting enemy
  49. *------------------------------------------*/
  50. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  51. {
  52. struct block_list **bl_list;
  53. struct unit_data *ud;
  54. int target_id;
  55. int *c;
  56. bl_list = va_arg(ap, struct block_list **);
  57. c = va_arg(ap, int *);
  58. target_id = va_arg(ap, int);
  59. if (bl->id == target_id)
  60. return 0;
  61. if (*c >= 24)
  62. return 0;
  63. if (!(ud = unit_bl2ud(bl)))
  64. return 0;
  65. if (ud->target == target_id || ud->skilltarget == target_id) {
  66. bl_list[(*c)++] = bl;
  67. return 1;
  68. }
  69. return 0;
  70. }
  71. struct block_list *battle_gettargeted(struct block_list *target) {
  72. struct block_list *bl_list[24];
  73. int c = 0;
  74. nullpo_retr(NULL, target);
  75. memset(bl_list, 0, sizeof(bl_list));
  76. map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  77. if (c == 0)
  78. return NULL;
  79. if (c > 24)
  80. c = 24;
  81. return bl_list[rnd()%c];
  82. }
  83. //Returns the id of the current targetted character of the passed bl. [Skotlex]
  84. int battle_gettarget(struct block_list *bl)
  85. {
  86. switch (bl->type) {
  87. case BL_PC:
  88. return ((struct map_session_data *)bl)->ud.target;
  89. case BL_MOB:
  90. return ((struct mob_data *)bl)->target_id;
  91. case BL_PET:
  92. return ((struct pet_data *)bl)->target_id;
  93. case BL_HOM:
  94. return ((struct homun_data *)bl)->ud.target;
  95. case BL_MER:
  96. return ((struct mercenary_data *)bl)->ud.target;
  97. case BL_ELEM:
  98. return ((struct elemental_data *)bl)->ud.target;
  99. }
  100. return 0;
  101. }
  102. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  103. {
  104. struct block_list **bl_list;
  105. struct block_list *target;
  106. int *c;
  107. bl_list = va_arg(ap, struct block_list **);
  108. c = va_arg(ap, int *);
  109. target = va_arg(ap, struct block_list *);
  110. if (bl->id == target->id)
  111. return 0;
  112. if (*c >= 24)
  113. return 0;
  114. if (status_isdead(bl))
  115. return 0;
  116. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  117. bl_list[(*c)++] = bl;
  118. return 1;
  119. }
  120. return 0;
  121. }
  122. // Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex]
  123. struct block_list *battle_getenemy(struct block_list *target, int type, int range) {
  124. struct block_list *bl_list[24];
  125. int c = 0;
  126. memset(bl_list, 0, sizeof(bl_list));
  127. map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  128. if (c == 0)
  129. return NULL;
  130. if (c > 24)
  131. c = 24;
  132. return bl_list[rnd()%c];
  133. }
  134. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  135. {
  136. struct block_list **bl_list, *src;
  137. int *c, ignore_id;
  138. bl_list = va_arg(ap, struct block_list **);
  139. c = va_arg(ap, int *);
  140. src = va_arg(ap, struct block_list *);
  141. ignore_id = va_arg(ap, int);
  142. if (bl->id == src->id || bl->id == ignore_id)
  143. return 0; // Ignores Caster and a possible pre-target
  144. if (*c >= 23)
  145. return 0;
  146. if (status_isdead(bl))
  147. return 0;
  148. if (battle_check_target(src, bl, BCT_ENEMY) > 0) { // Is Enemy!...
  149. bl_list[(*c)++] = bl;
  150. return 1;
  151. }
  152. return 0;
  153. }
  154. // Pick a random enemy
  155. struct block_list *battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id) {
  156. struct block_list *bl_list[24];
  157. int c = 0;
  158. memset(bl_list, 0, sizeof(bl_list));
  159. map_foreachinarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  160. if (c == 0)
  161. return NULL;
  162. if (c >= 24)
  163. c = 23;
  164. return bl_list[rnd()%c];
  165. }
  166. // Dammage delayed info
  167. struct delay_damage {
  168. int src_id;
  169. int target_id;
  170. int damage;
  171. int delay;
  172. unsigned short distance;
  173. unsigned short skill_lv;
  174. unsigned short skill_id;
  175. enum damage_lv dmg_lv;
  176. unsigned short attack_type;
  177. };
  178. int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data)
  179. {
  180. struct delay_damage *dat = (struct delay_damage *)data;
  181. if (dat) {
  182. struct block_list *src;
  183. struct block_list *target = map_id2bl(dat->target_id);
  184. if (!target || status_isdead(target)) { /* nothing we can do */
  185. ers_free(delay_damage_ers, dat);
  186. return 0;
  187. }
  188. src = map_id2bl(dat->src_id);
  189. if (src && target->m == src->m &&
  190. (target->type != BL_PC || ((TBL_PC *)target)->invincible_timer == INVALID_TIMER) &&
  191. check_distance_bl(src, target, dat->distance)) { //Check to see if you haven't teleported. [Skotlex]
  192. map_freeblock_lock();
  193. status_fix_damage(src, target, dat->damage, dat->delay);
  194. if (dat->attack_type && !status_isdead(target))
  195. skill_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
  196. if (dat->dmg_lv > ATK_BLOCK && dat->attack_type)
  197. skill_counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  198. map_freeblock_unlock();
  199. } else if (!src && dat->skill_id == CR_REFLECTSHIELD) {
  200. /**
  201. * it was monster reflected damage, and the monster died, we pass the damage to the character as expected
  202. **/
  203. map_freeblock_lock();
  204. status_fix_damage(target, target, dat->damage, dat->delay);
  205. map_freeblock_unlock();
  206. }
  207. }
  208. ers_free(delay_damage_ers, dat);
  209. return 0;
  210. }
  211. 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)
  212. {
  213. struct delay_damage *dat;
  214. struct status_change *sc;
  215. nullpo_ret(src);
  216. nullpo_ret(target);
  217. sc = status_get_sc(target);
  218. if (sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD)
  219. damage = 0;
  220. if (!battle_config.delay_battle_damage || amotion <= 1) {
  221. map_freeblock_lock();
  222. status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope]
  223. if (attack_type && !status_isdead(target))
  224. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
  225. if (dmg_lv > ATK_BLOCK && attack_type)
  226. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  227. map_freeblock_unlock();
  228. return 0;
  229. }
  230. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  231. dat->src_id = src->id;
  232. dat->target_id = target->id;
  233. dat->skill_id = skill_id;
  234. dat->skill_lv = skill_lv;
  235. dat->attack_type = attack_type;
  236. dat->damage = damage;
  237. dat->dmg_lv = dmg_lv;
  238. dat->delay = ddelay;
  239. dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
  240. if (src->type != BL_PC && amotion > 1000)
  241. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  242. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  243. return 0;
  244. }
  245. int battle_attr_ratio(int atk_elem,int def_type, int def_lv)
  246. {
  247. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  248. return 100;
  249. if (def_type < 0 || def_type > ELE_MAX || def_lv < 1 || def_lv > 4)
  250. return 100;
  251. return attr_fix_table[def_lv-1][atk_elem][def_type];
  252. }
  253. /*==========================================
  254. * Does attribute fix modifiers.
  255. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  256. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  257. *------------------------------------------*/
  258. int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv)
  259. {
  260. struct status_change *sc=NULL, *tsc=NULL;
  261. int ratio;
  262. if (src) sc = status_get_sc(src);
  263. if (target) tsc = status_get_sc(target);
  264. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  265. atk_elem = rnd()%ELE_MAX;
  266. if (def_type < 0 || def_type > ELE_MAX ||
  267. def_lv < 1 || def_lv > 4) {
  268. ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  269. return damage;
  270. }
  271. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  272. if (sc && sc->count) {
  273. if (sc->data[SC_VOLCANO] && atk_elem == ELE_FIRE)
  274. ratio += enchant_eff[sc->data[SC_VOLCANO]->val1-1];
  275. if (sc->data[SC_VIOLENTGALE] && atk_elem == ELE_WIND)
  276. ratio += enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1];
  277. if (sc->data[SC_DELUGE] && atk_elem == ELE_WATER)
  278. ratio += enchant_eff[sc->data[SC_DELUGE]->val1-1];
  279. }
  280. if (target && target->type == BL_SKILL) {
  281. if (atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN) {
  282. struct skill_unit *su = (struct skill_unit *)target;
  283. struct skill_unit_group *sg;
  284. struct block_list *src;
  285. int x,y;
  286. if (!su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  287. (src = map_id2bl(sg->src_id)) == NULL || status_isdead(src))
  288. return 0;
  289. if (sg->unit_id != UNT_FIREWALL) {
  290. x = sg->val3 >> 16;
  291. y = sg->val3 & 0xffff;
  292. skill_unitsetting(src,su->group->skill_id,su->group->skill_lv,x,y,1);
  293. sg->val3 = -1;
  294. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  295. }
  296. }
  297. }
  298. if (tsc && tsc->count) { //since an atk can only have one type let's optimise this a bit
  299. switch (atk_elem) {
  300. case ELE_FIRE:
  301. if (tsc->data[SC_SPIDERWEB]) {
  302. tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
  303. if (tsc->data[SC_SPIDERWEB]->val2-- > 0)
  304. damage <<= 1; // double damage
  305. if (tsc->data[SC_SPIDERWEB]->val2 == 0)
  306. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  307. }
  308. if (tsc->data[SC_THORNSTRAP])
  309. status_change_end(target, SC_THORNSTRAP, INVALID_TIMER);
  310. if (tsc->data[SC_FIRE_CLOAK_OPTION])
  311. damage -= damage * tsc->data[SC_FIRE_CLOAK_OPTION]->val2 / 100;
  312. if (tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB)
  313. status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
  314. if (tsc->data[SC_EARTH_INSIGNIA]) damage += damage/2;
  315. if (tsc->data[SC_ASH]) damage += damage/2; //150%
  316. break;
  317. case ELE_HOLY:
  318. if (tsc->data[SC_ORATIO]) ratio += tsc->data[SC_ORATIO]->val1 * 2;
  319. break;
  320. case ELE_POISON:
  321. if (tsc->data[SC_VENOMIMPRESS]) ratio += tsc->data[SC_VENOMIMPRESS]->val2;
  322. break;
  323. case ELE_WIND:
  324. if (tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB) damage += damage/2;
  325. if (tsc->data[SC_WATER_INSIGNIA]) damage += damage/2;
  326. break;
  327. case ELE_WATER:
  328. if (tsc->data[SC_FIRE_INSIGNIA]) damage += damage/2;
  329. break;
  330. case ELE_EARTH:
  331. if (tsc->data[SC_WIND_INSIGNIA]) damage += damage/2;
  332. break;
  333. }
  334. } //end tsc check
  335. if (src && src->type == BL_PC) {
  336. struct map_session_data *sd = BL_CAST(BL_PC, src);
  337. int s;
  338. ARR_FIND(1, 6, s, sd->talisman[s] > 0);
  339. if (s < 5 && atk_elem == s)
  340. ratio += sd->talisman[s] * 2; // +2% custom value
  341. }
  342. if (target && target->type == BL_PC) {
  343. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  344. int t;
  345. ARR_FIND(1, 6, t, tsd->talisman[t] > 0);
  346. if (t < 5 && atk_elem == t)
  347. damage -= damage * tsd->talisman[t] * 3 / 100; // -3% custom value
  348. }
  349. return damage*ratio/100;
  350. }
  351. /*==========================================
  352. * Calculates card bonuses damage adjustments.
  353. *------------------------------------------*/
  354. int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int s_ele, int s_ele_, int damage, int left, int flag){
  355. struct map_session_data *sd, *tsd;
  356. short cardfix = 1000, t_class, s_class, s_race2, t_race2;
  357. struct status_data *sstatus, *tstatus;
  358. int i;
  359. sd = BL_CAST(BL_PC, src);
  360. tsd = BL_CAST(BL_PC, target);
  361. t_class = status_get_class(target);
  362. s_class = status_get_class(src);
  363. sstatus = status_get_status_data(src);
  364. tstatus = status_get_status_data(target);
  365. s_race2 = status_get_race2(src);
  366. t_race2 = status_get_race2(target);
  367. if( !damage )
  368. return 0;
  369. switch(attack_type){
  370. case BF_MAGIC:
  371. if ( sd && !(nk&NK_NO_CARDFIX_ATK) ) {
  372. cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
  373. if (!(nk&NK_NO_ELEFIX))
  374. cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
  375. cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
  376. cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  377. for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) {
  378. if(sd->add_mdmg[i].class_ == t_class) {
  379. cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
  380. continue;
  381. }
  382. }
  383. if (cardfix != 1000)
  384. damage = damage * cardfix / 1000;
  385. }
  386. if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
  387. { // Target cards.
  388. if (!(nk&NK_NO_ELEFIX))
  389. {
  390. int ele_fix = tsd->subele[s_ele];
  391. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  392. {
  393. if(tsd->subele2[i].ele != s_ele) continue;
  394. if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
  395. tsd->subele2[i].flag&flag&BF_RANGEMASK &&
  396. tsd->subele2[i].flag&flag&BF_SKILLMASK))
  397. continue;
  398. ele_fix += tsd->subele2[i].rate;
  399. }
  400. cardfix=cardfix*(100-ele_fix)/100;
  401. }
  402. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  403. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  404. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  405. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  406. if( sstatus->race != RC_DEMIHUMAN )
  407. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  408. for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
  409. if(tsd->add_mdef[i].class_ == s_class) {
  410. cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
  411. break;
  412. }
  413. }
  414. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  415. if ( flag&BF_SHORT )
  416. cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
  417. else
  418. cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
  419. cardfix = cardfix * ( 100 - tsd->bonus.magic_def_rate ) / 100;
  420. if( tsd->sc.data[SC_MDEF_RATE] )
  421. cardfix = cardfix * ( 100 - tsd->sc.data[SC_MDEF_RATE]->val1 ) / 100;
  422. if (cardfix != 1000)
  423. damage = damage * cardfix / 1000;
  424. }
  425. break;
  426. case BF_WEAPON:
  427. if( sd && !(nk&NK_NO_CARDFIX_ATK) && (left&2) )
  428. {
  429. short cardfix_ = 1000;
  430. if(sd->state.arrow_atk)
  431. {
  432. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
  433. if (!(nk&NK_NO_ELEFIX))
  434. {
  435. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele];
  436. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  437. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  438. if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
  439. sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
  440. sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK))
  441. continue;
  442. ele_fix += sd->right_weapon.addele2[i].rate;
  443. }
  444. cardfix=cardfix*(100+ele_fix)/100;
  445. }
  446. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100;
  447. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  448. 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;
  449. if( tstatus->race != RC_DEMIHUMAN )
  450. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN])/100;
  451. }
  452. else
  453. { // Melee attack
  454. if( !battle_config.left_cardfix_to_right )
  455. {
  456. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
  457. if (!(nk&NK_NO_ELEFIX)) {
  458. int ele_fix = sd->right_weapon.addele[tstatus->def_ele];
  459. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  460. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  461. if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
  462. sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
  463. sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK))
  464. continue;
  465. ele_fix += sd->right_weapon.addele2[i].rate;
  466. }
  467. cardfix=cardfix*(100+ele_fix)/100;
  468. }
  469. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100;
  470. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  471. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  472. if( tstatus->race != RC_DEMIHUMAN )
  473. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN])/100;
  474. if( left&1 )
  475. {
  476. cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
  477. if (!(nk&NK_NO_ELEFIX)) {
  478. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele];
  479. for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
  480. if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
  481. if(!(sd->left_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
  482. sd->left_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
  483. sd->left_weapon.addele2[i].flag&flag&BF_SKILLMASK))
  484. continue;
  485. ele_fix_lh += sd->left_weapon.addele2[i].rate;
  486. }
  487. cardfix=cardfix*(100+ele_fix_lh)/100;
  488. }
  489. cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100;
  490. cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
  491. cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  492. if( tstatus->race != RC_DEMIHUMAN )
  493. cardfix_=cardfix_*(100+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
  494. }
  495. }
  496. else
  497. {
  498. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele];
  499. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  500. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  501. if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
  502. sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
  503. sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK))
  504. continue;
  505. ele_fix += sd->right_weapon.addele2[i].rate;
  506. }
  507. for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
  508. if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
  509. if(!(sd->left_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
  510. sd->left_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
  511. sd->left_weapon.addele2[i].flag&flag&BF_SKILLMASK))
  512. continue;
  513. ele_fix += sd->left_weapon.addele2[i].rate;
  514. }
  515. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100;
  516. cardfix=cardfix*(100+ele_fix)/100;
  517. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100;
  518. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
  519. 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;
  520. if( tstatus->race != RC_DEMIHUMAN )
  521. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
  522. }
  523. }
  524. for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ )
  525. {
  526. if( sd->right_weapon.add_dmg[i].class_ == t_class )
  527. {
  528. cardfix=cardfix*(100+sd->right_weapon.add_dmg[i].rate)/100;
  529. break;
  530. }
  531. }
  532. if( left&1 )
  533. {
  534. for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ )
  535. {
  536. if( sd->left_weapon.add_dmg[i].class_ == t_class )
  537. {
  538. cardfix_=cardfix_*(100+sd->left_weapon.add_dmg[i].rate)/100;
  539. break;
  540. }
  541. }
  542. }
  543. if( flag&BF_LONG )
  544. cardfix = cardfix * ( 100 + sd->bonus.long_attack_atk_rate ) / 100;
  545. #ifdef RENEWAL_EDP
  546. if( sd->sc.data[SC_EDP] ){
  547. cardfix = cardfix * (100 + sd->sc.data[SC_EDP]->val1 * 60 ) / 100;
  548. cardfix_ = cardfix_ * (100 + sd->sc.data[SC_EDP]->val1 * 60 ) / 100;
  549. }
  550. #endif
  551. if( (left&1) && cardfix_ != 1000 )
  552. damage = damage * cardfix_ / 1000;
  553. else if( cardfix != 1000 )
  554. damage = damage * cardfix / 1000;
  555. }else if( tsd && !(nk&NK_NO_CARDFIX_DEF) ){
  556. if( !(nk&NK_NO_ELEFIX) )
  557. {
  558. int ele_fix = tsd->subele[s_ele];
  559. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  560. {
  561. if(tsd->subele2[i].ele != s_ele) continue;
  562. if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
  563. tsd->subele2[i].flag&flag&BF_RANGEMASK &&
  564. tsd->subele2[i].flag&flag&BF_SKILLMASK))
  565. continue;
  566. ele_fix += tsd->subele2[i].rate;
  567. }
  568. cardfix=cardfix*(100-ele_fix)/100;
  569. if( left&1 && s_ele_ != s_ele )
  570. {
  571. int ele_fix_lh = tsd->subele[s_ele_];
  572. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  573. {
  574. if(tsd->subele2[i].ele != s_ele_) continue;
  575. if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
  576. tsd->subele2[i].flag&flag&BF_RANGEMASK &&
  577. tsd->subele2[i].flag&flag&BF_SKILLMASK))
  578. continue;
  579. ele_fix_lh += tsd->subele2[i].rate;
  580. }
  581. cardfix=cardfix*(100-ele_fix_lh)/100;
  582. }
  583. }
  584. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  585. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  586. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  587. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  588. if( sstatus->race != RC_DEMIHUMAN )
  589. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  590. for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ ) {
  591. if( tsd->add_def[i].class_ == s_class ) {
  592. cardfix=cardfix*(100-tsd->add_def[i].rate)/100;
  593. break;
  594. }
  595. }
  596. if( flag&BF_SHORT )
  597. cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
  598. else // BF_LONG (there's no other choice)
  599. cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
  600. if( tsd->sc.data[SC_DEF_RATE] )
  601. cardfix = cardfix * ( 100 - tsd->sc.data[SC_DEF_RATE]->val1 ) / 100;
  602. if( cardfix != 1000 )
  603. damage = damage * cardfix / 1000;
  604. }
  605. break;
  606. case BF_MISC:
  607. if( tsd && !(nk&NK_NO_CARDFIX_DEF) ){
  608. // misc damage reduction from equipment
  609. if (!(nk&NK_NO_ELEFIX))
  610. {
  611. int ele_fix = tsd->subele[s_ele];
  612. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  613. {
  614. if(tsd->subele2[i].ele != s_ele) continue;
  615. if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
  616. tsd->subele2[i].flag&flag&BF_RANGEMASK &&
  617. tsd->subele2[i].flag&flag&BF_SKILLMASK))
  618. continue;
  619. ele_fix += tsd->subele2[i].rate;
  620. }
  621. cardfix=cardfix*(100-ele_fix)/100;
  622. }
  623. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  624. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  625. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  626. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  627. if( sstatus->race != RC_DEMIHUMAN )
  628. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  629. cardfix = cardfix * ( 100 - tsd->bonus.misc_def_rate ) / 100;
  630. if( flag&BF_SHORT )
  631. cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
  632. else // BF_LONG (there's no other choice)
  633. cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
  634. if (cardfix != 10000)
  635. damage = (int)( (int64)damage * cardfix / 1000);
  636. }
  637. break;
  638. }
  639. return damage;
  640. }
  641. /*==========================================
  642. * Check dammage trough status.
  643. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status...
  644. * After this we apply bg/gvg reduction
  645. *------------------------------------------*/
  646. int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,int skill_num,int skill_lv)
  647. {
  648. struct map_session_data *sd = NULL;
  649. struct status_change *sc;
  650. struct status_change_entry *sce;
  651. int div_ = d->div_, flag = d->flag;
  652. nullpo_ret(bl);
  653. if (!damage)
  654. return 0;
  655. if (battle_config.ksprotection && mob_ksprotected(src, bl))
  656. return 0;
  657. if (bl->type == BL_PC) {
  658. sd=(struct map_session_data *)bl;
  659. //Special no damage states
  660. if (flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  661. damage -= damage*sd->special_state.no_weapon_damage/100;
  662. if (flag&BF_MAGIC && sd->special_state.no_magic_damage)
  663. damage -= damage*sd->special_state.no_magic_damage/100;
  664. if (flag&BF_MISC && sd->special_state.no_misc_damage)
  665. damage -= damage*sd->special_state.no_misc_damage/100;
  666. if (!damage) return 0;
  667. }
  668. sc = status_get_sc(bl);
  669. if (sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF])
  670. return 1;
  671. if (skill_num == PA_PRESSURE)
  672. return damage; //This skill bypass everything else.
  673. if (sc && sc->count) {
  674. //First, sc_*'s that reduce damage to 0.
  675. if (sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS)) {
  676. d->dmg_lv = ATK_BLOCK;
  677. return 0;
  678. }
  679. if (sc->data[SC_WHITEIMPRISON] && skill_num != HW_GRAVITATION) { // Gravitation and Pressure do damage without removing the effect
  680. if (skill_num == MG_NAPALMBEAT ||
  681. skill_num == MG_SOULSTRIKE ||
  682. skill_num == WL_SOULEXPANSION ||
  683. (skill_num && skill_get_ele(skill_num, skill_lv) == ELE_GHOST) ||
  684. (!skill_num && (status_get_status_data(src))->rhw.ele == ELE_GHOST)
  685. ) {
  686. if (skill_num == WL_SOULEXPANSION)
  687. damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
  688. status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
  689. } else {
  690. d->dmg_lv = ATK_BLOCK;
  691. return 0;
  692. }
  693. }
  694. if (sc->data[SC_ZEPHYR] &&
  695. flag&(BF_LONG|BF_SHORT)) {
  696. d->dmg_lv = ATK_BLOCK;
  697. return 0;
  698. }
  699. if (sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT) {
  700. struct skill_unit_group *group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
  701. int skill_id = sc->data[SC_SAFETYWALL]->val2;
  702. if (group) {
  703. if (skill_id == MH_STEINWAND) {
  704. if (--group->val2<=0)
  705. skill_delunitgroup(group);
  706. d->dmg_lv = ATK_BLOCK;
  707. return 0;
  708. }
  709. /**
  710. * in RE, SW possesses a lifetime equal to 3 times the caster's health
  711. **/
  712. #ifdef RENEWAL
  713. if ((group->val2 - damage) > 0) {
  714. group->val2 -= damage;
  715. d->dmg_lv = ATK_BLOCK;
  716. return 0;
  717. } else
  718. damage -= group->val2;
  719. skill_delunitgroup(group);
  720. #else
  721. if (--group->val2<=0)
  722. skill_delunitgroup(group);
  723. d->dmg_lv = ATK_BLOCK;
  724. return 0;
  725. #endif
  726. }
  727. status_change_end(bl, SC_SAFETYWALL, INVALID_TIMER);
  728. }
  729. if ((sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG) || sc->data[SC__MANHOLE]) {
  730. d->dmg_lv = ATK_BLOCK;
  731. return 0;
  732. }
  733. if (sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2) {
  734. clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1);
  735. d->dmg_lv = ATK_BLOCK;
  736. sc_start2(bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,2000);
  737. return 0;
  738. }
  739. if ((sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2) {
  740. int delay;
  741. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
  742. // different delay depending on skill level [celest]
  743. if (sce->val1 <= 5)
  744. delay = 300;
  745. else if (sce->val1 > 5 && sce->val1 <= 9)
  746. delay = 200;
  747. else
  748. delay = 100;
  749. unit_set_walkdelay(bl, gettick(), delay, 1);
  750. if (sc->data[SC_SHRINK] && rnd()%100<5*sce->val1)
  751. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
  752. return 0;
  753. }
  754. if ((sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0) {
  755. clif_skill_nodamage(bl, bl, RK_MILLENNIUMSHIELD, 1, 1);
  756. sce->val3 -= damage; // absorb damage
  757. d->dmg_lv = ATK_BLOCK;
  758. sc_start(bl,SC_STUN,15,0,skill_get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stuned when one shield is broken.
  759. if (sce->val3 <= 0) { // Shield Down
  760. sce->val2--;
  761. if (sce->val2 > 0) {
  762. if (sd)
  763. clif_millenniumshield(sd,sce->val2);
  764. sce->val3 = 1000; // Next Shield
  765. } else
  766. status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
  767. }
  768. return 0;
  769. }
  770. if ((sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_num != WS_CARTTERMINATION && rnd()%100 < sce->val2) {
  771. // attack blocked by Parrying
  772. clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
  773. return 0;
  774. }
  775. if (sc->data[SC_DODGE] && (!sc->opt1 || sc->opt1 == OPT1_BURNING) &&
  776. (flag&BF_LONG || sc->data[SC_SPURT])
  777. && rnd()%100 < 20) {
  778. if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
  779. clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
  780. if (!sc->data[SC_COMBO])
  781. sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  782. return 0;
  783. }
  784. if (sc->data[SC_HERMODE] && flag&BF_MAGIC)
  785. return 0;
  786. if (sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  787. return 0;
  788. if (sc->data[SC_NEUTRALBARRIER] && (flag&(BF_MAGIC|BF_LONG)) == (BF_MAGIC|BF_LONG)) {
  789. d->dmg_lv = ATK_MISS;
  790. return 0;
  791. }
  792. if ((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2) {
  793. //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  794. clif_specialeffect(bl, 462, AREA);
  795. //Shouldn't end until Breaker's non-weapon part connects.
  796. if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON))
  797. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  798. status_change_end(bl, SC_KAUPE, INVALID_TIMER);
  799. return 0;
  800. }
  801. if (flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) {
  802. clif_specialeffect(bl, 462, AREA); // Still need confirm it.
  803. return 0;
  804. }
  805. if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU])
  806. && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK)) {
  807. skill_additional_effect(src, bl, skill_num, skill_lv, flag, ATK_BLOCK, gettick());
  808. if (!status_isdead(src))
  809. skill_counter_additional_effect(src, bl, skill_num, skill_lv, flag, gettick());
  810. if (sce) {
  811. clif_specialeffect(bl, 462, AREA);
  812. skill_blown(src,bl,sce->val3,-1,0);
  813. }
  814. //Both need to be consumed if they are active.
  815. if (sce && --(sce->val2) <= 0)
  816. status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER);
  817. if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  818. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER);
  819. return 0;
  820. }
  821. //Now damage increasing effects
  822. if (sc->data[SC_AETERNA] && skill_num != PF_SOULBURN) {
  823. if (src->type != BL_MER || skill_num == 0)
  824. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  825. if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON))
  826. status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  827. }
  828. #ifdef RENEWAL
  829. if (sc->data[SC_RAID]) {
  830. damage += 20*damage/100;
  831. if (--sc->data[SC_RAID]->val1 == 0)
  832. status_change_end(bl, SC_RAID, INVALID_TIMER);
  833. }
  834. #endif
  835. if (damage) {
  836. struct map_session_data *tsd = BL_CAST(BL_PC, src);
  837. if (sc->data[SC_DEEPSLEEP]) {
  838. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  839. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  840. }
  841. if (tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON) {
  842. switch (tsd->status.weapon) {
  843. case W_MACE:
  844. case W_2HMACE:
  845. case W_1HAXE:
  846. case W_2HAXE:
  847. damage = damage * 150 / 100;
  848. break;
  849. case W_MUSICAL:
  850. case W_WHIP:
  851. if (!sd->state.arrow_atk)
  852. break;
  853. case W_BOW:
  854. case W_REVOLVER:
  855. case W_RIFLE:
  856. case W_GATLING:
  857. case W_SHOTGUN:
  858. case W_GRENADE:
  859. case W_DAGGER:
  860. case W_1HSWORD:
  861. case W_2HSWORD:
  862. damage = damage * 50 / 100;
  863. break;
  864. }
  865. }
  866. if (sc->data[SC_VOICEOFSIREN])
  867. status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
  868. }
  869. //Finally damage reductions....
  870. // Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  871. #ifndef RENEWAL
  872. if (sc->data[SC_ASSUMPTIO]) {
  873. if (map_flag_vs(bl->m))
  874. damage = damage*2/3; //Receive 66% damage
  875. else
  876. damage >>= 1; //Receive 50% damage
  877. }
  878. #endif
  879. if (sc->data[SC_DEFENDER] &&
  880. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  881. damage=damage*(100-sc->data[SC_DEFENDER]->val2)/100;
  882. if (sc->data[SC_ADJUSTMENT] &&
  883. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  884. damage -= 20*damage/100;
  885. if (sc->data[SC_FOGWALL] && skill_num != RK_DRAGONBREATH) {
  886. if (flag&BF_SKILL) //25% reduction
  887. damage -= 25*damage/100;
  888. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  889. damage >>= 2; //75% reduction
  890. }
  891. // Compressed code, fixed by map.h [Epoque]
  892. if (src->type == BL_MOB) {
  893. int i;
  894. if (sc->data[SC_MANU_DEF])
  895. for (i=0; ARRAYLENGTH(mob_manuk)>i; i++)
  896. if (mob_manuk[i]==((TBL_MOB *)src)->class_) {
  897. damage -= sc->data[SC_MANU_DEF]->val1*damage/100;
  898. break;
  899. }
  900. if (sc->data[SC_SPL_DEF])
  901. for (i=0; ARRAYLENGTH(mob_splendide)>i; i++)
  902. if (mob_splendide[i]==((TBL_MOB *)src)->class_) {
  903. damage -= sc->data[SC_SPL_DEF]->val1*damage/100;
  904. break;
  905. }
  906. }
  907. if ((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  908. sce->val3&flag && sce->val4&flag)
  909. damage -= damage*sc->data[SC_ARMOR]->val2/100;
  910. #ifdef RENEWAL
  911. if (sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON || flag&BF_MAGIC) && skill_num != WS_CARTTERMINATION)
  912. #else
  913. if (sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON && skill_num != WS_CARTTERMINATION)
  914. #endif
  915. {
  916. struct status_data *status = status_get_status_data(bl);
  917. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  918. per /=20; //Uses 20% SP intervals.
  919. //SP Cost: 1% + 0.5% per every 20% SP
  920. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  921. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  922. //Reduction: 6% + 6% every 20%
  923. damage -= damage * 6 * (1+per) / 100;
  924. }
  925. if (sc->data[SC_GRANITIC_ARMOR]) {
  926. damage -= damage * sc->data[SC_GRANITIC_ARMOR]->val2/100;
  927. }
  928. if (sc->data[SC_PAIN_KILLER]) {
  929. damage -= damage * sc->data[SC_PAIN_KILLER]->val3/100;
  930. }
  931. if ((sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2)) {
  932. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  933. }
  934. /**
  935. * In renewal steel body reduces all incoming damage by 1/10
  936. **/
  937. #ifdef RENEWAL
  938. if (sc->data[SC_STEELBODY]) {
  939. damage = damage > 10 ? damage / 10 : 1;
  940. }
  941. #endif
  942. //Finally added to remove the status of immobile when aimedbolt is used. [Jobbie]
  943. if (skill_num == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER])) {
  944. status_change_end(bl, SC_BITE, INVALID_TIMER);
  945. status_change_end(bl, SC_ANKLE, INVALID_TIMER);
  946. status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
  947. }
  948. //Finally Kyrie because it may, or not, reduce damage to 0.
  949. if ((sce = sc->data[SC_KYRIE]) && damage > 0) {
  950. sce->val2-=damage;
  951. if (flag&BF_WEAPON || skill_num == TF_THROWSTONE) {
  952. if (sce->val2>=0)
  953. damage=0;
  954. else
  955. damage=-sce->val2;
  956. }
  957. if ((--sce->val3)<=0 || (sce->val2<=0) || skill_num == AL_HOLYLIGHT)
  958. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  959. }
  960. if (sc->data[SC_MEIKYOUSISUI] && rand()%100 < 40) // custom value
  961. damage = 0;
  962. if (!damage) return 0;
  963. if ((sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1) {
  964. int dx[8]= {0,-1,-1,-1,0,1,1,1};
  965. int dy[8]= {1,1,0,-1,-1,-1,0,1};
  966. int dir = map_calc_dir(bl, src->x, src->y);
  967. if (unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1)) {
  968. clif_slide(bl,src->x-dx[dir],src->y-dy[dir]);
  969. unit_setdir(bl, dir);
  970. }
  971. d->dmg_lv = ATK_DEF;
  972. status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
  973. return 0;
  974. }
  975. //Probably not the most correct place, but it'll do here
  976. //(since battle_drain is strictly for players currently)
  977. if ((sce=sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
  978. rnd()%100 < sce->val3)
  979. status_heal(src, damage*sce->val4/100, 0, 3);
  980. if (sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2)
  981. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  982. if (sc->data[SC_STYLE_CHANGE] && rnd() % 100 < 50) {
  983. TBL_HOM *hd = BL_CAST(BL_HOM,bl);
  984. if (hd) hom_addspiritball(hd, 10); //add a sphere
  985. }
  986. if (sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1)
  987. status_change_spread(bl, src); // Deadly infect attacked side
  988. if (sc && sc->data[SC__SHADOWFORM]) {
  989. struct block_list *s_bl = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  990. if (!s_bl) { // If the shadow form target is not present remove the sc.
  991. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  992. } else if (status_isdead(s_bl) || !battle_check_target(src,s_bl,BCT_ENEMY)) { // If the shadow form target is dead or not your enemy remove the sc in both.
  993. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  994. if (s_bl->type == BL_PC)
  995. ((TBL_PC *)s_bl)->shadowform_id = 0;
  996. } else {
  997. if ((--sc->data[SC__SHADOWFORM]->val3) < 0) { // If you have exceded max hits supported, remove the sc in both.
  998. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  999. if (s_bl->type == BL_PC)
  1000. ((TBL_PC *)s_bl)->shadowform_id = 0;
  1001. } else {
  1002. status_damage(src, s_bl, damage, 0, clif_damage(s_bl, s_bl, gettick(), 500, 500, damage, -1, 0, 0), 0);
  1003. return ATK_NONE;
  1004. }
  1005. }
  1006. }
  1007. }
  1008. //SC effects from caster side.
  1009. sc = status_get_sc(src);
  1010. if (sc && sc->count) {
  1011. if (sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF])
  1012. damage += damage * 75 / 100;
  1013. // [Epoque]
  1014. if (bl->type == BL_MOB) {
  1015. int i;
  1016. if (((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) ||
  1017. ((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC))
  1018. )
  1019. for (i=0; ARRAYLENGTH(mob_manuk)>i; i++)
  1020. if (((TBL_MOB *)bl)->class_==mob_manuk[i]) {
  1021. damage += damage*sce->val1/100;
  1022. break;
  1023. }
  1024. if (((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) ||
  1025. ((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC))
  1026. )
  1027. for (i=0; ARRAYLENGTH(mob_splendide)>i; i++)
  1028. if (((TBL_MOB *)bl)->class_==mob_splendide[i]) {
  1029. damage += damage*sce->val1/100;
  1030. break;
  1031. }
  1032. }
  1033. if (sc->data[SC_POISONINGWEAPON] && skill_num != GC_VENOMPRESSURE && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3)
  1034. sc_start(bl,sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  1035. if (sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1)
  1036. status_change_spread(src, bl);
  1037. if (sc->data[SC_STYLE_CHANGE] && rnd() % 100 < 50) {
  1038. TBL_HOM *hd = BL_CAST(BL_HOM,bl);
  1039. if (hd) hom_addspiritball(hd, 10);
  1040. }
  1041. }
  1042. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map[bl->m].flag.pvp) {
  1043. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1044. if (flag&BF_WEAPON)
  1045. damage = damage * battle_config.pk_weapon_damage_rate/100;
  1046. if (flag&BF_MAGIC)
  1047. damage = damage * battle_config.pk_magic_damage_rate/100;
  1048. if (flag&BF_MISC)
  1049. damage = damage * battle_config.pk_misc_damage_rate/100;
  1050. } else { //Normal attacks get reductions based on range.
  1051. if (flag & BF_SHORT)
  1052. damage = damage * battle_config.pk_short_damage_rate/100;
  1053. if (flag & BF_LONG)
  1054. damage = damage * battle_config.pk_long_damage_rate/100;
  1055. }
  1056. if (!damage) damage = 1;
  1057. }
  1058. if (battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1059. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1060. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1061. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1062. )
  1063. damage = div_;
  1064. }
  1065. if (bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  1066. if (damage > 0)
  1067. mobskill_event((TBL_MOB *)bl,src,gettick(),flag);
  1068. if (skill_num)
  1069. mobskill_event((TBL_MOB *)bl,src,gettick(),MSC_SKILLUSED|(skill_num<<16));
  1070. }
  1071. if (sd) {
  1072. if (pc_ismadogear(sd) && rnd()%100 < 50) {
  1073. short element = skill_get_ele(skill_num, skill_lv);
  1074. if (!skill_num || element == -1) { //Take weapon's element
  1075. struct status_data *sstatus = NULL;
  1076. if (src->type == BL_PC && ((TBL_PC *)src)->bonus.arrow_ele)
  1077. element = ((TBL_PC *)src)->bonus.arrow_ele;
  1078. else if ((sstatus = status_get_status_data(src))) {
  1079. element = sstatus->rhw.ele;
  1080. }
  1081. } else if (element == -2) //Use enchantment's element
  1082. element = status_get_attack_sc_element(src,status_get_sc(src));
  1083. else if (element == -3) //Use random element
  1084. element = rnd()%ELE_MAX;
  1085. if (element == ELE_FIRE || element == ELE_WATER)
  1086. pc_overheat(sd,element == ELE_FIRE ? 1 : -1);
  1087. }
  1088. }
  1089. return damage;
  1090. }
  1091. /*==========================================
  1092. * Calculates BG related damage adjustments.
  1093. *------------------------------------------*/
  1094. int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int damage, int div_, int skill_num, int skill_lv, int flag)
  1095. {
  1096. if (!damage)
  1097. return 0;
  1098. if (bl->type == BL_MOB) {
  1099. struct mob_data *md = BL_CAST(BL_MOB, bl);
  1100. if (map[bl->m].flag.battleground && (md->class_ == MOBID_BLUE_CRYST || md->class_ == MOBID_PINK_CRYST) && flag&BF_SKILL)
  1101. return 0; // Crystal cannot receive skill damage on battlegrounds
  1102. }
  1103. switch (skill_num) {
  1104. case PA_PRESSURE:
  1105. case HW_GRAVITATION:
  1106. case NJ_ZENYNAGE:
  1107. case KO_MUCHANAGE:
  1108. break;
  1109. default:
  1110. if (flag&BF_SKILL) {
  1111. //Skills get a different reduction than non-skills. [Skotlex]
  1112. if (flag&BF_WEAPON)
  1113. damage = damage * battle_config.bg_weapon_damage_rate/100;
  1114. if (flag&BF_MAGIC)
  1115. damage = damage * battle_config.bg_magic_damage_rate/100;
  1116. if (flag&BF_MISC)
  1117. damage = damage * battle_config.bg_misc_damage_rate/100;
  1118. } else {
  1119. //Normal attacks get reductions based on range.
  1120. if (flag&BF_SHORT)
  1121. damage = damage * battle_config.bg_short_damage_rate/100;
  1122. if (flag&BF_LONG)
  1123. damage = damage * battle_config.bg_long_damage_rate/100;
  1124. }
  1125. if (!damage) damage = 1;
  1126. }
  1127. return damage;
  1128. }
  1129. /*==========================================
  1130. * Calculates GVG related damage adjustments.
  1131. *------------------------------------------*/
  1132. 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)
  1133. {
  1134. struct mob_data *md = BL_CAST(BL_MOB, bl);
  1135. int class_ = status_get_class(bl);
  1136. if (!damage) //No reductions to make.
  1137. return 0;
  1138. if (md && md->guardian_data) {
  1139. if (class_ == MOBID_EMPERIUM && flag&BF_SKILL) {
  1140. //Skill immunity.
  1141. switch (skill_num) {
  1142. #ifndef RENEWAL
  1143. case MO_TRIPLEATTACK:
  1144. #endif
  1145. case HW_GRAVITATION:
  1146. break;
  1147. default:
  1148. return 0;
  1149. }
  1150. }
  1151. if (src->type != BL_MOB) {
  1152. struct guild *g = guild_search(status_get_guild_id(src));
  1153. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0))
  1154. return 0;
  1155. if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  1156. return 0; // [MouseJstr]
  1157. }
  1158. }
  1159. switch (skill_num) {
  1160. //Skills with no damage reduction.
  1161. case PA_PRESSURE:
  1162. case HW_GRAVITATION:
  1163. case NJ_ZENYNAGE:
  1164. case KO_MUCHANAGE:
  1165. break;
  1166. default:
  1167. /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
  1168. if (md && md->guardian_data) {
  1169. damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
  1170. }
  1171. */
  1172. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1173. if (flag&BF_WEAPON)
  1174. damage = damage * battle_config.gvg_weapon_damage_rate/100;
  1175. if (flag&BF_MAGIC)
  1176. damage = damage * battle_config.gvg_magic_damage_rate/100;
  1177. if (flag&BF_MISC)
  1178. damage = damage * battle_config.gvg_misc_damage_rate/100;
  1179. } else { //Normal attacks get reductions based on range.
  1180. if (flag & BF_SHORT)
  1181. damage = damage * battle_config.gvg_short_damage_rate/100;
  1182. if (flag & BF_LONG)
  1183. damage = damage * battle_config.gvg_long_damage_rate/100;
  1184. }
  1185. if (!damage) damage = 1;
  1186. }
  1187. return damage;
  1188. }
  1189. /*==========================================
  1190. * HP/SP drain calculation
  1191. *------------------------------------------*/
  1192. static int battle_calc_drain(int damage, int rate, int per)
  1193. {
  1194. int diff = 0;
  1195. if (per && rnd()%1000 < rate) {
  1196. diff = (damage * per) / 100;
  1197. if (diff == 0) {
  1198. if (per > 0)
  1199. diff = 1;
  1200. else
  1201. diff = -1;
  1202. }
  1203. }
  1204. return diff;
  1205. }
  1206. /*==========================================
  1207. * Passif skill dammages increases
  1208. *------------------------------------------*/
  1209. int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
  1210. {
  1211. int damage,skill;
  1212. struct status_data *status = status_get_status_data(target);
  1213. int weapon;
  1214. damage = dmg;
  1215. nullpo_ret(sd);
  1216. if ((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1217. target->type == BL_MOB && //This bonus doesnt work against players.
  1218. (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON))
  1219. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1220. //damage += (skill * 3);
  1221. if ((skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH))
  1222. damage += (skill * 5);
  1223. if ((skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH))
  1224. damage += (skill * 10);
  1225. if (pc_ismadogear(sd))
  1226. damage += 20 + 20 * pc_checkskill(sd, NC_MADOLICENCE);
  1227. if ((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT)) {
  1228. damage += (skill * 4);
  1229. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  1230. damage += sd->status.str;
  1231. }
  1232. if (type == 0)
  1233. weapon = sd->weapontype1;
  1234. else
  1235. weapon = sd->weapontype2;
  1236. switch (weapon) {
  1237. case W_1HSWORD:
  1238. #ifdef RENEWAL
  1239. if ((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1240. damage += (skill * 3);
  1241. #endif
  1242. case W_DAGGER:
  1243. if ((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  1244. damage += (skill * 4);
  1245. if ((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  1246. damage += skill * 10;
  1247. break;
  1248. case W_2HSWORD:
  1249. #ifdef RENEWAL
  1250. if ((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1251. damage += (skill * 3);
  1252. #endif
  1253. if ((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  1254. damage += (skill * 4);
  1255. break;
  1256. case W_1HSPEAR:
  1257. case W_2HSPEAR:
  1258. if ((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  1259. if (!pc_isriding(sd))
  1260. damage += (skill * 4);
  1261. else
  1262. damage += (skill * 5);
  1263. }
  1264. break;
  1265. case W_1HAXE:
  1266. case W_2HAXE:
  1267. if ((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1268. damage += (skill * 3);
  1269. if ((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1270. damage += (skill * 5);
  1271. break;
  1272. case W_MACE:
  1273. case W_2HMACE:
  1274. if ((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  1275. damage += (skill * 3);
  1276. if ((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1277. damage += (skill * 5);
  1278. break;
  1279. case W_FIST:
  1280. if ((skill = pc_checkskill(sd,TK_RUN)) > 0)
  1281. damage += (skill * 10);
  1282. // No break, fallthrough to Knuckles
  1283. case W_KNUCKLE:
  1284. if ((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  1285. damage += (skill * 3);
  1286. break;
  1287. case W_MUSICAL:
  1288. if ((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  1289. damage += (skill * 3);
  1290. break;
  1291. case W_WHIP:
  1292. if ((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  1293. damage += (skill * 3);
  1294. break;
  1295. case W_BOOK:
  1296. if ((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  1297. damage += (skill * 3);
  1298. break;
  1299. case W_KATAR:
  1300. if ((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  1301. damage += (skill * 3);
  1302. break;
  1303. }
  1304. return damage;
  1305. }
  1306. /*==========================================
  1307. * Calculates the standard damage of a normal attack assuming it hits,
  1308. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  1309. *------------------------------------------
  1310. * Pass damage2 as NULL to not calc it.
  1311. * Flag values:
  1312. * &1: Critical hit
  1313. * &2: Arrow attack
  1314. * &4: Skill is Magic Crasher
  1315. * &8: Skip target size adjustment (Extremity Fist?)
  1316. *&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)
  1317. */
  1318. 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)
  1319. {
  1320. unsigned short atkmin=0, atkmax=0;
  1321. short type = 0;
  1322. int damage = 0;
  1323. if (!sd) {
  1324. //Mobs/Pets
  1325. if (flag&4) {
  1326. atkmin = status->matk_min;
  1327. atkmax = status->matk_max;
  1328. } else {
  1329. atkmin = wa->atk;
  1330. atkmax = wa->atk2;
  1331. }
  1332. if (atkmin > atkmax)
  1333. atkmin = atkmax;
  1334. } else { //PCs
  1335. atkmax = wa->atk;
  1336. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1337. if (!(flag&1) || (flag&2)) {
  1338. //Normal attacks
  1339. atkmin = status->dex;
  1340. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  1341. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  1342. if (atkmin > atkmax)
  1343. atkmin = atkmax;
  1344. if (flag&2 && !(flag&16)) {
  1345. //Bows
  1346. atkmin = atkmin*atkmax/100;
  1347. if (atkmin > atkmax)
  1348. atkmax = atkmin;
  1349. }
  1350. }
  1351. }
  1352. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1353. atkmin = atkmax;
  1354. //Weapon Damage calculation
  1355. if (!(flag&1))
  1356. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  1357. else
  1358. damage = atkmax;
  1359. if (sd) {
  1360. //rodatazone says the range is 0~arrow_atk-1 for non crit
  1361. if (flag&2 && sd->bonus.arrow_atk)
  1362. damage += ((flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk);
  1363. //SizeFix only for players
  1364. if (!(sd->special_state.no_sizefix || (flag&8)))
  1365. damage = damage*(type==EQI_HAND_L?
  1366. sd->left_weapon.atkmods[t_size]:
  1367. sd->right_weapon.atkmods[t_size])/100;
  1368. }
  1369. //Finally, add baseatk
  1370. if (flag&4)
  1371. damage += status->matk_min;
  1372. else
  1373. damage += status->batk;
  1374. //rodatazone says that Overrefine bonuses are part of baseatk
  1375. //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
  1376. if (sd) {
  1377. if (type == EQI_HAND_L) {
  1378. if (sd->left_weapon.overrefine)
  1379. damage += rnd()%sd->left_weapon.overrefine+1;
  1380. if (sd->weapon_atk_rate[sd->weapontype2])
  1381. damage += damage*sd->weapon_atk_rate[sd->weapontype2]/100;;
  1382. } else { //Right hand
  1383. if (sd->right_weapon.overrefine)
  1384. damage += rnd()%sd->right_weapon.overrefine+1;
  1385. if (sd->weapon_atk_rate[sd->weapontype1])
  1386. damage += damage*sd->weapon_atk_rate[sd->weapontype1]/100;;
  1387. }
  1388. }
  1389. return damage;
  1390. }
  1391. /*==========================================
  1392. * Consumes ammo for the given skill.
  1393. *------------------------------------------*/
  1394. void battle_consume_ammo(TBL_PC *sd, int skill, int lv)
  1395. {
  1396. int qty=1;
  1397. if (!battle_config.arrow_decrement)
  1398. return;
  1399. if (skill) {
  1400. qty = skill_get_ammo_qty(skill, lv);
  1401. if (!qty) qty = 1;
  1402. }
  1403. if (sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition
  1404. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  1405. sd->state.arrow_atk = 0;
  1406. }
  1407. static int battle_range_type(
  1408. struct block_list *src, struct block_list *target,
  1409. int skill_num, int skill_lv)
  1410. {
  1411. //Skill Range Criteria
  1412. if (battle_config.skillrange_by_distance &&
  1413. (src->type&battle_config.skillrange_by_distance)
  1414. ) { //based on distance between src/target [Skotlex]
  1415. if (check_distance_bl(src, target, 5))
  1416. return BF_SHORT;
  1417. return BF_LONG;
  1418. }
  1419. //based on used skill's range
  1420. if (skill_get_range2(src, skill_num, skill_lv) < 5)
  1421. return BF_SHORT;
  1422. return BF_LONG;
  1423. }
  1424. static int battle_blewcount_bonus(struct map_session_data *sd, int skill_num)
  1425. {
  1426. int i;
  1427. if (!sd->skillblown[0].id)
  1428. return 0;
  1429. //Apply the bonus blewcount. [Skotlex]
  1430. for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
  1431. if (sd->skillblown[i].id == skill_num)
  1432. return sd->skillblown[i].val;
  1433. }
  1434. return 0;
  1435. }
  1436. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  1437. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  1438. //For quick div adjustment.
  1439. #define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
  1440. /*==========================================
  1441. * battle_calc_weapon_attack (by Skotlex)
  1442. *------------------------------------------*/
  1443. static struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag) {
  1444. unsigned int skillratio = 100; //Skill dmg modifiers.
  1445. short skill=0;
  1446. short s_ele, s_ele_, t_class;
  1447. int i, nk;
  1448. bool n_ele = false; // non-elemental
  1449. struct map_session_data *sd, *tsd;
  1450. struct Damage wd;
  1451. struct status_change *sc = status_get_sc(src);
  1452. struct status_change *tsc = status_get_sc(target);
  1453. struct status_data *sstatus = status_get_status_data(src);
  1454. struct status_data *tstatus = status_get_status_data(target);
  1455. struct {
  1456. unsigned hit : 1; //the attack Hit? (not a miss)
  1457. unsigned cri : 1; //Critical hit
  1458. unsigned idef : 1; //Ignore defense
  1459. unsigned idef2 : 1; //Ignore defense (left weapon)
  1460. unsigned pdef : 2; //Pierces defense (Investigate/Ice Pick)
  1461. unsigned pdef2 : 2; //1: Use def+def2/100, 2: Use def+def2/50
  1462. unsigned infdef : 1; //Infinite defense (plants)
  1463. unsigned arrow : 1; //Attack is arrow-based
  1464. unsigned rh : 1; //Attack considers right hand (wd.damage)
  1465. unsigned lh : 1; //Attack considers left hand (wd.damage2)
  1466. unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
  1467. } flag;
  1468. memset(&wd,0,sizeof(wd));
  1469. memset(&flag,0,sizeof(flag));
  1470. if (src==NULL || target==NULL) {
  1471. nullpo_info(NLP_MARK);
  1472. return wd;
  1473. }
  1474. //Initial flag
  1475. flag.rh=1;
  1476. flag.weapon=1;
  1477. flag.infdef=(tstatus->mode&MD_PLANT && skill_num != RA_CLUSTERBOMB
  1478. #ifdef RENEWAL
  1479. && skill_num != HT_FREEZINGTRAP
  1480. #endif
  1481. ?1:0);
  1482. if (target->type == BL_SKILL) {
  1483. TBL_SKILL *su = (TBL_SKILL *)target;
  1484. if (su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  1485. flag.infdef = 1;
  1486. }
  1487. //Initial Values
  1488. wd.type=0; //Normal attack
  1489. wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1;
  1490. wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  1491. if (skill_num == KN_AUTOCOUNTER)
  1492. wd.amotion >>= 1;
  1493. wd.dmotion=tstatus->dmotion;
  1494. wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
  1495. wd.flag = BF_WEAPON; //Initial Flag
  1496. wd.flag |= (skill_num||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  1497. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  1498. nk = skill_get_nk(skill_num);
  1499. if (!skill_num && wflag) //If flag, this is splash damage from Baphomet Card and it always hits.
  1500. nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
  1501. flag.hit = nk &NK_IGNORE_FLEE?1:0;
  1502. flag.idef = flag.idef2 = nk &NK_IGNORE_DEF?1:0;
  1503. if (sc && !sc->count)
  1504. sc = NULL; //Skip checking as there are no status changes active.
  1505. if (tsc && !tsc->count)
  1506. tsc = NULL; //Skip checking as there are no status changes active.
  1507. sd = BL_CAST(BL_PC, src);
  1508. tsd = BL_CAST(BL_PC, target);
  1509. if (sd)
  1510. wd.blewcount += battle_blewcount_bonus(sd, skill_num);
  1511. //Set miscellaneous data that needs be filled regardless of hit/miss
  1512. if (
  1513. (sd && sd->state.arrow_atk) ||
  1514. (!sd && ((skill_num && skill_get_ammotype(skill_num)) || sstatus->rhw.range>3))
  1515. )
  1516. flag.arrow = 1;
  1517. if (skill_num) {
  1518. wd.flag |= battle_range_type(src, target, skill_num, skill_lv);
  1519. switch (skill_num) {
  1520. case MO_FINGEROFFENSIVE:
  1521. if (sd) {
  1522. if (battle_config.finger_offensive_type)
  1523. wd.div_ = 1;
  1524. else
  1525. wd.div_ = sd->spiritball_old;
  1526. }
  1527. break;
  1528. case HT_PHANTASMIC:
  1529. //Since these do not consume ammo, they need to be explicitly set as arrow attacks.
  1530. flag.arrow = 1;
  1531. break;
  1532. #ifndef RENEWAL
  1533. case PA_SHIELDCHAIN:
  1534. case CR_SHIELDBOOMERANG:
  1535. #endif
  1536. case LG_SHIELDPRESS:
  1537. case LG_EARTHDRIVE:
  1538. flag.weapon = 0;
  1539. break;
  1540. case KN_PIERCE:
  1541. case ML_PIERCE:
  1542. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  1543. break;
  1544. case TF_DOUBLE: //For NPC used skill.
  1545. case GS_CHAINACTION:
  1546. wd.type = 0x08;
  1547. break;
  1548. case GS_GROUNDDRIFT:
  1549. case KN_SPEARSTAB:
  1550. case KN_BOWLINGBASH:
  1551. case MS_BOWLINGBASH:
  1552. case MO_BALKYOUNG:
  1553. case TK_TURNKICK:
  1554. wd.blewcount=0;
  1555. break;
  1556. case KN_AUTOCOUNTER:
  1557. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  1558. break;
  1559. case NPC_CRITICALSLASH:
  1560. case LG_PINPOINTATTACK:
  1561. flag.cri = 1; //Always critical skill.
  1562. break;
  1563. case LK_SPIRALPIERCE:
  1564. if (!sd) wd.flag=(wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  1565. break;
  1566. }
  1567. } else //Range for normal attacks.
  1568. wd.flag |= flag.arrow?BF_LONG:BF_SHORT;
  1569. if ((!skill_num || skill_num == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  1570. //Check for Lucky Dodge
  1571. wd.type=0x0b;
  1572. wd.dmg_lv=ATK_LUCKY;
  1573. if (wd.div_ < 0) wd.div_*=-1;
  1574. return wd;
  1575. }
  1576. t_class = status_get_class(target);
  1577. s_ele = s_ele_ = skill_get_ele(skill_num, skill_lv);
  1578. if (!skill_num || s_ele == -1) {
  1579. //Take weapon's element
  1580. s_ele = sstatus->rhw.ele;
  1581. s_ele_ = sstatus->lhw.ele;
  1582. if (sd) { //Summoning 10 talisman will endow your weapon.
  1583. ARR_FIND(1, 6, i, sd->talisman[i] >= 10);
  1584. if (i < 5) s_ele = s_ele_ = i;
  1585. }
  1586. if (flag.arrow && sd && sd->bonus.arrow_ele)
  1587. s_ele = sd->bonus.arrow_ele;
  1588. if (battle_config.attack_attr_none&src->type)
  1589. n_ele = true; //Weapon's element is "not elemental"
  1590. } else if (s_ele == -2) //Use enchantment's element
  1591. s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
  1592. else if (s_ele == -3) //Use random element
  1593. s_ele = s_ele_ = rnd()%ELE_MAX;
  1594. switch (skill_num) {
  1595. case GS_GROUNDDRIFT:
  1596. s_ele = s_ele_ = wflag; //element comes in flag.
  1597. break;
  1598. case LK_SPIRALPIERCE:
  1599. if (!sd) n_ele = false; //forced neutral for monsters
  1600. break;
  1601. }
  1602. if (!(nk &NK_NO_ELEFIX) && !n_ele)
  1603. if (src->type == BL_HOM)
  1604. n_ele = true; //skill is "not elemental"
  1605. if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_num && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_num == MH_STAHL_HORN)) {
  1606. s_ele = s_ele_ = ELE_HOLY;
  1607. n_ele = false;
  1608. }
  1609. if (!skill_num) {
  1610. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  1611. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0) {
  1612. flag.rh=0;
  1613. flag.lh=1;
  1614. }
  1615. if (sstatus->lhw.atk)
  1616. flag.lh=1;
  1617. }
  1618. if (sd && !skill_num) { //Check for double attack.
  1619. if (((skill_lv = pc_checkskill(sd,TF_DOUBLE)) > 0 && sd->weapontype1 == W_DAGGER)
  1620. || (sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST) //Will fail bare-handed
  1621. || (sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST)) { // Need confirmation
  1622. //Success chance is not added, the higher one is used [Skotlex]
  1623. if (rnd()%100 < (5*skill_lv > sd->bonus.double_rate ? 5*skill_lv : sc && sc->data[SC_KAGEMUSYA]?sc->data[SC_KAGEMUSYA]->val1*3:sd->bonus.double_rate)) {
  1624. wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  1625. wd.type = 0x08;
  1626. }
  1627. } else if (sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 && rnd()%100 < 5*skill_lv) {
  1628. wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  1629. wd.type = 0x08;
  1630. } else if (sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1) {
  1631. short rate[] = { 4, 4, 7, 9, 10 };
  1632. if (sc->data[SC_FEARBREEZE]->val1 > 0 && sc->data[SC_FEARBREEZE]->val1 < 6 && rand()%100 < rate[sc->data[SC_FEARBREEZE]->val1-1]) {
  1633. wd.type = 0x08;
  1634. wd.div_ = 2;
  1635. if (sc->data[SC_FEARBREEZE]->val1 > 2) {
  1636. int chance = rand()%100;
  1637. wd.div_ += (chance >= 40) + (chance >= 70) + (chance >= 90);
  1638. wd.div_ = min(wd.div_,sc->data[SC_FEARBREEZE]->val1);
  1639. }
  1640. wd.div_ = min(wd.div_,sd->status.inventory[i].amount);
  1641. sc->data[SC_FEARBREEZE]->val4 = wd.div_-1;
  1642. }
  1643. }
  1644. }
  1645. //Check for critical
  1646. if (!flag.cri && !(wd.type&0x08) && sstatus->cri &&
  1647. (!skill_num ||
  1648. skill_num == KN_AUTOCOUNTER ||
  1649. skill_num == SN_SHARPSHOOTING || skill_num == MA_SHARPSHOOTING ||
  1650. skill_num == NJ_KIRIKAGE)) {
  1651. short cri = sstatus->cri;
  1652. if (sd) {
  1653. cri+= sd->critaddrace[tstatus->race];
  1654. if (flag.arrow)
  1655. cri += sd->bonus.arrow_cri;
  1656. }
  1657. if (sc && sc->data[SC_CAMOUFLAGE])
  1658. cri += 10 * (10-sc->data[SC_CAMOUFLAGE]->val4);
  1659. //The official equation is *2, but that only applies when sd's do critical.
  1660. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  1661. cri -= tstatus->luk*(!sd&&tsd?3:2);
  1662. if (tsc && tsc->data[SC_SLEEP]) {
  1663. cri <<= 1;
  1664. }
  1665. switch (skill_num) {
  1666. case KN_AUTOCOUNTER:
  1667. if (battle_config.auto_counter_type &&
  1668. (battle_config.auto_counter_type&src->type))
  1669. flag.cri = 1;
  1670. else
  1671. cri <<= 1;
  1672. break;
  1673. case SN_SHARPSHOOTING:
  1674. case MA_SHARPSHOOTING:
  1675. cri += 200;
  1676. break;
  1677. case NJ_KIRIKAGE:
  1678. cri += 250 + 50*skill_lv;
  1679. break;
  1680. }
  1681. if (tsd && tsd->bonus.critical_def)
  1682. cri = cri * (100 - tsd->bonus.critical_def) / 100;
  1683. if (rnd()%1000 < cri)
  1684. flag.cri = 1;
  1685. }
  1686. if (flag.cri) {
  1687. wd.type = 0x0a;
  1688. flag.idef = flag.idef2 = flag.hit = 1;
  1689. } else { //Check for Perfect Hit
  1690. if (sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  1691. flag.hit = 1;
  1692. if (sc && sc->data[SC_FUSION]) {
  1693. flag.hit = 1; //SG_FUSION always hit [Komurka]
  1694. flag.idef = flag.idef2 = 1; //def ignore [Komurka]
  1695. }
  1696. if (!flag.hit)
  1697. switch (skill_num) {
  1698. case AS_SPLASHER:
  1699. if (!wflag) // Always hits the one exploding.
  1700. flag.hit = 1;
  1701. break;
  1702. case CR_SHIELDBOOMERANG:
  1703. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  1704. flag.hit = 1;
  1705. break;
  1706. }
  1707. if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  1708. flag.hit = 1;
  1709. }
  1710. if (!flag.hit) {
  1711. //Hit/Flee calculation
  1712. short
  1713. flee = tstatus->flee,
  1714. #ifdef RENEWAL
  1715. hitrate = 0; //Default hitrate
  1716. #else
  1717. hitrate = 80; //Default hitrate
  1718. #endif
  1719. if (battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  1720. unsigned char attacker_count; //256 max targets should be a sane max
  1721. attacker_count = unit_counttargeted(target);
  1722. if (attacker_count >= battle_config.agi_penalty_count) {
  1723. if (battle_config.agi_penalty_type == 1)
  1724. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  1725. else //asume type 2: absolute reduction
  1726. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  1727. if (flee < 1) flee = 1;
  1728. }
  1729. }
  1730. hitrate+= sstatus->hit - flee;
  1731. if (wd.flag&BF_LONG && !skill_num && //Fogwall's hit penalty is only for normal ranged attacks.
  1732. tsc && tsc->data[SC_FOGWALL])
  1733. hitrate -= 50;
  1734. if (sd && flag.arrow)
  1735. hitrate += sd->bonus.arrow_hit;
  1736. #ifdef RENEWAL
  1737. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  1738. hitrate += pc_checkskill(sd,AC_VULTURE);
  1739. #endif
  1740. if (skill_num)
  1741. switch (skill_num) {
  1742. //Hit skill modifiers
  1743. //It is proven that bonus is applied on final hitrate, not hit.
  1744. case SM_BASH:
  1745. case MS_BASH:
  1746. hitrate += hitrate * 5 * skill_lv / 100;
  1747. break;
  1748. case MS_MAGNUM:
  1749. case SM_MAGNUM:
  1750. hitrate += hitrate * 10 * skill_lv / 100;
  1751. break;
  1752. case KN_AUTOCOUNTER:
  1753. case PA_SHIELDCHAIN:
  1754. case NPC_WATERATTACK:
  1755. case NPC_GROUNDATTACK:
  1756. case NPC_FIREATTACK:
  1757. case NPC_WINDATTACK:
  1758. case NPC_POISONATTACK:
  1759. case NPC_HOLYATTACK:
  1760. case NPC_DARKNESSATTACK:
  1761. case NPC_UNDEADATTACK:
  1762. case NPC_TELEKINESISATTACK:
  1763. case NPC_BLEEDING:
  1764. hitrate += hitrate * 20 / 100;
  1765. break;
  1766. case KN_PIERCE:
  1767. case ML_PIERCE:
  1768. hitrate += hitrate * 5 * skill_lv / 100;
  1769. break;
  1770. case AS_SONICBLOW:
  1771. if (sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1772. hitrate += hitrate * 50 / 100;
  1773. break;
  1774. case MC_CARTREVOLUTION:
  1775. case GN_CART_TORNADO:
  1776. case GN_CARTCANNON:
  1777. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  1778. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  1779. break;
  1780. case GC_VENOMPRESSURE:
  1781. hitrate += 10 + 4 * skill_lv;
  1782. break;
  1783. }
  1784. if (sd) {
  1785. // Weaponry Research hidden bonus
  1786. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1787. hitrate += hitrate * (2 * skill) / 100;
  1788. if ((sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  1789. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0)
  1790. hitrate += 3 * skill;
  1791. }
  1792. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  1793. if (rnd()%100 >= hitrate)
  1794. wd.dmg_lv = ATK_FLEE;
  1795. else
  1796. flag.hit = 1;
  1797. } //End hit/miss calculation
  1798. if (flag.hit && !flag.infdef) { //No need to do the math for plants
  1799. //Hitting attack
  1800. //Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
  1801. //ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  1802. #define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
  1803. #define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
  1804. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  1805. #define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
  1806. #define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
  1807. //Adds an absolute value to damage. 100 = +100 damage
  1808. #define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
  1809. #define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
  1810. switch (skill_num) {
  1811. //Calc base damage according to skill
  1812. case NJ_ISSEN:
  1813. wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
  1814. wd.damage2 = 0;
  1815. status_set_hp(src, 1, 0);
  1816. break;
  1817. case PA_SACRIFICE:
  1818. wd.damage = sstatus->max_hp* 9/100;
  1819. wd.damage2 = 0;
  1820. break;
  1821. #ifndef RENEWAL
  1822. case LK_SPIRALPIERCE:
  1823. case ML_SPIRALPIERCE:
  1824. if (sd) {
  1825. short index = sd->equip_index[EQI_HAND_R];
  1826. if (index >= 0 &&
  1827. sd->inventory_data[index] &&
  1828. sd->inventory_data[index]->type == IT_WEAPON)
  1829. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  1830. } else
  1831. wd.damage = sstatus->rhw.atk2*8/10; //Else use Atk2
  1832. ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
  1833. i = sstatus->str/10;
  1834. i*=i;
  1835. ATK_ADD(i); //Add str bonus.
  1836. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  1837. case SZ_SMALL: //Small: 125%
  1838. ATK_RATE(125);
  1839. break;
  1840. //case SZ_MEDIUM: //Medium: 100%
  1841. case SZ_BIG: //Large: 75%
  1842. ATK_RATE(75);
  1843. break;
  1844. }
  1845. break;
  1846. #endif
  1847. case CR_SHIELDBOOMERANG:
  1848. case PA_SHIELDCHAIN:
  1849. case LG_SHIELDPRESS:
  1850. case LG_EARTHDRIVE:
  1851. wd.damage = sstatus->batk;
  1852. if (sd) {
  1853. short index = sd->equip_index[EQI_HAND_L];
  1854. if (index >= 0 &&
  1855. sd->inventory_data[index] &&
  1856. sd->inventory_data[index]->type == IT_ARMOR)
  1857. ATK_ADD(sd->inventory_data[index]->weight/10);
  1858. } else
  1859. ATK_ADD(sstatus->rhw.atk2); //Else use Atk2
  1860. break;
  1861. case HFLI_SBR44: //[orn]
  1862. if (src->type == BL_HOM) {
  1863. wd.damage = ((TBL_HOM *)src)->homunculus.intimacy ;
  1864. break;
  1865. }
  1866. default: {
  1867. i = (flag.cri?1:0)|
  1868. (flag.arrow?2:0)|
  1869. (skill_num == HW_MAGICCRASHER?4:0)|
  1870. (!skill_num && sc && sc->data[SC_CHANGE]?4:0)|
  1871. (skill_num == MO_EXTREMITYFIST?8:0)|
  1872. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  1873. if (flag.arrow && sd)
  1874. switch (sd->status.weapon) {
  1875. case W_BOW:
  1876. case W_REVOLVER:
  1877. case W_GATLING:
  1878. case W_SHOTGUN:
  1879. case W_GRENADE:
  1880. break;
  1881. default:
  1882. i |= 16; // for ex. shuriken must not be influenced by DEX
  1883. }
  1884. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  1885. if (flag.lh)
  1886. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  1887. if (nk&NK_SPLASHSPLIT) { // Divide ATK among targets
  1888. if (wflag>0)
  1889. wd.damage/= wflag;
  1890. else
  1891. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  1892. }
  1893. //Add any bonuses that modify the base baseatk+watk (pre-skills)
  1894. if (sd) {
  1895. if (sd->bonus.atk_rate)
  1896. ATK_ADDRATE(sd->bonus.atk_rate);
  1897. if (flag.cri && sd->bonus.crit_atk_rate)
  1898. ATK_ADDRATE(sd->bonus.crit_atk_rate);
  1899. if (sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  1900. if ((i = party_foreachsamemap(party_sub_count, sd, 0)) > 1) // exclude the player himself [Inkfish]
  1901. ATK_ADDRATE(2*skill*i);
  1902. }
  1903. }
  1904. break;
  1905. } //End default case
  1906. } //End switch(skill_num)
  1907. //Skill damage modifiers that stack linearly
  1908. if (sc && skill_num != PA_SACRIFICE) {
  1909. if (sc->data[SC_OVERTHRUST])
  1910. skillratio += sc->data[SC_OVERTHRUST]->val3;
  1911. if (sc->data[SC_MAXOVERTHRUST])
  1912. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  1913. if (sc->data[SC_BERSERK] || sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC__BLOODYLUST])
  1914. skillratio += 100;
  1915. if (sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2)
  1916. skillratio += sc->data[SC_ZENKAI]->val1 * 2;
  1917. }
  1918. if (!skill_num) {
  1919. ATK_RATE(skillratio);
  1920. } else {
  1921. switch (skill_num) {
  1922. case SM_BASH:
  1923. case MS_BASH:
  1924. skillratio += 30*skill_lv;
  1925. break;
  1926. case SM_MAGNUM:
  1927. case MS_MAGNUM:
  1928. skillratio += 20*skill_lv;
  1929. break;
  1930. case MC_MAMMONITE:
  1931. skillratio += 50*skill_lv;
  1932. break;
  1933. case HT_POWER:
  1934. skillratio += -50+8*sstatus->str;
  1935. break;
  1936. case AC_DOUBLE:
  1937. case MA_DOUBLE:
  1938. skillratio += 10*(skill_lv-1);
  1939. break;
  1940. case AC_SHOWER:
  1941. case MA_SHOWER:
  1942. #ifdef RENEWAL
  1943. skillratio += 50+10*skill_lv;
  1944. #else
  1945. skillratio += -25+5*skill_lv;
  1946. #endif
  1947. break;
  1948. case AC_CHARGEARROW:
  1949. case MA_CHARGEARROW:
  1950. skillratio += 50;
  1951. break;
  1952. #ifndef RENEWAL
  1953. case HT_FREEZINGTRAP:
  1954. case MA_FREEZINGTRAP:
  1955. skillratio += -50+10*skill_lv;
  1956. break;
  1957. #endif
  1958. case KN_PIERCE:
  1959. case ML_PIERCE:
  1960. skillratio += 10*skill_lv;
  1961. break;
  1962. case MER_CRASH:
  1963. skillratio += 10*skill_lv;
  1964. break;
  1965. case KN_SPEARSTAB:
  1966. skillratio += 15*skill_lv;
  1967. break;
  1968. case KN_SPEARBOOMERANG:
  1969. skillratio += 50*skill_lv;
  1970. break;
  1971. case KN_BRANDISHSPEAR:
  1972. case ML_BRANDISH: {
  1973. int ratio = 100+20*skill_lv;
  1974. skillratio += ratio-100;
  1975. if (skill_lv>3 && wflag==1) skillratio += ratio/2;
  1976. if (skill_lv>6 && wflag==1) skillratio += ratio/4;
  1977. if (skill_lv>9 && wflag==1) skillratio += ratio/8;
  1978. if (skill_lv>6 && wflag==2) skillratio += ratio/2;
  1979. if (skill_lv>9 && wflag==2) skillratio += ratio/4;
  1980. if (skill_lv>9 && wflag==3) skillratio += ratio/2;
  1981. break;
  1982. }
  1983. case KN_BOWLINGBASH:
  1984. case MS_BOWLINGBASH:
  1985. skillratio+= 40*skill_lv;
  1986. break;
  1987. case AS_GRIMTOOTH:
  1988. skillratio += 20*skill_lv;
  1989. break;
  1990. case AS_POISONREACT:
  1991. skillratio += 30*skill_lv;
  1992. break;
  1993. case AS_SONICBLOW:
  1994. skillratio += -50+5*skill_lv;
  1995. break;
  1996. case TF_SPRINKLESAND:
  1997. skillratio += 30;
  1998. break;
  1999. case MC_CARTREVOLUTION:
  2000. skillratio += 50;
  2001. if (sd && sd->cart_weight)
  2002. skillratio += 100*sd->cart_weight/sd->cart_weight_max; // +1% every 1% weight
  2003. else if (!sd)
  2004. skillratio += 100; //Max damage for non players.
  2005. break;
  2006. case NPC_RANDOMATTACK:
  2007. skillratio += 100*skill_lv;
  2008. break;
  2009. case NPC_WATERATTACK:
  2010. case NPC_GROUNDATTACK:
  2011. case NPC_FIREATTACK:
  2012. case NPC_WINDATTACK:
  2013. case NPC_POISONATTACK:
  2014. case NPC_HOLYATTACK:
  2015. case NPC_DARKNESSATTACK:
  2016. case NPC_UNDEADATTACK:
  2017. case NPC_TELEKINESISATTACK:
  2018. case NPC_BLOODDRAIN:
  2019. case NPC_ACIDBREATH:
  2020. case NPC_DARKNESSBREATH:
  2021. case NPC_FIREBREATH:
  2022. case NPC_ICEBREATH:
  2023. case NPC_THUNDERBREATH:
  2024. case NPC_HELLJUDGEMENT:
  2025. case NPC_PULSESTRIKE:
  2026. skillratio += 100*(skill_lv-1);
  2027. break;
  2028. case RG_BACKSTAP:
  2029. if (sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  2030. skillratio += (200+40*skill_lv)/2;
  2031. else
  2032. skillratio += 200+40*skill_lv;
  2033. break;
  2034. case RG_RAID:
  2035. skillratio += 40*skill_lv;
  2036. break;
  2037. case RG_INTIMIDATE:
  2038. skillratio += 30*skill_lv;
  2039. break;
  2040. case CR_SHIELDCHARGE:
  2041. skillratio += 20*skill_lv;
  2042. break;
  2043. case CR_SHIELDBOOMERANG:
  2044. skillratio += 30*skill_lv;
  2045. break;
  2046. case NPC_DARKCROSS:
  2047. case CR_HOLYCROSS: {
  2048. int ratio = 35*skill_lv;
  2049. #ifdef RENEWAL
  2050. if (sd && sd->status.weapon == W_2HSPEAR)
  2051. ratio *= 2;
  2052. #endif
  2053. skillratio += ratio;
  2054. break;
  2055. }
  2056. case AM_DEMONSTRATION:
  2057. skillratio += 20*skill_lv;
  2058. break;
  2059. case AM_ACIDTERROR:
  2060. skillratio += 40*skill_lv;
  2061. break;
  2062. case MO_FINGEROFFENSIVE:
  2063. skillratio+= 50 * skill_lv;
  2064. break;
  2065. case MO_INVESTIGATE:
  2066. skillratio += 75*skill_lv;
  2067. flag.pdef = flag.pdef2 = 2;
  2068. break;
  2069. case MO_EXTREMITYFIST: {
  2070. //Overflow check. [Skotlex]
  2071. unsigned int ratio = skillratio + 100*(8 + sstatus->sp/10);
  2072. //You'd need something like 6K SP to reach this max, so should be fine for most purposes.
  2073. if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
  2074. skillratio = (unsigned short)ratio;
  2075. status_set_sp(src, 0, 0);
  2076. }
  2077. break;
  2078. case MO_TRIPLEATTACK:
  2079. skillratio += 20*skill_lv;
  2080. break;
  2081. case MO_CHAINCOMBO:
  2082. skillratio += 50+50*skill_lv;
  2083. break;
  2084. case MO_COMBOFINISH:
  2085. skillratio += 140+60*skill_lv;
  2086. break;
  2087. case BA_MUSICALSTRIKE:
  2088. case DC_THROWARROW:
  2089. skillratio += 25+25*skill_lv;
  2090. break;
  2091. case CH_TIGERFIST:
  2092. skillratio += 100*skill_lv-60;
  2093. break;
  2094. case CH_CHAINCRUSH:
  2095. skillratio += 300+100*skill_lv;
  2096. break;
  2097. case CH_PALMSTRIKE:
  2098. skillratio += 100+100*skill_lv;
  2099. break;
  2100. case LK_HEADCRUSH:
  2101. skillratio += 40*skill_lv;
  2102. break;
  2103. case LK_JOINTBEAT:
  2104. i = 10*skill_lv-50;
  2105. // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
  2106. if (wflag&BREAK_NECK) i*=2;
  2107. skillratio += i;
  2108. break;
  2109. #ifdef RENEWAL
  2110. case LK_SPIRALPIERCE:
  2111. case ML_SPIRALPIERCE: {
  2112. // Formula: Floor[Floor(Weapon Weight/2)*skill level + ATK ]*(100%+50%*s.lvl) * 5 multi-hits
  2113. short index = sd?sd->equip_index[EQI_HAND_R]:0;
  2114. int weight = 0;
  2115. if (sd && index >= 0 &&
  2116. sd->inventory_data[index] &&
  2117. sd->inventory_data[index]->type == IT_WEAPON)
  2118. weight = sd->inventory_data[index]->weight/20;
  2119. ATK_ADD(weight * skill_lv)
  2120. skillratio += 50*skill_lv;
  2121. }
  2122. break;
  2123. #endif
  2124. case ASC_METEORASSAULT:
  2125. skillratio += 40*skill_lv-60;
  2126. break;
  2127. case SN_SHARPSHOOTING:
  2128. case MA_SHARPSHOOTING:
  2129. skillratio += 100+50*skill_lv;
  2130. break;
  2131. case CG_ARROWVULCAN:
  2132. skillratio += 100+100*skill_lv;
  2133. break;
  2134. case AS_SPLASHER:
  2135. skillratio += 400+50*skill_lv;
  2136. if (sd)
  2137. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  2138. break;
  2139. case ASC_BREAKER:
  2140. skillratio += 100*skill_lv-100;
  2141. break;
  2142. case PA_SACRIFICE:
  2143. skillratio += 10*skill_lv-10;
  2144. break;
  2145. case PA_SHIELDCHAIN:
  2146. skillratio += 30*skill_lv;
  2147. break;
  2148. case WS_CARTTERMINATION:
  2149. i = 10 * (16 - skill_lv);
  2150. if (i < 1) i = 1;
  2151. //Preserve damage ratio when max cart weight is changed.
  2152. if (sd && sd->cart_weight)
  2153. skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
  2154. else if (!sd)
  2155. skillratio += 80000 / i - 100;
  2156. break;
  2157. case TK_DOWNKICK:
  2158. skillratio += 60 + 20*skill_lv;
  2159. break;
  2160. case TK_STORMKICK:
  2161. skillratio += 60 + 20*skill_lv;
  2162. break;
  2163. case TK_TURNKICK:
  2164. skillratio += 90 + 30*skill_lv;
  2165. break;
  2166. case TK_COUNTER:
  2167. skillratio += 90 + 30*skill_lv;
  2168. break;
  2169. case TK_JUMPKICK:
  2170. skillratio += -70 + 10*skill_lv;
  2171. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_num)
  2172. skillratio += 10*status_get_lv(src)/3; //Tumble bonus
  2173. if (wflag) {
  2174. skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
  2175. if (sc && sc->data[SC_SPURT]) // Spurt bonus
  2176. skillratio *= 2;
  2177. }
  2178. break;
  2179. case GS_TRIPLEACTION:
  2180. skillratio += 50*skill_lv;
  2181. break;
  2182. case GS_BULLSEYE:
  2183. //Only works well against brute/demihumans non bosses.
  2184. if ((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  2185. && !(tstatus->mode&MD_BOSS))
  2186. skillratio += 400;
  2187. break;
  2188. case GS_TRACKING:
  2189. skillratio += 100 *(skill_lv+1);
  2190. break;
  2191. case GS_PIERCINGSHOT:
  2192. skillratio += 20*skill_lv;
  2193. break;
  2194. case GS_RAPIDSHOWER:
  2195. skillratio += 10*skill_lv;
  2196. break;
  2197. case GS_DESPERADO:
  2198. skillratio += 50*(skill_lv-1);
  2199. break;
  2200. case GS_DUST:
  2201. skillratio += 50*skill_lv;
  2202. break;
  2203. case GS_FULLBUSTER:
  2204. skillratio += 100*(skill_lv+2);
  2205. break;
  2206. case GS_SPREADATTACK:
  2207. #ifdef RENEWAL
  2208. skillratio += 20*(skill_lv);
  2209. #else
  2210. skillratio += 20*(skill_lv-1);
  2211. #endif
  2212. break;
  2213. case NJ_HUUMA:
  2214. skillratio += 50 + 150*skill_lv;
  2215. break;
  2216. case NJ_TATAMIGAESHI:
  2217. skillratio += 10*skill_lv;
  2218. break;
  2219. case NJ_KASUMIKIRI:
  2220. skillratio += 10*skill_lv;
  2221. break;
  2222. case NJ_KIRIKAGE:
  2223. skillratio += 100*(skill_lv-1);
  2224. break;
  2225. case KN_CHARGEATK: {
  2226. int k = (wflag-1)/3; //+100% every 3 cells of distance
  2227. if (k > 2) k = 2; // ...but hard-limited to 300%.
  2228. skillratio += 100 * k;
  2229. }
  2230. break;
  2231. case HT_PHANTASMIC:
  2232. skillratio += 50;
  2233. break;
  2234. case MO_BALKYOUNG:
  2235. skillratio += 200;
  2236. break;
  2237. case HFLI_MOON: //[orn]
  2238. skillratio += 10+110*skill_lv;
  2239. break;
  2240. case HFLI_SBR44: //[orn]
  2241. skillratio += 100 *(skill_lv-1);
  2242. break;
  2243. case NPC_VAMPIRE_GIFT:
  2244. skillratio += ((skill_lv-1)%5+1)*100;
  2245. break;
  2246. case RK_SONICWAVE:
  2247. skillratio += 400 + 100 * skill_lv;
  2248. RE_LVL_DMOD(100);
  2249. break;
  2250. case RK_HUNDREDSPEAR:
  2251. skillratio += 500 + (80 * skill_lv);
  2252. if (sd) {
  2253. short index = sd->equip_index[EQI_HAND_R];
  2254. if (index >= 0 && sd->inventory_data[index]
  2255. && sd->inventory_data[index]->type == IT_WEAPON)
  2256. skillratio += max(10000 - sd->inventory_data[index]->weight, 0) / 10;
  2257. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  2258. } // (1 + [(Casters Base Level - 100) / 200])
  2259. skillratio = skillratio * (100 + (status_get_lv(src)-100) / 2) / 100;
  2260. break;
  2261. case RK_WINDCUTTER:
  2262. skillratio += 50 * skill_lv;
  2263. RE_LVL_DMOD(100);
  2264. break;
  2265. case RK_IGNITIONBREAK:
  2266. i = distance_bl(src,target);
  2267. if (i < 2)
  2268. skillratio = 200 + 200 * skill_lv;
  2269. else if (i < 4)
  2270. skillratio = 100 + 200 * skill_lv;
  2271. else
  2272. skillratio = 100 + 100 * skill_lv;
  2273. RE_LVL_DMOD(100);
  2274. if (sstatus->rhw.ele == ELE_FIRE)
  2275. skillratio += skillratio / 2;
  2276. break;
  2277. case RK_CRUSHSTRIKE:
  2278. if (sd) {
  2279. //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  2280. short index = sd->equip_index[EQI_HAND_R];
  2281. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  2282. skillratio = sd->inventory_data[index]->weight/10 + sstatus->rhw.atk +
  2283. 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6);
  2284. }
  2285. break;
  2286. case RK_STORMBLAST:
  2287. skillratio = 100 * (sd ? pc_checkskill(sd,RK_RUNEMASTERY) : 1) + 100 * (sstatus->int_ / 4);
  2288. break;
  2289. case RK_PHANTOMTHRUST:
  2290. skillratio = 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 10);
  2291. //if( s_level > 100 ) skillratio += skillratio * s_level / 150; // Base level bonus. This is official, but is disabled until I can confirm something with was changed or not. [Rytech]
  2292. //if( s_level > 100 ) skillratio += skillratio * (s_level - 100) / 200; // Base level bonus.
  2293. break;
  2294. /**
  2295. * GC Guilotine Cross
  2296. **/
  2297. case GC_CROSSIMPACT:
  2298. skillratio += 900 + 100 * skill_lv;
  2299. RE_LVL_DMOD(120);
  2300. break;
  2301. case GC_PHANTOMMENACE:
  2302. skillratio += 200;
  2303. break;
  2304. case GC_COUNTERSLASH:
  2305. //ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  2306. skillratio += 200 + (100 * skill_lv);
  2307. RE_LVL_DMOD(120);
  2308. skillratio += sstatus->agi + (sd?sd->status.job_level:0) * 4;
  2309. break;
  2310. case GC_ROLLINGCUTTER:
  2311. skillratio += -50 + 50 * skill_lv;
  2312. RE_LVL_DMOD(100);
  2313. break;
  2314. case GC_CROSSRIPPERSLASHER:
  2315. skillratio += 300 + 80 * skill_lv;
  2316. RE_LVL_DMOD(100);
  2317. if (sc && sc->data[SC_ROLLINGCUTTER])
  2318. skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * sstatus->agi;
  2319. break;
  2320. /**
  2321. * Arch Bishop
  2322. **/
  2323. case AB_DUPLELIGHT_MELEE:
  2324. skillratio += 10 * skill_lv;
  2325. break;
  2326. /**
  2327. * Ranger
  2328. **/
  2329. case RA_ARROWSTORM:
  2330. skillratio += 900 + 80 * skill_lv;
  2331. RE_LVL_DMOD(100);
  2332. break;
  2333. case RA_AIMEDBOLT:
  2334. skillratio += 400 + 50 * skill_lv;
  2335. RE_LVL_DMOD(100);
  2336. if (tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]))
  2337. wd.div_ = tstatus->size + 2 + ((rnd()%100 < 50-tstatus->size*10) ? 1 : 0);
  2338. break;
  2339. case RA_CLUSTERBOMB:
  2340. skillratio += 100 + 100 * skill_lv;
  2341. break;
  2342. case RA_WUGDASH:// ATK 300%
  2343. skillratio += 200;
  2344. break;
  2345. case RA_WUGSTRIKE:
  2346. skillratio = 200 * skill_lv;
  2347. break;
  2348. case RA_WUGBITE:
  2349. skillratio += 300 + 200 * skill_lv;
  2350. if (skill_lv == 5) skillratio += 100;
  2351. break;
  2352. case RA_SENSITIVEKEEN:
  2353. skillratio += 50 * skill_lv;
  2354. break;
  2355. /**
  2356. * Mechanic
  2357. **/
  2358. case NC_BOOSTKNUCKLE:
  2359. skillratio += 100 + 100 * skill_lv + sstatus->dex;
  2360. RE_LVL_DMOD(100);
  2361. break;
  2362. case NC_PILEBUNKER:
  2363. skillratio += 200 + 100 * skill_lv + sstatus->str;
  2364. RE_LVL_DMOD(100);
  2365. break;
  2366. case NC_VULCANARM:
  2367. skillratio = 70 * skill_lv + sstatus->dex;
  2368. RE_LVL_DMOD(100);
  2369. break;
  2370. case NC_FLAMELAUNCHER:
  2371. case NC_COLDSLOWER:
  2372. skillratio += 200 + 300 * skill_lv;
  2373. RE_LVL_DMOD(100);
  2374. break;
  2375. case NC_ARMSCANNON:
  2376. switch (tstatus->size) {
  2377. case SZ_SMALL:
  2378. skillratio += 100 + 500 * skill_lv;
  2379. break;// Small
  2380. case SZ_MEDIUM:
  2381. skillratio += 100 + 400 * skill_lv;
  2382. break;// Medium
  2383. case SZ_BIG:
  2384. skillratio += 100 + 300 * skill_lv;
  2385. break;// Large
  2386. }
  2387. RE_LVL_DMOD(100);
  2388. //NOTE: Their's some other factors that affects damage, but not sure how exactly. Will recheck one day. [Rytech]
  2389. break;
  2390. case NC_AXEBOOMERANG:
  2391. skillratio += 60 + 40 * skill_lv;
  2392. if (sd) {
  2393. short index = sd->equip_index[EQI_HAND_R];
  2394. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  2395. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actural weight. [Rytech]
  2396. }
  2397. RE_LVL_DMOD(100);
  2398. break;
  2399. case NC_POWERSWING:
  2400. skillratio += 80 + 20 * skill_lv + sstatus->str + sstatus->dex;
  2401. RE_LVL_DMOD(100);
  2402. break;
  2403. case NC_AXETORNADO:
  2404. skillratio += 100 + 100 * skill_lv + sstatus->vit;
  2405. RE_LVL_DMOD(100);
  2406. break;
  2407. case SC_FATALMENACE:
  2408. skillratio += 100 * skill_lv;
  2409. break;
  2410. case SC_TRIANGLESHOT:
  2411. skillratio += 270 + 30 * skill_lv;
  2412. break;
  2413. case SC_FEINTBOMB:
  2414. skillratio += 100 + 100 * skill_lv;
  2415. break;
  2416. case LG_CANNONSPEAR:// Stimated formula. Still need confirm it.
  2417. skillratio += -100 + (50 + sstatus->str) * skill_lv;
  2418. RE_LVL_DMOD(100);
  2419. break;
  2420. case LG_BANISHINGPOINT:
  2421. skillratio += -100 + ((50 * skill_lv) + (30 * ((sd)?pc_checkskill(sd,SM_BASH):1)));
  2422. RE_LVL_DMOD(100);
  2423. break;
  2424. case LG_SHIELDPRESS:
  2425. skillratio += 60 + 43 * skill_lv;
  2426. RE_LVL_DMOD(100);
  2427. break;
  2428. case LG_PINPOINTATTACK:
  2429. skillratio = ((100 * skill_lv) + (10 * status_get_agi(src)));
  2430. RE_LVL_DMOD(100);
  2431. break;
  2432. case LG_RAGEBURST:
  2433. if (sd && sd->spiritball_old)
  2434. skillratio += -100 + (sd->spiritball_old * 200);
  2435. else
  2436. skillratio += -100 + 15 * 200;
  2437. RE_LVL_DMOD(100);
  2438. break;
  2439. case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
  2440. if (sd) {
  2441. struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
  2442. skillratio = status_get_lv(src) * 4 + status_get_vit(src) * 2;
  2443. if (shield_data)
  2444. skillratio += shield_data->def * 10;
  2445. } else
  2446. skillratio += 2400; //2500%
  2447. break;
  2448. case LG_MOONSLASHER:
  2449. skillratio += -100 + (120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) : 5) * 80);
  2450. RE_LVL_DMOD(100);
  2451. break;
  2452. case LG_OVERBRAND:
  2453. skillratio = 400 * skill_lv + (pc_checkskill(sd,CR_SPEARQUICKEN) * 30);
  2454. RE_LVL_DMOD(100);
  2455. break;
  2456. case LG_OVERBRAND_BRANDISH:
  2457. skillratio = 300 * skill_lv + (2 * (sstatus->str + sstatus->dex) / 3);
  2458. RE_LVL_DMOD(100);
  2459. break;
  2460. case LG_OVERBRAND_PLUSATK:
  2461. skillratio = 150 * skill_lv;
  2462. RE_LVL_DMOD(100);
  2463. break;
  2464. case LG_RAYOFGENESIS:
  2465. skillratio = skillratio + 200 + 300 * skill_lv;
  2466. RE_LVL_DMOD(100);
  2467. break;
  2468. case LG_EARTHDRIVE:
  2469. skillratio = (skillratio + 100) * skill_lv;
  2470. RE_LVL_DMOD(100);
  2471. break;
  2472. case LG_HESPERUSLIT:
  2473. skillratio += 120 * skill_lv - 100;
  2474. break;
  2475. case SR_DRAGONCOMBO:
  2476. skillratio += 40 * skill_lv;
  2477. RE_LVL_DMOD(100);
  2478. break;
  2479. case SR_SKYNETBLOW:
  2480. //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] %
  2481. skillratio = 80 * skill_lv + sstatus->agi;
  2482. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) //ATK [{(Skill Level x 100) + (Caster AGI) + 150} x Caster Base Level / 100] %
  2483. skillratio = 100 * skill_lv + sstatus->agi + 150;
  2484. RE_LVL_DMOD(100);
  2485. break;
  2486. case SR_EARTHSHAKER:
  2487. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || // [(Skill Level x 150) x (Caster Base Level / 100) + (Caster INT x 3)] %
  2488. tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC__INVISIBILITY])) {
  2489. skillratio = 150 * skill_lv;
  2490. RE_LVL_DMOD(100);
  2491. skillratio += sstatus->int_ * 3;
  2492. } else { //[(Skill Level x 50) x (Caster Base Level / 100) + (Caster INT x 2)] %
  2493. skillratio += 50 * (skill_lv-2);
  2494. RE_LVL_DMOD(100);
  2495. skillratio += sstatus->int_ * 2;
  2496. }
  2497. break;
  2498. case SR_FALLENEMPIRE:// ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] %
  2499. skillratio += 150 *skill_lv;
  2500. RE_LVL_DMOD(150);
  2501. break;
  2502. case SR_TIGERCANNON: { // ATK [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  2503. int hp = sstatus->max_hp * (10 + 2 * skill_lv) / 100,
  2504. sp = sstatus->max_sp * (6 + skill_lv) / 100;
  2505. skillratio = (hp+sp) / 4;
  2506. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) // ATK [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  2507. skillratio = (hp+sp) / 2;
  2508. RE_LVL_DMOD(100);
  2509. }
  2510. break;
  2511. case SR_RAMPAGEBLASTER:
  2512. skillratio += 20 * skill_lv * (sd?sd->spiritball_old:5) - 100;
  2513. if (sc && sc->data[SC_EXPLOSIONSPIRITS]) {
  2514. skillratio += sc->data[SC_EXPLOSIONSPIRITS]->val1 * 20;
  2515. RE_LVL_DMOD(120);
  2516. } else
  2517. RE_LVL_DMOD(150);
  2518. break;
  2519. case SR_KNUCKLEARROW:
  2520. if (wflag&4) { // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
  2521. skillratio = 150 * skill_lv + status_get_lv(target) * 5 * (status_get_lv(src) / 100) ;
  2522. if (tsd && tsd->weight)
  2523. skillratio += 100 * (tsd->weight / tsd->max_weight);
  2524. } else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  2525. skillratio += 400 + (100 * skill_lv);
  2526. RE_LVL_DMOD(100);
  2527. break;
  2528. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  2529. skillratio = status_get_lv(src) + sstatus->dex;
  2530. RE_LVL_DMOD(100);
  2531. break;
  2532. case SR_GATEOFHELL:
  2533. if (sc && sc->data[SC_COMBO]
  2534. && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE)
  2535. skillratio += 800 * skill_lv -100;
  2536. else
  2537. skillratio += 500 * skill_lv -100;
  2538. RE_LVL_DMOD(100);
  2539. break;
  2540. case SR_GENTLETOUCH_QUIET:
  2541. skillratio += 100 * skill_lv - 100 + sstatus->dex;
  2542. RE_LVL_DMOD(100);
  2543. break;
  2544. case SR_HOWLINGOFLION:
  2545. skillratio += 300 * skill_lv - 100;
  2546. RE_LVL_DMOD(150);
  2547. break;
  2548. case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster Base Level / 100] %
  2549. if ((sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND)
  2550. skillratio += skill_lv * 50;
  2551. skillratio += -100 + 200 * skill_lv;
  2552. RE_LVL_DMOD(100);
  2553. break;
  2554. case WM_REVERBERATION_MELEE:
  2555. // ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100]
  2556. skillratio += 200 + 100 * pc_checkskill(sd, WM_REVERBERATION);
  2557. RE_LVL_DMOD(100);
  2558. break;
  2559. case WM_SEVERE_RAINSTORM_MELEE:
  2560. skillratio = 50 + 50 * skill_lv;
  2561. break;
  2562. case WM_GREAT_ECHO:
  2563. skillratio += 800 + 100 * skill_lv;
  2564. if (sd) { // Still need official value [pakpil]
  2565. short lv = (short)skill_lv;
  2566. skillratio += 100 * skill_check_pc_partner(sd,skill_num,&lv,skill_get_splash(skill_num,skill_lv),0);
  2567. }
  2568. break;
  2569. case WM_SOUND_OF_DESTRUCTION:
  2570. skillratio += 400;
  2571. break;
  2572. case GN_CART_TORNADO:
  2573. // ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  2574. skillratio = 50 * skill_lv;
  2575. if (sd && sd->cart_weight)
  2576. skillratio += sd->cart_weight/10 / max(150-sstatus->str,1) + pc_checkskill(sd, GN_REMODELING_CART) * 50;
  2577. break;
  2578. case GN_CARTCANNON:
  2579. // ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] %
  2580. skillratio = 60 * skill_lv;
  2581. if (sd) skillratio += pc_checkskill(sd, GN_REMODELING_CART) * 50 * (sstatus->int_ / 40);
  2582. break;
  2583. case GN_SPORE_EXPLOSION:
  2584. skillratio += 200 + 100 * skill_lv;
  2585. break;
  2586. case GN_CRAZYWEED_ATK:
  2587. skillratio += 400 + 100 * skill_lv;
  2588. break;
  2589. case GN_SLINGITEM_RANGEMELEEATK:
  2590. if (sd) {
  2591. switch (sd->itemid) {
  2592. case 13260: // Apple Bomob
  2593. case 13261: // Coconut Bomb
  2594. case 13262: // Melon Bomb
  2595. case 13263: // Pinapple Bomb
  2596. skillratio += 400; // Unconfirded
  2597. break;
  2598. case 13264: // Banana Bomb 2000%
  2599. skillratio += 1900;
  2600. break;
  2601. case 13265:
  2602. skillratio -= 75;
  2603. break; // Black Lump 25%
  2604. case 13266:
  2605. skillratio -= 25;
  2606. break; // Hard Black Lump 75%
  2607. case 13267:
  2608. skillratio += 100;
  2609. break; // Extremely Hard Black Lump 200%
  2610. }
  2611. } else
  2612. skillratio += 300; // Bombs
  2613. break;
  2614. case SO_VARETYR_SPEAR: //Assumed Formula.
  2615. skillratio += -100 + 200 * (sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) : 1);
  2616. if (sc && sc->data[SC_BLAST_OPTION])
  2617. skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
  2618. break;
  2619. // Physical Elemantal Spirits Attack Skills
  2620. case EL_CIRCLE_OF_FIRE:
  2621. case EL_FIRE_BOMB_ATK:
  2622. case EL_STONE_RAIN:
  2623. skillratio += 200;
  2624. break;
  2625. case EL_FIRE_WAVE_ATK:
  2626. skillratio += 500;
  2627. break;
  2628. case EL_TIDAL_WEAPON:
  2629. skillratio += 1400;
  2630. break;
  2631. case EL_WIND_SLASH:
  2632. skillratio += 100;
  2633. break;
  2634. case EL_HURRICANE:
  2635. skillratio += 600;
  2636. break;
  2637. case EL_TYPOON_MIS:
  2638. case EL_WATER_SCREW_ATK:
  2639. skillratio += 900;
  2640. break;
  2641. case EL_STONE_HAMMER:
  2642. skillratio += 400;
  2643. break;
  2644. case EL_ROCK_CRUSHER:
  2645. skillratio += 700;
  2646. break;
  2647. case KO_JYUMONJIKIRI:
  2648. if (tsc && tsc->data[SC_JYUMONJIKIRI])
  2649. wd.div_ = wd.div_ * -1;// needs more info
  2650. skillratio += -100 + 150 * skill_lv;
  2651. case KO_HUUMARANKA:
  2652. skillratio += -100 + 150 * skill_lv + sstatus->dex/2 + sstatus->agi/2; // needs more info
  2653. break;
  2654. case KO_SETSUDAN:
  2655. skillratio += 100 * (skill_lv-1);
  2656. break;
  2657. case KO_BAKURETSU:
  2658. skillratio = 50 * skill_lv * (sd?pc_checkskill(sd,NJ_TOBIDOUGU):10);
  2659. break;
  2660. case MH_NEEDLE_OF_PARALYZE:
  2661. skillratio += 600 + 100 * skill_lv;
  2662. break;
  2663. case MH_STAHL_HORN:
  2664. skillratio += 400 + 100 * skill_lv;
  2665. break;
  2666. case MH_LAVA_SLIDE:
  2667. skillratio = 70 * skill_lv;
  2668. break;
  2669. case MH_MAGMA_FLOW:
  2670. skillratio += -100 + 100 * skill_lv;
  2671. break;
  2672. }
  2673. ATK_RATE(skillratio);
  2674. //Constant/misc additions from skills
  2675. switch (skill_num) {
  2676. case MO_EXTREMITYFIST:
  2677. ATK_ADD(250 + 150*skill_lv);
  2678. break;
  2679. case TK_DOWNKICK:
  2680. case TK_STORMKICK:
  2681. case TK_TURNKICK:
  2682. case TK_COUNTER:
  2683. case TK_JUMPKICK:
  2684. //TK_RUN kick damage bonus.
  2685. if (sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  2686. ATK_ADD(10*pc_checkskill(sd, TK_RUN));
  2687. break;
  2688. case GS_MAGICALBULLET:
  2689. if (sstatus->matk_max>sstatus->matk_min) {
  2690. ATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  2691. } else {
  2692. ATK_ADD(sstatus->matk_min);
  2693. }
  2694. break;
  2695. case NJ_SYURIKEN:
  2696. ATK_ADD(4*skill_lv);
  2697. break;
  2698. case HT_FREEZINGTRAP:
  2699. if (sd)
  2700. ATK_ADD(40 * pc_checkskill(sd, RA_RESEARCHTRAP));
  2701. break;
  2702. case RA_WUGDASH ://(Caster Current Weight x 10 / 8)
  2703. if (sd && sd->weight)
  2704. ATK_ADD(sd->weight / 8);
  2705. case RA_WUGSTRIKE:
  2706. case RA_WUGBITE:
  2707. if (sd)
  2708. ATK_ADD(30*pc_checkskill(sd, RA_TOOTHOFWUG));
  2709. break;
  2710. case LG_RAYOFGENESIS:
  2711. if (sc && sc->data[SC_BANDING]) { // Increase only if the RG is under Banding.
  2712. short lv = (short)skill_lv;
  2713. ATK_ADDRATE(190 * ((sd) ? skill_check_pc_partner(sd,(short)skill_num,&lv,skill_get_splash(skill_num,skill_lv),0) : 1));
  2714. }
  2715. break;
  2716. case SR_GATEOFHELL:
  2717. ATK_ADD(sstatus->max_hp - status_get_hp(src));
  2718. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) {
  2719. ATK_ADD((sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src));
  2720. } else {
  2721. ATK_ADD((sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src));
  2722. }
  2723. break;
  2724. case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  2725. ATK_ADD(skill_lv * 240 + status_get_lv(target) * 40);
  2726. if (sc && sc->data[SC_COMBO]
  2727. && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) // (Tiger Cannon skill level x 500) + (Target Base Level x 40)
  2728. ATK_ADD(skill_lv * 500 + status_get_lv(target) * 40);
  2729. break;
  2730. case SR_FALLENEMPIRE:// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
  2731. ATK_ADD(((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
  2732. if (tsd && tsd->weight) {
  2733. ATK_ADD((tsd->weight/10) * sstatus->dex / 120);
  2734. } else {
  2735. ATK_ADD(status_get_lv(target) * 50); //mobs
  2736. }
  2737. break;
  2738. case KO_SETSUDAN:
  2739. if (tsc && tsc->data[SC_SPIRIT]) {
  2740. ATK_ADDRATE(10*tsc->data[SC_SPIRIT]->val1);// +10% custom value.
  2741. status_change_end(target,SC_SPIRIT,INVALID_TIMER);
  2742. }
  2743. break;
  2744. case KO_KAIHOU:
  2745. if (sd) {
  2746. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  2747. if (i < 5) {
  2748. s_ele = i;
  2749. ATK_ADDRATE(100 * sd->talisman[i]);// +100% custom value.
  2750. pc_del_talisman(sd, sd->talisman[i], i);
  2751. }
  2752. }
  2753. break;
  2754. }
  2755. }
  2756. //Div fix.
  2757. damage_div_fix(wd.damage, wd.div_);
  2758. //The following are applied on top of current damage and are stackable.
  2759. if (sc) {
  2760. if (sc->data[SC_TRUESIGHT])
  2761. ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1);
  2762. if (sc->data[SC_GLOOMYDAY_SK] &&
  2763. (skill_num == LK_SPIRALPIERCE || skill_num == KN_BRANDISHSPEAR ||
  2764. skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN ||
  2765. skill_num == LG_SHIELDPRESS))
  2766. ATK_ADDRATE(sc->data[SC_GLOOMYDAY_SK]->val2);
  2767. if (sc->data[SC_EDP]) {
  2768. switch (skill_num) {
  2769. case AS_SPLASHER:
  2770. case AS_VENOMKNIFE:
  2771. case AS_GRIMTOOTH:
  2772. break;
  2773. #ifndef RENEWAL_EDP
  2774. case ASC_BREAKER:
  2775. case ASC_METEORASSAULT:
  2776. break;
  2777. #else
  2778. case AS_SONICBLOW:
  2779. case ASC_BREAKER:
  2780. case GC_COUNTERSLASH:
  2781. case GC_CROSSIMPACT:
  2782. ATK_RATE(50); // only modifier is halved but still benefit with the damage bonus
  2783. #endif
  2784. default:
  2785. ATK_ADDRATE(sc->data[SC_EDP]->val3);
  2786. }
  2787. }
  2788. if (sc->data[SC_STYLE_CHANGE]) {
  2789. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2790. if (hd) ATK_ADD(hd->spiritball * 3);
  2791. }
  2792. }
  2793. switch (skill_num) {
  2794. case AS_SONICBLOW:
  2795. if (sc && sc->data[SC_SPIRIT] &&
  2796. sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  2797. ATK_ADDRATE(map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
  2798. if (sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  2799. ATK_ADDRATE(10);
  2800. break;
  2801. case CR_SHIELDBOOMERANG:
  2802. if (sc && sc->data[SC_SPIRIT] &&
  2803. sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  2804. ATK_ADDRATE(100);
  2805. break;
  2806. case NC_AXETORNADO:
  2807. if ((sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND)
  2808. ATK_ADDRATE(50);
  2809. break;
  2810. }
  2811. if (sd) {
  2812. if (skill_num && (i = pc_skillatk_bonus(sd, skill_num)))
  2813. ATK_ADDRATE(i);
  2814. if (skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE && skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS && skill_num != PA_SHIELDCHAIN && !flag.cri) {
  2815. //Elemental/Racial adjustments
  2816. if (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  2817. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  2818. sd->right_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
  2819. )
  2820. flag.pdef = 1;
  2821. if (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  2822. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  2823. sd->left_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
  2824. ) {
  2825. //Pass effect onto right hand if configured so. [Skotlex]
  2826. if (battle_config.left_cardfix_to_right && flag.rh)
  2827. flag.pdef = 1;
  2828. else
  2829. flag.pdef2 = 1;
  2830. }
  2831. }
  2832. if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS) {
  2833. //Ignore Defense?
  2834. if (!flag.idef && (
  2835. sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  2836. sd->right_weapon.ignore_def_race & (1<<tstatus->race) ||
  2837. sd->right_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  2838. ))
  2839. flag.idef = 1;
  2840. if (!flag.idef2 && (
  2841. sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  2842. sd->left_weapon.ignore_def_race & (1<<tstatus->race) ||
  2843. sd->left_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  2844. )) {
  2845. if (battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
  2846. flag.idef = 1;
  2847. else
  2848. flag.idef2 = 1;
  2849. }
  2850. }
  2851. }
  2852. if (!flag.idef || !flag.idef2) {
  2853. //Defense reduction
  2854. short vit_def;
  2855. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  2856. short def2 = (short)tstatus->def2;
  2857. if (sd) {
  2858. i = sd->ignore_def[is_boss(target)?RC_BOSS:RC_NONBOSS];
  2859. i += sd->ignore_def[tstatus->race];
  2860. if (i) {
  2861. if (i > 100) i = 100;
  2862. def1 -= def1 * i / 100;
  2863. def2 -= def2 * i / 100;
  2864. }
  2865. }
  2866. if (sc && sc->data[SC_EXPIATIO]) {
  2867. i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  2868. def1 -= def1 * i / 100;
  2869. def2 -= def2 * i / 100;
  2870. }
  2871. if (tsc && tsc->data[SC_GT_REVITALIZE] && tsc->data[SC_GT_REVITALIZE]->val4)
  2872. def2 += 2 * tsc->data[SC_GT_REVITALIZE]->val4;
  2873. if (tsc && tsc->data[SC_CAMOUFLAGE]) {
  2874. i = 5 * (10-tsc->data[SC_CAMOUFLAGE]->val4);
  2875. def1 -= def1 * i / 100;
  2876. def2 -= def2 * i / 100;
  2877. }
  2878. if (battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type) {
  2879. unsigned char target_count; //256 max targets should be a sane max
  2880. target_count = unit_counttargeted(target);
  2881. if (target_count >= battle_config.vit_penalty_count) {
  2882. if (battle_config.vit_penalty_type == 1) {
  2883. if (!tsc || !tsc->data[SC_STEELBODY])
  2884. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  2885. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  2886. } else { //Assume type 2
  2887. if (!tsc || !tsc->data[SC_STEELBODY])
  2888. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  2889. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  2890. }
  2891. }
  2892. if (skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
  2893. if (def2 < 1) def2 = 1;
  2894. }
  2895. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  2896. if (tsd) { //Sd vit-eq
  2897. //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  2898. vit_def = def2*(def2-15)/150;
  2899. vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
  2900. if ((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesnt work vs players
  2901. src->type == BL_MOB && (skill=pc_checkskill(tsd,AL_DP)) > 0)
  2902. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  2903. if (src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  2904. (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT))
  2905. vit_def += skill*5;
  2906. } else { //Mob-Pet vit-eq
  2907. //VIT + rnd(0,[VIT/20]^2-1)
  2908. vit_def = (def2/20)*(def2/20);
  2909. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  2910. }
  2911. if (battle_config.weapon_defense_type) {
  2912. vit_def += def1*battle_config.weapon_defense_type;
  2913. def1 = 0;
  2914. }
  2915. #ifdef RENEWAL
  2916. /**
  2917. * In Renewal 100% damage reduction is 900 DEF
  2918. * Formula: (1+(900-def1)/9)%
  2919. **/
  2920. if (def1 > 900) def1 = 900;
  2921. ATK_RATE2(
  2922. flag.idef ?100:(flag.pdef ?(int)(flag.pdef *(def1+vit_def)):(1+(900-def1)/9)),
  2923. flag.idef2?100:(flag.pdef2?(int)(flag.pdef2*(def1+vit_def)):(1+(900-def1)/9))
  2924. );
  2925. #else
  2926. if (def1 > 100) def1 = 100;
  2927. ATK_RATE2(
  2928. flag.idef ?100:(flag.pdef ?(int)(flag.pdef *(def1+vit_def)):(100-def1)),
  2929. flag.idef2?100:(flag.pdef2?(int)(flag.pdef2*(def1+vit_def)):(100-def1))
  2930. );
  2931. #endif
  2932. ATK_ADD2(
  2933. flag.idef ||flag.pdef ?0:-vit_def,
  2934. flag.idef2||flag.pdef2?0:-vit_def
  2935. );
  2936. }
  2937. //Post skill/vit reduction damage increases
  2938. if (sc) {
  2939. //SC skill damages
  2940. if (sc->data[SC_AURABLADE]
  2941. #ifndef RENEWAL
  2942. && skill_num != LK_SPIRALPIERCE && skill_num != ML_SPIRALPIERCE
  2943. #endif
  2944. ) {
  2945. int lv = sc->data[SC_AURABLADE]->val1;
  2946. #ifdef RENEWAL
  2947. lv *= ((skill_num == LK_SPIRALPIERCE || skill_num == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5
  2948. #endif
  2949. ATK_ADD(20*lv);
  2950. }
  2951. if (sc->data[SC_GN_CARTBOOST])
  2952. ATK_ADD(10*sc->data[SC_GN_CARTBOOST]->val1);
  2953. if (sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val2) {
  2954. struct block_list *bl; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5]
  2955. if ((bl = map_id2bl(sc->data[SC_GT_CHANGE]->val2)))
  2956. ATK_ADD((status_get_dex(bl)/4 + status_get_str(bl)/2) * sc->data[SC_GT_CHANGE]->val1 / 5);
  2957. }
  2958. if (sc->data[SC_CAMOUFLAGE])
  2959. ATK_ADD(30 * (10-sc->data[SC_CAMOUFLAGE]->val4));
  2960. }
  2961. //Refine bonus
  2962. if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST) {
  2963. // Counts refine bonus multiple times
  2964. if (skill_num == MO_FINGEROFFENSIVE) {
  2965. ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
  2966. } else {
  2967. ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw.atk2);
  2968. }
  2969. }
  2970. //Set to min of 1
  2971. if (flag.rh && wd.damage < 1) wd.damage = 1;
  2972. if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
  2973. if (sd && flag.weapon &&
  2974. skill_num != MO_INVESTIGATE &&
  2975. skill_num != MO_EXTREMITYFIST &&
  2976. skill_num != CR_GRANDCROSS) {
  2977. //Add mastery damage
  2978. if (skill_num != ASC_BREAKER && sd->status.weapon == W_KATAR &&
  2979. (skill=pc_checkskill(sd,ASC_KATAR)) > 0) {
  2980. //Adv Katar Mastery is does not applies to ASC_BREAKER,
  2981. // but other masteries DO apply >_>
  2982. ATK_ADDRATE(10+ 2*skill);
  2983. }
  2984. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  2985. if (flag.lh)
  2986. wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  2987. if (sc && sc->data[SC_MIRACLE]) i = 2; //Star anger
  2988. else
  2989. ARR_FIND(0, MAX_PC_FEELHATE, i, t_class == sd->hate_mob[i]);
  2990. if (i < MAX_PC_FEELHATE && (skill=pc_checkskill(sd,sg_info[i].anger_id))) {
  2991. skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  2992. if (i == 2) skillratio += sstatus->str; //Star Anger
  2993. if (skill<4)
  2994. skillratio /= 12-3*skill;
  2995. ATK_ADDRATE(skillratio);
  2996. }
  2997. if (skill_num == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
  2998. ATK_ADD(3*skill);
  2999. if (skill_num == NJ_KUNAI)
  3000. ATK_ADD(60);
  3001. }
  3002. } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
  3003. else if (wd.div_ < 0) //Since the attack missed...
  3004. wd.div_ *= -1;
  3005. if (sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  3006. ATK_ADD(skill*2);
  3007. if (skill_num==TF_POISON)
  3008. ATK_ADD(15*skill_lv);
  3009. if (!(nk &NK_NO_ELEFIX) && !n_ele) {
  3010. //Elemental attribute fix
  3011. if (wd.damage > 0) {
  3012. wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv);
  3013. if (skill_num == MC_CARTREVOLUTION) //Cart Revolution applies the element fix once more with neutral element
  3014. wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  3015. if (skill_num== GS_GROUNDDRIFT) //Additional 50*lv Neutral damage.
  3016. wd.damage += battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  3017. }
  3018. if (flag.lh && wd.damage2 > 0)
  3019. wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  3020. if (sc && sc->data[SC_WATK_ELEMENT]) {
  3021. // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  3022. int damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  3023. wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  3024. if (flag.lh) {
  3025. damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  3026. wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  3027. }
  3028. }
  3029. #ifdef RENEWAL
  3030. /**
  3031. * In RE Shield Bommerang takes weapon element only for damage calculation,
  3032. * - resist calculation is always against neutral
  3033. **/
  3034. if (skill_num == CR_SHIELDBOOMERANG)
  3035. s_ele = s_ele_ = ELE_NEUTRAL;
  3036. #endif
  3037. }
  3038. if (skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  3039. return wd; //Enough, rest is not needed.
  3040. if (sd) {
  3041. if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  3042. ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
  3043. if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  3044. ATK_ADD(wd.div_*sd->spiritball_old*3);
  3045. } else {
  3046. ATK_ADD(wd.div_*sd->spiritball*3);
  3047. }
  3048. //Card Fix, sd side
  3049. wd.damage = battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, 2, wd.flag);
  3050. if( flag.lh )
  3051. wd.damage2 = battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage2, 3, wd.flag);
  3052. if (skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN) {
  3053. //Refine bonus applies after cards and elements.
  3054. short index= sd->equip_index[EQI_HAND_L];
  3055. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3056. ATK_ADD(10*sd->status.inventory[index].refine);
  3057. }
  3058. } //if (sd)
  3059. //Card Fix, tsd side
  3060. if(tsd)
  3061. wd.damage = battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, flag.lh, wd.flag);
  3062. if (flag.infdef) {
  3063. //Plants receive 1 damage when hit
  3064. short class_ = status_get_class(target);
  3065. if (flag.hit || wd.damage > 0)
  3066. wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage
  3067. if (flag.lh && (flag.hit || wd.damage2 > 0))
  3068. wd.damage2 = wd.div_;
  3069. if (flag.hit && class_ == MOBID_EMPERIUM) {
  3070. if (wd.damage2 > 0) {
  3071. wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  3072. wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  3073. } else if (wd.damage > 0) {
  3074. wd.damage = battle_attr_fix(src,target,wd.damage,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  3075. wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  3076. }
  3077. return wd;
  3078. }
  3079. if (!(battle_config.skill_min_damage&1))
  3080. //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
  3081. return wd;
  3082. }
  3083. if (sd) {
  3084. if (!flag.rh && flag.lh) { //Move lh damage to the rh
  3085. wd.damage = wd.damage2;
  3086. wd.damage2 = 0;
  3087. flag.rh=1;
  3088. flag.lh=0;
  3089. } else if (flag.rh && flag.lh) { //Dual-wield
  3090. if (wd.damage) {
  3091. if ((skill = pc_checkskill(sd,AS_RIGHT)))
  3092. wd.damage = wd.damage * (50 + (skill * 10))/100;
  3093. else if ((skill = pc_checkskill(sd,KO_RIGHT)))
  3094. wd.damage = wd.damage * (70 + (skill * 10))/100;
  3095. if (wd.damage < 1) wd.damage = 1;
  3096. }
  3097. if (wd.damage2) {
  3098. if ((skill = pc_checkskill(sd,AS_LEFT)))
  3099. wd.damage2 = wd.damage2 * (30 + (skill * 10))/100;
  3100. else if ((skill = pc_checkskill(sd,KO_LEFT)))
  3101. wd.damage2 = wd.damage2 * (50 + (skill * 10))/100;
  3102. if (wd.damage2 < 1) wd.damage2 = 1;
  3103. }
  3104. } else if (sd->status.weapon == W_KATAR && !skill_num) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  3105. skill = pc_checkskill(sd,TF_DOUBLE);
  3106. wd.damage2 = wd.damage * (1 + (skill * 2))/100;
  3107. if (wd.damage && !wd.damage2) wd.damage2 = 1;
  3108. flag.lh = 1;
  3109. }
  3110. }
  3111. if (!flag.rh && wd.damage)
  3112. wd.damage=0;
  3113. if (!flag.lh && wd.damage2)
  3114. wd.damage2=0;
  3115. if (wd.damage + wd.damage2) {
  3116. //There is a total damage value
  3117. if (!wd.damage2) {
  3118. wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_num,skill_lv);
  3119. if (map_flag_gvg2(target->m))
  3120. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  3121. else if (map[target->m].flag.battleground)
  3122. wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  3123. } else if (!wd.damage) {
  3124. wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_num,skill_lv);
  3125. if (map_flag_gvg2(target->m))
  3126. wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  3127. else if (map[target->m].flag.battleground)
  3128. wd.damage = battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  3129. } else {
  3130. int d1 = wd.damage + wd.damage2,d2 = wd.damage2;
  3131. wd.damage = battle_calc_damage(src,target,&wd,d1,skill_num,skill_lv);
  3132. if (map_flag_gvg2(target->m))
  3133. wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  3134. else if (map[target->m].flag.battleground)
  3135. wd.damage = battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  3136. wd.damage2 = (d2*100/d1)*wd.damage/100;
  3137. if (wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
  3138. wd.damage-=wd.damage2;
  3139. }
  3140. }
  3141. //Reject Sword bugreport:4493 by Daegaladh
  3142. if (wd.damage && tsc && tsc->data[SC_REJECTSWORD] &&
  3143. (src->type!=BL_PC || (
  3144. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  3145. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  3146. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  3147. )) &&
  3148. rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
  3149. ) {
  3150. wd.damage = wd.damage * 50 / 100;
  3151. status_fix_damage(target,src,wd.damage,clif_damage(target,src,gettick(),0,0,wd.damage,0,0,0));
  3152. clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
  3153. if (--(tsc->data[SC_REJECTSWORD]->val3) <= 0)
  3154. status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
  3155. }
  3156. if (skill_num == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
  3157. struct Damage md = battle_calc_misc_attack(src, target, skill_num, skill_lv, wflag);
  3158. wd.damage += md.damage;
  3159. }
  3160. if (sc) {
  3161. //SG_FUSION hp penalty [Komurka]
  3162. if (sc->data[SC_FUSION]) {
  3163. int hp= sstatus->max_hp;
  3164. if (sd && tsd) {
  3165. hp = 8*hp/100;
  3166. if (100*sstatus->hp <= 20*sstatus->max_hp)
  3167. hp = sstatus->hp;
  3168. } else
  3169. hp = 2*hp/100; //2% hp loss per hit
  3170. status_zap(src, hp, 0);
  3171. }
  3172. /**
  3173. * affecting non-skills
  3174. **/
  3175. if (!skill_num) {
  3176. /**
  3177. * RK Enchant Blade
  3178. **/
  3179. if (sc->data[SC_ENCHANTBLADE] && sd && ((flag.rh && sd->weapontype1) || (flag.lh && sd->weapontype2))) {
  3180. //[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt
  3181. ATK_ADD((sc->data[SC_ENCHANTBLADE]->val1*20+100) * status_get_lv(src) / 150 + status_get_int(src));
  3182. }
  3183. }
  3184. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  3185. }
  3186. if (skill_num == LG_RAYOFGENESIS) {
  3187. struct Damage md = battle_calc_magic_attack(src, target, skill_num, skill_lv, wflag);
  3188. wd.damage += md.damage;
  3189. }
  3190. return wd;
  3191. }
  3192. /*==========================================
  3193. * battle_calc_magic_attack [DracoRPG]
  3194. *------------------------------------------*/
  3195. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag) {
  3196. int i, nk;
  3197. short s_ele = 0;
  3198. unsigned int skillratio = 100; //Skill dmg modifiers.
  3199. TBL_PC *sd;
  3200. // TBL_PC *tsd;
  3201. struct Damage ad;
  3202. struct status_data *sstatus = status_get_status_data(src);
  3203. struct status_data *tstatus = status_get_status_data(target);
  3204. struct {
  3205. unsigned imdef : 1;
  3206. unsigned infdef : 1;
  3207. } flag;
  3208. memset(&ad,0,sizeof(ad));
  3209. memset(&flag,0,sizeof(flag));
  3210. if (src==NULL || target==NULL) {
  3211. nullpo_info(NLP_MARK);
  3212. return ad;
  3213. }
  3214. //Initial Values
  3215. ad.div_=skill_get_num(skill_num,skill_lv);
  3216. ad.amotion=skill_get_inf(skill_num) &INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  3217. ad.dmotion=tstatus->dmotion;
  3218. ad.blewcount = skill_get_blewcount(skill_num,skill_lv);
  3219. ad.flag=BF_MAGIC|BF_SKILL;
  3220. ad.dmg_lv=ATK_DEF;
  3221. nk = skill_get_nk(skill_num);
  3222. flag.imdef = nk &NK_IGNORE_DEF?1:0;
  3223. sd = BL_CAST(BL_PC, src);
  3224. // tsd = BL_CAST(BL_PC, target);
  3225. if (skill_num == SO_PSYCHIC_WAVE) {
  3226. struct status_change *sc = status_get_sc(src);
  3227. if (sc && sc->count && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] ||
  3228. sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION])) {
  3229. if (sc->data[SC_HEATER_OPTION]) s_ele = sc->data[SC_HEATER_OPTION]->val4;
  3230. else if (sc->data[SC_COOLER_OPTION]) s_ele = sc->data[SC_COOLER_OPTION]->val4;
  3231. else if (sc->data[SC_BLAST_OPTION]) s_ele = sc->data[SC_BLAST_OPTION]->val3;
  3232. else if (sc->data[SC_CURSED_SOIL_OPTION]) s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val4;
  3233. } else {
  3234. //#HALP# I didn't get a clue on how to do this without unnecessary adding a overhead of status_change on every call while this is a per-skill case.
  3235. //, - so i duplicated this code. make yourself comfortable to fix if you have any better ideas.
  3236. //Initialize variables that will be used afterwards
  3237. s_ele = skill_get_ele(skill_num, skill_lv);
  3238. if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
  3239. s_ele = sstatus->rhw.ele;
  3240. else if (s_ele == -2) //Use status element
  3241. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3242. else if (s_ele == -3) //Use random element
  3243. s_ele = rnd()%ELE_MAX;
  3244. }
  3245. } else {
  3246. //Initialize variables that will be used afterwards
  3247. s_ele = skill_get_ele(skill_num, skill_lv);
  3248. if (s_ele == -1) { // pl=-1 : the skill takes the weapon's element
  3249. s_ele = sstatus->rhw.ele;
  3250. if (sd) { //Summoning 10 talisman will endow your weapon
  3251. ARR_FIND(1, 6, i, sd->talisman[i] >= 10);
  3252. if (i < 5) s_ele = i;
  3253. }
  3254. } else if (s_ele == -2) //Use status element
  3255. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3256. else if (s_ele == -3) //Use random element
  3257. s_ele = rnd()%ELE_MAX;
  3258. }
  3259. //Set miscellaneous data that needs be filled
  3260. if (sd) {
  3261. sd->state.arrow_atk = 0;
  3262. ad.blewcount += battle_blewcount_bonus(sd, skill_num);
  3263. }
  3264. //Skill Range Criteria
  3265. ad.flag |= battle_range_type(src, target, skill_num, skill_lv);
  3266. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  3267. if (target->type == BL_SKILL) {
  3268. TBL_SKILL *su = (TBL_SKILL *)target;
  3269. if (su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  3270. flag.infdef = 1;
  3271. }
  3272. switch (skill_num) {
  3273. case MG_FIREWALL:
  3274. case NJ_KAENSIN:
  3275. ad.dmotion = 0; //No flinch animation.
  3276. if (tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele))
  3277. ad.blewcount = 0; //No knockback
  3278. break;
  3279. case PR_SANCTUARY:
  3280. ad.dmotion = 0; //No flinch animation.
  3281. break;
  3282. }
  3283. if (!flag.infdef) { //No need to do the math for plants
  3284. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  3285. #define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
  3286. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  3287. #define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
  3288. //Adds an absolute value to damage. 100 = +100 damage
  3289. #define MATK_ADD( a ) { ad.damage+= a; }
  3290. switch (skill_num) {
  3291. //Calc base damage according to skill
  3292. case AL_HEAL:
  3293. case PR_BENEDICTIO:
  3294. case PR_SANCTUARY:
  3295. /**
  3296. * Arch Bishop
  3297. **/
  3298. case AB_HIGHNESSHEAL:
  3299. ad.damage = skill_calc_heal(src, target, skill_num, skill_lv, false);
  3300. break;
  3301. case PR_ASPERSIO:
  3302. ad.damage = 40;
  3303. break;
  3304. case ALL_RESURRECTION:
  3305. case PR_TURNUNDEAD:
  3306. //Undead check is on skill_castend_damageid code.
  3307. #ifdef RENEWAL
  3308. i = 10*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  3309. + 300 - 300*tstatus->hp/tstatus->max_hp;
  3310. #else
  3311. i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  3312. + 200 - 200*tstatus->hp/tstatus->max_hp;
  3313. #endif
  3314. if (i > 700) i = 700;
  3315. if (rnd()%1000 < i && !(tstatus->mode&MD_BOSS))
  3316. ad.damage = tstatus->hp;
  3317. else {
  3318. #ifdef RENEWAL
  3319. if (sstatus->matk_max > sstatus->matk_min) {
  3320. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  3321. } else {
  3322. MATK_ADD(sstatus->matk_min);
  3323. }
  3324. MATK_RATE(skill_lv);
  3325. #else
  3326. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  3327. #endif
  3328. }
  3329. break;
  3330. case PF_SOULBURN:
  3331. ad.damage = tstatus->sp * 2;
  3332. break;
  3333. /**
  3334. * Arch Bishop
  3335. **/
  3336. case AB_RENOVATIO:
  3337. //Damage calculation from iRO wiki. [Jobbie]
  3338. ad.damage = (int)((15 * status_get_lv(src)) + (1.5 * sstatus->int_));
  3339. break;
  3340. default: {
  3341. if (sstatus->matk_max > sstatus->matk_min) {
  3342. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  3343. } else {
  3344. MATK_ADD(sstatus->matk_min);
  3345. }
  3346. if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill
  3347. if (mflag>0)
  3348. ad.damage/= mflag;
  3349. else
  3350. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  3351. }
  3352. switch (skill_num) {
  3353. case MG_NAPALMBEAT:
  3354. skillratio += skill_lv*10-30;
  3355. break;
  3356. case MG_FIREBALL:
  3357. #ifdef RENEWAL
  3358. skillratio += 20*skill_lv;
  3359. #else
  3360. skillratio += skill_lv*10-30;
  3361. #endif
  3362. break;
  3363. case MG_SOULSTRIKE:
  3364. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  3365. skillratio += 5*skill_lv;
  3366. break;
  3367. case MG_FIREWALL: {
  3368. struct status_change *sc = status_get_sc(src);
  3369. skillratio -= 50;
  3370. if (sc && sc->data[SC_PYROTECHNIC_OPTION])
  3371. skillratio += skillratio * sc->data[SC_PYROTECHNIC_OPTION]->val3 / 100;
  3372. }
  3373. break;
  3374. case MG_COLDBOLT: {
  3375. struct status_change *sc = status_get_sc(src);
  3376. if (sc && sc->count) {
  3377. if (sc->data[SC_SPELLFIST] && mflag&BF_SHORT) {
  3378. skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
  3379. ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax]
  3380. ad.flag = BF_WEAPON|BF_SHORT;
  3381. ad.type = 0;
  3382. }
  3383. if (sc->data[SC_AQUAPLAY_OPTION])
  3384. skillratio += skillratio * sc->data[SC_AQUAPLAY_OPTION]->val3 / 100;
  3385. }
  3386. }
  3387. break;
  3388. case MG_FIREBOLT: {
  3389. struct status_change *sc = status_get_sc(src);
  3390. if (sc && sc->count) {
  3391. if (sc->data[SC_SPELLFIST] && mflag&BF_SHORT) {
  3392. skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;
  3393. ad.div_ = 1;
  3394. ad.flag = BF_WEAPON|BF_SHORT;
  3395. ad.type = 0;
  3396. }
  3397. if (sc->data[SC_PYROTECHNIC_OPTION])
  3398. skillratio += skillratio * sc->data[SC_PYROTECHNIC_OPTION]->val3 / 100;
  3399. }
  3400. }
  3401. break;
  3402. case MG_LIGHTNINGBOLT: {
  3403. struct status_change *sc = status_get_sc(src);
  3404. if (sc && sc->count) {
  3405. if (sc->data[SC_SPELLFIST] && mflag&BF_SHORT) {
  3406. skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;
  3407. ad.div_ = 1;
  3408. ad.flag = BF_WEAPON|BF_SHORT;
  3409. ad.type = 0;
  3410. }
  3411. if (sc->data[SC_GUST_OPTION])
  3412. skillratio += skillratio * sc->data[SC_GUST_OPTION]->val2 / 100;
  3413. }
  3414. }
  3415. break;
  3416. case MG_THUNDERSTORM: {
  3417. struct status_change *sc = status_get_sc(src);
  3418. /**
  3419. * in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  3420. **/
  3421. #ifndef RENEWAL
  3422. skillratio -= 20;
  3423. #endif
  3424. if (sc && sc->data[SC_GUST_OPTION])
  3425. skillratio += skillratio * sc->data[SC_GUST_OPTION]->val2 / 100;
  3426. }
  3427. break;
  3428. case MG_FROSTDIVER:
  3429. skillratio += 10*skill_lv;
  3430. break;
  3431. case AL_HOLYLIGHT:
  3432. skillratio += 25;
  3433. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  3434. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  3435. break;
  3436. case AL_RUWACH:
  3437. skillratio += 45;
  3438. break;
  3439. case WZ_FROSTNOVA:
  3440. skillratio += (100+skill_lv*10)*2/3-100;
  3441. break;
  3442. case WZ_FIREPILLAR:
  3443. if (skill_lv > 10)
  3444. skillratio += 100;
  3445. else
  3446. skillratio -= 80;
  3447. break;
  3448. case WZ_SIGHTRASHER:
  3449. skillratio += 20*skill_lv;
  3450. break;
  3451. case WZ_WATERBALL:
  3452. skillratio += 30*skill_lv;
  3453. break;
  3454. case WZ_STORMGUST:
  3455. skillratio += 40*skill_lv;
  3456. break;
  3457. case HW_NAPALMVULCAN:
  3458. skillratio += 10*skill_lv-30;
  3459. break;
  3460. case SL_STIN:
  3461. skillratio += (tstatus->size!=SZ_SMALL?-99:10*skill_lv); //target size must be small (0) for full damage.
  3462. break;
  3463. case SL_STUN:
  3464. skillratio += (tstatus->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets
  3465. break;
  3466. case SL_SMA:
  3467. skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
  3468. break;
  3469. case NJ_KOUENKA:
  3470. skillratio -= 10;
  3471. break;
  3472. case NJ_KAENSIN:
  3473. skillratio -= 50;
  3474. break;
  3475. case NJ_BAKUENRYU:
  3476. skillratio += 50*(skill_lv-1);
  3477. break;
  3478. case NJ_HYOUSYOURAKU:
  3479. skillratio += 50*skill_lv;
  3480. break;
  3481. case NJ_RAIGEKISAI:
  3482. skillratio += 60 + 40*skill_lv;
  3483. break;
  3484. case NJ_KAMAITACHI:
  3485. case NPC_ENERGYDRAIN:
  3486. skillratio += 100*skill_lv;
  3487. break;
  3488. case NPC_EARTHQUAKE:
  3489. skillratio += 100 +100*skill_lv +100*(skill_lv/2);
  3490. break;
  3491. #ifdef RENEWAL
  3492. case WZ_HEAVENDRIVE:
  3493. case WZ_METEOR:
  3494. skillratio += 25;
  3495. break;
  3496. case WZ_VERMILION: {
  3497. int interval = 0, per = interval , ratio = per;
  3498. while ((per++) < skill_lv) {
  3499. ratio += interval;
  3500. if (per%3==0) interval += 20;
  3501. }
  3502. if (skill_lv > 9)
  3503. ratio -= 10;
  3504. skillratio += ratio;
  3505. }
  3506. break;
  3507. case NJ_HUUJIN:
  3508. skillratio += 50;
  3509. break;
  3510. #else
  3511. case WZ_VERMILION:
  3512. skillratio += 20*skill_lv-20;
  3513. break;
  3514. #endif
  3515. /**
  3516. * Arch Bishop
  3517. **/
  3518. case AB_JUDEX:
  3519. skillratio += 180 + 20 * skill_lv;
  3520. if (skill_lv > 4) skillratio += 20;
  3521. RE_LVL_DMOD(100);
  3522. break;
  3523. case AB_ADORAMUS:
  3524. skillratio += 400 + 100 * skill_lv;
  3525. RE_LVL_DMOD(100);
  3526. break;
  3527. case AB_DUPLELIGHT_MAGIC:
  3528. skillratio += 100 + 20 * skill_lv;
  3529. break;
  3530. /**
  3531. * Warlock
  3532. **/
  3533. case WL_SOULEXPANSION:
  3534. skillratio += 300 + 100 * skill_lv + sstatus->int_;
  3535. RE_LVL_DMOD(100);
  3536. break;
  3537. case WL_FROSTMISTY:
  3538. skillratio += 100 + 100 * skill_lv;
  3539. RE_LVL_DMOD(100);
  3540. break;
  3541. case WL_JACKFROST: {
  3542. struct status_change *tsc = status_get_sc(target);
  3543. if (tsc && tsc->data[SC_FREEZING]) {
  3544. skillratio += 900 + 300 * skill_lv;
  3545. RE_LVL_DMOD(100);
  3546. } else {
  3547. skillratio += 400 + 100 * skill_lv;
  3548. RE_LVL_DMOD(150);
  3549. }
  3550. }
  3551. break;
  3552. case WL_DRAINLIFE:
  3553. skillratio = 200 * skill_lv + sstatus->int_;
  3554. RE_LVL_DMOD(100);
  3555. break;
  3556. case WL_CRIMSONROCK:
  3557. skillratio += 1200 + 300 * skill_lv;
  3558. RE_LVL_DMOD(100);
  3559. break;
  3560. case WL_HELLINFERNO:
  3561. skillratio = 300 * skill_lv;
  3562. RE_LVL_DMOD(100);
  3563. // Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] %
  3564. // Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] %
  3565. if (mflag&ELE_DARK) {
  3566. skillratio *= 4;
  3567. s_ele = ELE_DARK;
  3568. }
  3569. skillratio /= 5;
  3570. break;
  3571. case WL_COMET: {
  3572. struct status_change *sc = status_get_sc(src);
  3573. if (sc)
  3574. i = distance_xy(target->x, target->y, sc->comet_x, sc->comet_y);
  3575. else
  3576. i = 8;
  3577. if (i < 2) skillratio = 2500 + 500 * skill_lv;
  3578. else if (i < 4) skillratio = 1600 + 400 * skill_lv;
  3579. else if (i < 6) skillratio = 1200 + 300 * skill_lv;
  3580. else
  3581. skillratio = 800 + 200 * skill_lv;
  3582. }
  3583. break;
  3584. case WL_CHAINLIGHTNING_ATK:
  3585. skillratio += 100 + 300 * skill_lv;
  3586. RE_LVL_DMOD(100);
  3587. break;
  3588. case WL_EARTHSTRAIN:
  3589. skillratio += 1900 + 100 * skill_lv;
  3590. RE_LVL_DMOD(100);
  3591. break;
  3592. case WL_TETRAVORTEX_FIRE:
  3593. case WL_TETRAVORTEX_WATER:
  3594. case WL_TETRAVORTEX_WIND:
  3595. case WL_TETRAVORTEX_GROUND:
  3596. skillratio += 400 + 500 * skill_lv;
  3597. break;
  3598. case WL_SUMMON_ATK_FIRE:
  3599. case WL_SUMMON_ATK_WATER:
  3600. case WL_SUMMON_ATK_WIND:
  3601. case WL_SUMMON_ATK_GROUND:
  3602. skillratio = skill_lv * (status_get_lv(src) + (sd ? sd->status.job_level : 50)); // This is close to official, but lacking a little info to finalize. [Rytech]
  3603. RE_LVL_DMOD(100);
  3604. break;
  3605. case LG_RAYOFGENESIS:
  3606. skillratio = (skillratio + 200) * skill_lv;
  3607. RE_LVL_DMOD(100);
  3608. break;
  3609. case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
  3610. if (sd) {
  3611. skillratio = status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
  3612. } else
  3613. skillratio += 1900; //2000%
  3614. break;
  3615. case WM_METALICSOUND:
  3616. skillratio += 120 * skill_lv + 60 * (sd? pc_checkskill(sd, WM_LESSON) : 10) - 100;
  3617. break;
  3618. case WM_SEVERE_RAINSTORM:
  3619. skillratio += 50 * skill_lv;
  3620. break;
  3621. case WM_REVERBERATION_MAGIC:
  3622. // MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] %
  3623. skillratio += 100 * (sd ? pc_checkskill(sd, WM_REVERBERATION) : 1);
  3624. RE_LVL_DMOD(100);
  3625. break;
  3626. case SO_FIREWALK: {
  3627. struct status_change *sc = status_get_sc(src);
  3628. skillratio = 300;
  3629. RE_LVL_DMOD(100);
  3630. if (sc && sc->data[SC_HEATER_OPTION])
  3631. skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100;
  3632. }
  3633. break;
  3634. case SO_ELECTRICWALK: {
  3635. struct status_change *sc = status_get_sc(src);
  3636. skillratio = 300;
  3637. RE_LVL_DMOD(100);
  3638. if (sc && sc->data[SC_BLAST_OPTION])
  3639. skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
  3640. }
  3641. break;
  3642. case SO_EARTHGRAVE: {
  3643. struct status_change *sc = status_get_sc(src);
  3644. skillratio = (200 * (sd ? pc_checkskill(sd, SA_SEISMICWEAPON) : 10) + sstatus->int_ * skill_lv);
  3645. RE_LVL_DMOD(100);
  3646. if (sc && sc->data[SC_CURSED_SOIL_OPTION])
  3647. skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
  3648. }
  3649. break;
  3650. case SO_DIAMONDDUST: {
  3651. struct status_change *sc = status_get_sc(src);
  3652. skillratio = (200 * (sd ? pc_checkskill(sd, SA_FROSTWEAPON) : 10) + sstatus->int_ * skill_lv);
  3653. RE_LVL_DMOD(100);
  3654. if (sc && sc->data[SC_COOLER_OPTION])
  3655. skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100;
  3656. }
  3657. break;
  3658. case SO_POISON_BUSTER: {
  3659. struct status_change *sc = status_get_sc(src);
  3660. skillratio += 1100 + 300 * skill_lv;
  3661. if (sc && sc->data[SC_CURSED_SOIL_OPTION])
  3662. skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
  3663. }
  3664. break;
  3665. case SO_PSYCHIC_WAVE: {
  3666. struct status_change *sc = status_get_sc(src);
  3667. skillratio += -100 + skill_lv * 70 + (sstatus->int_ * 3);
  3668. RE_LVL_DMOD(100);
  3669. if (sc) {
  3670. if (sc->data[SC_HEATER_OPTION])
  3671. skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100;
  3672. else if (sc->data[SC_COOLER_OPTION])
  3673. skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100;
  3674. else if (sc->data[SC_BLAST_OPTION])
  3675. skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
  3676. else if (sc->data[SC_CURSED_SOIL_OPTION])
  3677. skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val3 / 100;
  3678. }
  3679. }
  3680. break;
  3681. case SO_VARETYR_SPEAR: {
  3682. struct status_change *sc = status_get_sc(src);
  3683. skillratio += -100 + (100 * (sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) : 10) + sstatus->int_ * skill_lv);
  3684. RE_LVL_DMOD(100);
  3685. if (sc && sc->data[SC_BLAST_OPTION])
  3686. skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
  3687. }
  3688. break;
  3689. case SO_CLOUD_KILL: {
  3690. struct status_change *sc = status_get_sc(src);
  3691. skillratio += -100 + skill_lv * 40;
  3692. RE_LVL_DMOD(100);
  3693. if (sc && sc->data[SC_CURSED_SOIL_OPTION])
  3694. skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
  3695. }
  3696. break;
  3697. case GN_DEMONIC_FIRE:
  3698. if (skill_lv > 20) {
  3699. // Fire expansion Lv.2
  3700. skillratio += 110 + 20 * (skill_lv - 20) + status_get_int(src) * 3; // Need official INT bonus. [LimitLine]
  3701. } else if (skill_lv > 10) {
  3702. // Fire expansion Lv.1
  3703. skillratio += 110 + 20 * (skill_lv - 10) / 2;
  3704. } else
  3705. skillratio += 110 + 20 * skill_lv;
  3706. break;
  3707. // Magical Elemental Spirits Attack Skills
  3708. case EL_FIRE_MANTLE:
  3709. case EL_WATER_SCREW:
  3710. skillratio += 900;
  3711. break;
  3712. case EL_FIRE_ARROW:
  3713. case EL_ROCK_CRUSHER_ATK:
  3714. skillratio += 200;
  3715. break;
  3716. case EL_FIRE_BOMB:
  3717. case EL_ICE_NEEDLE:
  3718. case EL_HURRICANE_ATK:
  3719. skillratio += 400;
  3720. break;
  3721. case EL_FIRE_WAVE:
  3722. case EL_TYPOON_MIS_ATK:
  3723. skillratio += 1100;
  3724. break;
  3725. case MH_ERASER_CUTTER:
  3726. if (skill_lv%2) skillratio += 400; //600:800:1000
  3727. else skillratio += 700; //1000:1200
  3728. skillratio += 100 * skill_lv;
  3729. break;
  3730. case MH_XENO_SLASHER:
  3731. if (skill_lv%2) skillratio += 350 + 50 * skill_lv; //500:600:700
  3732. else skillratio += 400 + 100 * skill_lv; //700:900
  3733. break;
  3734. case MH_HEILIGE_STANGE:
  3735. skillratio += 400 + 250 * skill_lv;
  3736. break;
  3737. case MH_POISON_MIST:
  3738. skillratio += 100 * skill_lv;
  3739. break;
  3740. }
  3741. MATK_RATE(skillratio);
  3742. //Constant/misc additions from skills
  3743. if (skill_num == WZ_FIREPILLAR)
  3744. MATK_ADD(50);
  3745. }
  3746. }
  3747. #ifdef RENEWAL
  3748. ad.damage = battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  3749. #endif
  3750. if (sd) {
  3751. //Damage bonuses
  3752. if ((i = pc_skillatk_bonus(sd, skill_num)))
  3753. ad.damage += ad.damage*i/100;
  3754. //Ignore Defense?
  3755. if (!flag.imdef && (
  3756. sd->bonus.ignore_mdef_ele & (1 << tstatus->def_ele) ||
  3757. sd->bonus.ignore_mdef_race & (1 << tstatus->race) ||
  3758. sd->bonus.ignore_mdef_race & (is_boss(target) ? 1 << RC_BOSS : 1 << RC_NONBOSS)
  3759. ))
  3760. flag.imdef = 1;
  3761. }
  3762. if (!flag.imdef) {
  3763. defType mdef = tstatus->mdef;
  3764. int mdef2= tstatus->mdef2;
  3765. if (sd) {
  3766. i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS];
  3767. i+= sd->ignore_mdef[tstatus->race];
  3768. if (i) {
  3769. if (i > 100) i = 100;
  3770. mdef -= mdef * i/100;
  3771. //mdef2-= mdef2* i/100;
  3772. }
  3773. }
  3774. #ifdef RENEWAL
  3775. /**
  3776. * RE MDEF Reduction (from doddler:?title=Renewal_Changes#MDEF)
  3777. * Damage from magic = Magic Attack * 111.5/(111.5+eMDEF)
  3778. * Damage = Magic Attack * 111.5/(111.5+eMDEF) - sMDEF
  3779. **/
  3780. if (mdef < -111) mdef = -111; // value smaller -111 brings back the damage to origin up to -223.
  3781. ad.damage = ad.damage * 1115 / (1115 + mdef * 10) - mdef2;
  3782. #else
  3783. if (battle_config.magic_defense_type)
  3784. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  3785. else
  3786. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  3787. #endif
  3788. }
  3789. if (skill_num == NPC_EARTHQUAKE) {
  3790. //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
  3791. //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
  3792. if (mflag>0)
  3793. ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
  3794. else
  3795. ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  3796. }
  3797. if (ad.damage<1)
  3798. ad.damage=1;
  3799. if (!(nk&NK_NO_ELEFIX))
  3800. ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  3801. if (skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS) {
  3802. //Apply the physical part of the skill's damage. [Skotlex]
  3803. struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  3804. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100;
  3805. if (src == target) {
  3806. if (src->type == BL_PC)
  3807. ad.damage = ad.damage/2;
  3808. else
  3809. ad.damage = 0;
  3810. }
  3811. }
  3812. #ifndef RENEWAL
  3813. ad.damage = battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  3814. #endif
  3815. }
  3816. damage_div_fix(ad.damage, ad.div_);
  3817. if (flag.infdef && ad.damage)
  3818. ad.damage = ad.damage>0?1:-1;
  3819. ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_num,skill_lv);
  3820. if (map_flag_gvg2(target->m))
  3821. ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  3822. else if (map[target->m].flag.battleground)
  3823. ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  3824. switch (skill_num) { /* post-calc modifiers */
  3825. case SO_VARETYR_SPEAR: { // Physical damage.
  3826. struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  3827. ad.damage += wd.damage;
  3828. break;
  3829. }
  3830. //case HM_ERASER_CUTTER:
  3831. }
  3832. return ad;
  3833. }
  3834. /*==========================================
  3835. * Calculate Misc dammage for skillid
  3836. *------------------------------------------*/
  3837. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag) {
  3838. int skill;
  3839. short i, nk;
  3840. short s_ele;
  3841. struct map_session_data *sd, *tsd;
  3842. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  3843. struct status_data *sstatus = status_get_status_data(src);
  3844. struct status_data *tstatus = status_get_status_data(target);
  3845. memset(&md,0,sizeof(md));
  3846. if (src == NULL || target == NULL) {
  3847. nullpo_info(NLP_MARK);
  3848. return md;
  3849. }
  3850. //Some initial values
  3851. md.amotion=skill_get_inf(skill_num) &INF_GROUND_SKILL?0:sstatus->amotion;
  3852. md.dmotion=tstatus->dmotion;
  3853. md.div_=skill_get_num(skill_num,skill_lv);
  3854. md.blewcount=skill_get_blewcount(skill_num,skill_lv);
  3855. md.dmg_lv=ATK_DEF;
  3856. md.flag=BF_MISC|BF_SKILL;
  3857. nk = skill_get_nk(skill_num);
  3858. sd = BL_CAST(BL_PC, src);
  3859. tsd = BL_CAST(BL_PC, target);
  3860. if (sd) {
  3861. sd->state.arrow_atk = 0;
  3862. md.blewcount += battle_blewcount_bonus(sd, skill_num);
  3863. }
  3864. s_ele = skill_get_ele(skill_num, skill_lv);
  3865. if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  3866. s_ele = ELE_NEUTRAL;
  3867. else if (s_ele == -3) //Use random element
  3868. s_ele = rnd()%ELE_MAX;
  3869. //Skill Range Criteria
  3870. md.flag |= battle_range_type(src, target, skill_num, skill_lv);
  3871. switch (skill_num) {
  3872. #ifdef RENEWAL
  3873. case HT_LANDMINE:
  3874. case MA_LANDMINE:
  3875. case HT_BLASTMINE:
  3876. case HT_CLAYMORETRAP:
  3877. md.damage = skill_lv * sstatus->dex * (3+status_get_lv(src)/100) * (1+sstatus->int_/35);
  3878. md.damage += md.damage * (rnd()%20-10) / 100;
  3879. md.damage += 40 * (sd?pc_checkskill(sd,RA_RESEARCHTRAP):0);
  3880. break;
  3881. #else
  3882. case HT_LANDMINE:
  3883. case MA_LANDMINE:
  3884. md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
  3885. break;
  3886. case HT_BLASTMINE:
  3887. md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
  3888. break;
  3889. case HT_CLAYMORETRAP:
  3890. md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
  3891. break;
  3892. #endif
  3893. case HT_BLITZBEAT:
  3894. case SN_FALCONASSAULT:
  3895. //Blitz-beat Damage.
  3896. if (!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  3897. skill=0;
  3898. md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2;
  3899. if (mflag > 1) //Autocasted Blitz.
  3900. nk|=NK_SPLASHSPLIT;
  3901. if (skill_num == SN_FALCONASSAULT) {
  3902. //Div fix of Blitzbeat
  3903. skill = skill_get_num(HT_BLITZBEAT, 5);
  3904. damage_div_fix(md.damage, skill);
  3905. //Falcon Assault Modifier
  3906. md.damage=md.damage*(150+70*skill_lv)/100;
  3907. }
  3908. break;
  3909. case TF_THROWSTONE:
  3910. md.damage=50;
  3911. break;
  3912. case BA_DISSONANCE:
  3913. md.damage=30+skill_lv*10;
  3914. if (sd)
  3915. md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
  3916. break;
  3917. case NPC_SELFDESTRUCTION:
  3918. md.damage = sstatus->hp;
  3919. break;
  3920. case NPC_SMOKING:
  3921. md.damage=3;
  3922. break;
  3923. case NPC_DARKBREATH:
  3924. md.damage = 500 + (skill_lv-1)*1000 + rnd()%1000;
  3925. if (md.damage > 9999) md.damage = 9999;
  3926. break;
  3927. case PA_PRESSURE:
  3928. md.damage=500+300*skill_lv;
  3929. break;
  3930. case PA_GOSPEL:
  3931. md.damage = 1+rnd()%9999;
  3932. break;
  3933. case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen]
  3934. if (tstatus->vit+sstatus->int_) //crash fix
  3935. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  3936. else
  3937. md.damage = 0;
  3938. if (tsd) md.damage>>=1;
  3939. if (md.damage < 0 || md.damage > INT_MAX>>1)
  3940. //Overflow prevention, will anyone whine if I cap it to a few billion?
  3941. //Not capped to INT_MAX to give some room for further damage increase.
  3942. md.damage = INT_MAX>>1;
  3943. break;
  3944. case NJ_ZENYNAGE:
  3945. case KO_MUCHANAGE:
  3946. md.damage = skill_get_zeny(skill_num ,skill_lv);
  3947. if (!md.damage) md.damage = 2;
  3948. md.damage = rand()%md.damage + md.damage / (skill_num==NJ_ZENYNAGE?1:2) ;
  3949. if (is_boss(target))
  3950. md.damage=md.damage / (skill_num==NJ_ZENYNAGE?3:2);
  3951. else if (tsd) // need confirmation for KO_MUCHANAGE
  3952. md.damage=md.damage/2;
  3953. break;
  3954. case GS_FLING:
  3955. md.damage = sd?sd->status.job_level:status_get_lv(src);
  3956. break;
  3957. case HVAN_EXPLOSION: //[orn]
  3958. md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100 ;
  3959. break ;
  3960. case ASC_BREAKER:
  3961. md.damage = 500+rnd()%500 + 5*skill_lv * sstatus->int_;
  3962. nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
  3963. break;
  3964. case HW_GRAVITATION:
  3965. md.damage = 200+200*skill_lv;
  3966. md.dmotion = 0; //No flinch animation.
  3967. break;
  3968. case NPC_EVILLAND:
  3969. md.damage = skill_calc_heal(src,target,skill_num,skill_lv,false);
  3970. break;
  3971. case RK_DRAGONBREATH:
  3972. md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
  3973. RE_LVL_MDMOD(150);
  3974. if (sd) md.damage = md.damage * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
  3975. md.flag |= BF_LONG|BF_WEAPON;
  3976. break;
  3977. /**
  3978. * Ranger
  3979. **/
  3980. case RA_CLUSTERBOMB:
  3981. case RA_FIRINGTRAP:
  3982. case RA_ICEBOUNDTRAP:
  3983. md.damage = skill_lv * sstatus->dex + sstatus->int_ * 5 ;
  3984. RE_LVL_TMDMOD();
  3985. md.damage = md.damage * (20 * (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) : 10));
  3986. md.damage = (md.damage?md.damage:1) / (skill_num == RA_CLUSTERBOMB?50:100);
  3987. break;
  3988. /**
  3989. * Mechanic
  3990. **/
  3991. case NC_SELFDESTRUCTION: {
  3992. short totaldef = tstatus->def2 + (short)status_get_def(target);
  3993. md.damage = ((sd?pc_checkskill(sd,NC_MAINFRAME):10) + 8) * (skill_lv + 1) * (status_get_sp(src) + sstatus->vit);
  3994. RE_LVL_MDMOD(100);
  3995. md.damage += status_get_hp(src) - totaldef;
  3996. }
  3997. break;
  3998. case GN_THORNS_TRAP:
  3999. md.damage = 100 + 200 * skill_lv + sstatus->int_;
  4000. break;
  4001. case GN_HELLS_PLANT_ATK:
  4002. //[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level ))
  4003. md.damage = (skill_lv * status_get_lv(src) * 10) + (sstatus->int_ * 7 / 2) * (18 + (sd?sd->status.job_level:0) / 4) * (5 / (10 - (sd?pc_checkskill(sd,AM_CANNIBALIZE):0)));
  4004. break;
  4005. case KO_HAPPOKUNAI: {
  4006. struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  4007. short totaldef = tstatus->def2 + (short)status_get_def(target);
  4008. md.damage = wd.damage * 60 * (5 + skill_lv) / 100;
  4009. md.damage -= totaldef;
  4010. }
  4011. break;
  4012. case KO_MAKIBISHI:
  4013. md.damage = 20 * skill_lv;
  4014. break;
  4015. }
  4016. if (nk &NK_SPLASHSPLIT) { // Divide ATK among targets
  4017. if (mflag>0)
  4018. md.damage/= mflag;
  4019. else
  4020. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  4021. }
  4022. damage_div_fix(md.damage, md.div_);
  4023. if (!(nk &NK_IGNORE_FLEE)) {
  4024. struct status_change *sc = status_get_sc(target);
  4025. i = 0; //Temp for "hit or no hit"
  4026. if (sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  4027. i = 1;
  4028. else {
  4029. short
  4030. flee = tstatus->flee,
  4031. #ifdef RENEWAL
  4032. hitrate = 0; //Default hitrate
  4033. #else
  4034. hitrate = 80; //Default hitrate
  4035. #endif
  4036. if (battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  4037. unsigned char attacker_count; //256 max targets should be a sane max
  4038. attacker_count = unit_counttargeted(target);
  4039. if (attacker_count >= battle_config.agi_penalty_count) {
  4040. if (battle_config.agi_penalty_type == 1)
  4041. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  4042. else //asume type 2: absolute reduction
  4043. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  4044. if (flee < 1) flee = 1;
  4045. }
  4046. }
  4047. hitrate+= sstatus->hit - flee;
  4048. #ifdef RENEWAL
  4049. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  4050. hitrate += pc_checkskill(sd,AC_VULTURE);
  4051. #endif
  4052. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  4053. if (rnd()%100 < hitrate)
  4054. i = 1;
  4055. }
  4056. if (!i) {
  4057. md.damage = 0;
  4058. md.dmg_lv=ATK_FLEE;
  4059. }
  4060. }
  4061. md.damage = battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  4062. if (sd && (i = pc_skillatk_bonus(sd, skill_num)))
  4063. md.damage += md.damage *i/100;
  4064. if (md.damage < 0)
  4065. md.damage = 0;
  4066. else if (md.damage && tstatus->mode &MD_PLANT) {
  4067. switch (skill_num) {
  4068. case HT_LANDMINE:
  4069. case MA_LANDMINE:
  4070. case HT_BLASTMINE:
  4071. case HT_CLAYMORETRAP:
  4072. case RA_CLUSTERBOMB:
  4073. #ifdef RENEWAL
  4074. break;
  4075. #endif
  4076. default:
  4077. md.damage = 1;
  4078. }
  4079. } else if (target->type == BL_SKILL) {
  4080. TBL_SKILL *su = (TBL_SKILL *)target;
  4081. if (su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  4082. md.damage = 1;
  4083. }
  4084. if (!(nk &NK_NO_ELEFIX))
  4085. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  4086. md.damage=battle_calc_damage(src,target,&md,md.damage,skill_num,skill_lv);
  4087. if (map_flag_gvg2(target->m))
  4088. md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  4089. else if (map[target->m].flag.battleground)
  4090. md.damage=battle_calc_bg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  4091. switch (skill_num) {
  4092. case RA_FIRINGTRAP:
  4093. case RA_ICEBOUNDTRAP:
  4094. if (md.damage == 1) break;
  4095. case RA_CLUSTERBOMB: {
  4096. struct Damage wd;
  4097. wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  4098. md.damage += wd.damage;
  4099. }
  4100. break;
  4101. case NJ_ZENYNAGE:
  4102. if (sd) {
  4103. if (md.damage > sd->status.zeny)
  4104. md.damage = sd->status.zeny;
  4105. pc_payzeny(sd, md.damage,LOG_TYPE_STEAL,NULL);
  4106. }
  4107. break;
  4108. }
  4109. return md;
  4110. }
  4111. /*==========================================
  4112. * Battle main entry, from skill_attack
  4113. *------------------------------------------*/
  4114. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int count) {
  4115. struct Damage d;
  4116. switch (attack_type) {
  4117. case BF_WEAPON:
  4118. d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,count);
  4119. break;
  4120. case BF_MAGIC:
  4121. d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,count);
  4122. break;
  4123. case BF_MISC:
  4124. d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,count);
  4125. break;
  4126. default:
  4127. ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
  4128. memset(&d,0,sizeof(d));
  4129. break;
  4130. }
  4131. if (d.damage + d.damage2 < 1) {
  4132. //Miss/Absorbed
  4133. //Weapon attacks should go through to cause additional effects.
  4134. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  4135. d.dmg_lv = ATK_MISS;
  4136. d.dmotion = 0;
  4137. } else // Some skills like Weaponry Research will cause damage even if attack is dodged
  4138. d.dmg_lv = ATK_DEF;
  4139. return d;
  4140. }
  4141. //Calculates BF_WEAPON returned damage.
  4142. int battle_calc_return_damage(struct block_list *bl, struct block_list *src, int *dmg, int flag, int skillid)
  4143. {
  4144. struct map_session_data *sd = NULL;
  4145. int rdamage = 0, damage = *dmg;
  4146. struct status_change *sc;
  4147. sd = BL_CAST(BL_PC, bl);
  4148. sc = status_get_sc(bl);
  4149. if (sc && sc->data[SC_REFLECTDAMAGE]) {
  4150. int max_damage = status_get_max_hp(bl) * status_get_lv(bl) / 100;
  4151. rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
  4152. if (rdamage > max_damage) rdamage = max_damage;
  4153. } else if (sc && sc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2) {
  4154. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  4155. int ratio = (status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(bl) / 125;
  4156. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  4157. rdamage = rdamage * ratio / 100 + (*dmg) * (10 + sc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
  4158. skill_blown(bl, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), 0);
  4159. clif_skill_damage(bl, src, gettick(), status_get_amotion(src), 0, rdamage,
  4160. 1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
  4161. clif_damage(src, bl, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, 0, 0);
  4162. status_damage(src, bl, status_damage(bl, src, rdamage, 0, 0, 1)/10, 0, 0, 1);
  4163. status_change_end(bl, SC_CRESCENTELBOW, INVALID_TIMER);
  4164. return 0; // Just put here to minimize redundancy
  4165. } else if (flag & BF_SHORT) {//Bounces back part of the damage.
  4166. if (sd && sd->bonus.short_weapon_damage_return) {
  4167. rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
  4168. if (rdamage < 1) rdamage = 1;
  4169. }
  4170. if (sc && sc->count) {
  4171. if (sc->data[SC_REFLECTSHIELD] && skillid != WS_CARTTERMINATION) {
  4172. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  4173. if (rdamage < 1) rdamage = 1;
  4174. }
  4175. if (sc->data[SC_DEATHBOUND] && skillid != WS_CARTTERMINATION && !(src->type == BL_MOB && is_boss(src))) {
  4176. int dir = map_calc_dir(bl,src->x,src->y),
  4177. t_dir = unit_getdir(bl), rd1 = 0;
  4178. if (distance_bl(src,bl) <= 0 || !map_check_dir(dir,t_dir)) {
  4179. rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  4180. *dmg = rd1 * 30 / 100; // Received damge = 30% of amplifly damage.
  4181. clif_skill_damage(src,bl,gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1,6);
  4182. status_change_end(bl,SC_DEATHBOUND,INVALID_TIMER);
  4183. rdamage += rd1;
  4184. if (rdamage < 1) rdamage = 1;
  4185. }
  4186. }
  4187. }
  4188. } else {
  4189. if (sd && sd->bonus.long_weapon_damage_return) {
  4190. rdamage += damage * sd->bonus.long_weapon_damage_return / 100;
  4191. if (rdamage < 1) rdamage = 1;
  4192. }
  4193. }
  4194. if (sc && sc->data[SC_KYOMU]) // Nullify reflecting ability
  4195. rdamage = 0;
  4196. return rdamage;
  4197. }
  4198. void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss)
  4199. {
  4200. struct weapon_data *wd;
  4201. int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage;
  4202. for (i = 0; i < 4; i++) {
  4203. //First two iterations: Right hand
  4204. if (i < 2) {
  4205. wd = &sd->right_weapon;
  4206. damage = &rdamage;
  4207. } else {
  4208. wd = &sd->left_weapon;
  4209. damage = &ldamage;
  4210. }
  4211. if (*damage <= 0) continue;
  4212. //First and Third iterations: race, other two boss/nonboss state
  4213. if (i == 0 || i == 2)
  4214. type = race;
  4215. else
  4216. type = boss?RC_BOSS:RC_NONBOSS;
  4217. hp = wd->hp_drain[type].value;
  4218. if (wd->hp_drain[type].rate)
  4219. hp += battle_calc_drain(*damage, wd->hp_drain[type].rate, wd->hp_drain[type].per);
  4220. sp = wd->sp_drain[type].value;
  4221. if (wd->sp_drain[type].rate)
  4222. sp += battle_calc_drain(*damage, wd->sp_drain[type].rate, wd->sp_drain[type].per);
  4223. if (hp) {
  4224. if (wd->hp_drain[type].type)
  4225. rhp += hp;
  4226. thp += hp;
  4227. }
  4228. if (sp) {
  4229. if (wd->sp_drain[type].type)
  4230. rsp += sp;
  4231. tsp += sp;
  4232. }
  4233. }
  4234. if (sd->bonus.sp_vanish_rate && rnd()%1000 < sd->bonus.sp_vanish_rate)
  4235. status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->bonus.sp_vanish_per, false);
  4236. if (sd->sp_gain_race_attack[race])
  4237. tsp += sd->sp_gain_race_attack[race];
  4238. if (sd->hp_gain_race_attack[race])
  4239. thp += sd->hp_gain_race_attack[race];
  4240. if (!thp && !tsp) return;
  4241. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  4242. if (rhp || rsp)
  4243. status_zap(tbl, rhp, rsp);
  4244. }
  4245. // Deals the same damage to targets in area. [pakpil]
  4246. int battle_damage_area(struct block_list *bl, va_list ap)
  4247. {
  4248. unsigned int tick;
  4249. int amotion, dmotion, damage;
  4250. struct block_list *src;
  4251. nullpo_ret(bl);
  4252. tick=va_arg(ap, unsigned int);
  4253. src=va_arg(ap,struct block_list *);
  4254. amotion=va_arg(ap,int);
  4255. dmotion=va_arg(ap,int);
  4256. damage=va_arg(ap,int);
  4257. if (bl->type == BL_MOB && ((TBL_MOB *)bl)->class_ == MOBID_EMPERIUM)
  4258. return 0;
  4259. if (bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  4260. map_freeblock_lock();
  4261. if (src->type == BL_PC)
  4262. battle_drain((TBL_PC *)src, bl, damage, damage, status_get_race(bl), is_boss(bl));
  4263. if (amotion)
  4264. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0);
  4265. else
  4266. status_fix_damage(src,bl,damage,0);
  4267. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,ATK_BLOCK,0);
  4268. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  4269. map_freeblock_unlock();
  4270. }
  4271. return 0;
  4272. }
  4273. /*==========================================
  4274. * Do a basic physical attack (call trough unit_attack_timer)
  4275. *------------------------------------------*/
  4276. enum damage_lv battle_weapon_attack(struct block_list *src, struct block_list *target, unsigned int tick, int flag)
  4277. {
  4278. struct map_session_data *sd = NULL, *tsd = NULL;
  4279. struct status_data *sstatus, *tstatus;
  4280. struct status_change *sc, *tsc;
  4281. int damage,rdamage=0,rdelay=0;
  4282. int skillv;
  4283. struct Damage wd;
  4284. nullpo_retr(ATK_NONE, src);
  4285. nullpo_retr(ATK_NONE, target);
  4286. if (src->prev == NULL || target->prev == NULL)
  4287. return ATK_NONE;
  4288. sd = BL_CAST(BL_PC, src);
  4289. tsd = BL_CAST(BL_PC, target);
  4290. sstatus = status_get_status_data(src);
  4291. tstatus = status_get_status_data(target);
  4292. sc = status_get_sc(src);
  4293. tsc = status_get_sc(target);
  4294. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  4295. sc = NULL;
  4296. if (tsc && !tsc->count)
  4297. tsc = NULL;
  4298. if (sd) {
  4299. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  4300. if (sd->state.arrow_atk) {
  4301. int index = sd->equip_index[EQI_AMMO];
  4302. if (index<0) {
  4303. clif_arrow_fail(sd,0);
  4304. return ATK_NONE;
  4305. }
  4306. //Ammo check by Ishizu-chan
  4307. if (sd->inventory_data[index])
  4308. switch (sd->status.weapon) {
  4309. case W_BOW:
  4310. if (sd->inventory_data[index]->look != A_ARROW) {
  4311. clif_arrow_fail(sd,0);
  4312. return ATK_NONE;
  4313. }
  4314. break;
  4315. case W_REVOLVER:
  4316. case W_RIFLE:
  4317. case W_GATLING:
  4318. case W_SHOTGUN:
  4319. if (sd->inventory_data[index]->look != A_BULLET) {
  4320. clif_arrow_fail(sd,0);
  4321. return ATK_NONE;
  4322. }
  4323. break;
  4324. case W_GRENADE:
  4325. if (sd->inventory_data[index]->look != A_GRENADE) {
  4326. clif_arrow_fail(sd,0);
  4327. return ATK_NONE;
  4328. }
  4329. break;
  4330. }
  4331. }
  4332. }
  4333. if (sc && sc->count) {
  4334. if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
  4335. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  4336. else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
  4337. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4338. }
  4339. if (tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  4340. int dir = map_calc_dir(target,src->x,src->y);
  4341. int t_dir = unit_getdir(target);
  4342. int dist = distance_bl(src, target);
  4343. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  4344. int skilllv = tsc->data[SC_AUTOCOUNTER]->val1;
  4345. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  4346. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  4347. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  4348. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
  4349. return ATK_BLOCK;
  4350. }
  4351. }
  4352. if (tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2))) {
  4353. int skilllv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  4354. int duration = skill_get_time2(MO_BLADESTOP,skilllv);
  4355. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  4356. if (sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration)) {
  4357. //Target locked.
  4358. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  4359. clif_bladestop(target, src->id, 1);
  4360. sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0, src->id, duration);
  4361. return ATK_BLOCK;
  4362. }
  4363. }
  4364. if (sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  4365. int triple_rate= 30 - skillv; //Base Rate
  4366. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
  4367. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  4368. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  4369. }
  4370. if (rnd()%100 < triple_rate) {
  4371. if (skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0))
  4372. return ATK_DEF;
  4373. return ATK_MISS;
  4374. }
  4375. }
  4376. if (sc) {
  4377. if (sc->data[SC_SACRIFICE]) {
  4378. int skilllv = sc->data[SC_SACRIFICE]->val1;
  4379. damage_lv ret_val;
  4380. if (--sc->data[SC_SACRIFICE]->val2 <= 0)
  4381. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  4382. /**
  4383. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  4384. * For futher information: bugreport:4950
  4385. **/
  4386. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skilllv,tick,0);
  4387. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  4388. if (ret_val == ATK_NONE)
  4389. return ATK_MISS;
  4390. return ret_val;
  4391. }
  4392. if (sc->data[SC_MAGICALATTACK]) {
  4393. if (skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0))
  4394. return ATK_DEF;
  4395. return ATK_MISS;
  4396. }
  4397. if (sc->data[SC_GT_ENERGYGAIN]) {
  4398. if (sd && rnd()%100 < 10 + 5 * sc->data[SC_GT_ENERGYGAIN]->val1)
  4399. pc_addspiritball(sd,
  4400. skill_get_time(MO_CALLSPIRITS, sc->data[SC_GT_ENERGYGAIN]->val1),
  4401. sc->data[SC_GT_ENERGYGAIN]->val1);
  4402. }
  4403. if (tsc && tsc->data[SC_GT_ENERGYGAIN]) {
  4404. if (tsd && rnd()%100 < 10 + 5 * tsc->data[SC_GT_ENERGYGAIN]->val1)
  4405. pc_addspiritball(tsd,
  4406. skill_get_time(MO_CALLSPIRITS, tsc->data[SC_GT_ENERGYGAIN]->val1),
  4407. tsc->data[SC_GT_ENERGYGAIN]->val1);
  4408. }
  4409. }
  4410. if (tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp)
  4411. tsc->data[SC_KAAHI]->val4 = add_timer(tick + skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal.
  4412. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  4413. if (sc && sc->count) {
  4414. if (sc->data[SC_EXEEDBREAK]) {
  4415. wd.damage = wd.damage * sc->data[SC_EXEEDBREAK]->val1 / 100;
  4416. status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
  4417. }
  4418. if (sc->data[SC_SPELLFIST]) {
  4419. if (--(sc->data[SC_SPELLFIST]->val1) >= 0) {
  4420. struct Damage ad = battle_calc_attack(BF_MAGIC,src,target,sc->data[SC_SPELLFIST]->val3,sc->data[SC_SPELLFIST]->val4,flag|BF_SHORT);
  4421. wd.damage = ad.damage;
  4422. } else
  4423. status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
  4424. }
  4425. if (sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2)
  4426. wd.damage *= 3; // Triple Damage
  4427. if (sd && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0 && sd->status.inventory[sd->equip_index[EQI_AMMO]].amount >= sc->data[SC_FEARBREEZE]->val4 && battle_config.arrow_decrement) {
  4428. pc_delitem(sd,sd->equip_index[EQI_AMMO],sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
  4429. sc->data[SC_FEARBREEZE]->val4 = 0;
  4430. }
  4431. }
  4432. if (sd && sd->state.arrow_atk) //Consume arrow.
  4433. battle_consume_ammo(sd, 0, 0);
  4434. damage = wd.damage + wd.damage2;
  4435. if (damage > 0 && src != target) {
  4436. if (sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1) {
  4437. // Activates it only from melee damage
  4438. int skillid;
  4439. if (rnd()%2 == 1)
  4440. skillid = AB_DUPLELIGHT_MELEE;
  4441. else
  4442. skillid = AB_DUPLELIGHT_MAGIC;
  4443. skill_attack(skill_get_type(skillid), src, src, target, skillid, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
  4444. }
  4445. rdamage = battle_calc_return_damage(target,src, &damage, wd.flag, 0);
  4446. if (rdamage > 0) {
  4447. if (tsc && tsc->data[SC_REFLECTDAMAGE]) {
  4448. if (src != target) // Don't reflect your own damage (Grand Cross)
  4449. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd.amotion,wd.dmotion,rdamage,tstatus->race,0);
  4450. } else {
  4451. rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
  4452. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  4453. skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  4454. }
  4455. }
  4456. }
  4457. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
  4458. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  4459. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  4460. if (target->type == BL_SKILL && damage > 0) {
  4461. TBL_SKILL *su = (TBL_SKILL *)target;
  4462. if (su->group && su->group->skill_id == HT_BLASTMINE)
  4463. skill_blown(src, target, 3, -1, 0);
  4464. }
  4465. map_freeblock_lock();
  4466. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion);
  4467. if (tsc) {
  4468. if (tsc->data[SC_DEVOTION]) {
  4469. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  4470. struct block_list *d_bl = map_id2bl(sce->val1);
  4471. if (d_bl && (
  4472. (d_bl->type == BL_MER && ((TBL_MER *)d_bl)->master && ((TBL_MER *)d_bl)->master->bl.id == target->id) ||
  4473. (d_bl->type == BL_PC && ((TBL_PC *)d_bl)->devotion[sce->val2] == target->id)
  4474. ) && check_distance_bl(target, d_bl, sce->val3)) {
  4475. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  4476. status_fix_damage(NULL, d_bl, damage, 0);
  4477. } else
  4478. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  4479. } else if (tsc->data[SC_CIRCLE_OF_FIRE_OPTION] && (wd.flag&BF_SHORT) && target->type == BL_PC) {
  4480. struct elemental_data *ed = ((TBL_PC *)target)->ed;
  4481. if (ed) {
  4482. clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, 6);
  4483. skill_attack(BF_MAGIC,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
  4484. }
  4485. } else if (tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1) {
  4486. struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
  4487. if (e_bl && !status_isdead(e_bl)) {
  4488. clif_damage(e_bl,e_bl,tick,wd.amotion,wd.dmotion,damage,wd.div_,wd.type,wd.damage2);
  4489. status_damage(target,e_bl,damage,0,0,0);
  4490. // Just show damage in target.
  4491. clif_damage(src, target, tick, wd.amotion, wd.dmotion, damage, wd.div_, wd.type, wd.damage2);
  4492. map_freeblock_unlock();
  4493. return ATK_NONE;
  4494. }
  4495. }
  4496. }
  4497. if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
  4498. int sp = 0;
  4499. int skillid = sc->data[SC_AUTOSPELL]->val2;
  4500. int skilllv = sc->data[SC_AUTOSPELL]->val3;
  4501. int i = rnd()%100;
  4502. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  4503. i = 0; //Max chance, no skilllv reduction. [Skotlex]
  4504. if (i >= 50) skilllv -= 2;
  4505. else if (i >= 15) skilllv--;
  4506. if (skilllv < 1) skilllv = 1;
  4507. sp = skill_get_sp(skillid,skilllv) * 2 / 3;
  4508. if (status_charge(src, 0, sp)) {
  4509. switch (skill_get_casttype(skillid)) {
  4510. case CAST_GROUND:
  4511. skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag);
  4512. break;
  4513. case CAST_NODAMAGE:
  4514. skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag);
  4515. break;
  4516. case CAST_DAMAGE:
  4517. skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
  4518. break;
  4519. }
  4520. }
  4521. }
  4522. if (sd) {
  4523. if (wd.flag&BF_SHORT && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
  4524. sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id != 0 && sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].flag == SKILL_FLAG_PLAGIARIZED) {
  4525. int r_skill = sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id,
  4526. r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2, type;
  4527. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  4528. if ((type = skill_get_casttype(r_skill)) == CAST_GROUND) {
  4529. int maxcount = 0;
  4530. if (!(BL_PC&battle_config.skill_reiteration) &&
  4531. skill_get_unit_flag(r_skill)&UF_NOREITERATION)
  4532. type = -1;
  4533. if (BL_PC&battle_config.skill_nofootset &&
  4534. skill_get_unit_flag(r_skill)&UF_NOFOOTSET)
  4535. type = -1;
  4536. if (BL_PC&battle_config.land_skill_limit &&
  4537. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  4538. ) {
  4539. int v;
  4540. for (v=0; v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount; v++) {
  4541. if (sd->ud.skillunit[v]->skill_id == r_skill)
  4542. maxcount--;
  4543. }
  4544. if (maxcount == 0)
  4545. type = -1;
  4546. }
  4547. if (type != CAST_GROUND) {
  4548. clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
  4549. map_freeblock_unlock();
  4550. return wd.dmg_lv;
  4551. }
  4552. }
  4553. sd->state.autocast = 1;
  4554. skill_consume_requirement(sd,r_skill,r_lv,3);
  4555. switch (type) {
  4556. case CAST_GROUND:
  4557. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  4558. break;
  4559. case CAST_NODAMAGE:
  4560. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  4561. break;
  4562. case CAST_DAMAGE:
  4563. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  4564. break;
  4565. }
  4566. sd->state.autocast = 0;
  4567. sd->ud.canact_tick = tick + skill_delayfix(src, r_skill, r_lv);
  4568. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  4569. }
  4570. }
  4571. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  4572. if (battle_config.left_cardfix_to_right)
  4573. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target));
  4574. else
  4575. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target));
  4576. }
  4577. }
  4578. if (rdamage > 0 && !(tsc && tsc->data[SC_REFLECTDAMAGE])) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
  4579. if (tsd && src != target)
  4580. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  4581. battle_delay_damage(tick, wd.amotion, target, src, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay);
  4582. }
  4583. if (tsc) {
  4584. if (tsc->data[SC_POISONREACT] &&
  4585. (rnd()%100 < tsc->data[SC_POISONREACT]->val3
  4586. || sstatus->def_ele == ELE_POISON) &&
  4587. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  4588. status_check_skilluse(target, src, TF_POISON, 0)
  4589. ) { //Poison React
  4590. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  4591. if (sstatus->def_ele == ELE_POISON) {
  4592. sce->val2 = 0;
  4593. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  4594. } else {
  4595. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  4596. --sce->val2;
  4597. }
  4598. if (sce->val2 <= 0)
  4599. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  4600. }
  4601. }
  4602. map_freeblock_unlock();
  4603. return wd.dmg_lv;
  4604. }
  4605. int battle_check_undead(int race,int element)
  4606. {
  4607. if (battle_config.undead_detect_type == 0) {
  4608. if (element == ELE_UNDEAD)
  4609. return 1;
  4610. } else if (battle_config.undead_detect_type == 1) {
  4611. if (race == RC_UNDEAD)
  4612. return 1;
  4613. } else {
  4614. if (element == ELE_UNDEAD || race == RC_UNDEAD)
  4615. return 1;
  4616. }
  4617. return 0;
  4618. }
  4619. //Returns the upmost level master starting with the given object
  4620. struct block_list *battle_get_master(struct block_list *src) {
  4621. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  4622. do {
  4623. prev = src;
  4624. switch (src->type) {
  4625. case BL_PET:
  4626. if (((TBL_PET *)src)->msd)
  4627. src = (struct block_list *)((TBL_PET *)src)->msd;
  4628. break;
  4629. case BL_MOB:
  4630. if (((TBL_MOB *)src)->master_id)
  4631. src = map_id2bl(((TBL_MOB *)src)->master_id);
  4632. break;
  4633. case BL_HOM:
  4634. if (((TBL_HOM *)src)->master)
  4635. src = (struct block_list *)((TBL_HOM *)src)->master;
  4636. break;
  4637. case BL_MER:
  4638. if (((TBL_MER *)src)->master)
  4639. src = (struct block_list *)((TBL_MER *)src)->master;
  4640. break;
  4641. case BL_ELEM:
  4642. if (((TBL_ELEM *)src)->master)
  4643. src = (struct block_list *)((TBL_ELEM *)src)->master;
  4644. break;
  4645. case BL_SKILL:
  4646. if (((TBL_SKILL *)src)->group && ((TBL_SKILL *)src)->group->src_id)
  4647. src = map_id2bl(((TBL_SKILL *)src)->group->src_id);
  4648. break;
  4649. }
  4650. } while (src && src != prev);
  4651. return prev;
  4652. }
  4653. /*==========================================
  4654. * Checks the state between two targets (rewritten by Skotlex)
  4655. * (enemy, friend, party, guild, etc)
  4656. * See battle.h for possible values/combinations
  4657. * to be used here (BCT_* constants)
  4658. * Return value is:
  4659. * 1: flag holds true (is enemy, party, etc)
  4660. * -1: flag fails
  4661. * 0: Invalid target (non-targetable ever)
  4662. *------------------------------------------*/
  4663. int battle_check_target(struct block_list *src, struct block_list *target,int flag)
  4664. {
  4665. int m,state = 0; //Initial state none
  4666. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  4667. struct block_list *s_bl = src, *t_bl = target;
  4668. nullpo_ret(src);
  4669. nullpo_ret(target);
  4670. m = target->m;
  4671. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  4672. //objects involved.
  4673. if ((t_bl = battle_get_master(target)) == NULL)
  4674. t_bl = target;
  4675. if ((s_bl = battle_get_master(src)) == NULL)
  4676. s_bl = src;
  4677. if (s_bl->type == BL_PC) {
  4678. switch (t_bl->type) {
  4679. case BL_MOB: // Source => PC, Target => MOB
  4680. if (pc_has_permission((TBL_PC *)s_bl, PC_PERM_DISABLE_PVM))
  4681. return 0;
  4682. break;
  4683. case BL_PC:
  4684. if (pc_has_permission((TBL_PC *)s_bl, PC_PERM_DISABLE_PVP))
  4685. return 0;
  4686. break;
  4687. default:/* anything else goes */
  4688. break;
  4689. }
  4690. }
  4691. switch (target->type) { // Checks on actual target
  4692. case BL_PC: {
  4693. struct status_change *sc = status_get_sc(src);
  4694. if (((TBL_PC *)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC *)target))
  4695. return -1; //Cannot be targeted yet.
  4696. if (sc && sc->count) {
  4697. if (sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id)
  4698. return -1;
  4699. }
  4700. }
  4701. break;
  4702. case BL_MOB:
  4703. if (((((TBL_MOB *)target)->special_state.ai == 2 || //Marine Spheres
  4704. (((TBL_MOB *)target)->special_state.ai == 3 && battle_config.summon_flora&1)) && //Floras
  4705. s_bl->type == BL_PC && src->type != BL_MOB) || ((TBL_MOB *)target)->special_state.ai == 4) { //Zanzoe
  4706. //Targettable by players
  4707. state |= BCT_ENEMY;
  4708. strip_enemy = 0;
  4709. }
  4710. break;
  4711. case BL_SKILL: {
  4712. TBL_SKILL *su = (TBL_SKILL *)target;
  4713. if (!su->group)
  4714. return 0;
  4715. if (skill_get_inf2(su->group->skill_id)&INF2_TRAP) { //Only a few skills can target traps...
  4716. switch (battle_getcurrentskill(src)) {
  4717. case RK_DRAGONBREATH:// it can only hit traps in pvp/gvg maps
  4718. if (!map[m].flag.pvp && !map[m].flag.gvg)
  4719. break;
  4720. case 0://you can hit them without skills
  4721. case MA_REMOVETRAP:
  4722. case HT_REMOVETRAP:
  4723. case AC_SHOWER:
  4724. case MA_SHOWER:
  4725. case WZ_SIGHTRASHER:
  4726. case WZ_SIGHTBLASTER:
  4727. case SM_MAGNUM:
  4728. case MS_MAGNUM:
  4729. case RA_DETONATOR:
  4730. case RA_SENSITIVEKEEN:
  4731. case GN_CRAZYWEED_ATK:
  4732. case RK_STORMBLAST:
  4733. case RK_PHANTOMTHRUST:
  4734. case SR_RAMPAGEBLASTER:
  4735. case NC_COLDSLOWER:
  4736. case NC_SELFDESTRUCTION:
  4737. #ifdef RENEWAL
  4738. case KN_BOWLINGBASH:
  4739. case KN_SPEARSTAB:
  4740. case LK_SPIRALPIERCE:
  4741. case ML_SPIRALPIERCE:
  4742. case MO_FINGEROFFENSIVE:
  4743. case MO_INVESTIGATE:
  4744. case MO_TRIPLEATTACK:
  4745. case MO_EXTREMITYFIST:
  4746. case CR_HOLYCROSS:
  4747. case ASC_METEORASSAULT:
  4748. case RG_RAID:
  4749. case MC_CARTREVOLUTION:
  4750. #endif
  4751. state |= BCT_ENEMY;
  4752. strip_enemy = 0;
  4753. break;
  4754. default:
  4755. if (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) {
  4756. state |= BCT_ENEMY;
  4757. strip_enemy = 0;
  4758. } else
  4759. return 0;
  4760. }
  4761. } else if (su->group->skill_id==WZ_ICEWALL ||
  4762. su->group->skill_id == GN_WALLOFTHORN) {
  4763. state |= BCT_ENEMY;
  4764. strip_enemy = 0;
  4765. } else //Excepting traps and icewall, you should not be able to target skills.
  4766. return 0;
  4767. }
  4768. break;
  4769. //Valid targets with no special checks here.
  4770. case BL_MER:
  4771. case BL_HOM:
  4772. case BL_ELEM:
  4773. break;
  4774. //All else not specified is an invalid target.
  4775. default:
  4776. return 0;
  4777. } //end switch actual target
  4778. switch (t_bl->type) {
  4779. //Checks on target master
  4780. case BL_PC: {
  4781. struct map_session_data *sd;
  4782. if (t_bl == s_bl) break;
  4783. sd = BL_CAST(BL_PC, t_bl);
  4784. if (sd->state.monster_ignore && flag&BCT_ENEMY)
  4785. return 0; // Global inminuty only to Attacks
  4786. if (sd->status.karma && s_bl->type == BL_PC && ((TBL_PC *)s_bl)->status.karma)
  4787. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  4788. if (sd->state.killable) {
  4789. state |= BCT_ENEMY; // Everything can kill it
  4790. strip_enemy = 0;
  4791. }
  4792. break;
  4793. }
  4794. case BL_MOB: {
  4795. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  4796. if (!((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id)
  4797. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  4798. break;
  4799. }
  4800. default:
  4801. break; //other type doesn't have slave yet
  4802. } //end switch master target
  4803. switch (src->type) { //Checks on actual src type
  4804. case BL_PET:
  4805. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  4806. return 0; //Pet may not attack non-mobs.
  4807. if (t_bl->type == BL_MOB && ((TBL_MOB *)t_bl)->guardian_data && flag&BCT_ENEMY)
  4808. return 0; //pet may not attack Guardians/Emperium
  4809. break;
  4810. case BL_SKILL: {
  4811. struct skill_unit *su = (struct skill_unit *)src;
  4812. if (!su->group)
  4813. return 0;
  4814. if (su->group->src_id == target->id) {
  4815. int inf2 = skill_get_inf2(su->group->skill_id);
  4816. if (inf2&INF2_NO_TARGET_SELF)
  4817. return -1;
  4818. if (inf2&INF2_TARGET_SELF)
  4819. return 1;
  4820. }
  4821. }
  4822. break;
  4823. case BL_MER:
  4824. if (t_bl->type == BL_MOB && ((TBL_MOB *)t_bl)->class_ == MOBID_EMPERIUM && flag&BCT_ENEMY)
  4825. return 0; //mercenary may not attack Emperium
  4826. break;
  4827. } //end switch actual src
  4828. switch (s_bl->type) {
  4829. //Checks on source master
  4830. case BL_PC: {
  4831. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  4832. if (s_bl != t_bl) {
  4833. if (sd->state.killer) {
  4834. state |= BCT_ENEMY; // Can kill anything
  4835. strip_enemy = 0;
  4836. } else if (sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m)))) {
  4837. if (t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC *)t_bl)->duel_group))
  4838. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  4839. else
  4840. return 0; // You can't target anything out of your duel
  4841. }
  4842. }
  4843. if (map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB *)t_bl)->class_ == MOBID_EMPERIUM)
  4844. return 0; //If you don't belong to a guild, can't target emperium.
  4845. if (t_bl->type != BL_PC)
  4846. state |= BCT_ENEMY; //Natural enemy.
  4847. break;
  4848. }
  4849. case BL_MOB: {
  4850. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  4851. if (!((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id)
  4852. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  4853. if (!md->special_state.ai) {
  4854. //Normal mobs
  4855. if (
  4856. (target->type == BL_MOB && t_bl->type == BL_PC && (((TBL_MOB *)target)->special_state.ai != 4 && ((TBL_MOB *)target)->special_state.ai != 1)) ||
  4857. (t_bl->type == BL_MOB && !((TBL_MOB *)t_bl)->special_state.ai)
  4858. )
  4859. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  4860. else
  4861. state |= BCT_ENEMY; //However, all else are enemies.
  4862. } else {
  4863. if (t_bl->type == BL_MOB && !((TBL_MOB *)t_bl)->special_state.ai)
  4864. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  4865. }
  4866. break;
  4867. }
  4868. default:
  4869. //Need some sort of default behaviour for unhandled types.
  4870. if (t_bl->type != s_bl->type)
  4871. state |= BCT_ENEMY;
  4872. break;
  4873. } //end switch on src master
  4874. if ((flag&BCT_ALL) == BCT_ALL) {
  4875. //All actually stands for all attackable chars
  4876. if (target->type&BL_CHAR)
  4877. return 1;
  4878. else
  4879. return -1;
  4880. }
  4881. if (flag == BCT_NOONE) //Why would someone use this? no clue.
  4882. return -1;
  4883. if (t_bl == s_bl) {
  4884. //No need for further testing.
  4885. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  4886. if (state&BCT_ENEMY && strip_enemy)
  4887. state&=~BCT_ENEMY;
  4888. return (flag&state)?1:-1;
  4889. }
  4890. if (map_flag_vs(m)) {
  4891. //Check rivalry settings.
  4892. int sbg_id = 0, tbg_id = 0;
  4893. if (map[m].flag.battleground) {
  4894. sbg_id = bg_team_get_id(s_bl);
  4895. tbg_id = bg_team_get_id(t_bl);
  4896. }
  4897. if (flag&(BCT_PARTY|BCT_ENEMY)) {
  4898. int s_party = status_get_party_id(s_bl);
  4899. if (s_party && s_party == status_get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id))
  4900. state |= BCT_PARTY;
  4901. else
  4902. state |= BCT_ENEMY;
  4903. }
  4904. if (flag&(BCT_GUILD|BCT_ENEMY)) {
  4905. int s_guild = status_get_guild_id(s_bl);
  4906. int t_guild = status_get_guild_id(t_bl);
  4907. if (!(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)) && (!map[m].flag.battleground || sbg_id == tbg_id))
  4908. state |= BCT_GUILD;
  4909. else
  4910. state |= BCT_ENEMY;
  4911. }
  4912. if (state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id)
  4913. state &= ~BCT_ENEMY;
  4914. if (state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC) {
  4915. // Prevent novice engagement on pk_mode (feature by Valaris)
  4916. TBL_PC *sd = (TBL_PC *)s_bl, *sd2 = (TBL_PC *)t_bl;
  4917. if (
  4918. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  4919. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  4920. (int)sd->status.base_level < battle_config.pk_min_level ||
  4921. (int)sd2->status.base_level < battle_config.pk_min_level ||
  4922. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  4923. )
  4924. state &= ~BCT_ENEMY;
  4925. }
  4926. }//end map_flag_vs chk rivality
  4927. else {
  4928. //Non pvp/gvg, check party/guild settings.
  4929. if (flag&BCT_PARTY || state&BCT_ENEMY) {
  4930. int s_party = status_get_party_id(s_bl);
  4931. if (s_party && s_party == status_get_party_id(t_bl))
  4932. state |= BCT_PARTY;
  4933. }
  4934. if (flag&BCT_GUILD || state&BCT_ENEMY) {
  4935. int s_guild = status_get_guild_id(s_bl);
  4936. int t_guild = status_get_guild_id(t_bl);
  4937. if (s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)))
  4938. state |= BCT_GUILD;
  4939. }
  4940. } //end non pvp/gvg chk rivality
  4941. if (!state) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  4942. state = BCT_NEUTRAL;
  4943. //Alliance state takes precedence over enemy one.
  4944. else if (state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD))
  4945. state&=~BCT_ENEMY;
  4946. return (flag&state)?1:-1;
  4947. }
  4948. /*==========================================
  4949. * Check if can attack from this range
  4950. * Basic check then calling path_search for obstacle etc..
  4951. *------------------------------------------*/
  4952. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  4953. {
  4954. int d;
  4955. nullpo_retr(false, src);
  4956. nullpo_retr(false, bl);
  4957. if (src->m != bl->m)
  4958. return false;
  4959. #ifndef CIRCULAR_AREA
  4960. if (src->type == BL_PC) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  4961. int dx = src->x - bl->x, dy = src->y - bl->y;
  4962. if (!check_distance(dx, dy, range))
  4963. return false;
  4964. } else
  4965. #endif
  4966. if (!check_distance_bl(src, bl, range))
  4967. return false;
  4968. if ((d = distance_bl(src, bl)) < 2)
  4969. return true; // No need for path checking.
  4970. if (d > AREA_SIZE)
  4971. return false; // Avoid targetting objects beyond your range of sight.
  4972. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  4973. }
  4974. static const struct _battle_data {
  4975. const char *str;
  4976. int *val;
  4977. int defval;
  4978. int min;
  4979. int max;
  4980. } battle_data[] = {
  4981. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  4982. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  4983. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  4984. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  4985. { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
  4986. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  4987. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  4988. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  4989. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  4990. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  4991. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  4992. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  4993. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  4994. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  4995. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  4996. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, ~BL_PC, BL_NUL, BL_ALL, },
  4997. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  4998. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  4999. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  5000. { "traps_setting", &battle_config.traps_setting, 0, 0, 1, },
  5001. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  5002. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  5003. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  5004. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  5005. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  5006. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  5007. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  5008. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  5009. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  5010. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  5011. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  5012. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  5013. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  5014. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  5015. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  5016. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  5017. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  5018. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  5019. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  5020. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  5021. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  5022. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  5023. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  5024. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  5025. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  5026. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  5027. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  5028. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  5029. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  5030. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  5031. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  5032. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  5033. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  5034. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  5035. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 0, 0, 1, },
  5036. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  5037. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  5038. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  5039. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  5040. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  5041. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  5042. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  5043. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  5044. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  5045. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  5046. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  5047. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  5048. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  5049. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  5050. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  5051. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  5052. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  5053. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  5054. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  5055. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  5056. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, },
  5057. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  5058. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  5059. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  5060. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  5061. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  5062. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  5063. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  5064. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  5065. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  5066. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  5067. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  5068. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  5069. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  5070. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  5071. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  5072. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  5073. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  5074. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  5075. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  5076. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  5077. { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, },
  5078. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  5079. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  5080. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  5081. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  5082. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  5083. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  5084. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  5085. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  5086. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  5087. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  5088. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  5089. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  5090. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  5091. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  5092. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  5093. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  5094. { "item_check", &battle_config.item_check, 0, 0, 1, },
  5095. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  5096. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  5097. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  5098. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  5099. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  5100. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  5101. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  5102. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  5103. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  5104. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
  5105. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  5106. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  5107. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  5108. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  5109. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  5110. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  5111. { "max_hp", &battle_config.max_hp, 32500, 100, 1000000000, },
  5112. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  5113. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  5114. { "max_parameter", &battle_config.max_parameter, 99, 10, 10000, },
  5115. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, 10000, },
  5116. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  5117. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  5118. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  5119. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  5120. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  5121. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  5122. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  5123. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  5124. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  5125. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  5126. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  5127. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  5128. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  5129. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  5130. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  5131. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  5132. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  5133. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, },
  5134. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  5135. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  5136. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  5137. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  5138. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  5139. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  5140. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  5141. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  5142. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  5143. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  5144. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  5145. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  5146. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  5147. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  5148. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  5149. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  5150. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  5151. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  5152. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  5153. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  5154. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  5155. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  5156. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  5157. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  5158. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  5159. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
  5160. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  5161. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  5162. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  5163. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  5164. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  5165. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  5166. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  5167. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  5168. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  5169. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  5170. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  5171. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  5172. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  5173. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  5174. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  5175. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  5176. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  5177. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  5178. { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
  5179. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  5180. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  5181. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  5182. { "cell_stack_limit", &battle_config.cell_stack_limit, 1, 1, 255, },
  5183. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  5184. // eAthena additions
  5185. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  5186. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, },
  5187. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  5188. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, },
  5189. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  5190. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, },
  5191. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  5192. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, },
  5193. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  5194. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, },
  5195. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  5196. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, },
  5197. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  5198. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, },
  5199. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  5200. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, },
  5201. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  5202. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  5203. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  5204. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  5205. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  5206. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  5207. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  5208. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  5209. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  5210. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  5211. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  5212. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  5213. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  5214. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  5215. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  5216. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  5217. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  5218. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  5219. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  5220. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  5221. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  5222. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  5223. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  5224. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  5225. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  5226. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  5227. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  5228. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  5229. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  5230. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  5231. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  5232. { "packet_ver_flag", &battle_config.packet_ver_flag, 0xFFFFFF,0x0000,INT_MAX, },
  5233. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  5234. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  5235. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  5236. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  5237. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  5238. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  5239. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  5240. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  5241. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  5242. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  5243. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  5244. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  5245. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  5246. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  5247. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  5248. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  5249. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  5250. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  5251. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  5252. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  5253. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  5254. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  5255. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  5256. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  5257. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  5258. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  5259. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  5260. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  5261. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  5262. { "display_version", &battle_config.display_version, 1, 0, 1, },
  5263. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  5264. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  5265. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  5266. { "copyskill_restrict", &battle_config.copyskill_restrict, 2, 0, 2, },
  5267. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  5268. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  5269. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, },
  5270. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  5271. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  5272. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  5273. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  5274. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  5275. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  5276. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  5277. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, },
  5278. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  5279. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  5280. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  5281. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  5282. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  5283. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  5284. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  5285. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  5286. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  5287. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  5288. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  5289. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  5290. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  5291. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  5292. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  5293. { "pc_luk_status_def", &battle_config.pc_luk_sc_def, 300, 1, INT_MAX, },
  5294. { "mob_luk_status_def", &battle_config.mob_luk_sc_def, 300, 1, INT_MAX, },
  5295. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  5296. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  5297. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  5298. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  5299. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  5300. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  5301. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  5302. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  5303. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  5304. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  5305. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  5306. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  5307. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  5308. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  5309. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  5310. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  5311. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  5312. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  5313. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  5314. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  5315. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  5316. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  5317. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  5318. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  5319. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  5320. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  5321. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  5322. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  5323. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 1, 0, 1, },
  5324. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  5325. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  5326. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  5327. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  5328. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  5329. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  5330. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  5331. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  5332. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  5333. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  5334. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  5335. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  5336. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  5337. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  5338. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  5339. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  5340. // BattleGround Settings
  5341. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  5342. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  5343. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  5344. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  5345. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  5346. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  5347. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  5348. /**
  5349. * rAthena
  5350. **/
  5351. { "max_third_parameter", &battle_config.max_third_parameter, 120, 10, 10000, },
  5352. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, 10000, },
  5353. { "atcommand_max_stat_bypass", &battle_config.atcommand_max_stat_bypass, 0, 0, 100, },
  5354. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 90, 0, 100 },
  5355. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  5356. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  5357. { "min_npc_vending_distance", &battle_config.min_npc_vending_distance, 3, 0, 100 },
  5358. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  5359. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  5360. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  5361. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  5362. };
  5363. #ifndef STATS_OPT_OUT
  5364. /**
  5365. * rAthena anonymous statistic usage report -- packet is built here, and sent to char server to report.
  5366. **/
  5367. void rAthena_report(char *date, char *time_c)
  5368. {
  5369. int i, rev = 0, bd_size = ARRAYLENGTH(battle_data);
  5370. unsigned int config = 0;
  5371. const char *rev_str;
  5372. char timestring[25];
  5373. time_t curtime;
  5374. char *buf;
  5375. enum config_table {
  5376. C_CIRCULAR_AREA = 0x0001,
  5377. C_CELLNOSTACK = 0x0002,
  5378. C_BETA_THREAD_TEST = 0x0004,
  5379. C_SCRIPT_CALLFUNC_CHECK = 0x0008,
  5380. C_OFFICIAL_WALKPATH = 0x0010,
  5381. C_RENEWAL = 0x0020,
  5382. C_RENEWAL_CAST = 0x0040,
  5383. C_RENEWAL_DROP = 0x0080,
  5384. C_RENEWAL_EXP = 0x0100,
  5385. C_RENEWAL_LVDMG = 0x0200,
  5386. C_RENEWAL_EDP = 0x0400,
  5387. C_RENEWAL_ASPD = 0x0800,
  5388. C_SECURE_NPCTIMEOUT = 0x1000,
  5389. C_SQL_DBS = 0x2000,
  5390. C_SQL_LOGS = 0x4000,
  5391. };
  5392. if ((rev_str = get_svn_revision()) != 0)
  5393. rev = atoi(rev_str);
  5394. /* we get the current time */
  5395. time(&curtime);
  5396. strftime(timestring, 24, "%Y-%m-%d %H:%M:%S", localtime(&curtime));
  5397. #ifdef CIRCULAR_AREA
  5398. config |= C_CIRCULAR_AREA;
  5399. #endif
  5400. #ifdef CELL_NOSTACK
  5401. config |= C_CELLNOSTACK;
  5402. #endif
  5403. #ifdef BETA_THREAD_TEST
  5404. config |= C_BETA_THREAD_TEST;
  5405. #endif
  5406. #ifdef SCRIPT_CALLFUNC_CHECK
  5407. config |= C_SCRIPT_CALLFUNC_CHECK;
  5408. #endif
  5409. #ifdef OFFICIAL_WALKPATH
  5410. config |= C_OFFICIAL_WALKPATH;
  5411. #endif
  5412. #ifdef RENEWAL
  5413. config |= C_RENEWAL;
  5414. #endif
  5415. #ifdef RENEWAL_CAST
  5416. config |= C_RENEWAL_CAST;
  5417. #endif
  5418. #ifdef RENEWAL_DROP
  5419. config |= C_RENEWAL_DROP;
  5420. #endif
  5421. #ifdef RENEWAL_EXP
  5422. config |= C_RENEWAL_EXP;
  5423. #endif
  5424. #ifdef RENEWAL_LVDMG
  5425. config |= C_RENEWAL_LVDMG;
  5426. #endif
  5427. #ifdef RENEWAL_EDP
  5428. config |= C_RENEWAL_EDP;
  5429. #endif
  5430. #ifdef RENEWAL_ASPD
  5431. config |= C_RENEWAL_ASPD;
  5432. #endif
  5433. /* not a ifdef because SECURE_NPCTIMEOUT is always defined, but either as 0 or higher */
  5434. #if SECURE_NPCTIMEOUT
  5435. config |= C_SECURE_NPCTIMEOUT;
  5436. #endif
  5437. /* non-define part */
  5438. if (db_use_sqldbs)
  5439. config |= C_SQL_DBS;
  5440. if (log_config.sql_logs)
  5441. config |= C_SQL_LOGS;
  5442. #define BFLAG_LENGTH 35
  5443. CREATE(buf, char, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + (bd_size * (BFLAG_LENGTH + 4)) + 1);
  5444. /* build packet */
  5445. WBUFW(buf,0) = 0x3000;
  5446. WBUFW(buf,2) = 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + (bd_size * (BFLAG_LENGTH + 4));
  5447. WBUFW(buf,4) = 0x9c;
  5448. safestrncpy((char *)WBUFP(buf,6), date, 12);
  5449. safestrncpy((char *)WBUFP(buf,6 + 12), time_c, 9);
  5450. safestrncpy((char *)WBUFP(buf,6 + 12 + 9), timestring, 24);
  5451. WBUFL(buf,6 + 12 + 9 + 24) = rev;
  5452. WBUFL(buf,6 + 12 + 9 + 24 + 4) = map_getusers();
  5453. WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4) = config;
  5454. WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4) = bd_size;
  5455. for (i = 0; i < bd_size; i++) {
  5456. safestrncpy((char *)WBUFP(buf,6 + 12 + 9+ 24 + 4 + 4 + 4 + 4 + (i * (BFLAG_LENGTH + 4))), battle_data[i].str, 35);
  5457. WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + BFLAG_LENGTH + (i * (BFLAG_LENGTH + 4))) = *battle_data[i].val;
  5458. }
  5459. chrif_send_report(buf, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + (bd_size * (BFLAG_LENGTH + 4)));
  5460. aFree(buf);
  5461. #undef BFLAG_LENGTH
  5462. }
  5463. static int rAthena_report_timer(int tid, unsigned int tick, int id, intptr_t data)
  5464. {
  5465. if (chrif_isconnected()) { /* char server relays it, so it must be online. */
  5466. rAthena_report(__DATE__,__TIME__);
  5467. }
  5468. return 0;
  5469. }
  5470. #endif
  5471. int battle_set_value(const char *w1, const char *w2)
  5472. {
  5473. int val = config_switch(w2);
  5474. int i;
  5475. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  5476. if (i == ARRAYLENGTH(battle_data))
  5477. return 0; // not found
  5478. if (val < battle_data[i].min || val > battle_data[i].max) {
  5479. 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);
  5480. val = battle_data[i].defval;
  5481. }
  5482. *battle_data[i].val = val;
  5483. return 1;
  5484. }
  5485. int battle_get_value(const char *w1)
  5486. {
  5487. int i;
  5488. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  5489. if (i == ARRAYLENGTH(battle_data))
  5490. return 0; // not found
  5491. else
  5492. return *battle_data[i].val;
  5493. }
  5494. void battle_set_defaults()
  5495. {
  5496. int i;
  5497. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  5498. *battle_data[i].val = battle_data[i].defval;
  5499. }
  5500. void battle_adjust_conf()
  5501. {
  5502. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
  5503. battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
  5504. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd*10;
  5505. battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
  5506. battle_config.max_cart_weight *= 10;
  5507. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  5508. battle_config.max_def = 100;
  5509. if (battle_config.min_hitrate > battle_config.max_hitrate)
  5510. battle_config.min_hitrate = battle_config.max_hitrate;
  5511. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  5512. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  5513. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  5514. battle_config.day_duration = 60000;
  5515. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  5516. battle_config.night_duration = 60000;
  5517. #if PACKETVER < 20100427
  5518. if (battle_config.feature_buying_store) {
  5519. ShowWarning("conf/battle/feature.conf buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  5520. battle_config.feature_buying_store = 0;
  5521. }
  5522. #endif
  5523. #if PACKETVER < 20100803
  5524. if (battle_config.feature_search_stores) {
  5525. ShowWarning("conf/battle/feature.conf search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  5526. battle_config.feature_search_stores = 0;
  5527. }
  5528. #endif
  5529. #ifndef CELL_NOSTACK
  5530. if (battle_config.cell_stack_limit != 1)
  5531. ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  5532. #endif
  5533. }
  5534. int battle_config_read(const char *cfgName)
  5535. {
  5536. char line[1024], w1[1024], w2[1024];
  5537. FILE *fp;
  5538. static int count = 0;
  5539. if (count == 0)
  5540. battle_set_defaults();
  5541. count++;
  5542. fp = fopen(cfgName,"r");
  5543. if (fp == NULL)
  5544. ShowError("File not found: %s\n", cfgName);
  5545. else {
  5546. while (fgets(line, sizeof(line), fp)) {
  5547. if (line[0] == '/' && line[1] == '/')
  5548. continue;
  5549. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  5550. continue;
  5551. if (strcmpi(w1, "import") == 0)
  5552. battle_config_read(w2);
  5553. else if (battle_set_value(w1, w2) == 0)
  5554. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  5555. }
  5556. fclose(fp);
  5557. }
  5558. count--;
  5559. if (count == 0)
  5560. battle_adjust_conf();
  5561. return 0;
  5562. }
  5563. void do_init_battle(void)
  5564. {
  5565. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.c::delay_damage_ers",ERS_OPT_CLEAR);
  5566. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  5567. #ifndef STATS_OPT_OUT
  5568. add_timer_func_list(rAthena_report_timer, "rAthena_report_timer");
  5569. add_timer_interval(gettick()+30000, rAthena_report_timer, 0, 0, 60000 * 30);
  5570. #endif
  5571. }
  5572. void do_final_battle(void)
  5573. {
  5574. ers_destroy(delay_damage_ers);
  5575. }