battle.c 143 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/ers.h"
  9. #include "../common/strlib.h"
  10. #include "../common/utils.h"
  11. #include "map.h"
  12. #include "path.h"
  13. #include "pc.h"
  14. #include "status.h"
  15. #include "skill.h"
  16. #include "mob.h"
  17. #include "itemdb.h"
  18. #include "clif.h"
  19. #include "pet.h"
  20. #include "guild.h"
  21. #include "party.h"
  22. #include "battle.h"
  23. #include <stdio.h>
  24. #include <stdlib.h>
  25. #include <string.h>
  26. #include <math.h>
  27. int attr_fix_table[4][ELE_MAX][ELE_MAX];
  28. struct Battle_Config battle_config;
  29. static struct eri *delay_damage_ers; //For battle delay damage structures.
  30. int battle_getcurrentskill(struct block_list *bl)
  31. { //Returns the current/last skill in use by this bl.
  32. struct unit_data *ud;
  33. if (bl->type == BL_SKILL) {
  34. struct skill_unit * su = (struct skill_unit*)bl;
  35. return su->group?su->group->skill_id:0;
  36. }
  37. ud = unit_bl2ud(bl);
  38. return ud?ud->skillid:0;
  39. }
  40. /*==========================================
  41. * Get random targetting enemy
  42. *------------------------------------------*/
  43. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  44. {
  45. struct block_list **bl_list;
  46. struct unit_data *ud;
  47. int target_id;
  48. int *c;
  49. bl_list = va_arg(ap, struct block_list **);
  50. c = va_arg(ap, int *);
  51. target_id = va_arg(ap, int);
  52. if (bl->id == target_id)
  53. return 0;
  54. if (*c >= 24)
  55. return 0;
  56. ud = unit_bl2ud(bl);
  57. if (!ud) return 0;
  58. if (ud->target == target_id || ud->skilltarget == target_id) {
  59. bl_list[(*c)++] = bl;
  60. return 1;
  61. }
  62. return 0;
  63. }
  64. struct block_list* battle_gettargeted(struct block_list *target)
  65. {
  66. struct block_list *bl_list[24];
  67. int c = 0;
  68. nullpo_retr(NULL, target);
  69. memset(bl_list, 0, sizeof(bl_list));
  70. map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  71. if (c == 0 || c > 24)
  72. return NULL;
  73. return bl_list[rand()%c];
  74. }
  75. //Returns the id of the current targetted character of the passed bl. [Skotlex]
  76. int battle_gettarget(struct block_list* bl)
  77. {
  78. switch (bl->type)
  79. {
  80. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  81. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  82. case BL_PET: return ((struct pet_data*)bl)->target_id;
  83. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  84. }
  85. return 0;
  86. }
  87. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  88. {
  89. struct block_list **bl_list;
  90. struct block_list *target;
  91. int *c;
  92. bl_list = va_arg(ap, struct block_list **);
  93. c = va_arg(ap, int *);
  94. target = va_arg(ap, struct block_list *);
  95. if (bl->id == target->id)
  96. return 0;
  97. if (*c >= 24)
  98. return 0;
  99. if (status_isdead(bl))
  100. return 0;
  101. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  102. bl_list[(*c)++] = bl;
  103. return 1;
  104. }
  105. return 0;
  106. }
  107. // Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex]
  108. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  109. {
  110. struct block_list *bl_list[24];
  111. int c = 0;
  112. memset(bl_list, 0, sizeof(bl_list));
  113. map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  114. if (c == 0 || c > 24)
  115. return NULL;
  116. return bl_list[rand()%c];
  117. }
  118. // ƒ_ƒ??[ƒW‚Ì’x‰„
  119. struct delay_damage {
  120. struct block_list *src;
  121. int target;
  122. int damage;
  123. int delay;
  124. unsigned short distance;
  125. unsigned short skill_lv;
  126. unsigned short skill_id;
  127. enum damage_lv dmg_lv;
  128. unsigned short attack_type;
  129. };
  130. int battle_delay_damage_sub (int tid, unsigned int tick, int id, int data)
  131. {
  132. struct delay_damage *dat = (struct delay_damage *)data;
  133. struct block_list *target = map_id2bl(dat->target);
  134. if (target && dat && map_id2bl(id) == dat->src && target->prev != NULL && !status_isdead(target) &&
  135. target->m == dat->src->m && check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex]
  136. {
  137. map_freeblock_lock();
  138. status_fix_damage(dat->src, target, dat->damage, dat->delay);
  139. if ((dat->dmg_lv == ATK_DEF || dat->damage > 0) && dat->attack_type)
  140. {
  141. if (!status_isdead(target))
  142. skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  143. skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  144. }
  145. map_freeblock_unlock();
  146. }
  147. ers_free(delay_damage_ers, dat);
  148. return 0;
  149. }
  150. int battle_delay_damage (unsigned int tick, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, enum damage_lv dmg_lv, int ddelay)
  151. {
  152. struct delay_damage *dat;
  153. nullpo_retr(0, src);
  154. nullpo_retr(0, target);
  155. if (!battle_config.delay_battle_damage) {
  156. map_freeblock_lock();
  157. status_fix_damage(src, target, damage, ddelay);
  158. if ((damage > 0 || dmg_lv == ATK_DEF) && attack_type)
  159. {
  160. if (!status_isdead(target))
  161. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  162. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  163. }
  164. map_freeblock_unlock();
  165. return 0;
  166. }
  167. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  168. dat->src = src;
  169. dat->target = target->id;
  170. dat->skill_id = skill_id;
  171. dat->skill_lv = skill_lv;
  172. dat->attack_type = attack_type;
  173. dat->damage = damage;
  174. dat->dmg_lv = dmg_lv;
  175. dat->delay = ddelay;
  176. dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
  177. add_timer(tick, battle_delay_damage_sub, src->id, (int)dat);
  178. return 0;
  179. }
  180. /*==========================================
  181. * Does attribute fix modifiers.
  182. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  183. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  184. *------------------------------------------*/
  185. int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv)
  186. {
  187. struct status_change *sc=NULL, *tsc=NULL;
  188. int ratio;
  189. if (src) sc = status_get_sc(src);
  190. if (target) tsc = status_get_sc(target);
  191. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  192. atk_elem = rand()%ELE_MAX;
  193. if (def_type < 0 || def_type > ELE_MAX ||
  194. def_lv < 1 || def_lv > 4) {
  195. ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  196. return damage;
  197. }
  198. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  199. if (sc && sc->count)
  200. {
  201. if(sc->data[SC_VOLCANO] && atk_elem == ELE_FIRE)
  202. ratio += enchant_eff[sc->data[SC_VOLCANO]->val1-1];
  203. if(sc->data[SC_VIOLENTGALE] && atk_elem == ELE_WIND)
  204. ratio += enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1];
  205. if(sc->data[SC_DELUGE] && atk_elem == ELE_WATER)
  206. ratio += enchant_eff[sc->data[SC_DELUGE]->val1-1];
  207. }
  208. if (tsc && tsc->count)
  209. {
  210. if(tsc->data[SC_SPIDERWEB] && atk_elem == ELE_FIRE)
  211. { // [Celest]
  212. damage <<= 1;
  213. status_change_end(target, SC_SPIDERWEB, -1);
  214. }
  215. }
  216. return damage*ratio/100;
  217. }
  218. /*==========================================
  219. * ƒ_ƒ??[ƒW?Å?IŒvŽZ
  220. *------------------------------------------*/
  221. int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
  222. {
  223. struct map_session_data *sd = NULL;
  224. struct status_change *sc;
  225. struct status_change_entry *sce;
  226. nullpo_retr(0, bl);
  227. if (!damage)
  228. return 0;
  229. if (bl->type == BL_PC) {
  230. sd=(struct map_session_data *)bl;
  231. //Special no damage states
  232. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  233. damage -= damage*sd->special_state.no_weapon_damage/100;
  234. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  235. damage -= damage*sd->special_state.no_magic_damage/100;
  236. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  237. damage -= damage*sd->special_state.no_misc_damage/100;
  238. if(!damage) return 0;
  239. }
  240. if (skill_num == PA_PRESSURE)
  241. return damage; //This skill bypass everything else.
  242. sc = status_get_sc(bl);
  243. if (sc && sc->count) {
  244. //First, sc_*'s that reduce damage to 0.
  245. if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT && skill_num != NPC_GUIDEDATTACK )
  246. {
  247. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[SC_SAFETYWALL]->val3;
  248. if (group) {
  249. if (--group->val2<=0)
  250. skill_delunitgroup(NULL,group);
  251. return 0;
  252. }
  253. status_change_end(bl,SC_SAFETYWALL,-1);
  254. }
  255. if( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG && skill_num != NPC_GUIDEDATTACK )
  256. return 0;
  257. if((sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON &&
  258. !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) &&
  259. rand()%100 < sce->val2)
  260. {
  261. int delay;
  262. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
  263. // different delay depending on skill level [celest]
  264. if (sce->val1 <= 5)
  265. delay = 300;
  266. else if (sce->val1 > 5 && sce->val1 <= 9)
  267. delay = 200;
  268. else
  269. delay = 100;
  270. unit_set_walkdelay(bl, gettick(), delay, 1);
  271. if(sc->data[SC_SHRINK] && rand()%100<5*sce->val1)
  272. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
  273. return 0;
  274. }
  275. // -- moonsoul (chance to block attacks with new Lord Knight skill parrying)
  276. //
  277. if((sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON &&
  278. rand()%100 < sce->val2) {
  279. clif_skill_nodamage(bl,bl,LK_PARRYING,sce->val1,1);
  280. return 0;
  281. }
  282. if(sc->data[SC_DODGE] && !sc->opt1 &&
  283. (flag&BF_LONG || sc->data[SC_SPURT])
  284. && rand()%100 < 20) {
  285. if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
  286. clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
  287. if (!sc->data[SC_COMBO])
  288. sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  289. return 0;
  290. }
  291. if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
  292. return 0;
  293. if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  294. return 0;
  295. if((sce=sc->data[SC_KAUPE]) &&
  296. rand()%100 < sce->val2 &&
  297. (src->type == BL_PC || !skill_num))
  298. { //Kaupe only blocks all skills of players.
  299. clif_specialeffect(bl, 462, AREA);
  300. //Shouldn't end until Breaker's non-weapon part connects.
  301. if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON))
  302. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  303. status_change_end(bl, SC_KAUPE, -1);
  304. return 0;
  305. }
  306. if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU])
  307. &&
  308. flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK))
  309. {
  310. if (sce) {
  311. clif_specialeffect(bl, 462, AREA);
  312. skill_blown(src,bl,sce->val3,-1,0);
  313. }
  314. //Both need to be consumed if they are active.
  315. if (sce && --(sce->val2) <= 0)
  316. status_change_end(bl, SC_UTSUSEMI, -1);
  317. if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  318. status_change_end(bl, SC_BUNSINJYUTSU, -1);
  319. return 0;
  320. }
  321. //Now damage increasing effects
  322. if(sc->data[SC_AETERNA] && skill_num != PF_SOULBURN){
  323. damage<<=1;
  324. //Shouldn't end until Breaker's non-weapon part connects.
  325. if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON))
  326. status_change_end( bl,SC_AETERNA,-1 );
  327. }
  328. //Finally damage reductions....
  329. if(sc->data[SC_ASSUMPTIO]){
  330. if(map_flag_vs(bl->m))
  331. damage=damage*2/3; //Receive 66% damage
  332. else
  333. damage>>=1; //Receive 50% damage
  334. }
  335. if(sc->data[SC_DEFENDER] &&
  336. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  337. damage=damage*(100-sc->data[SC_DEFENDER]->val2)/100;
  338. if(sc->data[SC_ADJUSTMENT] &&
  339. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  340. damage -= 20*damage/100;
  341. if(sc->data[SC_FOGWALL]) {
  342. if(flag&BF_SKILL) //25% reduction
  343. damage -= 25*damage/100;
  344. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  345. damage >>= 2; //75% reduction
  346. }
  347. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  348. sce->val3&flag && sce->val4&flag)
  349. damage -= damage*sc->data[SC_ARMOR]->val2/100;
  350. if(sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON){
  351. struct status_data *status = status_get_status_data(bl);
  352. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  353. per /=20; //Uses 20% SP intervals.
  354. //SP Cost: 1% + 0.5% per every 20% SP
  355. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  356. status_change_end( bl,SC_ENERGYCOAT,-1 );
  357. //Reduction: 6% + 6% every 20%
  358. damage -= damage * 6 * (1+per) / 100;
  359. }
  360. if((sce=sc->data[SC_REJECTSWORD]) && flag&BF_WEAPON &&
  361. // Fixed the condition check [Aalye]
  362. (src->type!=BL_PC || (
  363. ((TBL_PC *)src)->status.weapon == W_DAGGER ||
  364. ((TBL_PC *)src)->status.weapon == W_1HSWORD ||
  365. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  366. )) &&
  367. rand()%100 < sce->val2
  368. ){
  369. damage = damage*50/100;
  370. status_fix_damage(bl,src,damage,clif_damage(bl,src,gettick(),0,0,damage,0,0,0));
  371. clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sce->val1,1);
  372. if(--(sce->val3)<=0)
  373. status_change_end(bl, SC_REJECTSWORD, -1);
  374. }
  375. //Finally Kyrie because it may, or not, reduce damage to 0.
  376. if((sce = sc->data[SC_KYRIE]) && damage > 0){
  377. sce->val2-=damage;
  378. if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){
  379. if(sce->val2>=0)
  380. damage=0;
  381. else
  382. damage=-sce->val2;
  383. }
  384. if((--sce->val3)<=0 || (sce->val2<=0) || skill_num == AL_HOLYLIGHT)
  385. status_change_end(bl, SC_KYRIE, -1);
  386. }
  387. if (!damage) return 0;
  388. //Probably not the most correct place, but it'll do here
  389. //(since battle_drain is strictly for players currently)
  390. if ((sce=sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
  391. rand()%100 < sce->val3)
  392. status_heal(src, damage*sce->val4/100, 0, 3);
  393. }
  394. //SC effects from caster side. Currently none.
  395. /*
  396. sc = status_get_sc(src);
  397. if (sc && sc->count) {
  398. }
  399. */
  400. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage)
  401. {
  402. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  403. if (flag&BF_WEAPON)
  404. damage = damage * battle_config.pk_weapon_damage_rate/100;
  405. if (flag&BF_MAGIC)
  406. damage = damage * battle_config.pk_magic_damage_rate/100;
  407. if (flag&BF_MISC)
  408. damage = damage * battle_config.pk_misc_damage_rate/100;
  409. } else { //Normal attacks get reductions based on range.
  410. if (flag & BF_SHORT)
  411. damage = damage * battle_config.pk_short_damage_rate/100;
  412. if (flag & BF_LONG)
  413. damage = damage * battle_config.pk_long_damage_rate/100;
  414. }
  415. if(!damage) damage = 1;
  416. }
  417. if(battle_config.skill_min_damage && damage > 0 && damage < div_)
  418. {
  419. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  420. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  421. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  422. )
  423. damage = div_;
  424. }
  425. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  426. if (damage > 0 )
  427. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  428. if (skill_num)
  429. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_num<<16));
  430. }
  431. return damage;
  432. }
  433. /*==========================================
  434. * Calculates GVG related damage adjustments.
  435. *------------------------------------------*/
  436. int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
  437. {
  438. struct mob_data *md = NULL;
  439. int class_;
  440. if (!damage) //No reductions to make.
  441. return 0;
  442. class_ = status_get_class(bl);
  443. if (bl->type == BL_MOB)
  444. md=(struct mob_data *)bl;
  445. if(md && md->guardian_data) {
  446. if(class_ == MOBID_EMPERIUM && flag&BF_SKILL)
  447. //Skill immunity.
  448. switch (skill_num) {
  449. case MO_TRIPLEATTACK:
  450. case HW_GRAVITATION:
  451. break;
  452. default:
  453. return 0;
  454. }
  455. if(src->type != BL_MOB) {
  456. struct guild *g=guild_search(status_get_guild_id(src));
  457. if (!g) return 0;
  458. if (class_ == MOBID_EMPERIUM && guild_checkskill(g,GD_APPROVAL) <= 0)
  459. return 0;
  460. if (battle_config.guild_max_castles &&
  461. guild_checkcastles(g)>=battle_config.guild_max_castles)
  462. return 0; // [MouseJstr]
  463. }
  464. }
  465. switch (skill_num) {
  466. //Skills with no damage reduction.
  467. case PA_PRESSURE:
  468. case HW_GRAVITATION:
  469. case NJ_ZENYNAGE:
  470. break;
  471. default:
  472. if (md && md->guardian_data) {
  473. damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
  474. }
  475. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  476. if (flag&BF_WEAPON)
  477. damage = damage * battle_config.gvg_weapon_damage_rate/100;
  478. if (flag&BF_MAGIC)
  479. damage = damage * battle_config.gvg_magic_damage_rate/100;
  480. if (flag&BF_MISC)
  481. damage = damage * battle_config.gvg_misc_damage_rate/100;
  482. } else { //Normal attacks get reductions based on range.
  483. if (flag & BF_SHORT)
  484. damage = damage * battle_config.gvg_short_damage_rate/100;
  485. if (flag & BF_LONG)
  486. damage = damage * battle_config.gvg_long_damage_rate/100;
  487. }
  488. if(!damage) damage = 1;
  489. }
  490. return damage;
  491. }
  492. /*==========================================
  493. * HP/SP‹zŽû‚ÌŒvŽZ
  494. *------------------------------------------*/
  495. static int battle_calc_drain(int damage, int rate, int per)
  496. {
  497. int diff = 0;
  498. if (per && rand()%1000 < rate) {
  499. diff = (damage * per) / 100;
  500. if (diff == 0) {
  501. if (per > 0)
  502. diff = 1;
  503. else
  504. diff = -1;
  505. }
  506. }
  507. return diff;
  508. }
  509. /*==========================================
  510. * ?C—ûƒ_ƒ??[ƒW
  511. *------------------------------------------*/
  512. int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
  513. {
  514. int damage,skill;
  515. struct status_data *status = status_get_status_data(target);
  516. int weapon;
  517. damage = dmg;
  518. nullpo_retr(0, sd);
  519. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  520. (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
  521. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  522. //damage += (skill * 3);
  523. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
  524. damage += (skill * 4);
  525. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  526. damage += sd->status.str;
  527. }
  528. if(type == 0)
  529. weapon = sd->weapontype1;
  530. else
  531. weapon = sd->weapontype2;
  532. switch(weapon)
  533. {
  534. case W_DAGGER:
  535. case W_1HSWORD:
  536. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  537. damage += (skill * 4);
  538. break;
  539. case W_2HSWORD:
  540. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  541. damage += (skill * 4);
  542. break;
  543. case W_1HSPEAR:
  544. case W_2HSPEAR:
  545. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  546. if(!pc_isriding(sd))
  547. damage += (skill * 4);
  548. else
  549. damage += (skill * 5);
  550. }
  551. break;
  552. case W_1HAXE:
  553. case W_2HAXE:
  554. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  555. damage += (skill * 3);
  556. break;
  557. case W_MACE:
  558. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  559. damage += (skill * 3);
  560. break;
  561. case W_FIST:
  562. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  563. damage += (skill * 10);
  564. // No break, fallthrough to Knuckles
  565. case W_KNUCKLE:
  566. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  567. damage += (skill * 3);
  568. break;
  569. case W_MUSICAL:
  570. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  571. damage += (skill * 3);
  572. break;
  573. case W_WHIP:
  574. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  575. damage += (skill * 3);
  576. break;
  577. case W_BOOK:
  578. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  579. damage += (skill * 3);
  580. break;
  581. case W_KATAR:
  582. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  583. damage += (skill * 3);
  584. break;
  585. }
  586. return damage;
  587. }
  588. /*==========================================
  589. * Calculates the standard damage of a normal attack assuming it hits,
  590. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  591. *------------------------------------------
  592. * Pass damage2 as NULL to not calc it.
  593. * Flag values:
  594. * &1: Critical hit
  595. * &2: Arrow attack
  596. * &4: Skill is Magic Crasher
  597. * &8: Skip target size adjustment (Extremity Fist?)
  598. *&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)
  599. */
  600. static int battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
  601. {
  602. unsigned short atkmin=0, atkmax=0;
  603. short type = 0;
  604. int damage = 0;
  605. if (!sd)
  606. { //Mobs/Pets
  607. if(flag&4)
  608. {
  609. atkmin = status->matk_min;
  610. atkmax = status->matk_max;
  611. } else {
  612. atkmin = wa->atk;
  613. atkmax = wa->atk2;
  614. }
  615. if (atkmin > atkmax)
  616. atkmin = atkmax;
  617. } else { //PCs
  618. atkmax = wa->atk;
  619. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  620. if (!(flag&1) || (flag&2))
  621. { //Normal attacks
  622. atkmin = status->dex;
  623. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  624. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  625. if (atkmin > atkmax)
  626. atkmin = atkmax;
  627. if(flag&2 && !(flag&16))
  628. { //Bows
  629. atkmin = atkmin*atkmax/100;
  630. if (atkmin > atkmax)
  631. atkmax = atkmin;
  632. }
  633. }
  634. }
  635. if (sc && sc->data[SC_MAXIMIZEPOWER])
  636. atkmin = atkmax;
  637. //Weapon Damage calculation
  638. if (!(flag&1))
  639. damage = (atkmax>atkmin? rand()%(atkmax-atkmin):0)+atkmin;
  640. else
  641. damage = atkmax;
  642. if (sd)
  643. {
  644. //rodatazone says the range is 0~arrow_atk-1 for non crit
  645. if (flag&2 && sd->arrow_atk)
  646. damage += ((flag&1)?sd->arrow_atk:rand()%sd->arrow_atk);
  647. //SizeFix only for players
  648. if (!(sd->special_state.no_sizefix || (flag&8)))
  649. damage = damage*(type==EQI_HAND_L?
  650. sd->left_weapon.atkmods[t_size]:
  651. sd->right_weapon.atkmods[t_size])/100;
  652. }
  653. //Finally, add baseatk
  654. if(flag&4)
  655. damage += status->matk_min;
  656. else
  657. damage += status->batk;
  658. //rodatazone says that Overrefine bonuses are part of baseatk
  659. //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
  660. if(sd) {
  661. if (type == EQI_HAND_L) {
  662. if(sd->left_weapon.overrefine)
  663. damage += rand()%sd->left_weapon.overrefine+1;
  664. if (sd->weapon_atk_rate[sd->weapontype2])
  665. damage += damage*sd->weapon_atk_rate[sd->weapontype2]/100;;
  666. } else { //Right hand
  667. if(sd->right_weapon.overrefine)
  668. damage += rand()%sd->right_weapon.overrefine+1;
  669. if (sd->weapon_atk_rate[sd->weapontype1])
  670. damage += damage*sd->weapon_atk_rate[sd->weapontype1]/100;;
  671. }
  672. }
  673. return damage;
  674. }
  675. /*==========================================
  676. * Consumes ammo for the given skill.
  677. *------------------------------------------*/
  678. void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
  679. {
  680. int qty=1;
  681. if (!battle_config.arrow_decrement)
  682. return;
  683. if (skill)
  684. {
  685. qty = skill_get_ammo_qty(skill, lv);
  686. if (!qty) qty = 1;
  687. }
  688. if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition
  689. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0);
  690. }
  691. static int battle_range_type(
  692. struct block_list *src, struct block_list *target,
  693. int skill_num, int skill_lv)
  694. { //Skill Range Criteria
  695. if (battle_config.skillrange_by_distance &&
  696. (src->type&battle_config.skillrange_by_distance)
  697. ) { //based on distance between src/target [Skotlex]
  698. if (check_distance_bl(src, target, 5))
  699. return BF_SHORT;
  700. return BF_LONG;
  701. }
  702. //based on used skill's range
  703. if (skill_get_range2(src, skill_num, skill_lv) < 5)
  704. return BF_SHORT;
  705. return BF_LONG;
  706. }
  707. static int battle_blewcount_bonus(struct map_session_data *sd, int skill_num)
  708. {
  709. int i;
  710. if (!sd->skillblown[0].id)
  711. return 0;
  712. //Apply the bonus blewcount. [Skotlex]
  713. for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
  714. if (sd->skillblown[i].id == skill_num)
  715. return sd->skillblown[i].val;
  716. }
  717. return 0;
  718. }
  719. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  720. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  721. //For quick div adjustment.
  722. #define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
  723. /*==========================================
  724. * battle_calc_weapon_attack (by Skotlex)
  725. *------------------------------------------*/
  726. static struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
  727. {
  728. unsigned int skillratio = 100; //Skill dmg modifiers.
  729. short skill=0;
  730. short s_ele, s_ele_, t_class;
  731. int i, nk;
  732. struct map_session_data *sd, *tsd;
  733. struct Damage wd;
  734. struct status_change *sc = status_get_sc(src);
  735. struct status_change *tsc = status_get_sc(target);
  736. struct status_data *sstatus = status_get_status_data(src);
  737. struct status_data *tstatus = status_get_status_data(target);
  738. struct {
  739. unsigned hit : 1; //the attack Hit? (not a miss)
  740. unsigned cri : 1; //Critical hit
  741. unsigned idef : 1; //Ignore defense
  742. unsigned idef2 : 1; //Ignore defense (left weapon)
  743. unsigned pdef : 2; //Pierces defense (Investigate/Ice Pick)
  744. unsigned pdef2 : 2; //1: Use def+def2/100, 2: Use def+def2/50
  745. unsigned infdef : 1; //Infinite defense (plants)
  746. unsigned arrow : 1; //Attack is arrow-based
  747. unsigned rh : 1; //Attack considers right hand (wd.damage)
  748. unsigned lh : 1; //Attack considers left hand (wd.damage2)
  749. unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
  750. } flag;
  751. memset(&wd,0,sizeof(wd));
  752. memset(&flag,0,sizeof(flag));
  753. if(src==NULL || target==NULL)
  754. {
  755. nullpo_info(NLP_MARK);
  756. return wd;
  757. }
  758. //Initial flag
  759. flag.rh=1;
  760. flag.weapon=1;
  761. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  762. //Initial Values
  763. wd.type=0; //Normal attack
  764. wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1;
  765. wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  766. if(skill_num == KN_AUTOCOUNTER)
  767. wd.amotion >>= 1;
  768. wd.dmotion=tstatus->dmotion;
  769. wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
  770. wd.flag = BF_WEAPON; //Initial Flag
  771. wd.flag|= skill_num?BF_SKILL:BF_NORMAL;
  772. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  773. nk = skill_get_nk(skill_num);
  774. flag.hit = nk&NK_IGNORE_FLEE?1:0;
  775. flag.idef = flag.idef2 = nk&NK_IGNORE_DEF?1:0;
  776. if (sc && !sc->count)
  777. sc = NULL; //Skip checking as there are no status changes active.
  778. if (tsc && !tsc->count)
  779. tsc = NULL; //Skip checking as there are no status changes active.
  780. sd = BL_CAST(BL_PC, src);
  781. tsd = BL_CAST(BL_PC, target);
  782. if(sd)
  783. wd.blewcount += battle_blewcount_bonus(sd, skill_num);
  784. //Set miscellaneous data that needs be filled regardless of hit/miss
  785. if(
  786. (sd && sd->state.arrow_atk) ||
  787. (!sd && ((skill_num && skill_get_ammotype(skill_num)) || sstatus->rhw.range>3))
  788. )
  789. flag.arrow = 1;
  790. if(skill_num){
  791. wd.flag |= battle_range_type(src, target, skill_num, skill_lv);
  792. switch(skill_num)
  793. {
  794. case MO_FINGEROFFENSIVE:
  795. if(sd) {
  796. if (battle_config.finger_offensive_type)
  797. wd.div_ = 1;
  798. else
  799. wd.div_ = sd->spiritball_old;
  800. }
  801. break;
  802. case HT_PHANTASMIC:
  803. //Since these do not consume ammo, they need to be explicitly set as arrow attacks.
  804. flag.arrow = 1;
  805. break;
  806. case CR_SHIELDBOOMERANG:
  807. case PA_SHIELDCHAIN:
  808. flag.weapon = 0;
  809. break;
  810. case KN_PIERCE:
  811. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  812. break;
  813. case TF_DOUBLE: //For NPC used skill.
  814. case GS_CHAINACTION:
  815. wd.type = 0x08;
  816. break;
  817. case GS_GROUNDDRIFT:
  818. case KN_SPEARSTAB:
  819. case KN_BOWLINGBASH:
  820. case MO_BALKYOUNG:
  821. case TK_TURNKICK:
  822. wd.blewcount=0;
  823. break;
  824. case KN_AUTOCOUNTER:
  825. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  826. break;
  827. case NPC_CRITICALSLASH:
  828. flag.cri = 1; //Always critical skill.
  829. break;
  830. }
  831. } else //Range for normal attacks.
  832. wd.flag |= flag.arrow?BF_LONG:BF_SHORT;
  833. if (!skill_num && tstatus->flee2 && rand()%1000 < tstatus->flee2)
  834. { //Check for Lucky Dodge
  835. wd.type=0x0b;
  836. wd.dmg_lv=ATK_LUCKY;
  837. if (wd.div_ < 0) wd.div_*=-1;
  838. return wd;
  839. }
  840. t_class = status_get_class(target);
  841. s_ele = s_ele_ = skill_get_ele(skill_num, skill_lv);
  842. if (!skill_num || s_ele == -1) { //Take weapon's element
  843. s_ele = sstatus->rhw.ele;
  844. s_ele_ = sstatus->lhw.ele;
  845. if (flag.arrow && sd && sd->arrow_ele)
  846. s_ele = sd->arrow_ele;
  847. } else if (s_ele == -2) { //Use enchantment's element
  848. s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
  849. }
  850. if (skill_num == GS_GROUNDDRIFT)
  851. s_ele = s_ele_ = wflag; //element comes in flag.
  852. if(!skill_num)
  853. { //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  854. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  855. {
  856. flag.rh=0;
  857. flag.lh=1;
  858. }
  859. if (sstatus->lhw.atk)
  860. flag.lh=1;
  861. }
  862. //Check for critical
  863. if(!flag.cri && sstatus->cri &&
  864. (!skill_num ||
  865. skill_num == KN_AUTOCOUNTER ||
  866. skill_num == SN_SHARPSHOOTING ||
  867. skill_num == NJ_KIRIKAGE))
  868. {
  869. short cri = sstatus->cri;
  870. if (sd)
  871. {
  872. cri+= sd->critaddrace[tstatus->race];
  873. if(flag.arrow)
  874. cri += sd->arrow_cri;
  875. if(sd->status.weapon == W_KATAR)
  876. cri <<=1;
  877. }
  878. //The official equation is *2, but that only applies when sd's do critical.
  879. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  880. cri -= tstatus->luk*(!sd&&tsd?3:2);
  881. if(tsc)
  882. {
  883. if (tsc->data[SC_SLEEP])
  884. cri <<=1;
  885. }
  886. switch (skill_num)
  887. {
  888. case KN_AUTOCOUNTER:
  889. if(battle_config.auto_counter_type &&
  890. (battle_config.auto_counter_type&src->type))
  891. flag.cri = 1;
  892. else
  893. cri <<= 1;
  894. break;
  895. case SN_SHARPSHOOTING:
  896. cri += 200;
  897. break;
  898. case NJ_KIRIKAGE:
  899. cri += 250 + 50*skill_lv;
  900. break;
  901. }
  902. if(tsd && tsd->critical_def)
  903. cri = cri*(100-tsd->critical_def)/100;
  904. if (rand()%1000 < cri)
  905. flag.cri= 1;
  906. }
  907. if (flag.cri)
  908. {
  909. wd.type = 0x0a;
  910. flag.idef = flag.idef2 = flag.hit = 1;
  911. } else { //Check for Perfect Hit
  912. if(sd && sd->perfect_hit > 0 && rand()%100 < sd->perfect_hit)
  913. flag.hit = 1;
  914. if (sc && sc->data[SC_FUSION]) {
  915. flag.hit = 1; //SG_FUSION always hit [Komurka]
  916. flag.idef = flag.idef2 = 1; //def ignore [Komurka]
  917. }
  918. if (skill_num && !flag.hit)
  919. switch(skill_num)
  920. {
  921. case AS_SPLASHER:
  922. if (wflag) // Always hits the one exploding.
  923. break;
  924. flag.hit = 1;
  925. break;
  926. case CR_SHIELDBOOMERANG:
  927. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  928. flag.hit = 1;
  929. break;
  930. case 0:
  931. //If flag, this is splash damage from Baphomet Card and it always hits.
  932. if (wflag)
  933. flag.hit = 1;
  934. break;
  935. }
  936. if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT)
  937. flag.hit = 1;
  938. }
  939. if (!flag.hit)
  940. { //Hit/Flee calculation
  941. short
  942. flee = tstatus->flee,
  943. hitrate=80; //Default hitrate
  944. if(battle_config.agi_penalty_type &&
  945. battle_config.agi_penalty_target&target->type)
  946. {
  947. unsigned char attacker_count; //256 max targets should be a sane max
  948. attacker_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
  949. if(attacker_count >= battle_config.agi_penalty_count)
  950. {
  951. if (battle_config.agi_penalty_type == 1)
  952. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  953. else //asume type 2: absolute reduction
  954. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  955. if(flee < 1) flee = 1;
  956. }
  957. }
  958. hitrate+= sstatus->hit - flee;
  959. if(wd.flag&BF_LONG && !skill_num && //Fogwall's hit penalty is only for normal ranged attacks.
  960. tsc && tsc->data[SC_FOGWALL])
  961. hitrate -= 50;
  962. if(sd && flag.arrow)
  963. hitrate += sd->arrow_hit;
  964. if(skill_num)
  965. switch(skill_num)
  966. { //Hit skill modifiers
  967. //It is proven that bonus is applied on final hitrate, not hit.
  968. case SM_BASH:
  969. hitrate += hitrate * 5 * skill_lv / 100;
  970. break;
  971. case SM_MAGNUM:
  972. hitrate += hitrate * 10 * skill_lv / 100;
  973. break;
  974. case KN_AUTOCOUNTER:
  975. case PA_SHIELDCHAIN:
  976. case NPC_WATERATTACK:
  977. case NPC_GROUNDATTACK:
  978. case NPC_FIREATTACK:
  979. case NPC_WINDATTACK:
  980. case NPC_POISONATTACK:
  981. case NPC_HOLYATTACK:
  982. case NPC_DARKNESSATTACK:
  983. case NPC_UNDEADATTACK:
  984. case NPC_TELEKINESISATTACK:
  985. case NPC_BLEEDING:
  986. hitrate += hitrate * 20 / 100;
  987. break;
  988. case KN_PIERCE:
  989. hitrate += hitrate * 5 * skill_lv / 100;
  990. break;
  991. case AS_SONICBLOW:
  992. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  993. hitrate += hitrate * 50 / 100;
  994. break;
  995. }
  996. // Weaponry Research hidden bonus
  997. if (sd && (skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  998. hitrate += hitrate * ( 2 * skill ) / 100;
  999. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  1000. if(rand()%100 >= hitrate)
  1001. wd.dmg_lv = ATK_FLEE;
  1002. else
  1003. flag.hit = 1;
  1004. } //End hit/miss calculation
  1005. if (flag.hit && !flag.infdef) //No need to do the math for plants
  1006. { //Hitting attack
  1007. //Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
  1008. //ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  1009. #define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
  1010. #define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
  1011. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  1012. #define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
  1013. #define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
  1014. //Adds an absolute value to damage. 100 = +100 damage
  1015. #define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
  1016. #define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
  1017. switch (skill_num)
  1018. { //Calc base damage according to skill
  1019. case NJ_ISSEN:
  1020. wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
  1021. wd.damage2 = 0;
  1022. status_set_hp(src, 1, 0);
  1023. break;
  1024. case PA_SACRIFICE:
  1025. wd.damage = sstatus->max_hp* 9/100;
  1026. status_zap(src, wd.damage, 0);//Damage to self is always 9%
  1027. wd.damage2 = 0;
  1028. if (sc && sc->data[SC_SACRIFICE])
  1029. {
  1030. if (--sc->data[SC_SACRIFICE]->val2 <= 0)
  1031. status_change_end(src, SC_SACRIFICE,-1);
  1032. }
  1033. break;
  1034. case LK_SPIRALPIERCE:
  1035. if (sd) {
  1036. short index = sd->equip_index[EQI_HAND_R];
  1037. if (index >= 0 &&
  1038. sd->inventory_data[index] &&
  1039. sd->inventory_data[index]->type == IT_WEAPON)
  1040. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  1041. } else
  1042. wd.damage = sstatus->rhw.atk2*8/10; //Else use Atk2
  1043. ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
  1044. i = sstatus->str/10;
  1045. i*=i;
  1046. ATK_ADD(i); //Add str bonus.
  1047. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  1048. case 0: //Small: 125%
  1049. ATK_RATE(125);
  1050. break;
  1051. //case 1: //Medium: 100%
  1052. case 2: //Large: 75%
  1053. ATK_RATE(75);
  1054. break;
  1055. }
  1056. break;
  1057. case CR_SHIELDBOOMERANG:
  1058. case PA_SHIELDCHAIN:
  1059. wd.damage = sstatus->batk;
  1060. if (sd) {
  1061. short index = sd->equip_index[EQI_HAND_L];
  1062. if (index >= 0 &&
  1063. sd->inventory_data[index] &&
  1064. sd->inventory_data[index]->type == IT_ARMOR)
  1065. ATK_ADD(sd->inventory_data[index]->weight/10);
  1066. break;
  1067. } else
  1068. ATK_ADD(sstatus->rhw.atk2); //Else use Atk2
  1069. break;
  1070. case HFLI_SBR44: //[orn]
  1071. if(src->type == BL_HOM) {
  1072. wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  1073. break;
  1074. }
  1075. default:
  1076. {
  1077. i = (flag.cri?1:0)|
  1078. (flag.arrow?2:0)|
  1079. (skill_num == HW_MAGICCRASHER?4:0)|
  1080. (!skill_num && sc && sc->data[SC_CHANGE]?4:0)|
  1081. (skill_num == MO_EXTREMITYFIST?8:0)|
  1082. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  1083. if (flag.arrow && sd)
  1084. switch(sd->status.weapon) {
  1085. case W_BOW:
  1086. case W_REVOLVER:
  1087. case W_SHOTGUN:
  1088. case W_GATLING:
  1089. case W_GRENADE:
  1090. break;
  1091. default:
  1092. i |= 16; // for ex. shuriken must not be influenced by DEX
  1093. }
  1094. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  1095. if (flag.lh)
  1096. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  1097. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  1098. if(wflag>0)
  1099. wd.damage/= wflag;
  1100. else
  1101. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  1102. }
  1103. //Add any bonuses that modify the base baseatk+watk (pre-skills)
  1104. if(sd)
  1105. {
  1106. if (sd->atk_rate != 100)
  1107. ATK_RATE(sd->atk_rate);
  1108. if(flag.cri && sd->crit_atk_rate)
  1109. ATK_ADDRATE(sd->crit_atk_rate);
  1110. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){
  1111. i = party_foreachsamemap(party_sub_count, sd, 0);
  1112. ATK_ADDRATE(2*skill*i);
  1113. }
  1114. }
  1115. break;
  1116. } //End default case
  1117. } //End switch(skill_num)
  1118. //Skill damage modifiers that stack linearly
  1119. if(sc && skill_num != PA_SACRIFICE)
  1120. {
  1121. if(sc->data[SC_OVERTHRUST])
  1122. skillratio += sc->data[SC_OVERTHRUST]->val3;
  1123. if(sc->data[SC_MAXOVERTHRUST])
  1124. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  1125. if(sc->data[SC_BERSERK])
  1126. skillratio += 100;
  1127. }
  1128. if (!skill_num)
  1129. {
  1130. // Random chance to deal multiplied damage - Consider it as part of skill-based-damage
  1131. if(sd &&
  1132. sd->random_attack_increase_add > 0 &&
  1133. sd->random_attack_increase_per &&
  1134. rand()%100 < sd->random_attack_increase_per
  1135. )
  1136. skillratio += sd->random_attack_increase_add;
  1137. ATK_RATE(skillratio);
  1138. } else { //Skills
  1139. switch( skill_num )
  1140. {
  1141. case SM_BASH:
  1142. skillratio += 30*skill_lv;
  1143. break;
  1144. case SM_MAGNUM:
  1145. skillratio += 20*skill_lv;
  1146. break;
  1147. case MC_MAMMONITE:
  1148. skillratio += 50*skill_lv;
  1149. break;
  1150. case HT_POWER: //FIXME: How exactly is the STR based damage supposed to be done? [Skotlex]
  1151. skillratio += 5*sstatus->str;
  1152. break;
  1153. case AC_DOUBLE:
  1154. skillratio += 10*(skill_lv-1);
  1155. break;
  1156. case AC_SHOWER:
  1157. skillratio += 5*skill_lv-25;
  1158. break;
  1159. case AC_CHARGEARROW:
  1160. skillratio += 50;
  1161. break;
  1162. case HT_FREEZINGTRAP:
  1163. skillratio += -50+10*skill_lv;
  1164. break;
  1165. case KN_PIERCE:
  1166. skillratio += 10*skill_lv;
  1167. break;
  1168. case KN_SPEARSTAB:
  1169. skillratio += 15*skill_lv;
  1170. break;
  1171. case KN_SPEARBOOMERANG:
  1172. skillratio += 50*skill_lv;
  1173. break;
  1174. case KN_BRANDISHSPEAR:
  1175. {
  1176. int ratio = 100+20*skill_lv;
  1177. skillratio += ratio-100;
  1178. if(skill_lv>3 && wflag==1) skillratio += ratio/2;
  1179. if(skill_lv>6 && wflag==1) skillratio += ratio/4;
  1180. if(skill_lv>9 && wflag==1) skillratio += ratio/8;
  1181. if(skill_lv>6 && wflag==2) skillratio += ratio/2;
  1182. if(skill_lv>9 && wflag==2) skillratio += ratio/4;
  1183. if(skill_lv>9 && wflag==3) skillratio += ratio/2;
  1184. break;
  1185. }
  1186. case KN_BOWLINGBASH:
  1187. skillratio+= 40*skill_lv;
  1188. break;
  1189. case AS_GRIMTOOTH:
  1190. skillratio += 20*skill_lv;
  1191. break;
  1192. case AS_POISONREACT:
  1193. skillratio += 30*skill_lv;
  1194. break;
  1195. case AS_SONICBLOW:
  1196. skillratio += -50+5*skill_lv;
  1197. break;
  1198. case TF_SPRINKLESAND:
  1199. skillratio += 30;
  1200. break;
  1201. case MC_CARTREVOLUTION:
  1202. skillratio += 50;
  1203. if(sd && sd->cart_weight)
  1204. skillratio += 100*sd->cart_weight/battle_config.max_cart_weight; // +1% every 1% weight
  1205. else if (!sd)
  1206. skillratio += 100; //Max damage for non players.
  1207. break;
  1208. case NPC_RANDOMATTACK:
  1209. skillratio += rand()%150-50;
  1210. break;
  1211. case NPC_WATERATTACK:
  1212. case NPC_GROUNDATTACK:
  1213. case NPC_FIREATTACK:
  1214. case NPC_WINDATTACK:
  1215. case NPC_POISONATTACK:
  1216. case NPC_HOLYATTACK:
  1217. case NPC_DARKNESSATTACK:
  1218. case NPC_UNDEADATTACK:
  1219. case NPC_TELEKINESISATTACK:
  1220. case NPC_BLOODDRAIN:
  1221. case NPC_ACIDBREATH:
  1222. case NPC_DARKNESSBREATH:
  1223. case NPC_FIREBREATH:
  1224. case NPC_ICEBREATH:
  1225. case NPC_THUNDERBREATH:
  1226. case NPC_HELLJUDGEMENT:
  1227. case NPC_PULSESTRIKE:
  1228. skillratio += 100*(skill_lv-1);
  1229. break;
  1230. case RG_BACKSTAP:
  1231. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  1232. skillratio += (200+40*skill_lv)/2;
  1233. else
  1234. skillratio += 200+40*skill_lv;
  1235. break;
  1236. case RG_RAID:
  1237. skillratio += 40*skill_lv;
  1238. break;
  1239. case RG_INTIMIDATE:
  1240. skillratio += 30*skill_lv;
  1241. break;
  1242. case CR_SHIELDCHARGE:
  1243. skillratio += 20*skill_lv;
  1244. break;
  1245. case CR_SHIELDBOOMERANG:
  1246. skillratio += 30*skill_lv;
  1247. break;
  1248. case NPC_DARKCROSS:
  1249. case CR_HOLYCROSS:
  1250. skillratio += 35*skill_lv;
  1251. break;
  1252. case AM_DEMONSTRATION:
  1253. skillratio += 20*skill_lv;
  1254. break;
  1255. case AM_ACIDTERROR:
  1256. skillratio += 40*skill_lv;
  1257. break;
  1258. case MO_FINGEROFFENSIVE:
  1259. skillratio+= 50 * skill_lv;
  1260. break;
  1261. case MO_INVESTIGATE:
  1262. skillratio += 75*skill_lv;
  1263. flag.pdef = flag.pdef2 = 2;
  1264. break;
  1265. case MO_EXTREMITYFIST:
  1266. { //Overflow check. [Skotlex]
  1267. unsigned int ratio = skillratio + 100*(8 + sstatus->sp/10);
  1268. //You'd need something like 6K SP to reach this max, so should be fine for most purposes.
  1269. if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
  1270. skillratio = (unsigned short)ratio;
  1271. status_set_sp(src, 0, 0);
  1272. }
  1273. break;
  1274. case MO_TRIPLEATTACK:
  1275. skillratio += 20*skill_lv;
  1276. break;
  1277. case MO_CHAINCOMBO:
  1278. skillratio += 50+50*skill_lv;
  1279. break;
  1280. case MO_COMBOFINISH:
  1281. skillratio += 140+60*skill_lv;
  1282. break;
  1283. case BA_MUSICALSTRIKE:
  1284. case DC_THROWARROW:
  1285. skillratio += 25+25*skill_lv;
  1286. break;
  1287. case CH_TIGERFIST:
  1288. skillratio += 100*skill_lv-60;
  1289. break;
  1290. case CH_CHAINCRUSH:
  1291. skillratio += 300+100*skill_lv;
  1292. break;
  1293. case CH_PALMSTRIKE:
  1294. skillratio += 100+100*skill_lv;
  1295. break;
  1296. case LK_HEADCRUSH:
  1297. skillratio += 40*skill_lv;
  1298. break;
  1299. case LK_JOINTBEAT:
  1300. i = 10*skill_lv-50;
  1301. // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
  1302. if (wflag&BREAK_NECK) i*=2;
  1303. skillratio += i;
  1304. break;
  1305. case ASC_METEORASSAULT:
  1306. skillratio += 40*skill_lv-60;
  1307. break;
  1308. case SN_SHARPSHOOTING:
  1309. skillratio += 50*skill_lv;
  1310. break;
  1311. case CG_ARROWVULCAN:
  1312. skillratio += 100+100*skill_lv;
  1313. break;
  1314. case AS_SPLASHER:
  1315. skillratio += 400+50*skill_lv;
  1316. if(sd)
  1317. skillratio += 30 * pc_checkskill(sd,AS_POISONREACT);
  1318. break;
  1319. case ASC_BREAKER:
  1320. skillratio += 100*skill_lv-100;
  1321. break;
  1322. case PA_SACRIFICE:
  1323. skillratio += 10*skill_lv-10;
  1324. break;
  1325. case PA_SHIELDCHAIN:
  1326. skillratio += 30*skill_lv;
  1327. break;
  1328. case WS_CARTTERMINATION:
  1329. i = 10 * (16 - skill_lv);
  1330. if (i < 1) i = 1;
  1331. //Preserve damage ratio when max cart weight is changed.
  1332. if(sd && sd->cart_weight)
  1333. skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
  1334. else if (!sd)
  1335. skillratio += 80000 / i - 100;
  1336. break;
  1337. case TK_DOWNKICK:
  1338. skillratio += 60 + 20*skill_lv;
  1339. break;
  1340. case TK_STORMKICK:
  1341. skillratio += 60 + 20*skill_lv;
  1342. break;
  1343. case TK_TURNKICK:
  1344. skillratio += 90 + 30*skill_lv;
  1345. break;
  1346. case TK_COUNTER:
  1347. skillratio += 90 + 30*skill_lv;
  1348. break;
  1349. case TK_JUMPKICK:
  1350. skillratio += -70 + 10*skill_lv;
  1351. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_num)
  1352. skillratio += 10*status_get_lv(src)/3; //Tumble bonus
  1353. if (wflag)
  1354. skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
  1355. break;
  1356. case GS_TRIPLEACTION:
  1357. skillratio += 50*skill_lv;
  1358. break;
  1359. case GS_BULLSEYE:
  1360. //Only works well against brute/demihumans non bosses.
  1361. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1362. && !(tstatus->mode&MD_BOSS))
  1363. skillratio += 400;
  1364. break;
  1365. case GS_TRACKING:
  1366. skillratio += 100 *(skill_lv+1);
  1367. break;
  1368. case GS_PIERCINGSHOT:
  1369. skillratio += 20*skill_lv;
  1370. break;
  1371. case GS_RAPIDSHOWER:
  1372. skillratio += 10*skill_lv;
  1373. break;
  1374. case GS_DESPERADO:
  1375. skillratio += 50*(skill_lv-1);
  1376. break;
  1377. case GS_DUST:
  1378. skillratio += 50*skill_lv;
  1379. break;
  1380. case GS_FULLBUSTER:
  1381. skillratio += 100*(skill_lv+2);
  1382. break;
  1383. case GS_SPREADATTACK:
  1384. skillratio += 20*(skill_lv-1);
  1385. break;
  1386. case NJ_HUUMA:
  1387. skillratio += 50 + 150*skill_lv;
  1388. break;
  1389. case NJ_TATAMIGAESHI:
  1390. skillratio += 10*skill_lv;
  1391. break;
  1392. case NJ_KASUMIKIRI:
  1393. skillratio += 10*skill_lv;
  1394. break;
  1395. case NJ_KIRIKAGE:
  1396. skillratio += 100*(skill_lv-1);
  1397. break;
  1398. case KN_CHARGEATK:
  1399. {
  1400. int k = (wflag-1)/3; //+100% every 3 cells of distance
  1401. if( k > 2 ) k = 2; // ...but hard-limited to 300%.
  1402. skillratio += 100 * k;
  1403. }
  1404. break;
  1405. case HT_PHANTASMIC:
  1406. skillratio += 50;
  1407. break;
  1408. case MO_BALKYOUNG:
  1409. skillratio += 200;
  1410. break;
  1411. case HFLI_MOON: //[orn]
  1412. skillratio += 10+110*skill_lv;
  1413. break;
  1414. case HFLI_SBR44: //[orn]
  1415. skillratio += 100 *(skill_lv-1);
  1416. break;
  1417. }
  1418. ATK_RATE(skillratio);
  1419. //Constant/misc additions from skills
  1420. switch (skill_num) {
  1421. case MO_EXTREMITYFIST:
  1422. ATK_ADD(250 + 150*skill_lv);
  1423. break;
  1424. case TK_DOWNKICK:
  1425. case TK_STORMKICK:
  1426. case TK_TURNKICK:
  1427. case TK_COUNTER:
  1428. case TK_JUMPKICK:
  1429. //TK_RUN kick damage bonus.
  1430. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  1431. ATK_ADD(10*pc_checkskill(sd, TK_RUN));
  1432. break;
  1433. case GS_MAGICALBULLET:
  1434. if(sstatus->matk_max>sstatus->matk_min) {
  1435. ATK_ADD(sstatus->matk_min+rand()%(sstatus->matk_max-sstatus->matk_min));
  1436. } else {
  1437. ATK_ADD(sstatus->matk_min);
  1438. }
  1439. break;
  1440. case NJ_SYURIKEN:
  1441. ATK_ADD(4*skill_lv);
  1442. break;
  1443. }
  1444. }
  1445. //Div fix.
  1446. damage_div_fix(wd.damage, wd.div_);
  1447. //The following are applied on top of current damage and are stackable.
  1448. if (sc) {
  1449. if(sc->data[SC_TRUESIGHT])
  1450. ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1);
  1451. if(sc->data[SC_EDP] &&
  1452. skill_num != ASC_BREAKER &&
  1453. skill_num != ASC_METEORASSAULT &&
  1454. skill_num != AS_SPLASHER &&
  1455. skill_num != AS_VENOMKNIFE)
  1456. ATK_ADDRATE(sc->data[SC_EDP]->val3);
  1457. }
  1458. switch (skill_num) {
  1459. case AS_SONICBLOW:
  1460. if (sc && sc->data[SC_SPIRIT] &&
  1461. sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  1462. ATK_ADDRATE(map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
  1463. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1464. ATK_ADDRATE(10);
  1465. break;
  1466. case CR_SHIELDBOOMERANG:
  1467. if(sc && sc->data[SC_SPIRIT] &&
  1468. sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  1469. ATK_ADDRATE(100);
  1470. break;
  1471. }
  1472. if(sd)
  1473. {
  1474. if (skill_num && (i = pc_skillatk_bonus(sd, skill_num)))
  1475. ATK_ADDRATE(i);
  1476. if(skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE &&
  1477. skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS &&
  1478. skill_num != PA_SHIELDCHAIN
  1479. && !flag.cri)
  1480. { //Elemental/Racial adjustments
  1481. if(sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  1482. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  1483. sd->right_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
  1484. )
  1485. flag.pdef = 1;
  1486. if(sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  1487. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  1488. sd->left_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
  1489. ) { //Pass effect onto right hand if configured so. [Skotlex]
  1490. if (battle_config.left_cardfix_to_right && flag.rh)
  1491. flag.pdef = 1;
  1492. else
  1493. flag.pdef2 = 1;
  1494. }
  1495. }
  1496. if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS)
  1497. { //Ignore Defense?
  1498. if (!flag.idef && (
  1499. sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  1500. sd->right_weapon.ignore_def_race & (1<<tstatus->race) ||
  1501. sd->right_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  1502. ))
  1503. flag.idef = 1;
  1504. if (!flag.idef2 && (
  1505. sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  1506. sd->left_weapon.ignore_def_race & (1<<tstatus->race) ||
  1507. sd->left_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  1508. )) {
  1509. if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
  1510. flag.idef = 1;
  1511. else
  1512. flag.idef2 = 1;
  1513. }
  1514. }
  1515. }
  1516. if (!flag.idef || !flag.idef2)
  1517. { //Defense reduction
  1518. short vit_def;
  1519. signed char def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  1520. short def2 = (short)tstatus->def2;
  1521. if(battle_config.vit_penalty_type &&
  1522. battle_config.vit_penalty_target&target->type)
  1523. {
  1524. unsigned char target_count; //256 max targets should be a sane max
  1525. target_count = unit_counttargeted(target,battle_config.vit_penalty_count_lv);
  1526. if(target_count >= battle_config.vit_penalty_count) {
  1527. if(battle_config.vit_penalty_type == 1) {
  1528. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1529. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1530. } else { //Assume type 2
  1531. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1532. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1533. }
  1534. }
  1535. if(skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
  1536. if(def2 < 1) def2 = 1;
  1537. }
  1538. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  1539. if (tsd) //Sd vit-eq
  1540. { //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  1541. vit_def = def2*(def2-15)/150;
  1542. vit_def = def2/2 + (vit_def>0?rand()%vit_def:0);
  1543. if((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) &&
  1544. src->type == BL_MOB && (skill=pc_checkskill(tsd,AL_DP)) > 0)
  1545. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  1546. } else { //Mob-Pet vit-eq
  1547. //VIT + rnd(0,[VIT/20]^2-1)
  1548. vit_def = (def2/20)*(def2/20);
  1549. vit_def = def2 + (vit_def>0?rand()%vit_def:0);
  1550. }
  1551. if (battle_config.weapon_defense_type) {
  1552. vit_def += def1*battle_config.weapon_defense_type;
  1553. def1 = 0;
  1554. }
  1555. if (def1 > 100) def1 = 100;
  1556. ATK_RATE2(
  1557. flag.idef ?100:
  1558. (flag.pdef ?flag.pdef *(def1 + vit_def):
  1559. 100-def1),
  1560. flag.idef2?100:
  1561. (flag.pdef2?flag.pdef2*(def1 + vit_def):
  1562. 100-def1)
  1563. );
  1564. ATK_ADD2(
  1565. flag.idef ||flag.pdef ?0:-vit_def,
  1566. flag.idef2||flag.pdef2?0:-vit_def
  1567. );
  1568. }
  1569. //Post skill/vit reduction damage increases
  1570. if (sc && skill_num != LK_SPIRALPIERCE)
  1571. { //SC skill damages
  1572. if(sc->data[SC_AURABLADE])
  1573. ATK_ADD(20*sc->data[SC_AURABLADE]->val1);
  1574. }
  1575. //Refine bonus
  1576. if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST) {
  1577. if (skill_num == MO_FINGEROFFENSIVE) //Counts refine bonus multiple times
  1578. {
  1579. ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
  1580. } else {
  1581. ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw.atk2);
  1582. }
  1583. }
  1584. //Set to min of 1
  1585. if (flag.rh && wd.damage < 1) wd.damage = 1;
  1586. if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
  1587. if (sd && flag.weapon &&
  1588. skill_num != MO_INVESTIGATE &&
  1589. skill_num != MO_EXTREMITYFIST &&
  1590. skill_num != CR_GRANDCROSS)
  1591. { //Add mastery damage
  1592. if(skill_num != ASC_BREAKER && sd->status.weapon == W_KATAR &&
  1593. (skill=pc_checkskill(sd,ASC_KATAR)) > 0)
  1594. { //Adv Katar Mastery is does not applies to ASC_BREAKER,
  1595. // but other masteries DO apply >_>
  1596. ATK_ADDRATE(10+ 2*skill);
  1597. }
  1598. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  1599. if (flag.lh)
  1600. wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  1601. if (sc && sc->data[SC_MIRACLE]) i = 2; //Star anger
  1602. else
  1603. ARR_FIND(0, 3, i, t_class == sd->hate_mob[i]);
  1604. if (i < 3 && (skill=pc_checkskill(sd,sg_info[i].anger_id)))
  1605. {
  1606. skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  1607. if (i == 2) skillratio += sstatus->str; //Star Anger
  1608. if (skill<4)
  1609. skillratio /= 12-3*skill;
  1610. ATK_ADDRATE(skillratio);
  1611. }
  1612. if (skill_num == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
  1613. ATK_ADD(3*skill);
  1614. if (skill_num == NJ_KUNAI)
  1615. ATK_ADD(60);
  1616. }
  1617. } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
  1618. else if(wd.div_ < 0) //Since the attack missed...
  1619. wd.div_ *= -1;
  1620. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  1621. return wd; //Enough, rest is not needed.
  1622. if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1623. ATK_ADD(skill*2);
  1624. if(skill_num==TF_POISON)
  1625. ATK_ADD(15*skill_lv);
  1626. if(!(nk&NK_NO_ELEFIX || (s_ele == ELE_NEUTRAL &&
  1627. battle_config.attack_attr_none&src->type)))
  1628. { //Elemental attribute fix
  1629. if (wd.damage > 0)
  1630. {
  1631. wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv);
  1632. if(skill_num==MC_CARTREVOLUTION) //Cart Revolution applies the element fix once more with neutral element
  1633. wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  1634. if(skill_num== GS_GROUNDDRIFT) //Additional 50*lv Neutral damage.
  1635. wd.damage+= battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  1636. }
  1637. if (flag.lh && wd.damage2 > 0)
  1638. wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  1639. if(sc && sc->data[SC_WATK_ELEMENT])
  1640. { //Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  1641. int damage= battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (flag.arrow?2:0));
  1642. damage = damage*sc->data[SC_WATK_ELEMENT]->val2/100;
  1643. damage = battle_attr_fix(src,target,damage,sc->data[SC_WATK_ELEMENT]->val1,tstatus->def_ele, tstatus->ele_lv);
  1644. ATK_ADD(damage);
  1645. }
  1646. }
  1647. if (sd)
  1648. {
  1649. if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  1650. ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
  1651. if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  1652. ATK_ADD(wd.div_*sd->spiritball_old*3);
  1653. } else {
  1654. ATK_ADD(wd.div_*sd->spiritball*3);
  1655. }
  1656. //Card Fix, sd side
  1657. if ((wd.damage || wd.damage2) && !(nk&NK_NO_CARDFIX_ATK))
  1658. {
  1659. int cardfix = 1000, cardfix_ = 1000;
  1660. int t_race2 = status_get_race2(target);
  1661. if(sd->state.arrow_atk)
  1662. {
  1663. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
  1664. if (!(nk&NK_NO_ELEFIX))
  1665. cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele]+sd->arrow_addele[tstatus->def_ele])/100;
  1666. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100;
  1667. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  1668. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1669. } else { //Melee attack
  1670. if(!battle_config.left_cardfix_to_right)
  1671. {
  1672. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
  1673. if (!(nk&NK_NO_ELEFIX))
  1674. cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele])/100;
  1675. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100;
  1676. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  1677. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1678. if (flag.lh)
  1679. {
  1680. cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
  1681. if (!(nk&NK_NO_ELEFIX))
  1682. cardfix_=cardfix_*(100+sd->left_weapon.addele[tstatus->def_ele])/100;
  1683. cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100;
  1684. cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
  1685. cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1686. }
  1687. } else {
  1688. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100;
  1689. cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele]+sd->left_weapon.addele[tstatus->def_ele])/100;
  1690. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100;
  1691. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
  1692. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1693. }
  1694. }
  1695. for(i=0;i<ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate;i++) {
  1696. if(sd->right_weapon.add_dmg[i].class_ == t_class) {
  1697. cardfix=cardfix*(100+sd->right_weapon.add_dmg[i].rate)/100;
  1698. break;
  1699. }
  1700. }
  1701. if (flag.lh)
  1702. {
  1703. for(i=0;i<ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate;i++) {
  1704. if(sd->left_weapon.add_dmg[i].class_ == t_class) {
  1705. cardfix_=cardfix_*(100+sd->left_weapon.add_dmg[i].rate)/100;
  1706. break;
  1707. }
  1708. }
  1709. }
  1710. if(wd.flag&BF_LONG)
  1711. cardfix=cardfix*(100+sd->long_attack_atk_rate)/100;
  1712. if (cardfix != 1000 || cardfix_ != 1000)
  1713. ATK_RATE2(cardfix/10, cardfix_/10); //What happens if you use right-to-left and there's no right weapon, only left?
  1714. }
  1715. if (skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN) { //Refine bonus applies after cards and elements.
  1716. short index= sd->equip_index[EQI_HAND_L];
  1717. if (index >= 0 &&
  1718. sd->inventory_data[index] &&
  1719. sd->inventory_data[index]->type == IT_ARMOR)
  1720. ATK_ADD(10*sd->status.inventory[index].refine);
  1721. }
  1722. } //if (sd)
  1723. //Card Fix, tsd sid
  1724. if (tsd && !(nk&NK_NO_CARDFIX_DEF))
  1725. {
  1726. short s_race2,s_class;
  1727. short cardfix=1000;
  1728. s_race2 = status_get_race2(src);
  1729. s_class = status_get_class(src);
  1730. if (!(nk&NK_NO_ELEFIX))
  1731. {
  1732. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  1733. if (flag.lh && s_ele_ != s_ele)
  1734. cardfix=cardfix*(100-tsd->subele[s_ele_])/100;
  1735. }
  1736. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  1737. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  1738. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  1739. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  1740. for(i=0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++) {
  1741. if(tsd->add_def[i].class_ == s_class) {
  1742. cardfix=cardfix*(100-tsd->add_def[i].rate)/100;
  1743. break;
  1744. }
  1745. }
  1746. if(wd.flag&BF_SHORT)
  1747. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  1748. else // BF_LONG (there's no other choice)
  1749. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  1750. if (cardfix != 1000)
  1751. ATK_RATE(cardfix/10);
  1752. }
  1753. if(flag.infdef)
  1754. { //Plants receive 1 damage when hit
  1755. if (flag.rh && (flag.hit || wd.damage>0))
  1756. wd.damage = 1;
  1757. if (flag.lh && (flag.hit || wd.damage2>0))
  1758. wd.damage2 = 1;
  1759. if (!(battle_config.skill_min_damage&1))
  1760. //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
  1761. return wd;
  1762. }
  1763. if(sd && !skill_num && !flag.cri)
  1764. { //Check for double attack.
  1765. if(((skill_lv = pc_checkskill(sd,TF_DOUBLE)) > 0 && sd->weapontype1 == W_DAGGER) || sd->double_rate > 0)
  1766. { //Success chance is not added, the higher one is used [Skotlex]
  1767. if (rand()%100 < (5*skill_lv>sd->double_rate?5*skill_lv:sd->double_rate))
  1768. {
  1769. wd.div_=skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  1770. damage_div_fix(wd.damage, wd.div_);
  1771. wd.type = 0x08;
  1772. }
  1773. } else
  1774. if (sd->weapontype1 == W_REVOLVER &&
  1775. (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 &&
  1776. (rand()%100 < 5*skill_lv)
  1777. )
  1778. {
  1779. wd.div_=skill_get_num(GS_CHAINACTION,skill_lv);
  1780. damage_div_fix(wd.damage, wd.div_);
  1781. wd.type = 0x08;
  1782. }
  1783. }
  1784. if (sd)
  1785. {
  1786. if (!flag.rh && flag.lh)
  1787. { //Move lh damage to the rh
  1788. wd.damage = wd.damage2;
  1789. wd.damage2 = 0;
  1790. flag.rh=1;
  1791. flag.lh=0;
  1792. } else if(flag.rh && flag.lh)
  1793. { //Dual-wield
  1794. if (wd.damage)
  1795. {
  1796. skill = pc_checkskill(sd,AS_RIGHT);
  1797. wd.damage = wd.damage * (50 + (skill * 10))/100;
  1798. if(wd.damage < 1) wd.damage = 1;
  1799. }
  1800. if (wd.damage2)
  1801. {
  1802. skill = pc_checkskill(sd,AS_LEFT);
  1803. wd.damage2 = wd.damage2 * (30 + (skill * 10))/100;
  1804. if(wd.damage2 < 1) wd.damage2 = 1;
  1805. }
  1806. } else if(sd->status.weapon == W_KATAR && !skill_num)
  1807. { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  1808. skill = pc_checkskill(sd,TF_DOUBLE);
  1809. wd.damage2 = wd.damage * (1 + (skill * 2))/100;
  1810. if(wd.damage && !wd.damage2) wd.damage2 = 1;
  1811. flag.lh = 1;
  1812. }
  1813. }
  1814. if(!flag.rh && wd.damage)
  1815. wd.damage=0;
  1816. if(!flag.lh && wd.damage2)
  1817. wd.damage2=0;
  1818. if(wd.damage + wd.damage2)
  1819. { //There is a total damage value
  1820. if(!wd.damage2) {
  1821. wd.damage=battle_calc_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1822. if (map_flag_gvg2(target->m))
  1823. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1824. } else
  1825. if(!wd.damage) {
  1826. wd.damage2=battle_calc_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  1827. if (map_flag_gvg2(target->m))
  1828. wd.damage2=battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  1829. } else
  1830. {
  1831. int d1=wd.damage+wd.damage2,d2=wd.damage2;
  1832. wd.damage=battle_calc_damage(src,target,d1,wd.div_,skill_num,skill_lv,wd.flag);
  1833. if (map_flag_gvg2(target->m))
  1834. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1835. wd.damage2=(d2*100/d1)*wd.damage/100;
  1836. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2=1;
  1837. wd.damage-=wd.damage2;
  1838. }
  1839. }
  1840. if(skill_num==ASC_BREAKER)
  1841. { //Breaker's int-based damage (a misc attack?)
  1842. struct Damage md = battle_calc_misc_attack(src, target, skill_num, skill_lv, wflag);
  1843. wd.damage += md.damage;
  1844. }
  1845. if (wd.damage || wd.damage2) {
  1846. if (sd && battle_config.equip_self_break_rate)
  1847. { // Self weapon breaking
  1848. int breakrate = battle_config.equip_natural_break_rate;
  1849. if (sc) {
  1850. if(sc->data[SC_OVERTHRUST])
  1851. breakrate += 10;
  1852. if(sc->data[SC_MAXOVERTHRUST])
  1853. breakrate += 10;
  1854. }
  1855. if (breakrate)
  1856. skill_break_equip(src, EQP_WEAPON, breakrate, BCT_SELF);
  1857. }
  1858. //Cart Termination won't trigger breaking data. Why? No idea, go ask Gravity.
  1859. if (battle_config.equip_skill_break_rate && skill_num != WS_CARTTERMINATION)
  1860. { // Target equipment breaking
  1861. int breakrate[2] = {0,0}; // weapon = 0, armor = 1
  1862. if (sd) { // Break rate from equipment
  1863. breakrate[0] += sd->break_weapon_rate;
  1864. breakrate[1] += sd->break_armor_rate;
  1865. }
  1866. if (sc) {
  1867. if (sc->data[SC_MELTDOWN]) {
  1868. breakrate[0] += sc->data[SC_MELTDOWN]->val2;
  1869. breakrate[1] += sc->data[SC_MELTDOWN]->val3;
  1870. }
  1871. }
  1872. if (breakrate[0])
  1873. skill_break_equip(target, EQP_WEAPON, breakrate[0], BCT_ENEMY);
  1874. if (breakrate[1])
  1875. skill_break_equip(target, EQP_ARMOR, breakrate[1], BCT_ENEMY);
  1876. }
  1877. }
  1878. //SG_FUSION hp penalty [Komurka]
  1879. if (sc && sc->data[SC_FUSION])
  1880. {
  1881. int hp= sstatus->max_hp;
  1882. if (sd && tsd) {
  1883. hp = 8*hp/100;
  1884. if (100*sstatus->hp <= 20*sstatus->max_hp)
  1885. hp = sstatus->hp;
  1886. } else
  1887. hp = 5*hp/1000;
  1888. status_zap(src, hp, 0);
  1889. }
  1890. return wd;
  1891. }
  1892. /*==========================================
  1893. * battle_calc_magic_attack [DracoRPG]
  1894. *------------------------------------------*/
  1895. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  1896. {
  1897. int i, nk;
  1898. short s_ele;
  1899. unsigned int skillratio = 100; //Skill dmg modifiers.
  1900. struct map_session_data *sd, *tsd;
  1901. struct Damage ad;
  1902. struct status_data *sstatus = status_get_status_data(src);
  1903. struct status_data *tstatus = status_get_status_data(target);
  1904. struct {
  1905. unsigned imdef : 1;
  1906. unsigned infdef : 1;
  1907. } flag;
  1908. memset(&ad,0,sizeof(ad));
  1909. memset(&flag,0,sizeof(flag));
  1910. if(src==NULL || target==NULL)
  1911. {
  1912. nullpo_info(NLP_MARK);
  1913. return ad;
  1914. }
  1915. //Initial Values
  1916. ad.damage = 1;
  1917. ad.div_=skill_get_num(skill_num,skill_lv);
  1918. ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  1919. ad.dmotion=tstatus->dmotion;
  1920. ad.blewcount = skill_get_blewcount(skill_num,skill_lv);
  1921. ad.flag=BF_MAGIC|BF_SKILL;
  1922. ad.dmg_lv=ATK_DEF;
  1923. nk = skill_get_nk(skill_num);
  1924. flag.imdef = nk&NK_IGNORE_DEF?1:0;
  1925. sd = BL_CAST(BL_PC, src);
  1926. tsd = BL_CAST(BL_PC, target);
  1927. //Initialize variables that will be used afterwards
  1928. s_ele = skill_get_ele(skill_num, skill_lv);
  1929. if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
  1930. s_ele = sstatus->rhw.ele;
  1931. else if (s_ele == -2) //Use status element
  1932. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  1933. //Set miscellaneous data that needs be filled
  1934. if(sd) {
  1935. sd->state.arrow_atk = 0;
  1936. ad.blewcount += battle_blewcount_bonus(sd, skill_num);
  1937. }
  1938. //Skill Range Criteria
  1939. ad.flag |= battle_range_type(src, target, skill_num, skill_lv);
  1940. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  1941. switch(skill_num)
  1942. {
  1943. case MG_FIREWALL:
  1944. case NJ_KAENSIN:
  1945. ad.dmotion = 0; //No flinch animation.
  1946. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  1947. ad.blewcount = 0; //No knockback
  1948. break;
  1949. case PR_SANCTUARY:
  1950. ad.dmotion = 0; //No flinch animation.
  1951. break;
  1952. }
  1953. if (!flag.infdef) //No need to do the math for plants
  1954. {
  1955. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  1956. #define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
  1957. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  1958. #define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
  1959. //Adds an absolute value to damage. 100 = +100 damage
  1960. #define MATK_ADD( a ) { ad.damage+= a; }
  1961. switch (skill_num)
  1962. { //Calc base damage according to skill
  1963. case AL_HEAL:
  1964. case PR_BENEDICTIO:
  1965. ad.damage = skill_calc_heal(src, target, skill_lv)/2;
  1966. break;
  1967. case PR_ASPERSIO:
  1968. ad.damage = 40;
  1969. break;
  1970. case PR_SANCTUARY:
  1971. ad.damage = (skill_lv>6)?388:skill_lv*50;
  1972. break;
  1973. case NPC_EVILLAND:
  1974. ad.damage = (skill_lv>6)?666:skill_lv*100;
  1975. break;
  1976. case ALL_RESURRECTION:
  1977. case PR_TURNUNDEAD:
  1978. //Undead check is on skill_castend_damageid code.
  1979. i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  1980. + 200 - 200*tstatus->hp/tstatus->max_hp;
  1981. if(i > 700) i = 700;
  1982. if(rand()%1000 < i && !(tstatus->mode&MD_BOSS))
  1983. ad.damage = tstatus->hp;
  1984. else
  1985. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  1986. break;
  1987. case PF_SOULBURN:
  1988. ad.damage = tstatus->sp * 2;
  1989. break;
  1990. default:
  1991. {
  1992. if (skill_num == NPC_EARTHQUAKE) {
  1993. if (sstatus->rhw.atk2 > sstatus->rhw.atk)
  1994. MATK_ADD(sstatus->rhw.atk + rand()%(1+sstatus->rhw.atk2-sstatus->rhw.atk))
  1995. else
  1996. MATK_ADD(sstatus->rhw.atk);
  1997. } else
  1998. if (sstatus->matk_max > sstatus->matk_min) {
  1999. MATK_ADD(sstatus->matk_min+rand()%(1+sstatus->matk_max-sstatus->matk_min));
  2000. } else {
  2001. MATK_ADD(sstatus->matk_min);
  2002. }
  2003. if(nk&NK_SPLASHSPLIT){ // Divide MATK in case of multiple targets skill
  2004. if(mflag>0)
  2005. ad.damage/= mflag;
  2006. else
  2007. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  2008. }
  2009. switch(skill_num){
  2010. case MG_NAPALMBEAT:
  2011. case MG_FIREBALL:
  2012. skillratio += skill_lv*10-30;
  2013. break;
  2014. case MG_SOULSTRIKE:
  2015. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  2016. skillratio += 5*skill_lv;
  2017. break;
  2018. case MG_FIREWALL:
  2019. skillratio -= 50;
  2020. break;
  2021. case MG_THUNDERSTORM:
  2022. skillratio -= 20;
  2023. break;
  2024. case MG_FROSTDIVER:
  2025. skillratio += 10*skill_lv;
  2026. break;
  2027. case AL_HOLYLIGHT:
  2028. skillratio += 25;
  2029. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  2030. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  2031. break;
  2032. case AL_RUWACH:
  2033. skillratio += 45;
  2034. break;
  2035. case WZ_FROSTNOVA:
  2036. skillratio += (100+skill_lv*10)*2/3-100;
  2037. break;
  2038. case WZ_FIREPILLAR:
  2039. if (skill_lv > 10)
  2040. skillratio += 100;
  2041. else
  2042. skillratio -= 80;
  2043. break;
  2044. case WZ_SIGHTRASHER:
  2045. skillratio += 20*skill_lv;
  2046. break;
  2047. case WZ_VERMILION:
  2048. skillratio += 20*skill_lv-20;
  2049. break;
  2050. case WZ_WATERBALL:
  2051. skillratio += 30*skill_lv;
  2052. break;
  2053. case WZ_STORMGUST:
  2054. skillratio += 40*skill_lv;
  2055. break;
  2056. case HW_NAPALMVULCAN:
  2057. skillratio += 10*skill_lv-30;
  2058. break;
  2059. case SL_STIN:
  2060. skillratio += (tstatus->size?-99:10*skill_lv); //target size must be small (0) for full damage.
  2061. break;
  2062. case SL_STUN:
  2063. skillratio += (tstatus->size!=2?5*skill_lv:-99); //Full damage is dealt on small/medium targets
  2064. break;
  2065. case SL_SMA:
  2066. skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
  2067. break;
  2068. case NJ_KOUENKA:
  2069. skillratio -= 10;
  2070. break;
  2071. case NJ_KAENSIN:
  2072. skillratio -= 50;
  2073. break;
  2074. case NJ_BAKUENRYU:
  2075. skillratio += 50*(skill_lv-1);
  2076. break;
  2077. case NJ_HYOUSYOURAKU:
  2078. skillratio += 50*skill_lv;
  2079. break;
  2080. case NJ_RAIGEKISAI:
  2081. skillratio += 60 + 40*skill_lv;
  2082. break;
  2083. case NJ_KAMAITACHI:
  2084. case NPC_ENERGYDRAIN:
  2085. skillratio += 100*skill_lv;
  2086. break;
  2087. case NPC_EARTHQUAKE:
  2088. skillratio += 400 + 500*skill_lv;
  2089. break;
  2090. }
  2091. MATK_RATE(skillratio);
  2092. //Constant/misc additions from skills
  2093. if (skill_num == WZ_FIREPILLAR)
  2094. MATK_ADD(50);
  2095. }
  2096. }
  2097. if(sd) {
  2098. //Damage bonuses
  2099. if ((i = pc_skillatk_bonus(sd, skill_num)))
  2100. ad.damage += ad.damage*i/100;
  2101. //Ignore Defense?
  2102. if (!flag.imdef && (
  2103. sd->ignore_mdef_ele & (1<<tstatus->def_ele) ||
  2104. sd->ignore_mdef_race & (1<<tstatus->race) ||
  2105. sd->ignore_mdef_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  2106. ))
  2107. flag.imdef = 1;
  2108. }
  2109. if(!flag.imdef){
  2110. char mdef = tstatus->mdef;
  2111. int mdef2= tstatus->mdef2;
  2112. if(sd) {
  2113. i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS];
  2114. i+= sd->ignore_mdef[tstatus->race];
  2115. if (i)
  2116. {
  2117. if (i > 100) i = 100;
  2118. mdef -= mdef * i/100;
  2119. //mdef2-= mdef2* i/100;
  2120. }
  2121. }
  2122. if (skill_num == NPC_EARTHQUAKE)
  2123. mdef>>=1; //Halves MDEF (stupid overpowered skill)
  2124. if(battle_config.magic_defense_type)
  2125. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  2126. else
  2127. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  2128. }
  2129. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  2130. { //Apply the physical part of the skill's damage. [Skotlex]
  2131. struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  2132. ad.damage = (wd.damage + ad.damage) * (100 + 40*skill_lv)/100;
  2133. if(src==target)
  2134. {
  2135. if (src->type == BL_PC)
  2136. ad.damage = ad.damage/2;
  2137. else
  2138. ad.damage = 0;
  2139. }
  2140. }
  2141. if(ad.damage<1)
  2142. ad.damage=1;
  2143. if (!(nk&NK_NO_ELEFIX))
  2144. ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  2145. if (sd && !(nk&NK_NO_CARDFIX_ATK)) {
  2146. short t_class = status_get_class(target);
  2147. short cardfix=1000;
  2148. cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
  2149. if (!(nk&NK_NO_ELEFIX))
  2150. cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
  2151. cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
  2152. cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2153. for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) {
  2154. if(sd->add_mdmg[i].class_ == t_class) {
  2155. cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
  2156. continue;
  2157. }
  2158. }
  2159. if (cardfix != 1000)
  2160. MATK_RATE(cardfix/10);
  2161. }
  2162. if (tsd && !(nk&NK_NO_CARDFIX_DEF))
  2163. { //Target cards.
  2164. short s_race2=status_get_race2(src);
  2165. short s_class= status_get_class(src);
  2166. int cardfix=1000;
  2167. if (!(nk&NK_NO_ELEFIX))
  2168. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  2169. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  2170. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  2171. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  2172. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  2173. for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
  2174. if(tsd->add_mdef[i].class_ == s_class) {
  2175. cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
  2176. break;
  2177. }
  2178. }
  2179. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  2180. if (ad.flag&BF_SHORT)
  2181. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2182. else
  2183. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2184. cardfix=cardfix*(100-tsd->magic_def_rate)/100;
  2185. if (cardfix != 1000)
  2186. MATK_RATE(cardfix/10);
  2187. }
  2188. }
  2189. damage_div_fix(ad.damage, ad.div_);
  2190. if (flag.infdef && ad.damage)
  2191. ad.damage = ad.damage>0?1:-1;
  2192. ad.damage=battle_calc_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  2193. if (map_flag_gvg2(target->m))
  2194. ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  2195. return ad;
  2196. }
  2197. /*==========================================
  2198. * ‚»‚Ì‘¼ƒ_ƒ??[ƒWŒvŽZ
  2199. *------------------------------------------*/
  2200. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  2201. {
  2202. int skill;
  2203. short i, nk;
  2204. short s_ele;
  2205. struct map_session_data *sd, *tsd;
  2206. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  2207. struct status_data *sstatus = status_get_status_data(src);
  2208. struct status_data *tstatus = status_get_status_data(target);
  2209. memset(&md,0,sizeof(md));
  2210. if( src == NULL || target == NULL ){
  2211. nullpo_info(NLP_MARK);
  2212. return md;
  2213. }
  2214. //Some initial values
  2215. md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion;
  2216. md.dmotion=tstatus->dmotion;
  2217. md.div_=skill_get_num( skill_num,skill_lv );
  2218. md.blewcount=skill_get_blewcount(skill_num,skill_lv);
  2219. md.dmg_lv=ATK_DEF;
  2220. md.flag=BF_MISC|BF_SKILL;
  2221. nk = skill_get_nk(skill_num);
  2222. sd = BL_CAST(BL_PC, src);
  2223. tsd = BL_CAST(BL_PC, target);
  2224. if(sd) {
  2225. sd->state.arrow_atk = 0;
  2226. md.blewcount += battle_blewcount_bonus(sd, skill_num);
  2227. }
  2228. s_ele = skill_get_ele(skill_num, skill_lv);
  2229. if (s_ele < 0) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  2230. s_ele = ELE_NEUTRAL;
  2231. //Skill Range Criteria
  2232. md.flag |= battle_range_type(src, target, skill_num, skill_lv);
  2233. switch(skill_num){
  2234. case HT_LANDMINE:
  2235. md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
  2236. break;
  2237. case HT_BLASTMINE:
  2238. md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
  2239. break;
  2240. case HT_CLAYMORETRAP:
  2241. md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
  2242. break;
  2243. case HT_BLITZBEAT:
  2244. case SN_FALCONASSAULT:
  2245. //Blitz-beat Damage.
  2246. if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  2247. skill=0;
  2248. md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2;
  2249. if(mflag > 1) //Autocasted Blitz.
  2250. nk|=NK_SPLASHSPLIT;
  2251. if (skill_num == SN_FALCONASSAULT)
  2252. {
  2253. //Div fix of Blitzbeat
  2254. skill = skill_get_num(HT_BLITZBEAT, 5);
  2255. damage_div_fix(md.damage, skill);
  2256. //Falcon Assault Modifier
  2257. md.damage=md.damage*(150+70*skill_lv)/100;
  2258. }
  2259. break;
  2260. case TF_THROWSTONE:
  2261. md.damage=50;
  2262. break;
  2263. case BA_DISSONANCE:
  2264. md.damage=30+skill_lv*10;
  2265. if (sd)
  2266. md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
  2267. break;
  2268. case NPC_SELFDESTRUCTION:
  2269. md.damage = sstatus->hp;
  2270. break;
  2271. case NPC_SMOKING:
  2272. md.damage=3;
  2273. break;
  2274. case NPC_DARKBREATH:
  2275. md.damage = 500 + (skill_lv-1)*1000 + rand()%1000;
  2276. if(md.damage > 9999) md.damage = 9999;
  2277. break;
  2278. case PA_PRESSURE:
  2279. md.damage=500+300*skill_lv;
  2280. break;
  2281. case PA_GOSPEL:
  2282. md.damage = 1+rand()%9999;
  2283. break;
  2284. case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen]
  2285. md.damage = 7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_));
  2286. if (tsd) md.damage>>=1;
  2287. if (md.damage < 0 || md.damage > INT_MAX>>1)
  2288. //Overflow prevention, will anyone whine if I cap it to a few billion?
  2289. //Not capped to INT_MAX to give some room for further damage increase.
  2290. md.damage = INT_MAX>>1;
  2291. break;
  2292. case NJ_ZENYNAGE:
  2293. md.damage = skill_get_zeny(skill_num ,skill_lv);
  2294. if (!md.damage) md.damage = 2;
  2295. md.damage = md.damage + rand()%md.damage;
  2296. if (is_boss(target))
  2297. md.damage=md.damage/3;
  2298. else if (tsd)
  2299. md.damage=md.damage/2;
  2300. break;
  2301. case GS_FLING:
  2302. md.damage = sd?sd->status.job_level:status_get_lv(src);
  2303. break;
  2304. case HVAN_EXPLOSION: //[orn]
  2305. md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100 ;
  2306. break ;
  2307. case ASC_BREAKER:
  2308. md.damage = 500+rand()%500 + 5*skill_lv * sstatus->int_;
  2309. nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
  2310. break;
  2311. case HW_GRAVITATION:
  2312. md.damage = 200+200*skill_lv;
  2313. md.dmotion = 0; //No flinch animation.
  2314. break;
  2315. }
  2316. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  2317. if(mflag>0)
  2318. md.damage/= mflag;
  2319. else
  2320. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  2321. }
  2322. damage_div_fix(md.damage, md.div_);
  2323. if (!(nk&NK_IGNORE_FLEE))
  2324. {
  2325. struct status_change *sc = status_get_sc(target);
  2326. i = 0; //Temp for "hit or no hit"
  2327. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT)
  2328. i = 1;
  2329. else {
  2330. short
  2331. flee = tstatus->flee,
  2332. hitrate=80; //Default hitrate
  2333. if(battle_config.agi_penalty_type &&
  2334. battle_config.agi_penalty_target&target->type)
  2335. {
  2336. unsigned char attacker_count; //256 max targets should be a sane max
  2337. attacker_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
  2338. if(attacker_count >= battle_config.agi_penalty_count)
  2339. {
  2340. if (battle_config.agi_penalty_type == 1)
  2341. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  2342. else //asume type 2: absolute reduction
  2343. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  2344. if(flee < 1) flee = 1;
  2345. }
  2346. }
  2347. hitrate+= sstatus->hit - flee;
  2348. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2349. if(rand()%100 < hitrate)
  2350. i = 1;
  2351. }
  2352. if (!i) {
  2353. md.damage = 0;
  2354. md.dmg_lv=ATK_FLEE;
  2355. }
  2356. }
  2357. if(md.damage && tsd && !(nk&NK_NO_CARDFIX_DEF)){
  2358. int cardfix = 10000;
  2359. int race2 = status_get_race2(src);
  2360. if (!(nk&NK_NO_ELEFIX))
  2361. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  2362. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  2363. cardfix=cardfix*(100-tsd->subrace2[race2])/100;
  2364. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  2365. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  2366. cardfix=cardfix*(100-tsd->misc_def_rate)/100;
  2367. if(md.flag&BF_SHORT)
  2368. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2369. else // BF_LONG (there's no other choice)
  2370. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2371. if (cardfix != 10000)
  2372. md.damage=md.damage*cardfix/10000;
  2373. }
  2374. if (sd && (i = pc_skillatk_bonus(sd, skill_num)))
  2375. md.damage += md.damage*i/100;
  2376. if(md.damage < 0)
  2377. md.damage = 0;
  2378. else if(md.damage && tstatus->mode&MD_PLANT)
  2379. md.damage = 1;
  2380. if(!(nk&NK_NO_ELEFIX))
  2381. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  2382. md.damage=battle_calc_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  2383. if (map_flag_gvg2(target->m))
  2384. md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  2385. if (skill_num == NJ_ZENYNAGE && sd)
  2386. { //Time to Pay Up.
  2387. if ( md.damage > sd->status.zeny )
  2388. md.damage=sd->status.zeny;
  2389. pc_payzeny(sd, md.damage);
  2390. }
  2391. return md;
  2392. }
  2393. /*==========================================
  2394. * ƒ_ƒ??[ƒWŒvŽZˆêЇ?ˆ—?—p
  2395. *------------------------------------------*/
  2396. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int count)
  2397. {
  2398. struct Damage d;
  2399. switch(attack_type) {
  2400. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,count); break;
  2401. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,count); break;
  2402. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,count); break;
  2403. default:
  2404. ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
  2405. memset(&d,0,sizeof(d));
  2406. break;
  2407. }
  2408. if (d.damage + d.damage2 < 1)
  2409. { //Miss/Absorbed
  2410. //Weapon attacks should go through to cause additional effects.
  2411. if (d.dmg_lv != ATK_LUCKY && attack_type&(BF_MAGIC|BF_MISC))
  2412. d.dmg_lv = ATK_FLEE;
  2413. d.dmotion = 0;
  2414. }
  2415. return d;
  2416. }
  2417. //Calculates BF_WEAPON returned damage.
  2418. int battle_calc_return_damage(struct block_list* bl, int damage, int flag)
  2419. {
  2420. struct map_session_data* sd = NULL;
  2421. int rdamage = 0;
  2422. sd = BL_CAST(BL_PC, bl);
  2423. //Bounces back part of the damage.
  2424. if (flag & BF_SHORT) {
  2425. struct status_change* sc;
  2426. if (sd && sd->short_weapon_damage_return)
  2427. {
  2428. rdamage += damage * sd->short_weapon_damage_return / 100;
  2429. if(rdamage < 1) rdamage = 1;
  2430. }
  2431. sc = status_get_sc(bl);
  2432. if (sc && sc->data[SC_REFLECTSHIELD])
  2433. {
  2434. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  2435. if (rdamage < 1) rdamage = 1;
  2436. }
  2437. } else {
  2438. if (sd && sd->long_weapon_damage_return)
  2439. {
  2440. rdamage += damage * sd->long_weapon_damage_return / 100;
  2441. if (rdamage < 1) rdamage = 1;
  2442. }
  2443. }
  2444. return rdamage;
  2445. }
  2446. void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss)
  2447. {
  2448. struct weapon_data *wd;
  2449. int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage;
  2450. for (i = 0; i < 4; i++) {
  2451. //First two iterations: Right hand
  2452. if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
  2453. else { wd = &sd->left_weapon; damage = &ldamage; }
  2454. if (*damage <= 0) continue;
  2455. //First and Third iterations: race, other two boss/nonboss state
  2456. if (i == 0 || i == 2)
  2457. type = race;
  2458. else
  2459. type = boss?RC_BOSS:RC_NONBOSS;
  2460. hp = wd->hp_drain[type].value;
  2461. if (wd->hp_drain[type].rate)
  2462. hp += battle_calc_drain(*damage, wd->hp_drain[type].rate, wd->hp_drain[type].per);
  2463. sp = wd->sp_drain[type].value;
  2464. if (wd->sp_drain[type].rate)
  2465. sp += battle_calc_drain(*damage, wd->sp_drain[type].rate, wd->sp_drain[type].per);
  2466. if (hp) {
  2467. if (wd->hp_drain[type].type)
  2468. rhp += hp;
  2469. thp += hp;
  2470. }
  2471. if (sp) {
  2472. if (wd->sp_drain[type].type)
  2473. rsp += sp;
  2474. tsp += sp;
  2475. }
  2476. }
  2477. if (sd->sp_vanish_rate && rand()%1000 < sd->sp_vanish_rate)
  2478. status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->sp_vanish_per, false);
  2479. if (!thp && !tsp) return;
  2480. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  2481. if (rhp || rsp)
  2482. status_zap(tbl, rhp, rsp);
  2483. }
  2484. /*==========================================
  2485. * ’Ê?í?UŒ‚?ˆ—?‚܂Ƃß
  2486. *------------------------------------------*/
  2487. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag)
  2488. {
  2489. struct map_session_data *sd = NULL, *tsd = NULL;
  2490. struct status_data *sstatus, *tstatus;
  2491. struct status_change *sc, *tsc;
  2492. int damage,rdamage=0,rdelay=0;
  2493. int skillv;
  2494. struct Damage wd;
  2495. nullpo_retr(0, src);
  2496. nullpo_retr(0, target);
  2497. if (src->prev == NULL || target->prev == NULL)
  2498. return 0;
  2499. sd = BL_CAST(BL_PC, src);
  2500. tsd = BL_CAST(BL_PC, target);
  2501. sstatus = status_get_status_data(src);
  2502. tstatus = status_get_status_data(target);
  2503. sc = status_get_sc(src);
  2504. tsc = status_get_sc(target);
  2505. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  2506. sc = NULL;
  2507. if (tsc && !tsc->count)
  2508. tsc = NULL;
  2509. if (sd)
  2510. {
  2511. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  2512. if (sd->state.arrow_atk)
  2513. { //Recycled damage variable to store index.
  2514. damage = sd->equip_index[EQI_AMMO];
  2515. if (damage<0) {
  2516. clif_arrow_fail(sd,0);
  2517. return 0;
  2518. }
  2519. //Ammo check by Ishizu-chan
  2520. if (sd->inventory_data[damage])
  2521. switch (sd->status.weapon) {
  2522. case W_BOW:
  2523. if (sd->inventory_data[damage]->look != A_ARROW) {
  2524. clif_arrow_fail(sd,0);
  2525. return 0;
  2526. }
  2527. break;
  2528. case W_REVOLVER:
  2529. case W_RIFLE:
  2530. case W_GATLING:
  2531. case W_SHOTGUN:
  2532. if (sd->inventory_data[damage]->look != A_BULLET) {
  2533. clif_arrow_fail(sd,0);
  2534. return 0;
  2535. }
  2536. break;
  2537. case W_GRENADE:
  2538. if (sd->inventory_data[damage]->look != A_GRENADE) {
  2539. clif_arrow_fail(sd,0);
  2540. return 0;
  2541. }
  2542. break;
  2543. }
  2544. }
  2545. }
  2546. if (sc && sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&2))
  2547. status_change_end(src,SC_CLOAKING,-1);
  2548. //Check for counter attacks that block your attack. [Skotlex]
  2549. if(tsc)
  2550. {
  2551. if(tsc->data[SC_AUTOCOUNTER] &&
  2552. status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)
  2553. ) {
  2554. int dir = map_calc_dir(target,src->x,src->y);
  2555. int t_dir = unit_getdir(target);
  2556. int dist = distance_bl(src, target);
  2557. if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
  2558. {
  2559. int skilllv = tsc->data[SC_AUTOCOUNTER]->val1;
  2560. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  2561. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  2562. status_change_end(target,SC_AUTOCOUNTER,-1);
  2563. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
  2564. return 0;
  2565. }
  2566. }
  2567. if (tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src)) {
  2568. int skilllv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  2569. int duration = skill_get_time2(MO_BLADESTOP,skilllv);
  2570. status_change_end(target, SC_BLADESTOP_WAIT, -1);
  2571. if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, (int)target, duration))
  2572. { //Target locked.
  2573. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  2574. clif_bladestop(target,src,1);
  2575. sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0,(int)src, duration);
  2576. return 0;
  2577. }
  2578. }
  2579. }
  2580. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0)
  2581. {
  2582. int triple_rate= 30 - skillv; //Base Rate
  2583. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK)
  2584. {
  2585. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  2586. status_change_end(src,SC_SKILLRATE_UP,-1);
  2587. }
  2588. if (rand()%100 < triple_rate)
  2589. return skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0);
  2590. }
  2591. if (sc)
  2592. {
  2593. if (sc->data[SC_SACRIFICE])
  2594. return skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,sc->data[SC_SACRIFICE]->val1,tick,0);
  2595. if (sc->data[SC_MAGICALATTACK])
  2596. return skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0);
  2597. }
  2598. wd = battle_calc_weapon_attack(src, target, 0, 0, flag);
  2599. if (sd && sd->state.arrow_atk) //Consume arrow.
  2600. battle_consume_ammo(sd, 0, 0);
  2601. damage = wd.damage + wd.damage2;
  2602. if (damage > 0 && src != target) {
  2603. rdamage = battle_calc_return_damage(target, damage, wd.flag);
  2604. if (rdamage > 0) {
  2605. rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
  2606. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2607. skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,tick);
  2608. }
  2609. }
  2610. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
  2611. if (sd && sd->splash_range > 0 && damage > 0)
  2612. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  2613. map_freeblock_lock();
  2614. battle_delay_damage(tick+wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion);
  2615. if (sc && sc->data[SC_AUTOSPELL] && rand()%100 < sc->data[SC_AUTOSPELL]->val4) {
  2616. int sp = 0;
  2617. int skillid = sc->data[SC_AUTOSPELL]->val2;
  2618. int skilllv = sc->data[SC_AUTOSPELL]->val3;
  2619. int i = rand()%100;
  2620. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  2621. i = 0; //Max chance, no skilllv reduction. [Skotlex]
  2622. if (i >= 50) skilllv -= 2;
  2623. else if (i >= 15) skilllv--;
  2624. if (skilllv < 1) skilllv = 1;
  2625. sp = skill_get_sp(skillid,skilllv) * 2 / 3;
  2626. if (status_charge(src, 0, sp)) {
  2627. switch (skill_get_casttype(skillid)) {
  2628. case CAST_GROUND:
  2629. skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag);
  2630. break;
  2631. case CAST_NODAMAGE:
  2632. skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag);
  2633. break;
  2634. case CAST_DAMAGE:
  2635. skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
  2636. break;
  2637. }
  2638. }
  2639. }
  2640. if (sd) {
  2641. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  2642. if (battle_config.left_cardfix_to_right)
  2643. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target));
  2644. else
  2645. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target));
  2646. }
  2647. }
  2648. if (rdamage > 0) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
  2649. if(tsd && src != target)
  2650. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2651. battle_delay_damage(tick+wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, rdelay);
  2652. }
  2653. if (tsc) {
  2654. if (tsc->data[SC_POISONREACT] &&
  2655. (rand()%100 < tsc->data[SC_POISONREACT]->val3
  2656. || sstatus->def_ele == ELE_POISON) &&
  2657. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  2658. status_check_skilluse(target, src, TF_POISON, 0)
  2659. ) { //Poison React
  2660. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  2661. if (sstatus->def_ele == ELE_POISON) {
  2662. sce->val2 = 0;
  2663. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  2664. } else {
  2665. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  2666. --sce->val2;
  2667. }
  2668. if (sce->val2 <= 0)
  2669. status_change_end(target, SC_POISONREACT, -1);
  2670. }
  2671. }
  2672. map_freeblock_unlock();
  2673. return wd.dmg_lv;
  2674. }
  2675. int battle_check_undead(int race,int element)
  2676. {
  2677. if(battle_config.undead_detect_type == 0) {
  2678. if(element == ELE_UNDEAD)
  2679. return 1;
  2680. }
  2681. else if(battle_config.undead_detect_type == 1) {
  2682. if(race == RC_UNDEAD)
  2683. return 1;
  2684. }
  2685. else {
  2686. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  2687. return 1;
  2688. }
  2689. return 0;
  2690. }
  2691. //Returns the upmost level master starting with the given object
  2692. struct block_list* battle_get_master(struct block_list *src)
  2693. {
  2694. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  2695. do {
  2696. prev = src;
  2697. switch (src->type) {
  2698. case BL_PET:
  2699. if (((TBL_PET*)src)->msd)
  2700. src = (struct block_list*)((TBL_PET*)src)->msd;
  2701. break;
  2702. case BL_MOB:
  2703. if (((TBL_MOB*)src)->master_id)
  2704. src = map_id2bl(((TBL_MOB*)src)->master_id);
  2705. break;
  2706. case BL_HOM:
  2707. if (((TBL_HOM*)src)->master)
  2708. src = (struct block_list*)((TBL_HOM*)src)->master;
  2709. break;
  2710. case BL_SKILL:
  2711. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  2712. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  2713. break;
  2714. }
  2715. } while (src && src != prev);
  2716. return prev;
  2717. }
  2718. /*==========================================
  2719. * Checks the state between two targets (rewritten by Skotlex)
  2720. * (enemy, friend, party, guild, etc)
  2721. * See battle.h for possible values/combinations
  2722. * to be used here (BCT_* constants)
  2723. * Return value is:
  2724. * 1: flag holds true (is enemy, party, etc)
  2725. * -1: flag fails
  2726. * 0: Invalid target (non-targetable ever)
  2727. *------------------------------------------*/
  2728. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  2729. {
  2730. int m,state = 0; //Initial state none
  2731. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  2732. struct block_list *s_bl= src, *t_bl= target;
  2733. nullpo_retr(0, src);
  2734. nullpo_retr(0, target);
  2735. m = target->m;
  2736. if (flag&BCT_ENEMY && !map_flag_gvg(m) && !(status_get_mode(src)&MD_BOSS))
  2737. { //No offensive stuff while in Basilica.
  2738. if (map_getcell(m,src->x,src->y,CELL_CHKBASILICA) ||
  2739. map_getcell(m,target->x,target->y,CELL_CHKBASILICA))
  2740. return -1;
  2741. }
  2742. if (flag&BCT_ENEMY && map_getcell(m,src->x,src->y,CELL_CHKNODAMAGE) || map_getcell(m,target->x,target->y,CELL_CHKNODAMAGE))
  2743. return -1; // [NoDamage]
  2744. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  2745. //objects involved.
  2746. if ((t_bl = battle_get_master(target)) == NULL)
  2747. t_bl = target;
  2748. if ((s_bl = battle_get_master(src)) == NULL)
  2749. s_bl = src;
  2750. switch (target->type)
  2751. { //Checks on actual target
  2752. case BL_PC:
  2753. if (((TBL_PC*)target)->invincible_timer != -1 || pc_isinvisible((TBL_PC*)target))
  2754. return -1; //Cannot be targeted yet.
  2755. break;
  2756. case BL_MOB:
  2757. if((((TBL_MOB*)target)->special_state.ai == 2 || //Marine Spheres
  2758. (((TBL_MOB*)target)->special_state.ai == 3 && battle_config.summon_flora&1)) && //Floras
  2759. s_bl->type == BL_PC && src->type != BL_MOB)
  2760. { //Targettable by players
  2761. state |= BCT_ENEMY;
  2762. strip_enemy = 0;
  2763. }
  2764. break;
  2765. case BL_SKILL:
  2766. {
  2767. TBL_SKILL *su = (TBL_SKILL*)target;
  2768. if (!su->group)
  2769. return 0;
  2770. if (skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2771. { //Only a few skills can target traps...
  2772. switch (battle_getcurrentskill(src))
  2773. {
  2774. case HT_REMOVETRAP:
  2775. case AC_SHOWER:
  2776. case WZ_HEAVENDRIVE:
  2777. state |= BCT_ENEMY;
  2778. strip_enemy = 0;
  2779. break;
  2780. default:
  2781. return 0;
  2782. }
  2783. } else if (su->group->skill_id==WZ_ICEWALL)
  2784. {
  2785. state |= BCT_ENEMY;
  2786. strip_enemy = 0;
  2787. } else //Excepting traps and icewall, you should not be able to target skills.
  2788. return 0;
  2789. }
  2790. break;
  2791. //Valid targets with no special checks here.
  2792. case BL_HOM:
  2793. break;
  2794. //All else not specified is an invalid target.
  2795. default:
  2796. return 0;
  2797. }
  2798. switch (t_bl->type)
  2799. { //Checks on target master
  2800. case BL_PC:
  2801. {
  2802. TBL_PC *sd = (TBL_PC*)t_bl;
  2803. if (sd->status.karma && t_bl != s_bl && s_bl->type == BL_PC &&
  2804. ((TBL_PC*)s_bl)->status.karma)
  2805. state |= BCT_ENEMY; //Characters with bad karma may fight amongst them.
  2806. if (sd->state.monster_ignore && t_bl != s_bl && flag&BCT_ENEMY)
  2807. return 0; //Global inmunity to attacks.
  2808. if (sd->state.killable && t_bl != s_bl)
  2809. {
  2810. state |= BCT_ENEMY; //Universal Victim
  2811. strip_enemy = 0;
  2812. }
  2813. break;
  2814. }
  2815. case BL_MOB:
  2816. {
  2817. TBL_MOB *md = (TBL_MOB*)t_bl;
  2818. if (!(agit_flag && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id)
  2819. return 0; //Disable guardians/emperiums owned by Guilds on non-woe times.
  2820. break;
  2821. }
  2822. }
  2823. switch(src->type)
  2824. { //Checks on actual src type
  2825. case BL_PET:
  2826. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  2827. return 0; //Pet may not attack non-mobs.
  2828. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  2829. return 0; //pet may not attack Guardians/Emperium
  2830. break;
  2831. case BL_SKILL:
  2832. {
  2833. struct skill_unit *su = (struct skill_unit *)src;
  2834. if (!su->group)
  2835. return 0;
  2836. if (su->group->src_id == target->id)
  2837. {
  2838. int inf2;
  2839. inf2 = skill_get_inf2(su->group->skill_id);
  2840. if (inf2&INF2_NO_TARGET_SELF)
  2841. return -1;
  2842. if (inf2&INF2_TARGET_SELF)
  2843. return 1;
  2844. }
  2845. break;
  2846. }
  2847. }
  2848. switch (s_bl->type)
  2849. { //Checks on source master
  2850. case BL_PC:
  2851. {
  2852. TBL_PC *sd = (TBL_PC*) s_bl;
  2853. if (sd->state.killer && s_bl != t_bl)
  2854. {
  2855. state |= BCT_ENEMY; //Is on a killing rampage :O
  2856. strip_enemy = 0;
  2857. } else
  2858. if (sd->duel_group && t_bl != s_bl && // Duel [LuzZza]
  2859. !(
  2860. (!battle_config.duel_allow_pvp && map[m].flag.pvp) ||
  2861. (!battle_config.duel_allow_gvg && map_flag_gvg(m))
  2862. ))
  2863. {
  2864. if (t_bl->type == BL_PC &&
  2865. (sd->duel_group == ((TBL_PC*)t_bl)->duel_group))
  2866. //Duel targets can ONLY be your enemy, nothing else.
  2867. return (BCT_ENEMY&flag)?1:-1;
  2868. else // You can't target anything out of your duel
  2869. return 0;
  2870. }
  2871. if (map_flag_gvg(m) && !sd->status.guild_id &&
  2872. t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data)
  2873. return 0; //If you don't belong to a guild, can't target guardians/emperium.
  2874. if (t_bl->type != BL_PC)
  2875. state |= BCT_ENEMY; //Natural enemy.
  2876. break;
  2877. }
  2878. case BL_MOB:
  2879. {
  2880. TBL_MOB*md = (TBL_MOB*)s_bl;
  2881. if (!(agit_flag && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id)
  2882. return 0; //Disable guardians/emperium owned by Guilds on non-woe times.
  2883. if(md->state.killer/* || !(battle_config.mob_ai&0x400)*/)
  2884. state |= BCT_ENEMY; //By default everyone hates mobs.
  2885. else
  2886. { //Smart enemy criteria.
  2887. if (!md->special_state.ai) { //Normal mobs.
  2888. if (t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai)
  2889. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  2890. else
  2891. state |= BCT_ENEMY; //However, all else are enemies.
  2892. } else {
  2893. if (t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai)
  2894. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  2895. }
  2896. }
  2897. break;
  2898. }
  2899. default:
  2900. //Need some sort of default behaviour for unhandled types.
  2901. if (t_bl->type != s_bl->type)
  2902. state |= BCT_ENEMY;
  2903. break;
  2904. }
  2905. if ((flag&BCT_ALL) == BCT_ALL) { //All actually stands for all attackable chars
  2906. if (target->type&BL_CHAR)
  2907. return 1;
  2908. else
  2909. return -1;
  2910. } else
  2911. if (flag == BCT_NOONE) //Why would someone use this? no clue.
  2912. return -1;
  2913. if (t_bl == s_bl)
  2914. { //No need for further testing.
  2915. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  2916. if (state&BCT_ENEMY && strip_enemy)
  2917. state&=~BCT_ENEMY;
  2918. return (flag&state)?1:-1;
  2919. }
  2920. if (map_flag_vs(m)) { //Check rivalry settings.
  2921. if (flag&(BCT_PARTY|BCT_ENEMY)) {
  2922. int s_party = status_get_party_id(s_bl);
  2923. if (
  2924. !(map[m].flag.pvp && map[m].flag.pvp_noparty) &&
  2925. !(map_flag_gvg(m) && map[m].flag.gvg_noparty) &&
  2926. s_party && s_party == status_get_party_id(t_bl)
  2927. )
  2928. state |= BCT_PARTY;
  2929. else
  2930. state |= BCT_ENEMY;
  2931. }
  2932. if (flag&(BCT_GUILD|BCT_ENEMY)) {
  2933. int s_guild = status_get_guild_id(s_bl);
  2934. int t_guild = status_get_guild_id(t_bl);
  2935. if (
  2936. !(map[m].flag.pvp && map[m].flag.pvp_noguild) &&
  2937. s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild))
  2938. )
  2939. state |= BCT_GUILD;
  2940. else
  2941. state |= BCT_ENEMY;
  2942. }
  2943. if (state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) &&
  2944. s_bl->type == BL_PC && t_bl->type == BL_PC)
  2945. { //Prevent novice engagement on pk_mode (feature by Valaris)
  2946. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  2947. if (
  2948. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  2949. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  2950. (int)sd->status.base_level < battle_config.pk_min_level ||
  2951. (int)sd2->status.base_level < battle_config.pk_min_level ||
  2952. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  2953. )
  2954. state&=~BCT_ENEMY;
  2955. }
  2956. } else { //Non pvp/gvg, check party/guild settings.
  2957. if (flag&BCT_PARTY || state&BCT_ENEMY) {
  2958. int s_party = status_get_party_id(s_bl);
  2959. if(s_party && s_party == status_get_party_id(t_bl))
  2960. state |= BCT_PARTY;
  2961. }
  2962. if (flag&BCT_GUILD || state&BCT_ENEMY) {
  2963. int s_guild = status_get_guild_id(s_bl);
  2964. int t_guild = status_get_guild_id(t_bl);
  2965. if(s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)))
  2966. state |= BCT_GUILD;
  2967. }
  2968. }
  2969. if (!state) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  2970. state = BCT_NEUTRAL;
  2971. //Alliance state takes precedence over enemy one.
  2972. else if (state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD))
  2973. state&=~BCT_ENEMY;
  2974. return (flag&state)?1:-1;
  2975. }
  2976. /*==========================================
  2977. * ŽË’ö”»’è
  2978. *------------------------------------------*/
  2979. bool battle_check_range(struct block_list *src,struct block_list *bl,int range)
  2980. {
  2981. int d;
  2982. nullpo_retr(false, src);
  2983. nullpo_retr(false, bl);
  2984. if(src->m != bl->m) // ˆá‚¤ƒ}ƒbƒv
  2985. return false;
  2986. if (!check_distance_bl(src, bl, range))
  2987. return false;
  2988. if((d=distance_bl(src, bl)) < 2) //No need for path checking.
  2989. return true;
  2990. if (d> AREA_SIZE)
  2991. return false; //Avoid targetting objects beyond your range of sight.
  2992. // ?áŠQ•¨”»’è
  2993. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  2994. }
  2995. static const struct _battle_data {
  2996. const char* str;
  2997. int* val;
  2998. int defval;
  2999. int min;
  3000. int max;
  3001. } battle_data[] = {
  3002. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  3003. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  3004. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  3005. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  3006. { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
  3007. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  3008. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  3009. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  3010. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  3011. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  3012. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  3013. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  3014. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  3015. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  3016. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  3017. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, ~BL_PC, BL_NUL, BL_ALL, },
  3018. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  3019. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  3020. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  3021. { "traps_setting", &battle_config.traps_setting, 0, 0, 1, },
  3022. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  3023. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  3024. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  3025. { "random_monster_checklv", &battle_config.random_monster_checklv, 1, 0, 1, },
  3026. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  3027. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  3028. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  3029. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  3030. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  3031. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  3032. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  3033. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  3034. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  3035. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  3036. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  3037. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  3038. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  3039. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  3040. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  3041. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  3042. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  3043. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  3044. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  3045. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  3046. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  3047. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  3048. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  3049. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  3050. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  3051. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  3052. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  3053. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  3054. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  3055. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  3056. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 0, 0, 1, },
  3057. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  3058. { "atcommand_gm_only", &battle_config.atc_gmonly, 0, 0, 1, },
  3059. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  3060. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  3061. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  3062. { "gm_all_skill", &battle_config.gm_allskill, 0, 0, 100, },
  3063. { "gm_all_equipment", &battle_config.gm_allequip, 0, 0, 100, },
  3064. { "gm_skill_unconditional", &battle_config.gm_skilluncond, 0, 0, 100, },
  3065. { "gm_join_chat", &battle_config.gm_join_chat, 0, 0, 100, },
  3066. { "gm_kick_chat", &battle_config.gm_kick_chat, 0, 0, 100, },
  3067. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  3068. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  3069. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  3070. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  3071. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  3072. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  3073. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  3074. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  3075. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  3076. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  3077. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  3078. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  3079. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  3080. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  3081. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  3082. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  3083. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, },
  3084. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  3085. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  3086. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  3087. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  3088. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  3089. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  3090. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  3091. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  3092. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  3093. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  3094. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  3095. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  3096. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  3097. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  3098. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  3099. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  3100. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  3101. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  3102. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  3103. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  3104. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  3105. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  3106. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  3107. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  3108. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  3109. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  3110. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  3111. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  3112. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  3113. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  3114. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  3115. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  3116. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  3117. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  3118. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  3119. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  3120. { "item_check", &battle_config.item_check, 0, 0, 1, },
  3121. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  3122. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  3123. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  3124. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  3125. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  3126. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  3127. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  3128. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  3129. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
  3130. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  3131. { "max_aspd", &battle_config.max_aspd, 199, 100, 199, },
  3132. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  3133. { "max_lv", &battle_config.max_lv, 99, 0, 127, },
  3134. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  3135. { "max_hp", &battle_config.max_hp, 32500, 100, 1000000000, },
  3136. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  3137. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  3138. { "max_parameter", &battle_config.max_parameter, 99, 10, 10000, },
  3139. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, 10000, },
  3140. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  3141. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  3142. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  3143. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  3144. { "save_log", &battle_config.save_log, 0, 0, 1, },
  3145. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  3146. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  3147. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  3148. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  3149. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  3150. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  3151. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  3152. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  3153. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  3154. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  3155. { "agi_penalty_count_lv", &battle_config.agi_penalty_count_lv, ATK_FLEE, 0, INT_MAX, },
  3156. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  3157. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  3158. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  3159. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, },
  3160. { "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv, ATK_DEF, 0, INT_MAX, },
  3161. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  3162. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  3163. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  3164. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  3165. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  3166. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  3167. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  3168. { "gvg_eliminate_time", &battle_config.gvg_eliminate_time, 7000, 0, INT_MAX, },
  3169. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  3170. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  3171. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  3172. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  3173. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  3174. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  3175. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  3176. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  3177. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  3178. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  3179. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  3180. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  3181. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  3182. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  3183. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  3184. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  3185. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  3186. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  3187. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
  3188. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  3189. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  3190. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  3191. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  3192. { "show_party_share_picker", &battle_config.party_show_share_picker, 0, 0, 1, },
  3193. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  3194. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  3195. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  3196. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  3197. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  3198. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  3199. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  3200. { "hide_GM_session", &battle_config.hide_GM_session, 0, 0, 1, },
  3201. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  3202. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  3203. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  3204. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  3205. { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
  3206. { "gm_cant_drop_min_lv", &battle_config.gm_cant_drop_min_lv, 1, 0, 100, },
  3207. { "gm_cant_drop_max_lv", &battle_config.gm_cant_drop_max_lv, 0, 0, 100, },
  3208. { "disp_hpmeter", &battle_config.disp_hpmeter, 0, 0, 100, },
  3209. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  3210. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  3211. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  3212. { "cell_stack_limit", &battle_config.cell_stack_limit, 1, 1, 255, },
  3213. // eAthena additions
  3214. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  3215. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, },
  3216. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  3217. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, },
  3218. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  3219. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, },
  3220. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  3221. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, },
  3222. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  3223. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, },
  3224. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  3225. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, },
  3226. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  3227. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, },
  3228. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  3229. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, },
  3230. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  3231. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  3232. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  3233. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  3234. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  3235. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  3236. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  3237. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  3238. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  3239. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  3240. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  3241. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  3242. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  3243. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  3244. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  3245. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  3246. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  3247. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  3248. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  3249. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  3250. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  3251. { "pk_mode", &battle_config.pk_mode, 0, 0, 1, },
  3252. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  3253. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  3254. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  3255. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  3256. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  3257. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  3258. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  3259. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  3260. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  3261. { "hack_info_GM_level", &battle_config.hack_info_GM_level, 60, 0, 100, },
  3262. { "any_warp_GM_min_level", &battle_config.any_warp_GM_min_level, 20, 0, 100, },
  3263. { "who_display_aid", &battle_config.who_display_aid, 40, 0, 100, },
  3264. { "packet_ver_flag", &battle_config.packet_ver_flag, 0xFFFF, 0x0000, 0xFFFF, },
  3265. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  3266. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  3267. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  3268. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  3269. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  3270. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  3271. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  3272. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  3273. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  3274. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  3275. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  3276. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  3277. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  3278. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  3279. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  3280. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  3281. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  3282. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  3283. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  3284. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  3285. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  3286. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  3287. { "attack_walk_delay", &battle_config.attack_walk_delay, 0, 0, INT_MAX, },
  3288. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  3289. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  3290. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  3291. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  3292. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  3293. { "display_version", &battle_config.display_version, 1, 0, 1, },
  3294. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  3295. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  3296. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  3297. { "copyskill_restrict", &battle_config.copyskill_restrict, 2, 0, 2, },
  3298. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  3299. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  3300. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, },
  3301. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  3302. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  3303. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  3304. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  3305. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  3306. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  3307. { "mob_clear_delay", &battle_config.mob_clear_delay, 0, 0, INT_MAX, },
  3308. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  3309. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, },
  3310. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  3311. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  3312. { "title_lvl1", &battle_config.title_lvl1, 1, 0, 100, },
  3313. { "title_lvl2", &battle_config.title_lvl2, 10, 0, 100, },
  3314. { "title_lvl3", &battle_config.title_lvl3, 20, 0, 100, },
  3315. { "title_lvl4", &battle_config.title_lvl4, 40, 0, 100, },
  3316. { "title_lvl5", &battle_config.title_lvl5, 50, 0, 100, },
  3317. { "title_lvl6", &battle_config.title_lvl6, 60, 0, 100, },
  3318. { "title_lvl7", &battle_config.title_lvl7, 80, 0, 100, },
  3319. { "title_lvl8", &battle_config.title_lvl8, 99, 0, 100, },
  3320. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  3321. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  3322. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  3323. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  3324. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  3325. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  3326. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  3327. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  3328. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  3329. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  3330. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  3331. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  3332. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  3333. { "pc_luk_status_def", &battle_config.pc_luk_sc_def, 300, 1, INT_MAX, },
  3334. { "mob_luk_status_def", &battle_config.mob_luk_sc_def, 300, 1, INT_MAX, },
  3335. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  3336. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  3337. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  3338. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  3339. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  3340. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  3341. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  3342. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  3343. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  3344. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  3345. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  3346. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  3347. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  3348. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  3349. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 15000, INT_MAX, },
  3350. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  3351. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  3352. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  3353. };
  3354. int battle_set_value(const char* w1, const char* w2)
  3355. {
  3356. int val = config_switch(w2);
  3357. int i;
  3358. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  3359. if (i == ARRAYLENGTH(battle_data))
  3360. return 0; // not found
  3361. if (val < battle_data[i].min || val > battle_data[i].max)
  3362. {
  3363. 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);
  3364. val = battle_data[i].defval;
  3365. }
  3366. *battle_data[i].val = val;
  3367. return 1;
  3368. }
  3369. int battle_get_value(const char* w1)
  3370. {
  3371. int i;
  3372. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  3373. if (i == ARRAYLENGTH(battle_data))
  3374. return 0; // not found
  3375. else
  3376. return *battle_data[i].val;
  3377. }
  3378. void battle_set_defaults()
  3379. {
  3380. int i;
  3381. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  3382. *battle_data[i].val = battle_data[i].defval;
  3383. }
  3384. void battle_adjust_conf()
  3385. {
  3386. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
  3387. battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
  3388. battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
  3389. battle_config.max_cart_weight *= 10;
  3390. if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  3391. battle_config.max_def = 100;
  3392. if(battle_config.min_hitrate > battle_config.max_hitrate)
  3393. battle_config.min_hitrate = battle_config.max_hitrate;
  3394. if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  3395. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  3396. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  3397. battle_config.day_duration = 60000;
  3398. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  3399. battle_config.night_duration = 60000;
  3400. #ifndef CELL_NOSTACK
  3401. if (battle_config.cell_stack_limit != 1)
  3402. ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  3403. #endif
  3404. }
  3405. int battle_config_read(const char* cfgName)
  3406. {
  3407. char line[1024], w1[1024], w2[1024];
  3408. FILE* fp;
  3409. static int count = 0;
  3410. if (count == 0)
  3411. battle_set_defaults();
  3412. count++;
  3413. fp = fopen(cfgName,"r");
  3414. if (fp == NULL)
  3415. ShowError("File not found: %s\n", cfgName);
  3416. else
  3417. {
  3418. while(fgets(line, sizeof(line), fp))
  3419. {
  3420. if (line[0] == '/' && line[1] == '/')
  3421. continue;
  3422. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  3423. continue;
  3424. if (strcmpi(w1, "import") == 0)
  3425. battle_config_read(w2);
  3426. else
  3427. if (battle_set_value(w1, w2) == 0)
  3428. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  3429. }
  3430. fclose(fp);
  3431. }
  3432. count--;
  3433. if (count == 0)
  3434. battle_adjust_conf();
  3435. return 0;
  3436. }
  3437. void do_init_battle(void)
  3438. {
  3439. delay_damage_ers = ers_new(sizeof(struct delay_damage));
  3440. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  3441. }
  3442. void do_final_battle(void)
  3443. {
  3444. ers_destroy(delay_damage_ers);
  3445. }