battle.cpp 340 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "battle.hpp"
  4. #include <math.h>
  5. #include <stdlib.h>
  6. #include "../common/cbasetypes.hpp"
  7. #include "../common/ers.hpp"
  8. #include "../common/malloc.hpp"
  9. #include "../common/nullpo.hpp"
  10. #include "../common/random.hpp"
  11. #include "../common/showmsg.hpp"
  12. #include "../common/socket.hpp"
  13. #include "../common/strlib.hpp"
  14. #include "../common/timer.hpp"
  15. #include "../common/utils.hpp"
  16. #include "battleground.hpp"
  17. #include "chrif.hpp"
  18. #include "clif.hpp"
  19. #include "elemental.hpp"
  20. #include "guild.hpp"
  21. #include "homunculus.hpp"
  22. #include "log.hpp"
  23. #include "map.hpp"
  24. #include "mercenary.hpp"
  25. #include "mob.hpp"
  26. #include "party.hpp"
  27. #include "path.hpp"
  28. #include "pc.hpp"
  29. #include "pc_groups.hpp"
  30. #include "pet.hpp"
  31. int attr_fix_table[MAX_ELE_LEVEL][ELE_MAX][ELE_MAX];
  32. struct Battle_Config battle_config;
  33. static struct eri *delay_damage_ers; //For battle delay damage structures.
  34. /**
  35. * Returns the current/list skill used by the bl
  36. * @param bl
  37. * @return skill_id
  38. */
  39. uint16 battle_getcurrentskill(struct block_list *bl)
  40. {
  41. struct unit_data *ud;
  42. if( bl->type == BL_SKILL ) {
  43. struct skill_unit *su = (struct skill_unit*)bl;
  44. return (su && su->group?su->group->skill_id:0);
  45. }
  46. ud = unit_bl2ud(bl);
  47. return (ud?ud->skill_id:0);
  48. }
  49. /**
  50. * Get random targeting enemy
  51. * @param bl
  52. * @param ap
  53. * @return Found target (1) or not found (0)
  54. */
  55. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  56. {
  57. struct block_list **bl_list;
  58. struct unit_data *ud;
  59. int target_id;
  60. int *c;
  61. bl_list = va_arg(ap, struct block_list **);
  62. c = va_arg(ap, int *);
  63. target_id = va_arg(ap, int);
  64. if (bl->id == target_id)
  65. return 0;
  66. if (*c >= 24)
  67. return 0;
  68. if ( !(ud = unit_bl2ud(bl)) )
  69. return 0;
  70. if (ud->target == target_id || ud->skilltarget == target_id) {
  71. bl_list[(*c)++] = bl;
  72. return 1;
  73. }
  74. return 0;
  75. }
  76. /**
  77. * Returns list of targets
  78. * @param target
  79. * @return Target list
  80. */
  81. struct block_list* battle_gettargeted(struct block_list *target)
  82. {
  83. struct block_list *bl_list[24];
  84. int c = 0;
  85. nullpo_retr(NULL, target);
  86. memset(bl_list, 0, sizeof(bl_list));
  87. map_foreachinallrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  88. if ( c == 0 )
  89. return NULL;
  90. if( c > 24 )
  91. c = 24;
  92. return bl_list[rnd()%c];
  93. }
  94. /**
  95. * Returns the ID of the current targeted character of the passed bl
  96. * @param bl
  97. * @return Target Unit ID
  98. * @author [Skotlex]
  99. */
  100. int battle_gettarget(struct block_list* bl)
  101. {
  102. switch (bl->type) {
  103. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  104. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  105. case BL_PET: return ((struct pet_data*)bl)->target_id;
  106. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  107. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  108. case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
  109. }
  110. return 0;
  111. }
  112. /**
  113. * Get random enemy
  114. * @param bl
  115. * @param ap
  116. * @return Found target (1) or not found (0)
  117. */
  118. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  119. {
  120. struct block_list **bl_list;
  121. struct block_list *target;
  122. int *c;
  123. bl_list = va_arg(ap, struct block_list **);
  124. c = va_arg(ap, int *);
  125. target = va_arg(ap, struct block_list *);
  126. if (bl->id == target->id)
  127. return 0;
  128. if (*c >= 24)
  129. return 0;
  130. if (status_isdead(bl))
  131. return 0;
  132. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  133. bl_list[(*c)++] = bl;
  134. return 1;
  135. }
  136. return 0;
  137. }
  138. /**
  139. * Returns list of enemies within given range
  140. * @param target
  141. * @param type
  142. * @param range
  143. * @return Target list
  144. * @author [Skotlex]
  145. */
  146. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  147. {
  148. struct block_list *bl_list[24];
  149. int c = 0;
  150. memset(bl_list, 0, sizeof(bl_list));
  151. map_foreachinallrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  152. if ( c == 0 )
  153. return NULL;
  154. if( c > 24 )
  155. c = 24;
  156. return bl_list[rnd()%c];
  157. }
  158. /**
  159. * Get random enemy within area
  160. * @param bl
  161. * @param ap
  162. * @return Found target (1) or not found (0)
  163. */
  164. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  165. {
  166. struct block_list **bl_list, *src;
  167. int *c, ignore_id;
  168. bl_list = va_arg(ap, struct block_list **);
  169. c = va_arg(ap, int *);
  170. src = va_arg(ap, struct block_list *);
  171. ignore_id = va_arg(ap, int);
  172. if( bl->id == src->id || bl->id == ignore_id )
  173. return 0; // Ignores Caster and a possible pre-target
  174. if( *c >= 23 )
  175. return 0;
  176. if( status_isdead(bl) )
  177. return 0;
  178. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  179. bl_list[(*c)++] = bl;
  180. return 1;
  181. }
  182. return 0;
  183. }
  184. /**
  185. * Returns list of enemies within an area
  186. * @param src
  187. * @param x
  188. * @param y
  189. * @param range
  190. * @param type
  191. * @param ignore_id
  192. * @return Target list
  193. */
  194. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  195. {
  196. struct block_list *bl_list[24];
  197. int c = 0;
  198. memset(bl_list, 0, sizeof(bl_list));
  199. map_foreachinallarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  200. if( c == 0 )
  201. return NULL;
  202. if( c >= 24 )
  203. c = 23;
  204. return bl_list[rnd()%c];
  205. }
  206. /*========================================== [Playtester]
  207. * Deals damage without delay, applies additional effects and triggers monster events
  208. * This function is called from battle_delay_damage or battle_delay_damage_sub
  209. * @param src: Source of damage
  210. * @param target: Target of damage
  211. * @param damage: Damage to be dealt
  212. * @param delay: Damage delay
  213. * @param skill_lv: Level of skill used
  214. * @param skill_id: ID o skill used
  215. * @param dmg_lv: State of the attack (miss, etc.)
  216. * @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC)
  217. * @param additional_effects: Whether additional effect should be applied
  218. * @param isspdamage: If the damage is done to SP
  219. * @param tick: Current tick
  220. *------------------------------------------*/
  221. void battle_damage(struct block_list *src, struct block_list *target, int64 damage, int delay, uint16 skill_lv, uint16 skill_id, enum damage_lv dmg_lv, unsigned short attack_type, bool additional_effects, unsigned int tick, bool isspdamage) {
  222. map_freeblock_lock();
  223. if (isspdamage)
  224. status_fix_spdamage(src, target, damage, delay);
  225. else
  226. status_fix_damage(src, target, damage, delay); // We have to separate here between reflect damage and others [icescope]
  227. if (attack_type && !status_isdead(target) && additional_effects)
  228. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick);
  229. if (dmg_lv > ATK_BLOCK && attack_type)
  230. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick);
  231. // This is the last place where we have access to the actual damage type, so any monster events depending on type must be placed here
  232. if (target->type == BL_MOB && damage && (attack_type&BF_NORMAL)) {
  233. // Monsters differentiate whether they have been attacked by a skill or a normal attack
  234. struct mob_data* md = BL_CAST(BL_MOB, target);
  235. md->norm_attacked_id = md->attacked_id;
  236. }
  237. map_freeblock_unlock();
  238. }
  239. /// Damage Delayed Structure
  240. struct delay_damage {
  241. int src_id;
  242. int target_id;
  243. int64 damage;
  244. int delay;
  245. unsigned short distance;
  246. uint16 skill_lv;
  247. uint16 skill_id;
  248. enum damage_lv dmg_lv;
  249. unsigned short attack_type;
  250. bool additional_effects;
  251. enum bl_type src_type;
  252. bool isspdamage;
  253. };
  254. TIMER_FUNC(battle_delay_damage_sub){
  255. struct delay_damage *dat = (struct delay_damage *)data;
  256. if ( dat ) {
  257. struct block_list* src = NULL;
  258. struct block_list* target = map_id2bl(dat->target_id);
  259. if( !target || status_isdead(target) ) { /* Nothing we can do */
  260. if( dat->src_type == BL_PC && (src = map_id2bl(dat->src_id)) &&
  261. --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
  262. ((TBL_PC*)src)->state.hold_recalc = 0;
  263. status_calc_pc(((TBL_PC*)src), SCO_FORCE);
  264. }
  265. ers_free(delay_damage_ers, dat);
  266. return 0;
  267. }
  268. src = map_id2bl(dat->src_id);
  269. if( src && target->m == src->m &&
  270. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  271. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  272. {
  273. //Deal damage
  274. battle_damage(src, target, dat->damage, dat->delay, dat->skill_lv, dat->skill_id, dat->dmg_lv, dat->attack_type, dat->additional_effects, tick, dat->isspdamage);
  275. } else if( !src && dat->skill_id == CR_REFLECTSHIELD ) { // it was monster reflected damage, and the monster died, we pass the damage to the character as expected
  276. map_freeblock_lock();
  277. status_fix_damage(target, target, dat->damage, dat->delay);
  278. map_freeblock_unlock();
  279. }
  280. if( src && src->type == BL_PC && --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
  281. ((TBL_PC*)src)->state.hold_recalc = 0;
  282. status_calc_pc(((TBL_PC*)src), SCO_FORCE);
  283. }
  284. }
  285. ers_free(delay_damage_ers, dat);
  286. return 0;
  287. }
  288. int battle_delay_damage(unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, int ddelay, bool additional_effects, bool isspdamage)
  289. {
  290. struct delay_damage *dat;
  291. struct status_change *sc;
  292. struct block_list *d_tbl = NULL;
  293. struct block_list *e_tbl = NULL;
  294. nullpo_ret(src);
  295. nullpo_ret(target);
  296. sc = status_get_sc(target);
  297. if (sc) {
  298. if (sc->data[SC_DEVOTION] && sc->data[SC_DEVOTION]->val1)
  299. d_tbl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  300. if (sc->data[SC_WATER_SCREEN_OPTION] && sc->data[SC_WATER_SCREEN_OPTION]->val1)
  301. e_tbl = map_id2bl(sc->data[SC_WATER_SCREEN_OPTION]->val1);
  302. }
  303. if( ((d_tbl && check_distance_bl(target, d_tbl, sc->data[SC_DEVOTION]->val3)) || e_tbl) &&
  304. damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
  305. damage = 0;
  306. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  307. //Deal damage
  308. battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage);
  309. return 0;
  310. }
  311. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  312. dat->src_id = src->id;
  313. dat->target_id = target->id;
  314. dat->skill_id = skill_id;
  315. dat->skill_lv = skill_lv;
  316. dat->attack_type = attack_type;
  317. dat->damage = damage;
  318. dat->dmg_lv = dmg_lv;
  319. dat->delay = ddelay;
  320. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
  321. dat->additional_effects = additional_effects;
  322. dat->src_type = src->type;
  323. dat->isspdamage = isspdamage;
  324. if (src->type != BL_PC && amotion > 1000)
  325. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  326. if( src->type == BL_PC )
  327. ((TBL_PC*)src)->delayed_damage++;
  328. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  329. return 0;
  330. }
  331. /**
  332. * Get attribute ratio
  333. * @param atk_elem Attack element enum e_element
  334. * @param def_type Defense element enum e_element
  335. * @param def_lv Element level 1 ~ MAX_ELE_LEVEL
  336. */
  337. int battle_attr_ratio(int atk_elem, int def_type, int def_lv)
  338. {
  339. if (!CHK_ELEMENT(atk_elem) || !CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv))
  340. return 100;
  341. return attr_fix_table[def_lv-1][atk_elem][def_type];
  342. }
  343. /**
  344. * Does attribute fix modifiers.
  345. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  346. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  347. * @param src
  348. * @param target
  349. * @param damage
  350. * @param atk_elem
  351. * @param def_type
  352. * @param def_lv
  353. * @return damage
  354. */
  355. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
  356. {
  357. struct status_change *sc = NULL, *tsc = NULL;
  358. int ratio;
  359. if (src) sc = status_get_sc(src);
  360. if (target) tsc = status_get_sc(target);
  361. if (!CHK_ELEMENT(atk_elem))
  362. atk_elem = rnd()%ELE_ALL;
  363. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  364. ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  365. return damage;
  366. }
  367. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  368. if (sc && sc->count) { //increase dmg by src status
  369. switch(atk_elem){
  370. case ELE_FIRE:
  371. if (sc->data[SC_VOLCANO])
  372. #ifdef RENEWAL
  373. ratio += sc->data[SC_VOLCANO]->val3;
  374. #else
  375. damage += (int64)((damage*sc->data[SC_VOLCANO]->val3) / 100);
  376. #endif
  377. break;
  378. case ELE_WIND:
  379. if (sc->data[SC_VIOLENTGALE])
  380. #ifdef RENEWAL
  381. ratio += sc->data[SC_VIOLENTGALE]->val3;
  382. #else
  383. damage += (int64)((damage*sc->data[SC_VIOLENTGALE]->val3) / 100);
  384. #endif
  385. break;
  386. case ELE_WATER:
  387. if (sc->data[SC_DELUGE])
  388. #ifdef RENEWAL
  389. ratio += sc->data[SC_DELUGE]->val3;
  390. #else
  391. damage += (int64)((damage*sc->data[SC_DELUGE]->val3) / 100);
  392. #endif
  393. break;
  394. case ELE_GHOST:
  395. if (sc->data[SC_TELEKINESIS_INTENSE])
  396. ratio += sc->data[SC_TELEKINESIS_INTENSE]->val3;
  397. break;
  398. }
  399. }
  400. if( target && target->type == BL_SKILL ) {
  401. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  402. struct skill_unit *su = (struct skill_unit*)target;
  403. struct skill_unit_group *sg;
  404. struct block_list *src2;
  405. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  406. (src2 = map_id2bl(sg->src_id)) == NULL || status_isdead(src2) )
  407. return 0;
  408. if( sg->unit_id != UNT_FIREWALL ) {
  409. int x,y;
  410. x = sg->val3 >> 16;
  411. y = sg->val3 & 0xffff;
  412. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  413. sg->val3 = -1;
  414. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  415. }
  416. }
  417. }
  418. if (tsc && tsc->count) { //increase dmg by target status
  419. switch(atk_elem) {
  420. case ELE_FIRE:
  421. if (tsc->data[SC_SPIDERWEB]) { //Double damage
  422. #ifdef RENEWAL
  423. ratio += 100;
  424. #else
  425. damage *= 2;
  426. #endif
  427. //Remove a unit group or end whole status change
  428. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  429. }
  430. if (tsc->data[SC_THORNSTRAP] && battle_getcurrentskill(src) != GN_CARTCANNON)
  431. status_change_end(target, SC_THORNSTRAP, INVALID_TIMER);
  432. if (tsc->data[SC_CRYSTALIZE])
  433. status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
  434. if (tsc->data[SC_EARTH_INSIGNIA])
  435. #ifdef RENEWAL
  436. ratio += 50;
  437. #else
  438. damage += (int64)(damage * 50 / 100);
  439. #endif
  440. break;
  441. case ELE_HOLY:
  442. if (tsc->data[SC_ORATIO])
  443. #ifdef RENEWAL
  444. ratio += tsc->data[SC_ORATIO]->val1 * 2;
  445. #else
  446. damage += (int64)(damage * (tsc->data[SC_ORATIO]->val1 * 2) / 100);
  447. #endif
  448. break;
  449. case ELE_POISON:
  450. if (tsc->data[SC_VENOMIMPRESS])
  451. #ifdef RENEWAL
  452. ratio += tsc->data[SC_VENOMIMPRESS]->val2;
  453. #else
  454. damage += (int64)(damage * tsc->data[SC_VENOMIMPRESS]->val2 / 100);
  455. #endif
  456. break;
  457. case ELE_WIND:
  458. if (tsc->data[SC_WATER_INSIGNIA])
  459. #ifdef RENEWAL
  460. ratio += 50;
  461. #else
  462. damage += (int64)(damage * 50 / 100);
  463. #endif
  464. if (tsc->data[SC_CRYSTALIZE]) {
  465. uint16 skill_id = battle_getcurrentskill(src);
  466. if (skill_get_type(skill_id)&BF_MAGIC)
  467. #ifdef RENEWAL
  468. ratio += 50;
  469. #else
  470. damage += (int64)(damage * 50 / 100);
  471. #endif
  472. }
  473. break;
  474. case ELE_WATER:
  475. if (tsc->data[SC_FIRE_INSIGNIA])
  476. #ifdef RENEWAL
  477. ratio += 50;
  478. #else
  479. damage += (int64)(damage * 50 / 100);
  480. #endif
  481. break;
  482. case ELE_EARTH:
  483. if (tsc->data[SC_WIND_INSIGNIA])
  484. #ifdef RENEWAL
  485. ratio += 50;
  486. #else
  487. damage += (int64)(damage * 50 / 100);
  488. #endif
  489. status_change_end(target, SC_MAGNETICFIELD, INVALID_TIMER); //freed if received earth dmg
  490. break;
  491. case ELE_NEUTRAL:
  492. if (tsc->data[SC_ANTI_M_BLAST])
  493. #ifdef RENEWAL
  494. ratio += tsc->data[SC_ANTI_M_BLAST]->val2;
  495. #else
  496. damage += (int64)(damage * tsc->data[SC_ANTI_M_BLAST]->val2 / 100);
  497. #endif
  498. break;
  499. }
  500. }
  501. if (battle_config.attr_recover == 0 && ratio < 0)
  502. ratio = 0;
  503. #ifdef RENEWAL
  504. //In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0
  505. damage = damage - (int64)((damage * (100 - ratio)) / 100);
  506. #else
  507. damage = (int64)((damage*ratio)/100);
  508. #endif
  509. //Damage can be negative, see battle_config.attr_recover
  510. return damage;
  511. }
  512. /**
  513. * Calculates card bonuses damage adjustments.
  514. * @param attack_type @see enum e_battle_flag
  515. * @param src Attacker
  516. * @param target Target
  517. * @param nk Skill's nk @see enum e_skill_nk [NK_NO_CARDFIX_ATK|NK_NO_ELEFIX|NK_NO_CARDFIX_DEF]
  518. * @param rh_ele Right-hand weapon element
  519. * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
  520. * @param damage Original damage
  521. * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
  522. * 3: Calculates attacker bonuses in both hands.
  523. * 2: Calculates attacker bonuses in right-hand only.
  524. * 0 or 1: Only calculates target bonuses.
  525. * @param flag Misc value of skill & damage flags
  526. * @return damage Damage diff between original damage and after calculation
  527. */
  528. int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int rh_ele, int lh_ele, int64 damage, int left, int flag){
  529. struct map_session_data *sd, ///< Attacker session data if BL_PC
  530. *tsd; ///< Target session data if BL_PC
  531. short cardfix = 1000;
  532. int s_class, ///< Attacker class
  533. t_class; ///< Target class
  534. enum e_race2 s_race2, /// Attacker Race2
  535. t_race2; ///< Target Race2
  536. enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
  537. struct status_data *sstatus, ///< Attacker status data
  538. *tstatus; ///< Target status data
  539. int64 original_damage;
  540. int i;
  541. if( !damage )
  542. return 0;
  543. original_damage = damage;
  544. sd = BL_CAST(BL_PC, src);
  545. tsd = BL_CAST(BL_PC, target);
  546. t_class = status_get_class(target);
  547. s_class = status_get_class(src);
  548. sstatus = status_get_status_data(src);
  549. tstatus = status_get_status_data(target);
  550. s_race2 = status_get_race2(src);
  551. t_race2 = status_get_race2(target);
  552. s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
  553. //Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase
  554. #define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - (fix))) / 1000); }
  555. switch( attack_type ) {
  556. case BF_MAGIC:
  557. // Affected by attacker ATK bonuses
  558. if( sd && !(nk&NK_NO_CARDFIX_ATK) ) {
  559. cardfix = cardfix * (100 + sd->magic_addrace[tstatus->race] + sd->magic_addrace[RC_ALL] + sd->magic_addrace2[t_race2]) / 100;
  560. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  561. cardfix = cardfix * (100 + sd->magic_addele[tstatus->def_ele] + sd->magic_addele[ELE_ALL] +
  562. sd->magic_addele_script[tstatus->def_ele] + sd->magic_addele_script[ELE_ALL]) / 100;
  563. cardfix = cardfix * (100 + sd->magic_atk_ele[rh_ele] + sd->magic_atk_ele[ELE_ALL]) / 100;
  564. }
  565. cardfix = cardfix * (100 + sd->magic_addsize[tstatus->size] + sd->magic_addsize[SZ_ALL]) / 100;
  566. cardfix = cardfix * (100 + sd->magic_addclass[tstatus->class_] + sd->magic_addclass[CLASS_ALL]) / 100;
  567. for( i = 0; i < ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate; i++ ) {
  568. if( sd->add_mdmg[i].class_ == t_class ) {
  569. cardfix = cardfix * (100 + sd->add_mdmg[i].rate) / 100;
  570. break;
  571. }
  572. }
  573. APPLY_CARDFIX(damage, cardfix);
  574. }
  575. // Affected by target DEF bonuses
  576. if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) {
  577. cardfix = 1000; // reset var for target
  578. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  579. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
  580. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  581. if( tsd->subele2[i].ele != rh_ele )
  582. continue;
  583. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  584. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  585. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK) )
  586. continue;
  587. ele_fix += tsd->subele2[i].rate;
  588. }
  589. if (s_defele != ELE_NONE)
  590. ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL];
  591. cardfix = cardfix * (100 - ele_fix) / 100;
  592. }
  593. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  594. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  595. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  596. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  597. for( i = 0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate; i++ ) {
  598. if( tsd->add_mdef[i].class_ == s_class ) {
  599. cardfix = cardfix * (100 - tsd->add_mdef[i].rate) / 100;
  600. break;
  601. }
  602. }
  603. #ifndef RENEWAL
  604. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  605. if( flag&BF_SHORT )
  606. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  607. else
  608. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  609. #endif
  610. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  611. if( tsd->sc.data[SC_MDEF_RATE] )
  612. cardfix = cardfix * (100 - tsd->sc.data[SC_MDEF_RATE]->val1) / 100;
  613. APPLY_CARDFIX(damage, cardfix);
  614. }
  615. break;
  616. case BF_WEAPON:
  617. // Affected by attacker ATK bonuses
  618. if( sd && !(nk&NK_NO_CARDFIX_ATK) && (left&2) ) {
  619. short cardfix_ = 1000;
  620. if( sd->state.arrow_atk ) { // Ranged attack
  621. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->arrow_addrace[tstatus->race] +
  622. sd->right_weapon.addrace[RC_ALL] + sd->arrow_addrace[RC_ALL]) / 100;
  623. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  624. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele] +
  625. sd->right_weapon.addele[ELE_ALL] + sd->arrow_addele[ELE_ALL];
  626. for( i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++ ) {
  627. if( sd->right_weapon.addele2[i].ele != tstatus->def_ele )
  628. continue;
  629. if( !(((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  630. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  631. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  632. continue;
  633. ele_fix += sd->right_weapon.addele2[i].rate;
  634. }
  635. cardfix = cardfix * (100 + ele_fix) / 100;
  636. }
  637. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->arrow_addsize[tstatus->size] +
  638. sd->right_weapon.addsize[SZ_ALL] + sd->arrow_addsize[SZ_ALL]) / 100;
  639. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  640. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->arrow_addclass[tstatus->class_] +
  641. sd->right_weapon.addclass[CLASS_ALL] + sd->arrow_addclass[CLASS_ALL]) / 100;
  642. } else { // Melee attack
  643. int skill = 0;
  644. // Calculates each right & left hand weapon bonuses separatedly
  645. if( !battle_config.left_cardfix_to_right ) {
  646. // Right-handed weapon
  647. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  648. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  649. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  650. for( i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++ ) {
  651. if( sd->right_weapon.addele2[i].ele != tstatus->def_ele )
  652. continue;
  653. if( !(((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  654. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  655. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  656. continue;
  657. ele_fix += sd->right_weapon.addele2[i].rate;
  658. }
  659. cardfix = cardfix * (100 + ele_fix) / 100;
  660. }
  661. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  662. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  663. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  664. if( left&1 ) { // Left-handed weapon
  665. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  666. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  667. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  668. for( i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++ ) {
  669. if( sd->left_weapon.addele2[i].ele != tstatus->def_ele )
  670. continue;
  671. if( !(((sd->left_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  672. ((sd->left_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  673. ((sd->left_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  674. continue;
  675. ele_fix_lh += sd->left_weapon.addele2[i].rate;
  676. }
  677. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  678. }
  679. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  680. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[t_race2]) / 100;
  681. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  682. }
  683. }
  684. // Calculates right & left hand weapon as unity
  685. else {
  686. //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_NO_ELEFIX?
  687. //if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  688. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  689. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  690. for( i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++ ) {
  691. if( sd->right_weapon.addele2[i].ele != tstatus->def_ele )
  692. continue;
  693. if( !(((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  694. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  695. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  696. continue;
  697. ele_fix += sd->right_weapon.addele2[i].rate;
  698. }
  699. for( i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++ ) {
  700. if( sd->left_weapon.addele2[i].ele != tstatus->def_ele )
  701. continue;
  702. if( !(((sd->left_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  703. ((sd->left_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  704. ((sd->left_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  705. continue;
  706. ele_fix += sd->left_weapon.addele2[i].rate;
  707. }
  708. cardfix = cardfix * (100 + ele_fix) / 100;
  709. //}
  710. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  711. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  712. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  713. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  714. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2] + sd->left_weapon.addrace2[t_race2]) / 100;
  715. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  716. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  717. }
  718. if( sd->status.weapon == W_KATAR && (skill = pc_checkskill(sd,ASC_KATAR)) > 0 ) // Adv. Katar Mastery functions similar to a +%ATK card on official [helvetica]
  719. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  720. }
  721. //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
  722. for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ ) {
  723. if( sd->right_weapon.add_dmg[i].class_ == t_class ) {
  724. cardfix = cardfix * (100 + sd->right_weapon.add_dmg[i].rate) / 100;
  725. break;
  726. }
  727. }
  728. if( left&1 ) {
  729. for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ ) {
  730. if( sd->left_weapon.add_dmg[i].class_ == t_class ) {
  731. cardfix_ = cardfix_ * (100 + sd->left_weapon.add_dmg[i].rate) / 100;
  732. break;
  733. }
  734. }
  735. }
  736. #ifndef RENEWAL
  737. if( flag&BF_LONG )
  738. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  739. #endif
  740. if (left&1) {
  741. APPLY_CARDFIX(damage, cardfix_);
  742. } else {
  743. APPLY_CARDFIX(damage, cardfix);
  744. }
  745. }
  746. // Affected by target DEF bonuses
  747. else if( tsd && !(nk&NK_NO_CARDFIX_DEF) && !(left&2) ) {
  748. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  749. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
  750. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  751. if( tsd->subele2[i].ele != rh_ele )
  752. continue;
  753. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  754. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  755. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK) )
  756. continue;
  757. ele_fix += tsd->subele2[i].rate;
  758. }
  759. cardfix = cardfix * (100 - ele_fix) / 100;
  760. if( left&1 && lh_ele != rh_ele ) {
  761. int ele_fix_lh = tsd->subele[lh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[lh_ele] + tsd->subele_script[ELE_ALL];
  762. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  763. if( tsd->subele2[i].ele != lh_ele )
  764. continue;
  765. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  766. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  767. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK) )
  768. continue;
  769. ele_fix_lh += tsd->subele2[i].rate;
  770. }
  771. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  772. }
  773. cardfix = cardfix * (100 - tsd->subdefele[s_defele] - tsd->subdefele[ELE_ALL]) / 100;
  774. }
  775. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  776. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  777. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  778. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  779. for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate; i++ ) {
  780. if( tsd->add_def[i].class_ == s_class ) {
  781. cardfix = cardfix * (100 - tsd->add_def[i].rate) / 100;
  782. break;
  783. }
  784. }
  785. if( flag&BF_SHORT )
  786. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  787. else // BF_LONG (there's no other choice)
  788. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  789. if( tsd->sc.data[SC_DEF_RATE] )
  790. cardfix = cardfix * (100 - tsd->sc.data[SC_DEF_RATE]->val1) / 100;
  791. APPLY_CARDFIX(damage, cardfix);
  792. }
  793. break;
  794. case BF_MISC:
  795. // Affected by target DEF bonuses
  796. if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) {
  797. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  798. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
  799. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  800. if( tsd->subele2[i].ele != rh_ele )
  801. continue;
  802. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  803. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  804. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK))
  805. continue;
  806. ele_fix += tsd->subele2[i].rate;
  807. }
  808. if (s_defele != ELE_NONE)
  809. ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL];
  810. cardfix = cardfix * (100 - ele_fix) / 100;
  811. }
  812. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  813. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  814. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  815. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  816. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  817. if( flag&BF_SHORT )
  818. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  819. else // BF_LONG (there's no other choice)
  820. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  821. APPLY_CARDFIX(damage, cardfix);
  822. }
  823. break;
  824. }
  825. #undef APPLY_CARDFIX
  826. return (int)cap_value(damage - original_damage, INT_MIN, INT_MAX);
  827. }
  828. /**
  829. * Absorb damage based on criteria
  830. * @param bl
  831. * @param d Damage
  832. **/
  833. static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
  834. int64 dmg_ori = 0, dmg_new = 0;
  835. nullpo_retv(bl);
  836. nullpo_retv(d);
  837. if (!d->damage && !d->damage2)
  838. return;
  839. switch (bl->type) {
  840. case BL_PC:
  841. {
  842. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  843. if (!sd)
  844. return;
  845. if (sd->bonus.absorb_dmg_maxhp) {
  846. int hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
  847. dmg_ori = dmg_new = d->damage + d->damage2;
  848. if (dmg_ori > hp)
  849. dmg_new = dmg_ori - hp;
  850. }
  851. }
  852. break;
  853. }
  854. if (dmg_ori == dmg_new)
  855. return;
  856. if (!d->damage2)
  857. d->damage = dmg_new;
  858. else if (!d->damage)
  859. d->damage2 = dmg_new;
  860. else {
  861. d->damage = dmg_new;
  862. d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
  863. if (d->damage2 < 1)
  864. d->damage2 = 1;
  865. d->damage = d->damage - d->damage2;
  866. }
  867. }
  868. /**
  869. * Check Safety Wall and Pneuma effect.
  870. * Maybe expand this to move checks the target's SC from battle_calc_damage?
  871. * @param src Attacker
  872. * @param target Target of attack
  873. * @param sc STatus Change
  874. * @param d Damage data
  875. * @param damage Damage received
  876. * @param skill_id
  877. * @param skill_lv
  878. * @return True:Damage inflicted, False:Missed
  879. **/
  880. bool battle_check_sc(struct block_list *src, struct block_list *target, struct status_change *sc, struct Damage *d, int64 damage, uint16 skill_id, uint16 skill_lv) {
  881. if (!sc)
  882. return true;
  883. if (sc->data[SC_SAFETYWALL] && (d->flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
  884. struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
  885. uint16 skill_id_val = sc->data[SC_SAFETYWALL]->val2;
  886. if (group) {
  887. if (skill_id_val == MH_STEINWAND) {
  888. if (--group->val2 <= 0)
  889. skill_delunitgroup(group);
  890. d->dmg_lv = ATK_BLOCK;
  891. if( (group->val3 - damage) > 0 )
  892. group->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  893. else
  894. skill_delunitgroup(group);
  895. return false;
  896. }
  897. //in RE, SW possesses a lifetime equal to group val2, (3x caster hp, or homon formula)
  898. d->dmg_lv = ATK_BLOCK;
  899. #ifdef RENEWAL
  900. if ( ( group->val2 - damage) > 0 ) {
  901. group->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  902. } else
  903. skill_delunitgroup(group);
  904. return false;
  905. #else
  906. if (--group->val2 <= 0)
  907. skill_delunitgroup(group);
  908. return false;
  909. #endif
  910. }
  911. status_change_end(target, SC_SAFETYWALL, INVALID_TIMER);
  912. }
  913. if (sc->data[SC_NEUTRALBARRIER] && ((d->flag&(BF_LONG|BF_MAGIC)) == BF_LONG || skill_id == CR_ACIDDEMONSTRATION)) {
  914. d->dmg_lv = ATK_MISS;
  915. return false;
  916. }
  917. if( sc->data[SC_PNEUMA] && (d->flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) {
  918. d->dmg_lv = ATK_BLOCK;
  919. return false;
  920. }
  921. return true;
  922. }
  923. /**
  924. * Check damage through status.
  925. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
  926. * After this we apply bg/gvg reduction
  927. * @param src
  928. * @param bl
  929. * @param d
  930. * @param damage
  931. * @param skill_id
  932. * @param skill_lv
  933. * @return damage
  934. */
  935. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  936. {
  937. struct map_session_data *sd = NULL;
  938. struct status_change *sc;
  939. struct status_change_entry *sce;
  940. int div_ = d->div_, flag = d->flag;
  941. nullpo_ret(bl);
  942. if( !damage )
  943. return 0;
  944. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  945. return 0;
  946. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_get_type(skill_id) != BF_MISC
  947. && skill_get_casttype(skill_id) == CAST_GROUND )
  948. return 0;
  949. if (bl->type == BL_PC) {
  950. sd=(struct map_session_data *)bl;
  951. //Special no damage states
  952. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  953. damage -= damage * sd->special_state.no_weapon_damage / 100;
  954. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  955. damage -= damage * sd->special_state.no_magic_damage / 100;
  956. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  957. damage -= damage * sd->special_state.no_misc_damage / 100;
  958. if(!damage)
  959. return 0;
  960. }
  961. sc = status_get_sc(bl); //check target status
  962. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  963. return 1;
  964. if (sc && sc->data[SC_MAXPAIN])
  965. return 0;
  966. if (skill_id == PA_PRESSURE || skill_id == HW_GRAVITATION)
  967. return damage; //These skills bypass everything else.
  968. if( sc && sc->count ) { // SC_* that reduce damage to 0.
  969. if( sc->data[SC_BASILICA] && !status_bl_has_mode(src,MD_STATUS_IMMUNE) ) {
  970. d->dmg_lv = ATK_BLOCK;
  971. return 0;
  972. }
  973. if( sc->data[SC_WHITEIMPRISON] ) { // Gravitation and Pressure do damage without removing the effect
  974. if( skill_id == MG_NAPALMBEAT ||
  975. skill_id == MG_SOULSTRIKE ||
  976. skill_id == WL_SOULEXPANSION ||
  977. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  978. (!skill_id && (status_get_status_data(src))->rhw.ele == ELE_GHOST) )
  979. {
  980. if( skill_id == WL_SOULEXPANSION )
  981. damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
  982. status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
  983. } else {
  984. d->dmg_lv = ATK_BLOCK;
  985. return 0;
  986. }
  987. }
  988. if( sc->data[SC_ZEPHYR] && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) ) {
  989. d->dmg_lv = ATK_BLOCK;
  990. return 0;
  991. }
  992. if (!battle_check_sc(src, bl, sc, d, damage, skill_id, skill_lv))
  993. return 0;
  994. if (sc->data[SC__MANHOLE] || (src->type == BL_PC && sc->data[SC_KINGS_GRACE])) {
  995. d->dmg_lv = ATK_BLOCK;
  996. return 0;
  997. }
  998. if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 ) {
  999. clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,sc->data[SC_WEAPONBLOCKING]->val1,1);
  1000. sc_start2(src,bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,skill_get_time2(GC_WEAPONBLOCKING,sc->data[SC_WEAPONBLOCKING]->val1));
  1001. d->dmg_lv = ATK_BLOCK;
  1002. return 0;
  1003. }
  1004. if( (sce = sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 ) {
  1005. int delay;
  1006. struct status_change_entry *sce_d = sc->data[SC_DEVOTION];
  1007. struct block_list *d_bl = NULL;
  1008. // different delay depending on skill level [celest]
  1009. if (sce->val1 <= 5)
  1010. delay = 300;
  1011. else if (sce->val1 > 5 && sce->val1 <= 9)
  1012. delay = 200;
  1013. else
  1014. delay = 100;
  1015. if (sd && pc_issit(sd))
  1016. pc_setstand(sd, true);
  1017. if( sce_d && (d_bl = map_id2bl(sce_d->val1)) &&
  1018. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  1019. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) &&
  1020. check_distance_bl(bl,d_bl,sce_d->val3) )
  1021. { //If player is target of devotion, show guard effect on the devotion caster rather than the target
  1022. clif_skill_nodamage(d_bl,d_bl,CR_AUTOGUARD,sce->val1,1);
  1023. unit_set_walkdelay(d_bl,gettick(),delay,1);
  1024. d->dmg_lv = ATK_MISS;
  1025. return 0;
  1026. } else {
  1027. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
  1028. unit_set_walkdelay(bl,gettick(),delay,1);
  1029. if( sc->data[SC_SHRINK] && rnd()%100 < 5 * sce->val1 )
  1030. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,BLOWN_NONE);
  1031. d->dmg_lv = ATK_MISS;
  1032. return 0;
  1033. }
  1034. }
  1035. if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
  1036. sce->val3 -= (int)cap_value(damage,INT_MIN,INT_MAX); // absorb damage
  1037. d->dmg_lv = ATK_BLOCK;
  1038. if( sce->val3 <= 0 ) { // Shield Down
  1039. sce->val2--;
  1040. if( sce->val2 >= 0 ) {
  1041. clif_millenniumshield(bl,sce->val2);
  1042. if( !sce->val2 )
  1043. status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
  1044. else
  1045. sce->val3 = 1000; // Next shield
  1046. }
  1047. status_change_start(src,bl,SC_STUN,10000,0,0,0,0,1000,SCSTART_NOTICKDEF);
  1048. }
  1049. return 0;
  1050. }
  1051. // attack blocked by Parrying
  1052. if( (sce = sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 ) {
  1053. clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
  1054. return 0;
  1055. }
  1056. if (sc->data[SC_DODGE] && (flag&BF_LONG || sc->data[SC_SPURT]) && rnd() % 100 < 20) {
  1057. if (sd && pc_issit(sd))
  1058. pc_setstand(sd, true); //Stand it to dodge.
  1059. clif_skill_nodamage(bl, bl, TK_DODGE, 1, 1);
  1060. sc_start4(src, bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  1061. return 0;
  1062. }
  1063. if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
  1064. return 0;
  1065. if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  1066. return 0;
  1067. //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  1068. if ((sce = sc->data[SC_KAUPE]) && rnd()%100 < sce->val2) {
  1069. clif_specialeffect(bl, EF_STORMKICK4, AREA);
  1070. //Shouldn't end until Breaker's non-weapon part connects.
  1071. #ifndef RENEWAL
  1072. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  1073. #endif
  1074. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  1075. status_change_end(bl, SC_KAUPE, INVALID_TIMER);
  1076. return 0;
  1077. }
  1078. #ifdef RENEWAL // Flat +400% damage from melee
  1079. if (sc->data[SC_KAITE] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  1080. damage <<= 2;
  1081. #endif
  1082. if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) {
  1083. clif_specialeffect(bl, EF_STORMKICK4, AREA); // Still need confirm it.
  1084. return 0;
  1085. }
  1086. if (((sce = sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU]) && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK)) {
  1087. skill_additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, gettick() );
  1088. if (!status_isdead(src))
  1089. skill_counter_additional_effect( src, bl, skill_id, skill_lv, flag, gettick() );
  1090. if (sce) {
  1091. clif_specialeffect(bl, EF_STORMKICK4, AREA);
  1092. skill_blown(src,bl,sce->val3,-1,BLOWN_NONE);
  1093. }
  1094. //Both need to be consumed if they are active.
  1095. if (sce && --(sce->val2) <= 0)
  1096. status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER);
  1097. if ((sce = sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  1098. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER);
  1099. return 0;
  1100. }
  1101. //Now damage increasing effects
  1102. if (sc->data[SC_AETERNA] && skill_id != PF_SOULBURN) {
  1103. if (src->type != BL_MER || !skill_id)
  1104. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  1105. #ifndef RENEWAL
  1106. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  1107. #endif
  1108. status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  1109. }
  1110. #ifdef RENEWAL
  1111. if( sc->data[SC_RAID] ) {
  1112. damage += damage * 20 / 100;
  1113. if (--sc->data[SC_RAID]->val1 == 0)
  1114. status_change_end(bl, SC_RAID, INVALID_TIMER);
  1115. }
  1116. #endif
  1117. if( damage ) {
  1118. struct map_session_data *tsd = BL_CAST(BL_PC, src);
  1119. if( sc->data[SC_DEEPSLEEP] ) {
  1120. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  1121. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  1122. }
  1123. if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ) {
  1124. switch(tsd->status.weapon) {
  1125. case W_MACE:
  1126. case W_2HMACE:
  1127. case W_1HAXE:
  1128. case W_2HAXE:
  1129. damage += damage / 2;
  1130. break;
  1131. case W_MUSICAL:
  1132. case W_WHIP:
  1133. if(!tsd->state.arrow_atk)
  1134. break;
  1135. case W_BOW:
  1136. case W_REVOLVER:
  1137. case W_RIFLE:
  1138. case W_GATLING:
  1139. case W_SHOTGUN:
  1140. case W_GRENADE:
  1141. case W_DAGGER:
  1142. case W_1HSWORD:
  1143. case W_2HSWORD:
  1144. damage -= damage / 2;
  1145. break;
  1146. }
  1147. }
  1148. if( sc->data[SC_VOICEOFSIREN] )
  1149. status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
  1150. }
  1151. if( sc->data[SC_DEVOTION] ) {
  1152. struct status_change_entry *sce_d = sc->data[SC_DEVOTION];
  1153. struct block_list *d_bl = map_id2bl(sce_d->val1);
  1154. if( d_bl &&
  1155. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  1156. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) &&
  1157. check_distance_bl(bl,d_bl,sce_d->val3) )
  1158. {
  1159. struct status_change *d_sc = status_get_sc(d_bl);
  1160. if( d_sc && d_sc->data[SC_DEFENDER] && (flag&(BF_LONG|BF_MAGIC)) == BF_LONG && skill_id != ASC_BREAKER && skill_id != CR_ACIDDEMONSTRATION && skill_id != NJ_ZENYNAGE && skill_id != GN_FIRE_EXPANSION_ACID && skill_id != KO_MUCHANAGE )
  1161. damage -= damage * d_sc->data[SC_DEFENDER]->val2 / 100;
  1162. }
  1163. }
  1164. // Damage reductions
  1165. // Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  1166. #ifndef RENEWAL
  1167. if( sc->data[SC_ASSUMPTIO] ) {
  1168. if( map_flag_vs(bl->m) )
  1169. damage = (int64)damage*2/3; //Receive 66% damage
  1170. else
  1171. damage >>= 1; //Receive 50% damage
  1172. }
  1173. #endif
  1174. if (sc->data[SC_DEFENDER] &&
  1175. skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE &&
  1176. #ifdef RENEWAL
  1177. ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == CR_ACIDDEMONSTRATION || skill_id == GN_FIRE_EXPANSION_ACID))
  1178. #else
  1179. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1180. #endif
  1181. damage -= damage * sc->data[SC_DEFENDER]->val2 / 100;
  1182. if(sc->data[SC_ADJUSTMENT] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1183. damage -= damage * 20 / 100;
  1184. if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) {
  1185. if(flag&BF_SKILL) //25% reduction
  1186. damage -= damage * 25 / 100;
  1187. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1188. damage >>= 2; //75% reduction
  1189. }
  1190. if(sc->data[SC_ARMORCHANGE]) {
  1191. //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
  1192. if(flag&BF_WEAPON)
  1193. damage -= damage * sc->data[SC_ARMORCHANGE]->val2 / 100;
  1194. else if(flag&BF_MAGIC)
  1195. damage -= damage * sc->data[SC_ARMORCHANGE]->val3 / 100;
  1196. }
  1197. if(sc->data[SC_SMOKEPOWDER]) {
  1198. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  1199. damage -= damage * 15 / 100; // 15% reduction to physical melee attacks
  1200. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  1201. damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks
  1202. }
  1203. if (sc->data[SC_WATER_BARRIER])
  1204. damage = damage * 80 / 100; // 20% reduction to all type attacks
  1205. if (sc->data[SC_SU_STOOP])
  1206. damage -= damage * 90 / 100;
  1207. // Compressed code, fixed by map.hpp [Epoque]
  1208. if (src->type == BL_MOB) {
  1209. if( sc->data[SC_MANU_DEF] && status_get_race2(src) == RC2_MANUK ){
  1210. damage -= damage * sc->data[SC_MANU_DEF]->val1 / 100;
  1211. }
  1212. if( sc->data[SC_SPL_DEF] && status_get_race2(src) == RC2_SPLENDIDE ){
  1213. damage -= damage * sc->data[SC_SPL_DEF]->val1 / 100;
  1214. }
  1215. if (sc->data[SC_GLASTHEIM_DEF] && status_get_race2(src) == RC2_OGH_ATK_DEF)
  1216. return 0;
  1217. if (sc->data[SC_GLASTHEIM_HIDDEN] && status_get_race2(src) == RC2_OGH_HIDDEN)
  1218. damage -= damage * sc->data[SC_GLASTHEIM_HIDDEN]->val1 / 100;
  1219. }
  1220. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  1221. sce->val3&flag && sce->val4&flag)
  1222. damage -= damage * sc->data[SC_ARMOR]->val2 / 100;
  1223. if( sc->data[SC_ENERGYCOAT] && (skill_id == GN_HELLS_PLANT_ATK ||
  1224. #ifdef RENEWAL
  1225. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  1226. #else
  1227. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  1228. #endif
  1229. ) )
  1230. {
  1231. struct status_data *status = status_get_status_data(bl);
  1232. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  1233. per /=20; //Uses 20% SP intervals.
  1234. //SP Cost: 1% + 0.5% per every 20% SP
  1235. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  1236. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  1237. damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20%
  1238. }
  1239. if(sc->data[SC_GRANITIC_ARMOR])
  1240. damage -= damage * sc->data[SC_GRANITIC_ARMOR]->val2 / 100;
  1241. if(sc->data[SC_PAIN_KILLER]) {
  1242. damage -= sc->data[SC_PAIN_KILLER]->val3;
  1243. damage = i64max(damage, 1);
  1244. }
  1245. if( sc->data[SC_DARKCROW] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT )
  1246. damage += damage * sc->data[SC_DARKCROW]->val2 / 100;
  1247. if( (sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) )
  1248. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  1249. if( damage > 0 && (sce = sc->data[SC_STONEHARDSKIN]) ) {
  1250. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  1251. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  1252. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  1253. else if (flag&(BF_WEAPON|BF_SHORT))
  1254. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  1255. if( sce->val2 <= 0 )
  1256. status_change_end(bl, SC_STONEHARDSKIN, INVALID_TIMER);
  1257. }
  1258. if (src->type == BL_PC && sc->data[SC_GVG_GOLEM]) {
  1259. if (flag&BF_WEAPON)
  1260. damage -= damage * sc->data[SC_GVG_GOLEM]->val3 / 100;
  1261. if (flag&BF_MAGIC)
  1262. damage -= damage * sc->data[SC_GVG_GOLEM]->val4 / 100;
  1263. }
  1264. #ifdef RENEWAL
  1265. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  1266. if( sc->data[SC_STEELBODY] )
  1267. damage = damage > 10 ? damage / 10 : 1;
  1268. #endif
  1269. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  1270. if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) {
  1271. status_change_end(bl, SC_BITE, INVALID_TIMER);
  1272. status_change_end(bl, SC_ANKLE, INVALID_TIMER);
  1273. status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
  1274. }
  1275. //Finally Kyrie because it may, or not, reduce damage to 0.
  1276. if((sce = sc->data[SC_KYRIE]) && damage > 0){
  1277. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  1278. if(flag&BF_WEAPON || skill_id == TF_THROWSTONE){
  1279. if(sce->val2>=0)
  1280. damage=0;
  1281. else
  1282. damage=-sce->val2;
  1283. }
  1284. if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT)
  1285. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1286. }
  1287. if ((sce = sc->data[SC_P_ALTER]) && damage > 0) {
  1288. clif_specialeffect(bl, EF_GUARD, AREA);
  1289. sce->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  1290. if (sce->val3 >= 0)
  1291. damage = 0;
  1292. else
  1293. damage = -sce->val3;
  1294. if (sce->val3 <= 0)
  1295. status_change_end(bl, SC_P_ALTER, INVALID_TIMER);
  1296. }
  1297. if ((sce = sc->data[SC_TUNAPARTY]) && damage > 0) {
  1298. sce->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  1299. if (sce->val2 >= 0)
  1300. damage = 0;
  1301. else
  1302. damage = -sce->val2;
  1303. if (sce->val2 <= 0)
  1304. status_change_end(bl, SC_TUNAPARTY, INVALID_TIMER);
  1305. }
  1306. if( sc->data[SC_MEIKYOUSISUI] && rnd()%100 < 40 ) // custom value
  1307. damage = 0;
  1308. if (!damage)
  1309. return 0;
  1310. if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
  1311. int dx[8] = { 0,-1,-1,-1,0,1,1,1 };
  1312. int dy[8] = { 1,1,0,-1,-1,-1,0,1 };
  1313. uint8 dir = map_calc_dir(bl, src->x, src->y);
  1314. if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
  1315. clif_blown(bl);
  1316. unit_setdir(bl, dir);
  1317. }
  1318. d->dmg_lv = ATK_DEF;
  1319. status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
  1320. return 0;
  1321. }
  1322. if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1323. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1324. if( sd && (sce = sc->data[SC_GT_ENERGYGAIN]) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
  1325. int spheres = 5;
  1326. if( sc->data[SC_RAISINGDRAGON] )
  1327. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  1328. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1329. }
  1330. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING) {
  1331. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1332. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1333. hom_addspiritball(hd, 10);
  1334. }
  1335. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1336. status_change_spread(bl, src, 1); // Deadly infect attacked side
  1337. } //End of target SC_ check
  1338. //SC effects from caster side.
  1339. sc = status_get_sc(src);
  1340. if (sc && sc->count) {
  1341. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1342. damage += damage * 75 / 100;
  1343. if ((sce = sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3)
  1344. status_heal(src, damage * sce->val4 / 100, 0, 3);
  1345. if (flag&BF_MAGIC && bl->type == BL_PC && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val4)
  1346. damage += damage * sc->data[SC_GVG_GIANT]->val4 / 100;
  1347. // [Epoque]
  1348. if (bl->type == BL_MOB) {
  1349. if ( (((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) ||
  1350. ((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC))) &&
  1351. status_get_race2(bl) == RC2_MANUK
  1352. ) {
  1353. damage += damage * sce->val1 / 100;
  1354. }
  1355. if ( (((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) ||
  1356. ((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC))) &&
  1357. status_get_race2(bl) == RC2_SPLENDIDE
  1358. ) {
  1359. damage += damage * sce->val1 / 100;
  1360. }
  1361. if (sc->data[SC_GLASTHEIM_ATK] && status_get_race2(bl) == RC2_OGH_ATK_DEF)
  1362. damage <<= 1;
  1363. }
  1364. /* Self Buff that destroys the armor of any target hit with melee or ranged physical attacks */
  1365. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 && flag&BF_WEAPON ) {
  1366. skill_break_equip(src,bl, EQP_ARMOR, 10000, BCT_ENEMY); // 100% chance (http://irowiki.org/wiki/Shield_Spell#Level_3_spells_.28refine_based.29)
  1367. status_change_end(src,SC_SHIELDSPELL_REF,INVALID_TIMER);
  1368. }
  1369. if( sc->data[SC_POISONINGWEAPON]
  1370. && ((flag&BF_WEAPON) && (!skill_id || skill_id == GC_VENOMPRESSURE)) //check skill type poison_smoke is a unit
  1371. && (damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )) //did some damage and chance ok (why no additional effect ??)
  1372. sc_start2(src,bl,(enum sc_type)sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,sc->data[SC_POISONINGWEAPON]->val4,skill_get_time2(GC_POISONINGWEAPON, 1));
  1373. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1374. status_change_spread(src, bl, 0);
  1375. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING) {
  1376. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1377. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1378. }
  1379. } //End of caster SC_ check
  1380. //PK damage rates
  1381. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map[bl->m].flag.pvp) {
  1382. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1383. if (flag&BF_WEAPON)
  1384. damage = damage * battle_config.pk_weapon_damage_rate / 100;
  1385. if (flag&BF_MAGIC)
  1386. damage = damage * battle_config.pk_magic_damage_rate / 100;
  1387. if (flag&BF_MISC)
  1388. damage = damage * battle_config.pk_misc_damage_rate / 100;
  1389. } else { //Normal attacks get reductions based on range.
  1390. if (flag & BF_SHORT)
  1391. damage = damage * battle_config.pk_short_damage_rate / 100;
  1392. if (flag & BF_LONG)
  1393. damage = damage * battle_config.pk_long_damage_rate / 100;
  1394. }
  1395. damage = i64max(damage,1);
  1396. }
  1397. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1398. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1399. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1400. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1401. )
  1402. damage = div_;
  1403. }
  1404. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  1405. if (damage > 0 )
  1406. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  1407. if (skill_id)
  1408. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_id<<16));
  1409. }
  1410. if (sd && pc_ismadogear(sd)) {
  1411. short element = skill_get_ele(skill_id, skill_lv);
  1412. if( !skill_id || element == -1 ) { //Take weapon's element
  1413. struct status_data *sstatus = NULL;
  1414. if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
  1415. element = ((TBL_PC*)src)->bonus.arrow_ele;
  1416. else if( (sstatus = status_get_status_data(src)) ) {
  1417. element = sstatus->rhw.ele;
  1418. }
  1419. } else if( element == -2 ) //Use enchantment's element
  1420. element = status_get_attack_sc_element(src,status_get_sc(src));
  1421. else if( element == -3 ) //Use random element
  1422. element = rnd()%ELE_ALL;
  1423. pc_overheat(sd, (element == ELE_FIRE ? 3 : 1));
  1424. }
  1425. return damage;
  1426. }
  1427. /**
  1428. * Calculates BG related damage adjustments.
  1429. * @param src
  1430. * @param bl
  1431. * @param damage
  1432. * @param skill_id
  1433. * @param flag
  1434. * @return damage
  1435. * Credits:
  1436. * Original coder Skotlex
  1437. * Initial refactoring by Baalberith
  1438. * Refined and optimized by helvetica
  1439. */
  1440. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int flag)
  1441. {
  1442. if( !damage )
  1443. return 0;
  1444. if(skill_get_inf2(skill_id)&INF2_NO_BG_DMG)
  1445. return damage; //skill that ignore bg map reduction
  1446. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1447. if( flag&BF_WEAPON )
  1448. damage = damage * battle_config.bg_weapon_damage_rate / 100;
  1449. if( flag&BF_MAGIC )
  1450. damage = damage * battle_config.bg_magic_damage_rate / 100;
  1451. if( flag&BF_MISC )
  1452. damage = damage * battle_config.bg_misc_damage_rate / 100;
  1453. } else { //Normal attacks get reductions based on range.
  1454. if( flag&BF_SHORT )
  1455. damage = damage * battle_config.bg_short_damage_rate / 100;
  1456. if( flag&BF_LONG )
  1457. damage = damage * battle_config.bg_long_damage_rate / 100;
  1458. }
  1459. damage = i64max(damage,1); //min 1 damage
  1460. return damage;
  1461. }
  1462. /**
  1463. * Determines whether target can be hit
  1464. * @param src
  1465. * @param bl
  1466. * @param skill_id
  1467. * @param flag
  1468. * @return Can be hit (true) or can't be hit (false)
  1469. */
  1470. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1471. {
  1472. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1473. struct unit_data *ud = unit_bl2ud(bl);
  1474. int class_ = status_get_class(bl);
  1475. if (ud && ud->immune_attack)
  1476. return false;
  1477. if(md && md->guardian_data) {
  1478. if ((status_bl_has_mode(bl,MD_SKILL_IMMUNE) || (class_ == MOBID_EMPERIUM && !(skill_get_inf3(skill_id)&INF3_HIT_EMP))) && flag&BF_SKILL) //Skill immunity.
  1479. return false;
  1480. if( src->type != BL_MOB || mob_is_clone( ((struct mob_data*)src)->mob_id ) ){
  1481. struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1482. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
  1483. return false;
  1484. if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  1485. return false; // [MouseJstr]
  1486. }
  1487. }
  1488. return true;
  1489. }
  1490. /**
  1491. * Calculates GVG related damage adjustments.
  1492. * @param src
  1493. * @param bl
  1494. * @param damage
  1495. * @param skill_id
  1496. * @param flag
  1497. * @return damage
  1498. */
  1499. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag)
  1500. {
  1501. if (!damage) //No reductions to make.
  1502. return 0;
  1503. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1504. return 0;
  1505. if (skill_get_inf2(skill_id)&INF2_NO_GVG_DMG) //Skills with no gvg damage reduction.
  1506. return damage;
  1507. /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
  1508. if (md && md->guardian_data)
  1509. damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
  1510. */
  1511. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1512. if (flag&BF_WEAPON)
  1513. damage = damage * battle_config.gvg_weapon_damage_rate / 100;
  1514. if (flag&BF_MAGIC)
  1515. damage = damage * battle_config.gvg_magic_damage_rate / 100;
  1516. if (flag&BF_MISC)
  1517. damage = damage * battle_config.gvg_misc_damage_rate / 100;
  1518. } else { //Normal attacks get reductions based on range.
  1519. if (flag & BF_SHORT)
  1520. damage = damage * battle_config.gvg_short_damage_rate / 100;
  1521. if (flag & BF_LONG)
  1522. damage = damage * battle_config.gvg_long_damage_rate / 100;
  1523. }
  1524. damage = i64max(damage,1);
  1525. return damage;
  1526. }
  1527. /**
  1528. * HP/SP drain calculation
  1529. * @param damage Damage inflicted to the enemy
  1530. * @param rate Success chance 1000 = 100%
  1531. * @param per HP/SP drained
  1532. * @return diff
  1533. */
  1534. static int battle_calc_drain(int64 damage, int rate, int per)
  1535. {
  1536. int64 diff = 0;
  1537. if (per && (rate > 1000 || rnd()%1000 < rate)) {
  1538. diff = (damage * per) / 100;
  1539. if (diff == 0) {
  1540. if (per > 0)
  1541. diff = 1;
  1542. else
  1543. diff = -1;
  1544. }
  1545. }
  1546. return (int)cap_value(diff, INT_MIN, INT_MAX);
  1547. }
  1548. /**
  1549. * Passive skill damage increases
  1550. * @param sd
  1551. * @param target
  1552. * @param dmg
  1553. * @param type
  1554. * @return damage
  1555. */
  1556. int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1557. {
  1558. int64 damage;
  1559. struct status_data *status = status_get_status_data(target);
  1560. int weapon, skill;
  1561. #ifdef RENEWAL
  1562. damage = 0;
  1563. #else
  1564. damage = dmg;
  1565. #endif
  1566. nullpo_ret(sd);
  1567. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1568. target->type == BL_MOB && //This bonus doesn't work against players.
  1569. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) )
  1570. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1571. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) )
  1572. damage += (skill * 5);
  1573. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1574. damage += (skill * 10);
  1575. damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear
  1576. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_BRUTE || status->race == RC_INSECT) ) {
  1577. damage += (skill * 4);
  1578. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  1579. damage += sd->status.str;
  1580. }
  1581. #ifdef RENEWAL
  1582. //Weapon Research bonus applies to all weapons
  1583. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1584. damage += (skill * 2);
  1585. #endif
  1586. if(type == 0)
  1587. weapon = sd->weapontype1;
  1588. else
  1589. weapon = sd->weapontype2;
  1590. switch(weapon) {
  1591. case W_1HSWORD:
  1592. #ifdef RENEWAL
  1593. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1594. damage += (skill * 3);
  1595. #endif
  1596. case W_DAGGER:
  1597. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  1598. damage += (skill * 4);
  1599. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  1600. damage += skill * 10;
  1601. break;
  1602. case W_2HSWORD:
  1603. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  1604. damage += (skill * 4);
  1605. break;
  1606. case W_1HSPEAR:
  1607. case W_2HSPEAR:
  1608. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  1609. if(!pc_isriding(sd) && !pc_isridingdragon(sd))
  1610. damage += (skill * 4);
  1611. else
  1612. damage += (skill * 5);
  1613. // Increase damage by level of KN_SPEARMASTERY * 10
  1614. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  1615. damage += (skill * 10);
  1616. }
  1617. break;
  1618. case W_1HAXE:
  1619. case W_2HAXE:
  1620. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1621. damage += (skill * 3);
  1622. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1623. damage += (skill * 5);
  1624. break;
  1625. case W_MACE:
  1626. case W_2HMACE:
  1627. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  1628. damage += (skill * 3);
  1629. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1630. damage += (skill * 4);
  1631. break;
  1632. case W_FIST:
  1633. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  1634. damage += (skill * 10);
  1635. // No break, fallthrough to Knuckles
  1636. case W_KNUCKLE:
  1637. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  1638. damage += (skill * 3);
  1639. break;
  1640. case W_MUSICAL:
  1641. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  1642. damage += (skill * 3);
  1643. break;
  1644. case W_WHIP:
  1645. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  1646. damage += (skill * 3);
  1647. break;
  1648. case W_BOOK:
  1649. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  1650. damage += (skill * 3);
  1651. break;
  1652. case W_KATAR:
  1653. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  1654. damage += (skill * 3);
  1655. break;
  1656. }
  1657. return damage;
  1658. }
  1659. /** Calculates overrefine damage bonus and weapon related bonuses (unofficial)
  1660. * @param sd Player
  1661. * @param damage Current damage
  1662. * @param lr_type EQI_HAND_L:left-hand weapon, EQI_HAND_R:right-hand weapon
  1663. */
  1664. static void battle_add_weapon_damage(struct map_session_data *sd, int64 *damage, int lr_type) {
  1665. if (!sd)
  1666. return;
  1667. //rodatazone says that Overrefine bonuses are part of baseatk
  1668. //Here we also apply the weapon_damage_rate bonus so it is correctly applied on left/right hands.
  1669. if (lr_type == EQI_HAND_L) {
  1670. if (sd->left_weapon.overrefine)
  1671. (*damage) = (*damage) + rnd() % sd->left_weapon.overrefine + 1;
  1672. if (sd->weapon_damage_rate[sd->weapontype2])
  1673. (*damage) += (*damage) * sd->weapon_damage_rate[sd->weapontype2] / 100;
  1674. }
  1675. else if (lr_type == EQI_HAND_R) {
  1676. if (sd->right_weapon.overrefine)
  1677. (*damage) = (*damage) + rnd() % sd->right_weapon.overrefine + 1;
  1678. if (sd->weapon_damage_rate[sd->weapontype1])
  1679. (*damage) += (*damage) * sd->weapon_damage_rate[sd->weapontype1] / 100;
  1680. }
  1681. }
  1682. #ifdef RENEWAL
  1683. static int battle_calc_sizefix(int64 damage, struct map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  1684. {
  1685. if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players
  1686. damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  1687. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1688. }
  1689. static int battle_calc_status_attack(struct status_data *status, short hand)
  1690. {
  1691. //left-hand penalty on sATK is always 50% [Baalberith]
  1692. if (hand == EQI_HAND_L)
  1693. return status->batk;
  1694. else
  1695. return 2 * status->batk;
  1696. }
  1697. /**
  1698. * Calculates renewal Variance, OverUpgradeBonus, and SizePenaltyMultiplier of weapon damage parts for player
  1699. * @param src Block list of attacker
  1700. * @param tstatus Target's status data
  1701. * @param wa Weapon attack data
  1702. * @param sd Player
  1703. * @return Base weapon damage
  1704. */
  1705. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, struct map_session_data *sd)
  1706. {
  1707. struct status_data *status = status_get_status_data(src);
  1708. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1709. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  1710. uint16 atkmax = atkmin;
  1711. int64 damage = atkmin;
  1712. uint16 weapon_perfection = 0;
  1713. struct status_change *sc = status_get_sc(src);
  1714. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  1715. int variance = wa->atk * (sd->inventory_data[sd->equip_index[type]]->wlv*5)/100;
  1716. atkmin = max(0, (int)(atkmin - variance));
  1717. atkmax = min(UINT16_MAX, (int)(atkmax + variance));
  1718. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1719. damage = atkmax;
  1720. else
  1721. damage = rnd_value(atkmin, atkmax);
  1722. }
  1723. if (sc && sc->data[SC_WEAPONPERFECTION])
  1724. weapon_perfection = 1;
  1725. battle_add_weapon_damage(sd, &damage, type);
  1726. damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  1727. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1728. }
  1729. #endif
  1730. /*==========================================
  1731. * Calculates the standard damage of a normal attack assuming it hits,
  1732. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  1733. * This applies to pre-renewal and non-sd in renewal
  1734. *------------------------------------------
  1735. * Pass damage2 as NULL to not calc it.
  1736. * Flag values:
  1737. * &1 : Critical hit
  1738. * &2 : Arrow attack
  1739. * &4 : Skill is Magic Crasher
  1740. * &8 : Skip target size adjustment (Extremity Fist?)
  1741. * &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)
  1742. *
  1743. * Credits:
  1744. * Original coder Skotlex
  1745. * Initial refactoring by Baalberith
  1746. * Refined and optimized by helvetica
  1747. */
  1748. static int64 battle_calc_base_damage(struct block_list *src, struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, int flag)
  1749. {
  1750. unsigned int atkmin = 0, atkmax = 0;
  1751. short type = 0;
  1752. int64 damage = 0;
  1753. struct map_session_data *sd = NULL;
  1754. nullpo_retr(damage, src);
  1755. sd = BL_CAST(BL_PC, src);
  1756. if (!sd) { //Mobs/Pets
  1757. if(flag&4) {
  1758. atkmin = status->matk_min;
  1759. atkmax = status->matk_max;
  1760. } else {
  1761. atkmin = wa->atk;
  1762. atkmax = wa->atk2;
  1763. }
  1764. if (atkmin > atkmax)
  1765. atkmin = atkmax;
  1766. } else { //PCs
  1767. atkmax = wa->atk;
  1768. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1769. if (!(flag&1) || (flag&2)) { //Normal attacks
  1770. atkmin = status->dex;
  1771. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  1772. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  1773. if (atkmin > atkmax)
  1774. atkmin = atkmax;
  1775. if(flag&2 && !(flag&16)) { //Bows
  1776. atkmin = atkmin*atkmax/100;
  1777. if (atkmin > atkmax)
  1778. atkmax = atkmin;
  1779. }
  1780. }
  1781. }
  1782. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1783. atkmin = atkmax;
  1784. //Weapon Damage calculation
  1785. if (!(flag&1))
  1786. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  1787. else
  1788. damage = atkmax;
  1789. if (sd) {
  1790. //rodatazone says the range is 0~arrow_atk-1 for non crit
  1791. if (flag&2 && sd->bonus.arrow_atk)
  1792. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  1793. // Size fix only for players
  1794. if (!(sd->special_state.no_sizefix || (flag&8)))
  1795. damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  1796. } else if (src->type == BL_ELEM) {
  1797. struct status_change *ele_sc = status_get_sc(src);
  1798. int ele_class = status_get_class(src);
  1799. if (ele_sc) {
  1800. switch (ele_class) {
  1801. case ELEMENTALID_AGNI_S:
  1802. case ELEMENTALID_AGNI_M:
  1803. case ELEMENTALID_AGNI_L:
  1804. if (ele_sc->data[SC_FIRE_INSIGNIA] && ele_sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  1805. damage += damage * 20 / 100;
  1806. break;
  1807. case ELEMENTALID_AQUA_S:
  1808. case ELEMENTALID_AQUA_M:
  1809. case ELEMENTALID_AQUA_L:
  1810. if (ele_sc->data[SC_WATER_INSIGNIA] && ele_sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  1811. damage += damage * 20 / 100;
  1812. break;
  1813. case ELEMENTALID_VENTUS_S:
  1814. case ELEMENTALID_VENTUS_M:
  1815. case ELEMENTALID_VENTUS_L:
  1816. if (ele_sc->data[SC_WIND_INSIGNIA] && ele_sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  1817. damage += damage * 20 / 100;
  1818. break;
  1819. case ELEMENTALID_TERA_S:
  1820. case ELEMENTALID_TERA_M:
  1821. case ELEMENTALID_TERA_L:
  1822. if (ele_sc->data[SC_EARTH_INSIGNIA] && ele_sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  1823. damage += damage * 20 / 100;
  1824. break;
  1825. }
  1826. }
  1827. }
  1828. //Finally, add baseatk
  1829. if(flag&4)
  1830. damage += status->matk_min;
  1831. else
  1832. damage += status->batk;
  1833. if (sd)
  1834. battle_add_weapon_damage(sd, &damage, type);
  1835. #ifdef RENEWAL
  1836. if (flag&1)
  1837. damage = (damage * 14) / 10;
  1838. #endif
  1839. return damage;
  1840. }
  1841. /*==========================================
  1842. * Consumes ammo for the given skill.
  1843. *------------------------------------------
  1844. * Credits:
  1845. * Original coder Skotlex
  1846. * Initial refactoring by Baalberith
  1847. * Refined and optimized by helvetica
  1848. */
  1849. void battle_consume_ammo(struct map_session_data*sd, int skill, int lv)
  1850. {
  1851. int qty = 1;
  1852. if (!battle_config.arrow_decrement)
  1853. return;
  1854. if (skill) {
  1855. qty = skill_get_ammo_qty(skill, lv);
  1856. if (!qty) qty = 1;
  1857. }
  1858. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  1859. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  1860. sd->state.arrow_atk = 0;
  1861. }
  1862. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  1863. {
  1864. // [Akinari] , [Xynvaroth]: Traps are always short range.
  1865. if( skill_get_inf2( skill_id ) & INF2_TRAP )
  1866. return BF_SHORT;
  1867. // When monsters use Arrow Shower or Bomb, it is always short range
  1868. if (src->type == BL_MOB && (skill_id == AC_SHOWER || skill_id == AM_DEMONSTRATION))
  1869. return BF_SHORT;
  1870. //Skill Range Criteria
  1871. if (battle_config.skillrange_by_distance &&
  1872. (src->type&battle_config.skillrange_by_distance)
  1873. ) { //based on distance between src/target [Skotlex]
  1874. if (check_distance_bl(src, target, 3))
  1875. return BF_SHORT;
  1876. return BF_LONG;
  1877. }
  1878. //based on used skill's range
  1879. if (skill_get_range2(src, skill_id, skill_lv, true) < 4)
  1880. return BF_SHORT;
  1881. return BF_LONG;
  1882. }
  1883. static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id)
  1884. {
  1885. uint8 i;
  1886. if (!sd->skillblown[0].id)
  1887. return 0;
  1888. //Apply the bonus blewcount. [Skotlex]
  1889. for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
  1890. if (sd->skillblown[i].id == skill_id)
  1891. return sd->skillblown[i].val;
  1892. }
  1893. return 0;
  1894. }
  1895. #ifdef ADJUST_SKILL_DAMAGE
  1896. /**
  1897. * Damage calculation for adjusting skill damage
  1898. * @param caster Applied caster type for damage skill
  1899. * @param type BL_Type of attacker
  1900. */
  1901. static bool battle_skill_damage_iscaster(uint8 caster, enum bl_type src_type) {
  1902. if (caster == 0)
  1903. return false;
  1904. switch (src_type) {
  1905. case BL_PC: if (caster&SDC_PC) return true; break;
  1906. case BL_MOB: if (caster&SDC_MOB) return true; break;
  1907. case BL_PET: if (caster&SDC_PET) return true; break;
  1908. case BL_HOM: if (caster&SDC_HOM) return true; break;
  1909. case BL_MER: if (caster&SDC_MER) return true; break;
  1910. case BL_ELEM: if (caster&SDC_ELEM) return true; break;
  1911. }
  1912. return false;
  1913. }
  1914. /**
  1915. * Gets skill damage rate from a skill (based on skill_damage_db.txt)
  1916. * @param src
  1917. * @param target
  1918. * @param skill_id
  1919. * @return Skill damage rate
  1920. */
  1921. static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1922. uint16 idx = skill_get_index(skill_id), m = src->m;
  1923. struct s_skill_damage *damage = NULL;
  1924. struct map_data *mapd = &map[m];
  1925. if (!idx || !skill_db[idx]->damage.map)
  1926. return 0;
  1927. damage = &skill_db[idx]->damage;
  1928. //check the adjustment works for specified type
  1929. if (!battle_skill_damage_iscaster(damage->caster, src->type))
  1930. return 0;
  1931. if ((damage->map&1 && (!mapd->flag.pvp && !map_flag_gvg2(m) && !mapd->flag.battleground && !mapd->flag.skill_damage && !mapd->flag.restricted)) ||
  1932. (damage->map&2 && mapd->flag.pvp) ||
  1933. (damage->map&4 && map_flag_gvg2(m)) ||
  1934. (damage->map&8 && mapd->flag.battleground) ||
  1935. (damage->map&16 && mapd->flag.skill_damage) ||
  1936. (mapd->flag.restricted && damage->map&(8*mapd->zone)))
  1937. {
  1938. switch (target->type) {
  1939. case BL_PC:
  1940. return damage->pc;
  1941. case BL_MOB:
  1942. if (status_get_class_(target) == CLASS_BOSS)
  1943. return damage->boss;
  1944. else
  1945. return damage->mob;
  1946. default:
  1947. return damage->other;
  1948. }
  1949. }
  1950. return 0;
  1951. }
  1952. /**
  1953. * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  1954. * @param src
  1955. * @param target
  1956. * @param skill_id
  1957. * @return Skill damage rate
  1958. */
  1959. static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1960. int rate = 0;
  1961. uint8 i = 0;
  1962. struct map_data *mapd = NULL;
  1963. mapd = &map[src->m];
  1964. if (!mapd || !mapd->flag.skill_damage)
  1965. return 0;
  1966. // Damage rate for all skills at this map
  1967. if (battle_skill_damage_iscaster(mapd->adjust.damage.caster, src->type)) {
  1968. switch (target->type) {
  1969. case BL_PC:
  1970. rate = mapd->adjust.damage.pc;
  1971. break;
  1972. case BL_MOB:
  1973. if (status_get_class_(target) == CLASS_BOSS)
  1974. rate = mapd->adjust.damage.boss;
  1975. else
  1976. rate = mapd->adjust.damage.mob;
  1977. break;
  1978. default:
  1979. rate = mapd->adjust.damage.other;
  1980. break;
  1981. }
  1982. }
  1983. if (!mapd->skill_damage.count)
  1984. return rate;
  1985. // Damage rate for specified skill at this map
  1986. for (i = 0; i < mapd->skill_damage.count; i++) {
  1987. if (mapd->skill_damage.entries[i]->skill_id == skill_id &&
  1988. battle_skill_damage_iscaster(mapd->skill_damage.entries[i]->caster, src->type))
  1989. {
  1990. switch (target->type) {
  1991. case BL_PC:
  1992. rate += mapd->skill_damage.entries[i]->pc;
  1993. break;
  1994. case BL_MOB:
  1995. if (status_get_class_(target) == CLASS_BOSS)
  1996. rate += mapd->skill_damage.entries[i]->boss;
  1997. else
  1998. rate += mapd->skill_damage.entries[i]->mob;
  1999. break;
  2000. default:
  2001. rate += mapd->skill_damage.entries[i]->other;
  2002. break;
  2003. }
  2004. }
  2005. }
  2006. return rate;
  2007. }
  2008. /**
  2009. * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  2010. * @param src
  2011. * @param target
  2012. * @param skill_id
  2013. * @return Total damage rate
  2014. */
  2015. static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2016. nullpo_ret(src);
  2017. if (!target || !skill_id)
  2018. return 0;
  2019. skill_id = skill_dummy2skill_id(skill_id);
  2020. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  2021. }
  2022. #endif
  2023. /**
  2024. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  2025. * @param sd: Player who has Chorus skill active
  2026. * @return Bonus value based on party count
  2027. */
  2028. int battle_calc_chorusbonus(struct map_session_data *sd) {
  2029. int members = 0;
  2030. if (!sd || !sd->status.party_id)
  2031. return 0;
  2032. members = party_foreachsamemap(party_sub_count_class, sd, 0, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  2033. if (members < 3)
  2034. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  2035. if (members > 7)
  2036. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  2037. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  2038. }
  2039. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2040. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2041. /*=======================================================
  2042. * Should infinite defense be applied on target? (plant)
  2043. *-------------------------------------------------------
  2044. * Credits:
  2045. * Original coder Skotlex
  2046. * Initial refactoring by Baalberith
  2047. * Refined and optimized by helvetica
  2048. * flag - see e_battle_flag
  2049. */
  2050. bool is_infinite_defense(struct block_list *target, int flag)
  2051. {
  2052. struct status_data *tstatus = status_get_status_data(target);
  2053. if(target->type == BL_SKILL) {
  2054. TBL_SKILL *su = ((TBL_SKILL*)target);
  2055. if (su && su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  2056. return true;
  2057. }
  2058. if(status_has_mode(tstatus,MD_IGNOREMELEE) && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
  2059. return true;
  2060. if(status_has_mode(tstatus,MD_IGNOREMAGIC) && flag&(BF_MAGIC) )
  2061. return true;
  2062. if(status_has_mode(tstatus,MD_IGNORERANGED) && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
  2063. return true;
  2064. if(status_has_mode(tstatus,MD_IGNOREMISC) && flag&(BF_MISC) )
  2065. return true;
  2066. return false;
  2067. }
  2068. /*========================
  2069. * Is attack arrow based?
  2070. *------------------------
  2071. * Credits:
  2072. * Original coder Skotlex
  2073. * Initial refactoring by Baalberith
  2074. * Refined and optimized by helvetica
  2075. */
  2076. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  2077. {
  2078. if(src != NULL) {
  2079. struct status_data *sstatus = status_get_status_data(src);
  2080. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2081. return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3)) || (skill_id == HT_PHANTASMIC) || (skill_id == GS_GROUNDDRIFT));
  2082. } else
  2083. return false;
  2084. }
  2085. /*=========================================
  2086. * Is attack right handed? By default yes.
  2087. *-----------------------------------------
  2088. * Credits:
  2089. * Original coder Skotlex
  2090. * Initial refactoring by Baalberith
  2091. * Refined and optimized by helvetica
  2092. */
  2093. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  2094. {
  2095. if(src != NULL) {
  2096. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2097. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2098. if(!skill_id && sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  2099. return false;
  2100. }
  2101. return true;
  2102. }
  2103. /*=======================================
  2104. * Is attack left handed? By default no.
  2105. *---------------------------------------
  2106. * Credits:
  2107. * Original coder Skotlex
  2108. * Initial refactoring by Baalberith
  2109. * Refined and optimized by helvetica
  2110. */
  2111. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  2112. {
  2113. if(src != NULL) {
  2114. struct status_data *sstatus = status_get_status_data(src);
  2115. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2116. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2117. if(!skill_id) {
  2118. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  2119. return true;
  2120. if (sstatus->lhw.atk)
  2121. return true;
  2122. if (sd && sd->status.weapon == W_KATAR)
  2123. return true;
  2124. }
  2125. }
  2126. return false;
  2127. }
  2128. /*=============================
  2129. * Do we score a critical hit?
  2130. *-----------------------------
  2131. * Credits:
  2132. * Original coder Skotlex
  2133. * Initial refactoring by Baalberith
  2134. * Refined and optimized by helvetica
  2135. */
  2136. static bool is_attack_critical(struct Damage wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  2137. {
  2138. struct status_data *sstatus = status_get_status_data(src);
  2139. struct status_data *tstatus = status_get_status_data(target);
  2140. struct status_change *sc = status_get_sc(src);
  2141. struct status_change *tsc = status_get_sc(target);
  2142. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2143. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  2144. if (!first_call)
  2145. return (wd.type == DMG_CRITICAL);
  2146. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  2147. return true;
  2148. if( !(wd.type&DMG_MULTI_HIT) && sstatus->cri && (!skill_id ||
  2149. skill_id == KN_AUTOCOUNTER || skill_id == SN_SHARPSHOOTING ||
  2150. skill_id == MA_SHARPSHOOTING || skill_id == NJ_KIRIKAGE))
  2151. {
  2152. short cri = sstatus->cri;
  2153. if (sd) {
  2154. cri += sd->critaddrace[tstatus->race] + sd->critaddrace[RC_ALL];
  2155. if(is_skill_using_arrow(src, skill_id)) {
  2156. cri += sd->bonus.arrow_cri;
  2157. if (!skill_id)
  2158. cri += sd->bonus.critical_rangeatk;
  2159. }
  2160. }
  2161. if(sc && sc->data[SC_CAMOUFLAGE])
  2162. cri += 100 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max 100% (1K)
  2163. //The official equation is *2, but that only applies when sd's do critical.
  2164. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  2165. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  2166. if( tsc && tsc->data[SC_SLEEP] )
  2167. cri <<= 1;
  2168. switch(skill_id) {
  2169. case 0:
  2170. if(sc && !sc->data[SC_AUTOCOUNTER])
  2171. break;
  2172. clif_specialeffect(src, EF_AUTOCOUNTER, AREA);
  2173. status_change_end(src, SC_AUTOCOUNTER, INVALID_TIMER);
  2174. case KN_AUTOCOUNTER:
  2175. if(battle_config.auto_counter_type &&
  2176. (battle_config.auto_counter_type&src->type))
  2177. return true;
  2178. else
  2179. cri <<= 1;
  2180. break;
  2181. case SN_SHARPSHOOTING:
  2182. case MA_SHARPSHOOTING:
  2183. cri += 200;
  2184. break;
  2185. case NJ_KIRIKAGE:
  2186. cri += 250 + 50*skill_lv;
  2187. break;
  2188. }
  2189. if(tsd && tsd->bonus.critical_def)
  2190. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  2191. return (rnd()%1000 < cri);
  2192. }
  2193. return 0;
  2194. }
  2195. /*==========================================================
  2196. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  2197. *----------------------------------------------------------
  2198. * Credits:
  2199. * Original coder Skotlex
  2200. * Initial refactoring by Baalberith
  2201. * Refined and optimized by helvetica
  2202. */
  2203. static int is_attack_piercing(struct Damage wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, short weapon_position)
  2204. {
  2205. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  2206. return 2;
  2207. if(src != NULL) {
  2208. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2209. struct status_data *tstatus = status_get_status_data(target);
  2210. #ifdef RENEWAL
  2211. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  2212. && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI && skill_id != ASC_BREAKER ) // Renewal: Soul Breaker no longer gains ice pick effect and ice pick effect gets crit benefit [helvetica]
  2213. #else
  2214. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  2215. && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI && !is_attack_critical(wd, src, target, skill_id, skill_lv, false) )
  2216. #endif
  2217. { //Elemental/Racial adjustments
  2218. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2219. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2220. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2221. )
  2222. if (weapon_position == EQI_HAND_R)
  2223. return 1;
  2224. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2225. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2226. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2227. )
  2228. { //Pass effect onto right hand if configured so. [Skotlex]
  2229. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  2230. if (weapon_position == EQI_HAND_R)
  2231. return 1;
  2232. }
  2233. else if (weapon_position == EQI_HAND_L)
  2234. return 1;
  2235. }
  2236. }
  2237. }
  2238. return 0;
  2239. }
  2240. static int battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  2241. {
  2242. int nk = skill_get_nk(skill_id);
  2243. if( !skill_id && is_splash ) //If flag, this is splash damage from Baphomet Card and it always hits.
  2244. nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
  2245. return nk;
  2246. }
  2247. /*=============================
  2248. * Checks if attack is hitting
  2249. *-----------------------------
  2250. * Credits:
  2251. * Original coder Skotlex
  2252. * Initial refactoring by Baalberith
  2253. * Refined and optimized by helvetica
  2254. */
  2255. static bool is_attack_hitting(struct Damage wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  2256. {
  2257. struct status_data *sstatus = status_get_status_data(src);
  2258. struct status_data *tstatus = status_get_status_data(target);
  2259. struct status_change *sc = status_get_sc(src);
  2260. struct status_change *tsc = status_get_sc(target);
  2261. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2262. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2263. short flee, hitrate;
  2264. if (!first_call)
  2265. return (wd.dmg_lv != ATK_FLEE);
  2266. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2267. return true;
  2268. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  2269. return true;
  2270. else if (sc && sc->data[SC_FUSION])
  2271. return true;
  2272. else if (skill_id == AS_SPLASHER && !wd.miscflag)
  2273. return true;
  2274. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  2275. return true;
  2276. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  2277. return true;
  2278. else if (nk&NK_IGNORE_FLEE)
  2279. return true;
  2280. if( tsc && tsc->data[SC_NEUTRALBARRIER] && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
  2281. return false;
  2282. flee = tstatus->flee;
  2283. #ifdef RENEWAL
  2284. hitrate = 0; //Default hitrate
  2285. #else
  2286. hitrate = 80; //Default hitrate
  2287. #endif
  2288. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  2289. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  2290. if(attacker_count >= battle_config.agi_penalty_count) {
  2291. if (battle_config.agi_penalty_type == 1)
  2292. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  2293. else //assume type 2: absolute reduction
  2294. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  2295. if(flee < 1)
  2296. flee = 1;
  2297. }
  2298. }
  2299. hitrate += sstatus->hit - flee;
  2300. //Fogwall's hit penalty is only for normal ranged attacks.
  2301. if ((wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->data[SC_FOGWALL])
  2302. hitrate -= 50;
  2303. if(sd && is_skill_using_arrow(src, skill_id))
  2304. hitrate += sd->bonus.arrow_hit;
  2305. #ifdef RENEWAL
  2306. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  2307. hitrate += pc_checkskill(sd,AC_VULTURE);
  2308. #endif
  2309. if(skill_id) {
  2310. switch(skill_id) { //Hit skill modifiers
  2311. //It is proven that bonus is applied on final hitrate, not hit.
  2312. case SM_BASH:
  2313. case MS_BASH:
  2314. hitrate += hitrate * 5 * skill_lv / 100;
  2315. break;
  2316. case MS_MAGNUM:
  2317. case SM_MAGNUM:
  2318. hitrate += hitrate * 10 * skill_lv / 100;
  2319. break;
  2320. case KN_AUTOCOUNTER:
  2321. case PA_SHIELDCHAIN:
  2322. case NPC_WATERATTACK:
  2323. case NPC_GROUNDATTACK:
  2324. case NPC_FIREATTACK:
  2325. case NPC_WINDATTACK:
  2326. case NPC_POISONATTACK:
  2327. case NPC_HOLYATTACK:
  2328. case NPC_DARKNESSATTACK:
  2329. case NPC_UNDEADATTACK:
  2330. case NPC_TELEKINESISATTACK:
  2331. case NPC_BLEEDING:
  2332. hitrate += hitrate * 20 / 100;
  2333. break;
  2334. case NPC_FIREBREATH:
  2335. case NPC_ICEBREATH:
  2336. case NPC_THUNDERBREATH:
  2337. case NPC_ACIDBREATH:
  2338. case NPC_DARKNESSBREATH:
  2339. hitrate *= 2;
  2340. break;
  2341. case KN_PIERCE:
  2342. case ML_PIERCE:
  2343. hitrate += hitrate * 5 * skill_lv / 100;
  2344. break;
  2345. case AS_SONICBLOW:
  2346. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  2347. hitrate += hitrate * 50 / 100;
  2348. break;
  2349. case MC_CARTREVOLUTION:
  2350. case GN_CART_TORNADO:
  2351. case GN_CARTCANNON:
  2352. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  2353. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  2354. break;
  2355. case LG_BANISHINGPOINT:
  2356. hitrate += 3 * skill_lv;
  2357. break;
  2358. case GC_VENOMPRESSURE:
  2359. hitrate += 10 + 4 * skill_lv;
  2360. break;
  2361. case SC_FATALMENACE:
  2362. hitrate -= 35 - 5 * skill_lv;
  2363. break;
  2364. case RL_SLUGSHOT:
  2365. {
  2366. int8 dist = distance_bl(src, target);
  2367. if (dist > 3) {
  2368. // Reduce n hitrate for each cell after initial 3 cells. Different each level
  2369. // -10:-9:-8:-7:-6
  2370. dist -= 3;
  2371. hitrate -= ((11 - skill_lv) * dist);
  2372. }
  2373. }
  2374. break;
  2375. }
  2376. } else if (sd && wd.type&DMG_MULTI_HIT && wd.div_ == 2) // +1 hit per level of Double Attack on a successful double attack (making sure other multi attack skills do not trigger this) [helvetica]
  2377. hitrate += pc_checkskill(sd,TF_DOUBLE);
  2378. if (sd) {
  2379. int skill = 0;
  2380. // Weaponry Research hidden bonus
  2381. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2382. hitrate += hitrate * ( 2 * skill ) / 100;
  2383. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  2384. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  2385. hitrate += 3 * skill;
  2386. }
  2387. if (sc) {
  2388. if (sc->data[SC_MTF_ASPD])
  2389. hitrate += sc->data[SC_MTF_ASPD]->val2;
  2390. if (sc->data[SC_MTF_ASPD2])
  2391. hitrate += sc->data[SC_MTF_ASPD2]->val2;
  2392. }
  2393. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2394. return (rnd()%100 < hitrate);
  2395. }
  2396. /*==========================================
  2397. * If attack ignores def.
  2398. *------------------------------------------
  2399. * Credits:
  2400. * Original coder Skotlex
  2401. * Initial refactoring by Baalberith
  2402. * Refined and optimized by helvetica
  2403. */
  2404. static bool attack_ignores_def(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position)
  2405. {
  2406. struct status_data *tstatus = status_get_status_data(target);
  2407. struct status_change *sc = status_get_sc(src);
  2408. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2409. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2410. #ifndef RENEWAL
  2411. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2412. return true;
  2413. else
  2414. #endif
  2415. if (sc && sc->data[SC_FUSION])
  2416. return true;
  2417. #ifdef RENEWAL
  2418. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != ASC_BREAKER) // Renewal: Soul Breaker no longer gains ignore DEF from weapon [helvetica]
  2419. #else
  2420. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2421. #endif
  2422. { //Ignore Defense?
  2423. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2424. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2425. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2426. if (weapon_position == EQI_HAND_R)
  2427. return true;
  2428. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2429. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2430. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2431. {
  2432. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2433. if (weapon_position == EQI_HAND_R)
  2434. return true;
  2435. } else if (weapon_position == EQI_HAND_L)
  2436. return true;
  2437. }
  2438. }
  2439. return (nk&NK_IGNORE_DEF) != 0;
  2440. }
  2441. /*================================================
  2442. * Should skill attack consider VVS and masteries?
  2443. *------------------------------------------------
  2444. * Credits:
  2445. * Original coder Skotlex
  2446. * Initial refactoring by Baalberith
  2447. * Refined and optimized by helvetica
  2448. */
  2449. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
  2450. {
  2451. if (
  2452. #ifndef RENEWAL
  2453. skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
  2454. #endif
  2455. skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER || skill_id == NC_SELFDESTRUCTION ||
  2456. skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE)
  2457. return false;
  2458. return true;
  2459. }
  2460. #ifdef RENEWAL
  2461. /*========================================
  2462. * Calculate equipment ATK for renewal ATK
  2463. *----------------------------------------
  2464. * Credits:
  2465. * Original coder Skotlex
  2466. * Initial refactoring by Baalberith
  2467. * Refined and optimized by helvetica
  2468. */
  2469. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  2470. {
  2471. if(src != NULL) {
  2472. int eatk = 0;
  2473. struct status_data *status = status_get_status_data(src);
  2474. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2475. if (sd) // add arrow atk if using an applicable skill
  2476. eatk += (is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0);
  2477. return eatk + status->eatk;
  2478. }
  2479. return 0; // shouldn't happen but just in case
  2480. }
  2481. #endif
  2482. /*========================================
  2483. * Returns the element type of attack
  2484. *----------------------------------------
  2485. * Credits:
  2486. * Original coder Skotlex
  2487. * Initial refactoring by Baalberith
  2488. * Refined and optimized by helvetica
  2489. */
  2490. static int battle_get_weapon_element(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only)
  2491. {
  2492. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2493. struct status_change *sc = status_get_sc(src);
  2494. struct status_data *sstatus = status_get_status_data(src);
  2495. int element = skill_get_ele(skill_id, skill_lv);
  2496. //Take weapon's element
  2497. if( !skill_id || element == -1 ) {
  2498. if (weapon_position == EQI_HAND_R)
  2499. element = sstatus->rhw.ele;
  2500. else
  2501. element = sstatus->lhw.ele;
  2502. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  2503. element = sd->bonus.arrow_ele;
  2504. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  2505. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  2506. // on official endows override all other elements [helvetica]
  2507. if(sc && sc->data[SC_ENCHANTARMS]) // Check for endows
  2508. element = sc->data[SC_ENCHANTARMS]->val2;
  2509. } else if( element == -2 ) //Use enchantment's element
  2510. element = status_get_attack_sc_element(src,sc);
  2511. else if( element == -3 ) //Use random element
  2512. element = rnd()%ELE_ALL;
  2513. switch( skill_id ) {
  2514. case GS_GROUNDDRIFT:
  2515. element = wd.miscflag; //element comes in flag.
  2516. break;
  2517. case LK_SPIRALPIERCE:
  2518. if (!sd)
  2519. element = ELE_NEUTRAL; //forced neutral for monsters
  2520. break;
  2521. case LG_HESPERUSLIT:
  2522. if (sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 4)
  2523. element = ELE_HOLY;
  2524. break;
  2525. case RL_H_MINE:
  2526. if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  2527. element = ELE_FIRE;
  2528. break;
  2529. }
  2530. if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN))
  2531. element = ELE_HOLY;
  2532. // calc_flag means the element should be calculated for damage only
  2533. if (calc_for_damage_only)
  2534. return element;
  2535. #ifdef RENEWAL
  2536. if (skill_id == CR_SHIELDBOOMERANG)
  2537. element = ELE_NEUTRAL;
  2538. #endif
  2539. return element;
  2540. }
  2541. /*========================================
  2542. * Do element damage modifier calculation
  2543. *----------------------------------------
  2544. * Credits:
  2545. * Original coder Skotlex
  2546. * Initial refactoring by Baalberith
  2547. * Refined and optimized by helvetica
  2548. */
  2549. static struct Damage battle_calc_element_damage(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2550. {
  2551. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2552. struct status_change *sc = status_get_sc(src);
  2553. struct status_data *sstatus = status_get_status_data(src);
  2554. struct status_data *tstatus = status_get_status_data(target);
  2555. int element = skill_get_ele(skill_id, skill_lv);
  2556. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  2557. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  2558. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2559. //Elemental attribute fix
  2560. if(!(nk&NK_NO_ELEFIX)) {
  2561. //Non-pc physical melee attacks (mob, pet, homun) are "non elemental", they deal 100% to all target elements
  2562. //However the "non elemental" attacks still get reduced by "Neutral resistance"
  2563. //Also non-pc units have only a defending element, but can inflict elemental attacks using skills [exneval]
  2564. if(battle_config.attack_attr_none&src->type)
  2565. if(((!skill_id && !right_element) || (skill_id && (element == -1 || !right_element))) &&
  2566. (wd.flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON))
  2567. return wd;
  2568. if(wd.damage > 0) {
  2569. //Forced to its element
  2570. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2571. switch( skill_id ) {
  2572. case MC_CARTREVOLUTION:
  2573. case SR_GATEOFHELL:
  2574. case SR_TIGERCANNON:
  2575. case KO_BAKURETSU:
  2576. //Forced to neutral element
  2577. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2578. break;
  2579. case GN_CARTCANNON:
  2580. case KO_HAPPOKUNAI:
  2581. //Forced to ammo's element
  2582. wd.damage = battle_attr_fix(src, target, wd.damage, (sd && sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2583. break;
  2584. }
  2585. }
  2586. if (is_attack_left_handed(src, skill_id) && wd.damage2 > 0)
  2587. wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element ,tstatus->def_ele, tstatus->ele_lv);
  2588. if (sc && sc->data[SC_WATK_ELEMENT] && (wd.damage || wd.damage2)) {
  2589. // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  2590. int64 damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2591. wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2592. if (is_attack_left_handed(src, skill_id)) {
  2593. damage = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2594. wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2595. }
  2596. }
  2597. }
  2598. return wd;
  2599. }
  2600. #define ATK_RATE(damage, damage2, a) do { int64 rate_ = (a); (damage) = (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate_ / 100; } while(0);
  2601. #define ATK_RATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) = (damage) *rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate2_ / 100; } while(0);
  2602. #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; }
  2603. #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; }
  2604. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2605. #define ATK_ADDRATE(damage, damage2, a) do { int64 rate_ = (a); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) *rate_ / 100; } while(0);
  2606. #define ATK_ADDRATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) * rate2_ / 100; } while(0);
  2607. //Adds an absolute value to damage. 100 = +100 damage
  2608. #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0);
  2609. #define ATK_ADD2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate2_; } while(0);
  2610. #ifdef RENEWAL
  2611. #define RE_ALLATK_ADD(wd, a) do { int64 a_ = (a); ATK_ADD((wd).statusAtk, (wd).statusAtk2, a_); ATK_ADD((wd).weaponAtk, (wd).weaponAtk2, a_); ATK_ADD((wd).equipAtk, (wd).equipAtk2, a_); ATK_ADD((wd).masteryAtk, (wd).masteryAtk2, a_); } while(0);
  2612. #define RE_ALLATK_RATE(wd, a) do { int64 a_ = (a); ATK_RATE((wd).statusAtk, (wd).statusAtk2, a_); ATK_RATE((wd).weaponAtk, (wd).weaponAtk2, a_); ATK_RATE((wd).equipAtk, (wd).equipAtk2, a_); ATK_RATE((wd).masteryAtk, (wd).masteryAtk2, a_); } while(0);
  2613. #define RE_ALLATK_ADDRATE(wd, a) do { int64 a_ = (a); ATK_ADDRATE((wd).statusAtk, (wd).statusAtk2, a_); ATK_ADDRATE((wd).weaponAtk, (wd).weaponAtk2, a_); ATK_ADDRATE((wd).equipAtk, (wd).equipAtk2, a_); ATK_ADDRATE((wd).masteryAtk, (wd).masteryAtk2, a_); } while(0);
  2614. #else
  2615. #define RE_ALLATK_ADD(wd, a) {;}
  2616. #define RE_ALLATK_RATE(wd, a) {;}
  2617. #define RE_ALLATK_ADDRATE(wd, a) {;}
  2618. #endif
  2619. /*==================================
  2620. * Calculate weapon mastery damages
  2621. *----------------------------------
  2622. * Credits:
  2623. * Original coder Skotlex
  2624. * Initial refactoring by Baalberith
  2625. * Refined and optimized by helvetica
  2626. */
  2627. static struct Damage battle_calc_attack_masteries(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2628. {
  2629. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2630. struct status_change *sc = status_get_sc(src);
  2631. struct status_data *sstatus = status_get_status_data(src);
  2632. int t_class = status_get_class(target);
  2633. if (sd && battle_skill_stacks_masteries_vvs(skill_id) &&
  2634. skill_id != MO_INVESTIGATE &&
  2635. skill_id != MO_EXTREMITYFIST &&
  2636. skill_id != CR_GRANDCROSS)
  2637. { //Add mastery damage
  2638. uint16 skill;
  2639. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  2640. #ifdef RENEWAL
  2641. wd.masteryAtk = battle_addmastery(sd,target,wd.weaponAtk,0);
  2642. #endif
  2643. if (is_attack_left_handed(src, skill_id)) {
  2644. wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  2645. #ifdef RENEWAL
  2646. wd.masteryAtk2 = battle_addmastery(sd,target,wd.weaponAtk2,1);
  2647. #endif
  2648. }
  2649. #ifdef RENEWAL
  2650. //General skill masteries
  2651. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  2652. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 15 * skill_lv);
  2653. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  2654. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 4);
  2655. if (skill_id != CR_SHIELDBOOMERANG)
  2656. ATK_ADD2(wd.masteryAtk, wd.masteryAtk2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->right_weapon.star, ((wd.div_ < 1) ? 1 : wd.div_) * sd->left_weapon.star);
  2657. if (skill_id == MO_FINGEROFFENSIVE) {
  2658. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  2659. } else
  2660. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  2661. #endif
  2662. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) {
  2663. ATK_ADD(wd.damage, wd.damage2, 3 * skill);
  2664. #ifdef RENEWAL
  2665. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 3 * skill);
  2666. #endif
  2667. }
  2668. switch(skill_id) {
  2669. case RA_WUGDASH:
  2670. case RA_WUGSTRIKE:
  2671. case RA_WUGBITE:
  2672. if (sd) {
  2673. skill = pc_checkskill(sd, RA_TOOTHOFWUG);
  2674. ATK_ADD(wd.damage, wd.damage2, 30 * skill);
  2675. #ifdef RENEWAL
  2676. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 30 * skill);
  2677. #endif
  2678. }
  2679. break;
  2680. }
  2681. if (sc) { // Status change considered as masteries
  2682. #ifdef RENEWAL
  2683. if (sc->data[SC_NIBELUNGEN]) // With renewal, the level 4 weapon limitation has been removed
  2684. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, sc->data[SC_NIBELUNGEN]->val2);
  2685. #endif
  2686. if(sc->data[SC_CAMOUFLAGE]) {
  2687. ATK_ADD(wd.damage, wd.damage2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2688. #ifdef RENEWAL
  2689. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2690. #endif
  2691. }
  2692. if(sc->data[SC_GN_CARTBOOST]) {
  2693. ATK_ADD(wd.damage, wd.damage2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2694. #ifdef RENEWAL
  2695. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2696. #endif
  2697. }
  2698. if (sc->data[SC_P_ALTER]) {
  2699. ATK_ADD(wd.damage, wd.damage2, sc->data[SC_P_ALTER]->val2);
  2700. #ifdef RENEWAL
  2701. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, sc->data[SC_P_ALTER]->val2);
  2702. #endif
  2703. }
  2704. }
  2705. }
  2706. return wd;
  2707. }
  2708. #ifdef RENEWAL
  2709. /*=========================================
  2710. * Calculate the various Renewal ATK parts
  2711. *-----------------------------------------
  2712. * Credits:
  2713. * Original coder Skotlex
  2714. * Initial refactoring by Baalberith
  2715. * Refined and optimized by helvetica
  2716. */
  2717. struct Damage battle_calc_damage_parts(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2718. {
  2719. struct status_data *sstatus = status_get_status_data(src);
  2720. struct status_data *tstatus = status_get_status_data(target);
  2721. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2722. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  2723. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  2724. wd.statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
  2725. wd.statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
  2726. if (skill_id || (sd && sd->sc.data[SC_SEVENWIND])) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  2727. wd.statusAtk = battle_attr_fix(src, target, wd.statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2728. wd.statusAtk2 = battle_attr_fix(src, target, wd.statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv);
  2729. } else { // status atk is considered neutral on normal attacks [helvetica]
  2730. wd.statusAtk = battle_attr_fix(src, target, wd.statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2731. wd.statusAtk2 = battle_attr_fix(src, target, wd.statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2732. }
  2733. wd.weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd);
  2734. wd.weaponAtk = battle_attr_fix(src, target, wd.weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2735. wd.weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd);
  2736. wd.weaponAtk2 = battle_attr_fix(src, target, wd.weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2737. wd.equipAtk += battle_calc_equip_attack(src, skill_id);
  2738. wd.equipAtk = battle_attr_fix(src, target, wd.equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2739. wd.equipAtk2 += battle_calc_equip_attack(src, skill_id);
  2740. wd.equipAtk2 = battle_attr_fix(src, target, wd.equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2741. //Mastery ATK is a special kind of ATK that has no elemental properties
  2742. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  2743. wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  2744. wd.damage = 0;
  2745. wd.damage2 = 0;
  2746. return wd;
  2747. }
  2748. #endif
  2749. /*==========================================================
  2750. * Calculate basic ATK that goes into the skill ATK formula
  2751. *----------------------------------------------------------
  2752. * Credits:
  2753. * Original coder Skotlex
  2754. * Initial refactoring by Baalberith
  2755. * Refined and optimized by helvetica
  2756. */
  2757. struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2758. {
  2759. struct status_change *sc = status_get_sc(src);
  2760. struct status_data *sstatus = status_get_status_data(src);
  2761. struct status_data *tstatus = status_get_status_data(target);
  2762. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2763. uint16 i;
  2764. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2765. switch (skill_id) { //Calc base damage according to skill
  2766. case PA_SACRIFICE:
  2767. wd.damage = sstatus->max_hp* 9/100;
  2768. wd.damage2 = 0;
  2769. #ifdef RENEWAL
  2770. wd.weaponAtk = wd.damage;
  2771. wd.weaponAtk2 = wd.damage2;
  2772. #endif
  2773. break;
  2774. #ifdef RENEWAL
  2775. case LK_SPIRALPIERCE:
  2776. case ML_SPIRALPIERCE:
  2777. if (sd) {
  2778. short index = sd->equip_index[EQI_HAND_R];
  2779. if (index >= 0 &&
  2780. sd->inventory_data[index] &&
  2781. sd->inventory_data[index]->type == IT_WEAPON)
  2782. wd.equipAtk += sd->inventory_data[index]->weight/20; // weight from spear is treated as equipment ATK on official [helvetica]
  2783. wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2784. wd.masteryAtk = 0; // weapon mastery is ignored for spiral
  2785. } else {
  2786. wd.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  2787. }
  2788. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2789. case SZ_SMALL: //Small: 125%
  2790. ATK_RATE(wd.damage, wd.damage2, 125);
  2791. RE_ALLATK_RATE(wd, 125);
  2792. break;
  2793. //case SZ_MEDIUM: //Medium: 100%
  2794. case SZ_BIG: //Large: 75%
  2795. ATK_RATE(wd.damage, wd.damage2, 75);
  2796. RE_ALLATK_RATE(wd, 75);
  2797. break;
  2798. }
  2799. #else
  2800. case NJ_ISSEN:
  2801. wd.damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100;
  2802. wd.damage2 = 0;
  2803. break;
  2804. case LK_SPIRALPIERCE:
  2805. case ML_SPIRALPIERCE:
  2806. if (sd) {
  2807. short index = sd->equip_index[EQI_HAND_R];
  2808. if (index >= 0 &&
  2809. sd->inventory_data[index] &&
  2810. sd->inventory_data[index]->type == IT_WEAPON)
  2811. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  2812. ATK_ADDRATE(wd.damage, wd.damage2, 50*skill_lv); //Skill modifier applies to weight only.
  2813. } else {
  2814. wd.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  2815. }
  2816. i = sstatus->str/10;
  2817. i*=i;
  2818. ATK_ADD(wd.damage, wd.damage2, i); //Add str bonus.
  2819. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2820. case SZ_SMALL: //Small: 125%
  2821. ATK_RATE(wd.damage, wd.damage2, 125);
  2822. break;
  2823. //case SZ_MEDIUM: //Medium: 100%
  2824. case SZ_BIG: //Large: 75%
  2825. ATK_RATE(wd.damage, wd.damage2, 75);
  2826. break;
  2827. }
  2828. #endif
  2829. break;
  2830. case CR_SHIELDBOOMERANG:
  2831. case PA_SHIELDCHAIN:
  2832. wd.damage = sstatus->batk;
  2833. if (sd) {
  2834. short index = sd->equip_index[EQI_HAND_L];
  2835. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  2836. ATK_ADD(wd.damage, wd.damage2, sd->inventory_data[index]->weight / 10);
  2837. #ifdef RENEWAL
  2838. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sd->inventory_data[index]->weight / 10);
  2839. #endif
  2840. }
  2841. } else
  2842. ATK_ADD(wd.damage, wd.damage2, sstatus->rhw.atk2); //Else use Atk2
  2843. break;
  2844. case RK_DRAGONBREATH:
  2845. case RK_DRAGONBREATH_WATER:
  2846. {
  2847. int damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
  2848. if(status_get_lv(src) > 100)
  2849. damagevalue = damagevalue * status_get_lv(src) / 150;
  2850. if(sd)
  2851. damagevalue = damagevalue * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
  2852. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2853. #ifdef RENEWAL
  2854. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
  2855. #endif
  2856. wd.flag |= BF_LONG;
  2857. }
  2858. break;
  2859. case NC_SELFDESTRUCTION: {
  2860. int damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  2861. if(status_get_lv(src) > 100)
  2862. damagevalue = damagevalue * status_get_lv(src) / 100;
  2863. damagevalue = damagevalue + sstatus->hp;
  2864. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2865. #ifdef RENEWAL
  2866. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
  2867. #endif
  2868. }
  2869. break;
  2870. case KO_HAPPOKUNAI:
  2871. if(sd) {
  2872. short index = sd->equip_index[EQI_AMMO];
  2873. int damagevalue = 3 * (
  2874. #ifdef RENEWAL
  2875. 2 *
  2876. #endif
  2877. sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ?
  2878. sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5;
  2879. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2880. #ifdef RENEWAL
  2881. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
  2882. #endif
  2883. } else
  2884. ATK_ADD(wd.damage, wd.damage2, 5000);
  2885. break;
  2886. case HFLI_SBR44: //[orn]
  2887. if(src->type == BL_HOM)
  2888. wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  2889. break;
  2890. default:
  2891. #ifdef RENEWAL
  2892. if (sd)
  2893. wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2894. else {
  2895. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2896. (!skill_id && sc && sc->data[SC_CHANGE]?4:0);
  2897. wd.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  2898. if (is_attack_left_handed(src, skill_id))
  2899. wd.damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  2900. }
  2901. #else
  2902. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2903. (is_skill_using_arrow(src, skill_id)?2:0)|
  2904. (skill_id == HW_MAGICCRASHER?4:0)|
  2905. (!skill_id && sc && sc->data[SC_CHANGE]?4:0)|
  2906. (skill_id == MO_EXTREMITYFIST?8:0)|
  2907. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  2908. if (is_skill_using_arrow(src, skill_id) && sd) {
  2909. switch(sd->status.weapon) {
  2910. case W_BOW:
  2911. case W_REVOLVER:
  2912. case W_GATLING:
  2913. case W_SHOTGUN:
  2914. case W_GRENADE:
  2915. break;
  2916. default:
  2917. i |= 16; // for ex. shuriken must not be influenced by DEX
  2918. break;
  2919. }
  2920. }
  2921. wd.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  2922. if (is_attack_left_handed(src, skill_id))
  2923. wd.damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  2924. #endif
  2925. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  2926. if(wd.miscflag > 0) {
  2927. wd.damage /= wd.miscflag;
  2928. #ifdef RENEWAL
  2929. wd.statusAtk /= wd.miscflag;
  2930. wd.weaponAtk /= wd.miscflag;
  2931. wd.equipAtk /= wd.miscflag;
  2932. wd.masteryAtk /= wd.miscflag;
  2933. #endif
  2934. } else
  2935. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  2936. }
  2937. //Add any bonuses that modify the base atk (pre-skills)
  2938. if(sd) {
  2939. int skill;
  2940. if (sd->bonus.atk_rate) {
  2941. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.atk_rate);
  2942. RE_ALLATK_ADDRATE(wd, sd->bonus.atk_rate);
  2943. }
  2944. #ifndef RENEWAL
  2945. if(sd->bonus.crit_atk_rate && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) { // add +crit damage bonuses here in pre-renewal mode [helvetica]
  2946. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.crit_atk_rate);
  2947. }
  2948. #endif
  2949. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  2950. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  2951. ATK_ADDRATE(wd.damage, wd.damage2, 2*skill*i);
  2952. RE_ALLATK_ADDRATE(wd, 2*skill*i);
  2953. }
  2954. }
  2955. }
  2956. break;
  2957. } //End switch(skill_id)
  2958. return wd;
  2959. }
  2960. //For quick div adjustment.
  2961. #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); }
  2962. #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; }
  2963. #define DAMAGE_DIV_FIX_RENEWAL(wd, div) do { int div_ = (div); DAMAGE_DIV_FIX2((wd).statusAtk, div_); DAMAGE_DIV_FIX2((wd).weaponAtk, div_); DAMAGE_DIV_FIX2((wd).equipAtk, div_); DAMAGE_DIV_FIX2((wd).masteryAtk, div_); } while(0);
  2964. /*================================================= [Playtester]
  2965. * Applies DAMAGE_DIV_FIX and checks for min damage
  2966. * @param d: Damage struct to apply DAMAGE_DIV_FIX to
  2967. * @param skill_id: ID of the skill that deals damage
  2968. * @return Modified damage struct
  2969. *------------------------------------------------*/
  2970. static struct Damage battle_apply_div_fix(struct Damage d, uint16 skill_id)
  2971. {
  2972. if(d.damage) {
  2973. DAMAGE_DIV_FIX(d.damage, d.div_);
  2974. //Min damage
  2975. if(d.damage < d.div_ && (skill_id == SU_LUNATICCARROTBEAT || skill_id == SU_CN_METEOR || (battle_config.skill_min_damage&d.flag)))
  2976. d.damage = d.div_;
  2977. } else if (d.div_ < 0) {
  2978. d.div_ *= -1;
  2979. }
  2980. return d;
  2981. }
  2982. /*=======================================
  2983. * Check for and calculate multi attacks
  2984. *---------------------------------------
  2985. * Credits:
  2986. * Original coder Skotlex
  2987. * Initial refactoring by Baalberith
  2988. * Refined and optimized by helvetica
  2989. */
  2990. static struct Damage battle_calc_multi_attack(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2991. {
  2992. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2993. struct status_change *sc = status_get_sc(src);
  2994. struct status_change *tsc = status_get_sc(target);
  2995. struct status_data *tstatus = status_get_status_data(target);
  2996. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  2997. short i;
  2998. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  2999. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) // Will fail bare-handed
  3000. || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Will fail bare-handed
  3001. { //Success chance is not added, the higher one is used [Skotlex]
  3002. int max_rate = 0;
  3003. if (sc && sc->data[SC_KAGEMUSYA])
  3004. max_rate = sc->data[SC_KAGEMUSYA]->val1 * 10; // Same rate as even levels of TF_DOUBLE
  3005. else
  3006. max_rate = max(5 * skill_lv, sd->bonus.double_rate);
  3007. if( rnd()%100 < max_rate ) {
  3008. wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  3009. wd.type = DMG_MULTI_HIT;
  3010. }
  3011. }
  3012. else if( ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  3013. || (sc && sc->count && sc->data[SC_E_CHAIN] && (skill_lv = sc->data[SC_E_CHAIN]->val1) > 0)) //Chain Action of ETERNAL_CHAIN
  3014. && rnd()%100 < 5*skill_lv ) //Success rate
  3015. {
  3016. wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  3017. wd.type = DMG_MULTI_HIT;
  3018. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  3019. }
  3020. else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
  3021. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->inventory.u.items_inventory[i].amount > 1)
  3022. {
  3023. int chance = rnd()%100;
  3024. switch(sc->data[SC_FEARBREEZE]->val1) {
  3025. case 5: if( chance < 4) { wd.div_ = 5; break; } // 3 % chance to attack 5 times.
  3026. case 4: if( chance < 7) { wd.div_ = 4; break; } // 6 % chance to attack 4 times.
  3027. case 3: if( chance < 10) { wd.div_ = 3; break; } // 9 % chance to attack 3 times.
  3028. case 2:
  3029. case 1: if( chance < 13) { wd.div_ = 2; break; } // 12 % chance to attack 2 times.
  3030. }
  3031. wd.div_ = min(wd.div_,sd->inventory.u.items_inventory[i].amount);
  3032. sc->data[SC_FEARBREEZE]->val4 = wd.div_-1;
  3033. if (wd.div_ > 1)
  3034. wd.type = DMG_MULTI_HIT;
  3035. }
  3036. }
  3037. switch (skill_id) {
  3038. case RA_AIMEDBOLT:
  3039. if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) )
  3040. wd.div_ = tstatus->size + 2 + ( (rnd()%100 < 50-tstatus->size*10) ? 1 : 0 );
  3041. break;
  3042. case RL_QD_SHOT:
  3043. wd.div_ = 1 + (sd ? sd->status.job_level : 1) / 20 + (tsc && tsc->data[SC_C_MARKER] ? 2 : 0);
  3044. break;
  3045. case SC_JYUMONJIKIRI:
  3046. if( tsc && tsc->data[SC_JYUMONJIKIRI] )
  3047. wd.div_ = wd.div_ * -1;// needs more info
  3048. break;
  3049. }
  3050. return wd;
  3051. }
  3052. /*======================================================
  3053. * Calculate skill level ratios for weapon-based skills
  3054. *------------------------------------------------------
  3055. * Credits:
  3056. * Original coder Skotlex
  3057. * Initial refactoring by Baalberith
  3058. * Refined and optimized by helvetica
  3059. */
  3060. static int battle_calc_attack_skill_ratio(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3061. {
  3062. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3063. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3064. struct status_change *sc = status_get_sc(src);
  3065. struct status_change *tsc = status_get_sc(target);
  3066. struct status_data *sstatus = status_get_status_data(src);
  3067. struct status_data *tstatus = status_get_status_data(target);
  3068. int skillratio = 100;
  3069. int i;
  3070. //Skill damage modifiers that stack linearly
  3071. if(sc && skill_id != PA_SACRIFICE) {
  3072. if(sc->data[SC_OVERTHRUST])
  3073. skillratio += sc->data[SC_OVERTHRUST]->val3;
  3074. if(sc->data[SC_MAXOVERTHRUST])
  3075. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  3076. if(sc->data[SC_BERSERK])
  3077. #ifndef RENEWAL
  3078. skillratio += 100;
  3079. #else
  3080. skillratio += 200;
  3081. if (sc && sc->data[SC_TRUESIGHT])
  3082. skillratio += 2 * sc->data[SC_TRUESIGHT]->val1;
  3083. if (sc->data[SC_CONCENTRATION] && (skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER))
  3084. skillratio += sc->data[SC_CONCENTRATION]->val2;
  3085. #endif
  3086. if (!skill_id || skill_id == KN_AUTOCOUNTER) {
  3087. if (sc->data[SC_CRUSHSTRIKE]) {
  3088. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  3089. short index = sd->equip_index[EQI_HAND_R];
  3090. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3091. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sd->inventory_data[index]->atk +
  3092. 100 * sd->inventory_data[index]->wlv * (sd->inventory.u.items_inventory[index].refine + 6);
  3093. }
  3094. status_change_end(src,SC_CRUSHSTRIKE,INVALID_TIMER);
  3095. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  3096. } else {
  3097. if (sc->data[SC_GIANTGROWTH] && (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) { // Increase damage again if Crush Strike is not active
  3098. if (map_flag_vs(src->m)) // Only half of the 2.5x increase on versus-type maps
  3099. skillratio += 125;
  3100. else
  3101. skillratio += 250;
  3102. }
  3103. }
  3104. }
  3105. }
  3106. switch(skill_id) {
  3107. case SM_BASH:
  3108. case MS_BASH:
  3109. skillratio += 30 * skill_lv;
  3110. break;
  3111. case SM_MAGNUM:
  3112. case MS_MAGNUM:
  3113. if(wd.miscflag == 1)
  3114. skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester]
  3115. else
  3116. skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester]
  3117. break;
  3118. case MC_MAMMONITE:
  3119. skillratio += 50 * skill_lv;
  3120. break;
  3121. case HT_POWER:
  3122. skillratio += -50 + 8 * sstatus->str;
  3123. break;
  3124. case AC_DOUBLE:
  3125. case MA_DOUBLE:
  3126. skillratio += 10 * (skill_lv - 1);
  3127. break;
  3128. case AC_SHOWER:
  3129. case MA_SHOWER:
  3130. #ifdef RENEWAL
  3131. skillratio += 50 + 10 * skill_lv;
  3132. #else
  3133. skillratio += -25 + 5 * skill_lv;
  3134. #endif
  3135. break;
  3136. case AC_CHARGEARROW:
  3137. case MA_CHARGEARROW:
  3138. skillratio += 50;
  3139. break;
  3140. #ifndef RENEWAL
  3141. case HT_FREEZINGTRAP:
  3142. case MA_FREEZINGTRAP:
  3143. skillratio += -50 + 10 * skill_lv;
  3144. break;
  3145. #endif
  3146. case KN_PIERCE:
  3147. case ML_PIERCE:
  3148. skillratio += 10 * skill_lv;
  3149. break;
  3150. case MER_CRASH:
  3151. skillratio += 10 * skill_lv;
  3152. break;
  3153. case KN_SPEARSTAB:
  3154. skillratio += 20 * skill_lv;
  3155. break;
  3156. case KN_SPEARBOOMERANG:
  3157. skillratio += 50 * skill_lv;
  3158. break;
  3159. case KN_BRANDISHSPEAR:
  3160. case ML_BRANDISH: {
  3161. int ratio = 100 + 20 * skill_lv;
  3162. skillratio += -100 + ratio;
  3163. if(skill_lv > 3 && wd.miscflag == 0)
  3164. skillratio += ratio / 2;
  3165. if(skill_lv > 6 && wd.miscflag == 0)
  3166. skillratio += ratio / 4;
  3167. if(skill_lv > 9 && wd.miscflag == 0)
  3168. skillratio += ratio / 8;
  3169. if(skill_lv > 6 && wd.miscflag == 1)
  3170. skillratio += ratio / 2;
  3171. if(skill_lv > 9 && wd.miscflag == 1)
  3172. skillratio += ratio / 4;
  3173. if(skill_lv > 9 && wd.miscflag == 2)
  3174. skillratio += ratio / 2;
  3175. break;
  3176. }
  3177. case KN_BOWLINGBASH:
  3178. case MS_BOWLINGBASH:
  3179. skillratio += 40 * skill_lv;
  3180. break;
  3181. case AS_GRIMTOOTH:
  3182. skillratio += 20 * skill_lv;
  3183. break;
  3184. case AS_POISONREACT:
  3185. skillratio += 30 * skill_lv;
  3186. break;
  3187. case AS_SONICBLOW:
  3188. skillratio += 300 + 40 * skill_lv;
  3189. break;
  3190. case TF_SPRINKLESAND:
  3191. skillratio += 30;
  3192. break;
  3193. case MC_CARTREVOLUTION:
  3194. skillratio += 50;
  3195. if(sd && sd->cart_weight)
  3196. skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
  3197. else if (!sd)
  3198. skillratio += 100; //Max damage for non players.
  3199. break;
  3200. case NPC_PIERCINGATT:
  3201. skillratio += -25; //75% base damage
  3202. break;
  3203. case NPC_COMBOATTACK:
  3204. skillratio += 25 * skill_lv;
  3205. break;
  3206. case NPC_RANDOMATTACK:
  3207. case NPC_WATERATTACK:
  3208. case NPC_GROUNDATTACK:
  3209. case NPC_FIREATTACK:
  3210. case NPC_WINDATTACK:
  3211. case NPC_POISONATTACK:
  3212. case NPC_HOLYATTACK:
  3213. case NPC_DARKNESSATTACK:
  3214. case NPC_UNDEADATTACK:
  3215. case NPC_TELEKINESISATTACK:
  3216. case NPC_BLOODDRAIN:
  3217. case NPC_ACIDBREATH:
  3218. case NPC_DARKNESSBREATH:
  3219. case NPC_FIREBREATH:
  3220. case NPC_ICEBREATH:
  3221. case NPC_THUNDERBREATH:
  3222. case NPC_HELLJUDGEMENT:
  3223. case NPC_PULSESTRIKE:
  3224. skillratio += 100 * (skill_lv - 1);
  3225. break;
  3226. case RG_BACKSTAP:
  3227. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  3228. skillratio += (200 + 40 * skill_lv) / 2;
  3229. else
  3230. skillratio += 200 + 40 * skill_lv;
  3231. break;
  3232. case RG_RAID:
  3233. skillratio += 40 * skill_lv;
  3234. break;
  3235. case RG_INTIMIDATE:
  3236. skillratio += 30 * skill_lv;
  3237. break;
  3238. case CR_SHIELDCHARGE:
  3239. skillratio += 20 * skill_lv;
  3240. break;
  3241. case CR_SHIELDBOOMERANG:
  3242. skillratio += 30 * skill_lv;
  3243. break;
  3244. case NPC_DARKCROSS:
  3245. case CR_HOLYCROSS:
  3246. #ifdef RENEWAL
  3247. if(sd && sd->status.weapon == W_2HSPEAR)
  3248. skillratio += 70 * skill_lv;
  3249. else
  3250. #endif
  3251. skillratio += 35 * skill_lv;
  3252. break;
  3253. case AM_DEMONSTRATION:
  3254. skillratio += 20 * skill_lv;
  3255. break;
  3256. case AM_ACIDTERROR:
  3257. skillratio += 40 * skill_lv;
  3258. break;
  3259. case MO_FINGEROFFENSIVE:
  3260. skillratio += 50 * skill_lv;
  3261. break;
  3262. case MO_INVESTIGATE:
  3263. skillratio += 75 * skill_lv;
  3264. break;
  3265. case MO_EXTREMITYFIST:
  3266. skillratio += 100 * (7 + sstatus->sp / 10);
  3267. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  3268. break;
  3269. case MO_TRIPLEATTACK:
  3270. skillratio += 20 * skill_lv;
  3271. break;
  3272. case MO_CHAINCOMBO:
  3273. skillratio += 50 + 50 * skill_lv;
  3274. break;
  3275. case MO_COMBOFINISH:
  3276. skillratio += 140 + 60 * skill_lv;
  3277. break;
  3278. case BA_MUSICALSTRIKE:
  3279. case DC_THROWARROW:
  3280. skillratio += 25 + 25 * skill_lv;
  3281. break;
  3282. case CH_TIGERFIST:
  3283. skillratio += -60 + 100 * skill_lv;
  3284. break;
  3285. case CH_CHAINCRUSH:
  3286. skillratio += 300 + 100 * skill_lv;
  3287. break;
  3288. case CH_PALMSTRIKE:
  3289. skillratio += 100 + 100 * skill_lv;
  3290. break;
  3291. case LK_HEADCRUSH:
  3292. skillratio += 40 * skill_lv;
  3293. break;
  3294. case LK_JOINTBEAT:
  3295. i = 10 * skill_lv - 50;
  3296. // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
  3297. if (wd.miscflag&BREAK_NECK)
  3298. i *= 2;
  3299. skillratio += i;
  3300. break;
  3301. #ifdef RENEWAL
  3302. // Renewal: skill ratio applies to entire damage [helvetica]
  3303. case LK_SPIRALPIERCE:
  3304. case ML_SPIRALPIERCE:
  3305. skillratio += 50 * skill_lv;
  3306. break;
  3307. #endif
  3308. case ASC_METEORASSAULT:
  3309. skillratio += -60 + 40 * skill_lv;
  3310. break;
  3311. case SN_SHARPSHOOTING:
  3312. case MA_SHARPSHOOTING:
  3313. skillratio += 100 + 50 * skill_lv;
  3314. break;
  3315. case CG_ARROWVULCAN:
  3316. skillratio += 100 + 100 * skill_lv;
  3317. break;
  3318. case AS_SPLASHER:
  3319. skillratio += 400 + 50 * skill_lv;
  3320. if(sd)
  3321. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  3322. break;
  3323. #ifndef RENEWAL
  3324. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  3325. case ASC_BREAKER:
  3326. skillratio += -100 + 100 * skill_lv;
  3327. break;
  3328. #endif
  3329. case PA_SACRIFICE:
  3330. skillratio += -10 + 10 * skill_lv;
  3331. break;
  3332. case PA_SHIELDCHAIN:
  3333. skillratio += 30 * skill_lv;
  3334. break;
  3335. case WS_CARTTERMINATION:
  3336. i = 10 * (16 - skill_lv);
  3337. if (i < 1) i = 1;
  3338. //Preserve damage ratio when max cart weight is changed.
  3339. if (sd && sd->cart_weight)
  3340. skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100;
  3341. else if (!sd)
  3342. skillratio += 80000 / i - 100;
  3343. break;
  3344. case TK_DOWNKICK:
  3345. case TK_STORMKICK:
  3346. skillratio += 60 + 20 * skill_lv;
  3347. break;
  3348. case TK_TURNKICK:
  3349. case TK_COUNTER:
  3350. skillratio += 90 + 30 * skill_lv;
  3351. break;
  3352. case TK_JUMPKICK:
  3353. //Different damage formulas depending on damage trigger
  3354. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  3355. skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
  3356. else if (wd.miscflag) {
  3357. skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
  3358. if (sc && sc->data[SC_SPURT]) //Spurt formula [8%*baselevel]
  3359. skillratio *= 2;
  3360. }
  3361. else
  3362. skillratio += -70 + 10 * skill_lv;
  3363. break;
  3364. case GS_TRIPLEACTION:
  3365. skillratio += 50 * skill_lv;
  3366. break;
  3367. case GS_BULLSEYE:
  3368. //Only works well against brute/demihumans non bosses.
  3369. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER) && !status_has_mode(tstatus,MD_STATUS_IMMUNE))
  3370. skillratio += 400;
  3371. break;
  3372. case GS_TRACKING:
  3373. skillratio += 100 * (skill_lv + 1);
  3374. break;
  3375. case GS_PIERCINGSHOT:
  3376. #ifdef RENEWAL
  3377. if (sd && sd->weapontype1 == W_RIFLE)
  3378. skillratio += 150 + 30 * skill_lv;
  3379. else
  3380. skillratio += 100 + 20 * skill_lv;
  3381. #else
  3382. skillratio += 20 * skill_lv;
  3383. #endif
  3384. break;
  3385. case GS_RAPIDSHOWER:
  3386. skillratio += 400 + 50 * skill_lv;
  3387. break;
  3388. case GS_DESPERADO:
  3389. skillratio += 50 * (skill_lv - 1);
  3390. if (sc && sc->data[SC_FALLEN_ANGEL])
  3391. skillratio *= 2;
  3392. break;
  3393. case GS_DUST:
  3394. skillratio += 50 * skill_lv;
  3395. break;
  3396. case GS_FULLBUSTER:
  3397. skillratio += 100 * (skill_lv + 2);
  3398. break;
  3399. case GS_SPREADATTACK:
  3400. #ifdef RENEWAL
  3401. skillratio += 30 * skill_lv;
  3402. #else
  3403. skillratio += 20 * (skill_lv - 1);
  3404. #endif
  3405. break;
  3406. #ifdef RENEWAL
  3407. case GS_GROUNDDRIFT:
  3408. skillratio += 100 + 20 * skill_lv;
  3409. break;
  3410. #endif
  3411. case NJ_HUUMA:
  3412. skillratio += 50 + 150 * skill_lv;
  3413. break;
  3414. case NJ_TATAMIGAESHI:
  3415. skillratio += 10 * skill_lv;
  3416. #ifdef RENEWAL
  3417. skillratio *= 2;
  3418. #endif
  3419. break;
  3420. case NJ_KASUMIKIRI:
  3421. skillratio += 10 * skill_lv;
  3422. break;
  3423. case NJ_KIRIKAGE:
  3424. skillratio += 100 * (skill_lv - 1);
  3425. break;
  3426. #ifdef RENEWAL
  3427. case NJ_KUNAI:
  3428. skillratio += 200;
  3429. break;
  3430. #endif
  3431. case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500%
  3432. int k = (wd.miscflag-1)/3;
  3433. if (k < 0)
  3434. k = 0;
  3435. else if (k > 4)
  3436. k = 4;
  3437. skillratio += 100 * k;
  3438. }
  3439. break;
  3440. case HT_PHANTASMIC:
  3441. skillratio += 50;
  3442. break;
  3443. case MO_BALKYOUNG:
  3444. skillratio += 200;
  3445. break;
  3446. case HFLI_MOON: //[orn]
  3447. skillratio += 10 + 110 * skill_lv;
  3448. break;
  3449. case HFLI_SBR44: //[orn]
  3450. skillratio += 100 * (skill_lv - 1);
  3451. break;
  3452. case NPC_VAMPIRE_GIFT:
  3453. skillratio += ((skill_lv - 1) % 5 + 1) * 100;
  3454. break;
  3455. case RK_SONICWAVE:
  3456. skillratio += -100 + (skill_lv + 5) * 100; // ATK = {((Skill Level + 5) x 100) x (1 + [(Caster's Base Level - 100) / 200])} %
  3457. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  3458. break;
  3459. case RK_HUNDREDSPEAR:
  3460. skillratio += 500 + (80 * skill_lv);
  3461. if (sd) {
  3462. short index = sd->equip_index[EQI_HAND_R];
  3463. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3464. skillratio += max(10000 - sd->inventory_data[index]->weight, 0) / 10;
  3465. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  3466. } // (1 + [(Casters Base Level - 100) / 200])
  3467. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  3468. break;
  3469. case RK_WINDCUTTER:
  3470. skillratio += -100 + (skill_lv + 2) * 50;
  3471. RE_LVL_DMOD(100);
  3472. break;
  3473. case RK_IGNITIONBREAK:
  3474. // 3x3 cell Damage = ATK [{(Skill Level x 300) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3475. // 7x7 cell Damage = ATK [{(Skill Level x 250) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3476. // 11x11 cell Damage = ATK [{(Skill Level x 200) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3477. i = distance_bl(src,target);
  3478. if (i < 2)
  3479. skillratio += -100 + 300 * skill_lv;
  3480. else if (i < 4)
  3481. skillratio += -100 + 250 * skill_lv;
  3482. else
  3483. skillratio += -100 + 200 * skill_lv;
  3484. skillratio = skillratio * status_get_lv(src) / 100;
  3485. // Elemental check, 1.5x damage if your weapon element is fire.
  3486. if (sstatus->rhw.ele == ELE_FIRE)
  3487. skillratio += 100 * skill_lv;
  3488. break;
  3489. case RK_STORMBLAST:
  3490. skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + status_get_str(src) / 8) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's STR / 8)} x 100] %
  3491. break;
  3492. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  3493. skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  3494. RE_LVL_DMOD(150); // Base level bonus.
  3495. break;
  3496. case GC_CROSSIMPACT:
  3497. skillratio += 900 + 100 * skill_lv;
  3498. RE_LVL_DMOD(120);
  3499. break;
  3500. case GC_COUNTERSLASH:
  3501. //ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  3502. skillratio += 200 + (100 * skill_lv);
  3503. RE_LVL_DMOD(120);
  3504. break;
  3505. case GC_VENOMPRESSURE:
  3506. skillratio += 900;
  3507. break;
  3508. case GC_PHANTOMMENACE:
  3509. skillratio += 200;
  3510. break;
  3511. case GC_ROLLINGCUTTER:
  3512. skillratio += -50 + 50 * skill_lv;
  3513. RE_LVL_DMOD(100);
  3514. break;
  3515. case GC_CROSSRIPPERSLASHER:
  3516. skillratio += 300 + 80 * skill_lv;
  3517. RE_LVL_DMOD(100);
  3518. if (sc && sc->data[SC_ROLLINGCUTTER])
  3519. skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * status_get_agi(src);
  3520. break;
  3521. case GC_DARKCROW:
  3522. skillratio += 100 * (skill_lv - 1);
  3523. break;
  3524. case AB_DUPLELIGHT_MELEE:
  3525. skillratio += 10 * skill_lv;
  3526. break;
  3527. case RA_ARROWSTORM:
  3528. skillratio += 900 + 80 * skill_lv;
  3529. RE_LVL_DMOD(100);
  3530. break;
  3531. case RA_AIMEDBOLT:
  3532. skillratio += 400 + 50 * skill_lv;
  3533. RE_LVL_DMOD(100);
  3534. break;
  3535. case RA_CLUSTERBOMB:
  3536. skillratio += 100 + 100 * skill_lv;
  3537. break;
  3538. case RA_WUGDASH:// ATK 300%
  3539. skillratio += 200;
  3540. break;
  3541. case RA_WUGSTRIKE:
  3542. skillratio += -100 + 200 * skill_lv;
  3543. break;
  3544. case RA_WUGBITE:
  3545. skillratio += 300 + 200 * skill_lv;
  3546. if (skill_lv == 5)
  3547. skillratio += 100;
  3548. break;
  3549. case RA_SENSITIVEKEEN:
  3550. skillratio += 50 * skill_lv;
  3551. break;
  3552. case NC_BOOSTKNUCKLE:
  3553. skillratio += 100 + 100 * skill_lv + status_get_dex(src);
  3554. RE_LVL_DMOD(120);
  3555. break;
  3556. case NC_PILEBUNKER:
  3557. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  3558. RE_LVL_DMOD(100);
  3559. break;
  3560. case NC_VULCANARM:
  3561. skillratio += -100 + 70 * skill_lv + status_get_dex(src);
  3562. RE_LVL_DMOD(120);
  3563. break;
  3564. case NC_FLAMELAUNCHER:
  3565. case NC_COLDSLOWER:
  3566. skillratio += 200 + 300 * skill_lv;
  3567. RE_LVL_DMOD(150);
  3568. break;
  3569. case NC_ARMSCANNON:
  3570. switch( tstatus->size ) {
  3571. case SZ_SMALL: skillratio += 200 + 400 * skill_lv; break;// Small
  3572. case SZ_MEDIUM: skillratio += 200 + 350 * skill_lv; break;// Medium
  3573. case SZ_BIG: skillratio += 200 + 300 * skill_lv; break;// Large
  3574. }
  3575. RE_LVL_DMOD(120);
  3576. break;
  3577. case NC_AXEBOOMERANG:
  3578. skillratio += 150 + 50 * skill_lv;
  3579. if (sd) {
  3580. short index = sd->equip_index[EQI_HAND_R];
  3581. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3582. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  3583. }
  3584. RE_LVL_DMOD(100);
  3585. break;
  3586. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  3587. skillratio += -100 + status_get_str(src) + status_get_dex(src);
  3588. RE_LVL_DMOD(100);
  3589. skillratio += 300 + 100 * skill_lv;
  3590. break;
  3591. case NC_MAGMA_ERUPTION: // 'Slam' damage
  3592. skillratio += 450 + 50 * skill_lv;
  3593. RE_LVL_DMOD(100);
  3594. break;
  3595. case NC_AXETORNADO:
  3596. skillratio += 100 + 100 * skill_lv + status_get_vit(src);
  3597. RE_LVL_DMOD(100);
  3598. if (distance_bl(src, target) > 2) // Will deal 75% damage outside of 5x5 area.
  3599. skillratio = skillratio * 75 / 100;
  3600. break;
  3601. case SC_FATALMENACE:
  3602. skillratio += 100 * skill_lv;
  3603. RE_LVL_DMOD(100);
  3604. break;
  3605. case SC_TRIANGLESHOT:
  3606. skillratio += 200 + (skill_lv - 1) * status_get_agi(src) / 2;
  3607. RE_LVL_DMOD(120);
  3608. break;
  3609. case SC_FEINTBOMB:
  3610. skillratio += -100 + (skill_lv + 1) * status_get_dex(src) / 2 * ((sd) ? sd->status.job_level / 10 : 1);
  3611. RE_LVL_DMOD(120);
  3612. break;
  3613. case LG_CANNONSPEAR:
  3614. skillratio += -100 + skill_lv * (50 + status_get_str(src));
  3615. RE_LVL_DMOD(100);
  3616. break;
  3617. case LG_BANISHINGPOINT:
  3618. skillratio += -100 + (50 * skill_lv) + ((sd) ? pc_checkskill(sd,SM_BASH) * 30 : 0);
  3619. RE_LVL_DMOD(100);
  3620. break;
  3621. case LG_SHIELDPRESS:
  3622. skillratio += -100 + 150 * skill_lv + status_get_str(src);
  3623. if (sd) {
  3624. short index = sd->equip_index[EQI_HAND_L];
  3625. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3626. skillratio += sd->inventory_data[index]->weight / 10;
  3627. }
  3628. RE_LVL_DMOD(100);
  3629. break;
  3630. case LG_PINPOINTATTACK:
  3631. skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src);
  3632. RE_LVL_DMOD(120);
  3633. break;
  3634. case LG_RAGEBURST:
  3635. if (sd && sd->spiritball_old)
  3636. skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  3637. else
  3638. skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src));
  3639. RE_LVL_DMOD(100);
  3640. break;
  3641. case LG_SHIELDSPELL:
  3642. if (sd && skill_lv == 1) { // [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
  3643. short index = sd->equip_index[EQI_HAND_L];
  3644. skillratio += -100 + status_get_lv(src) * 4 + status_get_vit(src) * 2;
  3645. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3646. skillratio += sd->inventory_data[index]->def * 10;
  3647. } else
  3648. skillratio = 0; // Prevent damage since level 2 is MATK. [Aleos]
  3649. break;
  3650. case LG_MOONSLASHER:
  3651. skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0);
  3652. RE_LVL_DMOD(100);
  3653. break;
  3654. case LG_OVERBRAND:
  3655. skillratio += -100 + 400 * skill_lv + ((sd) ? pc_checkskill(sd,CR_SPEARQUICKEN) * 50 : 0);
  3656. RE_LVL_DMOD(100);
  3657. break;
  3658. case LG_OVERBRAND_BRANDISH:
  3659. skillratio += -100 + 300 * skill_lv + status_get_str(src) + status_get_dex(src);
  3660. RE_LVL_DMOD(100);
  3661. break;
  3662. case LG_OVERBRAND_PLUSATK: // Only Piercing and Swing damage get RE_LVL_DMOD bonus damage
  3663. skillratio += -100 + 200 * skill_lv + rnd()%90 + 10;
  3664. break;
  3665. case LG_RAYOFGENESIS:
  3666. skillratio += 200 + 300 * skill_lv;
  3667. RE_LVL_DMOD(100);
  3668. break;
  3669. case LG_EARTHDRIVE:
  3670. if (sd) {
  3671. short index = sd->equip_index[EQI_HAND_L];
  3672. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3673. skillratio += -100 + (skill_lv + 1) * sd->inventory_data[index]->weight / 10;
  3674. }
  3675. RE_LVL_DMOD(100);
  3676. break;
  3677. case LG_HESPERUSLIT:
  3678. if (sc) {
  3679. if (sc->data[SC_INSPIRATION])
  3680. skillratio += 1100;
  3681. if (sc->data[SC_BANDING]) {
  3682. skillratio += -100 + 120 * skill_lv + 200 * sc->data[SC_BANDING]->val2;
  3683. if (sc->data[SC_BANDING]->val2 > 5)
  3684. skillratio = skillratio * 150 / 100;
  3685. }
  3686. RE_LVL_DMOD(100);
  3687. }
  3688. break;
  3689. case SR_EARTHSHAKER:
  3690. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM])) {
  3691. //[(Skill Level x 150) x (Caster Base Level / 100) + (Caster INT x 3)] %
  3692. skillratio += -100 + 150 * skill_lv;
  3693. RE_LVL_DMOD(100);
  3694. skillratio += status_get_int(src) * 3;
  3695. } else { //[(Skill Level x 50) x (Caster Base Level / 100) + (Caster INT x 2)] %
  3696. skillratio += -100 + 50 * skill_lv;
  3697. RE_LVL_DMOD(100);
  3698. skillratio += status_get_int(src) * 2;
  3699. }
  3700. break;
  3701. case SR_DRAGONCOMBO:
  3702. skillratio += 40 * skill_lv;
  3703. RE_LVL_DMOD(100);
  3704. break;
  3705. case SR_FALLENEMPIRE:
  3706. // ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] %
  3707. skillratio += 150 * skill_lv;
  3708. RE_LVL_DMOD(150);
  3709. break;
  3710. case SR_TIGERCANNON:
  3711. {
  3712. unsigned int hp = sstatus->max_hp * abs(skill_get_hp_rate(skill_id, skill_lv)) / 100,
  3713. sp = sstatus->max_sp * abs(skill_get_sp_rate(skill_id, skill_lv)) / 100;
  3714. if (wd.miscflag&8)
  3715. // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  3716. skillratio += -100 + (hp + sp) / 2;
  3717. else
  3718. // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  3719. skillratio += -100 + (hp + sp) / 4;
  3720. RE_LVL_DMOD(100);
  3721. }
  3722. break;
  3723. case SR_SKYNETBLOW:
  3724. if (wd.miscflag&8)
  3725. //ATK [{(Skill Level x 100) + (Caster AGI) + 150} x Caster Base Level / 100] %
  3726. skillratio += -100 + 100 * skill_lv + sstatus->agi + 150;
  3727. else
  3728. //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] %
  3729. skillratio += -100 + 80 * skill_lv + sstatus->agi;
  3730. RE_LVL_DMOD(100);
  3731. break;
  3732. case SR_RAMPAGEBLASTER:
  3733. if (sc && sc->data[SC_EXPLOSIONSPIRITS]) {
  3734. skillratio += -100 + (20 * sc->data[SC_EXPLOSIONSPIRITS]->val1 + 20 * skill_lv) * ((sd) ? sd->spiritball_old : 1);
  3735. RE_LVL_DMOD(120);
  3736. } else {
  3737. skillratio += -100 + (20 * skill_lv) * ((sd) ? sd->spiritball_old : 1);
  3738. RE_LVL_DMOD(150);
  3739. }
  3740. break;
  3741. case SR_KNUCKLEARROW:
  3742. if (wd.miscflag&4) { // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
  3743. skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5;
  3744. if (tsd && tsd->weight)
  3745. skillratio += 100 * tsd->weight / tsd->max_weight;
  3746. RE_LVL_DMOD(150);
  3747. } else { // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  3748. skillratio += 400 + 100 * skill_lv;
  3749. RE_LVL_DMOD(100);
  3750. }
  3751. break;
  3752. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  3753. skillratio += -100 + status_get_lv(src) + status_get_dex(src);
  3754. RE_LVL_DMOD(100);
  3755. break;
  3756. case SR_GATEOFHELL:
  3757. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE)
  3758. skillratio += -100 + 800 * skill_lv;
  3759. else
  3760. skillratio += -100 + 500 * skill_lv;
  3761. RE_LVL_DMOD(100);
  3762. break;
  3763. case SR_GENTLETOUCH_QUIET:
  3764. skillratio += -100 + 100 * skill_lv + status_get_dex(src);
  3765. RE_LVL_DMOD(100);
  3766. break;
  3767. case SR_HOWLINGOFLION:
  3768. skillratio += -100 + 300 * skill_lv;
  3769. RE_LVL_DMOD(150);
  3770. break;
  3771. case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster Base Level / 100] %
  3772. skillratio += -100 + 200 * skill_lv;
  3773. if ((sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND)
  3774. skillratio += skill_lv * 50;
  3775. RE_LVL_DMOD(100);
  3776. break;
  3777. case WM_REVERBERATION_MELEE:
  3778. // ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100]
  3779. skillratio += 200 + 100 * ((sd) ? pc_checkskill(sd, WM_REVERBERATION) : 1);
  3780. RE_LVL_DMOD(100);
  3781. break;
  3782. case WM_SEVERE_RAINSTORM_MELEE:
  3783. //ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] %
  3784. skillratio = (status_get_dex(src) + status_get_agi(src)) * skill_lv / 5;
  3785. RE_LVL_DMOD(100);
  3786. break;
  3787. case WM_GREAT_ECHO:
  3788. skillratio += 300 + 200 * skill_lv;
  3789. if (sd) {
  3790. int chorusbonus = battle_calc_chorusbonus(sd);
  3791. // Chorus bonus don't count the first 2 Minstrels/Wanderers and only increases when their are 3 or more. [Rytech]
  3792. if (chorusbonus >= 1 && chorusbonus <= 5)
  3793. skillratio += 100<<(chorusbonus-1); // 1->100; 2->200; 3->400; 4->800; 5->1600
  3794. }
  3795. RE_LVL_DMOD(100);
  3796. break;
  3797. case GN_CART_TORNADO: { // ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  3798. skillratio += -100 + 50 * skill_lv;
  3799. if(sd && sd->cart_weight)
  3800. skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  3801. }
  3802. break;
  3803. case GN_CARTCANNON:
  3804. // ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] %
  3805. skillratio += -100 + 60 * skill_lv + ((sd) ? pc_checkskill(sd, GN_REMODELING_CART) : 1) * 50 * status_get_int(src) / 40;
  3806. break;
  3807. case GN_SPORE_EXPLOSION:
  3808. skillratio += 100 + status_get_int(src) + 100 * skill_lv;
  3809. RE_LVL_DMOD(100);
  3810. break;
  3811. case GN_WALLOFTHORN:
  3812. skillratio += 10 * skill_lv;
  3813. break;
  3814. case GN_CRAZYWEED_ATK:
  3815. skillratio += 400 + 100 * skill_lv;
  3816. break;
  3817. case GN_SLINGITEM_RANGEMELEEATK:
  3818. if( sd ) {
  3819. switch( sd->itemid ) {
  3820. case ITEMID_APPLE_BOMB:
  3821. skillratio += 200 + status_get_str(src) + status_get_dex(src);
  3822. break;
  3823. case ITEMID_COCONUT_BOMB:
  3824. case ITEMID_PINEAPPLE_BOMB:
  3825. skillratio += 700 + status_get_str(src) + status_get_dex(src);
  3826. break;
  3827. case ITEMID_MELON_BOMB:
  3828. skillratio += 400 + status_get_str(src) + status_get_dex(src);
  3829. break;
  3830. case ITEMID_BANANA_BOMB:
  3831. skillratio += 777 + status_get_str(src) + status_get_dex(src);
  3832. break;
  3833. case ITEMID_BLACK_LUMP:
  3834. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
  3835. break;
  3836. case ITEMID_BLACK_HARD_LUMP:
  3837. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
  3838. break;
  3839. case ITEMID_VERY_HARD_LUMP:
  3840. skillratio += -100 + status_get_str(src) + status_get_agi(src) + status_get_dex(src);
  3841. break;
  3842. }
  3843. RE_LVL_DMOD(100);
  3844. }
  3845. break;
  3846. case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster Base Level / 100 ] %
  3847. skillratio += -100 + 50 * skill_lv + ((sd) ? pc_checkskill(sd, SO_STRIKING) * 50 : 0);
  3848. RE_LVL_DMOD(100);
  3849. if (sc && sc->data[SC_BLAST_OPTION])
  3850. skillratio += (sd ? sd->status.job_level * 5 : 0);
  3851. break;
  3852. // Physical Elemantal Spirits Attack Skills
  3853. case EL_CIRCLE_OF_FIRE:
  3854. case EL_FIRE_BOMB_ATK:
  3855. case EL_STONE_RAIN:
  3856. skillratio += 200;
  3857. break;
  3858. case EL_FIRE_WAVE_ATK:
  3859. skillratio += 500;
  3860. break;
  3861. case EL_TIDAL_WEAPON:
  3862. skillratio += 1400;
  3863. break;
  3864. case EL_WIND_SLASH:
  3865. skillratio += 100;
  3866. break;
  3867. case EL_HURRICANE:
  3868. skillratio += 600;
  3869. break;
  3870. case EL_TYPOON_MIS:
  3871. case EL_WATER_SCREW_ATK:
  3872. skillratio += 900;
  3873. break;
  3874. case EL_STONE_HAMMER:
  3875. skillratio += 400;
  3876. break;
  3877. case EL_ROCK_CRUSHER:
  3878. skillratio += 700;
  3879. break;
  3880. case KO_JYUMONJIKIRI:
  3881. skillratio += -100 + 150 * skill_lv;
  3882. RE_LVL_DMOD(120);
  3883. if(tsc && tsc->data[SC_JYUMONJIKIRI])
  3884. skillratio += skill_lv * status_get_lv(src);
  3885. break;
  3886. case KO_HUUMARANKA:
  3887. skillratio += -100 + 150 * skill_lv + sstatus->agi + sstatus->dex + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  3888. break;
  3889. case KO_SETSUDAN:
  3890. skillratio += 100 * (skill_lv - 1);
  3891. RE_LVL_DMOD(100);
  3892. if(tsc && tsc->data[SC_SPIRIT])
  3893. skillratio += 200 * tsc->data[SC_SPIRIT]->val1;
  3894. break;
  3895. case KO_BAKURETSU:
  3896. skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  3897. RE_LVL_DMOD(120);
  3898. skillratio += 10 * (sd ? sd->status.job_level : 1);
  3899. break;
  3900. case KO_MAKIBISHI:
  3901. skillratio += -100 + 20 * skill_lv;
  3902. break;
  3903. case MH_NEEDLE_OF_PARALYZE:
  3904. skillratio += 600 + 100 * skill_lv;
  3905. break;
  3906. case MH_STAHL_HORN:
  3907. skillratio += 400 + 100 * skill_lv * status_get_lv(src) / 150;
  3908. break;
  3909. case MH_LAVA_SLIDE:
  3910. skillratio += -100 + 70 * skill_lv;
  3911. break;
  3912. case MH_SONIC_CRAW:
  3913. skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 150;
  3914. break;
  3915. case MH_SILVERVEIN_RUSH:
  3916. skillratio += -100 + 150 * skill_lv * status_get_lv(src) / 100;
  3917. break;
  3918. case MH_MIDNIGHT_FRENZY:
  3919. skillratio += -100 + 300 * skill_lv * status_get_lv(src) / 150;
  3920. break;
  3921. case MH_TINDER_BREAKER:
  3922. skillratio += -100 + (100 * skill_lv + 3 * status_get_str(src)) * status_get_lv(src) / 120;
  3923. break;
  3924. case MH_CBC:
  3925. skillratio += 300 * skill_lv + 4 * status_get_lv(src);
  3926. break;
  3927. case MH_MAGMA_FLOW:
  3928. skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120;
  3929. break;
  3930. case RL_MASS_SPIRAL:
  3931. skillratio += -100 + 200 * skill_lv;
  3932. break;
  3933. case RL_FIREDANCE:
  3934. skillratio += -100 + 200 * skill_lv;
  3935. skillratio += (sd ? pc_checkskill(sd, GS_DESPERADO) * 50 : 0);
  3936. break;
  3937. case RL_BANISHING_BUSTER:
  3938. skillratio += -100 + 2000 + 300 * skill_lv;
  3939. break;
  3940. case RL_S_STORM:
  3941. skillratio += -100 + 1700 + 200 * skill_lv;
  3942. break;
  3943. case RL_SLUGSHOT: {
  3944. uint16 w = 0;
  3945. if (sd) {
  3946. unsigned short slug[] = { ITEMID_SLUG_AMMUNITION_XH, ITEMID_SLUG_AMMUNITION_SH, ITEMID_SLUG_AMMUNITION_H, ITEMID_SLUG_AMMUNITION_M, ITEMID_SLUG_AMMUNITION_L }; // In order of priority
  3947. int16 index = -1;
  3948. for (i = 0; i < ARRAYLENGTH(slug); i++) {
  3949. if ((index = pc_search_inventory(sd, slug[i])) >= 0) {
  3950. w = (sd->inventory_data[index]->weight / 10) * 32;
  3951. break;
  3952. }
  3953. }
  3954. }
  3955. if (target->type != BL_PC) // Monster
  3956. skillratio += -100 + 1200 * skill_lv;
  3957. else // Player
  3958. skillratio += -100 + 2000 * skill_lv;
  3959. switch(tstatus->size) {
  3960. case SZ_SMALL: skillratio += w * 2; break;
  3961. case SZ_MEDIUM: skillratio += w * 3; break;
  3962. case SZ_BIG: skillratio += w * 4; break;
  3963. }
  3964. }
  3965. break;
  3966. case RL_D_TAIL:
  3967. skillratio += -100 + 4000 + 1000 * skill_lv;
  3968. break;
  3969. case RL_R_TRIP:
  3970. skillratio += -100 + 1000 + 300 * skill_lv;
  3971. break;
  3972. case RL_R_TRIP_PLUSATK:
  3973. skillratio += -100 + 300 + 300 * skill_lv;
  3974. break;
  3975. case RL_H_MINE:
  3976. if (sd && sd->flicker) // Flicker explosion damage: 500 + 300 * SkillLv
  3977. skillratio += -100 + 500 + 300 * skill_lv;
  3978. else // 200 + 200 * SkillLv
  3979. skillratio += -100 + 200 + 200 * skill_lv;
  3980. break;
  3981. case RL_HAMMER_OF_GOD:
  3982. skillratio += -100 + 2800 + 1400 * skill_lv;
  3983. if (sd) {
  3984. if (tsc && tsc->data[SC_C_MARKER])
  3985. skillratio += 100 * sd->spiritball_old;
  3986. else if (sd->spiritball_old)
  3987. skillratio += 10 * sd->spiritball_old;
  3988. }
  3989. break;
  3990. case RL_FIRE_RAIN:
  3991. case RL_AM_BLAST:
  3992. skillratio += -100 + 3500 + 300 * skill_lv;
  3993. break;
  3994. case SU_BITE:
  3995. skillratio += 100;
  3996. break;
  3997. case SU_SCRATCH:
  3998. skillratio += -50 + 50 * skill_lv;
  3999. break;
  4000. case SU_SCAROFTAROU:
  4001. skillratio += -100 + 100 * skill_lv;
  4002. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4003. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4004. break;
  4005. case SU_PICKYPECK:
  4006. case SU_PICKYPECK_DOUBLE_ATK:
  4007. skillratio += 100 + 100 * skill_lv;
  4008. if (status_get_hp(target) < status_get_max_hp(target) >> 1)
  4009. skillratio *= 2;
  4010. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4011. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4012. break;
  4013. case SU_LUNATICCARROTBEAT:
  4014. skillratio += 100 + 100 * skill_lv;
  4015. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4016. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4017. break;
  4018. case SU_SVG_SPIRIT:
  4019. skillratio += 150 + 150 * skill_lv;
  4020. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4021. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4022. break;
  4023. }
  4024. return skillratio;
  4025. }
  4026. /*==================================================================================================
  4027. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  4028. *--------------------------------------------------------------------------------------------------*
  4029. * Credits:
  4030. * Original coder Skotlex
  4031. * Initial refactoring by Baalberith
  4032. * Refined and optimized by helvetica
  4033. */
  4034. static int64 battle_calc_skill_constant_addition(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4035. {
  4036. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4037. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4038. struct status_data *sstatus = status_get_status_data(src);
  4039. struct status_data *tstatus = status_get_status_data(target);
  4040. int64 atk = 0;
  4041. //Constant/misc additions from skills
  4042. switch (skill_id) {
  4043. case MO_EXTREMITYFIST:
  4044. atk = 250 + 150 * skill_lv;
  4045. break;
  4046. #ifndef RENEWAL
  4047. case GS_MAGICALBULLET:
  4048. if (sstatus->matk_max > sstatus->matk_min)
  4049. atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min);
  4050. else
  4051. atk = sstatus->matk_min;
  4052. break;
  4053. #endif
  4054. case NJ_SYURIKEN:
  4055. atk = 4 * skill_lv;
  4056. break;
  4057. #ifdef RENEWAL
  4058. case HT_FREEZINGTRAP:
  4059. if(sd)
  4060. atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP);
  4061. break;
  4062. #endif
  4063. case GC_COUNTERSLASH:
  4064. atk = sstatus->agi * 2 + (sd ? sd->status.job_level * 4 : 0);
  4065. break;
  4066. case LG_SHIELDPRESS:
  4067. if (sd) {
  4068. int damagevalue = 0;
  4069. short index = sd->equip_index[EQI_HAND_L];
  4070. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4071. damagevalue = sstatus->vit * sd->inventory.u.items_inventory[index].refine;
  4072. atk = damagevalue;
  4073. }
  4074. break;
  4075. case SR_FALLENEMPIRE:
  4076. // [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
  4077. atk = ( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
  4078. if( tsd && tsd->weight )
  4079. atk += ( (tsd->weight/10) * sstatus->dex / 120 );
  4080. else
  4081. atk += ( status_get_lv(target) * 50 ); //mobs
  4082. break;
  4083. }
  4084. return atk;
  4085. }
  4086. /*==============================================================
  4087. * Stackable SC bonuses added on top of calculated skill damage
  4088. *--------------------------------------------------------------
  4089. * Credits:
  4090. * Original coder Skotlex
  4091. * Initial refactoring by Baalberith
  4092. * Refined and optimized by helvetica
  4093. */
  4094. struct Damage battle_attack_sc_bonus(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4095. {
  4096. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4097. struct status_change *sc = status_get_sc(src);
  4098. struct status_data *sstatus = status_get_status_data(src);
  4099. struct status_data *tstatus = status_get_status_data(target);
  4100. int inf3 = skill_get_inf3(skill_id);
  4101. uint8 anger_id = 0; // SLS Anger
  4102. // Kagerou/Oboro Earth Charm effect +15% wATK
  4103. if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4104. ATK_ADDRATE(wd.damage, wd.damage2, 15 * sd->spiritcharm);
  4105. #ifdef RENEWAL
  4106. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, 15 * sd->spiritcharm);
  4107. #endif
  4108. }
  4109. //The following are applied on top of current damage and are stackable.
  4110. if (sc) {
  4111. #ifdef RENEWAL
  4112. if (sc->data[SC_WATK_ELEMENT] && skill_id != ASC_METEORASSAULT)
  4113. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, sc->data[SC_WATK_ELEMENT]->val2);
  4114. if (sc->data[SC_IMPOSITIO])
  4115. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_IMPOSITIO]->val2);
  4116. if (sc->data[SC_VOLCANO])
  4117. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_VOLCANO]->val2);
  4118. if (sc->data[SC_DRUMBATTLE])
  4119. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_DRUMBATTLE]->val2);
  4120. if (sc->data[SC_MADNESSCANCEL])
  4121. ATK_ADD(wd.equipAtk, wd.equipAtk2, 100);
  4122. if (sc->data[SC_MAGICALBULLET]) {
  4123. short tmdef = tstatus->mdef + tstatus->mdef2;
  4124. if (sstatus->matk_min > tmdef && sstatus->matk_max > sstatus->matk_min) {
  4125. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, i64max((sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min)) - tmdef, 0));
  4126. } else {
  4127. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, i64max(sstatus->matk_min - tmdef, 0));
  4128. }
  4129. }
  4130. if (sc->data[SC_GATLINGFEVER]) {
  4131. if (tstatus->size == SZ_SMALL) {
  4132. ATK_ADD(wd.equipAtk, wd.equipAtk2, 10 * sc->data[SC_GATLINGFEVER]->val1);
  4133. } else if (tstatus->size == SZ_MEDIUM) {
  4134. ATK_ADD(wd.equipAtk, wd.equipAtk2, 5 * sc->data[SC_GATLINGFEVER]->val1);
  4135. } else if (tstatus->size == SZ_BIG)
  4136. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_GATLINGFEVER]->val1);
  4137. }
  4138. #else
  4139. if (sc->data[SC_TRUESIGHT])
  4140. ATK_ADDRATE(wd.damage, wd.damage2, 2 * sc->data[SC_TRUESIGHT]->val1);
  4141. #endif
  4142. if (sc->data[SC_SPIRIT]) {
  4143. if (skill_id == AS_SONICBLOW && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN) {
  4144. ATK_ADDRATE(wd.damage, wd.damage2, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  4145. RE_ALLATK_ADDRATE(wd, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  4146. } else if (skill_id == CR_SHIELDBOOMERANG && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) {
  4147. ATK_ADDRATE(wd.damage, wd.damage2, 100);
  4148. RE_ALLATK_ADDRATE(wd, 100);
  4149. }
  4150. }
  4151. if (sc->data[SC_EDP]) {
  4152. switch(skill_id) {
  4153. case AS_SPLASHER:
  4154. case ASC_METEORASSAULT:
  4155. // Pre-Renewal only: Soul Breaker ignores EDP
  4156. // Renewal only: Grimtooth and Venom Knife ignore EDP
  4157. // Both: Venom Splasher and Meteor Assault ignore EDP [helvetica]
  4158. #ifndef RENEWAL
  4159. case ASC_BREAKER:
  4160. #else
  4161. case AS_GRIMTOOTH:
  4162. case AS_VENOMKNIFE:
  4163. #endif
  4164. break; // skills above have no effect with EDP
  4165. #ifdef RENEWAL
  4166. // renewal EDP mode requires renewal enabled as well
  4167. // Renewal EDP: damage gets a half modifier on top of EDP bonus for skills [helvetica]
  4168. // * Sonic Blow
  4169. // * Soul Breaker
  4170. // * Counter Slash
  4171. // * Cross Impact
  4172. case AS_SONICBLOW:
  4173. case ASC_BREAKER:
  4174. case GC_COUNTERSLASH:
  4175. case GC_CROSSIMPACT:
  4176. ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 50);
  4177. ATK_RATE(wd.equipAtk, wd.equipAtk2, 50);
  4178. default: // fall through to apply EDP bonuses
  4179. // Renewal EDP formula [helvetica]
  4180. // weapon atk * (1 + (edp level * .8))
  4181. // equip atk * (1 + (edp level * .6))
  4182. ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80));
  4183. ATK_RATE(wd.equipAtk, wd.equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60));
  4184. break;
  4185. #else
  4186. default:
  4187. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_EDP]->val3);
  4188. #endif
  4189. }
  4190. }
  4191. if (sc->data[SC_GLOOMYDAY_SK] && (inf3&INF3_SC_GLOOMYDAY_SK)) {
  4192. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_GLOOMYDAY_SK]->val2);
  4193. RE_ALLATK_ADDRATE(wd, sc->data[SC_GLOOMYDAY_SK]->val2);
  4194. }
  4195. if (sc->data[SC_DANCEWITHWUG]) {
  4196. if (inf3&INF3_SC_DANCEWITHWUG) {
  4197. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  4198. RE_ALLATK_ADDRATE(wd, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  4199. }
  4200. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  4201. #ifdef RENEWAL
  4202. ATK_ADDRATE(wd.equipAtk, wd.equipAtk2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  4203. #endif
  4204. }
  4205. if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2) {
  4206. ATK_ADD(wd.damage, wd.damage2, 200);
  4207. #ifdef RENEWAL
  4208. ATK_ADD(wd.equipAtk, wd.equipAtk2, 200);
  4209. #endif
  4210. }
  4211. if (sc->data[SC_EQC]) {
  4212. ATK_ADDRATE(wd.damage, wd.damage2, -sc->data[SC_EQC]->val2);
  4213. #ifdef RENEWAL
  4214. ATK_ADDRATE(wd.equipAtk, wd.equipAtk2, -sc->data[SC_EQC]->val2);
  4215. #endif
  4216. }
  4217. if(sc->data[SC_STYLE_CHANGE]) {
  4218. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4219. if(hd) {
  4220. ATK_ADD(wd.damage, wd.damage2, hd->homunculus.spiritball * 3);
  4221. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  4222. }
  4223. }
  4224. if(sc->data[SC_UNLIMIT] && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4225. switch(skill_id) {
  4226. case RA_WUGDASH:
  4227. case RA_WUGSTRIKE:
  4228. case RA_WUGBITE:
  4229. break;
  4230. default:
  4231. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_UNLIMIT]->val2);
  4232. RE_ALLATK_ADDRATE(wd, sc->data[SC_UNLIMIT]->val2);
  4233. break;
  4234. }
  4235. }
  4236. if (sc->data[SC_HEAT_BARREL]) {
  4237. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_HEAT_BARREL]->val3);
  4238. RE_ALLATK_ADDRATE(wd, sc->data[SC_HEAT_BARREL]->val3);
  4239. }
  4240. if((wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4241. if (sc->data[SC_MTF_RANGEATK]) { // Monster Transformation bonus
  4242. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_MTF_RANGEATK]->val1);
  4243. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK]->val1);
  4244. }
  4245. if (sc->data[SC_MTF_RANGEATK2]) { // Monster Transformation bonus
  4246. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_MTF_RANGEATK2]->val1);
  4247. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK2]->val1);
  4248. }
  4249. if (sc->data[SC_ARCLOUSEDASH] && sc->data[SC_ARCLOUSEDASH]->val4) {
  4250. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_ARCLOUSEDASH]->val4);
  4251. RE_ALLATK_ADDRATE(wd, sc->data[SC_ARCLOUSEDASH]->val4);
  4252. }
  4253. }
  4254. if (sd && wd.flag&BF_WEAPON && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val3) {
  4255. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_GVG_GIANT]->val3);
  4256. RE_ALLATK_ADDRATE(wd, sc->data[SC_GVG_GIANT]->val3);
  4257. }
  4258. if (sc->data[SC_MIRACLE])
  4259. anger_id = 2; // Always treat all monsters as star flagged monster when in miracle state
  4260. }
  4261. if ((wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4262. if (sd && pc_checkskill(sd, SU_POWEROFLIFE) > 0) {
  4263. if ((pc_checkskill(sd, SU_SCAROFTAROU) + pc_checkskill(sd, SU_PICKYPECK) + pc_checkskill(sd, SU_ARCLOUSEDASH) + pc_checkskill(sd, SU_LUNATICCARROTBEAT) +
  4264. pc_checkskill(sd, SU_HISS) + pc_checkskill(sd, SU_POWEROFFLOCK) + pc_checkskill(sd, SU_SVG_SPIRIT)) > 19) {
  4265. ATK_ADDRATE(wd.damage, wd.damage2, 20);
  4266. RE_ALLATK_ADDRATE(wd, 20);
  4267. }
  4268. }
  4269. }
  4270. if (sd != nullptr && !anger_id)
  4271. ARR_FIND(0, MAX_PC_FEELHATE, anger_id, status_get_class(target) == sd->hate_mob[anger_id]);
  4272. uint16 anger_level;
  4273. if (sd != nullptr && anger_id < MAX_PC_FEELHATE && (anger_level = pc_checkskill(sd, sg_info[anger_id].anger_id))) {
  4274. int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  4275. if (anger_id == 2)
  4276. skillratio += sstatus->str; // SG_STAR_ANGER additionally has STR added in its formula.
  4277. if (anger_level < 4)
  4278. skillratio /= 12 - 3 * anger_level;
  4279. ATK_ADDRATE(wd.damage, wd.damage2, skillratio);
  4280. #ifdef RENEWAL
  4281. RE_ALLATK_ADDRATE(wd, skillratio);
  4282. #endif
  4283. }
  4284. return wd;
  4285. }
  4286. /*====================================
  4287. * Calc defense damage reduction
  4288. *------------------------------------
  4289. * Credits:
  4290. * Original coder Skotlex
  4291. * Initial refactoring by Baalberith
  4292. * Refined and optimized by helvetica
  4293. */
  4294. struct Damage battle_calc_defense_reduction(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4295. {
  4296. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4297. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4298. struct status_change *sc = status_get_sc(src);
  4299. struct status_change *tsc = status_get_sc(target);
  4300. struct status_data *sstatus = status_get_status_data(src);
  4301. struct status_data *tstatus = status_get_status_data(target);
  4302. //Defense reduction
  4303. short vit_def;
  4304. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  4305. short def2 = tstatus->def2;
  4306. #ifdef RENEWAL
  4307. if( tsc && tsc->data[SC_ASSUMPTIO] )
  4308. def1 <<= 1; // only eDEF is doubled
  4309. #endif
  4310. if (sd) {
  4311. int i = sd->ignore_def_by_race[tstatus->race] + sd->ignore_def_by_race[RC_ALL];
  4312. i += sd->ignore_def_by_class[tstatus->class_] + sd->ignore_def_by_class[CLASS_ALL];
  4313. if (i) {
  4314. i = min(i,100); //cap it to 100 for 0 def min
  4315. def1 -= def1 * i / 100;
  4316. def2 -= def2 * i / 100;
  4317. }
  4318. //Kagerou/Oboro Earth Charm effect +10% eDEF
  4319. if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4320. short si = 10 * sd->spiritcharm;
  4321. def1 = (def1 * (100 + si)) / 100;
  4322. }
  4323. }
  4324. if (sc && sc->data[SC_EXPIATIO]) {
  4325. short i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  4326. i = min(i,100); //cap it to 100 for 0 def min
  4327. def1 = (def1*(100-i))/100;
  4328. def2 = (def2*(100-i))/100;
  4329. }
  4330. if (tsc) {
  4331. if (tsc->data[SC_FORCEOFVANGUARD]) {
  4332. short i = 2 * tsc->data[SC_FORCEOFVANGUARD]->val1;
  4333. def1 = (def1 * (100 + i)) / 100;
  4334. }
  4335. if( tsc->data[SC_CAMOUFLAGE] ){
  4336. short i = 5 * tsc->data[SC_CAMOUFLAGE]->val3; //5% per second
  4337. i = min(i,100); //cap it to 100 for 0 def min
  4338. def1 = (def1*(100-i))/100;
  4339. def2 = (def2*(100-i))/100;
  4340. }
  4341. if (tsc->data[SC_GT_REVITALIZE])
  4342. def2 += tsc->data[SC_GT_REVITALIZE]->val4;
  4343. if (tsc->data[SC_OVERED_BOOST] && target->type == BL_PC)
  4344. def1 = (def1 * tsc->data[SC_OVERED_BOOST]->val4) / 100;
  4345. }
  4346. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  4347. unsigned char target_count; //256 max targets should be a sane max
  4348. //Official servers limit the count to 22 targets
  4349. target_count = min(unit_counttargeted(target), (100 / battle_config.vit_penalty_num) + (battle_config.vit_penalty_count - 1));
  4350. if(target_count >= battle_config.vit_penalty_count) {
  4351. if(battle_config.vit_penalty_type == 1) {
  4352. if( !tsc || !tsc->data[SC_STEELBODY] )
  4353. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4354. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4355. } else { //Assume type 2
  4356. if( !tsc || !tsc->data[SC_STEELBODY] )
  4357. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4358. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4359. }
  4360. }
  4361. if (skill_id == AM_ACIDTERROR)
  4362. #ifdef RENEWAL
  4363. def2 = 0; //Ignore only status defense. [FatalEror]
  4364. #else
  4365. def1 = 0; //Ignores only armor defense. [Skotlex]
  4366. #endif
  4367. if(def2 < 1)
  4368. def2 = 1;
  4369. }
  4370. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  4371. if (tsd) { //Sd vit-eq
  4372. int skill;
  4373. #ifndef RENEWAL
  4374. //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  4375. vit_def = def2*(def2-15)/150;
  4376. vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
  4377. #else
  4378. vit_def = def2;
  4379. #endif
  4380. if( src->type == BL_MOB && (battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesn't work vs players
  4381. (skill=pc_checkskill(tsd,AL_DP)) > 0 )
  4382. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  4383. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  4384. (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  4385. vit_def += skill*5;
  4386. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  4387. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  4388. vit_def += skill * 10;
  4389. } else { //Mob-Pet vit-eq
  4390. #ifndef RENEWAL
  4391. //VIT + rnd(0,[VIT/20]^2-1)
  4392. vit_def = (def2/20)*(def2/20);
  4393. if (tsc && tsc->data[SC_SKA])
  4394. vit_def += 100; //Eska increases the random part of the formula by 100
  4395. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  4396. #else
  4397. //SoftDEF of monsters is floor((BaseLevel+Vit)/2)
  4398. vit_def = def2;
  4399. #endif
  4400. }
  4401. if (battle_config.weapon_defense_type) {
  4402. vit_def += def1*battle_config.weapon_defense_type;
  4403. def1 = 0;
  4404. }
  4405. #ifdef RENEWAL
  4406. /**
  4407. * RE DEF Reduction
  4408. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  4409. * Pierce defence gains 1 atk per def/2
  4410. */
  4411. if( def1 == -400 ) /* -400 creates a division by 0 and subsequently crashes */
  4412. def1 = -399;
  4413. ATK_ADD2(wd.damage, wd.damage2,
  4414. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0,
  4415. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0
  4416. );
  4417. if( !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) )
  4418. wd.damage = wd.damage * (4000+def1) / (4000+10*def1) - vit_def;
  4419. if( is_attack_left_handed(src, skill_id) && !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) )
  4420. wd.damage2 = wd.damage2 * (4000+def1) / (4000+10*def1) - vit_def;
  4421. #else
  4422. if (def1 > 100) def1 = 100;
  4423. ATK_RATE2(wd.damage, wd.damage2,
  4424. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R)*(def1+vit_def) : (100-def1)),
  4425. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L)*(def1+vit_def) : (100-def1))
  4426. );
  4427. ATK_ADD2(wd.damage, wd.damage2,
  4428. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?0:-vit_def,
  4429. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?0:-vit_def
  4430. );
  4431. #endif
  4432. return wd;
  4433. }
  4434. /*====================================
  4435. * Modifiers ignoring DEF
  4436. *------------------------------------
  4437. * Credits:
  4438. * Original coder Skotlex
  4439. * Initial refactoring by Baalberith
  4440. * Refined and optimized by helvetica
  4441. */
  4442. struct Damage battle_calc_attack_post_defense(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4443. {
  4444. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4445. struct status_change *sc = status_get_sc(src);
  4446. struct status_data *sstatus = status_get_status_data(src);
  4447. // Post skill/vit reduction damage increases
  4448. if( sc ) { // SC skill damages
  4449. if(sc->data[SC_AURABLADE]
  4450. #ifndef RENEWAL
  4451. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  4452. #endif
  4453. ) {
  4454. int lv = sc->data[SC_AURABLADE]->val1;
  4455. #ifdef RENEWAL
  4456. lv *= ((skill_id == LK_SPIRALPIERCE || skill_id == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5
  4457. #endif
  4458. ATK_ADD(wd.damage, wd.damage2, 20*lv);
  4459. }
  4460. }
  4461. #ifndef RENEWAL
  4462. wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  4463. //Refine bonus
  4464. if (sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST) { // Counts refine bonus multiple times
  4465. if (skill_id == MO_FINGEROFFENSIVE) {
  4466. ATK_ADD2(wd.damage, wd.damage2, wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
  4467. } else {
  4468. ATK_ADD2(wd.damage, wd.damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  4469. }
  4470. }
  4471. #endif
  4472. //Set to min of 1
  4473. if (is_attack_right_handed(src, skill_id) && wd.damage < 1) wd.damage = 1;
  4474. if (is_attack_left_handed(src, skill_id) && wd.damage2 < 1) wd.damage2 = 1;
  4475. switch (skill_id) {
  4476. case AS_SONICBLOW:
  4477. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  4478. ATK_ADDRATE(wd.damage, wd.damage2, 10);
  4479. break;
  4480. case NC_AXETORNADO:
  4481. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  4482. ATK_ADDRATE(wd.damage, wd.damage2, 25);
  4483. break;
  4484. }
  4485. return wd;
  4486. }
  4487. /*=================================================================================
  4488. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  4489. *---------------------------------------------------------------------------------
  4490. * Credits:
  4491. * Original coder Skotlex
  4492. * Initial refactoring by Baalberith
  4493. * Refined and optimized by helvetica
  4494. */
  4495. struct Damage battle_calc_attack_plant(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4496. {
  4497. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4498. struct status_data *tstatus = status_get_status_data(target);
  4499. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  4500. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4501. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4502. short class_ = status_get_class(target);
  4503. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  4504. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4505. //Plants receive 1 damage when hit
  4506. if( attack_hits || wd.damage > 0 )
  4507. wd.damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
  4508. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd.damage2 > 0) ) {
  4509. if(sd->status.weapon == W_KATAR)
  4510. wd.damage2 = 0; //No backhand damage against plants
  4511. else {
  4512. wd.damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
  4513. }
  4514. }
  4515. if (attack_hits && target->type == BL_MOB) {
  4516. struct status_change *sc = status_get_sc(target);
  4517. if (sc && !battle_check_sc(src, target, sc, &wd, 1, skill_id, skill_lv)) {
  4518. wd.damage = wd.damage2 = 0;
  4519. return wd;
  4520. }
  4521. }
  4522. if( attack_hits && class_ == MOBID_EMPERIUM ) {
  4523. if(target && map_flag_gvg2(target->m) && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0)) {
  4524. wd.damage = wd.damage2 = 0;
  4525. return wd;
  4526. }
  4527. if (wd.damage > 0) {
  4528. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  4529. wd.damage = battle_calc_gvg_damage(src, target, wd.damage, skill_id, wd.flag);
  4530. } else if (wd.damage2 > 0) {
  4531. wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  4532. wd.damage2 = battle_calc_gvg_damage(src, target, wd.damage2, skill_id, wd.flag);
  4533. }
  4534. return wd;
  4535. }
  4536. //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
  4537. wd = battle_apply_div_fix(wd, skill_id);
  4538. //If there is left hand damage, total damage can never exceed 2, even on multiple hits
  4539. if(wd.damage > 1 && wd.damage2 > 0) {
  4540. wd.damage = 1;
  4541. wd.damage2 = 1;
  4542. }
  4543. return wd;
  4544. }
  4545. /*========================================================================================
  4546. * Perform left/right hand weapon damage calculation based on previously calculated damage
  4547. *----------------------------------------------------------------------------------------
  4548. * Credits:
  4549. * Original coder Skotlex
  4550. * Initial refactoring by Baalberith
  4551. * Refined and optimized by helvetica
  4552. */
  4553. struct Damage battle_calc_attack_left_right_hands(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4554. {
  4555. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4556. if (sd) {
  4557. int skill;
  4558. if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {
  4559. wd.damage = wd.damage2;
  4560. wd.damage2 = 0;
  4561. } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  4562. skill = pc_checkskill(sd,TF_DOUBLE);
  4563. wd.damage2 = (int64)wd.damage * (1 + (skill * 2))/100;
  4564. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
  4565. if (wd.damage) {
  4566. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  4567. skill = pc_checkskill(sd,AS_RIGHT);
  4568. ATK_RATER(wd.damage, 50 + (skill * 10))
  4569. }
  4570. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4571. skill = pc_checkskill(sd,KO_RIGHT);
  4572. ATK_RATER(wd.damage, 70 + (skill * 10))
  4573. }
  4574. if(wd.damage < 1)
  4575. wd.damage = 1;
  4576. }
  4577. if (wd.damage2) {
  4578. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  4579. skill = pc_checkskill(sd,AS_LEFT);
  4580. ATK_RATEL(wd.damage2, 30 + (skill * 10))
  4581. }
  4582. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4583. skill = pc_checkskill(sd,KO_LEFT);
  4584. ATK_RATEL(wd.damage2, 50 + (skill * 10))
  4585. }
  4586. if(wd.damage2 < 1)
  4587. wd.damage2 = 1;
  4588. }
  4589. }
  4590. }
  4591. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd.damage)
  4592. wd.damage=0;
  4593. if(!is_attack_left_handed(src, skill_id) && wd.damage2)
  4594. wd.damage2=0;
  4595. return wd;
  4596. }
  4597. /**
  4598. * Check if bl is devoted by someone
  4599. * @param bl
  4600. * @return 'd_bl' if devoted or NULL if not devoted
  4601. */
  4602. struct block_list *battle_check_devotion(struct block_list *bl) {
  4603. struct block_list *d_bl = NULL;
  4604. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) {
  4605. struct status_change *sc = status_get_sc(bl);
  4606. if (sc && sc->data[SC_DEVOTION])
  4607. d_bl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  4608. }
  4609. return d_bl;
  4610. }
  4611. /*==========================================
  4612. * BG/GvG attack modifiers
  4613. *------------------------------------------
  4614. * Credits:
  4615. * Original coder Skotlex
  4616. * Initial refactoring by Baalberith
  4617. * Refined and optimized by helvetica
  4618. */
  4619. struct Damage battle_calc_attack_gvg_bg(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4620. {
  4621. if( wd.damage + wd.damage2 ) { //There is a total damage value
  4622. if( src != target && //Don't reflect your own damage (Grand Cross)
  4623. (!skill_id || skill_id ||
  4624. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
  4625. int64 damage = wd.damage + wd.damage2, rdamage = 0;
  4626. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4627. struct status_data *sstatus = status_get_status_data(src);
  4628. int tick = gettick(), rdelay = 0;
  4629. rdamage = battle_calc_return_damage(target, src, &damage, wd.flag, skill_id, false);
  4630. if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
  4631. struct block_list *d_bl = battle_check_devotion(src);
  4632. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd.amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  4633. if( tsd )
  4634. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  4635. //Use Reflect Shield to signal this kind of skill trigger [Skotlex]
  4636. battle_delay_damage(tick, wd.amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true, false);
  4637. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  4638. }
  4639. }
  4640. if(!wd.damage2) {
  4641. wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_id,skill_lv);
  4642. if( map_flag_gvg2(target->m) )
  4643. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,skill_id,wd.flag);
  4644. else if( map[target->m].flag.battleground )
  4645. wd.damage=battle_calc_bg_damage(src,target,wd.damage,skill_id,wd.flag);
  4646. }
  4647. else if(!wd.damage) {
  4648. wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_id,skill_lv);
  4649. if( map_flag_gvg2(target->m) )
  4650. wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,skill_id,wd.flag);
  4651. else if( map[target->m].flag.battleground )
  4652. wd.damage2 = battle_calc_bg_damage(src,target,wd.damage2,skill_id,wd.flag);
  4653. }
  4654. else {
  4655. int64 d1 = wd.damage + wd.damage2,d2 = wd.damage2;
  4656. wd.damage = battle_calc_damage(src,target,&wd,d1,skill_id,skill_lv);
  4657. if( map_flag_gvg2(target->m) )
  4658. wd.damage = battle_calc_gvg_damage(src,target,wd.damage,skill_id,wd.flag);
  4659. else if( map[target->m].flag.battleground )
  4660. wd.damage = battle_calc_bg_damage(src,target,wd.damage,skill_id,wd.flag);
  4661. wd.damage2 = (int64)d2*100/d1 * wd.damage/100;
  4662. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
  4663. wd.damage-=wd.damage2;
  4664. }
  4665. }
  4666. return wd;
  4667. }
  4668. /*==========================================
  4669. * final ATK modifiers - after BG/GvG calc
  4670. *------------------------------------------
  4671. * Credits:
  4672. * Original coder Skotlex
  4673. * Initial refactoring by Baalberith
  4674. * Refined and optimized by helvetica
  4675. */
  4676. struct Damage battle_calc_weapon_final_atk_modifiers(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4677. {
  4678. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4679. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4680. struct status_change *sc = status_get_sc(src);
  4681. struct status_change *tsc = status_get_sc(target);
  4682. struct status_data *sstatus = status_get_status_data(src);
  4683. struct status_data *tstatus = status_get_status_data(target);
  4684. #ifdef ADJUST_SKILL_DAMAGE
  4685. int skill_damage = 0;
  4686. #endif
  4687. //Reject Sword bugreport:4493 by Daegaladh
  4688. if(wd.damage && tsc && tsc->data[SC_REJECTSWORD] &&
  4689. (src->type!=BL_PC || (
  4690. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  4691. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  4692. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  4693. )) &&
  4694. rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
  4695. )
  4696. {
  4697. ATK_RATER(wd.damage, 50)
  4698. status_fix_damage(target,src,wd.damage,clif_damage(target,src,gettick(),0,0,wd.damage,0,DMG_NORMAL,0,false));
  4699. clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
  4700. if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
  4701. status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
  4702. }
  4703. if( tsc && tsc->data[SC_CRESCENTELBOW] && wd.flag&BF_SHORT && rnd()%100 < tsc->data[SC_CRESCENTELBOW]->val2 ) {
  4704. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  4705. int64 rdamage = 0;
  4706. int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125;
  4707. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  4708. rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0);
  4709. rdamage = (int64)rdamage * ratio / 100 + wd.damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
  4710. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), BLOWN_NONE);
  4711. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  4712. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1, DMG_SKILL); // This is how official does
  4713. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false);
  4714. status_damage(target, src, rdamage, 0, 0, 0);
  4715. status_damage(src, target, rdamage/10, 0, 0, 1);
  4716. status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
  4717. }
  4718. if( sc ) {
  4719. //SC_FUSION hp penalty [Komurka]
  4720. if (sc->data[SC_FUSION]) {
  4721. int hp= sstatus->max_hp;
  4722. if (sd && tsd) {
  4723. hp = 8*hp/100;
  4724. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  4725. hp = sstatus->hp;
  4726. } else
  4727. hp = 2*hp/100; //2% hp loss per hit
  4728. status_zap(src, hp, 0);
  4729. }
  4730. // Only affecting non-skills
  4731. if (!skill_id && wd.dmg_lv > ATK_BLOCK) {
  4732. if (sc->data[SC_ENCHANTBLADE]) {
  4733. //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2
  4734. int64 enchant_dmg = sc->data[SC_ENCHANTBLADE]->val2;
  4735. if (sstatus->matk_max > sstatus->matk_min)
  4736. enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min);
  4737. else
  4738. enchant_dmg = enchant_dmg + sstatus->matk_min;
  4739. enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2);
  4740. if (enchant_dmg > 0)
  4741. ATK_ADD(wd.damage, wd.damage2, enchant_dmg);
  4742. }
  4743. }
  4744. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  4745. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4746. }
  4747. switch (skill_id) {
  4748. case LG_RAYOFGENESIS:
  4749. {
  4750. struct Damage md = battle_calc_magic_attack(src, target, skill_id, skill_lv, wd.miscflag);
  4751. wd.damage += md.damage;
  4752. }
  4753. break;
  4754. #ifndef RENEWAL
  4755. case ASC_BREAKER:
  4756. { //Breaker's int-based damage (a misc attack?)
  4757. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd.miscflag);
  4758. wd.damage += md.damage;
  4759. }
  4760. break;
  4761. #endif
  4762. }
  4763. // Skill damage adjustment
  4764. #ifdef ADJUST_SKILL_DAMAGE
  4765. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  4766. ATK_ADDRATE(wd.damage, wd.damage2, skill_damage);
  4767. #endif
  4768. return wd;
  4769. }
  4770. /*====================================================
  4771. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  4772. *----------------------------------------------------
  4773. * Credits:
  4774. * Original coder Skotlex
  4775. * Initial refactoring by Baalberith
  4776. * Refined and optimized by helvetica
  4777. */
  4778. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  4779. {
  4780. struct status_data *sstatus = status_get_status_data(src);
  4781. struct status_data *tstatus = status_get_status_data(target);
  4782. struct status_change *sc = status_get_sc(src);
  4783. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4784. struct Damage wd;
  4785. wd.type = DMG_NORMAL; //Normal attack
  4786. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  4787. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  4788. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  4789. /*if(skill_id == KN_AUTOCOUNTER)
  4790. wd.amotion >>= 1; */
  4791. wd.dmotion = tstatus->dmotion;
  4792. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  4793. wd.miscflag = wflag;
  4794. wd.flag = BF_WEAPON; //Initial Flag
  4795. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  4796. wd.damage = wd.damage2 =
  4797. #ifdef RENEWAL
  4798. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  4799. #endif
  4800. 0;
  4801. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  4802. if(sd)
  4803. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  4804. if (skill_id) {
  4805. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  4806. switch(skill_id)
  4807. {
  4808. case MH_SONIC_CRAW:{
  4809. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4810. wd.div_ = hd->homunculus.spiritball;
  4811. }
  4812. break;
  4813. case MO_FINGEROFFENSIVE:
  4814. if(sd) {
  4815. if (battle_config.finger_offensive_type)
  4816. wd.div_ = 1;
  4817. else
  4818. wd.div_ = sd->spiritball_old;
  4819. }
  4820. break;
  4821. case KN_PIERCE:
  4822. case ML_PIERCE:
  4823. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  4824. break;
  4825. case TF_DOUBLE: //For NPC used skill.
  4826. case GS_CHAINACTION:
  4827. wd.type = DMG_MULTI_HIT;
  4828. break;
  4829. case GS_GROUNDDRIFT:
  4830. wd.amotion = sstatus->amotion;
  4831. //Fall through
  4832. case KN_SPEARSTAB:
  4833. case KN_BOWLINGBASH:
  4834. case MS_BOWLINGBASH:
  4835. case MO_BALKYOUNG:
  4836. case TK_TURNKICK:
  4837. wd.blewcount = 0;
  4838. break;
  4839. case KN_AUTOCOUNTER:
  4840. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  4841. break;
  4842. case LK_SPIRALPIERCE:
  4843. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  4844. break;
  4845. // The number of hits is set to 3 by default for use in Inspiration status.
  4846. // When in Banding, the number of hits is equal to the number of Royal Guards in Banding.
  4847. case LG_HESPERUSLIT:
  4848. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  4849. wd.div_ = sc->data[SC_BANDING]->val2;
  4850. break;
  4851. }
  4852. } else {
  4853. wd.flag |= is_skill_using_arrow(src, skill_id)?BF_LONG:BF_SHORT;
  4854. }
  4855. return wd;
  4856. }
  4857. /**
  4858. * Check if we should reflect the damage and calculate it if so
  4859. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  4860. * @param wd : weapon damage
  4861. * @param src : bl who did the attack
  4862. * @param target : target of the attack
  4863. * @param skill_id : id of casted skill, 0 = basic atk
  4864. * @param skill_lv : lvl of skill casted
  4865. */
  4866. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv)
  4867. {
  4868. // Don't reflect your own damage (Grand Cross)
  4869. if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL ||
  4870. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ))))
  4871. {
  4872. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  4873. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4874. struct status_change *tsc = status_get_sc(target);
  4875. struct status_data *sstatus = status_get_status_data(src);
  4876. struct unit_data *ud = unit_bl2ud(target);
  4877. int tick = gettick(), rdelay = 0;
  4878. if (!tsc)
  4879. return;
  4880. // Calculate skill reflect damage separately
  4881. if ((ud && !ud->immune_attack) || !status_bl_has_mode(target, MD_SKILL_IMMUNE))
  4882. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
  4883. if( rdamage > 0 ) {
  4884. struct block_list *d_bl = battle_check_devotion(src);
  4885. if (tsc->data[SC_MAXPAIN]) {
  4886. tsc->data[SC_MAXPAIN]->val2 = (int)rdamage;
  4887. skill_castend_damage_id(target, src, NPC_MAXPAIN_ATK, tsc->data[SC_MAXPAIN]->val1, tick, wd->flag);
  4888. tsc->data[SC_MAXPAIN]->val2 = 0;
  4889. }
  4890. else if( attack_type == BF_WEAPON && tsc->data[SC_REFLECTDAMAGE] ) // Don't reflect your own damage (Grand Cross)
  4891. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag);
  4892. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  4893. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  4894. if( tsd )
  4895. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  4896. // It appears that official servers give skill reflect damage a longer delay
  4897. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true, false);
  4898. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  4899. }
  4900. }
  4901. }
  4902. }
  4903. /*============================================
  4904. * Calculate "weapon"-type attacks and skills
  4905. *--------------------------------------------
  4906. * Credits:
  4907. * Original coder Skotlex
  4908. * Initial refactoring by Baalberith
  4909. * Refined and optimized by helvetica
  4910. */
  4911. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  4912. {
  4913. struct map_session_data *sd, *tsd;
  4914. struct Damage wd;
  4915. struct status_change *sc = status_get_sc(src);
  4916. struct status_change *tsc = status_get_sc(target);
  4917. struct status_data *tstatus = status_get_status_data(target);
  4918. int right_element, left_element;
  4919. bool infdef = false;
  4920. memset(&wd,0,sizeof(wd));
  4921. if (src == NULL || target == NULL) {
  4922. nullpo_info(NLP_MARK);
  4923. return wd;
  4924. }
  4925. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  4926. right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4927. left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4928. if (sc && !sc->count)
  4929. sc = NULL; //Skip checking as there are no status changes active.
  4930. if (tsc && !tsc->count)
  4931. tsc = NULL; //Skip checking as there are no status changes active.
  4932. sd = BL_CAST(BL_PC, src);
  4933. tsd = BL_CAST(BL_PC, target);
  4934. //Check for Lucky Dodge
  4935. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  4936. wd.type = DMG_LUCY_DODGE;
  4937. wd.dmg_lv = ATK_LUCKY;
  4938. if(wd.div_ < 0)
  4939. wd.div_ *= -1;
  4940. return wd;
  4941. }
  4942. // on official check for multi hit first so we can override crit on double attack [helvetica]
  4943. wd = battle_calc_multi_attack(wd, src, target, skill_id, skill_lv);
  4944. // crit check is next since crits always hit on official [helvetica]
  4945. if (is_attack_critical(wd, src, target, skill_id, skill_lv, true))
  4946. wd.type = DMG_CRITICAL;
  4947. // check if we're landing a hit
  4948. if(!is_attack_hitting(wd, src, target, skill_id, skill_lv, true))
  4949. wd.dmg_lv = ATK_FLEE;
  4950. else if(!(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants
  4951. int64 ratio = 0;
  4952. int i = 0;
  4953. wd = battle_calc_skill_base_damage(wd, src, target, skill_id, skill_lv); // base skill damage
  4954. ratio = battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv); // skill level ratios
  4955. ATK_RATE(wd.damage, wd.damage2, ratio);
  4956. RE_ALLATK_RATE(wd, ratio);
  4957. ratio = battle_calc_skill_constant_addition(wd, src, target, skill_id, skill_lv); // other skill bonuses
  4958. ATK_ADD(wd.damage, wd.damage2, ratio);
  4959. RE_ALLATK_ADD(wd, ratio);
  4960. #ifdef RENEWAL
  4961. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  4962. struct status_data *sstatus = status_get_status_data(src);
  4963. if (sstatus->matk_max > sstatus->matk_min) {
  4964. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  4965. } else
  4966. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  4967. }
  4968. #endif
  4969. // add any miscellaneous player ATK bonuses
  4970. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  4971. ATK_ADDRATE(wd.damage, wd.damage2, i);
  4972. RE_ALLATK_ADDRATE(wd, i);
  4973. }
  4974. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) {
  4975. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  4976. RE_ALLATK_ADDRATE(wd, -i);
  4977. }
  4978. #ifdef RENEWAL
  4979. // In Renewal we only cardfix to the weapon and equip ATK
  4980. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  4981. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk, 2, wd.flag);
  4982. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk, 2, wd.flag);
  4983. if (is_attack_left_handed(src, skill_id)) {
  4984. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  4985. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk2, 3, wd.flag);
  4986. }
  4987. // final attack bonuses that aren't affected by cards
  4988. wd = battle_attack_sc_bonus(wd, src, target, skill_id, skill_lv);
  4989. if (sd) { //monsters, homuns and pets have their damage computed directly
  4990. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.masteryAtk;
  4991. wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.masteryAtk2;
  4992. if(wd.flag&BF_LONG && (skill_id != RA_WUGBITE && skill_id != RA_WUGSTRIKE)) //Long damage rate addition doesn't use weapon + equip attack
  4993. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  4994. }
  4995. #else
  4996. // final attack bonuses that aren't affected by cards
  4997. wd = battle_attack_sc_bonus(wd, src, target, skill_id, skill_lv);
  4998. #endif
  4999. if (wd.damage + wd.damage2) { //Check if attack ignores DEF
  5000. if(!attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) || !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R))
  5001. wd = battle_calc_defense_reduction(wd, src, target, skill_id, skill_lv);
  5002. wd = battle_calc_attack_post_defense(wd, src, target, skill_id, skill_lv);
  5003. }
  5004. }
  5005. #ifdef RENEWAL
  5006. if(!sd) // monsters only have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica]
  5007. #endif
  5008. wd = battle_calc_element_damage(wd, src, target, skill_id, skill_lv);
  5009. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  5010. return wd; //Enough, rest is not needed.
  5011. #ifdef RENEWAL
  5012. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
  5013. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  5014. wd.damage = (int)floor((float)((wd.damage * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  5015. if (is_attack_left_handed(src, skill_id))
  5016. wd.damage2 = (int)floor((float)((wd.damage2 * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  5017. } else
  5018. wd.damage = (int)floor((float)(wd.damage * 140) / 100);
  5019. }
  5020. #endif
  5021. #ifndef RENEWAL
  5022. if (skill_id == NJ_KUNAI) {
  5023. short nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  5024. ATK_ADD(wd.damage, wd.damage2, 90);
  5025. nk |= NK_IGNORE_DEF;
  5026. }
  5027. #endif
  5028. switch (skill_id) {
  5029. case TK_DOWNKICK:
  5030. case TK_STORMKICK:
  5031. case TK_TURNKICK:
  5032. case TK_COUNTER:
  5033. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  5034. ATK_ADD(wd.damage, wd.damage2, 10 * pc_checkskill(sd, TK_RUN));
  5035. break;
  5036. case SR_TIGERCANNON:
  5037. // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  5038. if (wd.miscflag&8) {
  5039. ATK_ADD(wd.damage, wd.damage2, skill_lv * 500 + status_get_lv(target) * 40);
  5040. } else
  5041. ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40);
  5042. break;
  5043. case SR_GATEOFHELL: {
  5044. struct status_data *sstatus = status_get_status_data(src);
  5045. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - status_get_hp(src));
  5046. if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) {
  5047. ATK_ADD(wd.damage, wd.damage2, (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src));
  5048. } else
  5049. ATK_ADD(wd.damage, wd.damage2, (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src));
  5050. }
  5051. break;
  5052. }
  5053. if(sd) {
  5054. #ifndef RENEWAL
  5055. uint16 skill;
  5056. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  5057. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  5058. if (skill_id == TF_POISON)
  5059. ATK_ADD(wd.damage, wd.damage2, 15 * skill_lv);
  5060. if (skill_id == GS_GROUNDDRIFT)
  5061. ATK_ADD(wd.damage, wd.damage2, 50 * skill_lv);
  5062. if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  5063. ATK_ADD2(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->right_weapon.star, ((wd.div_ < 1) ? 1 : wd.div_) * sd->left_weapon.star);
  5064. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  5065. ATK_ADD(wd.damage, wd.damage2, 4);
  5066. if (skill_id == MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  5067. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  5068. } else
  5069. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  5070. #endif
  5071. if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements.
  5072. short index = sd->equip_index[EQI_HAND_L];
  5073. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  5074. ATK_ADD(wd.damage, wd.damage2, 10*sd->inventory.u.items_inventory[index].refine);
  5075. }
  5076. #ifndef RENEWAL
  5077. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  5078. switch(skill_id) {
  5079. case RK_DRAGONBREATH:
  5080. case RK_DRAGONBREATH_WATER:
  5081. if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
  5082. wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
  5083. if(is_attack_left_handed(src, skill_id))
  5084. wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
  5085. }
  5086. break;
  5087. default:
  5088. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 2, wd.flag);
  5089. if( is_attack_left_handed(src, skill_id ))
  5090. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 3, wd.flag);
  5091. break;
  5092. }
  5093. #endif
  5094. }
  5095. if(tsd) { // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  5096. switch(skill_id) {
  5097. #ifdef RENEWAL
  5098. case NJ_ISSEN:
  5099. case ASC_BREAKER:
  5100. case CR_ACIDDEMONSTRATION:
  5101. case GN_FIRE_EXPANSION_ACID:
  5102. #endif
  5103. case SO_VARETYR_SPEAR:
  5104. break; //These skills will do a card fix later
  5105. default:
  5106. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 0, wd.flag);
  5107. if(is_attack_left_handed(src, skill_id))
  5108. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 1, wd.flag);
  5109. break;
  5110. }
  5111. }
  5112. #ifdef RENEWAL
  5113. // forced to neutral skills [helvetica]
  5114. // skills forced to neutral gain benefits from weapon element
  5115. // but final damage is considered "neutral" and resistances are applied again
  5116. switch (skill_id) {
  5117. case MC_CARTREVOLUTION:
  5118. case MO_INVESTIGATE:
  5119. case CR_ACIDDEMONSTRATION:
  5120. case SR_GATEOFHELL:
  5121. case GN_FIRE_EXPANSION_ACID:
  5122. case KO_BAKURETSU:
  5123. // Forced to neutral element
  5124. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5125. break;
  5126. case CR_SHIELDBOOMERANG:
  5127. case LK_SPIRALPIERCE:
  5128. case ML_SPIRALPIERCE:
  5129. case PA_SHIELDCHAIN:
  5130. case PA_SACRIFICE:
  5131. case RK_DRAGONBREATH:
  5132. case RK_DRAGONBREATH_WATER:
  5133. case NC_SELFDESTRUCTION:
  5134. case KO_HAPPOKUNAI: {
  5135. int64 tmp = wd.damage;
  5136. if (sd) {
  5137. if (skill_id == PA_SHIELDCHAIN) {
  5138. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5139. if (wd.damage > 0) {
  5140. wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv);
  5141. if (!wd.damage)
  5142. wd.damage = battle_attr_fix(src, target, tmp, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5143. }
  5144. } else if (skill_id == KO_HAPPOKUNAI) {
  5145. wd.damage = battle_attr_fix(src, target, wd.damage, (sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5146. if (wd.damage > 0) {
  5147. wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv);
  5148. if (!wd.damage)
  5149. wd.damage = battle_attr_fix(src, target, tmp, (sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5150. }
  5151. } else
  5152. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  5153. }
  5154. }
  5155. break;
  5156. case GN_CARTCANNON: // Cart Cannon gets forced to element of cannon ball (neutral or holy/shadow/ghost)
  5157. wd.damage = battle_attr_fix(src, target, wd.damage, (sd && sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5158. break;
  5159. }
  5160. // perform multihit calculations
  5161. DAMAGE_DIV_FIX_RENEWAL(wd, wd.div_);
  5162. #endif
  5163. // only do 1 dmg to plant, no need to calculate rest
  5164. if(infdef)
  5165. return battle_calc_attack_plant(wd, src, target, skill_id, skill_lv);
  5166. //Apply DAMAGE_DIV_FIX and check for min damage
  5167. wd = battle_apply_div_fix(wd, skill_id);
  5168. wd = battle_calc_attack_left_right_hands(wd, src, target, skill_id, skill_lv);
  5169. switch (skill_id) {
  5170. #ifdef RENEWAL
  5171. case NJ_ISSEN:
  5172. case ASC_BREAKER:
  5173. case CR_ACIDDEMONSTRATION:
  5174. case GN_FIRE_EXPANSION_ACID:
  5175. #endif
  5176. case SO_VARETYR_SPEAR:
  5177. return wd; //These skills will do a GVG fix later
  5178. default:
  5179. wd = battle_calc_attack_gvg_bg(wd, src, target, skill_id, skill_lv);
  5180. break;
  5181. }
  5182. wd = battle_calc_weapon_final_atk_modifiers(wd, src, target, skill_id, skill_lv);
  5183. battle_absorb_damage(target, &wd);
  5184. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  5185. return wd;
  5186. }
  5187. /*==========================================
  5188. * Calculate "magic"-type attacks and skills
  5189. *------------------------------------------
  5190. * Credits:
  5191. * Original coder DracoRPG
  5192. * Refined and optimized by helvetica
  5193. */
  5194. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  5195. {
  5196. int i, nk;
  5197. #ifdef ADJUST_SKILL_DAMAGE
  5198. int skill_damage = 0;
  5199. #endif
  5200. short s_ele = 0;
  5201. TBL_PC *sd;
  5202. TBL_PC *tsd;
  5203. struct status_change *sc, *tsc;
  5204. struct Damage ad;
  5205. struct status_data *sstatus = status_get_status_data(src);
  5206. struct status_data *tstatus = status_get_status_data(target);
  5207. struct {
  5208. unsigned imdef : 1;
  5209. unsigned infdef : 1;
  5210. } flag;
  5211. memset(&ad,0,sizeof(ad));
  5212. memset(&flag,0,sizeof(flag));
  5213. if (src == NULL || target == NULL) {
  5214. nullpo_info(NLP_MARK);
  5215. return ad;
  5216. }
  5217. //Initial Values
  5218. ad.damage = 1;
  5219. ad.div_ = skill_get_num(skill_id,skill_lv);
  5220. ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills.
  5221. ad.dmotion = tstatus->dmotion;
  5222. ad.blewcount = skill_get_blewcount(skill_id, skill_lv);
  5223. ad.flag = BF_MAGIC|BF_SKILL;
  5224. ad.dmg_lv = ATK_DEF;
  5225. nk = skill_get_nk(skill_id);
  5226. flag.imdef = (nk&NK_IGNORE_DEF ? 1 : 0);
  5227. sd = BL_CAST(BL_PC, src);
  5228. tsd = BL_CAST(BL_PC, target);
  5229. sc = status_get_sc(src);
  5230. tsc = status_get_sc(target);
  5231. //Initialize variables that will be used afterwards
  5232. s_ele = skill_get_ele(skill_id, skill_lv);
  5233. if (s_ele == -1) { // pl=-1 : the skill takes the weapon's element
  5234. s_ele = sstatus->rhw.ele;
  5235. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  5236. s_ele = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  5237. } else if (s_ele == -2) //Use status element
  5238. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  5239. else if (s_ele == -3) //Use random element
  5240. s_ele = rnd()%ELE_ALL;
  5241. switch(skill_id) {
  5242. case LG_SHIELDSPELL:
  5243. if (skill_lv == 2)
  5244. s_ele = ELE_HOLY;
  5245. break;
  5246. case WL_HELLINFERNO:
  5247. if (mflag&ELE_DARK)
  5248. s_ele = ELE_DARK;
  5249. break;
  5250. case SO_PSYCHIC_WAVE:
  5251. if( sc && sc->count ) {
  5252. if( sc->data[SC_HEATER_OPTION] )
  5253. s_ele = sc->data[SC_HEATER_OPTION]->val3;
  5254. else if( sc->data[SC_COOLER_OPTION] )
  5255. s_ele = sc->data[SC_COOLER_OPTION]->val3;
  5256. else if( sc->data[SC_BLAST_OPTION] )
  5257. s_ele = sc->data[SC_BLAST_OPTION]->val3;
  5258. else if( sc->data[SC_CURSED_SOIL_OPTION] )
  5259. s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val3;
  5260. }
  5261. break;
  5262. case KO_KAIHOU:
  5263. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
  5264. s_ele = sd->spiritcharm_type;
  5265. break;
  5266. }
  5267. //Set miscellaneous data that needs be filled
  5268. if(sd) {
  5269. sd->state.arrow_atk = 0;
  5270. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  5271. }
  5272. //Skill Range Criteria
  5273. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5274. //Infinite defense (plant mode)
  5275. flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
  5276. switch(skill_id) {
  5277. case MG_FIREWALL:
  5278. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  5279. ad.blewcount = 0; //No knockback
  5280. //Fall through
  5281. case NJ_KAENSIN:
  5282. case PR_SANCTUARY:
  5283. ad.dmotion = 1; //No flinch animation.
  5284. break;
  5285. }
  5286. if (!flag.infdef) { //No need to do the math for plants
  5287. unsigned int skillratio = 100; //Skill dmg modifiers.
  5288. #ifdef RENEWAL
  5289. ad.damage = 0; //reinitialize..
  5290. #endif
  5291. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  5292. #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; }
  5293. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  5294. #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; }
  5295. //Adds an absolute value to damage. 100 = +100 damage
  5296. #define MATK_ADD(a) { ad.damage += a; }
  5297. //Calc base damage according to skill
  5298. switch (skill_id) {
  5299. case AL_HEAL:
  5300. case PR_BENEDICTIO:
  5301. case PR_SANCTUARY:
  5302. case AB_HIGHNESSHEAL:
  5303. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  5304. break;
  5305. case PR_ASPERSIO:
  5306. ad.damage = 40;
  5307. break;
  5308. case ALL_RESURRECTION:
  5309. case PR_TURNUNDEAD:
  5310. //Undead check is on skill_castend_damageid code.
  5311. #ifdef RENEWAL
  5312. i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5313. + 300 - 300 * tstatus->hp / tstatus->max_hp;
  5314. #else
  5315. i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5316. + 200 - 200 * tstatus->hp / tstatus->max_hp;
  5317. #endif
  5318. if(i > 700)
  5319. i = 700;
  5320. if(rnd()%1000 < i && !status_has_mode(tstatus,MD_STATUS_IMMUNE))
  5321. ad.damage = tstatus->hp;
  5322. else {
  5323. #ifdef RENEWAL
  5324. if (sstatus->matk_max > sstatus->matk_min) {
  5325. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5326. } else {
  5327. MATK_ADD(sstatus->matk_min);
  5328. }
  5329. MATK_RATE(skill_lv);
  5330. #else
  5331. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  5332. #endif
  5333. }
  5334. break;
  5335. case PF_SOULBURN:
  5336. ad.damage = tstatus->sp * 2;
  5337. break;
  5338. case AB_RENOVATIO:
  5339. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  5340. break;
  5341. default: {
  5342. if (sstatus->matk_max > sstatus->matk_min) {
  5343. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5344. } else {
  5345. MATK_ADD(sstatus->matk_min);
  5346. }
  5347. if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill
  5348. if (mflag>0)
  5349. ad.damage /= mflag;
  5350. else
  5351. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5352. }
  5353. switch(skill_id) {
  5354. case MG_NAPALMBEAT:
  5355. skillratio += -30 + 10 * skill_lv;
  5356. break;
  5357. case MG_FIREBALL:
  5358. #ifdef RENEWAL
  5359. skillratio += 40 + 20 * skill_lv;
  5360. if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage
  5361. skillratio = skillratio * 3 / 4;
  5362. #else
  5363. skillratio += -30 + 10 * skill_lv;
  5364. #endif
  5365. break;
  5366. case MG_SOULSTRIKE:
  5367. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  5368. skillratio += 5 * skill_lv;
  5369. break;
  5370. case MG_FIREWALL:
  5371. skillratio -= 50;
  5372. break;
  5373. case MG_FIREBOLT:
  5374. case MG_COLDBOLT:
  5375. case MG_LIGHTNINGBOLT:
  5376. if (sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT) {
  5377. skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
  5378. ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
  5379. ad.flag = BF_WEAPON|BF_SHORT;
  5380. ad.type = DMG_NORMAL;
  5381. }
  5382. break;
  5383. case MG_THUNDERSTORM:
  5384. // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  5385. #ifndef RENEWAL
  5386. skillratio -= 20;
  5387. #endif
  5388. break;
  5389. case MG_FROSTDIVER:
  5390. skillratio += 10 * skill_lv;
  5391. break;
  5392. case AL_HOLYLIGHT:
  5393. skillratio += 25;
  5394. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  5395. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  5396. break;
  5397. case AL_RUWACH:
  5398. skillratio += 45;
  5399. break;
  5400. case WZ_FROSTNOVA:
  5401. skillratio += -100 + (100 + skill_lv * 10) * 2 / 3;
  5402. break;
  5403. case WZ_FIREPILLAR:
  5404. if (sd && ad.div_ > 0)
  5405. ad.div_ *= -1; //For players, damage is divided by number of hits
  5406. skillratio += -60 + 20 * skill_lv; //20% MATK each hit
  5407. break;
  5408. case WZ_SIGHTRASHER:
  5409. skillratio += 20 * skill_lv;
  5410. break;
  5411. case WZ_WATERBALL:
  5412. skillratio += 30 * skill_lv;
  5413. break;
  5414. case WZ_STORMGUST:
  5415. skillratio += 40 * skill_lv;
  5416. break;
  5417. case HW_NAPALMVULCAN:
  5418. skillratio += 25;
  5419. break;
  5420. case SL_STIN: //Target size must be small (0) for full damage
  5421. skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv);
  5422. break;
  5423. case SL_STUN: //Full damage is dealt on small/medium targets
  5424. skillratio += (tstatus->size != SZ_BIG ? 5 * skill_lv : -99);
  5425. break;
  5426. case SL_SMA: //Base damage is 40% + lv%
  5427. skillratio += -60 + status_get_lv(src);
  5428. break;
  5429. case NJ_KOUENKA:
  5430. skillratio -= 10;
  5431. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5432. skillratio += 20 * sd->spiritcharm;
  5433. break;
  5434. case NJ_KAENSIN:
  5435. skillratio -= 50;
  5436. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5437. skillratio += 10 * sd->spiritcharm;
  5438. break;
  5439. case NJ_BAKUENRYU:
  5440. skillratio += 50 + 150 * skill_lv;
  5441. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5442. skillratio += 45 * sd->spiritcharm;
  5443. break;
  5444. case NJ_HYOUSENSOU:
  5445. #ifdef RENEWAL
  5446. skillratio -= 30;
  5447. #endif
  5448. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5449. skillratio += 5 * sd->spiritcharm;
  5450. break;
  5451. case NJ_HYOUSYOURAKU:
  5452. skillratio += 50 * skill_lv;
  5453. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5454. skillratio += 25 * sd->spiritcharm;
  5455. break;
  5456. case NJ_RAIGEKISAI:
  5457. skillratio += 60 + 40 * skill_lv;
  5458. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5459. skillratio += 15 * sd->spiritcharm;
  5460. break;
  5461. case NJ_KAMAITACHI:
  5462. skillratio += 100 * skill_lv;
  5463. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5464. skillratio += 10 * sd->spiritcharm;
  5465. break;
  5466. case NJ_HUUJIN:
  5467. #ifdef RENEWAL
  5468. skillratio += 50;
  5469. #endif
  5470. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5471. skillratio += 20 * sd->spiritcharm;
  5472. break;
  5473. case NPC_ENERGYDRAIN:
  5474. skillratio += 100 * skill_lv;
  5475. break;
  5476. case NPC_EARTHQUAKE:
  5477. skillratio += 100 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0);
  5478. break;
  5479. #ifdef RENEWAL
  5480. case WZ_HEAVENDRIVE:
  5481. case WZ_METEOR:
  5482. skillratio += 25;
  5483. break;
  5484. case WZ_VERMILION:
  5485. if(sd) {
  5486. int per = 0;
  5487. while ((++per) < skill_lv)
  5488. skillratio += per * 5; //100% 105% 115% 130% 150% 175% 205% 240% 280% 325%
  5489. } else {
  5490. skillratio += 20 * skill_lv - 20; //Monsters use old formula
  5491. }
  5492. break;
  5493. #else
  5494. case WZ_VERMILION:
  5495. skillratio += 20 * skill_lv - 20;
  5496. break;
  5497. #endif
  5498. case AB_JUDEX:
  5499. skillratio += 200 + 20 * skill_lv;
  5500. RE_LVL_DMOD(100);
  5501. break;
  5502. case AB_ADORAMUS:
  5503. skillratio += 400 + 100 * skill_lv;
  5504. RE_LVL_DMOD(100);
  5505. break;
  5506. case AB_DUPLELIGHT_MAGIC:
  5507. skillratio += 100 + 20 * skill_lv;
  5508. break;
  5509. case WL_SOULEXPANSION:
  5510. skillratio += -100 + (skill_lv + 4) * 100 + status_get_int(src);
  5511. RE_LVL_DMOD(100);
  5512. break;
  5513. case WL_FROSTMISTY:
  5514. skillratio += 100 + 100 * skill_lv;
  5515. RE_LVL_DMOD(100);
  5516. break;
  5517. case WL_JACKFROST:
  5518. case NPC_JACKFROST:
  5519. if (tsc && tsc->data[SC_FREEZING]) {
  5520. skillratio += 900 + 300 * skill_lv;
  5521. RE_LVL_DMOD(100);
  5522. } else {
  5523. skillratio += 400 + 100 * skill_lv;
  5524. RE_LVL_DMOD(150);
  5525. }
  5526. break;
  5527. case WL_DRAINLIFE:
  5528. skillratio += -100 + 200 * skill_lv + status_get_int(src);
  5529. RE_LVL_DMOD(100);
  5530. break;
  5531. case WL_CRIMSONROCK:
  5532. skillratio += 1200 + 300 * skill_lv;
  5533. RE_LVL_DMOD(100);
  5534. break;
  5535. case WL_HELLINFERNO:
  5536. skillratio += -100 + 300 * skill_lv;
  5537. RE_LVL_DMOD(100);
  5538. // Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] %
  5539. // Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] %
  5540. if (mflag&ELE_DARK)
  5541. skillratio *= 4;
  5542. skillratio /= 5;
  5543. break;
  5544. case WL_COMET:
  5545. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8);
  5546. if (i <= 3)
  5547. skillratio += 2400 + 500 * skill_lv; // 7 x 7 cell
  5548. else if (i <= 5)
  5549. skillratio += 1900 + 500 * skill_lv; // 11 x 11 cell
  5550. else if (i <= 7)
  5551. skillratio += 1400 + 500 * skill_lv; // 15 x 15 cell
  5552. else
  5553. skillratio += 900 + 500 * skill_lv; // 19 x 19 cell
  5554. if (sd && sd->status.party_id) {
  5555. struct map_session_data* psd;
  5556. int p_sd[MAX_PARTY], c;
  5557. c = 0;
  5558. memset(p_sd, 0, sizeof(p_sd));
  5559. party_foreachsamemap(skill_check_condition_char_sub, sd, 3, &sd->bl, &c, &p_sd, skill_id);
  5560. c = (c > 1 ? rnd()%c : 0);
  5561. if( (psd = map_id2sd(p_sd[c])) && pc_checkskill(psd,WL_COMET) > 0 ){
  5562. skillratio = skill_lv * 400; //MATK [{( Skill Level x 400 ) x ( Caster's Base Level / 120 )} + 2500 ] %
  5563. RE_LVL_DMOD(120);
  5564. skillratio += 2500;
  5565. status_zap(&psd->bl, 0, skill_get_sp(skill_id, skill_lv) / 2);
  5566. }
  5567. }
  5568. break;
  5569. case WL_CHAINLIGHTNING_ATK:
  5570. skillratio += 400 + 100 * skill_lv;
  5571. RE_LVL_DMOD(100);
  5572. if (mflag > 0)
  5573. skillratio += 100 * mflag;
  5574. break;
  5575. case WL_EARTHSTRAIN:
  5576. skillratio += 1900 + 100 * skill_lv;
  5577. RE_LVL_DMOD(100);
  5578. break;
  5579. case WL_TETRAVORTEX_FIRE:
  5580. case WL_TETRAVORTEX_WATER:
  5581. case WL_TETRAVORTEX_WIND:
  5582. case WL_TETRAVORTEX_GROUND:
  5583. skillratio += 400 + 500 * skill_lv;
  5584. break;
  5585. case WL_SUMMON_ATK_FIRE:
  5586. case WL_SUMMON_ATK_WATER:
  5587. case WL_SUMMON_ATK_WIND:
  5588. case WL_SUMMON_ATK_GROUND:
  5589. skillratio += -100 + (1 + skill_lv) / 2 * (status_get_lv(src) + (sd ? sd->status.job_level : 0));
  5590. RE_LVL_DMOD(100);
  5591. break;
  5592. case LG_RAYOFGENESIS:
  5593. if(sc) {
  5594. if(sc->data[SC_INSPIRATION])
  5595. skillratio += 1400;
  5596. if(sc->data[SC_BANDING])
  5597. skillratio += -100 + 300 * skill_lv + 200 * sc->data[SC_BANDING]->val2;
  5598. skillratio = skillratio * ((sd) ? sd->status.job_level / 25 : 1);
  5599. }
  5600. break;
  5601. case LG_SHIELDSPELL: // [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
  5602. if (sd && skill_lv == 2)
  5603. skillratio += -100 + status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
  5604. else
  5605. skillratio = 0;
  5606. break;
  5607. case WM_METALICSOUND:
  5608. skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1);
  5609. RE_LVL_DMOD(100);
  5610. break;
  5611. case WM_REVERBERATION_MAGIC:
  5612. // MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] %
  5613. skillratio += 100 * skill_lv;
  5614. RE_LVL_DMOD(100);
  5615. break;
  5616. case SO_FIREWALK:
  5617. skillratio += -100 + 60 * skill_lv;
  5618. RE_LVL_DMOD(100);
  5619. if( sc && sc->data[SC_HEATER_OPTION] )
  5620. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5621. break;
  5622. case SO_ELECTRICWALK:
  5623. skillratio += -100 + 60 * skill_lv;
  5624. RE_LVL_DMOD(100);
  5625. if( sc && sc->data[SC_BLAST_OPTION] )
  5626. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5627. break;
  5628. case SO_EARTHGRAVE:
  5629. skillratio += -100 + sstatus->int_ * skill_lv + ((sd) ? pc_checkskill(sd, SA_SEISMICWEAPON) * 200 : 0);
  5630. RE_LVL_DMOD(100);
  5631. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5632. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5633. break;
  5634. case SO_DIAMONDDUST:
  5635. skillratio = ( 200 * ((sd) ? pc_checkskill(sd, SA_FROSTWEAPON) : 0) + sstatus->int_ * skill_lv );
  5636. RE_LVL_DMOD(100);
  5637. if( sc && sc->data[SC_COOLER_OPTION] )
  5638. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5639. break;
  5640. case SO_POISON_BUSTER:
  5641. skillratio += 900 + 300 * skill_lv;
  5642. RE_LVL_DMOD(120);
  5643. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5644. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5645. break;
  5646. case SO_PSYCHIC_WAVE:
  5647. skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_;
  5648. RE_LVL_DMOD(100);
  5649. if (sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] ||
  5650. sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION]))
  5651. skillratio += 20;
  5652. break;
  5653. case SO_CLOUD_KILL:
  5654. skillratio += -100 + 40 * skill_lv;
  5655. RE_LVL_DMOD(100);
  5656. if (sc && sc->data[SC_CURSED_SOIL_OPTION])
  5657. skillratio += (sd ? sd->status.job_level : 0);
  5658. break;
  5659. case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
  5660. skillratio += -100 + status_get_int(src) * skill_lv + ((sd) ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0);
  5661. RE_LVL_DMOD(100);
  5662. if (sc && sc->data[SC_BLAST_OPTION])
  5663. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5664. break;
  5665. case GN_DEMONIC_FIRE:
  5666. if (skill_lv > 20) // Fire expansion Lv.2
  5667. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  5668. else if (skill_lv > 10) { // Fire expansion Lv.1
  5669. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  5670. RE_LVL_DMOD(100);
  5671. } else
  5672. skillratio += 10 + 20 * skill_lv;
  5673. break;
  5674. case KO_KAIHOU:
  5675. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  5676. skillratio += -100 + 200 * sd->spiritcharm;
  5677. RE_LVL_DMOD(100);
  5678. pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
  5679. }
  5680. break;
  5681. // Magical Elemental Spirits Attack Skills
  5682. case EL_FIRE_MANTLE:
  5683. case EL_WATER_SCREW:
  5684. skillratio += 900;
  5685. break;
  5686. case EL_FIRE_ARROW:
  5687. case EL_ROCK_CRUSHER_ATK:
  5688. skillratio += 200;
  5689. break;
  5690. case EL_FIRE_BOMB:
  5691. case EL_ICE_NEEDLE:
  5692. case EL_HURRICANE_ATK:
  5693. skillratio += 400;
  5694. break;
  5695. case EL_FIRE_WAVE:
  5696. case EL_TYPOON_MIS_ATK:
  5697. skillratio += 1100;
  5698. break;
  5699. case MH_ERASER_CUTTER:
  5700. skillratio += 400 + 100 * skill_lv + (skill_lv%2 > 0 ? 0 : 300);
  5701. break;
  5702. case MH_XENO_SLASHER:
  5703. if(skill_lv%2)
  5704. skillratio += 350 + 50 * skill_lv; //500:600:700
  5705. else
  5706. skillratio += 400 + 100 * skill_lv; //700:900
  5707. break;
  5708. case MH_HEILIGE_STANGE:
  5709. skillratio += 400 + 250 * skill_lv;
  5710. skillratio = (skillratio * status_get_lv(src)) / 150;
  5711. break;
  5712. case MH_POISON_MIST:
  5713. skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 100;
  5714. break;
  5715. case SU_SV_STEMSPEAR:
  5716. skillratio += 600;
  5717. break;
  5718. case SU_CN_METEOR:
  5719. skillratio += 100 + 100 * skill_lv;
  5720. break;
  5721. case NPC_VENOMFOG:
  5722. skillratio += 600 + 100 * skill_lv;
  5723. break;
  5724. case NPC_COMET:
  5725. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8) / 2;
  5726. i = cap_value(i, 1, 4);
  5727. skillratio = 2500 + ((skill_lv - i + 1) * 500);
  5728. break;
  5729. }
  5730. if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element.
  5731. if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 && s_ele == ELE_FIRE) ||
  5732. (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && s_ele == ELE_WATER) ||
  5733. (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && s_ele == ELE_WIND) ||
  5734. (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 && s_ele == ELE_EARTH))
  5735. skillratio += 25;
  5736. }
  5737. MATK_RATE(skillratio);
  5738. //Constant/misc additions from skills
  5739. if (skill_id == WZ_FIREPILLAR)
  5740. MATK_ADD(100 + 50 * skill_lv);
  5741. break;
  5742. }
  5743. }
  5744. #ifdef RENEWAL
  5745. switch(skill_id) { // These skills will do a card fix later
  5746. case CR_ACIDDEMONSTRATION:
  5747. case ASC_BREAKER:
  5748. break;
  5749. default:
  5750. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  5751. break;
  5752. }
  5753. #endif
  5754. if(sd) {
  5755. //Damage bonuses
  5756. if ((i = pc_skillatk_bonus(sd, skill_id)))
  5757. ad.damage += (int64)ad.damage*i/100;
  5758. //Ignore Defense?
  5759. if (!flag.imdef && (
  5760. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  5761. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  5762. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  5763. ))
  5764. flag.imdef = 1;
  5765. }
  5766. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  5767. ad.damage -= (int64)ad.damage*i/100;
  5768. if(!flag.imdef){
  5769. defType mdef = tstatus->mdef;
  5770. int mdef2= tstatus->mdef2;
  5771. #ifdef RENEWAL
  5772. if(tsc && tsc->data[SC_ASSUMPTIO])
  5773. mdef <<= 1; // only eMDEF is doubled
  5774. #endif
  5775. if(sd) {
  5776. i = sd->ignore_mdef_by_race[tstatus->race] + sd->ignore_mdef_by_race[RC_ALL];
  5777. i += sd->ignore_mdef_by_class[tstatus->class_] + sd->ignore_mdef_by_class[CLASS_ALL];
  5778. i += sd->ignore_mdef_by_race2[status_get_race2(target)];
  5779. if (i)
  5780. {
  5781. if (i > 100) i = 100;
  5782. mdef -= mdef * i/100;
  5783. //mdef2-= mdef2* i/100;
  5784. }
  5785. }
  5786. #ifdef RENEWAL
  5787. /**
  5788. * RE MDEF Reduction
  5789. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  5790. */
  5791. if (mdef < -99)
  5792. mdef = -99; // Avoid divide by 0
  5793. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  5794. #else
  5795. if(battle_config.magic_defense_type)
  5796. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  5797. else
  5798. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  5799. #endif
  5800. }
  5801. #if 0 // Doesn't seem to be official
  5802. if (skill_id == NPC_EARTHQUAKE) {
  5803. //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
  5804. //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
  5805. if(mflag>0)
  5806. ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
  5807. else
  5808. ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5809. }
  5810. #endif
  5811. if(ad.damage<1)
  5812. ad.damage=1;
  5813. else if(sc) { //only applies when hit
  5814. switch(skill_id) {
  5815. case MG_LIGHTNINGBOLT:
  5816. case MG_THUNDERSTORM:
  5817. if(sc->data[SC_GUST_OPTION])
  5818. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5819. break;
  5820. case MG_FIREBOLT:
  5821. case MG_FIREWALL:
  5822. if(sc->data[SC_PYROTECHNIC_OPTION])
  5823. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5824. break;
  5825. case MG_COLDBOLT:
  5826. case MG_FROSTDIVER:
  5827. if(sc->data[SC_AQUAPLAY_OPTION])
  5828. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5829. break;
  5830. case WZ_EARTHSPIKE:
  5831. case WZ_HEAVENDRIVE:
  5832. if(sc->data[SC_PETROLOGY_OPTION])
  5833. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5834. break;
  5835. }
  5836. }
  5837. if (!(nk&NK_NO_ELEFIX) && skill_id != ASC_BREAKER) // Soul Breaker's magic portion is non-elemental. [Secret]
  5838. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  5839. //Apply the physical part of the skill's damage. [Skotlex]
  5840. switch(skill_id) {
  5841. case CR_GRANDCROSS:
  5842. case NPC_GRANDDARKNESS: {
  5843. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  5844. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40 * skill_lv) / 100;
  5845. if(src == target) {
  5846. if(src->type == BL_PC)
  5847. ad.damage = ad.damage / 2;
  5848. else
  5849. ad.damage = 0;
  5850. }
  5851. }
  5852. break;
  5853. case SO_VARETYR_SPEAR: {
  5854. struct Damage wd = battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag);
  5855. ad.damage += wd.damage;
  5856. }
  5857. break;
  5858. }
  5859. #ifndef RENEWAL
  5860. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  5861. #endif
  5862. } //Hint: Against plants damage will still be 1 at this point
  5863. //Apply DAMAGE_DIV_FIX and check for min damage
  5864. ad = battle_apply_div_fix(ad, skill_id);
  5865. #ifdef RENEWAL
  5866. switch(skill_id) {
  5867. case ASC_BREAKER:
  5868. case CR_ACIDDEMONSTRATION:
  5869. return ad; //These skills will do a GVG fix later
  5870. }
  5871. #endif
  5872. ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  5873. if (map_flag_gvg2(target->m))
  5874. ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  5875. else if (map[target->m].flag.battleground)
  5876. ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  5877. // Skill damage adjustment
  5878. #ifdef ADJUST_SKILL_DAMAGE
  5879. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  5880. MATK_ADDRATE(skill_damage);
  5881. #endif
  5882. battle_absorb_damage(target, &ad);
  5883. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  5884. return ad;
  5885. }
  5886. /*==========================================
  5887. * Calculate "misc"-type attacks and skills
  5888. *------------------------------------------
  5889. * Credits:
  5890. * Original coder Skotlex
  5891. * Refined and optimized by helvetica
  5892. */
  5893. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  5894. {
  5895. #ifdef ADJUST_SKILL_DAMAGE
  5896. int skill_damage = 0;
  5897. #endif
  5898. short i, nk;
  5899. short s_ele;
  5900. struct map_session_data *sd, *tsd;
  5901. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  5902. struct status_data *sstatus = status_get_status_data(src);
  5903. struct status_data *tstatus = status_get_status_data(target);
  5904. struct status_change *ssc = status_get_sc(src);
  5905. memset(&md,0,sizeof(md));
  5906. if (src == NULL || target == NULL) {
  5907. nullpo_info(NLP_MARK);
  5908. return md;
  5909. }
  5910. //Some initial values
  5911. md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion);
  5912. md.dmotion = tstatus->dmotion;
  5913. md.div_ = skill_get_num(skill_id,skill_lv);
  5914. md.blewcount = skill_get_blewcount(skill_id,skill_lv);
  5915. md.dmg_lv = ATK_DEF;
  5916. md.flag = BF_MISC|BF_SKILL;
  5917. nk = skill_get_nk(skill_id);
  5918. sd = BL_CAST(BL_PC, src);
  5919. tsd = BL_CAST(BL_PC, target);
  5920. if(sd) {
  5921. sd->state.arrow_atk = 0;
  5922. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  5923. }
  5924. s_ele = skill_get_ele(skill_id, skill_lv);
  5925. if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  5926. s_ele = ELE_NEUTRAL;
  5927. else if (s_ele == -3) //Use random element
  5928. s_ele = rnd()%ELE_ALL;
  5929. //Skill Range Criteria
  5930. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5931. switch (skill_id) {
  5932. case NC_MAGMA_ERUPTION: // 'Eruption' damage
  5933. md.damage = 800 + 200 * skill_lv;
  5934. break;
  5935. case TF_THROWSTONE:
  5936. md.damage = 50;
  5937. md.flag |= BF_WEAPON;
  5938. break;
  5939. #ifdef RENEWAL
  5940. case HT_LANDMINE:
  5941. case MA_LANDMINE:
  5942. case HT_BLASTMINE:
  5943. case HT_CLAYMORETRAP:
  5944. md.damage = (int64)(skill_lv * sstatus->dex * (3.0 + (float)status_get_lv(src) / 100.0) * (1.0 + (float)sstatus->int_ / 35.0));
  5945. md.damage += md.damage * (rnd()%20 - 10) / 100;
  5946. md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0);
  5947. break;
  5948. #else
  5949. case HT_LANDMINE:
  5950. case MA_LANDMINE:
  5951. md.damage = skill_lv * (sstatus->dex + 75) * (100 + sstatus->int_) / 100;
  5952. break;
  5953. case HT_BLASTMINE:
  5954. md.damage = skill_lv * (sstatus->dex / 2 + 50) * (100 + sstatus->int_) / 100;
  5955. break;
  5956. case HT_CLAYMORETRAP:
  5957. md.damage = skill_lv * (sstatus->dex / 2 + 75) * (100 + sstatus->int_) / 100;
  5958. break;
  5959. #endif
  5960. case HT_BLITZBEAT:
  5961. case SN_FALCONASSAULT:
  5962. {
  5963. uint16 skill;
  5964. //Blitz-beat Damage
  5965. if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW)))
  5966. skill = 0;
  5967. md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2;
  5968. if(mflag > 1) //Autocasted Blitz
  5969. nk |= NK_SPLASHSPLIT;
  5970. if (skill_id == SN_FALCONASSAULT) {
  5971. //Div fix of Blitzbeat
  5972. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  5973. //Falcon Assault Modifier
  5974. md.damage = md.damage * (150 + 70 * skill_lv) / 100;
  5975. }
  5976. }
  5977. break;
  5978. case BA_DISSONANCE:
  5979. md.damage = 30 + skill_lv * 10;
  5980. if (sd)
  5981. md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON);
  5982. break;
  5983. case NPC_SELFDESTRUCTION:
  5984. md.damage = sstatus->hp;
  5985. break;
  5986. case NPC_SMOKING:
  5987. md.damage = 3;
  5988. break;
  5989. case NPC_DARKBREATH:
  5990. md.damage = tstatus->max_hp * skill_lv * 10 / 100;
  5991. break;
  5992. case NPC_EVILLAND:
  5993. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  5994. break;
  5995. case ASC_BREAKER:
  5996. #ifdef RENEWAL
  5997. // Official Renewal formula [helvetica]
  5998. // damage = ((atk + matk) * (3 + (.5 * skill level))) - (edef + sdef + emdef + smdef)
  5999. // atk part takes weapon element, matk part is non-elemental
  6000. // modified def formula
  6001. {
  6002. short totaldef, totalmdef;
  6003. struct Damage atk, matk;
  6004. atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  6005. nk |= NK_NO_ELEFIX; // atk part takes on weapon element, matk part is non-elemental
  6006. matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  6007. // (atk + matk) * (3 + (.5 * skill level))
  6008. md.damage = ((30 + (5 * skill_lv)) * (atk.damage + matk.damage)) / 10;
  6009. // modified def reduction, final damage = base damage - (edef + sdef + emdef + smdef)
  6010. totaldef = tstatus->def2 + (short)status_get_def(target);
  6011. totalmdef = tstatus->mdef + tstatus->mdef2;
  6012. md.damage -= totaldef + totalmdef;
  6013. }
  6014. #else
  6015. md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_;
  6016. nk |= NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
  6017. #endif
  6018. break;
  6019. case HW_GRAVITATION:
  6020. #ifdef RENEWAL
  6021. md.damage = 500 + 100 * skill_lv;
  6022. #else
  6023. md.damage = 200 + 200 * skill_lv;
  6024. #endif
  6025. md.dmotion = 0; //No flinch animation
  6026. break;
  6027. case PA_PRESSURE:
  6028. md.damage = 500 + 300 * skill_lv;
  6029. break;
  6030. case PA_GOSPEL:
  6031. if (mflag > 0)
  6032. md.damage = (rnd() % 4000) + 1500;
  6033. else {
  6034. md.damage = (rnd() % 5000) + 3000;
  6035. #ifdef RENEWAL
  6036. md.damage -= (int64)status_get_def(target);
  6037. #else
  6038. md.damage -= (md.damage * (int64)status_get_def(target)) / 100;
  6039. #endif
  6040. md.damage -= tstatus->def2;
  6041. if (md.damage < 0)
  6042. md.damage = 0;
  6043. }
  6044. break;
  6045. case CR_ACIDDEMONSTRATION:
  6046. case GN_FIRE_EXPANSION_ACID:
  6047. #ifdef RENEWAL
  6048. // Official Renewal formula [helvetica]
  6049. // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
  6050. // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
  6051. // is considered "neutral" for purposes of resistances
  6052. {
  6053. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  6054. struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  6055. md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
  6056. // AD benefits from endow/element but damage is forced back to neutral
  6057. md.damage = battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  6058. }
  6059. #else
  6060. if(tstatus->vit+sstatus->int_) //crash fix
  6061. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  6062. else
  6063. md.damage = 0;
  6064. if (tsd) md.damage>>=1;
  6065. #endif
  6066. break;
  6067. case NJ_ZENYNAGE:
  6068. case KO_MUCHANAGE:
  6069. md.damage = skill_get_zeny(skill_id, skill_lv);
  6070. if (!md.damage)
  6071. md.damage = (skill_id == NJ_ZENYNAGE ? 2 : 10);
  6072. md.damage = (skill_id == NJ_ZENYNAGE ? rnd()%md.damage + md.damage : md.damage * rnd_value(50,100)) / (skill_id == NJ_ZENYNAGE ? 1 : 100);
  6073. if (sd && skill_id == KO_MUCHANAGE && !pc_checkskill(sd, NJ_TOBIDOUGU))
  6074. md.damage = md.damage / 2;
  6075. if (status_get_class_(target) == CLASS_BOSS) // Specific to Boss Class
  6076. md.damage = md.damage / (skill_id == NJ_ZENYNAGE ? 3 : 2);
  6077. else if (tsd && skill_id == NJ_ZENYNAGE)
  6078. md.damage = md.damage / 2;
  6079. break;
  6080. #ifdef RENEWAL
  6081. case NJ_ISSEN:
  6082. // Official Renewal formula [helvetica]
  6083. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  6084. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  6085. // modified def formula
  6086. {
  6087. short totaldef;
  6088. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  6089. struct status_change *sc = status_get_sc(src);
  6090. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  6091. if (sc && sc->data[SC_BUNSINJYUTSU] && (i = sc->data[SC_BUNSINJYUTSU]->val2) > 0) { // mirror image bonus only occurs if active
  6092. md.div_ = -(i + 2); // mirror image count + 2
  6093. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  6094. }
  6095. // modified def reduction, final damage = base damage - (edef + sdef)
  6096. totaldef = tstatus->def2 + (short)status_get_def(target);
  6097. md.damage -= totaldef;
  6098. md.flag |= BF_WEAPON;
  6099. }
  6100. break;
  6101. #endif
  6102. case GS_FLING:
  6103. md.damage = (sd ? sd->status.job_level : status_get_lv(src));
  6104. break;
  6105. case HVAN_EXPLOSION: //[orn]
  6106. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  6107. break;
  6108. case RA_CLUSTERBOMB:
  6109. case RA_FIRINGTRAP:
  6110. case RA_ICEBOUNDTRAP:
  6111. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  6112. RE_LVL_TMDMOD();
  6113. if(sd) {
  6114. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  6115. if(researchskill_lv)
  6116. md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  6117. else
  6118. md.damage = 0;
  6119. } else
  6120. md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  6121. nk |= NK_NO_ELEFIX|NK_IGNORE_FLEE|NK_NO_CARDFIX_DEF;
  6122. break;
  6123. case WM_SOUND_OF_DESTRUCTION:
  6124. md.damage = 1000 * skill_lv + sstatus->int_ * ((sd) ? pc_checkskill(sd,WM_LESSON) : 1);
  6125. md.damage += md.damage * 10 * ((sd) ? battle_calc_chorusbonus(sd) / 100 : 0);
  6126. break;
  6127. case GN_THORNS_TRAP:
  6128. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  6129. break;
  6130. case GN_HELLS_PLANT_ATK:
  6131. //[{( 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 ))
  6132. md.damage = skill_lv * status_get_lv(src) * 10 + status_get_int(src) * 7 / 2 * (18 + (sd ? sd->status.job_level : 0) / 4) * 5 / (10 - (sd ? pc_checkskill(sd, AM_CANNIBALIZE) : 0));
  6133. break;
  6134. case RL_B_TRAP:
  6135. // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
  6136. md.damage = status_get_dex(src) * 10 + (skill_lv * 3 * status_get_hp(target)) / 100;
  6137. if (status_bl_has_mode(target, MD_STATUS_IMMUNE))
  6138. md.damage /= 10;
  6139. break;
  6140. case MH_EQC:
  6141. md.damage = max(tstatus->hp - sstatus->hp, 0);
  6142. break;
  6143. case NPC_MAXPAIN_ATK:
  6144. if (ssc && ssc->data[SC_MAXPAIN])
  6145. md.damage = ssc->data[SC_MAXPAIN]->val2;
  6146. else
  6147. md.damage = 0;
  6148. break;
  6149. case SU_SV_ROOTTWIST_ATK:
  6150. md.damage = 100;
  6151. break;
  6152. }
  6153. if (nk&NK_SPLASHSPLIT) { // Divide ATK among targets
  6154. if(mflag > 0)
  6155. md.damage /= mflag;
  6156. else
  6157. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  6158. }
  6159. if (!(nk&NK_IGNORE_FLEE)) {
  6160. struct status_change *sc = status_get_sc(target);
  6161. i = 0; //Temp for "hit or no hit"
  6162. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  6163. i = 1;
  6164. else {
  6165. short
  6166. flee = tstatus->flee,
  6167. #ifdef RENEWAL
  6168. hitrate = 0; //Default hitrate
  6169. #else
  6170. hitrate = 80; //Default hitrate
  6171. #endif
  6172. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  6173. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  6174. if(attacker_count >= battle_config.agi_penalty_count) {
  6175. if (battle_config.agi_penalty_type == 1)
  6176. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  6177. else //assume type 2: absolute reduction
  6178. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  6179. if(flee < 1)
  6180. flee = 1;
  6181. }
  6182. }
  6183. hitrate += sstatus->hit - flee;
  6184. #ifdef RENEWAL
  6185. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  6186. hitrate += pc_checkskill(sd,AC_VULTURE);
  6187. #endif
  6188. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  6189. if(rnd()%100 < hitrate)
  6190. i = 1;
  6191. }
  6192. if (!i) {
  6193. md.damage = 0;
  6194. md.dmg_lv = ATK_FLEE;
  6195. }
  6196. }
  6197. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  6198. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  6199. md.damage += (int64)md.damage*i/100;
  6200. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  6201. md.damage -= (int64)md.damage*i/100;
  6202. if(!(nk&NK_NO_ELEFIX))
  6203. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  6204. //Plant damage
  6205. if(md.damage < 0)
  6206. md.damage = 0;
  6207. else if(md.damage && is_infinite_defense(target, md.flag)) {
  6208. md.damage = 1;
  6209. }
  6210. //Apply DAMAGE_DIV_FIX and check for min damage
  6211. md = battle_apply_div_fix(md, skill_id);
  6212. switch(skill_id) {
  6213. case RA_FIRINGTRAP:
  6214. case RA_ICEBOUNDTRAP:
  6215. if (md.damage == 1)
  6216. break;
  6217. case RA_CLUSTERBOMB:
  6218. {
  6219. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  6220. md.damage += wd.damage;
  6221. }
  6222. break;
  6223. case NJ_ZENYNAGE:
  6224. if (sd) {
  6225. if (md.damage > sd->status.zeny)
  6226. md.damage = sd->status.zeny;
  6227. pc_payzeny(sd,(int)cap_value(md.damage, INT_MIN, INT_MAX),LOG_TYPE_STEAL,NULL);
  6228. }
  6229. break;
  6230. }
  6231. md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  6232. if(map_flag_gvg2(target->m))
  6233. md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  6234. else if(map[target->m].flag.battleground)
  6235. md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  6236. // Skill damage adjustment
  6237. #ifdef ADJUST_SKILL_DAMAGE
  6238. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  6239. md.damage += (int64)md.damage * skill_damage / 100;
  6240. #endif
  6241. battle_absorb_damage(target, &md);
  6242. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  6243. return md;
  6244. }
  6245. /*==========================================
  6246. * Battle main entry, from skill_attack
  6247. *------------------------------------------
  6248. * Credits:
  6249. * Original coder unknown
  6250. * Initial refactoring by Baalberith
  6251. * Refined and optimized by helvetica
  6252. */
  6253. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag)
  6254. {
  6255. struct Damage d;
  6256. switch(attack_type) {
  6257. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  6258. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  6259. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  6260. default:
  6261. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  6262. memset(&d,0,sizeof(d));
  6263. break;
  6264. }
  6265. if( d.damage + d.damage2 < 1 )
  6266. { //Miss/Absorbed
  6267. //Weapon attacks should go through to cause additional effects.
  6268. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  6269. d.dmg_lv = ATK_MISS;
  6270. d.dmotion = 0;
  6271. }
  6272. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  6273. d.dmg_lv = ATK_DEF;
  6274. return d;
  6275. }
  6276. /*==========================================
  6277. * Final damage return function
  6278. *------------------------------------------
  6279. * Credits:
  6280. * Original coder unknown
  6281. * Initial refactoring by Baalberith
  6282. * Refined and optimized by helvetica
  6283. */
  6284. int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  6285. struct map_session_data* sd;
  6286. int64 rdamage = 0, damage = *dmg;
  6287. int max_damage = status_get_max_hp(bl);
  6288. struct status_change *sc, *ssc;
  6289. sd = BL_CAST(BL_PC, bl);
  6290. sc = status_get_sc(bl);
  6291. ssc = status_get_sc(src);
  6292. if (flag & BF_SHORT) {//Bounces back part of the damage.
  6293. if ( (skill_get_inf2(skill_id)&INF2_TRAP || !status_reflect) && sd && sd->bonus.short_weapon_damage_return ) {
  6294. rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
  6295. rdamage = i64max(rdamage,1);
  6296. } else if( status_reflect && sc && sc->count ) {
  6297. if( sc->data[SC_REFLECTSHIELD] ) {
  6298. struct status_change_entry *sce_d;
  6299. struct block_list *d_bl = NULL;
  6300. if( (sce_d = sc->data[SC_DEVOTION]) && (d_bl = map_id2bl(sce_d->val1)) &&
  6301. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  6302. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) )
  6303. { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6304. if( (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4) ||
  6305. !check_distance_bl(bl,d_bl,sce_d->val3) )
  6306. return 0;
  6307. }
  6308. }
  6309. if( sc->data[SC_REFLECTDAMAGE] && !(skill_get_inf2(skill_id)&INF2_TRAP)) {
  6310. if( rnd()%100 <= sc->data[SC_REFLECTDAMAGE]->val1*10 + 30 ){
  6311. max_damage = (int64)max_damage * status_get_lv(bl) / 100;
  6312. rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
  6313. if( --(sc->data[SC_REFLECTDAMAGE]->val3) < 1)
  6314. status_change_end(bl,SC_REFLECTDAMAGE,INVALID_TIMER);
  6315. }
  6316. } else {
  6317. if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
  6318. // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6319. if (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4)
  6320. rdamage = 0;
  6321. else {
  6322. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  6323. if (rdamage < 1)
  6324. rdamage = 1;
  6325. }
  6326. }
  6327. if (sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUS_IMMUNE)) {
  6328. if (distance_bl(src,bl) <= 0 || !map_check_dir(map_calc_dir(bl,src->x,src->y), unit_getdir(bl))) {
  6329. int64 rd1 = 0;
  6330. rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  6331. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  6332. clif_skill_damage(src, bl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, DMG_SKILL);
  6333. skill_blown(bl, src, skill_get_blewcount(RK_DEATHBOUND, 1), unit_getdir(src), BLOWN_NONE);
  6334. status_change_end(bl, SC_DEATHBOUND, INVALID_TIMER);
  6335. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  6336. }
  6337. }
  6338. if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 && !status_bl_has_mode(src,MD_STATUS_IMMUNE) ){
  6339. rdamage += damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100;
  6340. if (rdamage < 1) rdamage = 1;
  6341. }
  6342. }
  6343. }
  6344. } else {
  6345. if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) {
  6346. rdamage += damage * sd->bonus.long_weapon_damage_return / 100;
  6347. if (rdamage < 1) rdamage = 1;
  6348. }
  6349. }
  6350. if (ssc && ssc->data[SC_INSPIRATION]) {
  6351. rdamage += damage / 100;
  6352. #ifdef RENEWAL
  6353. rdamage = cap_value(rdamage, 1, max_damage);
  6354. #else
  6355. rdamage = i64max(rdamage,1);
  6356. #endif
  6357. }
  6358. if (sc && sc->data[SC_KYOMU] && (!ssc || !ssc->data[SC_SHIELDSPELL_DEF])) // Nullify reflecting ability except for Shield Spell - Def
  6359. rdamage = 0;
  6360. if (sc && sc->data[SC_MAXPAIN]) {
  6361. rdamage = damage * sc->data[SC_MAXPAIN]->val1 * 10 / 100;
  6362. }
  6363. return cap_value(min(rdamage,max_damage),INT_MIN,INT_MAX);
  6364. }
  6365. /**
  6366. * Calculate vanish from target
  6367. * @param sd: Player with vanish item
  6368. * @param target: Target to vanish HP/SP
  6369. * @param wd: Reference to Damage struct
  6370. */
  6371. bool battle_vanish(struct map_session_data *sd, struct block_list *target, struct Damage *wd)
  6372. {
  6373. struct status_data *tstatus;
  6374. int race;
  6375. nullpo_retr(false, sd);
  6376. nullpo_retr(false, target);
  6377. nullpo_retr(false, wd);
  6378. tstatus = status_get_status_data(target);
  6379. race = status_get_race(target);
  6380. wd->isspdamage = false;
  6381. if (wd->flag) {
  6382. // bHPVanishRaceRate
  6383. short vellum_rate_hp = cap_value(sd->hp_vanish_race[race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, SHRT_MAX);
  6384. short vellum_hp = cap_value(sd->hp_vanish_race[race].per + sd->hp_vanish_race[RC_ALL].per, SHRT_MIN, SHRT_MAX);
  6385. // bSPVanishRaceRate
  6386. short vellum_rate_sp = cap_value(sd->sp_vanish_race[race].rate + sd->sp_vanish_race[RC_ALL].rate, 0, SHRT_MAX);
  6387. short vellum_sp = cap_value(sd->sp_vanish_race[race].per + sd->sp_vanish_race[RC_ALL].per, SHRT_MIN, SHRT_MAX);
  6388. // The HP and SP vanish bonus from these items can't stack because of the special damage display.
  6389. if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 10000 || rnd()%10000 < vellum_rate_hp)) {
  6390. wd->damage = apply_rate(tstatus->max_hp, vellum_hp);
  6391. wd->damage2 = 0;
  6392. } else if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 10000 || rnd()%10000 < vellum_rate_sp)) {
  6393. wd->damage = apply_rate(tstatus->max_sp, vellum_sp);
  6394. wd->damage2 = 0;
  6395. wd->isspdamage = true;
  6396. } else // No damage
  6397. return false;
  6398. return true;
  6399. } else {
  6400. // bHPVanishRate
  6401. short vrate_hp = cap_value(sd->bonus.hp_vanish_rate * 10, 0, SHRT_MAX);
  6402. short v_hp = cap_value(sd->bonus.hp_vanish_per, SHRT_MIN, SHRT_MAX);
  6403. // bSPVanishRate
  6404. short vrate_sp = cap_value(sd->bonus.sp_vanish_rate * 10, 0, SHRT_MAX);
  6405. short v_sp = cap_value(sd->bonus.sp_vanish_per + sd->sp_vanish_race[race].per + sd->sp_vanish_race[RC_ALL].per, SHRT_MIN, SHRT_MAX);
  6406. if (v_hp && vrate_hp && (vrate_hp >= 10000 || rnd()%10000 < vrate_hp))
  6407. v_hp = -v_hp;
  6408. else
  6409. v_hp = 0;
  6410. if (v_sp && vrate_sp && (vrate_sp >= 10000 || rnd()%10000 < vrate_sp))
  6411. v_sp = -v_sp;
  6412. else
  6413. v_sp = 0;
  6414. if ( v_hp < 0 || v_sp < 0 )
  6415. status_percent_damage(&sd->bl, target, (int8)v_hp, (int8)v_sp, false);
  6416. return false;
  6417. }
  6418. }
  6419. /*===========================================
  6420. * Perform battle drain effects (HP/SP loss)
  6421. *-------------------------------------------*/
  6422. void battle_drain(struct map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_)
  6423. {
  6424. struct weapon_data *wd;
  6425. struct Damage d;
  6426. int64 *damage;
  6427. int thp = 0, // HP gained
  6428. tsp = 0, // SP gained
  6429. //rhp = 0, // HP reduced from target
  6430. //rsp = 0, // SP reduced from target
  6431. hp = 0, sp = 0;
  6432. uint8 i = 0;
  6433. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  6434. return;
  6435. memset(&d, 0, sizeof(d));
  6436. // Check for vanish HP/SP. !CHECKME: Which first, drain or vanish?
  6437. battle_vanish(sd, tbl, &d);
  6438. // Check for drain HP/SP
  6439. hp = sp = i = 0;
  6440. for (i = 0; i < 4; i++) {
  6441. //First two iterations: Right hand
  6442. if (i < 2) {
  6443. wd = &sd->right_weapon;
  6444. damage = &rdamage;
  6445. }
  6446. else {
  6447. wd = &sd->left_weapon;
  6448. damage = &ldamage;
  6449. }
  6450. if (*damage <= 0)
  6451. continue;
  6452. if( i == 1 || i == 3 ) {
  6453. hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL];
  6454. hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per);
  6455. sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL];
  6456. sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per);
  6457. if( hp ) {
  6458. //rhp += hp;
  6459. thp += hp;
  6460. }
  6461. if( sp ) {
  6462. //rsp += sp;
  6463. tsp += sp;
  6464. }
  6465. } else {
  6466. hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL];
  6467. sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL];
  6468. if( hp ) {
  6469. //rhp += hp;
  6470. thp += hp;
  6471. }
  6472. if( sp ) {
  6473. //rsp += sp;
  6474. tsp += sp;
  6475. }
  6476. }
  6477. }
  6478. if (!thp && !tsp)
  6479. return;
  6480. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  6481. //if (rhp || rsp)
  6482. // status_zap(tbl, rhp, rsp);
  6483. }
  6484. /*===========================================
  6485. * Deals the same damage to targets in area.
  6486. *-------------------------------------------
  6487. * Credits:
  6488. * Original coder pakpil
  6489. */
  6490. int battle_damage_area(struct block_list *bl, va_list ap) {
  6491. unsigned int tick;
  6492. int64 damage;
  6493. int amotion, dmotion;
  6494. struct block_list *src;
  6495. nullpo_ret(bl);
  6496. tick = va_arg(ap, unsigned int);
  6497. src = va_arg(ap,struct block_list *);
  6498. amotion = va_arg(ap,int);
  6499. dmotion = va_arg(ap,int);
  6500. damage = va_arg(ap,int);
  6501. if (status_bl_has_mode(bl, MD_SKILL_IMMUNE) || status_get_class(bl) == MOBID_EMPERIUM)
  6502. return 0;
  6503. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  6504. map_freeblock_lock();
  6505. if( src->type == BL_PC )
  6506. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  6507. if( amotion )
  6508. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false);
  6509. else
  6510. status_fix_damage(src,bl,damage,0);
  6511. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false);
  6512. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  6513. map_freeblock_unlock();
  6514. }
  6515. return 0;
  6516. }
  6517. /*==========================================
  6518. * Do a basic physical attack (call through unit_attack_timer)
  6519. *------------------------------------------*/
  6520. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag) {
  6521. struct map_session_data *sd = NULL, *tsd = NULL;
  6522. struct status_data *sstatus, *tstatus;
  6523. struct status_change *sc, *tsc;
  6524. int64 damage;
  6525. int skillv;
  6526. struct Damage wd;
  6527. bool vanish_damage = false;
  6528. nullpo_retr(ATK_NONE, src);
  6529. nullpo_retr(ATK_NONE, target);
  6530. if (src->prev == NULL || target->prev == NULL)
  6531. return ATK_NONE;
  6532. sd = BL_CAST(BL_PC, src);
  6533. tsd = BL_CAST(BL_PC, target);
  6534. sstatus = status_get_status_data(src);
  6535. tstatus = status_get_status_data(target);
  6536. sc = status_get_sc(src);
  6537. tsc = status_get_sc(target);
  6538. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  6539. sc = NULL;
  6540. if (tsc && !tsc->count)
  6541. tsc = NULL;
  6542. if (sd)
  6543. {
  6544. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  6545. if (sd->state.arrow_atk)
  6546. {
  6547. short index = sd->equip_index[EQI_AMMO];
  6548. if (index < 0) {
  6549. if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA)
  6550. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6551. else
  6552. clif_arrow_fail(sd,0);
  6553. return ATK_NONE;
  6554. }
  6555. //Ammo check by Ishizu-chan
  6556. if (sd->inventory_data[index]) {
  6557. switch (sd->status.weapon) {
  6558. case W_BOW:
  6559. if (sd->inventory_data[index]->look != A_ARROW) {
  6560. clif_arrow_fail(sd,0);
  6561. return ATK_NONE;
  6562. }
  6563. break;
  6564. case W_REVOLVER:
  6565. case W_RIFLE:
  6566. case W_GATLING:
  6567. case W_SHOTGUN:
  6568. if (sd->inventory_data[index]->look != A_BULLET) {
  6569. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6570. return ATK_NONE;
  6571. }
  6572. break;
  6573. case W_GRENADE:
  6574. if (sd->inventory_data[index]->look != A_GRENADE) {
  6575. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6576. return ATK_NONE;
  6577. }
  6578. break;
  6579. }
  6580. }
  6581. }
  6582. }
  6583. if (sc && sc->count) {
  6584. if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
  6585. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  6586. else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
  6587. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  6588. }
  6589. if (tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  6590. uint8 dir = map_calc_dir(target,src->x,src->y);
  6591. int t_dir = unit_getdir(target);
  6592. int dist = distance_bl(src, target);
  6593. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  6594. uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
  6595. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  6596. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  6597. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  6598. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  6599. return ATK_BLOCK;
  6600. }
  6601. }
  6602. if( tsc && tsc->data[SC_BLADESTOP_WAIT] && status_get_class_(src) != CLASS_BOSS && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  6603. {
  6604. uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  6605. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  6606. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  6607. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  6608. { //Target locked.
  6609. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  6610. clif_bladestop(target, src->id, 1);
  6611. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  6612. return ATK_BLOCK;
  6613. }
  6614. }
  6615. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  6616. int triple_rate= 30 - skillv; //Base Rate
  6617. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
  6618. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  6619. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  6620. }
  6621. if (rnd()%100 < triple_rate) {
  6622. //Need to apply canact_tick here because it doesn't go through skill_castend_id
  6623. sd->ud.canact_tick = max(tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv), sd->ud.canact_tick);
  6624. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  6625. return ATK_DEF;
  6626. return ATK_MISS;
  6627. }
  6628. }
  6629. if (sc) {
  6630. if (sc->data[SC_SACRIFICE]) {
  6631. uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
  6632. damage_lv ret_val;
  6633. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  6634. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  6635. /**
  6636. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  6637. * For further information: bugreport:4950
  6638. */
  6639. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  6640. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  6641. if( ret_val == ATK_NONE )
  6642. return ATK_MISS;
  6643. return ret_val;
  6644. }
  6645. if (sc->data[SC_MAGICALATTACK]) {
  6646. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
  6647. return ATK_DEF;
  6648. return ATK_MISS;
  6649. }
  6650. if( sc->data[SC_GT_ENERGYGAIN] ) {
  6651. int spheres = 5;
  6652. if( sc->data[SC_RAISINGDRAGON] )
  6653. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  6654. if( sd && rnd()%100 < sc->data[SC_GT_ENERGYGAIN]->val2 )
  6655. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  6656. }
  6657. }
  6658. if( tsc && tsc->data[SC_GT_ENERGYGAIN] ) {
  6659. int spheres = 5;
  6660. if( tsc->data[SC_RAISINGDRAGON] )
  6661. spheres += tsc->data[SC_RAISINGDRAGON]->val1;
  6662. if( tsd && rnd()%100 < tsc->data[SC_GT_ENERGYGAIN]->val2 )
  6663. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  6664. }
  6665. if (tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < tsc->data[SC_MTF_MLEATKED]->val2)
  6666. clif_skill_nodamage(target, target, SM_ENDURE, tsc->data[SC_MTF_MLEATKED]->val1, sc_start(src, target, SC_ENDURE, 100, tsc->data[SC_MTF_MLEATKED]->val1, skill_get_time(SM_ENDURE, tsc->data[SC_MTF_MLEATKED]->val1)));
  6667. if(tsc && tsc->data[SC_KAAHI] && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->data[SC_KAAHI]->val3)) {
  6668. int hp_heal = tstatus->max_hp - tstatus->hp;
  6669. if (hp_heal > tsc->data[SC_KAAHI]->val2)
  6670. hp_heal = tsc->data[SC_KAAHI]->val2;
  6671. if (hp_heal)
  6672. status_heal(target, hp_heal, 0, 2);
  6673. }
  6674. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  6675. wd.isspdamage = false; // Default normal attacks to non-SP Damage attack until battle_vanish is determined
  6676. if (sd && wd.damage + wd.damage2 > 0)
  6677. vanish_damage = battle_vanish(sd, target, &wd);
  6678. if( sc && sc->count ) {
  6679. if (sc->data[SC_EXEEDBREAK]) {
  6680. if (!is_infinite_defense(target, wd.flag) && !vanish_damage)
  6681. wd.damage *= sc->data[SC_EXEEDBREAK]->val2 / 100;
  6682. status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
  6683. }
  6684. if( sc->data[SC_SPELLFIST] ) {
  6685. if( --(sc->data[SC_SPELLFIST]->val1) >= 0 && !vanish_damage ){
  6686. if (!is_infinite_defense(target, wd.flag)) {
  6687. struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->data[SC_SPELLFIST]->val3, sc->data[SC_SPELLFIST]->val4, flag | BF_SHORT);
  6688. wd.damage = ad.damage;
  6689. DAMAGE_DIV_FIX(wd.damage, wd.div_); // Double the damage for multiple hits.
  6690. } else {
  6691. wd.damage = 1;
  6692. DAMAGE_DIV_FIX(wd.damage, wd.div_);
  6693. }
  6694. } else
  6695. status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
  6696. }
  6697. if (sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 && !is_infinite_defense(target, wd.flag) && !vanish_damage) {
  6698. wd.damage <<= 1; // Double Damage
  6699. skill_break_equip(src, src, EQP_WEAPON, 10, BCT_SELF); // Break chance happens on successful damage increase
  6700. }
  6701. if( sd && battle_config.arrow_decrement && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0) {
  6702. short idx = sd->equip_index[EQI_AMMO];
  6703. if (idx >= 0 && sd->inventory.u.items_inventory[idx].amount >= sc->data[SC_FEARBREEZE]->val4) {
  6704. pc_delitem(sd,idx,sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
  6705. sc->data[SC_FEARBREEZE]->val4 = 0;
  6706. }
  6707. }
  6708. }
  6709. if (sd && sd->state.arrow_atk) //Consume arrow.
  6710. battle_consume_ammo(sd, 0, 0);
  6711. damage = wd.damage + wd.damage2;
  6712. if( damage > 0 && src != target )
  6713. {
  6714. if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
  6715. { // Activates it only from melee damage
  6716. uint16 skill_id;
  6717. if( rnd()%2 == 1 )
  6718. skill_id = AB_DUPLELIGHT_MELEE;
  6719. else
  6720. skill_id = AB_DUPLELIGHT_MAGIC;
  6721. skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
  6722. }
  6723. }
  6724. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
  6725. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  6726. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  6727. if ( target->type == BL_SKILL && damage > 0 ) {
  6728. TBL_SKILL *su = (TBL_SKILL*)target;
  6729. if (su && su->group) {
  6730. if (su->group->skill_id == HT_BLASTMINE)
  6731. skill_blown(src, target, 3, -1, BLOWN_NONE);
  6732. if (su->group->skill_id == GN_WALLOFTHORN) {
  6733. if (--su->val2 <= 0)
  6734. skill_delunit(su);
  6735. }
  6736. }
  6737. }
  6738. map_freeblock_lock();
  6739. if( !(tsc && tsc->data[SC_DEVOTION]) && !vanish_damage && skill_check_shadowform(target, damage, wd.div_) ) {
  6740. if( !status_isdead(target) )
  6741. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  6742. if( wd.dmg_lv > ATK_BLOCK )
  6743. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  6744. } else
  6745. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true, wd.isspdamage);
  6746. if( tsc ) {
  6747. if( tsc->data[SC_DEVOTION] ) {
  6748. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  6749. struct block_list *d_bl = map_id2bl(sce->val1);
  6750. if( d_bl && (
  6751. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  6752. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  6753. ) && check_distance_bl(target, d_bl, sce->val3) )
  6754. {
  6755. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  6756. status_fix_damage(NULL, d_bl, damage, 0);
  6757. }
  6758. else
  6759. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  6760. }
  6761. if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->data[SC_CIRCLE_OF_FIRE_OPTION]) {
  6762. struct elemental_data *ed = ((TBL_PC*)target)->ed;
  6763. if (ed) {
  6764. clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, DMG_SKILL);
  6765. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
  6766. }
  6767. }
  6768. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  6769. struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
  6770. if (e_bl && !status_isdead(e_bl)) {
  6771. clif_damage(e_bl, e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false);
  6772. status_fix_damage(NULL, e_bl, damage, 0);
  6773. }
  6774. }
  6775. }
  6776. if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
  6777. int sp = 0;
  6778. uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
  6779. uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
  6780. int i = rnd()%100;
  6781. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  6782. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  6783. //reduction only for skill_lv > 1
  6784. if (skill_lv > 1) {
  6785. if (i >= 50) skill_lv /= 2;
  6786. else if (i >= 15) skill_lv--;
  6787. }
  6788. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  6789. if (status_charge(src, 0, sp)) {
  6790. struct unit_data *ud = unit_bl2ud(src);
  6791. switch (skill_get_casttype(skill_id)) {
  6792. case CAST_GROUND:
  6793. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  6794. break;
  6795. case CAST_NODAMAGE:
  6796. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  6797. break;
  6798. case CAST_DAMAGE:
  6799. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  6800. break;
  6801. }
  6802. if (ud) {
  6803. int autospell_tick = skill_delayfix(src, skill_id, skill_lv);
  6804. if (DIFF_TICK(ud->canact_tick, tick + autospell_tick) < 0) {
  6805. ud->canact_tick = max(tick + autospell_tick, ud->canact_tick);
  6806. if (battle_config.display_status_timers && sd)
  6807. clif_status_change(src, EFST_POSTDELAY, 1, autospell_tick, 0, 0, 0);
  6808. }
  6809. }
  6810. }
  6811. }
  6812. if (sd) {
  6813. uint16 r_skill = 0, sk_idx = 0;
  6814. if( wd.flag&BF_WEAPON && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
  6815. (r_skill = (uint16)sc->data[SC__AUTOSHADOWSPELL]->val1) && (sk_idx = skill_get_index(r_skill)) &&
  6816. sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED )
  6817. {
  6818. int r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;
  6819. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  6820. int type;
  6821. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  6822. int maxcount = 0;
  6823. if( !(BL_PC&battle_config.skill_reiteration) &&
  6824. skill_get_unit_flag(r_skill)&UF_NOREITERATION )
  6825. type = -1;
  6826. if( BL_PC&battle_config.skill_nofootset &&
  6827. skill_get_unit_flag(r_skill)&UF_NOFOOTSET )
  6828. type = -1;
  6829. if( BL_PC&battle_config.land_skill_limit &&
  6830. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  6831. ) {
  6832. int v;
  6833. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  6834. if(sd->ud.skillunit[v]->skill_id == r_skill)
  6835. maxcount--;
  6836. }
  6837. if( maxcount == 0 )
  6838. type = -1;
  6839. }
  6840. if( type != CAST_GROUND ){
  6841. clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
  6842. map_freeblock_unlock();
  6843. return wd.dmg_lv;
  6844. }
  6845. }
  6846. if (sd->state.autocast == 0) {
  6847. sd->state.autocast = 1;
  6848. skill_consume_requirement(sd, r_skill, r_lv, 3);
  6849. switch (type) {
  6850. case CAST_GROUND:
  6851. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  6852. break;
  6853. case CAST_NODAMAGE:
  6854. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  6855. break;
  6856. case CAST_DAMAGE:
  6857. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  6858. break;
  6859. }
  6860. }
  6861. sd->state.autocast = 0;
  6862. sd->ud.canact_tick = max(tick + skill_delayfix(src, r_skill, r_lv), sd->ud.canact_tick);
  6863. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  6864. }
  6865. }
  6866. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  6867. if (battle_config.left_cardfix_to_right)
  6868. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  6869. else
  6870. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  6871. }
  6872. }
  6873. if (tsc) {
  6874. if (damage > 0 && tsc->data[SC_POISONREACT] &&
  6875. (rnd()%100 < tsc->data[SC_POISONREACT]->val3
  6876. || sstatus->def_ele == ELE_POISON) &&
  6877. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  6878. status_check_skilluse(target, src, TF_POISON, 0)
  6879. ) { //Poison React
  6880. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  6881. if (sstatus->def_ele == ELE_POISON) {
  6882. sce->val2 = 0;
  6883. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  6884. } else {
  6885. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  6886. --sce->val2;
  6887. }
  6888. if (sce->val2 <= 0)
  6889. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  6890. }
  6891. }
  6892. map_freeblock_unlock();
  6893. return wd.dmg_lv;
  6894. }
  6895. /*=========================
  6896. * Check for undead status
  6897. *-------------------------
  6898. * Credits:
  6899. * Original coder Skotlex
  6900. * Refactored by Baalberith
  6901. */
  6902. int battle_check_undead(int race,int element)
  6903. {
  6904. if(battle_config.undead_detect_type == 0) {
  6905. if(element == ELE_UNDEAD)
  6906. return 1;
  6907. }
  6908. else if(battle_config.undead_detect_type == 1) {
  6909. if(race == RC_UNDEAD)
  6910. return 1;
  6911. }
  6912. else {
  6913. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  6914. return 1;
  6915. }
  6916. return 0;
  6917. }
  6918. /*================================================================
  6919. * Returns the upmost level master starting with the given object
  6920. *----------------------------------------------------------------*/
  6921. struct block_list* battle_get_master(struct block_list *src)
  6922. {
  6923. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  6924. do {
  6925. prev = src;
  6926. switch (src->type) {
  6927. case BL_PET:
  6928. if (((TBL_PET*)src)->master)
  6929. src = (struct block_list*)((TBL_PET*)src)->master;
  6930. break;
  6931. case BL_MOB:
  6932. if (((TBL_MOB*)src)->master_id)
  6933. src = map_id2bl(((TBL_MOB*)src)->master_id);
  6934. break;
  6935. case BL_HOM:
  6936. if (((TBL_HOM*)src)->master)
  6937. src = (struct block_list*)((TBL_HOM*)src)->master;
  6938. break;
  6939. case BL_MER:
  6940. if (((TBL_MER*)src)->master)
  6941. src = (struct block_list*)((TBL_MER*)src)->master;
  6942. break;
  6943. case BL_ELEM:
  6944. if (((TBL_ELEM*)src)->master)
  6945. src = (struct block_list*)((TBL_ELEM*)src)->master;
  6946. break;
  6947. case BL_SKILL:
  6948. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  6949. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  6950. break;
  6951. }
  6952. } while (src && src != prev);
  6953. return prev;
  6954. }
  6955. /*==========================================
  6956. * Checks the state between two targets
  6957. * (enemy, friend, party, guild, etc)
  6958. *------------------------------------------
  6959. * Usage:
  6960. * See battle.hpp for possible values/combinations
  6961. * to be used here (BCT_* constants)
  6962. * Return value is:
  6963. * 1: flag holds true (is enemy, party, etc)
  6964. * -1: flag fails
  6965. * 0: Invalid target (non-targetable ever)
  6966. *
  6967. * Credits:
  6968. * Original coder unknown
  6969. * Rewritten by Skotlex
  6970. */
  6971. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  6972. {
  6973. int16 m; //map
  6974. int state = 0; //Initial state none
  6975. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  6976. struct block_list *s_bl = src, *t_bl = target;
  6977. struct unit_data *ud = NULL;
  6978. nullpo_ret(src);
  6979. nullpo_ret(target);
  6980. ud = unit_bl2ud(target);
  6981. m = target->m;
  6982. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  6983. //objects involved.
  6984. if( (t_bl = battle_get_master(target)) == NULL )
  6985. t_bl = target;
  6986. if( (s_bl = battle_get_master(src)) == NULL )
  6987. s_bl = src;
  6988. if ( s_bl->type == BL_PC ) {
  6989. switch( t_bl->type ) {
  6990. case BL_MOB: // Source => PC, Target => MOB
  6991. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  6992. return 0;
  6993. break;
  6994. case BL_PC:
  6995. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  6996. return 0;
  6997. break;
  6998. default:/* anything else goes */
  6999. break;
  7000. }
  7001. }
  7002. switch( target->type ) { // Checks on actual target
  7003. case BL_PC: {
  7004. struct status_change* sc = status_get_sc(src);
  7005. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  7006. return -1; //Cannot be targeted yet.
  7007. if( sc && sc->count ) {
  7008. if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
  7009. return -1;
  7010. }
  7011. }
  7012. break;
  7013. case BL_MOB:
  7014. {
  7015. struct mob_data *md = ((TBL_MOB*)target);
  7016. if (ud && ud->immune_attack)
  7017. return 0;
  7018. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  7019. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  7020. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou
  7021. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  7022. ){ //Targettable by players
  7023. state |= BCT_ENEMY;
  7024. strip_enemy = 0;
  7025. }
  7026. break;
  7027. }
  7028. case BL_SKILL:
  7029. {
  7030. TBL_SKILL *su = (TBL_SKILL*)target;
  7031. uint16 skill_id = battle_getcurrentskill(src);
  7032. if( !su || !su->group)
  7033. return 0;
  7034. if( skill_get_inf2(su->group->skill_id)&INF2_TRAP && su->group->unit_id != UNT_USED_TRAPS) {
  7035. if (!skill_id || su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) {
  7036. ;
  7037. }
  7038. else if (skill_get_inf2(skill_id)&INF2_HIT_TRAP) { // Only a few skills can target traps
  7039. switch (skill_id) {
  7040. case RK_DRAGONBREATH:
  7041. case RK_DRAGONBREATH_WATER:
  7042. case NC_SELFDESTRUCTION:
  7043. case NC_AXETORNADO:
  7044. case SR_SKYNETBLOW:
  7045. // Can only hit traps in PVP/GVG maps
  7046. if (!map[m].flag.pvp && !map[m].flag.gvg)
  7047. return 0;
  7048. break;
  7049. }
  7050. }
  7051. else
  7052. return 0;
  7053. state |= BCT_ENEMY;
  7054. strip_enemy = 0;
  7055. } else if (su->group->skill_id == WZ_ICEWALL || (su->group->skill_id == GN_WALLOFTHORN && skill_id != GN_CARTCANNON)) {
  7056. switch (skill_id) {
  7057. case RK_DRAGONBREATH:
  7058. case RK_DRAGONBREATH_WATER:
  7059. case NC_SELFDESTRUCTION:
  7060. case NC_AXETORNADO:
  7061. case SR_SKYNETBLOW:
  7062. // Can only hit icewall in PVP/GVG maps
  7063. if (!map[m].flag.pvp && !map[m].flag.gvg)
  7064. return 0;
  7065. break;
  7066. case HT_CLAYMORETRAP:
  7067. // Can't hit icewall
  7068. return 0;
  7069. default:
  7070. // Usually BCT_ALL stands for only hitting chars, but skills specifically set to hit traps also hit icewall
  7071. if ((flag&BCT_ALL) == BCT_ALL && !(skill_get_inf2(skill_id)&INF2_HIT_TRAP))
  7072. return -1;
  7073. }
  7074. state |= BCT_ENEMY;
  7075. strip_enemy = 0;
  7076. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  7077. return 0;
  7078. }
  7079. break;
  7080. case BL_MER:
  7081. case BL_HOM:
  7082. case BL_ELEM:
  7083. if (ud && ud->immune_attack)
  7084. return 0;
  7085. break;
  7086. //All else not specified is an invalid target.
  7087. default:
  7088. return 0;
  7089. } //end switch actual target
  7090. switch( t_bl->type ) { //Checks on target master
  7091. case BL_PC: {
  7092. struct map_session_data *sd;
  7093. struct status_change *sc = NULL;
  7094. if( t_bl == s_bl )
  7095. break;
  7096. sd = BL_CAST(BL_PC, t_bl);
  7097. sc = status_get_sc(t_bl);
  7098. if( (sd->state.monster_ignore || (sc->data[SC_KINGS_GRACE] && s_bl->type != BL_PC)) && flag&BCT_ENEMY )
  7099. return 0; // Global immunity only to Attacks
  7100. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  7101. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  7102. if( sd->state.killable ) {
  7103. state |= BCT_ENEMY; // Everything can kill it
  7104. strip_enemy = 0;
  7105. }
  7106. break;
  7107. }
  7108. case BL_MOB:
  7109. {
  7110. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  7111. if( !map_flag_gvg(m) && md->guardian_data && md->guardian_data->guild_id )
  7112. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  7113. break;
  7114. }
  7115. default: break; //other type doesn't have slave yet
  7116. } //end switch master target
  7117. switch( src->type ) { //Checks on actual src type
  7118. case BL_PET:
  7119. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  7120. return 0; //Pet may not attack non-mobs.
  7121. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  7122. return 0; //pet may not attack Guardians/Emperium
  7123. break;
  7124. case BL_SKILL: {
  7125. struct skill_unit *su = (struct skill_unit *)src;
  7126. struct status_change* sc = status_get_sc(target);
  7127. if (!su || !su->group)
  7128. return 0;
  7129. if (su->group->src_id == target->id) {
  7130. int inf2 = skill_get_inf2(su->group->skill_id);
  7131. if (inf2&INF2_NO_TARGET_SELF)
  7132. return -1;
  7133. if (inf2&INF2_TARGET_SELF)
  7134. return 1;
  7135. }
  7136. //Status changes that prevent traps from triggering
  7137. if (sc && sc->count && skill_get_inf2(su->group->skill_id)&INF2_TRAP) {
  7138. if( sc->data[SC_SIGHTBLASTER] && sc->data[SC_SIGHTBLASTER]->val2 > 0 && sc->data[SC_SIGHTBLASTER]->val4%2 == 0)
  7139. return -1;
  7140. }
  7141. }
  7142. break;
  7143. case BL_MER:
  7144. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  7145. return 0; //mercenary may not attack Emperium
  7146. break;
  7147. } //end switch actual src
  7148. switch( s_bl->type )
  7149. { //Checks on source master
  7150. case BL_PC:
  7151. {
  7152. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  7153. if( s_bl != t_bl )
  7154. {
  7155. if( sd->state.killer )
  7156. {
  7157. state |= BCT_ENEMY; // Can kill anything
  7158. strip_enemy = 0;
  7159. }
  7160. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
  7161. {
  7162. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  7163. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  7164. else
  7165. return 0; // You can't target anything out of your duel
  7166. }
  7167. }
  7168. if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM )
  7169. return 0; //If you don't belong to a guild, can't target emperium.
  7170. if( t_bl->type != BL_PC )
  7171. state |= BCT_ENEMY; //Natural enemy.
  7172. break;
  7173. }
  7174. case BL_MOB:
  7175. {
  7176. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  7177. if( !map_flag_gvg(m) && md->guardian_data && md->guardian_data->guild_id )
  7178. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  7179. if( !md->special_state.ai )
  7180. { //Normal mobs
  7181. if(
  7182. ( target->type == BL_MOB && t_bl->type == BL_PC && ( ((TBL_MOB*)target)->special_state.ai != AI_ZANZOU && ((TBL_MOB*)target)->special_state.ai != AI_ATTACK ) ) ||
  7183. ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  7184. )
  7185. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  7186. else
  7187. state |= BCT_ENEMY; //However, all else are enemies.
  7188. }
  7189. else
  7190. {
  7191. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  7192. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  7193. }
  7194. break;
  7195. }
  7196. default:
  7197. //Need some sort of default behaviour for unhandled types.
  7198. if (t_bl->type != s_bl->type)
  7199. state |= BCT_ENEMY;
  7200. break;
  7201. } //end switch on src master
  7202. if( (flag&BCT_ALL) == BCT_ALL )
  7203. { //All actually stands for all attackable chars, icewall and traps
  7204. if(target->type&(BL_CHAR|BL_SKILL))
  7205. return 1;
  7206. else
  7207. return -1;
  7208. }
  7209. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  7210. return -1;
  7211. if( t_bl == s_bl )
  7212. { //No need for further testing.
  7213. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  7214. if( state&BCT_ENEMY && strip_enemy )
  7215. state&=~BCT_ENEMY;
  7216. return (flag&state)?1:-1;
  7217. }
  7218. if( map_flag_vs(m) )
  7219. { //Check rivalry settings.
  7220. int sbg_id = 0, tbg_id = 0;
  7221. if( map[m].flag.battleground )
  7222. {
  7223. sbg_id = bg_team_get_id(s_bl);
  7224. tbg_id = bg_team_get_id(t_bl);
  7225. }
  7226. if( flag&(BCT_PARTY|BCT_ENEMY) )
  7227. {
  7228. int s_party = status_get_party_id(s_bl);
  7229. 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) )
  7230. state |= BCT_PARTY;
  7231. else
  7232. state |= BCT_ENEMY;
  7233. }
  7234. if( flag&(BCT_GUILD|BCT_ENEMY) )
  7235. {
  7236. int s_guild = status_get_guild_id(s_bl);
  7237. int t_guild = status_get_guild_id(t_bl);
  7238. if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  7239. state |= BCT_GUILD;
  7240. else
  7241. state |= BCT_ENEMY;
  7242. }
  7243. if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id )
  7244. state &= ~BCT_ENEMY;
  7245. if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  7246. { // Prevent novice engagement on pk_mode (feature by Valaris)
  7247. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  7248. if (
  7249. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  7250. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  7251. (int)sd->status.base_level < battle_config.pk_min_level ||
  7252. (int)sd2->status.base_level < battle_config.pk_min_level ||
  7253. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  7254. )
  7255. state &= ~BCT_ENEMY;
  7256. }
  7257. }//end map_flag_vs chk rivality
  7258. else
  7259. { //Non pvp/gvg, check party/guild settings.
  7260. if( flag&BCT_PARTY || state&BCT_ENEMY )
  7261. {
  7262. int s_party = status_get_party_id(s_bl);
  7263. if(s_party && s_party == status_get_party_id(t_bl))
  7264. state |= BCT_PARTY;
  7265. }
  7266. if( flag&BCT_GUILD || state&BCT_ENEMY )
  7267. {
  7268. int s_guild = status_get_guild_id(s_bl);
  7269. int t_guild = status_get_guild_id(t_bl);
  7270. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  7271. state |= BCT_GUILD;
  7272. }
  7273. } //end non pvp/gvg chk rivality
  7274. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  7275. state = BCT_NEUTRAL;
  7276. //Alliance state takes precedence over enemy one.
  7277. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  7278. state&=~BCT_ENEMY;
  7279. return (flag&state)?1:-1;
  7280. }
  7281. /*==========================================
  7282. * Check if can attack from this range
  7283. * Basic check then calling path_search for obstacle etc..
  7284. *------------------------------------------
  7285. */
  7286. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  7287. {
  7288. int d;
  7289. nullpo_retr(false, src);
  7290. nullpo_retr(false, bl);
  7291. if( src->m != bl->m )
  7292. return false;
  7293. #ifndef CIRCULAR_AREA
  7294. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  7295. if ( !check_distance_client_bl(src, bl, range) )
  7296. return false;
  7297. } else
  7298. #endif
  7299. if( !check_distance_bl(src, bl, range) )
  7300. return false;
  7301. if( (d = distance_bl(src, bl)) < 2 )
  7302. return true; // No need for path checking.
  7303. if( d > AREA_SIZE )
  7304. return false; // Avoid targetting objects beyond your range of sight.
  7305. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  7306. }
  7307. /*=============================================
  7308. * Battle.conf settings and default/max values
  7309. *---------------------------------------------
  7310. */
  7311. static const struct _battle_data {
  7312. const char* str;
  7313. int* val;
  7314. int defval;
  7315. int min;
  7316. int max;
  7317. } battle_data[] = {
  7318. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  7319. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  7320. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  7321. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  7322. { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
  7323. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  7324. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  7325. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  7326. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  7327. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  7328. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  7329. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  7330. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  7331. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  7332. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  7333. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  7334. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  7335. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  7336. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  7337. #ifdef RENEWAL
  7338. { "traps_setting", &battle_config.traps_setting, 2, 0, 2, },
  7339. #else
  7340. { "traps_setting", &battle_config.traps_setting, 0, 0, 2, },
  7341. #endif
  7342. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  7343. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  7344. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  7345. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  7346. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  7347. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  7348. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  7349. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  7350. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  7351. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  7352. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  7353. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  7354. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  7355. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  7356. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  7357. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  7358. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  7359. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  7360. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  7361. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  7362. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  7363. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  7364. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  7365. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  7366. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  7367. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  7368. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  7369. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  7370. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  7371. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  7372. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  7373. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  7374. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  7375. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  7376. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  7377. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  7378. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  7379. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  7380. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  7381. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  7382. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  7383. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  7384. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  7385. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  7386. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  7387. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  7388. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  7389. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  7390. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  7391. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  7392. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  7393. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  7394. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  7395. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  7396. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  7397. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 4, 0, 4, },
  7398. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  7399. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  7400. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  7401. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  7402. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  7403. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  7404. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  7405. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  7406. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  7407. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  7408. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  7409. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  7410. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  7411. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  7412. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  7413. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  7414. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  7415. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  7416. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  7417. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  7418. { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, },
  7419. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  7420. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  7421. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  7422. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  7423. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  7424. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  7425. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  7426. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  7427. { "pet_master_dead", &battle_config.pet_master_dead, 0, 0, 1, },
  7428. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  7429. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  7430. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  7431. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  7432. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  7433. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  7434. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  7435. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  7436. { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, },
  7437. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  7438. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  7439. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  7440. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  7441. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  7442. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  7443. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  7444. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  7445. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7446. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7447. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7448. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
  7449. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  7450. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  7451. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  7452. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  7453. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  7454. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  7455. { "max_hp_lv99", &battle_config.max_hp_lv99, 330000, 100, 1000000000, },
  7456. { "max_hp_lv150", &battle_config.max_hp_lv150, 660000, 100, 1000000000, },
  7457. { "max_hp", &battle_config.max_hp, 1100000, 100, 1000000000, },
  7458. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  7459. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  7460. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  7461. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  7462. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  7463. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  7464. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  7465. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  7466. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  7467. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  7468. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  7469. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  7470. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  7471. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  7472. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7473. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  7474. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  7475. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  7476. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7477. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  7478. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  7479. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 1, INT_MAX, },
  7480. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  7481. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  7482. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  7483. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  7484. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  7485. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  7486. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  7487. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  7488. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  7489. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  7490. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  7491. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  7492. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  7493. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  7494. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  7495. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  7496. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  7497. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  7498. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  7499. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  7500. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  7501. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  7502. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  7503. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  7504. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  7505. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
  7506. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  7507. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  7508. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  7509. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  7510. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  7511. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  7512. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  7513. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  7514. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  7515. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  7516. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  7517. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  7518. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  7519. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  7520. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  7521. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  7522. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  7523. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  7524. { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
  7525. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  7526. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  7527. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  7528. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
  7529. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  7530. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  7531. // eAthena additions
  7532. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  7533. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 0, 10000, },
  7534. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  7535. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 0, 10000, },
  7536. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  7537. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 0, 10000, },
  7538. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  7539. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 0, 10000, },
  7540. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  7541. { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
  7542. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 0, 10000, },
  7543. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  7544. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 0, 10000, },
  7545. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  7546. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 0, 10000, },
  7547. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  7548. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 0, 10000, },
  7549. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  7550. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  7551. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  7552. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  7553. { "item_rate_common_mvp", &battle_config.item_rate_common_mvp, 100, 0, 1000000, },
  7554. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  7555. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  7556. { "item_rate_equip_mvp", &battle_config.item_rate_equip_mvp, 100, 0, 1000000, },
  7557. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  7558. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  7559. { "item_rate_card_mvp", &battle_config.item_rate_card_mvp, 100, 0, 1000000, },
  7560. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  7561. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  7562. { "item_rate_heal_mvp", &battle_config.item_rate_heal_mvp, 100, 0, 1000000, },
  7563. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  7564. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  7565. { "item_rate_use_mvp", &battle_config.item_rate_use_mvp, 100, 0, 1000000, },
  7566. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  7567. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  7568. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  7569. { "prevent_logout_trigger", &battle_config.prevent_logout_trigger, 0xE, 0, 0xF, },
  7570. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  7571. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  7572. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  7573. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  7574. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  7575. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  7576. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  7577. { "pk_mode_mes", &battle_config.pk_mode_mes, 1, 0, 1, },
  7578. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  7579. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  7580. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  7581. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  7582. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  7583. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  7584. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  7585. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  7586. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  7587. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  7588. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  7589. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  7590. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  7591. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  7592. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  7593. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  7594. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  7595. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  7596. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  7597. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  7598. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  7599. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  7600. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  7601. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  7602. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  7603. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  7604. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  7605. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  7606. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  7607. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  7608. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  7609. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  7610. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  7611. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  7612. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  7613. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  7614. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  7615. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  7616. { "display_version", &battle_config.display_version, 1, 0, 1, },
  7617. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  7618. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  7619. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  7620. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  7621. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  7622. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0xFFF, },
  7623. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  7624. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  7625. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  7626. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  7627. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  7628. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  7629. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  7630. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, },
  7631. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  7632. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  7633. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  7634. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  7635. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  7636. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  7637. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  7638. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  7639. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  7640. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  7641. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  7642. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  7643. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  7644. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  7645. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  7646. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  7647. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  7648. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  7649. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  7650. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  7651. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  7652. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  7653. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  7654. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  7655. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  7656. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  7657. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  7658. { "vending_tax_min", &battle_config.vending_tax_min, 0, 0, MAX_ZENY, },
  7659. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  7660. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  7661. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  7662. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  7663. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  7664. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  7665. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  7666. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  7667. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  7668. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  7669. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  7670. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  7671. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  7672. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  7673. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  7674. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  7675. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 80, 0, 100, },
  7676. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  7677. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  7678. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  7679. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  7680. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  7681. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  7682. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  7683. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  7684. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  7685. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  7686. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  7687. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  7688. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  7689. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  7690. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  7691. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  7692. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  7693. // BattleGround Settings
  7694. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  7695. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  7696. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  7697. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  7698. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  7699. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  7700. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  7701. // rAthena
  7702. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  7703. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  7704. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  7705. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  7706. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  7707. { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, SHRT_MAX, },
  7708. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 0, 0, 300 },
  7709. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  7710. { "mvp_tomb_delay", &battle_config.mvp_tomb_delay, 9000, 0, INT_MAX, },
  7711. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  7712. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  7713. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  7714. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  7715. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  7716. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  7717. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
  7718. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  7719. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  7720. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  7721. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  7722. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  7723. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  7724. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  7725. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  7726. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  7727. #ifdef VIP_ENABLE
  7728. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE-MIN_STORAGE, },
  7729. #else
  7730. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE, },
  7731. #endif
  7732. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 50, 0, INT_MAX, },
  7733. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 50, 0, INT_MAX, },
  7734. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 100, 0, INT_MAX, },
  7735. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 100, 0, INT_MAX, },
  7736. { "vip_zeny_penalty", &battle_config.vip_zeny_penalty, 0, 0, INT_MAX, },
  7737. { "vip_bm_increase", &battle_config.vip_bm_increase, 2, 0, INT_MAX, },
  7738. { "vip_drop_increase", &battle_config.vip_drop_increase, 50, 0, INT_MAX, },
  7739. { "vip_gemstone", &battle_config.vip_gemstone, 2, 0, 2, },
  7740. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  7741. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  7742. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  7743. { "emblem_woe_change", &battle_config.emblem_woe_change, 0, 0, 1, },
  7744. { "emblem_transparency_limit", &battle_config.emblem_transparency_limit, 80, 0, 100, },
  7745. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  7746. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  7747. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  7748. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  7749. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  7750. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  7751. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  7752. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  7753. { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, },
  7754. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  7755. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  7756. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  7757. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  7758. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  7759. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  7760. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  7761. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  7762. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  7763. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  7764. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  7765. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  7766. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  7767. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  7768. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  7769. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  7770. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  7771. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  7772. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  7773. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  7774. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  7775. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  7776. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  7777. { "idletime_option", &battle_config.idletime_option, 0x25, 1, INT_MAX, },
  7778. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  7779. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  7780. { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
  7781. { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
  7782. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 3, 0, 30, },
  7783. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  7784. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  7785. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  7786. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  7787. { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, },
  7788. { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, },
  7789. { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, },
  7790. { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, },
  7791. { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, },
  7792. { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, },
  7793. { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
  7794. { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, },
  7795. { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
  7796. { "max_body_style", &battle_config.max_body_style, 4, 0, SHRT_MAX, },
  7797. { "save_body_style", &battle_config.save_body_style, 0, 0, 1, },
  7798. { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, },
  7799. { "monster_stuck_warning", &battle_config.mob_stuck_warning, 0, 0, 1, },
  7800. { "skill_eightpath_algorithm", &battle_config.skill_eightpath_algorithm, 1, 0, 1, },
  7801. { "death_penalty_maxlv", &battle_config.death_penalty_maxlv, 0, 0, 3, },
  7802. { "exp_cost_redemptio", &battle_config.exp_cost_redemptio, 1, 0, 100, },
  7803. { "exp_cost_redemptio_limit", &battle_config.exp_cost_redemptio_limit, 5, 0, MAX_PARTY, },
  7804. { "exp_cost_inspiration", &battle_config.exp_cost_inspiration, 1, 0, 100, },
  7805. { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, },
  7806. { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, },
  7807. { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, },
  7808. { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, },
  7809. { "tarotcard_equal_chance", &battle_config.tarotcard_equal_chance, 0, 0, 1, },
  7810. { "change_party_leader_samemap", &battle_config.change_party_leader_samemap, 1, 0, 1, },
  7811. { "dispel_song", &battle_config.dispel_song, 0, 0, 1, },
  7812. { "guild_maprespawn_clones", &battle_config.guild_maprespawn_clones, 0, 0, 1, },
  7813. { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, },
  7814. { "mail_daily_count", &battle_config.mail_daily_count, 100, 0, INT32_MAX, },
  7815. { "mail_zeny_fee", &battle_config.mail_zeny_fee, 2, 0, 100, },
  7816. { "mail_attachment_price", &battle_config.mail_attachment_price, 2500, 0, INT32_MAX, },
  7817. { "mail_attachment_weight", &battle_config.mail_attachment_weight, 2000, 0, INT32_MAX, },
  7818. { "banana_bomb_duration", &battle_config.banana_bomb_duration, 0, 0, UINT16_MAX, },
  7819. { "guild_leaderchange_delay", &battle_config.guild_leaderchange_delay, 1440, 0, INT32_MAX, },
  7820. { "guild_leaderchange_woe", &battle_config.guild_leaderchange_woe, 0, 0, 1, },
  7821. { "guild_alliance_onlygm", &battle_config.guild_alliance_onlygm, 0, 0, 1, },
  7822. { "feature.achievement", &battle_config.feature_achievement, 1, 0, 1, },
  7823. { "allow_bound_sell", &battle_config.allow_bound_sell, 0, 0, 0x3, },
  7824. { "event_refine_chance", &battle_config.event_refine_chance, 0, 0, 1, },
  7825. { "autoloot_adjust", &battle_config.autoloot_adjust, 0, 0, 1, },
  7826. { "broadcast_hide_name", &battle_config.broadcast_hide_name, 2, 0, NAME_LENGTH, },
  7827. { "skill_drop_items_full", &battle_config.skill_drop_items_full, 0, 0, 1, },
  7828. { "feature.homunculus_autofeed", &battle_config.feature_homunculus_autofeed, 1, 0, 1, },
  7829. { "summoner_trait", &battle_config.summoner_trait, 3, 0, 3, },
  7830. { "homunculus_autofeed_always", &battle_config.homunculus_autofeed_always, 1, 0, 1, },
  7831. #include "../custom/battle_config_init.inc"
  7832. };
  7833. /*==========================
  7834. * Set battle settings
  7835. *--------------------------*/
  7836. int battle_set_value(const char* w1, const char* w2)
  7837. {
  7838. int val = config_switch(w2);
  7839. int i;
  7840. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  7841. if (i == ARRAYLENGTH(battle_data))
  7842. return 0; // not found
  7843. if (val < battle_data[i].min || val > battle_data[i].max) {
  7844. 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);
  7845. val = battle_data[i].defval;
  7846. }
  7847. *battle_data[i].val = val;
  7848. return 1;
  7849. }
  7850. /*===========================
  7851. * Get battle settings
  7852. *---------------------------*/
  7853. int battle_get_value(const char* w1)
  7854. {
  7855. int i;
  7856. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  7857. if (i == ARRAYLENGTH(battle_data))
  7858. return 0; // not found
  7859. else
  7860. return *battle_data[i].val;
  7861. }
  7862. /*======================
  7863. * Set default settings
  7864. *----------------------*/
  7865. void battle_set_defaults()
  7866. {
  7867. int i;
  7868. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  7869. *battle_data[i].val = battle_data[i].defval;
  7870. }
  7871. /*==================================
  7872. * Cap certain battle.conf settings
  7873. *----------------------------------*/
  7874. void battle_adjust_conf()
  7875. {
  7876. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd * 10;
  7877. battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
  7878. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd * 10;
  7879. battle_config.max_extended_aspd = 2000 - battle_config.max_extended_aspd * 10;
  7880. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  7881. battle_config.max_cart_weight *= 10;
  7882. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  7883. battle_config.max_def = 100;
  7884. if (battle_config.min_hitrate > battle_config.max_hitrate)
  7885. battle_config.min_hitrate = battle_config.max_hitrate;
  7886. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  7887. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  7888. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  7889. battle_config.day_duration = 60000;
  7890. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  7891. battle_config.night_duration = 60000;
  7892. #if PACKETVER < 20100427
  7893. if (battle_config.feature_buying_store) {
  7894. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  7895. battle_config.feature_buying_store = 0;
  7896. }
  7897. #endif
  7898. #if PACKETVER < 20100803
  7899. if (battle_config.feature_search_stores) {
  7900. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  7901. battle_config.feature_search_stores = 0;
  7902. }
  7903. #endif
  7904. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  7905. if (battle_config.feature_auction) {
  7906. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER " EXPAND_AND_QUOTE(PACKETVER) ", disabling...\n");
  7907. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  7908. battle_config.feature_auction = 0;
  7909. }
  7910. #elif PACKETVER >= 20141112
  7911. if (battle_config.feature_auction) {
  7912. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n");
  7913. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  7914. battle_config.feature_auction = 0;
  7915. }
  7916. #endif
  7917. #if PACKETVER < 20130724
  7918. if (battle_config.feature_banking) {
  7919. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  7920. battle_config.feature_banking = 0;
  7921. }
  7922. #endif
  7923. #if PACKETVER < 20131223
  7924. if (battle_config.mvp_exp_reward_message) {
  7925. ShowWarning("conf/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n");
  7926. battle_config.mvp_exp_reward_message = 0;
  7927. }
  7928. #endif
  7929. #if PACKETVER < 20141022
  7930. if (battle_config.feature_roulette) {
  7931. ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
  7932. battle_config.feature_roulette = 0;
  7933. }
  7934. #endif
  7935. #if PACKETVER < 20150513
  7936. if (battle_config.feature_achievement) {
  7937. ShowWarning("conf/battle/feature.conf achievement is enabled but it requires PACKETVER 2015-05-13 or newer, disabling...\n");
  7938. battle_config.feature_achievement = 0;
  7939. }
  7940. #endif
  7941. #if PACKETVER < 20170920
  7942. if( battle_config.feature_homunculus_autofeed ){
  7943. ShowWarning("conf/battle/feature.conf homunculus autofeeding is enabled but it requires PACKETVER 2017-09-20 or newer, disabling...\n");
  7944. battle_config.feature_homunculus_autofeed = 0;
  7945. }
  7946. #endif
  7947. #ifndef CELL_NOSTACK
  7948. if (battle_config.custom_cell_stack_limit != 1)
  7949. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  7950. #endif
  7951. }
  7952. /*=====================================
  7953. * Read battle.conf settings from file
  7954. *-------------------------------------*/
  7955. int battle_config_read(const char* cfgName)
  7956. {
  7957. FILE* fp;
  7958. static int count = 0;
  7959. if (count == 0)
  7960. battle_set_defaults();
  7961. count++;
  7962. fp = fopen(cfgName,"r");
  7963. if (fp == NULL)
  7964. ShowError("File not found: %s\n", cfgName);
  7965. else {
  7966. char line[1024], w1[1024], w2[1024];
  7967. while(fgets(line, sizeof(line), fp)) {
  7968. if (line[0] == '/' && line[1] == '/')
  7969. continue;
  7970. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  7971. continue;
  7972. if (strcmpi(w1, "import") == 0)
  7973. battle_config_read(w2);
  7974. else if
  7975. (battle_set_value(w1, w2) == 0)
  7976. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  7977. }
  7978. fclose(fp);
  7979. }
  7980. count--;
  7981. if (count == 0)
  7982. battle_adjust_conf();
  7983. return 0;
  7984. }
  7985. /*==========================
  7986. * initialize battle timer
  7987. *--------------------------*/
  7988. void do_init_battle(void)
  7989. {
  7990. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.cpp::delay_damage_ers",ERS_OPT_CLEAR);
  7991. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  7992. }
  7993. /*==================
  7994. * end battle timer
  7995. *------------------*/
  7996. void do_final_battle(void)
  7997. {
  7998. ers_destroy(delay_damage_ers);
  7999. }